General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12363681 views, last view: 10/08/2024 04:32 |
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for questions, announcements etc.
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#9045: Re: win 32 exception 0xc0000000005 |
by acinger
on 09/13/2007 16:57, refers to #9043
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f721c4058dc45abdd267e7d1ef55e6f6
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#9046: Re: win 32 exception 0xc0000000005 |
by acinger
on 09/13/2007 16:58, refers to #9043
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Sauerbraten Summer Edition
Amd Athlon 64 3400+
1 GB Ram
ATI Radeon 9800, 256 MB
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#9047: Re: win 32 exception 0xc0000000005 |
by Drakas
on 09/13/2007 17:12, refers to #9046
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and which OS?
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#9048: Re: win 32 exception 0xc0000000005 |
by acinger
on 09/13/2007 17:15, refers to #9047
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Windows XP Home 32 bit
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#9049: Re: Problem with shaders |
by Xannin
on 09/13/2007 18:14, refers to #9044
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Without shaders it runs at about 20fps
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#9050: Re: Problem with shaders |
by a baby rabbit
on 09/13/2007 19:46, refers to #9049
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that sounds just wrong given your mac hardware. SanHolo - I wasn't aware of such driver issues, what is your source?
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#9051: Re: Problem with shaders |
by Xannin
on 09/13/2007 21:45, refers to #9050
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That's what it runs at when it's 1920 x 1200 resolution and 4x FSAA.
Also I did some checking around and read several places that there are problems with the drivers for all new IMacs.
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#9052: .. |
by Acord
on 09/13/2007 23:16
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Well, the resolution is VERY high. That and the 4xFSAA are going to take a major hit out of any card. The higher the res, the more of a hit it takes.
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#9053: Problems connecting to master server |
by dussander
on 09/14/2007 08:47
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i'm trying to request the in-game server list and i continue to get the "Master Server Not Replying" message. i'm not behind a router. i'm on wildblue satelite. any ideas?
btw, i'm running xp, firewall turned off
message me on AIM at HerrDussander if you have any ideas
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#9054: Re: Problem with shaders |
by Quin
on 09/14/2007 18:41, refers to #9042
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Well, firstly. Try the 'ati_*_bug' variables (ati_skybox_bug fixes the 'see through random parts of the level' for me on an R9550).
Next, try messing with your driver settings. Disable Catalyst AI if it is available, and try changing the OpenGL depth buffer (or perhaps even /zpass 0 from the Sauerbraten console).
Last but not least, you could try some of the suggestions on the wiki.
http://cube.wikispaces.com/
http://cube.wikispaces.com/FAQ
Hope this helps point you in the right direction, let us know how you go and if you have any success at all.
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#9055: Re: Problem with shaders |
by SanHolo
on 09/14/2007 19:02, refers to #9050
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I read about the "driver issues" for the new R600 Cards on OS X in the various benchmark reports. Some games (UT 2004, Doom III, Quake 4) perform worse on the new MBP with the GeForce 8600M than they do on the MBP with the Radeon X1600.
http://www.macworld.com/2007/06/firstlooks/mbpbench/index.php
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#9056: Re: Problem with shaders |
by SanHolo
on 09/14/2007 19:02, refers to #9055
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Not R600 of course, I mean the GeForce-8 series. Sorry. =)
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#9057: Re: Problem with shaders |
by demosthenes
on 09/14/2007 20:42, refers to #9056
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That's not a driver issue, except with ATI.
The X1600 I looked at just now had a 600MHz core clock and a 1GHz memory clock, compared to the 8600GT I looked at which had a 540MHz core clock and an 800MHz memory clock. Plus, the 8600s use GDDR2 while the X1600s use GDDR3.
The ATI should be performing better comparatively than it is, by a quick glance at those benchmarks.
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#9058: Re: Problem with shaders |
by Xannin
on 09/14/2007 22:23, refers to #9054
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Thanks Quin, /zpass 0 fixed the problem with seeing through the level.
I messed around with turning different shaders on and off,
thinking that one shader in particular might have been causing the problem with the models.
When I turned off dynamic shadows it seemed to help, and the models would sometimes be visible.
However, when they were visible the models were missing random faces and were all somewhat green.
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#9059: Message censored by administrator |
by oijrsqxatz
on 09/15/2007 18:47
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#9060: Re: Problem with shaders |
by SanHolo
on 09/15/2007 22:09, refers to #9057
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You're referring to the Desktop-versions, I am talking about the mobile versions. The mobile X1600 has a 450/470 MHz clockrate, I don't know exactly about the 8600 Go, but clockrates are almost twice as high.
Plus it would make no sense to build a slower GPU into the next generation of a laptop.
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#9061: Re: Problem with shaders |
by yetanotherdemosthenescomputer
on 09/15/2007 22:52, refers to #9060
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To you, the end-user, no, it does not.
However, name-dropping can sell. And sell big! Saying that you've got a GeForce 8 card in a laptop makes more of an impression of the average user than saying you've got a x1600. So, regardless of the fact that the (desktop) 1600 is more powerful than the (desktop) 8600GT by clock speeds, at least, you can still sell more laptops with the "new" chipset than you might sell of identical laptops with the "old" chipset, even though they're practically identical.
That is, of course, before GPU architecture is brought into it, at which point, the lower clock rates of the one (desktop) card as opposed to the other may not actually reflect performance. Either way, the main point of the 8 series is DX10 cores (Note that an 8600 is fairly identical to a 7600, but for the DX version). Since Mac OS can't really use DX (it being Windows only), there's no real reason to include an 8 series card in there which is less powerful than a 7 series card might be for a similar price.
Eh, whatever.
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#9062: .. |
by Julius
on 09/15/2007 23:00
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AFAIK MacOSX and Linux can use the "dx10" features of the Geforce8 series by OpenGL extensions and OpenGL2.0.
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#9063: Re: .. |
by yetanotherdemosthenescomputer
on 09/15/2007 23:05, refers to #9062
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What?! Links, please. I have never heard of OGL and DX being able to be used in conjunction with each other. Would be interesting to read about if it's true.
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#9064: Re: .. |
by absinth
on 09/15/2007 23:14, refers to #9063
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http://developer.download.nvidia.com/opengl/specs/g80specs.pdf
"in conjunction with each other"
conjunction? nah, it is just that you can exploit the features of the hardware just as well with opengl (extensions) as with dx version xyz
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