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Old 06-12-2018, 12:06 PM   #1
Lysander666
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Playing Quake 1 on an Atom


I have Quake 1 installed and running through Quakespasm, I also compiled SDL2 to get it to work. The problem is that even though it launches fine, when it comes to the gameplay it is horrifically slow, even running at an incredibly small res. It should be able to run it even on this machine with a 1.6Ghz Atom, 2GB RAM and onboard gfx, I would have thought. Maybe I need to change the engine? I have a feeling the issue is software rather than hardware related.
 
Old 06-12-2018, 12:35 PM   #2
ponce
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you can try with with a (maybe) lighter port like quakeforge

https://slackbuilds.org/repository/1...es/quakeforge/

or test also darkplaces

https://slackbuilds.org/repository/1...es/darkplaces/

Last edited by ponce; 06-12-2018 at 12:39 PM.
 
Old 06-12-2018, 02:03 PM   #3
Lysander666
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Quote:
Originally Posted by ponce View Post
you can try with with a (maybe) lighter port like quakeforge

https://slackbuilds.org/repository/1...es/quakeforge/

or test also darkplaces

https://slackbuilds.org/repository/1...es/darkplaces/
Well, I've insalled the SBo package for QF and have placed the pak files in /usr/share/games/quakeforge/id1 but have no idea how to run the game now. I can't see any way of doing it.

EDIT: I got Darkplaces to run with no problem. It's not perfect [stutters a bit on the larger areas] but it's a hell of a lot more playable than Quakespasm was.

Last edited by Lysander666; 06-12-2018 at 02:22 PM.
 
Old 06-12-2018, 02:29 PM   #4
ponce
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I can't test it on stable as I have only current here and quakeforge doesn't seem to run on that platform (it segfaults, I've tried the nq-sdl and nq-x11 binaries), but I tried darkplaces built from source (passing the SlackBuild the parameter SOURCE=YES) and that seems to run fine.

Last edited by ponce; 06-12-2018 at 02:32 PM.
 
Old 06-12-2018, 02:34 PM   #5
Lysander666
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Quote:
Originally Posted by ponce View Post
I can't test it on stable as I have only current here and quakeforge doesn't seem to run on that platform (it segfaults, I've tried the nq-sdl and nq-x11 binaries), but I tried darkplaces built from source (passing the SlackBuild the parameter SOURCE=YES) and that seems to run fine.
Hmm I'm running a binary of darkplaces. I suppose a compiled version may run better.
 
Old 06-12-2018, 02:40 PM   #6
orbea
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You can also try tyrquake-libretro, I'm not sure how it scales for older hardware compared to other ports.

https://slackbuilds.org/repository/1...earch=tyrquake
 
Old 06-12-2018, 02:43 PM   #7
ponce
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Quote:
Originally Posted by Lysander666 View Post
Hmm I'm running a binary of darkplaces. I suppose a compiled version may run better.
the binary version of darkplaces doesn't seem to render stuff correctly here (I see just the explosions, the rest is black) on 64-current with nvidia 390.67.

as my curiosity just woke up, I'm also trying a build of quakeforge from its git, let's see what happens...

Last edited by ponce; 06-12-2018 at 02:45 PM.
 
Old 06-12-2018, 02:44 PM   #8
Jeebizz
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Question OpenGL vs SDL

This is just my theory, and I could be typing out of my ass (most cases I am) but could SDL itself be the issue? AFAIK Quake I under the Windows port ran on DirectX, so the alternative would obviously be OpenGL, and I am thinking OpenGL might actually be more efficient vs SDL? Thats just my though, and I am most likely completely wrong.
 
Old 06-12-2018, 02:59 PM   #9
Lysander666
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Quote:
Originally Posted by ponce View Post
the binary version of darkplaces doesn't seem to render stuff correctly here (I see just the explosions, the rest is black) on 64-current with nvidia 390.67.
That's exactly the problem I got until I set the lighting mode to Flares or Normal.
 
