Edit: Now fixed in Mesa upstream, V18.0.1 and 17.3.9. See my post below for link to the patch if you're not willing to upgrade and can compile Mesa.
I've been getting the following bug in Xonotic for a while now, since I got this new machine, which was just before 0.8.2 was released (so present with 0.8.1 as well).
I'm using the current drivers in Debian Stretch (Mesa 13.0.6, libdrm 2.4.74, Debian's Linux kernel 4.9.0/4.9.18, all 64 bit). Machine is an Intel Kaby Lake i7-7700 (3.6 Ghz) in a Asus Prime Z270-P board, using the inbuilt Intel HD630 video in the cpu/on board.
This happens when the player model takes up about 1/4th of the screen. If they're further away, they're visible. Same happens if you're looking at them zoomed (at any size). Makes it a bit hard in close combat or when using zoom, as there's so much less visible to act on. It seems to be somewhat related to textures, as reducing the texture size seems to marginally allow me to get closer to a player model before it happens. If I'm free-float spectating, it happens even closer to the player model than if I'm present in-game with a weapon. Turning textures all the way down to the lowest setting however doesn't remove the problem.
One of the other artefacts of the driver issue is that the latest model for mortar is almost completely invisible, even when being held by the player, at all times. The only visible part is the little tiny blue sighting window on top of the mortar, with the rest of the model being invisible. This of course makes it problematic in game play - not being able to see the mortar pickups on the map or one that's been dropped makes it that much harder to play.
Pretty sure this is a video driver problem. So far, the only thing I can say for sure is that it's tied to OpenGL 2.0 shader functions, as disabling OpenGL 2.0 shader functions totally in Xonotic fixes the bug, but at the expense of not being able to see through teleporter/portals (as in the background of the pic). It's not GLSL colour control/gamma related as turning that off doesn't resolve the issue. I've started turning off OpenGL 2.0 shader functions for standard games so I can play properly again, but it's not optimal.
Note: If I have Xonotic set not to use OpenGL 2.0 shader functions, I can push all the other video options to their max (including textures) and still get 60fps easily, so it doesn't seem likely it's a rendering issue or a texture memory problem, unless it's specific to OpenGL 2.0 shader functions.
I've got newer Mesa drivers to try (17.0), but what I'm hoping first is to figure out exactly what OpenGL 2.0 shader function is causing the issue, so I can reliably test the problem (eg: possibly outside Xon) and submit a bug report in Debian to maybe get this fixed. At the very least I'm hoping to get the problem more exposure, especially if upgrading Mesa to the current release doesn't fix the issue.
So, if any dev's have any idea what OpenGL 2.0 shader functions would be commonly used by the engine only between the player model and the mortar, that'd be a nice start. If there is any way to "lock out" certain OpenGL shader functions in the engine, that would definitely allow me to track it down (process of elimination).
Note: So far, I can't reproduce the error outside Xon. I've tried in a few other games, but so far I've not hit any video artefacts at all. I've not yet tried the latest autobuild as this would introduce another variable to the testing, though I can probably do that if this is something that someone else has seen and fixed.
I've been getting the following bug in Xonotic for a while now, since I got this new machine, which was just before 0.8.2 was released (so present with 0.8.1 as well).
I'm using the current drivers in Debian Stretch (Mesa 13.0.6, libdrm 2.4.74, Debian's Linux kernel 4.9.0/4.9.18, all 64 bit). Machine is an Intel Kaby Lake i7-7700 (3.6 Ghz) in a Asus Prime Z270-P board, using the inbuilt Intel HD630 video in the cpu/on board.
This happens when the player model takes up about 1/4th of the screen. If they're further away, they're visible. Same happens if you're looking at them zoomed (at any size). Makes it a bit hard in close combat or when using zoom, as there's so much less visible to act on. It seems to be somewhat related to textures, as reducing the texture size seems to marginally allow me to get closer to a player model before it happens. If I'm free-float spectating, it happens even closer to the player model than if I'm present in-game with a weapon. Turning textures all the way down to the lowest setting however doesn't remove the problem.
One of the other artefacts of the driver issue is that the latest model for mortar is almost completely invisible, even when being held by the player, at all times. The only visible part is the little tiny blue sighting window on top of the mortar, with the rest of the model being invisible. This of course makes it problematic in game play - not being able to see the mortar pickups on the map or one that's been dropped makes it that much harder to play.
Pretty sure this is a video driver problem. So far, the only thing I can say for sure is that it's tied to OpenGL 2.0 shader functions, as disabling OpenGL 2.0 shader functions totally in Xonotic fixes the bug, but at the expense of not being able to see through teleporter/portals (as in the background of the pic). It's not GLSL colour control/gamma related as turning that off doesn't resolve the issue. I've started turning off OpenGL 2.0 shader functions for standard games so I can play properly again, but it's not optimal.
Note: If I have Xonotic set not to use OpenGL 2.0 shader functions, I can push all the other video options to their max (including textures) and still get 60fps easily, so it doesn't seem likely it's a rendering issue or a texture memory problem, unless it's specific to OpenGL 2.0 shader functions.
I've got newer Mesa drivers to try (17.0), but what I'm hoping first is to figure out exactly what OpenGL 2.0 shader function is causing the issue, so I can reliably test the problem (eg: possibly outside Xon) and submit a bug report in Debian to maybe get this fixed. At the very least I'm hoping to get the problem more exposure, especially if upgrading Mesa to the current release doesn't fix the issue.
So, if any dev's have any idea what OpenGL 2.0 shader functions would be commonly used by the engine only between the player model and the mortar, that'd be a nice start. If there is any way to "lock out" certain OpenGL shader functions in the engine, that would definitely allow me to track it down (process of elimination).
Note: So far, I can't reproduce the error outside Xon. I've tried in a few other games, but so far I've not hit any video artefacts at all. I've not yet tried the latest autobuild as this would introduce another variable to the testing, though I can probably do that if this is something that someone else has seen and fixed.
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