• Advertisement

Archived

This topic is now archived and is closed to further replies.

OpenGL Why always 0.5 FPS with OpenGL stuff?

This topic is 5678 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Now, I would like someone who recognize this issue to let me know what hell is the cause. Everytime I download a cool openGL demo or game, it always run at crawling speed; for light ones (non-3D) 10-20 FPS, and a bit heavier <1 FPS! Why is this, my platform is this: PIII ~500Mhz 128 MB RAM Voodoo3 16MB Windows XP A little old nowadays, but doesn''t explain why. Could it be a driver problem? Any ideas?

Share this post


Link to post
Share on other sites
Advertisement
You dont have hardware opengl drivers for your card installed. Preferable, get a NEW (and I stress NEW) video card. Make sure its a decent one as well, no gf4*MX* crap.

-----------------------
"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack

Share this post


Link to post
Share on other sites
I know that my hardware are a bit old, but most non-openGL still work fine. Are you saying there are no openGL driver for my gfx card? If anyone know where I can find drivers that work for my computer, please let me know. I really can''t afford to buy new hardware to this computer at the moment.

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
you can get from here http://nat.mine.nu:81/3dfx/

Share this post


Link to post
Share on other sites
perhaps the demos require stencil buffer, voodoo3 only runs at 16bit colour u need 32bit colour for hardware stencil thus any demo with stencil will run in software (less than 1 fps)
try downloading a simple glut demo or try quake3

http://uk.geocities.com/sloppyturds/gotterdammerung.html

Share this post


Link to post
Share on other sites
Man, i really wouldn''t bother with trying to get your Voodoo to do OpenGL. It''s more headache than its worth and you will not be happy with the results. If you dont have too much money to spend, grab a TNT2 or if you can spare like $50, get a Geforce2. Just check www.pricewatch.com

Share this post


Link to post
Share on other sites
Thanks for the suggestions. I tried once more installing drivers etc (from voodoofiles and that link provided by our Anonymous Poster), but failed like usual. I belive I have working drivers in Win98, but here in WinXP its hell getting anything working .

I really won''t buy a new gfx card for this thing (I have an Nvida 64 on my office ), as I don''t play any games on it (except Rollcage (Glide version), which works like a charm ). Other games/demos I tried works just fine. I just would like to check out what people do here in openGL, but don''t think it''s worth spending money on that.

I must also say that I believe that there must be something else than just non-acceleration that makes it crawl. I''ve seen GL stuff that doesn''t use any 3D etc that only get about 10 FPS, while I easily could make a copy of it in Windows'' GDI that would run at least at 50-100 FPS. This is also true for 3D stuff, that seem slower than if I did something similar all-in-software on my good old Amiga 500!!!

Share this post


Link to post
Share on other sites
I''d hate to tell you to upgrade drivers again, but check out this program:
GLSetup

It automatically detects your video card and downloads the latest drivers for it. Give it a try. It worked wonders for me (the drivers I got weren''t specific to my card, but they still work beautifully).

Share this post


Link to post
Share on other sites
>>I must also say that I believe that there must be something else than just non-acceleration that makes it crawl. I''ve seen GL stuff that doesn''t use any 3D etc that only get about 10 FPS<<

sounds very much like u dont have hardware acceleration,
download the quake3arena demo, if that runs ok then your drivers are ok

http://uk.geocities.com/sloppyturds/gotterdammerung.html

Share this post


Link to post
Share on other sites
Your problem is not in the system,becouse the Voodoo supports OpenGL more than any other video card.You can try with downloading the newest OpenGL drivers.I''ll suggest something.If you have QUAKE 3 or SERIOUS SAM than you can install the GLSetup that comes with the games.If that don''t work try to upgrade your system.



The pain is coming...this sommer!!!

Share this post


Link to post
Share on other sites
On a Vaudoo2, you had to rename the 3DFX OGL driver to Opengl32.dll and place it into the directory where the executable you''re trying to run is. I thought you no longer had to do it on a Vaudoo3, but it''s worth a try..

Y.

Share this post


Link to post
Share on other sites
quote:
Original post by Mihail121
Your problem is not in the system,becouse the Voodoo supports OpenGL more than any other video card.

Even if we confine our selections to consumer cards, that''s still horribly false.

Share this post


Link to post
Share on other sites
quote:
Original post by CWizard
I know that my hardware are a bit old, but most non-openGL still work fine. Are you saying there are no openGL driver for my gfx card? If anyone know where I can find drivers that work for my computer, please let me know. I really can''t afford to buy new hardware to this computer at the moment.


