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XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Questions, Tips&Tricks for the special patches
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

(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 :D

GoOverlay needs RTSS hooking.
Last edited by lowenz on Mon Feb 01, 2016 9:58 pm, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

Maybe it's already fixed, but with XOpenGL is necessary to reduce the brightness by one point, to make it like in other renderers.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

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.
Last edited by Smirftsch on Tue Feb 02, 2016 3:24 pm, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

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.
Last edited by Smirftsch on Tue Feb 02, 2016 7:53 pm, edited 1 time in total.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

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).
Last edited by lowenz on Tue Feb 02, 2016 10:03 pm, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

Problems with mirrors (DM-Oblivion) and fog (DM-Fetid) still are. I also noticed that the lighting (only for bsp) are now darker.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

just checked the mirror again in DM-Oblivion and can't see anything wrong yet. Can you make a shot of this?
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Mirrors are working well in DM-Oblivion for me too.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

just checked the mirror again in DM-Oblivion and can't see anything wrong yet. Can you make a shot of this?
Mirror looks the same as here [url]http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1453909937/5#5[/url]
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

that's more than weird, could you verify the version and the settings again? May want to try with NoBuffering=True option as well.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

Nothing helps. I tried the default settings (except UseBufferInvalidation, because my video card is not supported OpenGL4) and NoBuffering=True.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

guess we have to go into details then. What card and driver version do you use?
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

Radeon HD4870, Catalyst 13.1.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Radeon HD4870, Catalyst 13.1.
13.1? Why don't update to 16.1.1?

I have the newest (fixed) crimson catalyst with a 4850 card and it's OK (Win7SP1).
Last edited by lowenz on Thu Feb 04, 2016 4:00 pm, edited 1 time in total.
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sn260591
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

Radeon HD4870, Catalyst 13.1.
13.1? Why don't update to 16.1.1?

I have the newest (fixed) crimson catalyst with a 4850 card and it's OK (Win7SP1).
Support for the 4000 series and older was ended in 2013.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Radeon HD4870, Catalyst 13.1.
13.1? Why don't update to 16.1.1?

I have the newest (fixed) crimson catalyst with a 4850 card and it's OK (Win7SP1).
Support for the 4000 series and older was ended in 2013.
Ooops, 4-870 :D

Yes, I mean a 7-850 (my GPU).
Last edited by lowenz on Thu Feb 04, 2016 5:12 pm, edited 1 time in total.
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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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

Updated to 1.0.0.4
fixed some problem with rendering PF_TwoSided, fixed some issue with DrawComplexSurface texturing (i.e. with DetailTextures). Some brightness adjustments
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Lightning_Hunter
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Lightning_Hunter »

I just discovered this thread for the first time.  What exactly is better about XopenGL?  Does it make UT look better at all, or is it simply "modern" drivers that don't necessarily affect the appearance or performance at all? I tried installing it and using it, but noticed immediately that the mouse lag was horrible with vsync enabled or on adaptive. If I turn vsync off, the game runs at super speed. I don't get this issue with UTGLR drivers. Before I bother trying to fix these issues, I'm curious what makes these drivers worth the switch.
Last edited by Lightning_Hunter on Wed Feb 10, 2016 9:43 pm, edited 1 time in total.
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

I guess I should place something like "does this renderer make sense..." into the first post :P

Idea behind this is to have a modern renderer for the next generations of hardware. We currently don't know how good and how stable future OS and drivers will support old OpenGL1 or D3D9, it seems that this in some cases is already done on a per emulation basis. Also it seems that some systems already suffer miscellaneous problems with these older renderers, so I got already quite a couple of requests for this.

So, what does it CURRENTLY offer? Currently not really more or less than the old renderers do, well, except maybe that I added "fake bumpmap" support pretty similar to what D3D10 does already. You may can imagine, that writing such a thing is pretty nasty and it takes a while to rule out bugs or problems.
On my system for example it behaves pretty nice in benchmark situations with vsync off, but in gameplay adaptive works really smooth. Also although it doesn't seem to reach 700fps or something in default maps like the UTGLR's, it is more FPS stable in extreme complex situations.
However, I got already some reports that especially AA does severe performance trouble on both Intel and some AMD cards, while I am usually using mostly NVidia. So, yes, there is still some way to go and therefor I need people testing it and giving me feedback here. UTGLR's haven't been finalized in a few weeks either :)

Then, once this is running satisfying enough there are also chances for example to fix bugs which couldn't be solved with the older renderers or to add some new modern rendering features.


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Rubie
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Rubie »

I did tested the xopengl driver, did not modified a thing into advanced options, just strange if you use this driver the impression and speed you run is like you use a ums-spacemarine suit ???

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Lightning_Hunter
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Lightning_Hunter »

I guess I should place something like "does this renderer make sense..." into the first post :P

Idea behind this is to have a modern renderer for the next generations of hardware. We currently don't know how good and how stable future OS and drivers will support old OpenGL1 or D3D9, it seems that this in some cases is already done on a per emulation basis. Also it seems that some systems already suffer miscellaneous problems with these older renderers, so I got already quite a couple of requests for this.

