Notes |
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Both logs show that a compatibility mode is triggered in 2.1.2, but not in 3.0.
Are both using the latest GPU driver available on for their system? Does GZDoom 1.8.6 have the same problem for them? |
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(0017245)
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Cutman
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2017-04-21 19:01
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They both tell me their graphics drivers are up to date. Also GZdoom 1.8.6 runs fine for both of them. |
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Does it make a difference if Zandronum is started with Doomseeker to join a server or if it's started manually for single player? Does it help to start with a clean ini? |
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(0017250)
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Cutman
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2017-04-22 12:10
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I already told them to try a fresh ini, no changes. They get the same thing when trying to join a server.
Also for reference, their computers/laptops are both using Intel(R) HD Graphics 4000. |
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It's strange that 3.0 is behaving differently from GZDoom 1.8.6. Can you also provide the startup logs from GZDoom 1.8.6?
Regarding the drivers, according to the readme this driver is a newer driver for the one of them with the Core i7-3520M. |
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(0017255)
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Cutman
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2017-04-22 12:57
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The GZDoom log shows a different resolution (1280 x 768 vs 1360 x 768) and also only loads doom2.wad. Can he run 3.0 with exactly the same settings and wads as GZDoom 1.8.6 and also starting it the same way, i.e. clicking on the exe if that is how he starts GZDoom? Preferably, even with the same ini, i.e. just copy and rename the GZDoom ini to the Zandronum 3.0 folder. |
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(0017257)
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Cutman
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2017-04-22 13:33
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That's really weird. The GL code in 3.0 and GZDoom 1.8.6 is almost identical. Can he test whether this binary behaves differently? It further reduces the GL differences, but it's really just a shot in the dark. |
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(0017259)
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Cutman
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2017-04-22 15:44
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Same issue with that build |
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(0017261)
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Cutman
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2017-04-22 17:19
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151228-1140 is the first version for which we used VC++ 2015, so it may actually be caused by the compiler change. I'll compile GZDoom 1.8.6 with VC++ 2015 and we can check whether that still works. |
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(0017307)
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Cutman
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2017-04-24 06:53
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Just confirmed that the issue is present with that GZDoom build. |
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Ok, this explains why I couldn't find any significant source code differences between GZDoom 1.8.6 and Zandronum 3.0, but puts us in a very difficult situation. It would have been much better if these users hadn't ignored our betas for [bold]1.5 years[/bold]. Since nobody reported problems with the VC++ 2015 builds, we dropped VC++ 2005 support long ago.
Here is GZDoom 1.8.6 compiled with VC++ 2010. Please check whether this has the issue. Zandronum is not compatible with that VC++ version anymore either, but it would be more realistic to make it work with this version than with the ancient 2005 version. |
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(0017312)
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Cutman
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2017-04-24 19:46
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That build has the issue too.
To be honest I thought this was just going to be a case of "oh these guys are just using a bad windows 10 patch, use this instead". Also a lot of us have been using the beta for a very long time, but the ones that reported this issue are mostly casual players of 8bdm. If it wasn't for TSPG forcing the betas onto everyone we wouldn't have caught things like this. Perhaps we need this to happen more often, or at least hold fun events using the beta or something. |
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Quote from Cutman To be honest I thought this was just going to be a case of "oh these guys are just using a bad windows 10 patch, use this instead".
It's really hard to tell what's going on. It's not impossible that just a recent Windows patch triggered the issue, but without testing older Windows 10 versions, we can't tell. My guess is that it's a bug in the Intel GPU driver, which is coincidentally not triggered by the VC++ 2005 builds. AFAIK both of these GPUs are out of support, so even if it's a driver bug, it's unlikely that Intel will fix this. Blzut3 tested this on a newer Intel GPU, which also has a newer driver, and it's working just fine.
Do you know whether the latest GZDoom version works on these GPUs?
Quote from Cutman
Perhaps we need this to happen more often, or at least hold fun events using the beta or something.
