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There aren't currently any VDrift developers using ATI graphics cards on our Linux development systems, and we're interested to know how well VDrift works/performs on ATI cards. Let me know if you are, and if you're interested in doing some testing....in fact, we haven't really heard much from ATI users (I know you're out there!) so, let us know of your experiences using VDrift with various ATI cards, on any operating system, if only to let us know how they perform. Thanks!
thelusiv Wrote:There aren't currently any VDrift developers using ATI graphics cards on our Linux development systems, and we're interested to know how well VDrift works/performs on ATI cards.

well, i have an ati card (iFireGL 9000) n my laptop (a thinkpad t40) running linux. since i run the display at 16bpp i had to apply this patch to get vrdift running:

Code:
Index: main.cpp
===================================================================
--- main.cpp    (revision 1159)
+++ main.cpp    (working copy)
@@ -236,7 +236,7 @@
                return 0;
        }

-       temp = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, 24,
+       temp = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h, 16,
        #if SDL_BYTEORDER == SDL_LIL_ENDIAN
        0x000000FF, 0x0000FF00, 0x00FF0000, 0
        #else
@@ -2291,7 +2291,7 @@
                SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
            
                //set up the depth buffer to be 24 bits, 16 bits are NOT enough
-               SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 24 );
+               SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );

                // set up our screen
                settings.Get( "display.width", cur_screen_w );

the comment about 16 bits not being enough is nonsense actually. the program is a lot slower than my desktop and the video card has problems when there are a lot of objects/textures but i normally get about 10-15 fps and the game is very playable.

--alex--
I have been using this game on 2 computers, a mac mini and a g4 imac. Both have 32 mb ati cards. It runs a little slow on my imac, only because its older but runs very smooth on my mini.
Yeah, I think you're right, 16 bits probably is enough. Maybe we should change this for everyone, as it might slightly bump performance... as long as we don't end up with z-fighting artifacts. My "24 bits is NOT enough" comment was left-over from a previous project that did need more z-buffer resolution.
Alex, if you'd like you can check in this change.
thelusiv Wrote:Alex, if you'd like you can check in this change.
i'll check this tomorrow on my desktop to make sure it doesn't break anything and then i'll commit it to svn.

--alex--
alex25 Wrote:i'll check this tomorrow on my desktop to make sure it doesn't break anything and then i'll commit it to svn.

i've checked in the code. i also checked in the code to catch fpe exceptions which is commented out, of course. if other brave souls want to play with it, remove the comment from the feenableexcept(FE_INVALID|FE_DIVBYZERO|FE_OVERFLOW);
line, recompile and run under the debugger. hmm, this might work only under linux. i hope i didn't break anything for windows users with the
#include <fenv.h>
line.

--alex--
I have 2 computers both with ATI cards and the game works fine. Ill break it down a little

PC 1
Windows (Gaming partition)
P4 2.8G
512MB RAM (PC2700)
AGP ATI 9200 w/128MB RAM

Works very well but on some maps all the textures disappear and everything is white. I also get white flashes coming from under the car every now and then.

I will plug in an old Geforce2 to see if these problems go away and post back.

Yet to try on ubuntu
will report back when i do

PC 2
Windows
Celeron 2.4G
512MB RAM (PC2700)
PCI ATI 9200 w/ 128MB RAM

Works just as well but again on some maps all the textures disappear and everything is white.

post back if you want me to elaborate a little.
If you're worried about it on Windows, maybe add #ifndef _WIN32 and #endif declarations before and after that line.
jeff, the white textures problem is one that happens on all platforms with this version. Try exiting the game and restarting, then choosing the same map - it should be gone...

Wait a little on installing on Ubuntu, and you can try the forthcoming Debian packages on it. Watch the front page for a new article.

How well does the game perform on each of your computers? What resolution, texture size, and other settings do you use?