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Old 10-05-2004, 03:57 PM   #31
LavaDevil94
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I got through and got the binaries. A little trouble with installation (installer thought I used glibc 2.1), but it worked, and the performance increase from Cedega is quite high. Levels load faster, and they don't slow down as much. If you've been using Cedega, stop doing so and use the native version.
 
Old 10-05-2004, 10:58 PM   #32
RHLinuxGUY
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I get 0-25 fps in this game, (the demo) I have an AMD Athlon XP 2500+, 512 megs of 3200 ram generic, GeForce FX 5500 256megs. Seriously, I hate how game developers never REALY reflect the ACTUALY game minimum requirements, this is completely unplayable, I think I shall wait to get more of a bad ass system. :'[
 
Old 10-06-2004, 01:17 AM   #33
Linux.tar.gz
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I can play well with an athlon 1.4G...
The idea of developing a game engine powerful and greedy in resources guaranties his lifetime.

Last edited by Linux.tar.gz; 10-06-2004 at 01:22 AM.
 
Old 10-06-2004, 09:38 AM   #34
joseph.ervin
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Sucks the life out of my box...

Wow,

I play ut2004 all the time on my 2.4GHz P4 with 1GB RAM and my NVIDIA FX5200 (128MB).

Granted, the graphics card is on the weak side, but ut2004 does very nicely. Doom3 gets something
like 4 fps at 640x480. Curiously, turning off all the advanced video features didn't help noticably.

I don't see anything going wrong in the startup,...seems like it just runs reallly sllooowww.

What are other people finding?

>>>Joe
 
Old 10-06-2004, 11:40 AM   #35
slightcrazed
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Specs are in my sig

Plays fine for me.... I get about 28 FPS steady unless there are 3 or more baddies in my field of view, then I drop to about 12 - 15, but it is cretainly playable. This is at medium detail with all the goodies turned on at 800x600.

Joseph, are you using the newest NVIDIA drivers? Do you maybe have AA turned on? Make sure it is detecting the right amount of memory for your vid card too.

slight
 
Old 10-06-2004, 12:08 PM   #36
Hammett
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It plays nice for me as well....Actually it plays A LOT more flawlessy than in windows...I got around 40-50 and with 2-3 zombies around 20-25 on my P4 2.4Ghz FX5900 128Mb. I use 1024x768 with high detail and AA 2x. If I play like that in windows, I would get around 4fps
I had to do some tweaking on the config file following one tweaking guide i found googleing.
 
Old 10-06-2004, 02:17 PM   #37
JaseP
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Mine plays nice for me at 640x480 resolution using a P4 2.4GHz, 512 MB RAM, and an nVidia GeForce4 MX 440 w/ 128 MB RAM. I am using an older set of drivers and AGPgart. Some slowdown with a lot of action on the screen, but very playable on "High" detail.

Last edited by JaseP; 10-06-2004 at 02:26 PM.
 
Old 10-06-2004, 02:27 PM   #38
trey85stang
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Thumbs up

Athlon 1400, GeForce 5700LE 1GB pc3200 RAM... Doom3 @ 1280x1024 = Average 20fps. 800x600 nets me about 30+ but on a 22 inch monitor 800x600 sucks
 
Old 10-06-2004, 02:33 PM   #39
joseph.ervin
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No Cg"

Hi folks,

Joseph here again, with the poor performance on my GeForce FX 5200. From other people's posts,
I'm thinking there's something wrong with my config that's making the darn thing so slow.

I did notice this in the startup of the game:

---------- R_ARB2_Init ----------
Available.
Cg not available.
---------------------------------

Hmm...no Cg available? I looked quickly on NVIDIA's website, and Cg sure sounds
like it would be important for performance. Also, looking at the back of the box from my
card (PNY GeForce FX 5200 128MB), it specifically says "Architected for Cg".

I'm running the 1.0-6111 driver from NVIDIA on Fedora core 2.

Can anyone confirm whether the above message about Cg not being available
would result in poor performance? Any ideas how to fix it?

Regards,

>>>Joe


here's the entire startup...
******************************************************************
DOOM 1.1.1282 linux-x86 Oct 4 2004 08:27:55
Hostname: x
IP: x
------ Initializing File System ------
Loaded pk4 /files/doom3-demo/demo/demo00.pk4 with checksum 0x93fac1e4
Current search path:
/homedir/joe/.doom3-demo/demo
/files/doom3-demo/demo
/files/doom3-demo/demo/demo00.pk4 (12234 files)
game DLL: 0x0 in pak: 0x0
file system initialized.
--------------------------------------

Running in restricted demo mode.

