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  • D3D vs OGL for UT

    What are the pros and cons for using these two rendering modes for UT? I've always used D3D, but lately I've seen alot of recomendations for oGL.

    opinions?

  • #2
    Brian,

    The original OGL rendering in UT was provided as being "experimental". Nice graphics, 5 fps. The big hoopla lately over OGL and UT is using texture compression for ATI and GeForce cards. You can read about it here:

    http://www.gamebasement.com/pages/ho...articles&id=34

    and at Loki's Linux games site. I haven't tried it, though.

    John

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    • #3
      I tried it and can't get it to work. I get alot of corrupted textures and very slow game speed.

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      • #4
        The Loki renderer is certainly the way to go if you own an Nvidia card, their D3d drivers and UT just don't seem to get on at all.
        It took a fair while to get it working on a friend's GF2 GTS, when it worked it was much faster than D3d though.

        I find the performance from D3d good enough on my G400, I havent tried the Loki renderer on it becuase there werent settings for the G400 on the website and I couldnt be bothered to make it work



        ------------------
        Unreal Fortress developer

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        • #5
          I tried to get it running on my gaming computer which uses an ASUS V7700. No go. Used the UT.INI changes recommended, inserted the new dll files from Loki and installed the new textures from the 2nd UT disk. Before I installed the new Loki dll, every thing appeared fine, but was very slow, like I was running without graphics acceleration. When I inserted the Loki dll file, the speed did not change and textures were totally crap.

          My D3D works fine on my ASUS card btw. Detonator 3 drivers.

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          • #6
            hey!!,Brian R.!

            check this link:
            http://www.guru3d.com/ubb/Forum2/HTML/000579.html

            It works great with my CreativeLabs Gf2MX 32DDR+Det0.667 DX8 I use it all the time..

            & this link if you want to se S3TC in ACTION:
            http://www.guru3d.com/ubb/Forum2/HTML/000551.html
            PIII650@806(fsb@124),ASUS P3B-F,128mb,Matrox Mill-G400 32SH,SB.Live!vlue ,IntelliMouse Explorer

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            • #7
              & did you COPY/PASTE Loki OpenGL.drv into your UnrealTournament/System folder ?..if not you have to do it, only then TC will work..
              PIII650@806(fsb@124),ASUS P3B-F,128mb,Matrox Mill-G400 32SH,SB.Live!vlue ,IntelliMouse Explorer

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              • #8
                Borg - I initially ran UT without the Loki dll file in the \system folder (I forgot). Then I ran UT with it in the folder. Both ran poorly. With it, I got texture corruption.

                Your link above describes exactly what I did. Didn't use the new D3D/oGL file though. I've heard some people have had problems with them, so I am not installing them. At least until I hear alot of positive feedback.

                [This message has been edited by Brian R. (edited 22 January 2001).]

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                • #9
                  OK!!...I'm happy that it works here..about 60-70 FPS in 1024x768x32 with this new OGL drv & old *.inf & no graphics corruption but there is something:

                  YOUR DESKTOP MUST be in 32bit color mode..don't know why is that so, but if in 16bit the textures are corrupted & looks like shit & FSAA must be OFF in driver..maybe this could be your problem..I had it to when I first start to use S3TC & LokiOGL in UT..


                  PIII650@806(fsb@124),ASUS P3B-F,128mb,Matrox Mill-G400 32SH,SB.Live!vlue ,IntelliMouse Explorer

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                  • #10
                    Thanks for the thought, but yes, my desktop is in 32-bbp mode and so is UT.

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                    • #11
                      damn!..I'm out of clue !!!..but did you see the screen shots I made ..CTF FACE Red BASE wall ICON & CORET RED side just where the HAMMER is..
                      PIII650@806(fsb@124),ASUS P3B-F,128mb,Matrox Mill-G400 32SH,SB.Live!vlue ,IntelliMouse Explorer

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                      • #12
                        Sorry to hear your results Brian,

                        We have the same video card, but when I was looking into setting it up for UT-OGL, I bailed because it didn't seem worth the effort.....now I'm glad I didn't pursue it.

                        John

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                        • #13
                          The above discussion may be unclear, but no one has used the Loki drivers with D3d.

                          Johnny - Not a big deal. The changes are easily reversed. You can try and see what happened. Just save the original files. I must have missed a step somewhere.

                          Borg - Thanks for the help anyway. I'll probably try again soon.


                          [This message has been edited by Brian R. (edited 24 January 2001).]

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                          • #14
                            you want be sorry!!!..it really works & it looks beautiful..
                            PIII650@806(fsb@124),ASUS P3B-F,128mb,Matrox Mill-G400 32SH,SB.Live!vlue ,IntelliMouse Explorer

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                            • #15
                              Yo, Brian !

                              Looks like you could need a hand ...

                              Unreal's and UT's OpenGL engine was always a hot topic and I found some interesting things out a while back.

                              add the following lines to your OpenGLDrv.ini ...

                              [Matrox Graphics Inc./Matrox G400]
                              MinLogTextureSize=0
                              MaxLogTextureSize=11
                              MaxLogUOverV=11
                              MaxLogVOverU=11
                              UseZTrick=0
                              UseMultiTexture=1
                              UsePalette=0
                              DoPrecache=1
                              ShareLists=1
                              AlwaysMipmap=1

                              [Matrox Graphics Inc./Matrox TurboGL for G400]
                              MinLogTextureSize=0
                              MaxLogTextureSize=11
                              MaxLogUOverV=11
                              MaxLogVOverU=11
                              UseZTrick=0
                              UseMultiTexture=1
                              UsePalette=0
                              DoPrecache=1
                              ShareLists=1
                              AlwaysMipmap=1
                              This will set it to max quality and if you want to gain performance,
                              lower the MaxLog-values , i.e.
                              11 stands for 2^11=2048 pixels as max texture dimensions,
                              so '8' would result in 2^8=256 pixels as max texture size for example, aka as DooDoo mode ...


                              Further open up your UnrealTournament.ini and scroll down to the entry labeled [OpenGLDrv.OpenGLRenderDevice]
                              and add manually the following entry:
                              DescFlags=1
                              It's worth a shot, cos OGL looks so much better ...

                              Cheers,
                              Maggi
                              Despite my nickname causing confusion, I am not female ...

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