Best Linux ogl renderer ?

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Deathrow

known as LifeRow
Sep 24, 2003
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So far I have best results with one from 4.51 unofficial patch. It's a lot better from official one in 4.36 patch. Fixed one from Epic also gives pretty crappy results compared to this one.

Does any other renderer for Linux exist ?

I asked a lot of ppl if Chrises renderer has Linux port but so far no one could give me a valid answer.

So if you know of any... post here folks don't be shy ;)


I'm happy with current ogl but Chrises one gives me 10 more fps in RoadToKandahar in Windoze. On other maps the difference is usualy not so noticable . And it's nice to play in Linux cause you never need to reboot.

2.9 kicks ass btw.
 

FieldMedic

Less good UT Player ever
Aug 30, 2001
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Chris OpenGL should not be compatible with Linux, as he introduced some Window specific code in it.
But, as he stated in his site , he is actually working on a new dll , and i noticed this line in his new update
- Fixed a few areas that may make Linux builds easier. I don't know if it compiles cleanly or not however.

and as with each new version of his OpenGL dll he offers the source code too , someone should be able to compile it for linux support , if the new version can compile cleanly , as he stated.
 

Deathrow

known as LifeRow
Sep 24, 2003
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Thanks for reply FieldMedic. That means that maybe some Linux geek already tried and maybe even suceeded in compiling it. Wish it would be true :)
 

Goid

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randomas said:
All I know is that I changed from SDLrenderer to OGLrenderer and got a huge immage quality boost.

How do you do that?

I get no choice in the game, and modifying my Infiltration.ini with vi doesn't seem to have any
effect.

I installed the GL driver from 4.51, and I really cannot tell much difference, and I
thought that the SDL renderer used GL.

Need more study on this one...
 

Deathrow

known as LifeRow
Sep 24, 2003
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I'll attach my inf ini if it is of any help to you.
Rename *.txt to *.ini (had to reneme the file in order to attach valid type)

Copy it into your game/System directory and in ../$home/.loki/ut/System and you should have open Gl running.
Don't forget to change name and stuff or you'll be just another clone of me :)


Sdl is a bit slower and more ugly than opengl as far as I noticed.

Good luck !
 

Attachments

  • Infiltration.txt
    41.1 KB · Views: 76

Deathrow

known as LifeRow
Sep 24, 2003
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I wrote an email to Chris today and asked if it's possible (and if it is HOW) to compile ogl renderer for Linux systems from source code.
I hope I'll get a reply.

If this is possible and IF I manage to compile it, I'll attach it in this thread...
 

Goid

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Deathrow said:
I'll attach my inf ini if it is of any help to you.
Rename *.txt to *.ini (had to reneme the file in order to attach valid type)

Copy it into your game/System directory and in ../$home/.loki/ut/System and you should have open Gl running.
Don't forget to change name and stuff or you'll be just another clone of me :)


Sdl is a bit slower and more ugly than opengl as far as I noticed.

Good luck !

I already had everything I could see in your configuration that mattered.

Maybe I'm running it... I can't tell any difference. However, I'm changing a few settings on GL quality, etc that you have, and I'll see if that makes it better.

Something interesting is that in INF's menus, my video driver is listed like this:
<int?>OpenGL.OpenGLRender... (it is cut off). What does yours say?

Thanks for the info.

Addendum:

After increasing some detail and "looks good" settings, things are now looking better. Also, I can play in 1024x768 mode.

I still find it interesting, because SDL's GL library is supposed to just be a layer on top of your system OpenGL drivers, and it appears that the OpenGLRenderer is the same. I would not have thought enough was being done in that shared library to greatly effect speed.

I don't seem to see many hit effects, but I can't remember if they were very evident in the past either.
 
Last edited:

Deathrow

known as LifeRow
Sep 24, 2003
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Goid said:
Maybe I'm running it... I can't tell any difference. However, I'm changing a few settings on GL quality, etc that you have, and I'll see if that makes it better.

