Request for OSX commandline option testing

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  • I am the lead engine programmer and would like people on OSX to do some testing of certain rendering features that are currently disabled by default on OSX due to crashes/rendering errors.

    Below is the list of hardware in need of testing (will be shortened as reports are posted here):
    • Intel GMA chipsets
    • NVIDIA GeForce 1/2/3/4 series
    • NVIDIA GeForce FX series
    • NVIDIA GeForce 6/7 series
    • ATI Radeon 7000/7500
    • ATI Radeon 7000/7500 Mobility
    • ATI Radeon 8500-9200
    • ATI Radeon 9500-X300
    • ATI Radeon X600-X1300
    • ATI Radeon X1600-X1850
    • ATI Radeon X2000 series
    • ATI Radeon HD 3000 series

    The following steps are somewhat technical, but bear with me:
    In Finder, make a copy of the Nexuiz.app, and open the copy as a folder (use the menu to do this), please do not edit the original Nexuiz.app, just edit the copy - there's a good chance it won't work properly, so don't break your main Nexuiz.app :)

    Go into Contents, then MacOS, then open nexuiz-osx-agl with a text editor.

    The last line will look like this:
    Code: Select all
    exec "$0"-bin "$@" -notexturenonpoweroftwo +"r_glsl 0" +"gl_lockarrays 0"

    Change it to this:
    Code: Select all
    exec "$0"-bin "$@" +"r_glsl 1" -condebug +developer 1


    After playing it a bit, please post a report on this thread with any performance issues, or graphical artifacts (please supply a screenshot if so), and (VERY IMPORTANT) whether it works or not, please attach the qconsole.log that was produced by the game, it can be found by choosing Go / Go to folder in the Finder menus, and typing this: ~/.nexuiz/data

    I need this data to file meaningful Apple Bug Reports, so please do some testing :)
    LordHavoc
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Thu Dec 27, 2007 2:53 pm

Fri Dec 28, 2007 10:47 am

  • In Finder, make a copy of the Nexuiz.app, and open the copy as a folder (use the menu to do this)

    To open the copy as a folder, you control-click (or right click if your mouse has a right mouse button) and choose Show Package Contents.

    Tested with an ATI x1900 and OS 10.5.1 and it just went to a black screen as soon as Nexuiz started.

    I know you didn't list x1900, but figured there was no harm in giving a report anyway.

    Here is a link to the qconsole.log file:
    http://t2net.com/nexuiz/qconsole.log
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    AceOfThumbs
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Fri Dec 28, 2007 11:39 am

  • Black screen probably is the old problem with texturenonpoweroftwo. Try blindly typing shift-esc and "map basement", and check if the game comes up. if it does, it IS the nonpoweroftwo problem.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Fri Dec 28, 2007 11:49 am

  • Yes, that works. Also I can manually connect to a server. I just can't get the menu graphics.
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Fri Dec 28, 2007 5:00 pm

  • sYm wrote:- aggressor (unplayible CPU load, even with r_glsl 0 and g-lockarrys 1)


    needs -notexturenonpoweroftwo for me to run with more then 8 fps[/quote]
    Last edited by sYm on Fri Dec 28, 2007 11:09 pm, edited 1 time in total.
    bye sYm PB

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Fri Dec 28, 2007 6:15 pm

  • AceOfThumbs wrote:Yes, that works. Also I can manually connect to a server. I just can't get the menu graphics.


    Okay, it then IS the nonpoweroftwo problem. Which OS X version?
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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Fri Dec 28, 2007 8:47 pm

  • I tested on 10.5.1 on an Intel Mac Pro, ATI x1900 and I'm using Nexuiz 2.3. When I added -notexturenonpoweroftwo the menus showed up and I played a few games with no noticeable problems.

    Here is the new log file (i renamed it so I didn't overwrite the previous one):
    http://t2net.com/nexuiz/qconsole2.log
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Fri Dec 28, 2007 9:14 pm

  • Go into Contents, then MacOS, then open nexuiz-osx-agl with a text editor.

