Raptor Computing Systems Community Forums (BETA)
Software => User Zone => Topic started by: Borley on April 09, 2022, 04:52:48 pm
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If you have gotten any games up and running on your Power9 systems, please share anything about the experience here. I have been slowly compiling compatibility for various works and so far we have already evaluated: see wiki (https://wiki.raptorcs.com/wiki/Games_Compatibility)
Still need to check:
Evolution RTS
XEMU
Flare
Speed Dreams
OpenTomb
OpenMW
Colobot
Berusky
Pioneer
The Dark Mod
MegaGlest
Terminal Overload
Yo Frankie!
Red Eclipse 2
Rigs of Rods
Yorg
Oolite
Ryzom (Build (https://en.wiki.ryzom.com/wiki/Building_Ryzom_Client_On_Debian) resources (https://ryzomcore.atlassian.net/wiki/spaces/RC/pages/884840/Build+Source+on+Linux) for anyone interested. I have tried and failed several times so I might be in over my head on this one. But it would be really good to have as it is an active commercial title.)
PPSSPP
Really, anything from Libre Game Wiki (https://libregamewiki.org) or Open Source Game Clones (https://osgameclones.com/). Although I have been biasing my tests toward games that have a general sense of visual polish and professionalism. I feel this information would be good to have for fence sitters deciding whether or not to go for an open power system.
Testing is slow going, since I don't yet have my second board and my only one is currently my production environment that I rely on for work and necessities.
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Tremulous works, at least single-player; it's even an RPM for Fedora.
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Raptor says Unrial Tournament 4 works fine too, only when TLE tried to compile it, it failed and says it lacks documentation. Nobody can do this to bring this game to our Power9 systems? On you tube you see a demo that runs on Power 8, so if it runs on that, I wonder why we haven't run it on Power9 yet ... A bit paradoxical I would say ...
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Important: All of the links below for source download will return 404 unless you are logged in to GitHub with the account that has source code access enabled.
https://wiki.raptorcs.com/wiki/Software/ThirdParty/Guides/Epic/UnrealEngine
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Tremulous works, at least single-player; it's even an RPM for Fedora.
Throwing it up on the wiki now. What Fedora release were you on when you ran it? Also assuming you ran that on your Talos with GPU and not the Blackbird w/ AST from your articles.
Important: All of the links below for source download will return 404 unless you are logged in to GitHub with the account that has source code access enabled.
https://wiki.raptorcs.com/wiki/Software/ThirdParty/Guides/Epic/UnrealEngine
This is the only complication with Unreal Tournament: "You will need to set up an account with Epic / GitHub and accept the EULA terms for access to the source code to continue."
Otherwise I have no problem with nonfree assets, as long as the code is accessible to build.
OSGameClones (https://osgameclones.com/) is also another good resource of games to try building.
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Also included a few games tle tested out. I hope you don't mind me borrowing your comments!
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But none of you made this login to fill out Unreal Tournament 4? It seems strange to me, however, that only for a simple access which among other things is reported regularly, the friend TLE was unable to compile the game ... Maybe there is more ...
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What Fedora release were you on when you ran it? Also assuming you ran that on your Talos with GPU and not the Blackbird w/ AST from your articles.
I want to say 33, but I don't honestly remember exactly. Yes, the T2 with the WX7100; I haven't run it on the Blackbird.
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I just tried compiling StarRuler2 (https://github.com/BlindMindStudios/StarRuler2-Source) and OpenSpades (https://github.com/yvt/openspades/). Both fail out once they reach anything with AngelScript. This TalosSpace (https://www.talospace.com/2020/01/) bit seems to suggest that there is some known issue with AngelScript and Power?
Although projects like XLEngine can run it, that, too, requires a code generator to be written (because of AngelScript).
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Yes, there's no code generator for ppc64 in AngelScript. Someone(tm) would need to write it.
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On Void Speed Dreams is available. I will try out the next days and add it to the wiki as well :)
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Any word on D2X-XL or DXX-Rebirth for old school Descent? Also keen to see about GZDoom - I know AsmJit hasn't been ported, but the game isn't that hard to run... I'd like to think Power9 would be just fine with the GL/Vulkan renderer enabled.
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I compiled gzdoom a while back for stereoscopic support and that works, but haven't built any recent versions.
dxx-rebirth works fine. I played Descent II non-stop for awhile.
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One aspirant contributor shared an unsigned char fix for Vega Strike, which is now up and running fully on POWER. If they don't eventually open a PR, I will remind myself to do so.