----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
using ARB renderSystem
renderSystem initialized.
--------------------------------------
5151 strings read from strings/english.lang
Couldn't open journal files
couldn't exec editor.cfg
execing default.cfg
execing DoomConfig.cfg
couldn't exec autoexec.cfg
5151 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
dlopen(libGL.so.1)
Open X display
Initializing OpenGL display
Using XFree86-VidModeExtension Version 2.2
DGA DirectVideo Mouse (Version 2.0) initialized
Free86-VidModeExtension Activated at 800x600
Using 8/8/8 Color bits, 8 Alpha bits, 24 depth, 8 stencil display.
GL_RENDERER: GeForce FX 5200/AGP/SSE2
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_paletted_texture GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_shared_texture_palette GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum

------- Input Initialization -------
XKB extension: compile time 0x1:0x0, runtime 0x1:0x0: OK
XKB extension present on server ( 0x1:0x0 )
------------------------------------
----------- OSS Sound Initialization -----------
opened sound device '/dev/dsp'
/dev/dsp - bit rate: 16, channels: 2, frequency: 44100
------------------------------------------------
...using GL_ARB_multitexture
...using GL_ARB_texture_env_combine
...using GL_ARB_texture_cube_map
...using GL_ARB_texture_env_dot3
...using GL_ARB_texture_env_add
X..GL_ARB_texture_non_power_of_two not found
...using GL_ARB_texture_compression
...using GL_EXT_texture_filter_anisotropic
maxTextureAnisotropy: 8.000000
...using GL_1.4_texture_lod_bias
...using GL_EXT_shared_texture_palette
...using GL_EXT_texture3D
...using GL_EXT_stencil_wrap
...using GL_NV_register_combiners
...using GL_EXT_stencil_two_side
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
...using GL_ARB_vertex_buffer_object
...using GL_ARB_vertex_program
...using GL_ARB_fragment_program
X..EXT_depth_bounds_test not found
---------- R_NV20_Init ----------
---------------------------------
----------- R200_Init -----------
Not available.
---------- R_ARB2_Init ----------
Available.
Cg not available.
---------------------------------
---------- R_Exp_Init -----------
Disabled at compile time.
---------------------------------
----- R_ReloadARBPrograms -----
glprogs/test.vfp
glprogs/test.vfp
glprogs/interaction.vfp
glprogs/interaction.vfp
glprogs/bumpyEnvironment.vfp
glprogs/bumpyEnvironment.vfp
glprogs/ambientLight.vfp
glprogs/ambientLight.vfp
glprogs/shadow.vp
glprogs/R200_interaction.vp
glprogs/nv20_bumpAndLight.vp
glprogs/nv20_diffuseColor.vp
glprogs/nv20_specularColor.vp
glprogs/nv20_diffuseAndSpecularColor.vp
glprogs/environment.vfp
glprogs/environment.vfp
-------------------------------
using ARB_vertex_buffer_object memory
using ARB2 renderSystem
--------- Initializing Game ----------
gamename: baseDOOM-1
gamedate: Oct 4 2004
Initializing event system
...472 event definitions
Initializing class hierarchy
...141 classes, 381376 bytes for event callbacks
Initializing scripts
/proc/cpuinfo CPU frequency: 2394.68 MHz
Compiled 'weapon_machinegun::Lower': 3572.6 ms
---------- Compile stats ----------

Memory usage:
Strings: 79, 12656 bytes
Statements: 67783, 1355660 bytes
Functions: 2108, 250452 bytes
Variables: 147320 bytes
Mem used: 2476308 bytes
Static data: 2277552 bytes
Allocated: 3283404 bytes
Thread size: 7068 bytes

...6 aas types
game initialized.
--------------------------------------
-------- Initializing Session --------
session initialized
--------------------------------------
--- Common Initialization Complete ---
terminal support enabled ( use +set in_tty 0 to disabled )
pid: 12852
1008 MB System Memory
guessing video ram ( use +set sys_videoRam to force ) ..
found XNVCtrl extension 1.6
128 MB Video Memory
Async thread started
--------- Game Map Shutdown ----------
--------------------------------------
Shutting down sound hardware
----------- OSS Sound Shutdown -----------
unmap dma sound buffer
close sound device
------------------------------------------
idRenderSystem::Shutdown()
------------ Game Shutdown -----------
--------- Game Map Shutdown ----------
--------------------------------------
Shutdown event system
--------------------------------------
shutdown terminal support
 
Old 10-06-2004, 03:04 PM   #40
JaseP
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joseph.ervin,

Check out the nVidia TXT file regarding using AGP, specifically nVidia AGP vs. AGPgart,... what you might be experiencing is a lack of full AGP implementation and therefore slowdown. The fact that your card is halfway decent might be the reason you can get the images at all, and/or why you haven't noticed this until now.

