My Intel X3100 does DX10 :)

Did you run PhysX FluidMark with the software physx library that is on their page?
Kind a weird that Doom 3 does not run - it runs always and on everything - are you absolutely sure that you did not do something wrong in installation, environment etc? Maybe Intel drivers are not of a top quality, though I would not expect them to be that bad...
 
I have PhysX installed, and I can actually run the PhysX test in 3DMark Vantage, so I assume that it works properly.
However, the error message is something specifically related to graphics. Some wgl pixelformat extension missing, if I'm not mistaken.
Doom3 gives me a list of extensions and chips and things that it tried to detect, and finally panics when it cannot find a minimum working set.

I don't think the drivers are bad per se. They just don't have a set of WGL extensions that are common on both ATi and nVidia cards, but are not part of the OpenGL 2.0 specification.
I think the problem is that the software assumes these extensions are there, rather than sticking to OpenGL 2.0 only.
I've tried to run the MatureFurk Lapsus demo, and Popsy Team's VIP2, two older OpenGL demos, and they ran perfectly, with excellent performance.

So it's hard to say where the blame is. On the one hand, software shouldn't depend on extensions this much... Apparently they take the ATi/nVidia extensions for granted, making it harder for other players to enter the market. Since the older OpenGL software works okay, apparently the drivers support enough features to get a decent rendering context set up. With the standard OpenGL 2.0 functionality (which I assume Intel now supports completely, since that is what GPU Caps Viewer reported), that should be enough to create a game with shader and all, such as Doom3, I would think.

On the other hand, Intel could have put more effort into supporting extensions that are so common that they're almost a requirement for running modern OpenGL software on Windows. I doubt that the hardware has any limitations, being DX10-compatible. We can but hope that they'll continue adding extension support to their drivers in future updates.
 
I don't think the drivers are bad per se. They just don't have a set of WGL extensions that are common on both ATi and nVidia cards, but are not part of the OpenGL 2.0 specification.
I think the problem is that the software assumes these extensions are there, rather than sticking to OpenGL 2.0 only.
Could you provide the doom3 output of the extension it checks? I'm just curious...
I think there could be several issues at work here. For one, it is not really necessary to announce support for extensions which got promoted to core - so for instance you don't need to announce support for EXT_bgra if your driver is GL 1.2 or higher (but, of course if you don't, applications which predate GL 1.2 wouldn't be able to figure out it is indeed supported).
Missing from GL 2.0 would be ARB_fragment_program and ARB_vertex_program (only high level shader language is core), which is something everybody supports and some apps may require (though doom3 doesn't really, but will use some old ugly render path if the card doesn't support nv/ati specific shader extensions instead), but I'd be surprised if that isn't supported.
Another issue could be EXT_texture_compression_s3tc - this is a licensing rather than technical issue. At least in the past some vendors didn't license it and consequentially could support this functionality only within d3d.
 
Is this of any use to you?

DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51
1496 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & HTT
2032 MB System Memory
448 MB Video Memory
Winsock Initialized
Found interface: {2A27B14C-5A07-4A95-9A56-84CC3621B862} Intel(R) PRO/Wireless 3945ABG Network Connection - 192.168.55.2/255.255.255.0
Found interface: {94664B9F-DC4D-439A-9645-47C8FAB1C35A} Realtek RTL8101 Family PCI-E Fast Ethernet NIC (NDIS 6.0) - 0.0.0.0 NULL netmask - skipped
Sys_InitNetworking: adding loopback interface
doom using MMX & SSE & SSE2 & SSE3 for SIMD processing
enabled Flush-To-Zero mode
enabled Denormals-Are-Zero mode
------ Initializing File System ------
Loaded pk4 D:\Doom 3\base\game00.pk4 with checksum 0xf07eb555
Loaded pk4 D:\Doom 3\base\game01.pk4 with checksum 0x51c6981f
Loaded pk4 D:\Doom 3\base\game02.pk4 with checksum 0xf3ec6f7
Loaded pk4 D:\Doom 3\base\game03.pk4 with checksum 0x5d4230ea
Loaded pk4 D:\Doom 3\base\pak000.pk4 with checksum 0x28d208f1
Loaded pk4 D:\Doom 3\base\pak001.pk4 with checksum 0x40244be0
Loaded pk4 D:\Doom 3\base\pak002.pk4 with checksum 0xc51ecdcd
Loaded pk4 D:\Doom 3\base\pak003.pk4 with checksum 0xcd79d028
Loaded pk4 D:\Doom 3\base\pak004.pk4 with checksum 0x765e4f8b
Loaded pk4 D:\Doom 3\base\pak005.pk4 with checksum 0x8ffc3621
Loaded pk4 D:\Doom 3\base\pak006.pk4 with checksum 0x95b65ab
Loaded pk4 D:\Doom 3\base\pak007.pk4 with checksum 0x666bdb3c
Loaded pk4 D:\Doom 3\base\pak008.pk4 with checksum 0x23ae5993
Current search path:
D:\Doom 3/base
D:\Doom 3\base\pak008.pk4 (3 files)
D:\Doom 3\base\pak007.pk4 (38 files)
D:\Doom 3\base\pak006.pk4 (48 files)
D:\Doom 3\base\pak005.pk4 (63 files)
D:\Doom 3\base\pak004.pk4 (5137 files)
D:\Doom 3\base\pak003.pk4 (4676 files)
D:\Doom 3\base\pak002.pk4 (6120 files)
D:\Doom 3\base\pak001.pk4 (8972 files)
D:\Doom 3\base\pak000.pk4 (2698 files)
D:\Doom 3\base\game03.pk4 (2 files)
D:\Doom 3\base\game02.pk4 (2 files)
D:\Doom 3\base\game01.pk4 (2 files)
D:\Doom 3\base\game00.pk4 (2 files)
game DLL: 0x0 in pak: 0x0
Addon pk4s:
file system initialized.
--------------------------------------
----- Initializing Decls -----
------------------------------
------- Initializing renderSystem --------
using ARB renderSystem
renderSystem initialized.
--------------------------------------
5206 strings read from strings/english.lang
Couldn't open journal files
execing editor.cfg
execing default.cfg
execing DoomConfig.cfg
couldn't exec autoexec.cfg
5206 strings read from strings/english.lang
----- Initializing Sound System ------
sound system initialized.
--------------------------------------
----- R_InitOpenGL -----
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
Couldn't find proc address for: wglBindTexImageARB
Couldn't find proc address for: wglReleaseTexImageARB
Couldn't find proc address for: wglSetPbufferAttribARB
...1280x1024 is unsupported in 32 bit
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): failed
...shutting down QGL
...unloading OpenGL DLL
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'opengl32' ): succeeded
Couldn't find proc address for: wglBindTexImageARB
Couldn't find proc address for: wglReleaseTexImageARB
Couldn't find proc address for: wglSetPbufferAttribARB
...calling CDS: failed, DISP_CHANGE_FAILED
...trying next higher resolution:eek:k
...created window @ 0,0 (640x480)
Initializing OpenGL driver
...getting DC: succeeded
...PIXELFORMAT 11 selected
...creating GL context: succeeded
...making context current: succeeded
Couldn't find proc address for: wglGetExtensionsStringARB
Couldn't find proc address for: wglSwapIntervalEXT
Couldn't find proc address for: wglGetPixelFormatAttribivARB
Couldn't find proc address for: wglGetPixelFormatAttribfvARB
Couldn't find proc address for: wglChoosePixelFormatARB
Couldn't find proc address for: wglCreatePbufferARB
Couldn't find proc address for: wglGetPbufferDCARB
Couldn't find proc address for: wglReleasePbufferDCARB
Couldn't find proc address for: wglDestroyPbufferARB
Couldn't find proc address for: wglQueryPbufferARB
Couldn't find proc address for: wglBindTexImageARB
Couldn't find proc address for: wglReleaseTexImageARB
Couldn't find proc address for: wglSetPbufferAttribARB

