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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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XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

Note: You need to have at least an OpenGL 3.3 capable card to use this renderer!

Version 1.1.0.1: www.oldunreal.com/betatest/XOpenGL1.1.0.1_UT4.36.zip
Revision history: Fixed some minor issue, other optimization settings.

Version 1.1.0.0: www.oldunreal.com/betatest/XOpenGL1.1.0.0_UT4.36.zip
Revision history: Overworked a lot of things, better performance, improved shaders. Bumpmaps (Normalmaps) should be working once added to a texture (in UED). Added new option "SyncToDraw" which enforces OpenGL to finish drawing at the end of a call to wait for the engine. This will reduce FPS - quite some - but eliminate input lag. Happy testing :)

Version 1.0.0.9: www.oldunreal.com/betatest/XOpenGL1.0.0.9_UT4.36.zip
Revision history: Added OpenGLVersion option, to switch between OpenGL3.3 Core and OpenGLES3.0, some (low end) graphics card rather support GL ES than 3.3 Core, also performance may differ for these. Some OpenGL extensions like UseBufferInvalidation are unavailable for ES though.
Moved some intensive calculations into shaders (GPU) in order to reduce CPU usage quite some, this will increase overall performance especially for weaker CPU's when using XOpenGL.

Version 1.0.0.8: www.oldunreal.com/betatest/XOpenGL1.0.0.8_UT4.36.zip
Revision history: Fixed hopefully remaining fogging issues, fixed some performance issue causing very short stuttering sometimes,  fixed some memory cleanup issue. Shader cleanups, using a global include now.
Thanks to han, sharing experience and code, I was able to integrate full support for UED.

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.

Version 1.0.0.6: www.oldunreal.com/betatest/XOpenGL1.0.0.6_UT4.36.7z
Revision history: Fix for some drivers/graphic cards crashing on startup when trying to compile shaders with an uint error message.

Version 1.0.0.5: www.oldunreal.com/betatest/XOpenGL1.0.0.5_UT4.36.7z

Revision history: Color adjustments, Gamma adjustments, fixed Meshes always unlit, fixed some issues with fogging. Gamma won't affect desktop brightness anymore.

Version 1.0.0.4: www.oldunreal.com/betatest/XOpenGL1.0.0.4_UT4.36.7z

Revision history: fixed some problem with rendering PF_TwoSided, fixed some issue with DrawComplexSurface texturing (i.e. with DetailTextures). Some brightness adjustments

Version 1.0.0.3:  www.oldunreal.com/betatest/XOpenGL1.0.0.3_UT4.36.7z

Revision history: 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.

Version 1.0.0.2: www.oldunreal.com/betatest/XOpenGL1.0.0.2_UT4.36.7z

Revision history: Fixed some gamma issue, added an updated WinDrv.dll to fix the fullscreen issue, also including RawHID mouse support.

Version 1.0.0.1: www.oldunreal.com/betatest/XOpenGL1.0.0.1_UT4.36.7z

Revision history: This is the first official UT build of an entirely new and written from scratch OpenGL3 / OpenGL4 renderer. All functions currently in use are OpenGL3 yet though.

Known issues: for some reason switching fullscreen resolution fails until toggle fullscreen or restart.

Installation:
change [Engine.Engine] GameRenderDevice to
GameRenderDevice=XOpenGLDrv.XOpenGLRenderDevice

add the following section at the end of UnrealTournament.ini:

[XOpenGLDrv.XOpenGLRenderDevice]
AlwaysMipmap=False
ShareLists=False
DetailTextures=True
MacroTextures=True
BumpMaps=True
DescFlags=0
Description=
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
RefreshRate=60
UseTrilinear=True
UsePrecache=False
LODBias=0.000000
GammaCorrectScreenshots=True
GammaOffsetScreenshots=0.700000
HighDetailActors=True
MaxAnisotropy=4
UseAA=True
NumAASamples=4
UseVSync=Adaptive
NoBuffering=False
NoAATiles=True
NoFiltering=False
UseBufferInvalidation=True
GenerateMipMaps=False
OpenGLVersion=Core
SyncToDraw=False
;Debug options below, only use for debugging purpose.
UseOpenGLDebug=False
DebugLevel=2
NoDrawGouraud=False
NoDrawComplexSurface=False
NoDrawTile=False
NoDrawSimple=False

the xopengl folder has to be placed into your UnrealTournament/System folder.
Enjoy!

License:
Copyright (c) Smirftsch, www.oldunreal.com

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, but not to sell
copies of the Software, and to permit persons to whom the Software is
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The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

For sources, contact me.


The libs used in XOpenGLDrv are:

Code: Select all

http://glew.sourceforge.net/

The OpenGL Extension Wrangler Library
Copyright (C) 2002-2008, Milan Ikits 
Copyright (C) 2002-2008, Marcelo E. Magallon 
Copyright (C) 2002, Lev Povalahev
All rights reserved.