There are drivers around for them that support OpenGL (not sure about under XP though), but voodoo cards just arent worth the trouble. They are slow, have bad image quality (excluding the v5 in this bit), are limited to 16bit colour (excluding the v4/v5), have very shoddy OpenGL support, have pretty poor D3D support (V5 was the first 3dfx card with proper DX support, and even thats horribly outdated now).

As others have said, you can get a TNT/TNT2/GF1/GF2mx card very cheap these days. Just get one of those and save yourself the headache known as 3dfx.

-----------------------
"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack

Share this post


Link to post
Share on other sites
I''ve had the same problem as you and have to tell you that all of your suggestions are interesting and might work in most cases, but in mine I found out that you have to build the project in Release-Mode. This might sound bizzarre, but that is exactly what helped with some demos which behaved like you described.
Hope this is the solution.

Share this post


Link to post
Share on other sites
Up until 2 months ago, my Voodoo3 (the 3000, AGP flavor) worked fine under WinXP. (Reason that changed is I went back to Win2k, then 2 weeks ago got a Kyro II card and pulled the Voodoo).

- 3dfxUnderground.cjb.net has sufficient (and likely superior) drivers to get OpenGL running in hardware-accelerated mode.
- VoodooFiles.com does too.
- www.WickedGL.com has great drivers for those games that absolutely need a functional OpenGL implementation.

For any of these, look for 3dfxgl.dll, rename it to opengl32.dll, and place it in the application folder (where the .exe is located).

Also make sure that you have good 3dfx drivers installed. I found that a combination of 1.07.00 (I think) DLLs for the video card, and 1.08.00 drivers for OpenGL/Glide, worked best. Took a little tweaking but it worked great at one point.



MatrixCubed
http://MatrixCubed.cjb.net



[edited by - MatrixCubed on July 1, 2002 10:46:01 AM]

Share this post


Link to post
Share on other sites
Erunama: Sorry, tried. GLSetup only works with Win9x/ME, and not NT/2k/XP. I also tried http://nat.mine.nu:81/3dfx/, but when I installed, it complained about something in the registry being messed up. Guess it isn''t healthy to install 30+ different versions of the same drivers...

Ok people, don''t let me bother you anymore. It has become clear that its a old-ware/driver problem combination. I must say, though, that I don''t think my Voodoo3 card is that bad with DirectDraw/3D/Graphics and other third-party engines. In Win98 (which lives besides WinXP here) I think openGL/Glide-stuff also works good.

I had hoped that there would be an easy answer to make it work properly; like hit my moniter twice on the left side, then three on the right, and in a spooky voice speak abhra-kadabhra five times.

Well, I guess it''s back to drivers hell for me. Hope I ever come back...

Share this post


Link to post
Share on other sites
Man, i have the same hardware (p3, Voodoo3, 128mb ram, and XP).
I had drivers for windows 98 and fps was good enough for me. When I upgraded to XP every (EVERY) Opengl game was produced <1 fps.
I've also write a little app that displays one (yes, one) triangle and the fps was under 1.
I've tried many drivers but all of them was very unstable (crash, reboot etc). I've tried some driver from 3dfxUnderground and everything is ok now. The one triange application now it runs at tree-digit fps...
Check out the 3dfx underground 1.09 beta 4 WinXP Drivers and ignore any registry problems. It works for me, give it a try...
(Sorry for my English byt it's not my native languange. My native languange is C++ )


[edited by - Someg on July 1, 2002 7:25:08 PM]

Share this post


Link to post
Share on other sites
I wonder if part of your problem is the lack of PROPER OGL support in WinXP, I know if your an Nvidia user ya HAVE to update the drivers to get around the crappy version that comes with XP which in effect wraps OGL commands over D3D from what I''ve heard.

combine this with a gfx card which is outdated, I think you can see where the problems are coming in :/

Share this post


Link to post
Share on other sites
quote:
Original post by _the_phantom_
I wonder if part of your problem is the lack of PROPER OGL support in WinXP, I know if your an Nvidia user ya HAVE to update the drivers to get around the crappy version that comes with XP which in effect wraps OGL commands over D3D from what I''ve heard.



Wow, if that is true, Microsoft has hit an all-time low. That is disgusting.

Share this post


Link to post
Share on other sites
Yes, its true. The GL_RENDERER string says Direct3D in it

-----------------------
"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack

Share this post


Link to post
Share on other sites
yep, M$ have pulled OGL support from XP, which is why we need OGL2.0 to come along and clean things up and M$ to be kicked off the ARB imho as they dont do anything to help it at all (not updating and now not supporting it at all)

Share this post


Link to post
Share on other sites
Thanks again all. It really seems like Billy and his Clan Micro$oft (what parts of his body this means to describe, I shall never know ) really made an effort to make it nearly impossible to get OGL working on XP.