    I almost forgot to mention that I don't have a file by that name, but I opened and changed nexuiz-osx-ppc-agl instead.
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Fri Dec 28, 2007 11:12 pm

  • AceOfThumbs wrote:
    Go into Contents, then MacOS, then open nexuiz-osx-agl with a text editor.

    I almost forgot to mention that I don't have a file by that name, but I opened and changed nexuiz-osx-ppc-agl instead.


    That is changed in svn-version, so in 2.3 and before it is nexuiz-osx-ppc-agl although it is universal
    bye sYm PB

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Sat Dec 29, 2007 2:32 am

  • AceOfThumbs wrote:Yes, that works. Also I can manually connect to a server. I just can't get the menu graphics.


    Okay, after talking to an ex-ATI person, I found out that support for GL_ARB_texture_non_power_of_two is incomplete on DX9-class hardware, more specifically GF6/7 can't do non-power-of-two 3D textures (no big deal), and ATI Radeon X600-X1900 cards can't do mipmapped or repeating non-power-of-two-textures (in other words, they can do what a GF4/GFFX can do), other cases are supposed to be software fallbacks (however it appears that they simply don't work, instead of falling back to software).

    So basically we need to add a cvar for whether to upload mipmapped or repeating textures using GL_ARB_texture_non_power_of_two or not, and change the cvar default on the Radeon X600-X1900 cards to avoid issues.

    Or we can just blacklist the extension itself on those cards, which is easier (and if the menu graphics are already failing, may be the only option).

    Lesser cards do not offer the extension at all and thus are not an issue.
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Sat Dec 29, 2007 8:09 pm

  • I'm using some kind of intel GMA, and I can play with it on, with some problems. For some reason I don't have any music/sound (probably a data.pk3 problem) and I get a message that says:

    GLSL shader text for "glsl/default.glsl" loaded from engine
    program link log:
    WARNING: Vertex shader writes varying 'EyeVector' which is not red by fragment shader.

    about five times.

    There are also certain models that bring me down to 2 fps, and appear transparent, with a rainbow texture on them, and make the screen really bright.
    Some items have ok textures, but with strange markings on them, while others of the same model don't.

    On the bright side, I get twice my normal FPS whenever I'm not looking at those models (one of which I happen to be holding).

    EDIT: Never mind the sound thing, I was muted. And my fps wasn't improved, It was just because I was looking at nothing but the skybox to avoid the lag.
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Sun Dec 30, 2007 12:24 am

  • iSuck wrote:WARNING: Vertex shader writes varying 'EyeVector' which is not red by fragment shader.


    This is harmless, I can fix it but most drivers don't warn about unused varying variables so I've been kind of ignoring it, I guess Apple drivers consistently warn about it.

    iSuck wrote:There are also certain models that bring me down to 2 fps, and appear transparent, with a rainbow texture on them, and make the screen really bright.
    Some items have ok textures, but with strange markings on them, while others of the same model don't.


    Try adding -notexturenonpoweroftwo (like in the original commandline) to the commandline in your copy of the Nexuiz.app, see if this rainbow model problem goes away.
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Sun Dec 30, 2007 12:32 pm

  • After some further testing I notice that turning on the Open GL 2.0 shaders gives a big boost in frame rates for some maps (200fps instead of 50fps), but this sometimes gives me weird effects depending on the map and where I'm looking in the map. Sometimes the HUD graphics start to spin slowly or do an odd kind of tiling. Below are links to a couple of screen shots and the qconsole.log file:

    http://t2net.com/nexuiz/gl2shaderglitch1.jpg
    http://t2net.com/nexuiz/gl2shaderglitch2.jpg
    http://t2net.com/nexuiz/qconsole3.log

    OS 10.5.1, ATI x1900

    Thanks for your efforts to correct these problems or notify Apple of their problems. It would be really great if the Mac users could enjoy faster frame rates.
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Sun Dec 30, 2007 10:24 pm

  • AceOfThumbs wrote:After some further testing I notice that turning on the Open GL 2.0 shaders gives a big boost in frame rates for some maps (200fps instead of 50fps),


    Wow. GLSL is frequently a significant gain, but that is surprising.

