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  • #16
    After inputting some of Maggi's parts, as well as my own, here's what I got for my UnrealTournament.ini Brian.

    [OpenGLDrv.OpenGLRenderDevice]
    AlwaysMipmap=1
    Coronas=True
    DescFlags=1
    DetailTextures=True
    HighDetailActors=True
    LODBias=0
    MaxAnisotropy=0
    MinDepthBits=32
    RefreshRate=100
    ShareLists=0
    ShinySurfaces=True
    SupportsLazyTextures=0
    Translucency=True
    Use32BitTextures=True
    Use32BitZBuffer=True
    UseAlphaPalette=False
    UseFullscreen=True
    UseGammaCorrection=True
    UseMipmapping=True
    UseMultitexture=True
    UsePageFlipping=True
    UsePalette=True
    UsePalettes=True
    UsePrecache=True
    UseS3TC=True
    UseTNT=False
    UseTrilinear=True
    UseTripleBuffering=True
    UseVSync=True
    VolumetricLighting=False
    Description=Matrox Graphics Inc./Matrox TurboGL for G400

    Note : This is using the 6.23 drivers with 32z buffer enabled AND the TurboGL 1.30.
    The s3TC doesn't do a thing, even after copying over the enhanced textures.

    Also, I just copied several of the D3d options I wanted over, and SOME of them seemed to make a difference. (The ones that do not don't seem to create any problems, so I guess I'm lucky.

    Btw Maggi, I get the precache for a little over a second, so I guess I don't need it eh?
    I've updated my file again, with some extra recommended settings, and so far no harm. I've even alpha-batized them. Not that I can spell that darned word.

    I know there's a UsePallet and UsePallets, so I figured since they recommend one and one is there beforehand, both won't hurt.

    [This message has been edited by vanguardian1 (edited 26 January 2001).]

    [This message has been edited by vanguardian1 (edited 26 January 2001).]

    [This message has been edited by vanguardian1 (edited 26 January 2001).]

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    • #17
      Uhm, mabye I'm a bit out of touch, but Loki and D3d driver? Isn't there something wrong with this picture? Could it be that Loki does the UT port for Linux and linux DOES NOT USE DIRECT3D?!?! I couldn't imagine why a Loki DLL would work with D3D. Epic put Loki in charge of fixing the bugs and keeping up to date the Linux version of UT. You shouldn't even try the dll's from them with a windows version. But of course maybe I'm wrong, it just sounds illogical to even try.

      Leech
      Wah! Wah!

      In a perfect world... spammers would get caught, go to jail, and share a cell with many men who have enlarged their penises, taken Viagra and are looking for a new relationship.

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      • #18
        Okay, so now I've got to give it a shot.

        John

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        • #19
          Thanks for the input guys. I'm in the middle of trashing my W2K disk and reinstalling Win98. (I've had it with W2K). As soon as I'm done and made a Ghost of the disk, I'll try your suggestions.

          (I need two OSs to feel secure)

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          • #20
            Hi

            Vanguardian1 (or any1) have u got the new ogl renderer to actually work with the G400?

            Because I have tried ur settings and I get no textures/major corruption. If u have, what is the contents of ur OpenGlDrv.ini file?

            thx

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            • #21
              http://www.lokigames.com/~vogel/UT/OpenGLDrv.dll

              Try this opengl driver for UT you guys, this is supposed to be a slightly updated one compared to the one epic released. It's what I'm using.

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              • #22
                Excellent input, vanguardian !



                It seems that they added a few options since I digged into those files ...

                Anyways, I highly recommend to disable precaching and rather increase the cache for the game engine !

                As far as I observed does the precache eat up all available RAM, swaps a few things back and forth and then starts playing, but I always had stops for some background data transfers while gaming.
                (Lauch a memory monitor and start UT in window mode ...)
                Thus I disabled precaching and raised the game engine cache (in adv. prefs.) to half of my physical RAM.

                Seems to be a lot more fluid that way, but since they seem to have reworked that OGL implementaion more than just a bit, it could also be fixed in the latest patch.

                Have fun !
                Maggi
                Despite my nickname causing confusion, I am not female ...