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I'll get around to adding links to the Talospace "Tonight's game on OpenPOWER" at some point, but here they are if someone else is bored:
https://www.talospace.com/search/label/Games
I just built Bugdom, though it looks like you've already listed that. I loved it on my Power Mac 7300.
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I'll get around to adding links to the Talospace "Tonight's game on OpenPOWER" at some point, but here they are if someone else is bored:
https://www.talospace.com/search/label/Games
I just built Bugdom, though it looks like you've already listed that. I loved it on my Power Mac 7300.
I just included the Tonight's Game on OpenPower titles and hopefully everything is accurate. Those Pangea games were a pleasant find. I grew up in a Windows household so never heard of those until now, but they are charming - especially Otto Matic ;D.
New to the list as well is Sonic Robo Blast 2. If somebody told me that one day there would be both Sonic and Mario games running natively on nearly fully libre systems, I wouldn't have believed it. Granted, they're reverse engineered or fan projects. The build resources for Sonic Robo Blast 2 (https://wiki.srb2.org/wiki/Source_code_compiling/CMake) assume that the user is building with GUI tools on a Windows environment. Seems like a project largely built by Windows folks for Windows folks. Anyway I got things going, and maybe will post the simplified terminal build somewhere more visible:
git clone https://git.do.srb2.org/STJr/SRB2
wget https://github.com/STJr/SRB2/releases/download/SRB2_release_2.2.10/SRB2-v2210-Full.zip
mkdir ~/SRB2/assets/installer
(Extract music.dta player.dta zones.pk3 srb2.pk3 from ~-Full.zip into ~/SRB2/assets/installer/).
cd SRB2
mkdir build && cd build
cmake ..
make
Run the game:
./bin/lsdlsrb2
And I had tried getting the PSP emulator, PPSSPP (https://ppsspp.org/), up and running. It builds most of the way but fails at their included ffmpeg library. PPSSPP has PPC support and PPC JIT (as far back as 2013) but for some reason their ffmpeg does not account for the possibility of POWER architecture. Somebody was supposedly able to build it for Wii U (POWER platform), I would love to ask them how they did it.
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Have we a wiki page for all games that are compatible with POWER9?
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Only this site you know already
https://wiki.raptorcs.com/wiki/Games_Compatibility
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Have we a wiki page for all games that are compatible with POWER9?
And it's growing. Vega Strike just merged a PR that fixes builds on ppc64(le) so I have to get around to fixing those notes.
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has anyone tried a quake 3 port online? hoping there isn't an issue with connecting to an x86 server
also wondering how ezQuake runs as well (will need to be compiled from source)
Also, can anyone try compiling openxray to run STALKER call of pripyat?
https://github.com/OpenXRay/xray-16
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I wouldn't imagine any significant problems with connecting to an x86 server from a ppc64le machine, and I'm pretty sure it worked fine back in the day even with big-endian.
Enjoyed Stalker the movie, so I might have to try that when I get a free second.
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I wouldn't imagine any significant problems with connecting to an x86 server from a ppc64le machine, and I'm pretty sure it worked fine back in the day even with big-endian.
Enjoyed Stalker the movie, so I might have to try that when I get a free second.
Ive heard some ports have issues with it, but I didn't think so either.
if you've not played STALKER youre in for something. Looking to get a raptor POWER9 for my next desktop, so wondering how these games will compile and run.
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Also, what kind of performance could one expect to get vs x86? would it be sufficient / "good enuff"
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Also, what kind of performance could one expect to get vs x86? would it be sufficient / "good enuff"
A lot would depend on what you're running. I'd have concerns about a lack of VMX/VSX SIMD optimizations within Stalker's physics engine dragging down performance in a worst-case scenario, but for older titles I wouldn't expect Power9 to be at a noticeable disadvantage versus, say, Zen+. We need more data points, and I'm happy to provide mine as time allows. (edit: Looks like someone's already taken the time to incorporate sse2neon for arm64 builds, so we should probably introduce the project to x86intrin.h and other translators, and compare results versus compiling and running on an x86 machine.
Compiled vkQuake with little hassle on Void Linux last night, and other than needing to sanitize my Quake folder's contents to lowercase, it has purred right along with no incident. During compilation DXX-Rebirth seems to have trouble seeing my SDL headers despite having SDL and SDL2 dev libraries installed, so I'm backburnering that for now and turning my attention to GZDoom. After that, I may kick the tires on Void's build of DOSbox before I try to suss out the non-trunk state of x264 on Power... I'd expected progress on VMX/VSX optimizations on that codec to be further along in the official repo than they are by now. Never a dull moment!
