Hi all im having problems with my sam when running quake? It looks like it can render the frames, here is a video i made showing what i mean http://www.youtube.com/watch?v=O-36k34rEbc
nevermind got it working lol it was my resolution that was the problem however i would like to know how i use my mouse to look around instead of left to right.
well i have just figured out what the problem was it was becuase i had set the graphics to 1280 x 1024 on workbench so set it to 640 x 480 and i now get no flickering :) would love to play at higher resolutions but atleast i got it to work.
1280x1024 *should work* (and in fact does work fine for me), although I use 800x600 for better performance (since it is using software rendering).
You could try disabling triple-buffering, although it works fine for me.
@carvedeye I had an (unlikely) thought: Perhaps you are running out of video memory? If you have an "old" Sam440 with a built-in graphics card (only 64MB of video memory), then that's possible, and might cause problems with triple buffering at high resolutions. But if you have a "real" graphics card (PCI) then this is an unlikely explanation.
If you *are* running low on video memory at high resolutions, then one possible solution it to turn Compositing off (in Sys:Prefs/GUI, Effects). Another solution would be to try turning-off triple buffering.
But before blaming your built-in graphics 'card', you need to run some tests to prove that video memory is the problem. Please (a) try disabling triple buffering for Quake, and (b) try disabling Compositing.
You can also see how much video memory is free, but I'd rather you run those tests first before we do that.
I should note that *I* have Compositing enabled, and I use a 1280x1024x32 Workbench, and Quake still runs fine at 1280x1024. So I am a little doubtful this is the reason. But that's why you need to run some tests!
@carvedeye OK, sounds like video memory wasn't the problem then. Your problem is a bit of a strange one, probably only someone else who had it will know how to fix it...
What is the highest resolution that DOES work OK? And do any other 3D games work OK at 1280x1024?
nevermind got it working lol it was my resolution that was the problem ...
FWIW, I don't have a SAM, but I can get flicker via the 'Contrast' monitor control. I change it often for night/day time lighting. Too low, like 25% or below, the monitor starts to flicker.
@Dwyloc You just made the mistake of adding an S to the end of "interrupt"!
@carvedeye Given what Dwyloc says, I think it would be wise if you just copied & pasted here all the Tooltypes from your "Sys:Devs/Monitors/Radeon M9" icon. Then maybe we can double check for any problems.
ChrisH wrote: @Dwyloc You just made the mistake of adding an S to the end of "interrupt"!
Just a typo as I was not sitting at my sam440ep, I have checked and it is interrupt=yes I have set.
It would also seem that 3d speed has dropped at some point as the gl version of quake did not use to be as slow in one of the older 4.1 beta releases it is even unplayable at 640x480 for the second episode, but at least workbench graphics corruption under Workbench as found in the older releases of OS4.1 are fixed so I can live with the performance drop playing glquake as the software render version works well as long as you don't set the resolution too high.
Sam440ep 667mhz 512megs OS4.1 + Minimig, 4MB RAM, ARM add-on board WinUae 2.3.2, OS 3.9, BB2, Catweasel MkIV Amiga 1200, BlizzardPPC 060/200 with SCSI, mediatorSX, Voodoo3, pci lan
...but at least workbench graphics corruption under Workbench as found in the older releases of OS4.1 are fixed so I can live with the performance drop...
If you mean the graphics corruption on the Sam boards, that was caused by an uninitialized hardware register. It had nothing to do with slowing down graphics.
It would also seem that 3d speed has dropped at some point as the gl version of quake did not use to be as slow in one of the older 4.1 beta releases it is even unplayable at 640x480 for the second episode
I would be inclined to blame the (extremely old & buggy) GlQuake port, rather than OS4 itself. But a new (OpenGL) port of Quake 1 is being worked on, so fingers crossed we don't have to use software-rendering for too much longer!
Did you manually write this into the post, rather than copying & pasting? Because I notice some typos there. Specifically "1280960@60" should be "1280x960@60", and "1280X1024" should be "1280X1024@60".