Yeah, we should do that more often. |
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(0017314)
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Cutman
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2017-04-24 20:30
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I got them both to try the latest version of GZDoom. The first person (Gamester) said it ran fine in OpenGL. The other person (Slash) got an error upon trying to boot the game up.'http://imgur.com/a/k5jOB [^]' |
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(0017316)
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StrikerMan780
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2017-04-25 03:46
(edited on: 2017-04-25 03:58) |
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A friend of mine updated to the Windows 10 Creator's Update, and that's been causing issues for them with Zandronum 3.0 ever since.
He's running on NVidia hardware. New update may have revealed a bug in the driver?
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(0017317)
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Torr Samaho
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2017-04-25 06:00
(edited on: 2017-04-25 06:03) |
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Cutman, are both of them using the Windows 10 Creator's Update, too?
Quote from StrikerMan780
He's running on NVidia hardware. New update may have revealed a bug in the driver?
Which GPU and driver version is he using? I have no problems with a GTX 760 and the Creator's Update, but NVIDIA released a driver update when the Creator's Update was released, so I don't know whether I would have problems without that driver update.
BTW: Is anybody with the OpenGL problems using the game mode of Creator's Update? Does toggling it make any difference?
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(0017321)
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StrikerMan780
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2017-04-25 19:01
(edited on: 2017-04-25 19:19) |
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381.65 is the version he's using. Not sure which card, I'll ask him.
EDIT: GTX 970.
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I'm also using 381.65, but just noticed that 381.89 was released today. |
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Did he reinstalled the nvidia drivers? because I heard microsoft just reseted all gpu drivers and installed stock ones on top of the ones that were installed when those big windows 10 updates happens.
I noticed that twice because all the stock drivers from my amd gpu fight against the intel one by the control of screen, but only the intel one can control it, so in the end its a mess...
about opengl, it could be tested that opengl command that forces zandronum/gzdoom to use a specific set of opengl features.
Cant remember the arg but setting it to opengl 3 was the only way I could play the new qzdoom builds without glitches |
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(0017357)
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StrikerMan780
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2017-04-27 02:32
(edited on: 2017-04-27 02:43) |
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381.89 Doesn't fix it. Had to roll back to a driver released in december to get the game to only run for a short period before hanging.
11:29 PM - <=LSP=> Arced xi lo: Had to roll back the gpu drivers back to a December build just to be able to get zandro to work for a few minutes.
11:30 PM - [SM] Striker: Still only works for a few minutes?
11:30 PM - <=LSP=> Arced xi lo: The new updates cause Hadoop and zandro to hang and crash on start up.
11:30 PM - <=LSP=> Arced xi lo: Yup
11:30 PM - <=LSP=> Arced xi lo: The game will work, but will freeze and crash at some point
This seems to be a problem plaguing a ton of OpenGL games and apps after the Creator's update... apparently some DirectX9 titles as well. Hell, it's even affecting Teamspeak right now, and OBS too.'http://forum.teamspeak.com/threads/130757-Client-won-t-start-after-lastest-NVIDIA-driver-381-65/page2 [^]'
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(0017358)
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Cutman
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2017-04-27 05:12
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Gamester is not running the windows 10 creator update and is getting the issue. I also told him to try uninstalling and reinstalling his nvidia drivers just to be sure and still has the issue. |
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Sounds as if this are at least two different problems then. Striker, does your friend also have problems with Zandronum 2.1.2 or is that still working?
Quote from Cutman
I also told him to try uninstalling and reinstalling his nvidia drivers just to be sure and still has the issue.
Is this a typo and you mean Intel drivers or does he actually also have an NVIDIA GPU? We had someone who had both Intel and NVIDIA GPUs and Zandronum stopped using the NVIDIA one, which caused performance problems. |
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(0017360)
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Cutman
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2017-04-27 06:14
(edited on: 2017-04-27 06:20) |
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Gamester (who I asked to reinstall) is the one with the NVIDIA GeForce GT 630M + Intel(R) HD Graphics 4000.