    AceOfThumbs wrote:but this sometimes gives me weird effects depending on the map and where I'm looking in the map. Sometimes the HUD graphics start to spin slowly or do an odd kind of tiling.


    This is the known issue with the Apple drivers that has caused GL2.0 shaders to be off by default, it looks particularly trippy when it's affecting the bloom texture (glowing bright stuff), rotating/scrolling around the screen.

    All that is known is that a texture matrix (which can cause textures to scroll around on surfaces and such - intentionally) that was activated while rendering with GL2.0 shaders, is continuing to affect things that are not rendered with GL2.0 shaders, despite the fact it was intentionally reset to not scroll/rotate/scale when done rendering surfaces.

    I do not know why it is persisting, and it may take an Apple engineer to figure it out, I also do not know if it is related to GL20 shaders or not.

    What I do know is that it only happens on OSX.
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Mon Dec 31, 2007 5:32 pm

  • Alrighty then.
    I added the -notexturenonpoweroftwo to my file, and it did fix the rainbow problem and lag, but now all .zym type files and weaponmodels are all black, similarly to when I just turn on GLSL shaders. But I do get a big FPS boost.
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Mon Dec 31, 2007 7:13 pm

  • iSuck wrote:Alrighty then.
    I added the -notexturenonpoweroftwo to my file, and it did fix the rainbow problem and lag, but now all .zym type files and weaponmodels are all black, similarly to when I just turn on GLSL shaders. But I do get a big FPS boost.


    I'd be interested to see a log with that behavior happening - maybe I can find some warning in the GLSL shader...
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Tue Jan 01, 2008 9:23 pm

  • http://dp.deathmask.net/log/nex_mac_glsl

    OS X 10.5.1 , Geforce 7900GT

    There appears to be massive z-fighting with the skybox texture. -notexturenonpoweroftwo made no difference on anything. glsl was a bit faster.

    Interestingly, running a second tdem demo1 w/o glsl would crash the entire engine, with glsl on, it would work fine.

    log1 is as in original post
    log2 is with -notextureonpoweroftwo
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Wed Jan 02, 2008 2:36 am

  • What Mac has ever had a 7900 GT? Is that a hackintosh build? :wink:
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Thu Jan 03, 2008 8:42 pm

  • My wife got my Intel iMac with ATI X1600 256MB, when I went to the Mac Pro. She isn't playing Nexuiz (yet :wink: ), but I borrowed it for a few minutes and ran a few tests. Sorry I didn't get the log, but I can do it again if you'd like.

    Anyway, what I found is that the X1600 256MB does just about the same as the X1900 512MB when both are running the 2.3 engine with GL 2 shaders off. When I switch on GL 2, the X1900 will do the spinning graphics as I mentioned above. The X1600 shreds the display with black lines and is unusable.

    With the 2.4 engine (Dec 16, 2007 build), the X1600 gets approximately 50% boost in fps compared with the 2.3 engine. This is with GL 2 off. GL 2 on has the same shredded display look.

    The Mac Pro won't open with the 2.4 engine at all. It immediately quits and the qconsole log isn't updated. I've tried the newest builds but the same thing happens.
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Thu Jan 03, 2008 9:56 pm

  • I replied to this already but it seems my submit failed or something, or someone deleted my post, I don't know... so I'm writing this reply all over again, days later.

    Willis wrote:http://dp.deathmask.net/log/nex_mac_glsl

    OS X 10.5.1 , Geforce 7900GT


    Your beloved hackintosh? :)

    Willis wrote:There appears to be massive z-fighting with the skybox texture. -notexturenonpoweroftwo made no difference on anything. glsl was a bit faster.


    r_depthfirst 0 may make this problem go away, however it may run slower also.

    Does this problem happen with glsl on and off, or just when it is on?

    Willis wrote:Interestingly, running a second tdem demo1 w/o glsl would crash the entire engine, with glsl on, it would work fine.


    A backtrace from gdb (or whatever frontend Apple provides) would be appreciated.

