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Very Hot Topic (More than 25 Replies) XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament (Read 23034 times)
lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #15 - Feb 1st, 2016 at 9:54am
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There's some kind of Z-buffer / mesh drawing problem (NV and AMD)

NV


AMD
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #16 - Feb 1st, 2016 at 9:56am
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sn260591 wrote on Jan 30th, 2016 at 6:33pm:
3) Malfunction mirrors:
http://i.imgur.com/slEQolJ.jpg

6) Problem with masked textures on meshes:
http://i.imgur.com/EKjW40m.gif

Yes.

And in player customization screen too.

  

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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #17 - Feb 1st, 2016 at 10:30am
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Found the Culprit for Z-buffer issues: Afterburner+RTSS.

Please Fix!
  

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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #18 - Feb 1st, 2016 at 10:40am
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lowenz wrote on Feb 1st, 2016 at 10:30am:
Found the Culprit for Z-buffer issues: Afterburner+RTSS.

Please Fix!


Uhm sorry...what are you talking about? This doesn't make any sense to me right now...
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #19 - Feb 1st, 2016 at 10:51am
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Smirftsch wrote on Feb 1st, 2016 at 10:40am:
lowenz wrote on Feb 1st, 2016 at 10:30am:
Found the Culprit for Z-buffer issues: Afterburner+RTSS.

Please Fix!


Uhm sorry...what are you talking about? This doesn't make any sense to me right now...

RTSS 6.4.1 ( http://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.ht... ) interferes with the rendering.

Disabling it -> no more errors, but you can't monitor the rendering (CPU load, GPU load, frametime, FPS, OGL/D3D version, etc. )

Here the corruption: http://postimg.org/image/8bpml49sx/
  

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[]KAOS[]Casey
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #20 - Feb 1st, 2016 at 5:32pm
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Not exactly sure how a 3rd party rendering hook is really relevant to the renderer being at fault.
  
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #21 - Feb 1st, 2016 at 5:45pm
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[]KAOS[]Casey wrote on Feb 1st, 2016 at 5:32pm:
Not exactly sure how a 3rd party rendering hook is really relevant to the renderer being at fault.

Not the hooking process, the OSD drawing.
  

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[]KAOS[]Casey
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #22 - Feb 1st, 2016 at 6:27pm
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The hook is the one causing the problem, the renderer itself has no bearing on the hook/OSD, nor should it be aware of the hook/OSD at all. This is a bug in either rivatuner or afterburner since it's the one causing abnormal behavior. It's pretty unreasonable to tell smirf to fix a 3rd party thing, even if that wasn't your intention it's effectively what is being said.
  
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #23 - Feb 1st, 2016 at 7:30pm
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[]KAOS[]Casey wrote on Feb 1st, 2016 at 6:27pm:
The hook is the one causing the problem, the renderer itself has no bearing on the hook/OSD, nor should it be aware of the hook/OSD at all. This is a bug in either rivatuner or afterburner since it's the one causing abnormal behavior. It's pretty unreasonable to tell smirf to fix a 3rd party thing, even if that wasn't your intention it's effectively what is being said.

The problem is that Afterburner+RTSS is installed in a large base of (power) users.
Maybe it's a good thing to add some infos about this issue in the readme of the future release :p
  

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[]KAOS[]Casey
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #24 - Feb 1st, 2016 at 9:24pm
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(CPU load, GPU load, frametime, FPS, OGL/D3D version, etc. )
CPU_LOAD=((1/NUM_CORES*100))% # ut is single core, cpu usage is irrelevant anyway
GPU_LOAD=1 # unreal is basically 99% CPU overhead
FRAME_TIME=use stat fps
FPS=use timedemo 1
irrelevant to even care about ogl or d3d version
ram usage inconsequential for UT, it caps out at 4gb, but basically no server will let you go that high anyway

"power user" meaningless buzzword aside, all you should really care about is your frame rate. Use timedemo 1.

If you're really going to be an ZOMG OSD crazy head just get one of these. http://www.goverlay.com/

Or get a second monitor.
  
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #25 - Feb 1st, 2016 at 9:57pm
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[]KAOS[]Casey wrote on Feb 1st, 2016 at 9:24pm:
(CPU load, GPU load, frametime, FPS, OGL/D3D version, etc. )
CPU_LOAD=((1/NUM_CORES*100))% # ut is single core, cpu usage is irrelevant anyway
GPU_LOAD=1 # unreal is basically 99% CPU overhead
FRAME_TIME=use stat fps
FPS=use timedemo 1
irrelevant to even care about ogl or d3d version
ram usage inconsequential for UT, it caps out at 4gb, but basically no server will let you go that high anyway

"power user" meaningless buzzword aside, all you should really care about is your frame rate. Use timedemo 1.

If you're really going to be an ZOMG OSD crazy head just get one of these. http://www.goverlay.com/

Or get a second monitor.

I know man, but I really doubt that every gamer interested in Unreal/UT today has ONLY Unreal/UT installed Cheesy

GoOverlay needs RTSS hooking.
  

The task is not so much to see what no one has yet seen, but to think what nobody has yet thought, about that which everybody sees - E.S.
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sn260591
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #26 - Feb 2nd, 2016 at 12:15pm
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Maybe it's already fixed, but with XOpenGL is necessary to reduce the brightness by one point, to make it like in other renderers.
  

Sorry for my bad English
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #27 - Feb 2nd, 2016 at 3:11pm
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sn260591 wrote on Feb 2nd, 2016 at 12:15pm:
Maybe it's already fixed, but with XOpenGL is necessary to reduce the brightness by one point, to make it like in other renderers.

No bug, it's a fix. Before 0/10 was brightest, while now 10/10 is it- like it should be. I always found it very annoying to press F11 and see that 0/10 is brighter than 10/10 (although not that obvious in UT, since it doesn't display that unlike Unreal). So there is now an offset of one point.
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #28 - Feb 2nd, 2016 at 7:50pm
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Uploaded a new version. Fixed the Z problem in "Character creation", added "NoAATiles" option, added "NoBuffering" option (for bugtesting only, severely hurts performance, but can be disabled in order to identify possible problems with it), added "UseBufferInvalidation" option (OpenGL4 capable cards only), fixed duplicate DetailTextures entry, the mirror problem and it seems the bleeding in the skybox as well. Fixed some rendering issue with PF_TwoSided causing weird color distortions. Also changed some fog setting, but needs some testing yet.
Was unable to reproduce the masking problem in this version either.

Kinda tired right now, so please bear with me if I missed something now.

Link in 1st post.
  

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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament
Reply #29 - Feb 2nd, 2016 at 10:03pm
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Smirftsch wrote on Feb 2nd, 2016 at 7:50pm:
Was unable to reproduce the masking problem in this version either.

Now it seems solved! No more problem with masked textures of the tree foliage (Arcane Temple).
  

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