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XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

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

Post by Smirftsch »

Hi
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!
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".
I already have an update also correcting the gamma quite some. But still working on some things.

UsePrecache implementation is very much the same, but it is definitely a good idea to keep it on, therefor this setting to "True" in the defaults. What it does is to pre-load all textures to avoid loading lag during the game. Older renderers may be a little bit more forgiving about that. I see little reason to disable it to be honest.
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Sergey
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Sergey »

Smirftsch

Decided to see how the new XopenGL driver loads the processor. It loads the processor (corei5 4430) up to 25-27 percent. The old opengldriver loads CPU  by 50 percent. It is better to use a new openGL driver for a long Life of the processor on modern hardware.

DirectX9 driver loads it to 2-3 percent. But to achieve such a result on XopenGL, it is probably impossible?
Last edited by Sergey on Fri Feb 12, 2016 12:28 pm, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

I have a long list yet of things to yet, so lets see how much we can improve that :)
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omer666
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by omer666 »

Hi! Thank you very much for the effort, it's really appreciated.
Is there any plan for a Linux build?
I know Linux version is getting old, but I'd really like it if we could play this with your renderer.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

well, I made already a version of it for Linux, based on an SDL2 build, which I also made as an update for old SDL launcher. However, this only exists for Unreal 227 right now, since UT build's dependencies to an old (if not saying ancient) toolchain doesn't make things any easier. Currently I have some problems yet with SDL2 though, giving me a bad headache when it comes to resolution changes mostly, this has to be fixed at first anyway.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Is it possible to have/try an Unreal 227h build?
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 »

227h?


Why 227h?
Last edited by Smirftsch on Tue Feb 23, 2016 11:47 am, edited 1 time in total.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

227h?


Why 227h?
Sorry, 227i! :D
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 »

lol, yes, next version I will make one for 227i as well :)
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Any news?
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

I think my current version runs pretty bugfree now (for 227 at least), need to make an UT build yet and make some more tests with that. Plain lack some time.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

new Version, download link first page.

Revision history: Color adjustments, Gamma adjustments, fixed Meshes always unlit, fixed some issues with fogging. Gamma won't affect desktop brightness anymore.
Hope new gamma implementation works out as expected. Happy testing and as usual- feedback welcome!
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sn260591
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

Why the LightMode parameter was remove?
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Smirftsch
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

re-uploaded due to a little shader bug.
Why the LightMode parameter was remove?
It wasn't needed anymore and conflicting with new gamma and color :)
Last edited by Smirftsch on Thu Mar 24, 2016 5:55 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 »

Unreal 227i version, please :D
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 »

Unreal 227i version, please :D
ironically it's more work to build a version for 227i (due to a lot of internal changes f.e. in DistanceFog) than building a version for UT. But I didn't forget it.

For UT: Fix for some drivers/graphic cards crashing on startup when trying to compile shaders with an uint error message. New download link on first page.
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shoober420
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by shoober420 »

It would be awesome for a Linux build to be made as well. I can see this being the default render in 227.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Can you add this? :D

http://benchmarkreviews.com/36129/nvidia-hbao-source-code-now-github/
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

without checking in detail, I am sure UEngine one misses a good couple of requirements for such a piece of software yet, even in 227...
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[]KAOS[]Casey
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by []KAOS[]Casey »

Can you add this? :D

http://benchmarkreviews.com/36129/nvidia-hbao-source-code-now-github/
no.

you have no idea how many people will come crying if that's implemented and enabled by default
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

XOpenGL1.0.0.7 is out.

Version 1.0.0.7: www.oldunreal.com/betatest/XOpenGL1.0.0.7_UT4.36.7z
Revision history: Fixed some fogging issues in combination with PolyFlags such as Masked, Translucent, Modulated. Some shader fixes. As a first renderer ever in UT (I think?) I added support for DetailTextures on Meshes (yes, also UT uses this quite some on Meshes originated in Unreal). Added "GenerateMipmaps" option, which will replace the original mipmaps with newly by OpenGL created mipmaps in order to improve visual quality, especially in SkyBoxes. However, still testing this feature, so it's false by default. Feedback welcome.
Last edited by Smirftsch on Sun Apr 24, 2016 7:01 am, edited 1 time in total.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

XOpenGL1.0.0.7 is out.

Version 1.0.0.7: www.oldunreal.com/betatest/XOpenGL1.0.0.7_UT4.36.7z
Revision history: Fixed some fogging issues in combination with PolyFlags such as Masked, Translucent, Modulated. Some shader fixes. As a first renderer ever in UT (I think?) I added support for DetailTextures on Meshes (yes, also UT uses this quite some on Meshes originated in Unreal). Added "GenerateMipmaps" option, which will replace the original mipmaps with newly by OpenGL created mipmaps in order to improve visual quality, especially in SkyBoxes. However, still testing this feature, so it's false by default. Feedback welcome.
Did you change something in gamma management?
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

not in this version, in the version before, why? Gamma is handled via shaders, so no conflicts and trouble anymore with desktop gamma like in old OpenGL renderers.
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lowenz
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

not in this version, in the version before, why? Gamma is handled via shaders, so no conflicts and trouble anymore with desktop gamma like in old OpenGL renderers.
Because with the "standard" UT brightness value (0.5) it's all more.....bright :D
I set it to 0.2 with a Radeon 7850 (lastest drivers) and to 0.3 with a GeForce 750 Ti (the monitors are the same model with the same settings).
Last edited by lowenz on Sun Apr 24, 2016 5:31 pm, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

yes, brightness is different compared to the other renderers, but it wouldn't match f.e. with glide or old d3d either, just take it that a new renderer also needs a new setup :)
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