You can turn trilinear on as it doesn't affect fps and looks a little nicer. I already tried loads of combinations. I just managed to get better image quality but not to gain any fps.

Goid said:
Something interesting is that in INF's menus, my video driver is listed like this:
<int?>OpenGL.OpenGLRender... (it is cut off). What does yours say?

Mine says "OpenGL Support". But I don't think this really matters in case of performance.

Goid said:
I still find it interesting, because SDL's GL library is supposed to just be a layer on top of your system OpenGL drivers, and it appears that the OpenGLRenderer is the same. I would not have thought enough was being done in that shared library to greatly effect speed.

You're right about the way SDL's GL is working. Although I found those little libraries do make a big difference.
Also in windows I got a huge 150 % boost when using Chrises OGL over old UT's library.
Maybe it's just Epics poor written OGL libraries in Unreal tournament.
I remember I played inf with my old 16MB Voodoo 3 (glide) and it ran better than with latest Chrises OGL on Nvidias 128 MB FX 5200 Ultra (much much more raw power than oldie voodoo 3).

I get very high framerates in Quake 3 in Linux but nothing special in UT.

I'll attach Epics fixed original library. Lately I found out that it handles smoke better than one from 4.51 patch on my computer. Try out, can't hurt :)

Goid said:
I don't seem to see many hit effects, but I can't remember if they were very evident in the past either.

If you're refering to effects when someone hits you and screen flashes, you can turn screen flashes on in ini.
If you mean effects of bullets hitting stuff.. then you should see some smoke and particles flying around when bullet hits the surface... and buletholles of course. Set min. framerate to 0 to see all the effects all the time.

Goid said:
Thanks for the info.

No problem.
 

Attachments

  • OpenGLDrv.so.zip
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Deathrow

known as LifeRow
Sep 24, 2003
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Already sent two emails to Chris... one of them a month ago. Guess he is really busy on job or just doesn't like getting emails from me.

If someone can get some info from him about compiling his famous library for Linux... post it here.

I'd poke around myself but this is too much for me because :

A. I don't know much about C++ programing
B. I didn't find any info on compiling 4.32 sources and separate libraries (OGL, sound, core, etc.)
C. Noone really knows if it's really possible since Chris has modified source code extensively...
D. Looks like the author doesn't give a damn about it (at least he should remove the following section from his website ----> "Feel free to email me if you want to build it on Linux.")

Would be great if Daniel Vogel (Chris just altered his source code) would write a new version of OGL for Linux UT.

But I guess I'll have to ask Santa for that.
 

Deathrow

known as LifeRow
Sep 24, 2003
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Got an email from Chris today (point D from my above post not correct answer,point C cleared, point B partially cleared).

He wrote:

"If you can compile it yourself (or find someone else who did already), it shouldn't require too many modifications to build on Linux. *I never build
or test it there, but I did try to avoid breaking too many things on the
Linux side. *It should mostly be a matter for fixing up a few names that are
out of sync and perhaps removing or fixing any code that might cause
compiler trouble, such as the SSE code.

The version 2.5 source has a number of changes (name fixes and new #ifdefs)
that should make Linux builds easier, but again, it's not tested on that
side at all by me.

If you do try to build it, make sure to merge the changes in the UnFile.h I
included in the updated source. *The C++ string buffer classes I used for
debug output won't work with the global malloc/new replacement in UT because
it doesn't properly handle malloc/new of zero bytes.


He also sent useful links for building source code :

CVS for the old OpenUT project is still around at
http://cvs.sourceforge.net/viewcvs.py/openut/OpenUT/. *There should be some
makefiles and other information here. *The link to the 432 headers on Epic's
site has been broken for a while, but they can also be found at
http://www.3dgamers.com/games/unrealtourn/. *Or, just getting all the files
from OpenUT CVS should work too.
------------------------------------------------------------------------------------------------

So, renderer can be bult without too much trouble as author himself stated.

