Material Test Suite

General discussion for players of Oolite.

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JensAyton
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Material Test Suite

Post by JensAyton »

As we move in the general direction of a stable release, we need some compatibility testing for the graphics changes in Oolite. In particular, we need as many people as possible to run the new material test suite for 1.74. That includes you. Yes, you. Especially you.

Note that this applies to all systems, including ones without shader support.

More information can be found on the test suite’s very own wiki page. Test results may be e-mailed or posted in this thread.

Edit: An additional request: please also report if your system supports full shaders, but runs significantly slower that way.
Last edited by JensAyton on Sat Jun 26, 2010 6:10 pm, edited 2 times in total.

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Griff
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Post by Griff »

Windows 7 64-bit, nVidia driver version 197.45
Results at the end of the test oxp:
Vendor "NVIDIA Corporation"
Renderer: "GeForce 8800 GTS/PCI/SSE2
Texture image unit count: 32

All the cubes appeared OK, no missing cubes or display errors and i could see the space dust whilst flying around, it got suitably streaking when using the jump drive 'j' key and i put a planet between myself and the sun and saw that both the dust and my ship got shadowed properly. Awesome to see proper fading in and out of the dust particles whilst flying towards the planet (or any non black bit of the screen), no more black dots swimming around!
Last edited by Griff on Sun Jun 13, 2010 3:34 pm, edited 1 time in total.

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Micha
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Post by Micha »

Vaio TX47
OS: 32-bit Ubuntu Lucid
Display controller: Intel Corporation Mobile 945GM/GMS/GME, 943/940GML Express Integrated Graphics Controller (rev 03)
Vendor: Tungsten Graphics, Inc
Renderer: Mesa DRI Intel(R) 945GM GEM 20091221 2009Q4 x86/MMX/SSE2

Materials Test Suite:
* fixed-function - All tests passed.

Dust Test:
* 'shaders unavailable' - passed.
PC
OS: 64-bit Ubuntu Lucid
Display controller: VGA compatible controller: nVidia Corporation NV41 [Quadro FX 3450/4000 SDI] (rev a2)
Vendor: NVIDIA Corporation
Renderer: Quadro FX 3450/4000 SDI/PCI/SSE2
Texture Unit Image Count: 16

Materials Test Suite:
* fixed-function - All tests passed.
* simple - All tests passed.
* full - All tests passed.

Dust Test:
* Shaders off - passed
* Simple - visible in space, not visible in front of stars at normal speed
* Full - visible in space, not visible in front of stars at normal speed
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Zieman
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Post by Zieman »

WinXP 32 bit
ATI Radeon HD3870 / 512
Catalyst 10.5 + Ati Tray Tools 1.6.9.1472

Looks like everything works fine.
...and keep it under lightspeed!

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Corny
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Post by Corny »

Mac OS X 10.6 Snow Leopard
OpenGL Renderer:
Vendor: Intel Inc.
Rendered: Intel GMA 950 OpenGL Engine
Texture image unit count: 16

Results:
Everything looks fine. On "full" mode while testing, there are only black boxes, but that's prooobably because the GMA 950 doesn't support full shaders at all.

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JensAyton
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Post by JensAyton »

Corny wrote:Everything looks fine. On "full" mode while testing, there are only black boxes, but that's prooobably because the GMA 950 doesn't support full shaders at all.
Well, quite. The entire point is to find that out. (Actually, I already knew about this particular chip and this particular OS, but in general, this is about the most interesting type of report.)

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Post by Uncle Reno »

Mac OS X Version 10.6.3
OpenGL renderer "NVIDIA GeForce 9400M OpenGL Engine",
vendor "NVIDIA Corporation";
shaders are fully supported, texture image unit count is 16.

All tests looked fine but no pie at the end. :(
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Corny
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Post by Corny »

Ahruman wrote:(Actually, I already knew about this particular chip and this particular OS, but in general, this is about the most interesting type of report.)
Sorry that it didn't become clear that I was ironic. I already knew that as well, that's why I didn't investigate further.

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JensAyton
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Post by JensAyton »

Corny wrote:Sorry that it didn't become clear that I was ironic. I already knew that as well, that's why I didn't investigate further.
It is my experience that people go to great lengths to explain away problems rather than report them, so my tolerance for humour in this area is rather low. :-)

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Post by Palmski »

Windows 7 x64 Catalyst 10.5
ATI Radeon HD4890 1Gb

OpenGL renderer "ATI Radeon HD 4800 Series ",
vendor "ATI Technologies Inc.";
shaders are fully supported, texture image unit count is 16.

All tests passed, space dust looks just fine in all shader modes.

Pie eaten (but I had to buy my own), looking forward to trying the new and improved game itself.

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Griff
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Post by Griff »

OS: Windows XP Service pack 3
Video Card: GeForce FX 5200 Driver version 169.21

Test Results:
Vendor: "NVIDIA Corporation"
Renderer: "GeForce FX 5200/AGP/SSE/3DNOW!"
Texture image unit count: 16

Summary:
All Materials cube tests passed
Dust appeared OK in game

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goran
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Post by goran »

[materialTest.start]: Starting material test suite 1.0 under Oolite 1.74 and Mac OS X Version 10.5.8 (Build 9L30) (PPC-32 test release) with OpenGL renderer "NVIDIA NV34MAP OpenGL Engine", vendor "NVIDIA Corporation"; shaders are fully supported, texture image unit count is 16.

Everything slow and OK. :)

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Post by Cmd. Cheyd »

Win Vista SP1 (32bit)

[rendering.opengl.version]: OpenGL renderer version: 3.0.0 ("3.0.0")
Vendor: NVIDIA Corporation
Renderer: Quadro NVS 140M/PCI/SSE2
[rendering.opengl.extensions]: OpenGL extensions (161):{Omitted by me}
[rendering.opengl.shader.support]: Shaders are supported.
[rendering.opengl.shader.mode]: Shader mode set to SHADERS_FULL.

Texture image unit count: 32
Passed 'em all with flying colors.

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Post by Cows »

Windows Vista SP 2 32-bit
OpenGL Renderer information:
Vendor: "NVIDIA Corporation"
Renderer: "GeForce 9800 GT/PCI/SSE2"
Texture Image Count: 32

Cubes: All Passed
Dust: All There
Last edited by Cows on Tue Jun 15, 2010 7:00 pm, edited 1 time in total.

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Post by ChazFox »

Test results:

Windows 7 64 Bit
Vendor: "NVIDIA Corporation"
Renderer "GeForce GTS 250/PCI/SSE2"
Texture Image Unit Count: 32

All cubes displayed correctly
Dust is nice and dusty

I may be a rookie pilot with a ship that veers constantly to the left, but I'm ever ready to help out with the development of this game! :D

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