[quake2] quake2 fps problems, gamma, alsa and mouse

eatdeadmonkeys at gmail.com eatdeadmonkeys at gmail.com
Sun Nov 6 20:07:22 EST 2005


what it needs to be done it rewrote to use 64/48 box and not the
fullscreen... b/c it traps it in the center anyways and using 64/48 will fit
to ANY screen res....

On 11/6/05, Anders Storsveen <wakko at generation.no> wrote:
>
> Anders Storsveen wrote:
>
> >I'm having some weird problems, with quake2-qmax I have a stable fps
> >right under the cl_maxfps var, however in regular quake2 I got like
> >60-70 fps max! that's really weird, isn't the entire difference between
> >qmax and regular some textures?
> >
> >It's really weird! I have an ati 9700 card.
> >
> >Also the mouse is really weird in glx-mode, it's some kind of negative
> >acceleration, when I move it real slow it goes the wrong way, until I
> >turn up the speed just a little, it comes to a stop and then goes the
> >right way. It's really problematic!
> >
> >and the last thing is that the gamma mode is different in sdl and glx, I
> >have noticed and posted about this before. I think it's the gamma method
> >it uses, glx uses desktop gamma/hw-gamma somehow, which is very nice and
> >crips. while SDL uses software-gamma/brightness, which washes out the
> >colors and is horrible!
> >
> >also I get alsa buffer underuns now, which makes my sound go in a loop,
> >and I get 13-15fps in the game, If I do s_initsound 0 and snd_restart
> >the game goes back to normal!
> >
> >It would be fantastic if someone could look into this and fix it, it's
> >also the only problems I'm having, and the game would be perfect if this
> >would work!
> >
> >
> >
> >
>
> Ok, I've been testing a little more on the mouse issue, when I turn on
> dgamouse the mouse in glx mode works again. I've been checking out the
> sourcecode, and the mouse code is really weird in most cases, this is
> for glx's non-dga mousehandling..
>
> mx -= ((int)event.xmotion.x - mwx) * 2;
> my -= ((int)event.xmotion.y - mwy) * 2;
> mwx = event.xmotion.x;
> mwy = event.xmotion.y;
>
> if (mx || my)
> dowarp = true;
>
> where:
>
> int mwx = vid.width/2;
> int mwy = vid.height/2;
>
> I think there might be some rounding errors here, since widht and height
> divided by two isn't the excact center...
>
> also, I still don't get why it's hard to fix hardware gamma in sdlmode
> when it works nice in glxmode...
>
> and lastly newest cvs is really b0rked, any button I press in console
> scrolls one line up :P
>
>
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