protonscr

Overlay on primusrun working but images are extremely dark

steamclosed reviewedbumblebee
ValveSoftware/steam-for-linux#2217 · opened 2013-03-23 by renanmarks · updated 2013-06-11 · 2 comments · github
Rrenanmarks 2013-03-23 github

Hello guys!

First of all, the steam linux client in each release becomes better and better! In last release (2013-03-22) the steam overlay started working "magically" in my optimus system when I launch the games through Steam! This is great! The steam client is smart enough to be able to start the games and the overlay using primusrun, i.e., being running and processed in the Nvidia gpu.

But with that, the images in all the source engine based games (only TF2, CSS, HL2DM currently available in linux) are extremely dark. It seems to be or a gamma issue or some rendering problem. Changing the gamma on the in-game video properties does not work at all. Serious Sam 3 BFE has glitches too: lost of detail in illumination and textures. Below some images to illustrate what I'm saying:

Valve video:

VGUI:

In-game:

Serious Sam 3 BFE:

What it could be?
Thank you for your support, guys!

-----8<---- TECHNICAL STUFF FROM HERE -----8<----

The script I'm using to launch the source engine based games without overlay is this (with changes to load game from game like TF2, CSS, etc):

#!/bin/bash
# hl2.sh modified for TF2 and optirun
# http://steamcommunity.com/groups/LinuxOptimus

export STEAMLIBS=${HOME}/.steam/Steamlibc/
export LC_ALL=C
export SDL_AUDIODRIVER=alsa

GAMEROOT=$(cd "${0%/*}" && echo $PWD)
STEAMPATH=$(readlink ~/.steampath)
export LD_LIBRARY_PATH="${GAMEROOT}"/bin:$LD_LIBRARY_PATH:$STEAMLIBS

if [ ! -z ${STEAMPATH} ]; then
    export LD_LIBRARY_PATH="$(dirname ${STEAMPATH})":$LD_LIBRARY_PATH
fi
ulimit -n 2048
export __GL_THREADED_OPTIMIZATIONS=1
cd "$GAMEROOT"
if [ ! -f steam_appid.txt ]; then
    echo "240" > steam_appid.txt
fi
LD_LIBRARY_PATH=~/Steam/ubuntu12_32:$LD_LIBRARY_PATH primusrun ./hl2_linux -game cstrike -steam "$@"

The other script for launching Serious Sam 3 BFE:

#!/bin/bash
export STEAMLIBS=${HOME}/.steam/Steamlibc/:${HOME}/.local/share/Steam/ubuntu12_32/
export LD_LIBRARY_PATH=${LD_LIBRARY_PATH}:${STEAMLIBS}
export LC_ALL=C
export SDL_AUDIODRIVER=alsa

#export PRIMUS_libGL=${PRIMUS_libGL:-$(dirname `readlink -ne $0`)/'$LIB'}
#export PRIMUS_libGL=${PRIMUS_libGL}:/usr/lib/i386-linux-gnu/nvidia:/usr/lib/x86_64-linux-gnu/nvidia

export OPTIMUS_PREFIX=primusrun
primusrun ./Sam3

My system info reported by Steam:

Processor Information:
Vendor:  GenuineIntel
Speed: 2301 Mhz
4 logical processors
2 physical processors
HyperThreading:  Supported
FCMOV:  Supported
SSE2:  Supported
SSE3:  Supported
SSSE3:  Supported
SSE4a:  Unsupported
SSE41:  Supported
SSE42:  Supported

Network Information:
Network Speed:  

Operating System Version:
Debian GNU/Linux 7.0 (wheezy) (64 bit)
Kernel Name:  Linux
Kernel Version:  3.8-0.slh.2-aptosid-amd64
X Server Vendor:  The X.Org Foundation
X Server Release:  11204000
X Window Manager:  KWin
Steam Runtime Version:  steam-runtime-release-i386_2013-03-22

Video Card:
Driver:  Tungsten Graphics, Inc Mesa DRI Intel(R) Sandybridge Mobile x86/MMX/SSE2

Driver Version:  3.0 Mesa 8.0.5
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 60 Hz
VendorID:  0x8086
DeviceID:  0x116
Number of Monitors:  2
Number of Logical Video Cards:  1
Primary Display Resolution:  1920 x 1080
Desktop Resolution: 3286 x 1080
Primary Display Size: 20.08" x 11.42"  (23.07" diag)
                    51.0cm x 29.0cm  (58.6cm diag)
Primary VRAM Not Detected

Sound card:
Audio device: Intel CougarPoint HDMI

Memory:
RAM:  5886 Mb

Miscellaneous:
UI Language:  English
LANG:  en_US.utf8
Microphone:  Not set
Total Hard Disk Space Available:  39812 Mb
Largest Free Hard Disk Block:  7024 Mb

