Doom 3 - Linux, Multi-Monitor, DirectX 8 Solutions
nukem996 writes "While the official port of Doom 3 to Linux is still not complete and we still do not know when it is going to be out, other then 'in a few days after the Windows release', Linux users can finally play Doom 3 on Linux with the help of Wine." Elsewhere, an anonymous reader points to a post on the GideonTech forums explaining multi-monitor Doom 3 play, with the caveat: "Doing this with only 2 monitors completely sucks. You want atleast 3, or 5.. or any odd number of monitors (so your center of playing field isn't split between two monitors)." Finally, toasted_calamari explains: "We have written a guide to optimizing Doom 3 for DirectX 8 systems, particularly older ATI Radeon cards. This guide should assist owners of older hardware in running Doom 3 more effectively without upgrading."
You're missing the fact that Wine(X) Is Not an Emulator. Doom3 under Wine(X) runs directly on the hardware.
Stumbling in the dark
I hear slavering of jaws
Eaten by a grue.
With that said, there is usually only minimal to no decrease in performace when using Wine.
Play some classic DOOM! This is a beautiful port of classic DOOM to Linux:
http://prboom.sourceforge.net/
You'll need original WAD files, of course.... But this port can play at high resolutions using OpenGL, has nice sounding music support (something fairly lacking in most DOOM ports) and is fairly accurate to the original.
I've been playing these past few days and have rediscovered what a great game the original DOOM was! And the soundtrack was great too!
-Z
I've played it that way on my athlon 2000+geforce 4 ti4200. It's quite playable, most notable problems are that it's _SLOW_ for about 15-20 secs
;-)
after loading a game. Going to the menus and using the PDA for a while and it goes back to a reasonable 20-25fps or so. Also I end up having to restart the game completely after dying, trying to load a game at that point just gives a black screen.
After a hardware upgrade and a native client it should be great, hardware upgrade for the speed
and native client to get rid of those glitches
I saw this a few days back and gave it a try, but no such luck - the game refused to run at all, giving me an "unhandled exception" right away. Strange thing though, is that plain wine (20040615) ran the thing fine... well, if you call "fine" looking very washed out, textures missing/wrong, etc. However, everything was very bright and you could actually see where you're going without a flashlight! :)
This is a sig. Deal with it.
I'm sure you could find some examples where performance did noticeably decrease because the Wine implementation of a particular API wasn't optimally, er, implemented. But that's got nothing to do with actual hardware emulation.
Al Qaeda has ninjas!
There's an ATI fix floating around on a board somewhere... It's mixed as it working for people. Although it seems to work for many, on my system, when I applied the fix to the code, rebooting to the game, I had lost all textures on ALL surfaces, and could only see lighting sources and my weapon's indicator readout. BACK UP YOUR FILES before attempting... I'm glad I did.
You have propaply allready seen this, but anyway here goes (don't know if it works on Linux though - but cannot see why it shouldn't):
The following commands control the image cache, which if enabled and set correctly can help smooth FPS and may also boost performance:
image_useCache [0,1] - If set to 1, uses background loading to cache image information. This may not necessarily improve framerate performance, but it does assist in smoothing out frame rates and reducing loading pauses. Note that the image_cacheMinK (see below) size must be raised from its default otherwise the game will crash when using this setting. Once this setting is enabled, the actual cache value is set in the image_cacheMegs setting below.
image_cacheMegs [Megabytes] - Determines the maximum amount of system memory to allocate to temporary loading of full-sized precompressed images if the cache is enabled by setting image_useCache to 1. Note that since this caching only applies to precompressed images, using the Ultra Quality setting will render this setting useless, since at Ultra quality no texture compression is used. Since a cache is only a temporary holding area, and not the place where the entire game is meant to reside, do not raise this value to something extremely high as that will simply reduce the available memory for the rest of Doom 3. Try a value of 128MB for those with 512MB of system RAM, and if you have more than 1GB of RAM, you can try a higher value like 196MB or 256MB for example. Do not set this to half your system RAM or some other monstrous amount.
image_cacheMinK [KiloBytes] - This setting determines the minimum size in KB for precompressed image files to be loaded into the cache. To make sure most image files can be loaded, and to also prevent a system crash when enabling caching, select a value like 3072 to start with. Raising this setting may improve caching, but it may also hinder caching if most textures are below the size you specify, so don't just raise this value for the hell of it.
got this from here
and if you have some extra space on your hard-drive go look here
Al Qaeda has ninjas!