Old 06-12-2018, 03:42 PM   #10
ponce
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BTW, I tested a little the three ports (quakespasm, quakeforge -the git version works but it doesn't load the menu- and darkplaces) and at a rough estimate they seem equivalent as graphics requirements using the default settings (I built each one from source using a SlackBuild, I haven't used binaries, you can find the SlackBuilds I used here).
I'm beginning to think that if your pc has issues running them when built from sources maybe there's something wrong with the opengl support for your hardware/setup.

Last edited by ponce; 06-12-2018 at 04:04 PM. Reason: added link to the SlackBuilds
 
Old 06-12-2018, 07:16 PM   #11
Lysander666
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Quote:
Originally Posted by ponce View Post
BTW, I tested a little the three ports (quakespasm, quakeforge -the git version works but it doesn't load the menu- and darkplaces) and at a rough estimate they seem equivalent as graphics requirements using the default settings (I built each one from source using a SlackBuild, I haven't used binaries, you can find the SlackBuilds I used here).
I'm beginning to think that if your pc has issues running them when built from sources maybe there's something wrong with the opengl support for your hardware/setup.
You may be right. I had a look through your /testing/quake files - I haven't got Quakeforge to work, after installing I have no idea where to find it. When I was using Quakespasm I just had a QS folder and ran cd quakespasm && sdl2-quakespasm to launch it, but I have less of an idea with QF.

Fortunately darkplaces just drops a Quake icon into the Games launch menu. It's playable but not quite as smooth as it could be. You could be right about the open-gl support on this machine. It's a low-powered piece of hardware and I've already sacrified Pulse for pure ALSA because of the issues I had with the former.
 
Old 06-12-2018, 07:26 PM   #12
Daedra
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Quote:
Originally Posted by Lysander666 View Post
You may be right. I had a look through your /testing/quake files - I haven't got Quakeforge to work, after installing I have no idea where to find it. When I was using Quakespasm I just had a QS folder and ran cd quakespasm && sdl2-quakespasm to launch it, but I have less of an idea with QF.

Fortunately darkplaces just drops a Quake icon into the Games launch menu. It's playable but not quite as smooth as it could be. You could be right about the open-gl support on this machine. It's a low-powered piece of hardware and I've already sacrified Pulse for pure ALSA because of the issues I had with the former.
Have you dug into the settings menu of darkplaces? You can disable a lot of things that should theoretically make the game run a little better on low-powered hardward
 
Old 06-13-2018, 08:00 AM   #13
Lysander666
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Quote:
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Have you dug into the settings menu of darkplaces? You can disable a lot of things that should theoretically make the game run a little better on low-powered hardward
Yes I lowered a lot of settings but still no difference. Now here's something interesting:

https://www.techspot.com/downloads/4...for-linux.html

This netbook uses the Intel 945GSE Express Chipset. Now apparently this has been hugely underclocked for this machine i.e. 133/166Mhz as opposed to 400Mhz. I wonder what the reason for that is. Apparently raising it has little effect on battery life or heat. I am a little wary about downloading the above since it's not official but again, I wonder if it can be that bad.

Quote:
A short preamble is needed to explain what makes a GMABooster technology possible. Let's consider an Intel Graphics Media Accelerator 950 (GMA 950). This integrated solution, while not fully supporting the latest and the most demanding games, still allows a user to enjoy the mass of brilliant gaming hits of all genres. GMA 950 does also fully support Aero and QuartzGL (enhanced GPU-driven user interfaces of Windows Vista and Mac OS X). It features a basic video playback acceleration, as well.

However, if You have own a laptop/netbook/nettop computer built on Intel 945GM/GME/GMS or GSE943/940GML/GU Express chipset, the above statements may not be truth for You. These all chipsets are LV (low voltage) versions of what we normally call Intel 945. Thus, integrated graphics core has been underclocked dramatically: 166/133 MHz instead of 400 MHz (default GMA clock in a "normal" Intel 945 chipset). But the truth is, the indicated devices could handle up to 400 MHz with ease: at a nominal low voltage, without the loss of system stability, and with minimal to none impact on thermal specifications/battery life (proven by preliminary testing).