Installed software:

Recent Failure Reports:

My NVidia Drivers:

name of display: :0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_SGIX_fbconfig, 
GLX_SGIX_pbuffer, GLX_SGI_video_sync, GLX_SGI_swap_control, 
GLX_EXT_swap_control, GLX_EXT_swap_control_tear, 
GLX_EXT_texture_from_pixmap, GLX_ARB_create_context, 
GLX_ARB_create_context_profile, GLX_EXT_create_context_es_profile, 
GLX_EXT_create_context_es2_profile, GLX_ARB_create_context_robustness, 
GLX_ARB_multisample, GLX_NV_float_buffer, GLX_ARB_fbconfig_float, 
GLX_EXT_framebuffer_sRGB, GLX_NV_multisample_coverage
client glx vendor string: primus
client glx version string: 1.4
client glx extensions:
GLX_ARB_get_proc_address
GLX version: 1.4
GLX extensions:
GLX_ARB_get_proc_address
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GT 540M/PCIe/SSE2
OpenGL version string: 4.2.0 NVIDIA 304.84
OpenGL shading language version string: 4.20 NVIDIA via Cg compiler
OpenGL extensions:
GL_AMD_multi_draw_indirect, GL_ARB_base_instance, 
GL_ARB_blend_func_extended, GL_ARB_color_buffer_float, 
GL_ARB_compatibility, GL_ARB_compressed_texture_pixel_storage, 
GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_depth_buffer_float, 
GL_ARB_depth_clamp, GL_ARB_depth_texture, GL_ARB_draw_buffers, 
GL_ARB_draw_buffers_blend, GL_ARB_draw_indirect, 
GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced, 
GL_ARB_ES2_compatibility, GL_ARB_explicit_attrib_location, 
GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program, 
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader, 
GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB, 
GL_ARB_geometry_shader4, GL_ARB_get_program_binary, GL_ARB_gpu_shader5, 
GL_ARB_gpu_shader_fp64, GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, 
GL_ARB_imaging, GL_ARB_instanced_arrays, GL_ARB_internalformat_query, 
GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multisample, 
GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2, 
GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite, 
GL_ARB_provoking_vertex, GL_ARB_robustness, GL_ARB_sample_shading, 
GL_ARB_sampler_objects, GL_ARB_seamless_cube_map, 
GL_ARB_separate_shader_objects, GL_ARB_shader_atomic_counters, 
GL_ARB_shader_bit_encoding, GL_ARB_shader_image_load_store, 
GL_ARB_shader_objects, GL_ARB_shader_precision, GL_ARB_shader_subroutine, 
GL_ARB_shader_texture_lod, GL_ARB_shading_language_100, 
GL_ARB_shading_language_420pack, GL_ARB_shading_language_include, 
GL_ARB_shading_language_packing, GL_ARB_shadow, GL_ARB_sync, 
GL_ARB_tessellation_shader, GL_ARB_texture_border_clamp, 
GL_ARB_texture_buffer_object, GL_ARB_texture_buffer_object_rgb32, 
GL_ARB_texture_compression, GL_ARB_texture_compression_bptc, 
GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map, 
GL_ARB_texture_cube_map_array, GL_ARB_texture_env_add, 
GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, 
GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_gather, 
GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample, 
GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_lod, 
GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui, 
GL_ARB_texture_storage, GL_ARB_texture_swizzle, GL_ARB_timer_query, 
GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, 
GL_ARB_transform_feedback_instanced, GL_ARB_transpose_matrix, 
GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra, 
GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_64bit, 
GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, 
GL_ARB_vertex_type_2_10_10_10_rev, GL_ARB_viewport_array, 
GL_ARB_window_pos, GL_ATI_draw_buffers, GL_ATI_texture_float, 
GL_ATI_texture_mirror_once, GL_S3_s3tc, GL_EXT_texture_env_add, 
GL_EXT_abgr, GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color, 
GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, 
GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array, 
GL_EXT_Cg_shader, GL_EXT_depth_bounds_test, GL_EXT_direct_state_access, 
GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements, 
GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, 
GL_EXTX_framebuffer_mixed_formats, GL_EXT_framebuffer_object, 
GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4, 
GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4, 
GL_EXT_multi_draw_arrays, GL_EXT_packed_depth_stencil, 
