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Old 06-17-2005, 10:45 AM   #16
egag
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ah...that looks familiar
i thought i could get more out of that card when i saw your figures,
but now i think the config is ok.

also thanks

egag
 
Old 06-17-2005, 11:02 AM   #17
BROse
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My Numbers:

GL_MAX_VIEWPORT_DIMS=4096/4096
GL_RENDERER = GeForce FX 5600/AGP/SSE/3DNOW!
GL_VERSION = 2.0.0 NVIDIA 76.64
GL_VENDOR = NVIDIA Corporation
GL_EXTENSIONS = GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel 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_texture_rectangle 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_framebuffer_object 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
10530 frames in 5.0 seconds = 2106.000 FPS
13218 frames in 5.0 seconds = 2643.600 FPS
13283 frames in 5.0 seconds = 2656.600 FPS
13345 frames in 5.0 seconds = 2669.000 FPS
13270 frames in 5.0 seconds = 2654.000 FPS
13301 frames in 5.0 seconds = 2660.200 FPS
13252 frames in 5.0 seconds = 2650.400 FPS
13365 frames in 5.0 seconds = 2673.000 FPS
13063 frames in 5.0 seconds = 2612.600 FPS
13332 frames in 5.0 seconds = 2666.400 FPS
13332 frames in 5.0 seconds = 2666.400 FPS
13352 frames in 5.0 seconds = 2670.400 FPS

What'a ya think?
 
Old 06-17-2005, 11:21 AM   #18
egag
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looks fast enough to me

egag
 
Old 06-17-2005, 03:18 PM   #19
jong357
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See, I don't get that... This subject has been of great interest to me for quite some time now but I've never been able to figure out how to get extraordinary results like that. I always assume someone is pulling my leg (which, by the way, I haven't entirely ruled out)... Can you post your config section please? Now, I realize that a FX5200 is pretty much bottom of the barrel for Nvidia cards, but you think that I could be able to pull higher FPS that what I am on a 128mb GPU...
Code:
[root@jaguar ~] glxgears
5650 frames in 5.0 seconds = 1130.000 FPS
6528 frames in 5.0 seconds = 1305.600 FPS
6275 frames in 5.0 seconds = 1255.000 FPS
6056 frames in 5.0 seconds = 1211.200 FPS
6349 frames in 5.0 seconds = 1269.800 FPS
6300 frames in 5.0 seconds = 1260.000 FPS
6167 frames in 5.0 seconds = 1233.400 FPS
6022 frames in 5.0 seconds = 1204.400 FPS
6381 frames in 5.0 seconds = 1276.200 FPS
6262 frames in 5.0 seconds = 1252.400 FPS
6153 frames in 5.0 seconds = 1230.600 FPS
Ugh... That irritates me. I've always gotten a constant 1305 but now it's being wierd... Anyway... You get the point.
Code:
[root@jaguar ~] glxinfo
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.3
server glx extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_ARB_multisample, GLX_NV_float_buffer
client glx vendor string: NVIDIA Corporation
client glx version string: 1.3
client glx extensions:
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
    GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
    GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
    GLX_SGI_swap_control, GLX_NV_float_buffer
GLX extensions:
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
    GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce FX 5200/AGP/SSE2
OpenGL version string: 1.5.3 NVIDIA 71.74
OpenGL 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_texture_rectangle,
    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
glu version: 1.3
glu extensions:
    GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess
So what gives anyway? I wish people would stop posting insanely ridiculous results so I could just stop worrying about it....

EDIT- Ohh.. I thought I saw 5 digit results and assumed you were full of it... (I was looking at your frames). That's still pretty good.. Would you mind posting your config section just for giggles? I have a feeling that I'm just working with a crap card that never should have been manufactured in the first place. I've never read anything good about 5200's, except that they are good for using as a paper weight...

Last edited by jong357; 06-17-2005 at 03:27 PM.
 
Old 06-17-2005, 10:33 PM   #20
kak
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More than likely your numbers are about right. I am not even sure if the 5200 can fill the full 128mb of ram.

Mine just for kicks:
Nvidia 6800gt 256mb pci-express on the 7664 driver.
AMD Athlon64 3500+ w/2GB ram
1280x1024 @ 75hz

standard window:
Quote:
keith@slacker:~$ glxgears
56290 frames in 5.0 seconds = 11258.000 FPS
65212 frames in 5.0 seconds = 13042.400 FPS
65228 frames in 5.0 seconds = 13045.600 FPS
65218 frames in 5.0 seconds = 13043.600 FPS
Maximized window:
Quote:
keith@slacker:~$ glxgears
37832 frames in 5.0 seconds = 7566.400 FPS
6538 frames in 5.0 seconds = 1307.600 FPS
6538 frames in 5.0 seconds = 1307.600 FPS
6596 frames in 5.0 seconds = 1319.200 FPS
 
Old 06-17-2005, 10:45 PM   #21
jong357
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Phifttt... What did that card cost you? Your first born son? Way too pricey for my blood...

I think your right. Thats probably about what my card can handle. So that card runs allright with the nvidia drivers huh? I've been wondering about the newer nvidia cards under linux.
 
Old 06-17-2005, 10:51 PM   #22
kak
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No........it just cost half of my first born
(nice tax return this year.....what else would I spend it on?? a bigger badder computer for linux, of course)
And yes, Nvidia still has great support for linux. Which is why both home pc's run Nvidia graphics cards (6800GT & FX5700Ultra) and nForce chipsets (2 & 4).
 
