Latest OpenGL Timedemo (kinda long)

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AmigaOne|BuF

Masterful
Sep 14, 2000
380
0
0
53
Lansing, Michigan
Timedemo of latest Loki OpenGL.dll

Okay I've gone down to the labs and had an up close and personal discussion with my PC. Bearing in mind that my PC is a P3 450 with 320MB of RAM built on an ASUS P2B-F motherboard using the Hercules Guillemot 64MB GeForce 2 GTS card this is what I found running the Cityintro

In OpenGL with Volumetric Lighting turned ON and 32-bit color and textures:

640X480 2965 frames in 87.17 sec. Min. 18.16 Max. 60.46
Avg. 34.01
800X600 2908 frames in 87.39 sec. Min. 17.73 Max. 60.15
Avg. 33.27
1024X768 2650 frames in 82.33 sec. Min. 17.89 Max. 60.01
Avg. 32.18
1920X1200 2100 frames in 82.64 sec. Min. 15.78 Max. 59.07
Avg. 25.40

In OpenGL with Volumetric Lighting turned OFF and 32-bit color and textures:

640X480 3288 frames in 82.56 sec. Min. 23.53 Max. 60.28
Avg. 39.82
800X600 3235 frames in 83.21 sec. Min. 22.55 Max. 60.57
Avg. 38.87
1024X768 3111 frames in 82.87 sec. Min. 21.16 Max. 60.18
Avg. 37.54
1920X1200 2423 frames in 82.93 sec. Min. 18.95 Max. 56.44
Avg. 29.21
____________________________________________________________

In D3D with Volumetric Lighting turned ON and 32-bit color:

640X480 2725 frames in 82.96 sec. Min. 9.10 Max. 60.41
Avg. 32.84
800X600 2691 frames in 82.94 sec. Min. 8.92 Max. 60.78
Avg. 32.44
1024X768 2639 frames in 82.88 sec. Min. 8.92 Max. 60.74
Avg. 31.83
1920X1200 2085 frames in 83.52 sec. Min. 7.46 Max. 56.21
Avg. 24.96

In D3D with Volumetric Lighting turned OFF and 32-bit color:

640X480 3114 frames in 82.97 sec. Min. 18.72 Max. 61.65
Avg. 37.53
800X600 3065 frames in 82.69 sec. Min. 18.99 Max. 63.36
Avg. 37.06
1024X768 3040 frames in 83.57 sec. Min. 19.27 Max. 60.44
Avg. 36.37
1920X1200 2577 frames in 83.96 sec. Min. 17.85 Max. 52.42
Avg. 30.69

Here is a snippet of my Unreal Config for those who wonder:


[D3DDrv.D3DRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
UseMipmapping=True
UseTrilinear=False
UseMultitexture=True
UsePageFlipping=True
UsePalettes=True
UseFullscreen=True
UseGammaCorrection=True
DetailTextures=True
Use3dfx=False
UseTripleBuffering=True
UsePrecache=True
Use32BitTextures=True
DescFlags=1
dwDeviceId=336
dwVendorId=4318
UseAGPTextures=False
UseVideoMemoryVB=False
UseVSync=False
Description=NVIDIA GeForce2 GTS
Use32BitZBuffer=True
UseVertexFog=True

[OpenGLDrv.OpenGLRenderDevice]
UseGammaExtension=0
UseModulatedGamma=0
UseS3TC=1
MinDepthBits=16
MaxLogUOverV=8
MaxLogVOverU=8
UseMultiTexture=1
UsePalette=1
UseAlphaPalette=0
ShareLists=0
AlwaysMipmap=1
DoPrecache=1
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=False
UseTrilinear=False

One thing I did notice is that when running OpenGL the color-cycling on the Liandri building doesn't work. It is just solid white lines. Can anyone else confirm this?

Hope this is what some were looking for! Sorry it's so long.
 

AmigaOne|BuF

Masterful
Sep 14, 2000
380
0
0
53
Lansing, Michigan
DOH!

I'm feeling as an ass might at a butt-kicking contest. I did have that turned on before I updated UT and ran that demo. Hmm.. I wonder how much it would change those figures. Well maybe I'll redo it.
 

darklite

New Member
Apr 3, 2000
1,143
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42
One thing I did notice is that when running OpenGL the color-cycling on the Liandri building doesn't work. It is just solid white lines. Can anyone else confirm this?

I think that's an effect of S3TC. I have two installations of UT at the moment, one 428 and one 432.. both running Loki's latest driver. 432 has the S3TC textures installed an enabled.. whereas 428 does not have them installed at all. 428 doesn't seem to have this problem but I noticed it in 432.

I also ran some benchmarks using Loki's latest OpenGL driver and both Epic's D3D and OpenGL drivers for 432. all of these timedemos are using the cityintro as a benchmark, ran twice through for each time.

my specs:
AMD Athlon 500
128mb PC100 ram
20gb 7200rpm harddrive
3D Prophet DDR-DVI (geforce ddr w/32mb ram)

first, here are some benchmarks I did using Pang's hack for 402.