Slash is purely running on his Intel(R) HD Graphics 4000 (AFAIK, I'll ask to be sure).
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Then Gamester definitely should configure his system to use the NVIDIA GPU instead of the Intel one. See 0003043 for a similar case.
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(0017364)
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Cutman
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2017-04-27 14:50
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Nice, it worked for him! Do we know why this is happening? I am happy to redirect people to a guide on how to fix it but we can't expect every new user of the port to go looking for answers in the right places.
Also Slash is still having the issue and only has his on board Intel(R) HD Graphics 4000 to work with. |
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Anyone here running QEffectsGL? Apparently the Creator's Update broke that in particular for him and is what was causing his problems. |
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(0017403)
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Cutman
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2017-04-29 15:21
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Slash does not have the Creator's update it seems. |
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Quote from Cutman Nice, it worked for him! Do we know why this is happening?
The only thing I'm rather sure of is that it's not Zandronum's fault ;). The OS decides based on the installed drivers which GPU is used for OpenGL. I'd assume that it's the job of the NVIDIA driver to make sure that the NVIDIA GPU is used.
Quote from Cutman Also Slash is still having the issue and only has his on board Intel(R) HD Graphics 4000 to work with.
I still suspect that it's a bug of his GPU drivers, but I have no idea how to work around this. |
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(0017405)
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Cutman
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2017-04-29 15:44
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Alright, I'll just tell him to play around with his drivers see if he can get it working properly. If he does I'll post the solution here in case anyone else gets it. |
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It also won't hurt to ask if Graf has any idea or to ask at a specialized Intel GPU support forum. |
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(0017491)
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Torr Samaho
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2017-05-01 18:33
(edited on: 2017-05-01 18:34) |
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Cutman, can you ask slash Slash to check if "vid_fps 1" changes anything. For some strange reason this made a difference for ibm5155, see 0003116:0017456.
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(0017494)
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Cutman
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2017-05-01 18:45
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It fixed it for him! He said he has to type it in on the console every time the game starts (not sure if that's something his end) but it resolved the issue. |
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vid_fps is a CVAR that is not archived in the ini. That's why he has to set it every time. He should be able to add "+vid_fps 1" as custom parameter in the launcher he is using to activate it automatically.
That fact that showing the FPS counter fixes the performance issue is weird though, but a driver bug could explain it. |
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So it's related to my ticket:'http://zandronum.com/tracker/view.php?id=3116 [^]'
vid_fps 1 AND cl_cap 1 fixed the major lag here (cl_cap being good that you do not need to set up it every time)
Also here's the vĂdeo about that happening here:'https://www.youtube.com/watch?v=Sw7w0JtpcUw [^]'
The only drawnback about driver update is: it looks like intel descontinued his intel hd 4000 driver update (the last update was from 03 - 2016)
A good side is that the latest gzdoom/qzdoom ports doesnt suffer from that.
AND I need to test some newer builds than 1.8.6 to see if things stay as laggy as is D: |
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i have the same problem but i'm unsing windows 10 with creators update and my gpu is an NVIDIA gtx 550 TI (the drivers are 100% updated)and still getting those badly fps drops :/ only in this game. |
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Quote from The OVNI
i have the same problem but i'm unsing windows 10 with creators update and my gpu is an NVIDIA gtx 550 TI (the drivers are 100% updated)and still getting those badly fps drops :/ only in this game.
Are you using QEffectsGL like mentioned in 0003074:0017389? |
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gzdoom 1.5 and lower has 0fps in both windowed and fullscreen mode, but you can see everything.
gzdoom 1.8.5 and later runs ok (no 0fps), BUT the screen is black.
in windowed mode the game Works fine.
something near 2.3.0 fixed the black screen, but the titlepic is just black.
the version that Works fine is 3.0
Now the results.
The results in some cases are a bit random where one shows nothing and in the second try it shows somethign on screen. |
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