                ASRock Fatal1ty X79 Professional
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                • #23
                  Btw Win2k users, I just tried it and it works great. Using the new 5.30 Powerdesk drivers btw. Average +45fps @ 800x600x32@100hz.

                  I think I'll skip on the Radeon for now...

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                  • #24
                    hi all,

                    thx maggi I didn't about :

                    MinLogTextureSize=0
                    MaxLogTextureSize=11
                    MaxLogUOverV=11
                    MaxLogVOverU=11

                    But not all texture will able to usr 2048 frame texture.


                    About the 32bitZbuffer. It works now for D3D, but not for OpenGL (in UT). Go on the domination map dom-sesmar (egyptian map) and compare the flors in D3D and OpenGL. (Don't forget to change the unrealtournament.ini and set to true all the quality settings)


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                    • #25
                      guys S3TC can't work on MATROX Vcards..
                      PIII650@806(fsb@124),ASUS P3B-F,128mb,Matrox Mill-G400 32SH,SB.Live!vlue ,IntelliMouse Explorer

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                      • #26
                        I am afraid not..it is a hardware feature & I think that it can't be done by CPU.Originaly developed by S3 (S3TC) & I don't know how comes that Nvidia implement this feature in their Gf2 family cards , but they are .

                        for an exemp. 3Dmark detects S3TC in SYSTEM INFO/SUPPORTED FEATURES..

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

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                        • #27

                          maggy :


                          Does anybody have some info about the 32bitZbuffer with OpenGL ?


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                          • #28
                            Hi Borg,

                            I know that it's usually done in HW, but I was hoping that maybe DX8 would provide a software render mode for compatibility for example.

                            ...

                            Hi Barbarella,

                            it should be fixed since a couple of weeks and I'm surprised that you still have it (or again)

                            Make sure you have 32bZ enabled in Powerdesk and in UT's adv. settings, if you already have that, I guess I should check which version I'm running.

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

                            ASRock Fatal1ty X79 Professional
                            Intel Core i7-3930K@4.3GHz
                            be quiet! Dark Rock Pro 2
                            4x 8GB G.Skill TridentX PC3-19200U@CR1
                            2x MSI N670GTX PE OC (SLI)
                            OCZ Vertex 4 256GB
                            4x2TB Seagate Barracuda Green 5900.3 (2x4TB RAID0)
                            Super Flower Golden Green Modular 800W
                            Nanoxia Deep Silence 1
                            LG BH10LS38
                            LG DM2752D 27" 3D

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                            • #29

                              as an old matrox users, it was the first thing I check. So yes, the powerdesk settings 32bit Zbuffer is actived.

                              The thing when we are talking about picture quality is screenshot. So i will post shots from the floor of the Dom-sesmar map in D3D and OpenGL as soon as i can

                              But i will try again to uninstall the driver by using again the uninstall software. i will make a test with old 6.04 and the new 6.23 drivers.

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                              • #30
                                Hi Barbarella,

                                I didn't mean that all textures will be in 2k x 2k ...

                                Those particular settings will just allow the ICD to use textures up to 2048x2048, i.e. setting it to a lower value will result in use of scaled down textures and therefore in degraded image quality, but also a gain in speed, if there were textures bigger than the defined max values.

                                The minimum value can also be used to speed things up, e.g. MinLogTextureSize=2 would result in textures not smaller than 4x4 pixels (2^2 x 2^2) so that the gfx engine wouldn't have to deal with interpolation/filtering/whatsoever based on single pixel data which are more dificult to interpolate.

                                This can be seen in games that use textured particles for effects, like the 'blood cloud' in Q3 when you frag an opponent. The more details, the slower the framerate.

                                Hope that clears it up a bit ...

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

                                ASRock Fatal1ty X79 Professional
                                Intel Core i7-3930K@4.3GHz
                                be quiet! Dark Rock Pro 2
                                4x 8GB G.Skill TridentX PC3-19200U@CR1
                                2x MSI N670GTX PE OC (SLI)
                                OCZ Vertex 4 256GB
                                4x2TB Seagate Barracuda Green 5900.3 (2x4TB RAID0)
                                Super Flower Golden Green Modular 800W
                                Nanoxia Deep Silence 1
                                LG BH10LS38
                                LG DM2752D 27" 3D

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