So, what does it CURRENTLY offer? Currently not really more or less than the old renderers do, well, except maybe that I added "fake bumpmap" support pretty similar to what D3D10 does already. You may can imagine, that writing such a thing is pretty nasty and it takes a while to rule out bugs or problems.
On my system for example it behaves pretty nice in benchmark situations with vsync off, but in gameplay adaptive works really smooth. Also although it doesn't seem to reach 700fps or something in default maps like the UTGLR's, it is more FPS stable in extreme complex situations.
However, I got already some reports that especially AA does severe performance trouble on both Intel and some AMD cards, while I am usually using mostly NVidia. So, yes, there is still some way to go and therefor I need people testing it and giving me feedback here. UTGLR's haven't been finalized in a few weeks either :)

Then, once this is running satisfying enough there are also chances for example to fix bugs which couldn't be solved with the older renderers or to add some new modern rendering features.
Thanks for the response.  I figured your goal was to create a renderer that would keep compatibility for future systems.  It's a good idea, since UT will eventually not work with the old renderers.  For now, I will stick with the UTGLR renderer, since I've already got it running flawlessly. 

Btw, just for your info, I am using an Nvidia GTX 550 ti card.  In case you didn't know what I meant by "Super Speed", I was refering to the game running at almost x2 speed.  At first, I thought maybe slomo had been set to 2.0 or something, but nope.  It was set at 1.0.  The game was just running ultra fast due to the renderer.  As I said, vsync will fix this issue, but then the mouse lag is so awful that the game becomes unplayable.  I think direct input fixes this with the UTGLR drivers, but perhaps it is not working with XOpengl?
Last edited by Lightning_Hunter on Fri Feb 12, 2016 12:20 am, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Dr.Flay™ »

BTW. I made a post at the Epic forum to get more testers.
https://forums.unrealtournament.com/sho ... 4-renderer
Do you have an account there?

Feralidragon has some questions. Not sure if he still has his account details here, but I guess they are points that can be usefully covered here.
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Sergey
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Sergey »

Smirftsch

I tested version  1.0.0.4 !!

1. Earlier I already wrote about the vertical line on a dark background menu of the game.
    http://rghost.ru/7Hky2dr5B.view
    In this version this bug is fixed. Thank you!
2. Keyboard buttons now work correctly. Previously, for instance, if I pressed  f12 game became dark. Thank you!

3. Sad to say the game on this driver is not yet ideal. She looks darker compared to the game on older  opengl and directX9 drivers. And we would very much like to see a nice picture from Unreal in UT99!!!
look at this screen:
http://rghost.ru/8cBSFpHDt.view

my brightness = 0.700000
I put your lines from Install.txt to ut.ini :

Code: Select all

[XOpenGLDrv.XOpenGLRenderDevice]
AlwaysMipmap=False
ShareLists=False
DetailTextures=True
MacroTextures=True
BumpMaps=True
DescFlags=0
Description=
Coronas=False
ShinySurfaces=True
VolumetricLighting=True
RefreshRate=60
UseSinglePass=True
UseTrilinear=True
UsePrecache=True
NoFiltering=False
LODBias=0.000000
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffsetScreenshots=0.700000
MaxAnisotropy=4
HighDetailActors=True
UseSRGBTextures=False
UseOpenGLDebug=False
DebugLevel=1
UseAA=True
NumAASamples=4
VSync=On
LightMode=LM_Unreal
NoAATiles=True
UseBufferInvalidation=True
NoBuffering=False
I removed these lines from unreal tournament.ini, but the game remained dark! Its not clear how to make RESET.
By the way,  if UsePrecache=False so these lines cause lags in the game. in old directX9 driver UsePrecache=False work without lags. Perhaps DirectX9 driver uses some other "technology".
Last edited by Sergey on Fri Feb 12, 2016 11:41 am, edited 1 time in total.
sn260591
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

3. Sad to say the game on this driver is not yet ideal. She looks darker compared to the game on older  opengl and directX9 drivers.
Change LightMode=LM_Unreal to LightMode=LM_Bright.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

Btw, just for your info, I am using an Nvidia GTX 550 ti card.  In case you didn't know what I meant by "Super Speed", I was refering to the game running at almost x2 speed.  At first, I thought maybe slomo had been set to 2.0 or something, but nope.  It was set at 1.0.  The game was just running ultra fast due to the renderer.  As I said, vsync will fix this issue, but then the mouse lag is so awful that the game becomes unplayable.  I think direct input fixes this with the UTGLR drivers, but perhaps it is not working with XOpengl?
This superspeed as you call it is the "usual" speed trouble. If you don't experience it with the UTGLR's it's because there is a timing correction for windows implemented there. Pretty easy to do the same fortunately :).

As for old unreliable and deprecated direct input, I placed a new windrv in the package which contains RawHID input for mice. Perhaps you want to try that. DirectInput itself however has no direct relation to the renderer, so the lag may have an entirely different reason as well.
BTW. I made a post at the Epic forum to get more testers.
https://forums.unrealtournament.com/sho ... 4-renderer
Do you have an account there?

Feralidragon has some questions. Not sure if he still has his account details here, but I guess they are points that can be usefully covered here.
He should have at least I am not aware that he removed it.

I am not sure if I have still an account in the Epic forums, but I kept this announcement here low profile yet, in order to have more time to work on the already reported bugs :)
Last edited by Smirftsch on Fri Feb 12, 2016 11:31 am, edited 1 time in total.
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