Wine Game Choppy

Questions about Wine on Linux
Locked
mibix
Newbie
Newbie
Posts: 2
Joined: Thu Mar 20, 2014 1:32 pm

Wine Game Choppy

Post by mibix »

Hello,

I'm trying to get rollercoaster tycoon 2 running on wine. I've had other things working, but this is the first game I've tried. I think I've narrowed it down to an openGL issue.

The game loads fine, but it's very choppy, both audio and video. I've tried various settings, and libs like libgl1-mesa-glx & libgl1-mesa-dev. Nothing else produces video, so I've tried libgl1-mesa-swx11 and I've got sound and video, but choppy.

I don't think my laptop can do hardware rendering. It's an intel 855.

Can anyone decipher my errors?

Thanks,
mibix

Here's what the terminal is saying....

Code: Select all

err:winediag:X11DRV_WineGL_InitOpenglInfo The Mesa OpenGL driver is using software rendering, most likely your 32-bit OpenGL drivers haven't been installed correctly (using GL renderer "Mesa X11", version "2.1 Mesa 8.0.4").
fixme:d3d:wined3d_guess_card No card selector available for card vendor 0000 (using GL_RENDERER "Mesa X11").
fixme:d3d:check_fbo_compat Format WINED3DFMT_R16G16_UNORM with rendertarget flag is not supported as FBO color attachment, and no fallback specified.
fixme:win:EnumDisplayDevicesW ((null),0,0x32f648,0x00000000), stub!
fixme:winediag:AUDDRV_GetAudioEndpoint Winepulse is not officially supported by the wine project
fixme:winediag:AUDDRV_GetAudioEndpoint For sound related feedback and support, please visit http://ubuntuforums.org/showthread.php?t=1960599
err:d3d:context_choose_pixel_format Can't find a suitable iPixelFormat
fixme:x11drv:X11DRV_desktop_SetCurrentMode Cannot change screen BPP from 32 to 8
And here's glxinfo...

