Sep 18, 2007, 03:49 PM // 15:49
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#2
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Lion's Arch Merchant
Join Date: Aug 2006
Location: Scotland
Guild: Region of Chosen Kings [R.O.C.K]
Profession: E/Mo
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Linux isn't a supported platform for Guild Wars (ie Anet don't try to make it work). However you might get on better if you buy Cedegea (a proprietary version of Wine which includes some Direct3D support among other things).
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Sep 20, 2007, 10:01 AM // 10:01
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#4
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Krytan Explorer
Join Date: Mar 2007
Profession: R/
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Wine currently has some issues with DirectX 9.0 pixel shaders, try running the game with the parameter -dx8 (or even -noshaders) for a massive speedup. I think the latest version fixed most of the mouse cursor issues, so you might want to check if you've got that.
Also, do you have an ATI video card? ATI's drivers for Linux suck even harder than their Windows drivers; they're two orders of magnitude slower than Nvidia's in some basic 2D things in some benchmarks. Their 3D acceleration isn't quite that bad but it's still around 50% slower than in Windows. Since AMD bought ATI they've been writing a new Radeon driver from scratch, though - things might improve in the near future.
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Sep 20, 2007, 10:49 AM // 10:49
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#5
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Krytan Explorer
Join Date: Jan 2006
Location: In The Scribe October 19, 2006
Guild: [BrKn] The Brovian Knights
Profession: Mo/
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when playing gw on any linux thru wine/cedega
u need to make a virtual desktop at some set resolution that u maximize guildwars in
running GW in windowmode will give u terrible performance
the fact u got no mouse is quite common, actually the mouse is there, its jut that the pointer disappears every time the game loads
usually u can just rightclick a bunch of times and it will come back
but like ppl said above, get Cedega, so much better and easier
i run ubuntu fiesty fawn with cedega 6.0.2
and i get about the same framerate as in windows
im using an Nvidia card, i know ATI can have lots of problems
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Sep 21, 2007, 07:25 PM // 19:25
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#6
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Krytan Explorer
Join Date: Oct 2005
Guild: Refuge From Exile [RFE] Refuge-From-Exile.com
Profession: W/Mo
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The mouse issue has been sort of fixed in wine with release months ago.. try double clicking a couple of times sort of buggy.
ATI Owners http://www.phoronix.com/scan.php?pag...item=842&num=1
"In September 12, 2007, AMD released specs for the RV630 (Radeon HD 2600 PRO and Radeon HD 2600 XT) and M56 (Radeon Mobility X1600) chips for open source driver development, for its strategic open source driver development initiative, with more documentation likely to follow in the near future, as well as baseline open source drivers." still no 2d 3d acceration .. but they should be getting quite a bit better in the coming months.. I own a M56 so yay for me
http://www.phoronix.com/scan.php?pag...item=843&num=1
Do not purchase Cedega, they forked off Wines MIT license without giving back to Wines project.
Wines site
http://appdb.winehq.org/objectManage...rsion&iId=7530
Useful switch
-nosound to avoid FMOD problem. This disable sound engine where -mute only lowerise sound.
-dx7/8/9 (9 is default) to do DirectX regression test.
-diag to generate log about what's going wrong.
-repair to repair broken file. If you think you do have.
-noshaders to disable pixel and Vertic Shader's
-sndasio to enable audio using ASIO Audio Format
-image will download every files and decompress them. Huge use of CPU cycle - Warning.
-dsound
Registry tweaks:
[HKEY_CURRENT_USER\Software\Wine\Direct3D]
"DirectDrawRenderer"=""
gdi - Use GDI to draw on the screen (slow but reliable) (default)
opengl - Use OpenGL (fast but not all programs work correctly)]
"OffscreenRenderingMode"=""
backbuffer: the rendering is done in the backbuffer (default)
pbuffer: uses PixelBuffers
fbo: uses Framebuffer object
"PixelShaderMode"=""
"RenderTargetLockMode"=""
auto: same as readdraw at the moment, will do benchmarks and use best method later(default)
disabled: effectively disables render target locking
readdraw: uses glReadPixels for reading, glDrawPixels for drawing
readtex: reading with glReadPixels, drawing by drawing a textured quad
texdraw: readback using a texture, drawing with glDrawPixels
textex: readback using a texture, drawing with a textured quad]
"UseGLSL"=""
[When set to "enabled", this enables the use of GL Shading Language for vertex
and pixel shaders, as long as the hardware supports it. This is experimental
at the moment, and not fully implemented.]
"VertexShaderMode"=""
"VideoMemorySize"=""
[Sets the amount of emulated video memory. Default is 64 (that results in 64MB),
in the future some automatic ways to obtain the real value should be added.]
I really hope GW2 is also developed in opengl..
Last edited by Lucifer PVP; Sep 21, 2007 at 07:46 PM // 19:46..
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