Here the GMABooster comes! It allows a user, not a manufacturer to choose the desired GMA speed. It combines a sophisticated assembler-level technology and the user-friendly graphic user interface, offering You to near double the GMA core perfomance without even a need to restart a computer. GMABooster may be considered as a safe, free, "software-level" GPU core upgrade!
Other sources:

http://forums.debian.net/viewtopic.php?t=131051#p635541

EDIT: this gets worse, is a chip which is capable of 400/533Mhz running at 33Mhz?

Code:
root@lysurfer_viii:~# lshw -C video
  *-display:0               
       description: VGA compatible controller
       product: Mobile 945GSE Express Integrated Graphics Controller
       vendor: Intel Corporation
       physical id: 2
       bus info: pci@0000:00:02.0
       version: 03
       width: 32 bits
       clock: 33MHz
       capabilities: msi pm vga_controller bus_master cap_list rom
       configuration: driver=i915 latency=0
       resources: irq:16 memory:f0000000-f007ffff ioport:1800(size=8) memory:d0000000-dfffffff memory:f0300000-f033ffff
  *-display:1 UNCLAIMED
       description: Display controller
       product: Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller
       vendor: Intel Corporation
       physical id: 2.1
       bus info: pci@0000:00:02.1
       version: 03
       width: 32 bits
       clock: 33MHz
       capabilities: pm bus_master cap_list
       configuration: latency=0
       resources: memory:f0080000-f00fffff
Quote:
The chipset features an integrated 32-bit 3D graphics engine based on Intel® Graphics Media Accelerator 950 (Intel® GMA 950) architecture, a 533 MHz front-side bus (FSB), single-channel 400/533 MHz DDR2 system memory (SODIMM and/or memory down), Intel® Matrix Storage Technology and Intel® High Definition Audio 1 interface
https://datasheet.ciiva.com/1599/454247-1599943.pdf

Also Open GL seems capable too:

Code:
lysander@lysurfer_viii:~$ glxinfo
name of display: :0.0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: SGI
server glx version string: 1.4
server glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile, 
    GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, GLX_ARB_multisample, 
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile, 
    GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB, 
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
    GLX_OML_swap_method, GLX_SGIS_multisample, GLX_SGIX_fbconfig, 
    GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group, GLX_SGI_swap_control
client glx vendor string: Mesa Project and SGI
client glx version string: 1.4
client glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile, 
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float, 
    GLX_ARB_framebuffer_sRGB, GLX_ARB_get_proc_address, GLX_ARB_multisample, 
    GLX_EXT_buffer_age, GLX_EXT_create_context_es2_profile, 
    GLX_EXT_create_context_es_profile, GLX_EXT_fbconfig_packed_float, 
    GLX_EXT_framebuffer_sRGB, GLX_EXT_import_context, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, 
    GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
    GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, 
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, 
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, 
    GLX_SGI_swap_control, GLX_SGI_video_sync
GLX version: 1.4
GLX extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile, 
    GLX_ARB_fbconfig_float, GLX_ARB_framebuffer_sRGB, 
    GLX_ARB_get_proc_address, GLX_ARB_multisample, 
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile, 
    GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB, 
    GLX_EXT_import_context, GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, 
    GLX_EXT_visual_rating, GLX_INTEL_swap_event, GLX_MESA_copy_sub_buffer, 
    GLX_MESA_multithread_makecurrent, GLX_MESA_query_renderer, 
    GLX_MESA_swap_control, GLX_OML_swap_method, GLX_OML_sync_control, 
    GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, 
    GLX_SGIX_visual_select_group, GLX_SGI_make_current_read, 
    GLX_SGI_swap_control, GLX_SGI_video_sync
Extended renderer info (GLX_MESA_query_renderer):
    Vendor: Intel Open Source Technology Center (0x8086)
    Device: Mesa DRI Intel(R) 945GME x86/MMX/SSE2 (0x27ae)
    Version: 11.2.2
    Accelerated: yes
    Video memory: 192MB
    Unified memory: yes
    Preferred profile: compat (0x2)
    Max core profile version: 0.0
    Max compat profile version: 2.1
    Max GLES1 profile version: 1.1
    Max GLES[23] profile version: 2.0
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) 945GME x86/MMX/SSE2
OpenGL version string: 2.1 Mesa 11.2.2
OpenGL shading language version string: 1.20
OpenGL extensions:
    GL_3DFX_texture_compression_FXT1, GL_AMD_shader_trinary_minmax, 
    GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5, 
    GL_APPLE_object_purgeable, GL_APPLE_packed_pixels, 
    GL_APPLE_vertex_array_object, GL_ARB_ES2_compatibility, 
    GL_ARB_clear_buffer_object, GL_ARB_compressed_texture_pixel_storage, 
    GL_ARB_copy_buffer, GL_ARB_debug_output, GL_ARB_depth_texture, 
    GL_ARB_draw_buffers, GL_ARB_draw_elements_base_vertex, 
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location, 
    GL_ARB_fragment_program, GL_ARB_fragment_shader, 
    GL_ARB_framebuffer_object, GL_ARB_get_program_binary, 
    GL_ARB_get_texture_sub_image, GL_ARB_half_float_pixel, 
    GL_ARB_internalformat_query, GL_ARB_invalidate_subdata, 
    GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind, 
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query, 
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, 
    GL_ARB_program_interface_query, GL_ARB_provoking_vertex, 
    GL_ARB_robustness, GL_ARB_sampler_objects, GL_ARB_separate_shader_objects, 
    GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow, 
    GL_ARB_sync, 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_crossbar, 
    GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat, 
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, 
    GL_ARB_texture_storage, GL_ARB_transpose_matrix, 
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding, 
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
    GL_ARB_window_pos, GL_ATI_blend_equation_separate, GL_ATI_draw_buffers, 
    GL_ATI_separate_stencil, GL_ATI_texture_env_combine3, 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_copy_texture, 
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, 
    GL_EXT_framebuffer_object, GL_EXT_gpu_program_parameters, 
    GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
    GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, GL_EXT_point_parameters, 
    GL_EXT_polygon_offset, GL_EXT_provoking_vertex, 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_subtexture, GL_EXT_texture, GL_EXT_texture3D, 
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_s3tc, 
    GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine, 
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, 
    GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_texture_rectangle, 
    GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode, GL_EXT_vertex_array, 
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip, 
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, 
    GL_KHR_context_flush_control, GL_KHR_debug, GL_MESA_pack_invert, 
    GL_MESA_window_pos, GL_MESA_ycbcr_texture, GL_NV_blend_square, 
    GL_NV_light_max_exponent, GL_NV_packed_depth_stencil, 
    GL_NV_texgen_reflection, GL_NV_texture_env_combine4, 
    GL_NV_texture_rectangle, GL_OES_EGL_image, GL_OES_read_format, 
    GL_S3_s3tc, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, 
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays

OpenGL ES profile version string: OpenGL ES 2.0 Mesa 11.2.2
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.0.16
OpenGL ES profile extensions:
    GL_ANGLE_texture_compression_dxt3, GL_ANGLE_texture_compression_dxt5, 
    GL_APPLE_texture_max_level, GL_EXT_blend_minmax, 
    GL_EXT_discard_framebuffer, GL_EXT_draw_buffers, 
    GL_EXT_draw_elements_base_vertex, GL_EXT_map_buffer_range, 
    GL_EXT_multi_draw_arrays, GL_EXT_read_format_bgra, 
    GL_EXT_separate_shader_objects, GL_EXT_texture_compression_dxt1, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888, 
    GL_EXT_texture_type_2_10_10_10_REV, GL_EXT_unpack_subimage, 
    GL_KHR_context_flush_control, GL_KHR_debug, GL_NV_draw_buffers, 
    GL_NV_fbo_color_attachments, GL_NV_read_buffer, GL_NV_read_depth, 
    GL_NV_read_depth_stencil, GL_NV_read_stencil, GL_OES_EGL_image, 
    GL_OES_EGL_sync, GL_OES_depth24, GL_OES_depth_texture, 
    GL_OES_draw_elements_base_vertex, GL_OES_element_index_uint, 
    GL_OES_fbo_render_mipmap, GL_OES_get_program_binary, GL_OES_mapbuffer, 
    GL_OES_packed_depth_stencil, GL_OES_rgb8_rgba8, GL_OES_stencil8, 
    GL_OES_surfaceless_context, GL_OES_texture_3D, GL_OES_texture_npot, 
    GL_OES_vertex_array_object

12 GLX Visuals
    visual  x   bf lv rg d st  colorbuffer  sr ax dp st accumbuffer  ms  cav
  id dep cl sp  sz l  ci b ro  r  g  b  a F gb bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------------
0x020 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x021 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x074 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x075 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x076 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x077 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow
0x078 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x079 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x07a 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x07b 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x07c 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow
0x05b 32 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None

24 GLXFBConfigs:
    visual  x   bf lv rg d st  colorbuffer  sr ax dp st accumbuffer  ms  cav
  id dep cl sp  sz l  ci b ro  r  g  b  a F gb bf th cl  r  g  b  a ns b eat
----------------------------------------------------------------------------
0x05c  0 tc  0  16  0 r  y .   5  6  5  0 .  .  0  0  0  0  0  0  0  0 0 None
0x05d  0 tc  0  16  0 r  . .   5  6  5  0 .  .  0  0  0  0  0  0  0  0 0 None
0x05e  0 tc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x05f  0 tc  0  16  0 r  . .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x060 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x061 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x062 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x063 24 tc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x064  0 tc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x065  0 tc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0 16 16 16  0  0 0 Slow
0x066 32 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x067 24 tc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow
0x068  0 dc  0  16  0 r  y .   5  6  5  0 .  .  0  0  0  0  0  0  0  0 0 None
0x069  0 dc  0  16  0 r  . .   5  6  5  0 .  .  0  0  0  0  0  0  0  0 0 None
0x06a  0 dc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x06b  0 dc  0  16  0 r  . .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x06c 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x06d 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0  0  0  0  0  0  0  0 0 None
0x06e 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x06f 24 dc  0  32  0 r  . .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x070  0 dc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0  0  0  0  0  0 0 None
0x071  0 dc  0  16  0 r  y .   5  6  5  0 .  .  0 16  0 16 16 16  0  0 0 Slow
0x072 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8  0  0  0  0  0 0 None
0x073 24 dc  0  32  0 r  y .   8  8  8  8 .  .  0 24  8 16 16 16 16  0 0 Slow
So it seems this is all about clock speed?

Last edited by Lysander666; 06-13-2018 at 08:32 AM.
 
Old 06-14-2018, 01:19 PM   #14
the3dfxdude
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There is also super-hybrid-engine on EEE PC netbook computers.

See this:
https://docs.slackware.com/howtos:ha..._speed_tune_up
 
Old 06-14-2018, 02:24 PM   #15
the3dfxdude
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Quote:
Originally Posted by Lysander666 View Post
EDIT: this gets worse, is a chip which is capable of 400/533Mhz running at 33Mhz?
No. I'm not sure where exactly it's pulling that number from, but my guess is that is a clock referring to the module for the display output, not the gpu itself.
 
  


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