Code: Select all

name of display: :0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: Brian Paul
server glx version string: 1.4 Mesa 8.0.4
server glx extensions:
    GLX_MESA_copy_sub_buffer, GLX_MESA_pixmap_colormap, 
    GLX_MESA_release_buffers, GLX_ARB_get_proc_address, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, 
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer
client glx vendor string: Brian Paul
client glx version string: 1.4 Mesa 8.0.4
client glx extensions:
    GLX_MESA_copy_sub_buffer, GLX_MESA_pixmap_colormap, 
    GLX_MESA_release_buffers, GLX_ARB_get_proc_address, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, 
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer
GLX version: 1.4
GLX extensions:
    GLX_MESA_copy_sub_buffer, GLX_MESA_pixmap_colormap, 
    GLX_MESA_release_buffers, GLX_ARB_get_proc_address, 
    GLX_EXT_texture_from_pixmap, GLX_EXT_visual_info, GLX_EXT_visual_rating, 
    GLX_SGIX_fbconfig, GLX_SGIX_pbuffer
OpenGL vendor string: Brian Paul
OpenGL renderer string: Mesa X11
OpenGL version string: 2.1 Mesa 8.0.4
OpenGL shading language version string: 1.20
OpenGL extensions:
    GL_ARB_multisample, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, 
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_copy_texture, 
    GL_EXT_polygon_offset, GL_EXT_subtexture, GL_EXT_texture_object, 
    GL_EXT_vertex_array, GL_EXT_compiled_vertex_array, GL_EXT_texture, 
    GL_EXT_texture3D, GL_IBM_rasterpos_clip, GL_ARB_point_parameters, 
    GL_EXT_draw_range_elements, GL_EXT_packed_pixels, GL_EXT_point_parameters, 
    GL_EXT_rescale_normal, GL_EXT_separate_specular_color, 
    GL_EXT_texture_edge_clamp, GL_SGIS_generate_mipmap, 
    GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp, 
    GL_SGIS_texture_lod, GL_ARB_multitexture, GL_IBM_multimode_draw_arrays, 
    GL_IBM_texture_mirrored_repeat, GL_3DFX_texture_compression_FXT1, 
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_transpose_matrix, 
    GL_EXT_blend_func_separate, GL_EXT_fog_coord, GL_EXT_multi_draw_arrays, 
    GL_EXT_secondary_color, GL_EXT_texture_env_add, 
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias, 
    GL_INGR_blend_func_separate, GL_MESA_resize_buffers, GL_NV_blend_square, 
    GL_NV_light_max_exponent, GL_NV_texgen_reflection, 
    GL_NV_texture_env_combine4, GL_S3_s3tc, GL_SUN_multi_draw_arrays, 
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression, 
    GL_EXT_framebuffer_object, GL_EXT_texture_compression_s3tc, 
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_MESA_window_pos, 
    GL_NV_packed_depth_stencil, GL_NV_texture_rectangle, GL_NV_vertex_program, 
    GL_ARB_depth_texture, GL_ARB_occlusion_query, GL_ARB_shadow, 
    GL_ARB_shadow_ambient, GL_ARB_texture_env_combine, 
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, 
    GL_ARB_texture_mirrored_repeat, GL_ARB_window_pos, GL_ATI_envmap_bumpmap, 
    GL_ATI_fragment_shader, GL_EXT_stencil_two_side, GL_EXT_texture_cube_map, 
    GL_NV_depth_clamp, GL_NV_fragment_program, GL_NV_point_sprite, 
    GL_NV_vertex_program1_1, GL_APPLE_packed_pixels, 
    GL_APPLE_vertex_array_object, GL_ARB_draw_buffers, 
    GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_shader_objects, 
    GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ATI_draw_buffers, 
    GL_ATI_texture_env_combine3, GL_EXT_depth_bounds_test, 
    GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_MESA_pack_invert, 
    GL_MESA_ycbcr_texture, GL_ARB_depth_clamp, GL_ARB_fragment_program_shadow, 
    GL_ARB_half_float_pixel, GL_ARB_occlusion_query2, GL_ARB_point_sprite, 
    GL_ARB_shading_language_100, GL_ARB_sync, GL_ARB_texture_non_power_of_two, 
    GL_ARB_vertex_buffer_object, GL_ATI_blend_equation_separate, 
    GL_EXT_blend_equation_separate, GL_OES_read_format, 
    GL_ARB_pixel_buffer_object, GL_ARB_texture_compression_rgtc, 
    GL_ARB_texture_rectangle, GL_ATI_texture_compression_3dc, 
    GL_EXT_pixel_buffer_object, GL_EXT_texture_compression_dxt1, 
    GL_EXT_texture_compression_rgtc, GL_EXT_texture_mirror_clamp, 
    GL_EXT_texture_rectangle, GL_EXT_texture_sRGB, 
    GL_EXT_texture_shared_exponent, GL_ARB_framebuffer_object, 
    GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
    GL_EXT_packed_depth_stencil, GL_NV_fragment_program_option, 
    GL_APPLE_object_purgeable, GL_ARB_vertex_array_object, 
    GL_ATI_separate_stencil, GL_ATI_texture_mirror_once, GL_EXT_draw_buffers2, 
    GL_EXT_draw_instanced, GL_EXT_gpu_program_parameters, 
    GL_EXT_texture_array, GL_EXT_texture_compression_latc, 
    GL_EXT_texture_sRGB_decode, GL_EXT_timer_query, GL_MESA_texture_array, 
    GL_ARB_copy_buffer, GL_ARB_draw_instanced, GL_ARB_half_float_vertex, 
    GL_ARB_map_buffer_range, GL_ARB_texture_rg, GL_ARB_texture_swizzle, 
    GL_ARB_vertex_array_bgra, GL_EXT_separate_shader_objects, 
    GL_EXT_texture_swizzle, GL_EXT_vertex_array_bgra, 
    GL_NV_conditional_render, GL_ARB_draw_elements_base_vertex, 
    GL_ARB_explicit_attrib_location, GL_ARB_fragment_coord_conventions, 
    GL_ARB_provoking_vertex, GL_EXT_provoking_vertex, GL_ARB_robustness, 
    GL_ARB_texture_storage
mibix
Newbie
Newbie
Posts: 2
Joined: Thu Mar 20, 2014 1:32 pm

Re: Wine Game Choppy

Post by mibix »

I've sort of sorted the problem. I've found this rollback script from Intel, and ran the game with LIBGL_ALWAYS_SOFTWARE=1 wine rct2.exe. I then disabled audio completely as this was crashing the game.

Not a solution, but it works (silently)!
User avatar
Bob Wya
Level 12
Level 12
Posts: 3068
Joined: Sat Oct 16, 2010 7:40 pm

Re: Wine Game Choppy

Post by Bob Wya »

@mibix,

Not really a problem I can help with - I don't use Intel integrated graphics on any of my machines. Your best bet is to go on to the Ubuntu Forums or Ask Ubuntu get your OpenGL up to scratch (if you can for such a weak/old card). You may also need a intel-dri package??!! It's not really a Wine issue. Make sure you have 32-bit multilib/multiarch packages if you are running a 64-bit OS (also not specified).

You probably also need a libpulse-32bit library to get your sound working (again not sure about this Ubuntu-specific issue) - if you are using a 64-bit Ubuntu (/derivative). Again I would recommend to get distro specific support for this (packaging) issue.

Even though this card can only support OpenGL 1.3 I believe that's enough to run such a graphically undemanding game via Wine.

Bob
User avatar
dimesio
Moderator
Moderator
Posts: 13367
Joined: Tue Mar 25, 2008 10:30 pm

Re: Wine Game Choppy

Post by dimesio »

Regarding the audio, the console output you posted indicates you are using the winepulse driver, which is not part of plain Wine and not supported here. If sound is crashing your game, you should report the problem to the package maintainer, Maarten Lankhorst.
Simon of Aragon
Level 3
Level 3
Posts: 94
Joined: Sat Sep 08, 2012 3:56 pm

Re: Wine Game Choppy

Post by Simon of Aragon »

Early on when I experience sound drops and issues I purged my pulse audio. I use 100% ALSA. You can try it and if you don't like it you can always reload the pulse audio.
Locked