Old 06-17-2005, 11:14 PM   #23
bird603568
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15717 frames in 5.0 seconds = 3143.400 FPS
25908 frames in 5.0 seconds = 5181.600 FPS
27254 frames in 5.0 seconds = 5450.800 FPS
27055 frames in 5.0 seconds = 5411.000 FPS
27249 frames in 5.0 seconds = 5449.800 FPS
27369 frames in 5.0 seconds = 5473.800 FPS
27260 frames in 5.0 seconds = 5452.000 FPS
26830 frames in 5.0 seconds = 5366.000 FPS
27205 frames in 5.0 seconds = 5441.000 FPS
27487 frames in 5.0 seconds = 5497.400 FPS

name of display: :0.0
display: :0 screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.3
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float
client glx vendor string: NVIDIA Corporation
client glx version string: 1.3
client glx extensions:
GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_visual_info,
GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_SGI_video_sync,
GLX_NV_swap_group, GLX_NV_video_out, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer,
GLX_SGI_swap_control, GLX_NV_float_buffer, GLX_ARB_fbconfig_float
GLX extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig,
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control,
GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float,
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce Go 6600 TE/6200 TE/PCI/SSE2
OpenGL version string: 2.0.0 NVIDIA 76.64
OpenGL extensions:
GL_ARB_color_buffer_float, GL_ARB_depth_texture, GL_ARB_draw_buffers,
GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
GL_ARB_fragment_shader, GL_ARB_half_float_pixel, 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_float,
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_non_power_of_two,
GL_ARB_texture_rectangle, GL_ARB_transpose_matrix,
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float,
GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add,
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_draw_range_elements,
GL_EXT_fog_coord, GL_EXT_framebuffer_object, GL_EXT_multi_draw_arrays,
GL_EXT_packed_pixels, 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_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_mirror_clamp,
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_fragment_program2, 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_NV_vertex_program3,
GL_NVX_conditional_render, GL_SGIS_generate_mipmap, GL_SGIS_texture_lod,
GL_SGIX_depth_texture, GL_SGIX_shadow, GL_SUN_slice_accum
glu version: 1.3
glu extensions:
GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess

NVIDIA 6600TE 128mb under 1400x1050
here's the kicker: was runnning this under kde with firefox open, azurues, xchat, gaim, and freeciv minimized. O did I say it was a laptop?

Last edited by bird603568; 06-17-2005 at 11:16 PM.
 
Old 06-18-2005, 05:46 AM   #24
patrickdepingui
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I have a Radeon 32MB DDR.
Setting the EnablePageFlip option doesn't seem to change much. Without it it's even slightly better (809.600 against 809.200).

All I need to do after altering the xorg.conf file is ending the current KDE session right?

Code:
Section "Device"
    Identifier  "** ATI Radeon (generic)               [radeon]"
    Driver      "radeon"
    #    Option "EnablePageFlip" "on" #seems no improvement to me..
    #VideoRam    32768
    # Insert Clocks lines here if appropriate
EndSection
Is there something I'm missing here?
 
Old 06-18-2005, 05:54 AM   #25
vharishankar
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I am not inside Slackware currently, but since this is not distro specific, I thought I'd post mine here:

glxgears output (Radeon 9600 Pro).
Code:
11566 frames in 5.0 seconds = 2313.200 FPS
14803 frames in 5.0 seconds = 2960.600 FPS
14828 frames in 5.0 seconds = 2965.600 FPS
14829 frames in 5.0 seconds = 2965.800 FPS
14837 frames in 5.0 seconds = 2967.400 FPS
14814 frames in 5.0 seconds = 2962.800 FPS
Direct rendering enabled. Driver version 8.12.10. OS: Gentoo.
 
Old 06-18-2005, 06:06 AM   #26
neo
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how come people are so into glxgears benchmarks. it is like one of the very few apps that even use opengl. once you get good glxgears benchmarks then what do u do with it. you are hardpressed to find and opengl app for linux. the only thing would be cedega, but why run a game in linux when you can run the same game in xp with much better performance?
 
Old 06-18-2005, 08:25 AM   #27
jong357
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What about native/ported Linux games? Yes, they are out there... I can only play Doom3 at 640x480 res on Linux or Windows. That's one of the main reasons why I'm pissed about my Frame Rates and my card in general... If I just played frozen bubble all the time, it wouldn't be too big of a deal...
 
Old 06-18-2005, 09:20 AM   #28
bird603568
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Well theres ET, UT2004(which i pay and am not to good at), quake, doom and some others. I think far cry run on linux. Also there is scorched3d and multimedia apps that can use opengl.
 
Old 06-18-2005, 10:15 AM   #29
killerbob
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Neverwinter Nights. Almost purely OpenGL.
 
Old 06-18-2005, 04:01 PM   #30
Jeebizz
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I am curious to know if I have 3D acceleration. Granted, I'm not on the most current PC, with a current graphics card. I am running an AMDK-62 450MHz, 448MB of ram, dual boot, win2kpro and Slackware Linux, with an ATI Radeon7500 64MB card..

Code:
slackuser@slacker:~$ glxgears
1575 frames in 5.0 seconds = 315.000 FPS
1933 frames in 5.0 seconds = 386.600 FPS
1689 frames in 5.0 seconds = 337.800 FPS
1219 frames in 5.0 seconds = 243.800 FPS
1216 frames in 5.0 seconds = 243.200 FPS
1222 frames in 5.0 seconds = 244.400 FPS
1221 frames in 5.0 seconds = 244.200 FPS
1219 frames in 5.0 seconds = 243.800 FPS
2961 frames in 5.0 seconds = 592.200 FPS
3400 frames in 5.0 seconds = 680.000 FPS
3849 frames in 5.0 seconds = 769.800 FPS
1688 frames in 5.0 seconds = 337.600 FPS
1222 frames in 5.0 seconds = 244.400 FPS
1217 frames in 5.0 seconds = 243.400 FPS

slackuser@slacker:~$
 
  


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