Closed GoogleCodeExporter closed 9 years ago
>>> I don't have this problem using virtualgl. In this case game runs.
So 99% likely that there is some bugs in primus/bumblebee
Original comment by gregory....@gmail.com
on 28 Jul 2013 at 8:32
I noticed that problem occurs only when I use GSdx. ZZ Ogl runs - slow but
without crash.
I created bug report also on Primus github:
https://github.com/amonakov/primus/issues/106
Ubuntu 13.04
pcsx2 svn 5705
primus 20130527.
bumblebee 3.2.1
kernel 3.8.0-26.38
nvidia 313.30
Original comment by dev...@gmail.com
on 28 Jul 2013 at 9:42
zzogl is opengl 2
GSdx is opengl 3+ (I used some opengl4 extensions)
So you can't seriously compare the 2.
Original comment by gregory....@gmail.com
on 28 Jul 2013 at 9:46
[deleted comment]
It finally worked on Mint Olivia KDE and Bublebee, at 55fps average. The hint
was Gregory's comment about using VirtualGL.
The thing is that "optirun" commmand now uses "primusrun" as default since the
latter is faster. To use old VirtualGL-based optirun you have to use the "-b
virtualgl" option. So this should do the trick:
optirun -b virtualgl pcsx2
I only played about 5 minutes using GSdx plugin and the "OpenGL (hardware)" as
Renderer. Everything OK.
Original comment by physl...@gmail.com
on 29 Jul 2013 at 7:59
I know that virtualgl works :) Problem is why primus doesn't work?
For virtualgl I have something between 35-60fps (OpenGL hardware), for official
optimus support in nvidia drivers (early beta) in my testing partition always
~60fps. So I hope primus would be good solution for now.
Original comment by dev...@gmail.com
on 29 Jul 2013 at 8:13
IIRC, years ago virtual gl was buggy too because it missed one opengl feature
(PBO). Maybe optirun miss somethings.
Original comment by gregory....@gmail.com
on 29 Jul 2013 at 8:31
I misread the first post. Sorry for the misleading comment.
I'll will test the new nvidia drivers with Optimus support.
Original comment by physl...@gmail.com
on 29 Jul 2013 at 8:40
Hi, I'm primus' developer. Looks like missing support for
glXCreateContextAttribs in primus is the root cause here. So far, all
applications either did not use that, or had a fallback code path with
glXCreateNewContext (Unigine engine), but I can see that adding a similar
fallback in GSdx is more than 5 lines (you'd have to make a context current and
check the GL version string), so I'll work on adding the extension in primus.
Gregory, can you explain the motivation for adding EGL codepath? r5671 says it
had to do with Mesa drivers, but I don't really see the connection — normally
when EGL is available and working, so is glXCreateContextAttribs. Thanks.
Original comment by amona...@gmail.com
on 29 Jul 2013 at 4:39
cool.
The more the merrier :) You got it wrong glx depends on the xserver (egl is
purely on the client side). On debian I got an old xserver so it only work with
egl. Besides egl is useful for opengles3 and eventually wayland/mir.
Original comment by gregory....@gmail.com
on 29 Jul 2013 at 7:04
Original comment by gregory....@gmail.com
on 29 Jul 2013 at 7:44
Original issue reported on code.google.com by
dev...@gmail.com
on 27 Jul 2013 at 10:43