Hi,
Today I wanted to play some quake on my laptop, and this being my favorite port, I used QuakeSpasm, version 0.92.1.
My laptop has an i7-7500U, with Intel HD Graphics, Windows 10, fully updated, drivers are fine, etc.
After a few seconds of playing QuakeSpasm, the framerate starts getting unstable, between 20 and 40 FPS I'd say. Sometimes it goes back to 60 for a few seconds after going through a portal or a door.
My guess is that the GPU enters some power saving mode, so I used this http://mesa.fdossena.com to get an OpenGL software renderer, and the games runs smooth as butter as expected.
Is there some way to make QuakeSpasm tell the GPU to not enter a low power state?
Thanks
Hi, that's really strange.. as far as I know there's nothing special we can do about the GPU entering a low-power state. I have tested QS on a laptop from ~2013 with Intel graphics on Windows 10, and never saw the FPS dipping down to 20-40.
Would you mind trying this: start QS using Intel graphics again, and type "condump" at the console and upload the qconsole.log which will have been saved in your Quake directory?
Another thing to try, you can disable use of more modern OpenGL features by launching with "-novbo -noglsl" command-line args. It's possible the Intel driver doesn't like something we're doing.
Was it just start.bsp from the original game where you got 20-40fps?
Here's a folder with the condump, and a video showing that it is indeed an issue with power states. Strangely enough, it does not affect more powerful GPUs like the GTX1080 on my desktop.
https://drive.google.com/drive/folders/0B6qj91UlSYlYNXZnOXd4cXJ5aTA?usp=sharing
Launching th egame with -novbo -noglsl has no effect.
The problem affects all maps, I'm showing start.bsp in the video.
Right now I'm playing the game with power saving turned off but it drains the battery a lot.
Thanks for video, that helps!
One other thing to try: with power saving on (where you currently get
low fps), does it help to set these cvars?
r_dynamic 0
r_oldwater 1
Traditionally the way glquake does dynamic lighting was slow on Intel
cards (it involves lots of texture uploads) and the render-to-texture
water ("r_oldwater 0") is the same.
I should have access to an intel laptop on the weekend so I'll see if
I can reproduce the power saving setting's large effect on fps.
Cheers,
Eric
On Tue, May 30, 2017 at 11:52 PM, Federico Dossena dosse91@users.sf.net wrote:
No difference with those 2 cvars, sorry :(
By the way, what does r_oldwater do? I don't see any visual difference, is it just about how it renders?
P.S.: On a side note, I assume there is no way to use the old ass software renderer with QuakeSpasm, right?
Ah, thanks for checking anyway.
"r_oldwater 1" makes the wavy effect on the water surface by
subdividing it into triangles and doing the effect per-vertex.
"r_oldwater 0" is more accurate, and does the waving effect by
rendering into a texture and updating the texture every frame.
The difference is more visible if you stand right next to a teleporter
or water surface.
There's no software renderer in QS. MarkV has one (both QS and MarkV
are forks of Fitzquake so they are fairly similar)
http://quakeone.com/markv/
On Thu, Jun 1, 2017 at 12:59 PM, Federico Dossena dosse91@users.sf.net wrote:
Related
Bugs: #18
The SW renderer works, GL version has the same issue as QuakeSpasm
Thanks @ewasylishen, on your advise of disabling more advance openGL features.
I was having low fps on win XP 32-bit, and this solves my problem.