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New OpenGL 36

Questions, Tips&Tricks for the special patches
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medor
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Joined: Sun May 17, 2009 7:19 am

New OpenGL 36

Post by medor »

http://unrealtournament.99.free.fr/forum/viewtopic.php?f=51&t=431
UTfiles http://medor.no-ip.org/
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Skaarj Master
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Joined: Wed Apr 29, 2009 1:07 am

Re: New OpenGL 36

Post by Skaarj Master »

Anyone try this yet (released 11-16-09) and have any idea why a lot of the commands were removed in this version? I know a lot of them on Chris' page say "set internally now" but does that mean the game does it automatically or the drivers or what? Thank you.
http://www.cwdohnal.com/utglr/

"Changes in version 3.6:
- NoMaskedS3TC option removed. Always uses RGBA DXT1. This matches the only option for DXT1 in D3D.
- GL_NV_multisample_filter_hint extension support removed. Don't consider this one very useful anymore.
- A few 227 editor related updates that were general renderer code fixes.
- MaxLogUOverV and MaxLogVOverU config settings removed. These are set internally now.
- Larger default maximum allowed texture size in the not using S3TC config case.
- Potential NVIDIA driver bug workaround for the major graphics corruption after windowed / full screen switch issue. Suspect this may be fixed in newer drivers now, but was easy to add.
- RequestHighResolutionZ option removed. Modified code to attempt to get a 32-bit, 24-bit, or 16-bit z-buffer in that order.
- If first mipmap pointer set to NULL in SetTexture(), skip looking at others.
- AutoGenerateMipmaps and AlwaysMipmap options removed.
- UseDetailAlpha option removed and always enabled internally. A number of detail texture rendering paths depend on having this one enabled.
- BufferClippedActorTris option removed and functionality it controlled always enabled internally.
- A few other minor changes.
ZRangeHack will be enabled by default for UT if not already present in the ini file, but this one may still need to be watched a little more closely. There are a couple cases I know of where it has minor side effects. However, with most video cards these days only supporting 24-bit but not 32-bit z-buffers, or unless modified other parts of the game engine to draw decals a little further away, it is needed to avoid decal flickering in the distance in many common cases."
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Skaarj Master
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Re: New OpenGL 36

Post by Skaarj Master »

Anyone try this yet?
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スマイル・ドラゴン
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Re: New OpenGL 36

Post by スマイル・ドラゴン »

I have, seems to work fine except ever since he took out the "AAFilterHint" I don't know how to enable Quincuxx antialiasing anymore other than force it in the card settings which I don't want to even do..
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Skaarj Master
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Re: New OpenGL 36

Post by Skaarj Master »

so the commands that were removed no longer appear in the Advanced Settings area within the game?
Last edited by Skaarj Master on Thu Dec 17, 2009 2:50 pm, edited 1 time in total.
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スマイル・ドラゴン
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Re: New OpenGL 36

Post by スマイル・ドラゴン »

*sigh* Yeah, they don't appear anymore.. I don't know what exactly was the reasoning behind the removal of some of the stuff.. I really appreciate Quincux anti aliasing.. which is what AAFilterHint did.
“I am the dragon without a name.”
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Skaarj Master
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Re: New OpenGL 36

Post by Skaarj Master »

Just use the 3.5 file instead. I don't think you have to update to the latest OGL.
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SMP Dev
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Re: New OpenGL 36

Post by SMP Dev »

Mostly cleaning out a few old options with little to no reason to have configurable. Removing the AA filter hint / Quincunx option a bit different in that it was more a feature cut, but I've only had an increasing number of reasons to want to finally pull that one. The latest being a combination of wanted it gone before looking into supporting alpha to coverage for masked textures (in case might be any odd interactions between this and the post filter across any number of possibly different configurations for these features that NV may have implemented across various hardware), and vendor specific functionality tends to be more costly to support long term in general (and this method I see becoming increasingly obsolete as time passes).

If really want this one enabled I'd have to say just use application profiles through the control panel, which should still make it usable without too much add complication. I haven't kept detailed track of when NV has been dropping old card support in their drivers for things like GeForce 3 and 4, but I know they have per app profiles in their old control panel, so I'd expect it covers a fairly wide range of hardware and likely as far back as the first to support Quincunx.

So many other reasons I don't like Quincunx, but didn't care so much about leaving the option around until looking at other things dealing with subpixel samples like alpha to coverage and selective multisample disabling (post filter pulling in further away subpixel samples can interfere with this), where then more concerned that it might have the possibility to interact with other things in bad ways. Eventually I've been hoping less reason to resort to using a blur filter due to performance considerations now that newer hardware much faster in general along with other improvements more specifically related to multisample support. Don't like the edge blur behavior in many cases, but also have the issue of Quincunx causing general texture blur for interior not edge areas.

The NV multisample filter hint extension didn't really seem to go anywhere as far as other new feature support in this area goes, and unless running with fairly old hardware now, there may be better options such as hybrid supersample and CSAA that currently could only set through a control panel override as far as the renderer goes. Looks like the NV_framebuffer_multisample_coverage extension added for CSAA for the OpenGL side, and ways to get to some of these through D3D, though seems to sometimes differ a bit across different versions of the API, and need to use odd hacks in some cases.

But when considering all the different ways to set the various special AA modes now across the different graphics APIs, and all the hardware that would need to have to be able to have test coverage across all of them, I start liking the idea of leaving everything except basic / standard multisample to application profiles a lot more.
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Skaarj Master
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Re: New OpenGL 36

Post by Skaarj Master »

So how's the OpenGL 3.7? I plan on using the latest OGL version for my next install of UT.:)
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medor
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Re: New OpenGL 36

Post by medor »

http://unrealtournament.99.free.fr/utfiles/index.php?dir=Video_Renders/OpenGL/
UTfiles http://medor.no-ip.org/
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GreatEmerald
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Re: New OpenGL 36

Post by GreatEmerald »

Just as good as ever, I suppose.

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