------- Input Initialization -------
Initializing DirectInput...
mouse: DirectInput initialized.
keyboard: DirectInput initialized.
------------------------------------
sound: STEREO
X..GL_ARB_multitexture not found
X..GL_ARB_texture_env_combine not found
X..GL_ARB_texture_cube_map not found
X..GL_ARB_texture_env_dot3 not found
X..GL_ARB_texture_env_add not found
X..GL_ARB_texture_non_power_of_two not found
X..GL_ARB_texture_compression not found
X..GL_EXT_texture_filter_anisotropic not found
X..GL_EXT_texture_lod not found
X..GL_1.4_texture_lod_bias not found
X..GL_EXT_shared_texture_palette not found
X..GL_EXT_texture3D not found
X..GL_EXT_stencil_wrap not found
X..GL_NV_register_combiners not found
X..GL_EXT_stencil_two_side not found
X..GL_ATI_separate_stencil not found
X..GL_ATI_fragment_shader not found
X..GL_ATI_text_fragment_shader not found
X..GL_ARB_vertex_buffer_object not found
X..GL_ARB_vertex_program not found
X..GL_ARB_fragment_program not found
********************
ERROR: The current video card / driver combination does not support the necessary features.
********************
Error during initialization
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
 
Sounds like ARB_render_texture is missing.

Among other things, lol
Seems like it also cannot find the vertex/fragment program extensions, although these should be in OpenGL 2.0 right?

X..GL_ARB_vertex_program not found
X..GL_ARB_fragment_program not found
 
Is this of any use to you?

DOOM 1.3.1.1304 win-x86 Jan 16 2007 15:36:51
This rather looks like some driver initialization problem to me. Apparently it couldn't even get a extension string back, so no extensions are supported (not even multitexture...).
 
Well, GPU Caps Viewer did get a list of extensions from the driver (I thought there was only one function for that? So how could it go wrong? Unless it uses the wrong copy of opengl32.dll somehow? That LoadLibrary call seems like something he shouldn't be doing).
I checked, and at least the WGL ones weren't there.
I'll have to see if some of the others are. There were about 60 extensions listed.
I'll paste the list here.
 
Last edited by a moderator:
Here's a dump of GPU Caps Viewer.
Apparently the extensions are there, Doom3 just doesn't load them properly?
Could be the same problem that some other software has.

Code:
<?xml version="1.0" encoding="ISO-8859-1" standalone="yes"?>
<!--**********************************************************
* GPU Caps Viewer v1.5.2
* (C)2007-2008 Jerome [JeGX] Guinot
* [url]http://www.ozone3d.net/gpu_caps_viewer/[/url]
***********************************************************-->