    Willis wrote:log1 is as in original post
    log2 is with -notextureonpoweroftwo


    -notexturenonpoweroftwo shouldn't affect that card anyway (I'm told it doesn't support non power of two 3D textures - but who cares).
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Thu Jan 03, 2008 11:59 pm

  • LordHavoc wrote:r_depthfirst 0 may make this problem go away, however it may run slower also.

    Does this problem happen with glsl on and off, or just when it is on?


    Only happened with glsl on. r_depthfirst 0 did indeed solve those problems. However, upon further testing, I see I didn't test enough maps, I'm also getting the rotating 2d in certain maps akin to pictures posted previously by others. (In warfare for example, no applicable warnings that I could tell).

    LordHavoc wrote:A backtrace from gdb (or whatever frontend Apple provides) would be appreciated.


    The problem does not appear to be happening on SVN, so I'm not going to debug for now.
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Fri Jan 04, 2008 6:25 pm

  • Ok, here's an update:
    I tried the SVN, and turned on glsl shaders in the options menu, and the exact same thing happened as when I initially typed that thing in my agl. The rainbow textures appear, and I lag horribly.
    It doesn't do that in 2.3 though, so please don't make the SVN changes permanent in the GL department.
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Fri Jan 04, 2008 8:34 pm

  • iSuck wrote:Ok, here's an update:
    I tried the SVN, and turned on glsl shaders in the options menu, and the exact same thing happened as when I initially typed that thing in my agl. The rainbow textures appear, and I lag horribly.
    It doesn't do that in 2.3 though, so please don't make the SVN changes permanent in the GL department.


    All changes are permanent, reverting substantial renderer redesigns is not practical or even desirable when they gave speed gains for most people - all I can do is disable use of features that do not work on certain hardware.

    Please supply a screenshot of the rainbow textures problem you are describing, I'd like to see it.

    Please also try the -notexturenonpoweroftwo option.

    Please also try +gl_vbo 0.

    Do any of these fix it?
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Sat Jan 12, 2008 3:14 pm

  • The Jan 04 engine build works on my Mac Pro, ATI X1900XT, OS 10.5.1. It's nice to have the new HUD again. :D

    I still get the spinning menus with the GL 2 shaders on, but it's not a big deal.
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Sat Jan 12, 2008 8:50 pm

  • AceOfThumbs wrote:The Jan 04 engine build works on my Mac Pro, ATI X1900XT, OS 10.5.1. It's nice to have the new HUD again. :D

    I still get the spinning menus with the GL 2 shaders on, but it's not a big deal.


    It is a big deal - the GL2 shaders are a nice fps boost.

    I'll continue experiments later.
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Sun Jan 13, 2008 12:00 am

  • LordHavoc wrote:It is a big deal - the GL2 shaders are a nice fps boost.

    I'll continue experiments later.


    :D Well, I'm happy to hear you say that. I would like the higher fps too. I appreciate all of the work the developers do and didn't want to sound ungrateful about the GL2 problem.
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Mon Jan 14, 2008 11:05 pm

  • Sorry for leaving this topic for so long. But I have a problem.
    I can't recreate the rainbow textures. I can change the settings all around, but nothing happens. All I get is the black weapon models. I took lots of pictures this time. I'll post those later.
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Tue Jan 15, 2008 5:36 am

  • iSuck wrote:Sorry for leaving this topic for so long. But I have a problem.
    I can't recreate the rainbow textures. I can change the settings all around, but nothing happens. All I get is the black weapon models. I took lots of pictures this time. I'll post those later.


    Rainbow textures are generally video memory corruption (in this case due to driver bugs possibly), it can be very hard to reproduce such errors - they generally look different every time.
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Tue Jan 15, 2008 9:39 pm

  • Well, Apple just released the newest addition to the Macbook line. You know why that pisses me off? Because that means they spend all year working on that, and not fixing the GL drivers that are obviously broken
    Could you look at this, LordHavoc, if you haven't already? Are they claiming they support all the OpenGL things that don't work? or are they aware of it and just not fixing it.

    http://developer.apple.com/graphicsimag ... abilities/

    I need to get my imageshack account back. I think I entered a fake email address when sgining up, then I'll post pictures.
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