When I get to the character select screen, my client has a super long delay between mouse movements/click/etc and actually rendering their effect (i.e. I mouse over a button and about 10 seconds later it shows the button highlighted).
Has anyone else experienced this problem?
And any idea if it is just Wine being crappy?
Delay Upon entering character selection screen
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nyquist
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LethalEncounter
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Heh, wow I didn't even realize that wine was capable of running EQ2. I would suspect that wine cannot keep up with the graphics. Try changing the performance profile to "extreme performance" using the EQ2 in-game menus. That might not look the best, but it might be the only way to play the game in wine. Otherwise, you might want to search on google as there might be some kind of wine optimization for EQ2.
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nyquist
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Actually, I have spent the last several hours determining the problem...and I have found it...well sort of:
Upon running EQ2 from the command line, I get the following output (each of the following lines can be displayed from 1 to about 100 times):
I would like to point out the line that says "Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues" << THAT is where my problem lies.
Not sure if you guys have done much in the way of graphics...but [especially at the lowest level] non-contiguous drawing is ridiculously slow.
So...if anyone know wine like the back of their hand and wants to give me a hand, I'd GREATLY appreciate it
P.S. Wine works better for City of Heroes than Windows(Vista), and if I can fix this problem, probably will work better with EQ2
Upon running EQ2 from the command line, I get the following output (each of the following lines can be displayed from 1 to about 100 times):
Code: Select all
fixme:d3d9:Direct3DShaderValidatorCreate9 stub
fixme:d3d_shader:shader_glsl_load_constantsF >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB() @ glsl_shader.c / 265
fixme:d3d_shader:shader_glsl_load_constants >>>>>>>>>>>>>>>>> GL_INVALID_OPERATION (0x502) from glUniform4fvARB @ glsl_shader.c / 445
fixme:d3d:state_zfunc D3DCMP_NOTEQUAL and D3DCMP_EQUAL do not work correctly yet
fixme:d3d_surface:fb_copy_to_texture_direct Doing a pixel by pixel copy from the framebuffer to a texture, expect major performance issues
Not sure if you guys have done much in the way of graphics...but [especially at the lowest level] non-contiguous drawing is ridiculously slow.
So...if anyone know wine like the back of their hand and wants to give me a hand, I'd GREATLY appreciate it
P.S. Wine works better for City of Heroes than Windows(Vista), and if I can fix this problem, probably will work better with EQ2
--nyquist
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Andrew
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That's not your problem, that's been happening with the GIT builds for awhile now and I haven't experienced any delays. My copy of wine doesn't have a delay at character selection screen so I can only assume it's something else.
However, there are problems with having your shaders set too high as the water reflections look messed up. There's also a problem with going from windows to fullscreen which will crash wine. I talked about this a few months back on wine-dev mailing list if you want to look at it.
However, there are problems with having your shaders set too high as the water reflections look messed up. There's also a problem with going from windows to fullscreen which will crash wine. I talked about this a few months back on wine-dev mailing list if you want to look at it.
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