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Nice job

Questions, Tips&Tricks for the special patches
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HunterZ0
OldUnreal Member
Posts: 15
Joined: Wed May 21, 2003 11:25 pm

Nice job

Post by HunterZ0 »

I just spend about a half hour testing the custom OpenGL driver and I must say I'm impressed! First, here are some of my specs:

Pentium III 550MHz
512MB RAM
Windows XP SP1
nVidia Geforce2MX 32MB AGP (2X, no fast writes)
nVidia Detonator drivers version 43.45
DirectX 9
Unreal Gold + 226b patch

Compared to the Direct3D driver, it seems to be faster (higher framerate, although I didn't actually check the numbers) and the colors seem brighter (but not more washed out than the D3D is muddy). Of course there's the masking bugs with the trees and the skybox, which isn't a huge deal. I also noticed that with UseFilterSGIS=True, the texture filtering looked weird for textures that were at a medium distance from the player (specifically I was standing on a steep ramp and noticed the ramp texture was blocky - as if unfiltered - starting a short distance away from the camera), but once I set it to False it looked fine..

This is way better than any official Epic OpenGL driver I've seen for Unreal/UT (not that I've tried one for a while). I don't know what all you changed, but it's very impressive that it's almost as good looking as the official D3D driver, with the performance of OpenGL.
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HunterZ0
OldUnreal Member
Posts: 15
Joined: Wed May 21, 2003 11:25 pm

Re: Nice job

Post by HunterZ0 »

Just for the fun of it, I put up some screenshots of level 1 of Return to Na Pali in Unreal Gold using the software, D3D, and custom OpenGL drivers:

Software:
[img]http://www.cs.plu.edu/~shadwicb/u1soft.jpg[/img]
Nothing interesting here really...Good for a baseline to see what Epic intended things to look like though.

Direct3D:
[img]http://www.cs.plu.edu/~shadwicb/u1d3d.jpg[/img]
Looks very nice with realistic lighting, but is noticably darker than software rendering for some reason. As a result, colours look a bit muddy/brown/Quake-ish.

OpenGL:
[img]http://www.cs.plu.edu/~shadwicb/u1ogl.jpg[/img]
Lighting looks a lot more like the software renderer in terms of lighting. Maybe it's not doing as fancy of lighting as the D3D driver? (bad thing?) Or maybe it's just not modifying the brightness levels as much? (good thing) Notice the masking bug on the tree on the left. The skybox masking bug doesn't occur in this level for some reason.

Overall I think I prefer the lighting quality of the D3D driver just a bit more than that of the OpenGL driver, even if it's too dark in D3D. But it's very close and the OpenGL driver seems to do a better job of following the software renderer.
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Kerilkkorn
OldUnreal Member
Posts: 289
Joined: Mon Mar 11, 2002 4:50 pm

Re: Nice job

Post by Kerilkkorn »

There is a fix for the black tree bug in the install instructions of the patch.
War doesn't determine who is right, war determines who is left...
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HunterZ0
OldUnreal Member
Posts: 15
Joined: Wed May 21, 2003 11:25 pm

Re: Nice job

Post by HunterZ0 »

Yes I know, but I still consider it to be a shortcoming in the renderer because it doesn't occur in the software or D3D drivers. What's given in the install instructions is more of a workaround.

Is there a similar workaround for the skybox bugs?
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sikatsu
OldUnreal Member
Posts: 16
Joined: Tue Aug 20, 2002 5:19 pm

Re: Nice job

Post by sikatsu »

Iff you use powerstrip you dont need opengl or directd3d
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HunterZ0
OldUnreal Member
Posts: 15
Joined: Wed May 21, 2003 11:25 pm

Re: Nice job

Post by HunterZ0 »

Iff you use powerstrip you dont need opengl or directd3d
I don't understand what you mean - can you elaborate?

Btw, I use Powerstrip. It's a great program.

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