My suggestion would be to investigate enabling AGPgart in your XF86Config file(s).

Have you PLAYED any other 3D games on this machine running Linux???
 
Old 10-06-2004, 03:21 PM   #41
joseph.ervin
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Hi JaseP,

Yes, I've played UnrealTournament 2003 and 2004 very nicely. Dramatically better, you might say,
than how Doom3 seems to be playing. I'll take a look at the AGPgart thing. Thanks for the lead.

>>>Joe

Quote:
Originally posted by JaseP
joseph.ervin,

Check out the nVidia TXT file regarding using AGP, specifically nVidia AGP vs. AGPgart,... what you might be experiencing is a lack of full AGP implementation and therefore slowdown. The fact that your card is halfway decent might be the reason you can get the images at all, and/or why you haven't noticed this until now.

My suggestion would be to investigate enabling AGPgart in your XF86Config file(s).

Have you PLAYED any other 3D games on this machine running Linux???
 
Old 10-06-2004, 03:35 PM   #42
Micro420
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Please let us ATI user folks know if there will be updated drivers, or if someone gets the game working on an ATI video card.
 
Old 10-06-2004, 03:55 PM   #43
Linux.tar.gz
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Quote:
Originally posted by Linux.tar.gz
I confirm: don't work with my ATI radeon... But ATI seems to planning well.
edit:----------------------------------
I tried with a Nvidia Geforce4 pci and it works fine. As i run the game in 640X480, i changed the X11 resolution to improve the best i can. I noticed some bugs.
I noticed too that the non-gpu side of the game seems to be less under pressure than under XP.
edit:----------------------------------
I reinstalled latest ATI drivers: fglrx-4.3.0-3.14.1.i386.tgz. Now it works with my radeon 9200SE. Some textures seems strange. Some bugs.
edit:----------------------------------
timedemo demo1 usecache:
Window$:22,8 fps
Linux:19,6 fps
But, as i said the game is more reactive under linux. It's impressive. It use more than 600Megs of ram cache.
edit:----------------------------------
Many crashes. With both Nvidia and ATI. I run the game with doom3 +set sys_videoram 128
because only 64 are recognized by default.
http://ati.com/support/driver.html
Slackware users can convert .rpm to .tgz with the command rpm2tgz nameofthepackage.

Don't forget to uninstall old drivers package and rm -r /lib/modules/fglrx
and then reboot in runlevel 3 and do the manip in pure console:
rmmod fglrx <-----If lsmod shows it is loaded
cd /lib/modules/fglrx/build_mod/
sh make.sh
cd ..
sh make_install.sh

If used a Nvidia before ATI, you have to uninstall Nvidia drivers:
sh NVIDIA-Linux-x86-1.0-6111-pkg1.run --uninstall
modprobe fglrx

Last edited by Linux.tar.gz; 10-06-2004 at 04:11 PM.
 
Old 10-06-2004, 04:07 PM   #44
orgee
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About the AGPGART thing.. At first I used AGPGART and things seemed fine, but after running Doom 3 and looking at the messages that 'dmesg' outputs, it seems that AGPGART is forcing my agprate back to 4x (though I have it set to use agp8x and cat /proc/driver/nvidia/agp/status also says 8x) so I took out agpgart and used Nvidia's AGP and now its running fine.
 
Old 10-06-2004, 04:47 PM   #45
JaseP
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Quote:
Originally posted by orgee
About the AGPGART thing.. At first I used AGPGART and things seemed fine, but after running Doom 3 and looking at the messages that 'dmesg' outputs, it seems that AGPGART is forcing my agprate back to 4x (though I have it set to use agp8x and cat /proc/driver/nvidia/agp/status also says 8x) so I took out agpgart and used Nvidia's AGP and now its running fine.
Some motherboard chipsets don't support anything other than AGPgart in conjunction with an nVidia card. AGPgart isn't state of the art. It's essentially a workaround to get AGP functionality with cards/MoBo combos that aren't quite kosher. It's kind of like AGP miniport drivers in Windoze. So, I'm not surprised to see reduced performance on systems that support 8X cards and the like. But for a system that doesn't have AGP compatibility (which the nVidia Drivers try to have, built in), it's not the best solution in town,... it's the ONLY solution.
 
  


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