Direct3D vs. revised OpenGL renderer - by ralentor
ralentor on 13/1/2006 at 23:35
Quote Posted by Dr. Dumb_lunatic
Still, I'm still going for the openGL, it's just....lush.
Could you post your settings in the [OpenGLDrv.OpenGLRenderDevice] section of your deusex.ini file?
ZylonBane on 14/1/2006 at 04:11
I demand comparison screenshots of D3D and OGL rendering to demonstrate this supposed superiority.
Dr. Dumb_lunatic on 15/1/2006 at 01:46
le settings:
[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=85
DetailTextures=True
UseTrilinear=True
UseS3TC=True
UseTNT=False
LODBias=-1.500000
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=False
Translucency=1
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
MaxAnisotropy=16
AlwaysMipmap=True
UsePrecache=False
SupportsLazyTextures=0
UseBGRATextures=False
UseAA=True
NumAASamples=4
FrameRateLimit=150
AAFilterHint=0
UseTexIdPool=True
DynamicTexIdRecycleLevel=100
UseTexPool=True
TexDXT1ToDXT3=False
SinglePassDetail=False
UseDetailAlpha=False
ColorizeDetailTextures=False
UseCVA=False
UseVertexProgram=False
MaskedTextureHack=True
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
RequestHighResolutionZ=True
SwapInterval=-1
UseMultiDrawArrays=False
UseSSE=True
BufferClippedActorTris=False
DetailClipping=False
MaxTMUnits=0
NoFiltering=False
UseFilterSGIS=False
Use4444Textures=False
AutoGenerateMipmaps=False
ShareLists=False
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=True
GammaCorrectScreenshots=False
GammaOffset=0.000000
DescFlags=0
Description=
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
CacheStaticMaps=False
Use16BitTextures=False
ZRangeHack=False
SceneNodeHack=False
BufferTileQuads=False
SinglePassFog=False
DetailMax=0
NoMaskedS3TC=False
UseVSync=True
And for comparison shots, wander over to offtopicproductions..specifically this thread:
(
http://offtopicproductions.com/forum/viewtopic.php?t=205&start=15)
ralentor on 17/1/2006 at 22:51
There's no mystery as to why the Direct3D shots have jaggies while the OpenGL shots don't. The OpenGL settings above are enabling 4x anti-aliasing (UseAA=True and NumAASamples=4), while AA with Direct3D cannot be enabled in the deusex.ini file and must be turned on in the driver settings. These D3D shots appear to have been taken with no AA at all.
ralentor on 20/1/2006 at 22:51
Other than the AA level, I see no differences in the visual quality of those screenshots aside from the D3D shots being slightly brighter, which I prefer. And since there are two known bugs with OpenGL as previously mentioned, I think I'll stick with Direct3D unless someone can convince me otherwise.
ralentor on 24/1/2006 at 00:13
Isn't someone going to defend OpenGL? It sure is quiet in here.
Dr. Dumb_lunatic on 24/1/2006 at 10:53
Well I clearly have no idea of the technicalities, so not me.
Erm, one thing I do notice (all AA stuff aside, presumably..or maybe not..) is that D3D gives me sort of..hrm..how to describe it..very subtle horizontal lines across the screen, like the scanline detail texture was being applied to all geometry (I can't remember if it was EVERYTHING, or just level geometry.it's been a while since I used D3D). Normal detail textures were also there, but there was just a sort of line-iness to the whole thing.
OpenGL comes out much "cleaner". With nice smooth surfaces with normal detail texturing and no lines.
Any ideas?
ralentor on 24/1/2006 at 16:41
I haven't noticed any subtle horizontal lines with Direct3D on my GeForce 4600, and I'm pretty sure I would've noticed them if there were any, but I'll check again next time I play. Maybe the lines are there with D3D on a Radeon but absent on a GeForce.
ZylonBane on 24/1/2006 at 18:10
The only consistent glitches I've noticed in D3D is some pixel-wide trash around the edges of the screen. I always chalked it up to an AA artifact.
I don't suppose OpenGL fixes the disappearing walls in the MJ12 base in Hong Kong?
moop on 24/1/2006 at 21:18
Quote Posted by ralentor
Isn't someone going to defend OpenGL? It sure is quiet in here.
I find OpenGL gives framerates about 20-50% higher than D3D, looks cleaner, and makes me feel like I'm not a slave to the Redmond Ogre. :cheeky:
Not using D3D rendering, or more specifically,
advocating games which use OpenGL, will push more game developers to build games which can be run on multiple platforms, which is precisely what Micro$oft doesn't want, because all of the solutions in Linux for running DirectX have turned out either substandard, or limited to more dependence on proprietary code. By supporting OpenGL, you support your own right to not be restricted by monopolistic practices. [/pseduopolitics]