Redistribution and use in source and binary forms, with or without 
modification, are permitted provided that the following conditions are met:

* Redistributions of source code must retain the above copyright notice, 
  this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice, 
  this list of conditions and the following disclaimer in the documentation 
  and/or other materials provided with the distribution.
* The name of the author may be used to endorse or promote products 
  derived from this software without specific prior written permission.

THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 
LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 
SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
THE POSSIBILITY OF SUCH DAMAGE.

Credits:

GLEW was developed by Milan Ikits and Marcelo Magallon. They also perform occasional maintainance to make sure that GLEW stays in mint condition. Aaron Lefohn, Joe Kniss, and Chris Wyman were the first users and also assisted with the design and debugging process. The acronym GLEW originates from Aaron Lefohn. Pasi Kärkkäinen identified and fixed several problems with GLX and SDL. Nate Robins created the wglinfo utility, to which modifications were made by Michael Wimmer.
Copyright

GLEW is originally derived from the EXTGL project by Lev Povalahev. The source code is licensed under the Modified BSD License, the Mesa 3-D License (MIT License), and the Khronos License (MIT License). The automatic code generation scripts are released under the GNU GPL. 
Please put any feedback and bugreports here in this forum section.
Last edited by Smirftsch on Thu Apr 02, 2020 6:16 am, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Sergey »

Tested 1.0.0.2
In the render settings i set VSync = On. Screen Tearing, lags are gone! I am happy!

But there is also a negative side of render....
1. Look at the screenshot. You will see next to my cursor on a black background vertical dash.
http://rghost.ru/7Hky2dr5B

2. The game has become lighter, but in many places where was once a shadow, now we see black stripes and spots. Dark corners, shadows look very black. I don't know how to write it exactly in English. A lot of these unsightly spots we get, if we  set in  settings render UseSRGBTextures=True
For instance, http://rghost.ru/6mbxTgNxw
                     http://rghost.ru/8mPsxCFdM

3.I think this option cannot be turned off UseTrilinear=True

4. Stopped working the button f11 on the keyboard. By default, clicking on this button, regulated brightness.. The game instead became darker.And now we don't see anything on the screen.

5. Wrong button works f9 on the keyboard. By default, this button allows you to take screenshots of the game. But after clicking on this button the game become very dark.

Would like to see in a future version the player does not need to be added lines to  unrealtournament.ini. If the player chooses this render  in the settings, it automatically registers your settings to unrealtournament.ini. Old renders do it.

Thank you very much!!!! you re the best!
Last edited by Sergey on Sat Jan 30, 2016 5:45 pm, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

As for
1) - it seems that some of these things become more visible in XOpenGL, but this means it was already there before. No specific idea about this yet
2) For some things I am not sure if its just because we got used to how the other renderers did, but I am not happy with everything yet either.
3) UseTrilinear can't be set to off if using Anisotropic, this depends on each other
4,5 ) strange, the renderer doesn't have any impact on keyboard settings and I was testing especially brightness quite a lot.

The ini settings are just precaution. It works also without using defaults, no worries. But better safe than sorry.

Overall I am pretty satisfied for a first release, but be sure many will versions follow and I will attempt to fix/improve the things I am being reported. So keep on reporting! :)
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

1) - it seems that some of these things become more visible in XOpenGL, but this means it was already there before. No specific idea about this yet
It occurs because of AA. D3D9Drv and OpenglDrv have an option NoAATiles which corrects it.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by []KAOS[]Casey »

Kinda wondering what no AA tiles did... hmm
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

Well, I spent more testing and found the following problems:

1) Duplicates option:
[img][/img]

2) The cursor in the main menu moves jerkily, if open one or more windows.

3) Malfunction mirrors:
[img][/img]

4) Fog does not work with meshes if LightMode=LM_Bright.

5) Bleeding in skyboxes:
Image

6) Problem with masked textures on meshes:
[img][/img]

I also noticed that the detail texture began to look quite differently. This is as it should be?
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

Kinda wondering what no AA tiles did... hmm
it just toggles between
glEnable(GL_MULTISAMPLE_ARB);
glDisable(GL_MULTISAMPLE_ARB);

not really a  graceful "fix".


Looks like there is some way to go yet :P
Thanks for the reports!
Last edited by Smirftsch on Sun Jan 31, 2016 8:03 am, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

7) Lighting of meshes is disabled if the player is in a fog zone.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

I was able already to address some of these things, like Duplicate DetailTextures entry, the mirror problem and it seems the bleeding in the skybox as well.

Also added NoAATiles, fixed some rendering issue with PF_TwoSided causing weird color distortions.

However, it would be really great if you guys can tell me what and where you tested the things you reported (the map name and if no default, maybe the map provided for download) so I have an easy way to compare with your reports.
Last edited by Smirftsch on Sun Jan 31, 2016 4:50 pm, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

However, it would be really great if you guys can tell me what and where you tested the things you reported (the map name and if no default, maybe the map provided for download) so I have an easy way to compare with your reports.
Problems with fog are found on DM-Fetid.