<gpu_viewer>

	<system>
		<cpu 
			name="Intel(R) Core(TM)2 Duo CPU     T5250  @ 1.50GHz"
			core_speed_mhz="1496"
			num_cores="2"
			family="6"
			model="15"
			stepping="13"
		/>
		<memory 
			megabytes_physical_amount="2037"
		/>
		<operating_system 
			description="Windows Vista ver.6.0 build 6001 [Service Pack 1]"
			directx_version="10.0"
			physx_version="80718"
		/>
	</system>
	<graphics_controller>
		<renderer 
			model_from_ogl="Intel 965/963 Graphics Media Accelerator"
			model_from_drivers="Mobile Intel(R) 965 Express Chipset Family"
			device_description="Mobile Intel(R) 965 Express Chipset Family"
			adapter_string="Mobile Intel(R) GMA X3100"
			vendor="Intel"
			vendor_id="32902"
			device_id="10754"
			drivers="7.15.10.1537 - Mobile Intel(R) 965 Express Chipset Family"
			video_memory_size_megabytes="448"
			bios_string="Intel Video BIOS"
			cur_display_mode="1280x800 @ 60 Hz - 32 bpp"
		/>
		<opengl_caps 
			opengl_version="69944540"
			glsl_version="1.10  - Intel Build 7.15.10.1537"
			arb_texture_units="8"
			vertex_texture_units="16"
			pixel_texture_units="16"
			geometry_texture_units="0"
			max_texture_size="2048"
			anisotropy="0"
			point_sprite_size="0"
			num_dynamic_lights="16"
			max_viewport_size="2048"
			max_vertex_uniform_components="512"
			max_fragment_uniform_components="1024"
			max_varying_float="41"
			max_vertex_bindable_uniforms="0"
			max_fragment_bindable_uniforms="0"
			max_geometry_bindable_uniforms="0"
			fbo="yes"
			max_mrt_draw_buffers="7"
			pbo="yes"
			s3tc="yes"
			ati_3dc="no"
			texture_rectangle="yes"
			floating_texture="no"
		/>
		<opengl_extensions num_extensions="62" >
			<extension name="GL_EXT_blend_minmax" />
			<extension name="GL_EXT_blend_subtract" />
			<extension name="GL_EXT_blend_color" />
			<extension name="GL_EXT_abgr" />
			<extension name="GL_EXT_texture3D" />
			<extension name="GL_EXT_clip_volume_hint" />
			<extension name="GL_EXT_compiled_vertex_array" />
			<extension name="GL_SGIS_texture_edge_clamp" />
			<extension name="GL_SGIS_generate_mipmap" />
			<extension name="GL_EXT_draw_range_elements" />
			<extension name="GL_SGIS_texture_lod" />
			<extension name="GL_EXT_rescale_normal" />
			<extension name="GL_EXT_packed_pixels" />
			<extension name="GL_EXT_separate_specular_color" />
			<extension name="GL_ARB_multitexture" />
			<extension name="GL_EXT_texture_env_combine" />
			<extension name="GL_EXT_bgra" />
			<extension name="GL_EXT_blend_func_separate" />
			<extension name="GL_EXT_secondary_color" />
			<extension name="GL_EXT_fog_coord" />
			<extension name="GL_EXT_texture_env_add" />
			<extension name="GL_ARB_texture_cube_map" />
			<extension name="GL_ARB_transpose_matrix" />
			<extension name="GL_ARB_texture_env_add" />
			<extension name="GL_IBM_texture_mirrored_repeat" />
			<extension name="GL_EXT_multi_draw_arrays" />
			<extension name="GL_NV_blend_square" />
			<extension name="GL_ARB_texture_compression" />
			<extension name="GL_3DFX_texture_compression_FXT1" />
			<extension name="GL_EXT_texture_filter_anisotropic" />
			<extension name="GL_ARB_texture_border_clamp" />
			<extension name="GL_ARB_point_parameters" />
			<extension name="GL_ARB_texture_env_combine" />
			<extension name="GL_ARB_texture_env_dot3" />
			<extension name="GL_ARB_texture_env_crossbar" />
			<extension name="GL_EXT_texture_compression_s3tc" />
			<extension name="GL_ARB_shadow" />
			<extension name="GL_ARB_window_pos" />
			<extension name="GL_EXT_shadow_funcs" />
			<extension name="GL_EXT_stencil_wrap" />
			<extension name="GL_ARB_vertex_program" />
			<extension name="GL_EXT_texture_rectangle" />
			<extension name="GL_ARB_fragment_program" />
			<extension name="GL_EXT_stencil_two_side" />
			<extension name="GL_ATI_separate_stencil" />
			<extension name="GL_ARB_vertex_buffer_object" />
			<extension name="GL_EXT_texture_lod_bias" />
			<extension name="GL_ARB_occlusion_query" />
			<extension name="GL_ARB_fragment_shader" />
			<extension name="GL_ARB_shader_objects" />
			<extension name="GL_ARB_shading_language_100" />
			<extension name="GL_ARB_texture_non_power_of_two" />
			<extension name="GL_ARB_vertex_shader" />
			<extension name="GL_NV_texgen_reflection" />
			<extension name="GL_ARB_point_sprite" />
			<extension name="GL_EXT_blend_equation_separate" />
			<extension name="GL_ARB_depth_texture" />
			<extension name="GL_ARB_texture_rectangle" />
			<extension name="GL_ARB_draw_buffers" />
			<extension name="GL_ARB_pixel_buffer_object" />
			<extension name="GL_WIN_swap_hint" />
			<extension name="GL_EXT_framebuffer_object" />
		</opengl_extensions>
	</graphics_controller>
	<graphics_drivers>
		<driver url="http://www.geeks3d.com/?page_id=752&from-gpu-caps-viewer" />
	</graphics_drivers>
	<graphics_cards_reviews>
			<review url="http://www.geeks3d.com/?cat=3&from-gpu-caps-viewer" />
	</graphics_cards_reviews>

</gpu_viewer>
 
Last edited by a moderator:
Well, it's been a while, and a few driver updates have passed.
I've played around a bit with the latest one recently...
I found that they solved a few issues that bothered me previously:
- There sometimes were 'glitches' on the desktop, probably caused by changing to a different powersaving mode of the GPU. They seem to have disappeared now.
- Hardware acceleration for Flash videos works properly (earlier it would result in a black screen, you had to force software to see videos).
- The Sparse Morph Target example of the DX10 SDK now works properly (textures were garbled earlier).