Someg: You describe my experience exactly. Your info sounds promising, and I will try to get what you got, and hopefully I can enjoy openGL as well.

Thanks again all.

[edited by - CWizard on July 2, 2002 7:18:45 PM]

Share this post


Link to post
Share on other sites
So THATS my problem!!! My OpenGL game works fine on every Computer I''ve tested it on except for WinXP systems!! I was getting really confused why it didn''t work. It must be that my friend (and his brand new PC with NVidia card and WinXP) hasn''t updated his drivers since he got the PC. I''ll have a word with him . Anyway, that lack of support with OGL of WinXP is REALLY low. I wasn''t to bothered about all their problems and thought they wern''t too bad a little while ago (even though I personally didn''t use directX because I didn''t like its structure). I now dislike them very much.

- Weasalmongler

Share this post


Link to post
Share on other sites
Umm m$ HAVENT pulled OGL support from WinXP, nor have they tried to make it harder to get OGL apps to run. You just install OGL drivers for your hardware like you do for any OS, and if said drivers support OGL, then itll work fine.

-----------------------
"When I have a problem on an Nvidia, I assume that it is my fault. With anyone else''s drivers, I assume it is their fault" - John Carmack

Share this post


Link to post
Share on other sites

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By khawk
      We've just released all of the source code for the NeHe OpenGL lessons on our Github page at https://github.com/gamedev-net/nehe-opengl. code - 43 total platforms, configurations, and languages are included.
      Now operated by GameDev.net, NeHe is located at http://nehe.gamedev.net where it has been a valuable resource for developers wanting to learn OpenGL and graphics programming.

      View full story
    • By TheChubu
      The Khronos™ Group, an open consortium of leading hardware and software companies, announces from the SIGGRAPH 2017 Conference the immediate public availability of the OpenGL® 4.6 specification. OpenGL 4.6 integrates the functionality of numerous ARB and EXT extensions created by Khronos members AMD, Intel, and NVIDIA into core, including the capability to ingest SPIR-V™ shaders.
      SPIR-V is a Khronos-defined standard intermediate language for parallel compute and graphics, which enables content creators to simplify their shader authoring and management pipelines while providing significant source shading language flexibility. OpenGL 4.6 adds support for ingesting SPIR-V shaders to the core specification, guaranteeing that SPIR-V shaders will be widely supported by OpenGL implementations.
      OpenGL 4.6 adds the functionality of these ARB extensions to OpenGL’s core specification:
      GL_ARB_gl_spirv and GL_ARB_spirv_extensions to standardize SPIR-V support for OpenGL GL_ARB_indirect_parameters and GL_ARB_shader_draw_parameters for reducing the CPU overhead associated with rendering batches of geometry GL_ARB_pipeline_statistics_query and GL_ARB_transform_feedback_overflow_querystandardize OpenGL support for features available in Direct3D GL_ARB_texture_filter_anisotropic (based on GL_EXT_texture_filter_anisotropic) brings previously IP encumbered functionality into OpenGL to improve the visual quality of textured scenes GL_ARB_polygon_offset_clamp (based on GL_EXT_polygon_offset_clamp) suppresses a common visual artifact known as a “light leak” associated with rendering shadows GL_ARB_shader_atomic_counter_ops and GL_ARB_shader_group_vote add shader intrinsics supported by all desktop vendors to improve functionality and performance GL_KHR_no_error reduces driver overhead by allowing the application to indicate that it expects error-free operation so errors need not be generated In addition to the above features being added to OpenGL 4.6, the following are being released as extensions:
      GL_KHR_parallel_shader_compile allows applications to launch multiple shader compile threads to improve shader compile throughput WGL_ARB_create_context_no_error and GXL_ARB_create_context_no_error allow no error contexts to be created with WGL or GLX that support the GL_KHR_no_error extension “I’m proud to announce OpenGL 4.6 as the most feature-rich version of OpenGL yet. We've brought together the most popular, widely-supported extensions into a new core specification to give OpenGL developers and end users an improved baseline feature set. This includes resolving previous intellectual property roadblocks to bringing anisotropic texture filtering and polygon offset clamping into the core specification to enable widespread implementation and usage,” said Piers Daniell, chair of the OpenGL Working Group at Khronos. “The OpenGL working group will continue to respond to market needs and work with GPU vendors to ensure OpenGL remains a viable and evolving graphics API for all its customers and users across many vital industries.“
      The OpenGL 4.6 specification can be found at https://khronos.org/registry/OpenGL/index_gl.php. The GLSL to SPIR-V compiler glslang has been updated with GLSL 4.60 support, and can be found at https://github.com/KhronosGroup/glslang.
      Sophisticated graphics applications will also benefit from a set of newly released extensions for both OpenGL and OpenGL ES to enable interoperability with Vulkan and Direct3D. These extensions are named:
      GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_fd GL_EXT_semaphore_win32 GL_EXT_win32_keyed_mutex They can be found at: https://khronos.org/registry/OpenGL/index_gl.php
      Industry Support for OpenGL 4.6
      “With OpenGL 4.6 our customers have an improved set of core features available on our full range of OpenGL 4.x capable GPUs. These features provide improved rendering quality, performance and functionality. As the graphics industry’s most popular API, we fully support OpenGL and will continue to work closely with the Khronos Group on the development of new OpenGL specifications and extensions for our customers. NVIDIA has released beta OpenGL 4.6 drivers today at https://developer.nvidia.com/opengl-driver so developers can use these new features right away,” said Bob Pette, vice president, Professional Graphics at NVIDIA.
      "OpenGL 4.6 will be the first OpenGL release where conformant open source implementations based on the Mesa project will be deliverable in a reasonable timeframe after release. The open sourcing of the OpenGL conformance test suite and ongoing work between Khronos and X.org will also allow for non-vendor led open source implementations to achieve conformance in the near future," said David Airlie, senior principal engineer at Red Hat, and developer on Mesa/X.org projects.