I hope anybody else is interested in gaining this "jewel" for Linux UT.

I already met quite some ppl online playing from Linux. If we all get together and merge knowledge we can do this.

Personally I'd like to have 10 to 15 additional fps in FPS killing maps like Road to Kandakhar.
Wouldn't you ?
 

Deathrow

known as LifeRow
Sep 24, 2003
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randomas said:
Ok should have more time during the Xmass holidays to have a look at this.

Great to see someone else interested !

At this point I have trouble building original sources.... all sorts of errors and crap. Poked around makefile makefile-headers etc... still haven't achieved anything useful.... If i type : make opengldrv it says that everything is already fine wihtout compiling anything.

I'll also keep trying during xmas period.
It would be great if we succeed.
Good luck !
 

Deathrow

known as LifeRow
Sep 24, 2003
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Did anyone else check this ?

Did anyone manage to compile original sources ?

Does anyone know any links about compiling UT source on Linux ?

I finally found ini settings (without all unnecesarry garbage) that work fast and quality is good. I can set lodbias to -1.5 and it works same as on 0.
I don't miss Chrises library on Linux that much anymore as current one is performing surprisingly well.

It would be nice to have it but seems like no Linux coder/developer/experimentator/geek is playing Infiltration and/or reads this forum...
 

zeep

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Feb 16, 2001
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Deathrow said:
..It would be nice to have it but seems like no Linux coder/developer/experimentator/geek is playing Infiltration and/or reads this forum...
if were you i'd ask around in development forums around here in BU and perhaps some newsgroups with links to the ogl source and some further info etc.

see if you can make people interested in 'possible good ogl renderer for linux!' in other forums.
TacOps still has a big community, should be linux players in there who may be interested.

for 10 fps, i'd probably do as much as that too :)

anyway, good luck.
 

Harper [Jgkdo]

New Member
Feb 8, 2004
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I just wanted to say I am interested in a good linux open gl renderer too.

The problem is I get massive errors about the assembler statements in OpenUT/Core/Inc/UnGnuG.h when trying to compile OpenUT. That's why I wasn't able to create anything out of that source.

@Deathrow: Were you able to compile the OpenUT source and how did you do it (one of my assumptions is that I may have a too recent version of gcc)? And for the case that it is not possible to compile the source, maybe you could post your ini settings ;)
 

Deathrow

known as LifeRow
Sep 24, 2003
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Sorry to dissapoint you, but I didn't manage to get original source to compile. I laso tried to find some help on other forums but no luck.

As far as I know there shouldn't be need to compile whole source. Basicaly you could put 'make openGLDrv' in sourcetree and the renderer would start to compile... according to source. However.. it doesn't.
I guess gcc version is not a problem.
It's hard to find any useful links on this topic :( Don't know... maybe people are not interested in it... or Epic source sux big time (I found a lot of ppl claim it as a shame for Epic).


My OGL part of ini:

[OpenGLDrv.OpenGLRenderDevice]
#RefreshRate=100
OneXBlending=False
DetailTextures=1
UseTrilinear=1
UseS3TC=0
UseTNT=0
LODBias=-1.5
UseMultiTexture=1
UsePalette=1
UseAlphaPalette=1
Translucency=1
VolumetricLighting=1
ShinySurfaces=1
Coronas=0
HighDetailActors=1
MaxAnisotropy=0
AlwaysMipmap=0
UsePrecache=0
SupportsLazyTextures=0
UseSSE=0
 

unixman

[pthread] The Clan of One
Apr 8, 2001
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The cvs repository on openut.sourceforge.net is outdated. The primary development repository was on cvs.lokigames.com. Whatever happened to it, I have no idea. Somebody must have made a mirror somewhere.

The problem is that the OpenGLDrv that you can get from sourceforge doesn't even have a makefile at all. It wasn't modified at that time to compile on linux.

If anyone can tell me where to find the loki cvs repository, I would be more than happy to backport Chris' renderer.