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I've never used vkquake. Just the ezQuake quakeworld source port. I usually get a few thousand FPS in it.
as for stalker, i'm not sure what openxray has changed, im not a developer or a coder. So i'm not sure how much work it would take to compile it for ppc64le, as well as optimizing it for the architecture as well. Seems like UT4 ran okay. so I suppose it comes down optimization. another engine i'd like to try is quake3e and cnq3 when I acquire the system. ezQuake is also single threaded. openxray is somewhat multithreaded, but still favors single threaded performance.
Also, just for fun but couldnt one possibly get the 2017 CS GO source code leak to compile and run?
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Quake III should run beautifully with a 3D card of nearly any stripe. Even a Radeon 5450 would manage. And Stalker would scoot along happily on an Athlon64 with a fifteen year old Radeon, so Power9 should be WAY beyond that. I’d forgotten how old it is - it really may be possible to just brute force it acceptably. I guess I’ll add it to my list, maybe start by installing it to the little Ryzen mini PC I keep for my Windows-limited stuff to get a baseline of expectation.
I can’t speak to the state of CS: GO’s source leak, but a friend of mine worked at Valve for years and was very familiar with the Source engine. Your biggest impediment would be the low-level optimizations, which as far as I know were hooked into x86 SIMD optimizations and not messed with a lot. There probably isn’t much AVX code there, if any, so xmmintrin.h could come to the rescue if you were brazen enough to port an illegally leaked pile of source code. Have fun and let me know how that goes if you do.
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Doom 3 should also work on POWER9
https://forum.hyperion-entertainment.com/viewtopic.php?f=58&t=4645
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I can’t speak to the state of CS: GO’s source leak, but a friend of mine worked at Valve for years and was very familiar with the Source engine.
You'll find some CSGO repos on GitHub like Kisak-Strike
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You'll find some CSGO repos on GitHub like Kisak-Strike
this is cool, definitely going to try to have this going as a demo
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Another one is FreeCS
https://www.phoronix.com/news/FreeCS-Open-Counter-Strike
https://github.com/eukara/FreeCS
There is also AssaultCube Reloaded
https://acr.victorz.ca/
And Urban Terror
https://www.urbanterror.info/home/
Dunno if it's comparable to CSGO
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Added Falcon-mkxp (emulator for RPG Maker XP / VX / VX Ace) to the wiki. Works great with the AST2500 via LLVMpipe (well over 200 fps in brief testing, even though I had a CPU leak from another process at the time that was eating 90% of my CPU); kind of curious whether anyone else has found games that work well on POWER9 with AST2500.
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Added Falcon-mkxp (emulator for RPG Maker XP / VX / VX Ace) to the wiki. Works great with the AST2500 via LLVMpipe (well over 200 fps in brief testing, even though I had a CPU leak from another process at the time that was eating 90% of my CPU); kind of curious whether anyone else has found games that work well on POWER9 with AST2500.
probably anything that doesn't need hardware acceleration. Fallout 2 has an open source engine now. command and conquer is open source now as well. Maybe quake 1 and quake 2 software clients, not sure which ports still have those. I'm still waiting to get my system so i can start compiling some games for power9.
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has anyone tried the ps3 emulator yet? I'm not sure if it will compile. I got my system today but i still need some other components to build it so I'm not able to try atm.
https://wiki.rpcs3.net/index.php?title=Help:Building_RPCS3
the ps3 used a powerPC cpu so maybe power9 can handle it better with proper implementation
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No, probably not. Ignoring endianness for the sake of discussion, while Cell does have a conventional PowerPC core as the PPE, the SPEs are unique and so is the EIB connecting them.
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No, probably not. Ignoring endianness for the sake of discussion, while Cell does have a conventional PowerPC core as the PPE, the SPEs are unique and so is the EIB connecting them.
While code from PowerPC-based game consoles such as GC/Wii/PS3 would almost definitely not run verbatim on POWER9 systems, I think it's likely that JIT-based emulators for such consoles would be much more efficient on POWER9 than on x86, simply because there's a lot less translation work for the JIT to do. (Still waiting for a POWER9 Dolphin JIT....)
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Identified some projects which may be buildable on ppc64(le):
Pioneer
Strife Veteran Edition
https://github.com/francot514/FreeSims
https://github.com/Tuxemon/Tuxemon
https://github.com/AxioDL/metaforce
https://github.com/yuv422/cosmo-engine
https://github.com/KeenSoftwareHouse/SpaceEngineers
https://github.com/blawar/ooot
Overgrowth
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Ren'Py (visual novel engine) works fine when built from source.
mkxp-z (more modern implementation of RPG Maker XP / VX / VX Ace) works fine too, but you need to pass in a configure flag that disables Altivec in SDL (to work around an endianness bug).
