That's just the "OpenGL renderer handles particle system clipping differently than the D3D9 renderer and artists don't bother to test using the OpenGL renderer" issue that's been around for pretty...
Type: Posts; User: WhiteDwarf; Keyword(s):
That's just the "OpenGL renderer handles particle system clipping differently than the D3D9 renderer and artists don't bother to test using the OpenGL renderer" issue that's been around for pretty...
I have the 1GB MSI card. One thing that I have noticed is that it goes to the highest frequencies when using VDPAU, but other than that, I have been quite happy with it.
My GTX 460 sits at 50/135MHz (Core/Mem) at the lowest PowerMizer level.
Just disable the RandR 1.2 modesetting backend in HoN to work around that (http://forums.heroesofnewerth.com/showpost.php?p=609116&postcount=4). RandR 1.2 is far from bugfree in fglrx (last time I...
From my experience, the problem lies entirely in PulseAudio's ALSA compatibility layer. It just doesn't tend to play nice with lower latency ALSA applications, even those that stick to the "safe ALSA...
Does this mean I should test with a supported distro (for example, pop in an ubuntu livecd) and re-report bugs that I have previously filed against unsupported distros? Is it good enough to merely...
One workaround I've found is to use Xinerama (but I'm on a dual-screen setup -- I don't know if disabling RandR and enabling Xinerama on a single screen setup would do anything) -- it seems to...
I've found the Catalyst RandR 1.2 support to be quite buggy. Most of the issues I've encountered seem to only show up when using two monitors.
For example, the following sequence of commands...
A RandR 1.2 modesetting backend is coming to the next version of HoN (Just be warned that ATI's RandR 1.2 support has a number of bugs and you may encounter one or two).
Try disabling dynamic lights in the options (it'll likely be that option if any of them can make a difference).
You might want to file a bugreport: Resolution changing works just fine for me.
If the mesa devs want keys, just have them email slacker. Getting it into the hands of the developers who work on a platform you want to run on can only be a good thing ;).
From what I've seen,...
Right now, it pretty much needs an ATI/NVIDIA card running the binary drivers (Radeon 9600 or newer/Geforce 5 FX or newer). With time (and driver maturity), it should run on some of the newer intel...
Small correction: The engine is single threaded. (I don't need a key)
A patch just went up for Savage 2 that works around this fglrx issue (broken glXCloseWindow). You can update to it by running the dedicated server and letting it autoupdate (will take a minute or so...
SpeedTree on linux is not a problem (Savage 2 uses it).
There already is (albeit a beta): http://www.nvnews.net/vbulletin/showthread.php?t=122139
That ATI driver doesn't appear to have any OpenGL 3.0 support as it is missing the extension required to create an OpenGL 3.0 context, GLX_ARB_create_context. Of course, I wouldn't expect it to be...
It makes sense that there is no linux OpenGL 3.0 driver yet. There is still one part missing: a means to get an OpenGL 3.0 context. At the very least, we'll have to wait until that functionality...