Closed yuljk closed 5 years ago
I should also note I'm using wtfi.exe in order to get around the 'OpenGL not accelerated problem' on Intel graphics.
Sorry this is a technical issue, probably a driver problem. If it happens also with D3D then something is running in the background eating cpu cycles. Have you tried switching fullscreen off and on? Or try borderless windowed mode (win_borderless), it's supported but not in the menu (there were a few minor problems).
Hi - I'm running the latest release of ZDoom32 ona laptop with an Intel HD 3000. I find that sometimes when I launch the game the menu runs at a crawling pace as well as the game. If I close and re-open a few times it will run perfectly again.
I'm running with the OpenGL render and latest Intel HD 3000 drivers. This issue has plagued me with other variations of gzdoom. I suspect it is related to the OpenGL renderer.
This happens with just vanilla Doom or Doom2 iwads and any mods.
Here's a log:
`Log started: Tue Apr 23 20:33:32 2019
I_Init: Setting up machine state. CPU speed: 2492 MHz CPU Vendor ID: GenuineIntel Name: Intel(R) Core(TM) i5-2520M CPU @ 2.50GHz Family 6, Model 42, Stepping 7 Features: MMX SSE SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 I_InitSound: Initializing FMOD FMOD Sound System, copyright © Firelight Technologies Pty, Ltd., 1994-2009. Loaded FMOD version 4.36.23 V_Init: allocate screen. S_Init: Setting up sound. ST_Init: Init startup screen. Checking cmd-line parameters... S_InitData: Load sound definitions. G_ParseMapInfo: Load map definitions. Texman.Init: Init texture manager. ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. DECORATE parsing took 35.87 ms R_Init: Init Doom refresh subsystem. DecalLibrary: Load decals. Adding dehacked patch btsx_e1a.wad:DEHACKED Patch installed M_Init: Init menus. P_Init: Init Playloop state. ParseSBarInfo: Loading default status bar definition. ParseSBarInfo: Loading custom status bar definition. D_CheckNetGame: Checking network game status. player 1 of 1 (1 nodes) I_InitInput I_StartupMouse I_StartupKeyboard I_StartupXInput I_StartupRawPS2 I_StartupDirectInputJoystick GL_VENDOR: Intel GL_RENDERER: Intel(R) HD Graphics 3000 GL_VERSION: 3.1.0 - Build 9.17.10.4459 GL_SHADING_LANGUAGE_VERSION: 1.40 - Intel Build 9.17.10.4459 GL_EXTENSIONS: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_EXT_texture_snorm GL_INTEL_performance_queries GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_INTEL_map_texture GL_ARB_vertex_array_object GL_ARB_provoking_vertex Max. texture size: 8192 Max. texture units: 16 Max. fragment uniforms: 1024 Max. vertex uniforms: 512 Max. varying: 41 Max. combined uniforms: 1 Max. combined uniform blocks: 24 Resolution: 1366 x 768
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map21 - Failed Experiments and Trashed Aircraft
]quit ` Any ideas how I can fix this? - It seems to be pretty random.