Also, it is necessary to add FrameRateLimit. If fps isn't limited, the game jerks occur in some areas.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Oh my Chizra/Vandora :D Didn't see this coming!

We want Vulkan renderer too for Unreal. Might for the mightest.
Last edited by lowenz on Sun Jan 31, 2016 11:02 pm, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by []KAOS[]Casey »

Does Vulkan even have an official release spec yet?
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »


Also, it is necessary to add FrameRateLimit. If fps isn't limited,  the game jerks occur in some areas.
That's what RefreshRate is for, can be combined with VSync Adaptive https://www.opengl.org/wiki/Swap_Interv ... tive_Vsync or VSync On.
Oh my Chizra/Vandora :D Didn't see this coming!

We want Vulkan renderer too for Unreal. Might for the mightest.
Doesn't seem to be entirely public yet, as Casey said already, and many docs still missing, lack of examples, etc etc. - maybe some day. :) - also I very much expect the same trouble with it like this XOpenGL and D3D10 for example, they way UT provides the data for the renderer is not really the best for modern renderers although I think I reached pretty satisfying performance, even compared with the UTGLRs. and I only can change that to some degree in Unreal 227, but not in UT.
Last edited by Smirftsch on Mon Feb 01, 2016 7:20 am, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by sn260591 »

That's what RefreshRate is for, can be combined with VSync Adaptive https://www.opengl.org/wiki/Swap_Interv ... tive_Vsync or VSync On.
I tried - it does not remove jerks. Only setup of a limit of fps through RivaTuner helps.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

Interestingly I made the experience while benchmarking I had the best smooth results with VSync Off, but during play VSync Adaptive made a real good job.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

There's some kind of Z-buffer / mesh drawing problem (NV and AMD)

NV
[url=http://postimg.org/image/8bpml49sx/][img]http://s24.postimg.org/8bpml49sx/Unreal_Tournament_2016_02_01_10_45_31_285.jpg[/img][/url]

AMD
[url=http://postimg.org/image/4e2cvpmzl/][img]http://s24.postimg.org/4e2cvpmzl/Unreal_Tournament_2016_02_01_10_53_08_309.jpg[/img][/url]
Last edited by lowenz on Mon Feb 01, 2016 9:55 am, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

3) Malfunction mirrors:
[img][/img]

6) Problem with masked textures on meshes:
[img][/img]
Yes.

And in player customization screen too.

[url=http://postimg.org/image/wz2hfu3od/][img]http://s30.postimg.org/wz2hfu3od/Unreal_Tournament_2016_02_01_10_56_50_037.jpg[/img][/url]
Last edited by lowenz on Mon Feb 01, 2016 9:59 am, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Found the Culprit for Z-buffer issues: Afterburner+RTSS.

Please Fix!
Last edited by lowenz on Mon Feb 01, 2016 10:39 am, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by Smirftsch »

Found the Culprit for Z-buffer issues: Afterburner+RTSS.

Please Fix!
Uhm sorry...what are you talking about? This doesn't make any sense to me right now...
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Found the Culprit for Z-buffer issues: Afterburner+RTSS.

Please Fix!
Uhm sorry...what are you talking about? This doesn't make any sense to me right now...
RTSS 6.4.1 ( http://www.guru3d.com/files-details/rtss-rivatuner-statistics-server-download.html ) interferes with the rendering.

Disabling it -> no more errors, but you can't monitor the rendering (CPU load, GPU load, frametime, FPS, OGL/D3D version, etc. )

Here the corruption: http://postimg.org/image/8bpml49sx/
Last edited by lowenz on Mon Feb 01, 2016 10:55 am, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by []KAOS[]Casey »

Not exactly sure how a 3rd party rendering hook is really relevant to the renderer being at fault.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

Not exactly sure how a 3rd party rendering hook is really relevant to the renderer being at fault.
Not the hooking process, the OSD drawing.
Last edited by lowenz on Mon Feb 01, 2016 5:45 pm, edited 1 time in total.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by []KAOS[]Casey »

The hook is the one causing the problem, the renderer itself has no bearing on the hook/OSD, nor should it be aware of the hook/OSD at all. This is a bug in either rivatuner or afterburner since it's the one causing abnormal behavior. It's pretty unreasonable to tell smirf to fix a 3rd party thing, even if that wasn't your intention it's effectively what is being said.
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by lowenz »

The hook is the one causing the problem, the renderer itself has no bearing on the hook/OSD, nor should it be aware of the hook/OSD at all. This is a bug in either rivatuner or afterburner since it's the one causing abnormal behavior. It's pretty unreasonable to tell smirf to fix a 3rd party thing, even if that wasn't your intention it's effectively what is being said.
The problem is that Afterburner+RTSS is installed in a large base of (power) users.
Maybe it's a good thing to add some infos about this issue in the readme of the future release :p
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Re: XOpenGL OpenGL3 / OpenGL4 renderer for UnrealTournament

Post by []KAOS[]Casey »

(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.
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