The stability still isn't perfect... When you fool around with DX10 samples, the driver sometimes resets itself. There is also the Procedural Materials example that still doesn't work at all. I think that's pretty much the only one they still have to tackle. I think I've tried pretty much all the others, and they all worked and seemed to render properly.

I haven't checked 3DMark Vantage yet... It never really wanted to work. It would render a few frames, then freeze up (or maybe the framerate was REALLY low, like one frame every few minutes, I didn't wait that long). Sadly they changed the code in 3DMark Vantage to only accept certain resolutions, such as 1280x1024. My built-in panel is 1280x800, so Vantage simply refuses to run. I will need to connect an external monitor with the proper resolutions to see how well Vantage works now. I may do that tonight, just for kicks.

OpenGL still is a no-go because of the missing WGL-extensions. I don't really know why Intel doesn't implement them. They seem to support most other stuff, and with the WGL-functions you can probably run games based on the Doom3-engine. But currently you simply can't start such applications because they depend on these functions.
 
I have no idea why you can't run Doom 3. Enemy Territory Quake Wars had problems running for a while, but on the X3000 system, it ran the Doom 3 demo as long as I remember. Of course, it might be different with full version, but... WHY?
 
I have no idea why you can't run Doom 3.

Well I do, missing WGL_* extension functions (you get a nice log of OpenGL problems in the console window when Doom 3 starts). And I used the demo. Most other OpenGL software doesn't work either, for the same reason.
This is under Vista btw. I don't know if they are implemented in XP.
 
After playing around a bit with 3DMark Vantage, I can say that it still won't run on my machine.
Some tests work, but some freeze or just crash the driver. There are more tests that work than the last time I tried though. The CPU tests work, some of the feature tests work (albeit at very low speeds... Eg the flag test takes maybe 20-30 seconds to render a single frame... but at least it works now. Earlier that test crashed or rendered garbage).
But still the main GPU tests render only a few frames before locking up completely (even when set to Entry level).
 

I'd like some input from other users on this (that is a very old review with a very old driver, perhaps a different codebase (pre SM3.0/4.0 support)). Hardly anything OpenGL works on my machine. I'm just missing a few WGL functions. All the usual ARB/EXT stuff is there. And older OpenGL code works like a charm (eg the Maturefurk Lapsus demo).
I filed a bug report with Intel about it.
 
Here's the link to the same version drivers from Notebookreview, the 15.7: http://downloadcenter.intel.com/Det...dows Vista* Ultimate, 32-bit version&lang=eng

Try it out.

Ok so check this out. Back few driver revisions ago Enemy Territory Quake Wars didn't run on my system. Same BS about not supported OpenGL extensions. Then one day they came up with the driver that ran it no problem. Before, it wouldn't even get to the menu. Doom 3 always ran however.
 
Last edited by a moderator:
Well, I found out something even more funky...
I thought I'd deinstall the driver and do a clean reinstall.
After that, my OpenGL support dropped down to 1.1 and only lists 2 extensions.
Previously I had about 63 extensions and 2.0 support.
Looks like Intel broke something.
 
For my GMA500 there's no OpenGL functionality at all provided. :( I'd be happy with the same love, you X3000 and up guys are getting from intel.
 
GMA500 drivers are bad, really bad. I hear the systems using it can't even run Starcraft without using a program to downgrade the color to 16 colors because 256 colors aren't supported. :p
 
Funny thing I noticed:
I installed Windows 7 RC1 on my laptop because I wanted to try an x64 OS on it.
And it actually came bundled with a WDDM 1.1 driver for the X3100.
Same problem with OpenGL though: reports 1.1 support, and only 2 extensions. Looks like the ICD is missing altogether.
 
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