      View full story
    • By _OskaR
      Hi,
      I have an OpenGL application but without possibility to wite own shaders.
      I need to perform small VS modification - is possible to do it in an alternative way? Do we have apps or driver modifictions which will catch the shader sent to GPU and override it?
    • By xhcao
      Does sync be needed to read texture content after access texture image in compute shader?
      My simple code is as below,
      glUseProgram(program.get());
      glBindImageTexture(0, texture[0], 0, GL_FALSE, 3, GL_READ_ONLY, GL_R32UI);
      glBindImageTexture(1, texture[1], 0, GL_FALSE, 4, GL_WRITE_ONLY, GL_R32UI);
      glDispatchCompute(1, 1, 1);
      // Does sync be needed here?
      glUseProgram(0);
      glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
      glFramebufferTexture2D(GL_READ_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                                     GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture[1], 0);
      glReadPixels(0, 0, kWidth, kHeight, GL_RED_INTEGER, GL_UNSIGNED_INT, outputValues);
       
      Compute shader is very simple, imageLoad content from texture[0], and imageStore content to texture[1]. Does need to sync after dispatchCompute?
    • By Jonathan2006
      My question: is it possible to transform multiple angular velocities so that they can be reinserted as one? My research is below:
      // This works quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); quat quaternion2 = GEMultiplyQuaternions(quaternion1, GEQuaternionFromAngleRadians(angleRadiansVector2)); quat quaternion3 = GEMultiplyQuaternions(quaternion2, GEQuaternionFromAngleRadians(angleRadiansVector3)); glMultMatrixf(GEMat4FromQuaternion(quaternion3).array); // The first two work fine but not the third. Why? quat quaternion1 = GEQuaternionFromAngleRadians(angleRadiansVector1); vec3 vector1 = GETransformQuaternionAndVector(quaternion1, angularVelocity1); quat quaternion2 = GEQuaternionFromAngleRadians(angleRadiansVector2); vec3 vector2 = GETransformQuaternionAndVector(quaternion2, angularVelocity2); // This doesn't work //quat quaternion3 = GEQuaternionFromAngleRadians(angleRadiansVector3); //vec3 vector3 = GETransformQuaternionAndVector(quaternion3, angularVelocity3); vec3 angleVelocity = GEAddVectors(vector1, vector2); // Does not work: vec3 angleVelocity = GEAddVectors(vector1, GEAddVectors(vector2, vector3)); static vec3 angleRadiansVector; vec3 angularAcceleration = GESetVector(0.0, 0.0, 0.0); // Sending it through one angular velocity later in my motion engine angleVelocity = GEAddVectors(angleVelocity, GEMultiplyVectorAndScalar(angularAcceleration, timeStep)); angleRadiansVector = GEAddVectors(angleRadiansVector, GEMultiplyVectorAndScalar(angleVelocity, timeStep)); glMultMatrixf(GEMat4FromEulerAngle(angleRadiansVector).array); Also how do I combine multiple angularAcceleration variables? Is there an easier way to transform the angular values?
  • Advertisement