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Glide Rendering

Questions, Tips&Tricks for the special patches
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UnLeaded
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Glide Rendering

Post by UnLeaded »

I've been testing Glide Wrappers and realizing that Glide REALLY rocks, it is the best 3D rendering by far, only it seems the speed and glitches in the wrappers out there don't make their use a great option from all of them I've tested.

For a view on how great this rendering option is take the glide3x from eVooDoo 4.0 and mix it with glide2x from GlideWrapper 084c, and it's just amazing the visuals. Colors are vibrant, and the glide 3D effect is awesome. For example, you can actually see the blood very clearly on the boxes in Deck16, which I didn't even know was there in D3D (even OpenGL doesn't make it too visible).

I've been told that Glide is the rendering mode that Epic developed the game in and for mainly.

Not one of the wrappers I've seen comes close to the great job of the OpenGL for Unreal, but I think that if Kerilk did a Glide Wrapper, it should turn out great. Is there any plan to do a Glide Wrapper? (or a PowerVR or Metal Wrapper).
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Hyper
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Re: Glide Rendering

Post by Hyper »

Glide is originally "The Wat It's Meant To Be Played" for Unreal. The wrapper does a great job and brings the original Glide quality to non-glide cards.

But nowadays with the new GeForce and Radeon cards I can recommend to use OldUnreal's OpenGl because it has better support for modern graphics features like S3TC, TruForm (ATI) and FSAA.
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DieHard SCWS
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Re: Glide Rendering

Post by DieHard SCWS »

you can actually see the blood very clearly on the boxes in Deck16,
:)



Euuuh, actually, the crates in DmDeck16 are rusted metal crates, its rust not blood ;)


But i am interested in a screenshot, how that looks like.
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Xasd
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Re: Glide Rendering

Post by Xasd »

Hi, I'm new in this board but I post my opinion about Glide render ;)


I've surprised with this OpenGL render for first Unreal and more when I used S3TC in this game, but first of all this game is fantactic and is one of a few games that use the three APIs (D3D, OGL and Glide). If you updates OpenGL and D3D renders why you doesn't update Glide render?, it is the fastest API for Low-End users. Yes, OpenGL looks great and it is very fast but Glide is more fast in those Low-End PCs.


It is a pain that Epic doesn't include Glide render sources in the source code of this game or UT.
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Smirftsch
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Re: Glide Rendering

Post by Smirftsch »

i have the glidesources - but what to update ? There are no new releases, no new features, nothing there to update. Even "new" drivers are only 3rd party stuff...- sure the new release will have still glide support, but there will be no improvements compared to the older versions. 3DFX is dead.

Last edited by Smirftsch on Tue Dec 27, 2005 1:35 pm, edited 1 time in total.
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Xasd
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Re: Glide Rendering

Post by Xasd »

Yes 3dfx is dead and there is no new releases of Glide. But Unreal is an old game that sure not implements all functions of glide. Only you have to think all new features implemented in Voodoo4&5 that are not supported by Unreal.

I don't know what features are implemented or not but I know Unreal is older than Voodoo4&5 and this Glide render can be updated with some effects or improving more speed ;D
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Smirftsch
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Re: Glide Rendering

Post by Smirftsch »

updated it to the latest UT glide code, thats all i can do, everything else is, sorry for that, not worth the work IMO
Sometimes you have to lose a fight to win the war.
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Xasd
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Re: Glide Rendering

Post by Xasd »

Great ;)


If you need help, I can help you to develop this render. Well I have no idea of Glide but I know OpenGL and I can ask in some forums dedicated to 3dfx and Glide, if you have problems developing this render. Too, I can contact with Glide's author; it is a member in one of this forums.

And I want to ask you if Glide's render code of Unreal is avavible to public or Epic has given you the source code?

Thanks for you response and for your effort in mantain Unreal alive 8)
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Smirftsch
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Re: Glide Rendering

Post by Smirftsch »

i was given the source, and i'm not allowed to give it to anyone, gonna ask about it, but it don't think that i will get the permission for that
Last edited by Smirftsch on Mon Jan 09, 2006 7:05 pm, edited 1 time in total.
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sopa_de_letras

Re: Glide Rendering

Post by sopa_de_letras »

There is one thing that I can't understand. Glide has no setting to turn detail textures off, yet with a voodoo 3 I barely notice a slowdown. The average FPS is around 50-60fps.

The MX440 performs much worse! The peak fps is much higher, something like twice as high, but the bottom fps is twice as low! Whereas the voodoo 3 fps always stay between 50-60fps the MX440 range is something like 30 to over 100fps.

With detail textures on the MX440 performs even worse, it loses 50% performance which I think is caused by it lacking a third TMU (which I think means 2 passes to render). Doesn't the voodoo 3 have 2 TMUs too, then how come it doesn't take that enormous fps hit with detail textures?
Last edited by sopa_de_letras on Sun Sep 02, 2007 12:27 am, edited 1 time in total.
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Turboman.
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Re: Glide Rendering

Post by Turboman. »

first, the unreal engine was at first optimized for GLIDE ONLY, this becomes apparant at the first versions of the game that forced you to use a glide card and only used software as a failsafe, therefore the game is far more optimized for glide rendering.

second glide does not support multitexturing, so lightmaps, bumpmaps, opacity maps, and detailtextures are handled different then on other cards, how exactly is a mystery to me as i cannot find any documentation on it.

now i don't understand how and why detailtextures should affect your vid card performance so bad? imean doesn't any post-2000 card have at least more then 4 TMU's? i mean my tnt2 had already like 2 TMU's and nowadays cards must have at least 30 TMU's over multiple pipelines considering the amount of multitexturing in games going up to the 30's


and if that problem persists you can always buy a new vid card, i mean i had a MX200 years ago and while it performed perfectly in unreal with multitexturing, it couldn't hold up that much against lets say the matrox cards around that time as MX models tend to be very low end budged models :P
Last edited by Turboman. on Sun Sep 02, 2007 12:01 pm, edited 1 time in total.

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