800x600x32
30.38 104.27 54.34
30.99 103.23 55.15
1024x768x32
30.25 105.00 52.34
30.24 105.03 52.83

and D3D for 428:
800x600x32
21.49 95.96 53.19
31.78 94.71 53.19
1024x768x32
28.08 85.28 51.76
28.04 94.80 51.81


428 LOKIOGL 1024x768x32 (coronas on)
ScriptLog: 4571 frames rendered in 86.09 seconds. Min 28.61 Max 96.79 Avg 53.09 fps.
ScriptLog: 4575 frames rendered in 86.14 seconds. Min 29.75 Max 99.77 Avg 53.10 fps.

432 LOKIOGL 1024x768x32
ScriptLog: 4037 frames rendered in 86.60 seconds. Min 24.13 Max 89.78 Avg 46.61 fps.
ScriptLog: 4075 frames rendered in 86.58 seconds. Min 26.66 Max 88.11 Avg 47.06 fps.

realize that I used the exact same driver for both 428 and 432. my guess to what caused the ~7fps drop is the S3TC textures in use in 432.

now here are the benchmarks for Epic's OpenGL and D3D drivers:
432 D3D 1024x768x32
ScriptLog: 3690 frames rendered in 85.85 seconds. Min 19.26 Max 86.93 Avg 42.97 fps.
ScriptLog: 3711 frames rendered in 85.81 seconds. Min 19.40 Max 90.64 Avg 43.24 fps.

432 OGL 1024x768x32
ScriptLog: 4103 frames rendered in 87.57 seconds. Min 25.60 Max 98.15 Avg 46.85 fps.
ScriptLog: 4289 frames rendered in 88.03 seconds. Min 28.31 Max 104.38 Avg 48.72 fps.

believe me when I say that these drivers aren't as smooth as they may appear to be. I doubt the fps ever went much higher than 40 until I got into the Liandri building.. and then I doubt it went much higher than 50-55 until the UT logo popped up. overall D3D actually seemed to go much slower than Loki's OGL driver.. I don't mean it got a lower framerate (which it did), but it actually felt slower..

AO, am I right to assume you have vsync enabled? if it is there's something wrong with your computer because I really doubt your max in 1920x1200 should be 1.5fps lower than 640x480. :)

Ultron, are you telling AO to use that in D3D? I thought by everyone elses experiences in using AGP Textures actually hindered performance?
 

AmigaOne|BuF

Masterful
Sep 14, 2000
380
0
0
53
Lansing, Michigan
Retest with VSync off

Well out of curiosity I ran the cityintro again in 1920X1200 with everything on except VSync and this is what I got:

2135 frames in 83.01 sec. Min. 15.90 Max. 59.15 and an average of 25.71.

You think this isn't right??
 

darklite

New Member
Apr 3, 2000
1,143
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42
you did disable vsync via the driver right?

right click on desktop->properties->settings->Advanced->geforce tab->additional properties->OpenGL

turn Vertical Sync 'off by default'

I was commenting that your 640x480 max should be much higher than 1920x.. though for all I know that could be an accurate reading.. my monitor can only go up to 1024x768x32.

Kaz, what kind of videocard do you have? I've really only heard success stories from owners of GeForce based cards
 

AmigaOne|BuF

Masterful
Sep 14, 2000
380
0
0
53
Lansing, Michigan
1920X1200

Darklite,

Yeah I turned off VSync. I did manage to increase my FPS a bit though. Maybe 3-5 fps or so. I haven't played with my system much lately. However I dove into the bios and changed some timings. I upped the memory speeds a bit by removing the automatic SPD timings and setting them to 143MHz instead. This seemed to give me that performance increase although it isn't much and probably won't be very nice to my system considering I really have 100Mhz DIMMS. Well maybe I have 1 133MHz.. I can't remember. :D

Anywho turning off VSync does up performance a tad but I think what will really smack it up there will simply be getting more horses under the hood. A P3 450 just doesn't cut it. I mean I can play but if I can't have 250 fps when 35 players are hitting each other with redeemers and everything else what's the point? Ya know?
 

Jhawk

GKR23
Oct 8, 2000
13
0
0
www.3dbuzz.com
UT on GeForce

The Loki OpenGL driver has a more stable framerate, especially under Win2k. GeForce cards are quite fast at rendering world geometry. The real slowdown is the playermeshes... In D3D, start a 8-10 player game on Face, tell the bots to take the flag, then go on top of your tower. From there my framerate got as low as 8fps. With openGL it stayed around 15+ fps.

That's with nearly every player in view. At the end of most games my avg. framerate is around 40fps. More in smaller maps.

And yes, I got the white textures on the Liandri building. If you put the regular textures back on it will fix that.

Running UT on:
Creative Labs Annihilator Pro
Loki OpenGL driver
1024x768 32bit
volumetricLighting On