GL_EXT_packed_float, GL_EXT_packed_pixels, GL_EXT_pixel_buffer_object, 
GL_EXT_point_parameters, GL_EXT_provoking_vertex, GL_EXT_rescale_normal, 
GL_EXT_secondary_color, GL_EXT_separate_shader_objects, 
GL_EXT_separate_specular_color, GL_EXT_shader_image_load_store, 
GL_EXT_shadow_funcs, GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, 
GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_buffer_object, 
GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_latc, 
GL_EXT_texture_compression_rgtc, GL_EXT_texture_compression_s3tc, 
GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp, 
GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, 
GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888, 
GL_EXT_texture_integer, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, 
GL_EXT_texture_mirror_clamp, GL_EXT_texture_object, 
GL_EXT_texture_shared_exponent, GL_EXT_texture_sRGB, 
GL_EXT_texture_sRGB_decode, GL_EXT_texture_storage, 
GL_EXT_texture_swizzle, GL_EXT_texture_type_2_10_10_10_REV, 
GL_EXT_timer_query, GL_EXT_transform_feedback2, GL_EXT_vertex_array, 
GL_EXT_vertex_array_bgra, GL_EXT_vertex_attrib_64bit, 
GL_EXT_x11_sync_object, GL_EXT_import_sync_object, GL_IBM_rasterpos_clip, 
GL_IBM_texture_mirrored_repeat, GL_KTX_buffer_region, GL_NV_alpha_test, 
GL_NV_blend_minmax, GL_NV_blend_square, GL_NV_complex_primitives, 
GL_NV_conditional_render, GL_NV_copy_depth_to_color, GL_NV_copy_image, 
GL_NV_depth_buffer_float, GL_NV_depth_clamp, GL_NV_ES1_1_compatibility, 
GL_NV_explicit_multisample, GL_NV_fbo_color_attachments, GL_NV_fence, 
GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragdepth, 
GL_NV_fragment_program, GL_NV_fragment_program_option, 
GL_NV_fragment_program2, GL_NV_framebuffer_multisample_coverage, 
GL_NV_geometry_shader4, GL_NV_gpu_program4, GL_NV_gpu_program4_1, 
GL_NV_gpu_program5, GL_NV_gpu_program_fp64, GL_NV_gpu_shader5, 
GL_NV_half_float, GL_NV_light_max_exponent, GL_NV_multisample_coverage, 
GL_NV_multisample_filter_hint, GL_NV_occlusion_query, 
GL_NV_packed_depth_stencil, GL_NV_parameter_buffer_object, 
GL_NV_parameter_buffer_object2, GL_NV_path_rendering, 
GL_NV_pixel_data_range, GL_NV_point_sprite, GL_NV_primitive_restart, 
GL_NV_register_combiners, GL_NV_register_combiners2, 
GL_NV_shader_atomic_counters, GL_NV_shader_atomic_float, 
GL_NV_shader_buffer_load, GL_NV_texgen_reflection, GL_NV_texture_barrier, 
GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4, 
GL_NV_texture_expand_normal, GL_NV_texture_lod_clamp, 
GL_NV_texture_multisample, GL_NV_texture_rectangle, GL_NV_texture_shader, 
GL_NV_texture_shader2, GL_NV_texture_shader3, GL_NV_transform_feedback, 
GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range, 
GL_NV_vertex_array_range2, GL_NV_vertex_attrib_integer_64bit, 
GL_NV_vertex_buffer_unified_memory, GL_NV_vertex_program, 
GL_NV_vertex_program1_1, GL_NV_vertex_program2, 
GL_NV_vertex_program2_option, GL_NV_vertex_program3, 
GL_NVX_conditional_render, GL_NVX_gpu_memory_info, 
GL_OES_compressed_paletted_texture, GL_OES_depth24, GL_OES_depth32, 
GL_OES_depth_texture, GL_OES_element_index_uint, GL_OES_fbo_render_mipmap, 
GL_OES_get_program_binary, GL_OES_mapbuffer, GL_OES_packed_depth_stencil, 
GL_OES_point_size_array, GL_OES_point_sprite, GL_OES_rgb8_rgba8, 
GL_OES_read_format, GL_OES_standard_derivatives, GL_OES_texture_3D, 
GL_OES_texture_float, GL_OES_texture_float_linear, 
GL_OES_texture_half_float, GL_OES_texture_half_float_linear, 
GL_OES_texture_npot, GL_OES_vertex_array_object, GL_OES_vertex_half_float, 
GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture, 
GL_SGIX_shadow, GL_SUN_slice_accum
Kkellerman 2013-04-28 github

I can't change the brightness is CS:S too. I'm using xgamma -gamma for the screen to become brighter. I have only that issue in the whole game. And the one with the messy fonts too (probably everyone has that one).
And I'm using bumblebee as well (latest versions on Arch)
I'm using primus as bridge by the way (because it's a lot faster)

Rrenanmarks 2013-06-11 github

Hello guys!

After updating the Mesa lib from 8 to 9, libc 2.13 to 2.17 and Intel drivers ALL THE GLITCHES ARE GONE! Running Steam stock (no fancy startup scripts), overlay working and running ALL the games with primus (Optimus)!

(I think my system was a little outdated lol)

Greetings!

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