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iortcw compiles just fine. Played through the entire RTCW single player campaign without issues. Multiplayer also works, but issues with sv_pure i think for some servers.
work is under way for openxray to support PPC64LE
https://media.discordapp.net/attachments/538796141756547102/1098269391327592488/image.png
openmw runs just fine.
the quake 3 sourceports lack a bytecode compiler for PPC64 so it uses an interpreter which causes massive fps drops (from over 1000 to under 200) but this may be improved in the quake3e source port.
I've tried xash3d which didn't work, and some other half life 2 engine things, kisak strike being one of them.
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Too bad that kisak strike does not work.
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Too bad that kisak strike does not work.
i can't remember the exact issue but I think someone more experienced with development/engineering could prob get it to work easily. I think I brought the issue up on the github for it
openxray uses its own luajit, so it doesn't compile at the moment, but theres ppc64le ports of luajit so its whenever they get around to integrating that into their own luajit in the repo.
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Added Falcon-mkxp (emulator for RPG Maker XP / VX / VX Ace) to the wiki. Works great with the AST2500 via LLVMpipe (well over 200 fps in brief testing, even though I had a CPU leak from another process at the time that was eating 90% of my CPU); kind of curious whether anyone else has found games that work well on POWER9 with AST2500.
oh, and doom works just fine with the AST of course.
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Yes, saw it already
https://github.com/SwagSoftware/Kisak-Strike/issues/41
Did you try already -mcpu=native?
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virtualjaguar compiled fine and runs great on void linux on my blackbird. http://www.icculus.org/virtualjaguar/
as a bit of an aside, perhaps the games compatibility section on the wiki could be broken up some and organize things, maybe a page for emulators, and game genres? or sort games by some other way, just spitballing. The more we add the larger and more cumbersome it will get to navigate. I don't mind setting it up, I'm note sure what the process is for that though.
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It is simple to contribute to right now. I don't think we intended for so very many games to actually work that the list would outgrow a simple column. Maybe it can be split it up into:
Native builds
Engine re-implementations
Emulators
Hangover/Box64
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It's in a much earlier state, but OGS (Link (http://"https://gitlab.com/headcrab-junkyard/openlambda/-/tree/master?ref_type=heads")) is meant to eventually be a 1:1 accurate as-released GoldSource clone, so that'll be very interesting as the Sierra release of Half-Life is my favorite version of it.
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mkxp-z has official ppc64le binaries now. That's kinda cool. If there exist any other games with official ppc64le binaries, I haven't seen them.
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The VkDoom project is an effort to improve GZDoom’s renderer performance with Vulkan, and I’m happy to report that it runs substantially better on Power9 than GZDoom if you have the right hardware for it. Build instructions are essentially identical to vanilla GZDoom, and outside of the lack of a ZScript JIT it runs very well.
DSDA-Doom and Woof are also excellent ports, and run much faster. Have fun Dooming.
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Tested and added the PC port for Star Fox 64.
I also tried getting Nazi Zombies Portable (https://github.com/nzp-team/nzportable) built and tested but ran into an issue building fteqw, which seemed to insinuate that I didn't have the right libraries installed on my system when I in fact did.
If somebody smarter than me wants to give it a spin, it would be appreciated. https://github.com/nzp-team/nzportable
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Just for fun, I tried to get minecraft working with prism launcher on gentoo to test my GPU, and I even patched the DRM out because my old mojang account won't work. It doesn't seem to work out of the box with lwjgl. How did you all go about building lwjgl?
https://packages.gentoo.org/packages/games-action/prismlauncher
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The Legend of Zelda Majora's Mask PC port also added.
Ocarina of Time requires a newer version of cmake (3.26+), so that one is on hold for me.
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Something to look into: Command and Conquer series open-sourced (https://github.com/electronicarts/).
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Just want to bring to attention the excellent discovery of Valhalla (https://valhalla-project.itch.io/valhalla-fps), which I believe to be built on Tesseract. It is very well polished with beautiful 3D maps.
For anyone interested, building (https://github.com/project-valhalla/main?tab=readme-ov-file#linux) involves
* libGL (OpenGL)
* SDL2 (>= 2.0.0)
* SDL2_image
* SDL2_mixer
* libpng
* libjpeg
* zlib
And git clone the game date (https://github.com/project-valhalla/data) into the ~/main directory of the game repo.
Run in-place:
~/main$ ./source/tess_client