OpenGL Renderer
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- Solid_Choke
- UNATCO
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OpenGL Renderer
Chris Dohnal has released a new version of the his OpenGL Unreal renderer and most of the early bugs have been fixed. This new version is extremely stable on my computer and the visuals are MUCH better then the DirectX option. It might even surpass the visuals seen from running the game in Glide. I think it would be wise to start thinking about including his renderer as part of the HDTP package and doing all the testing with it in mind as well. Normally I wouldn't like any other outside projects to be included in a texture pack but this renderer could have a direct effect on how good the new models and textures look in game.
In closing I am appealing to the HDTP team to include this enhanced OpenGL renderer in the installer for your mod to further revamp the ingame graphics of Deus Ex to a point that textures and models just couldn't do on their own.
Latest Build:http://cwdohnal.home.mindspring.com/utglr/
[EDIT] I changed the link to the newer version that's available - Master_Kale
In closing I am appealing to the HDTP team to include this enhanced OpenGL renderer in the installer for your mod to further revamp the ingame graphics of Deus Ex to a point that textures and models just couldn't do on their own.
Latest Build:http://cwdohnal.home.mindspring.com/utglr/
[EDIT] I changed the link to the newer version that's available - Master_Kale
- Master_Kale
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I hear you, Solid. As an avid Deus Ex player, I've used that man's OpenGL renderer since v 13, and the difference between it and the DirectX render is light and day. The visuals using the new render were phenomenal, and the game looked like it came out years later than it did.
I'm going to be heading the beta-testing team when it comes time to implement the new models and textures, so Solid, when the time comes, remind me and I'll work the new OpenGL render into the beta.
Thanks for supporting us, and stay tuned; HDTP is a force to be reckoned with!
I'm going to be heading the beta-testing team when it comes time to implement the new models and textures, so Solid, when the time comes, remind me and I'll work the new OpenGL render into the beta.
Thanks for supporting us, and stay tuned; HDTP is a force to be reckoned with!
*Quakes in fear*
Hey, sign me up for some beta-testing.
Hey, sign me up for some beta-testing.
Jonas Wæver
Chief Poking Manager of TNM
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Chief Poking Manager of TNM
I've made some videogames:
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- Master_Kale
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- metche_steele
- Illuminati
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Im certainly going to try out the renderer as i want to see first hand how good it is. If it turns out to be amazing ...im thinking ...maybe we should talk to the guy who made it ...and as the gentlemen who started this thread said, include the renderer with the package.
Before we do anything like that tho' this is going to require extensive testing!
Many thanks for brining this point up Solid_Choke
Metche.
Before we do anything like that tho' this is going to require extensive testing!
Many thanks for brining this point up Solid_Choke
Metche.
I've downloaded it now, but how do I use it? I've just overwritten the old dll file in the System folder, but I have to switch the game over to OpenGL, right? I think it uses DirectX now... at least I see no difference.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- Master_Kale
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You also have to edit the DeusEx.ini file with settings on the site. Here's the settings I got off his site when I first started using the new renderer:
THEN, open Dues Ex in Safe Mode, and choose the OpenGL renderer.
That should work, enjoy!
EDIT: Removed FrameRateLimit=150 because it was causing problems
Just open the DeusEx.ini file, and REPLACE everything below [OpenGLDrv.OpenGLRenderDevice] with the values above.[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=<your default refresh rate here>
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
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=2
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
THEN, open Dues Ex in Safe Mode, and choose the OpenGL renderer.
That should work, enjoy!
EDIT: Removed FrameRateLimit=150 because it was causing problems
Last edited by Master_Kale on Tue Jun 10, 2008 6:41 pm, edited 2 times in total.
okay, I've done that, but I see no difference
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
I have, yeah. Don't know about performance, I don't get lag with DX in the first place.
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
- Master_Kale
- HDTP Member
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Well, when I played around with the new renderer, I noticed a HUGE difference. There were no jaggies for me, and all the textures and lighting looked perfect! It was definetly an eye-opener, and it made me glad that I found it; DX just didn't cut it, especially for an engine designed to run in OpenGL...
(In case you didn't know, the Unreal Engine is optimized for OpenGL, not DirectX; try running the original UT in OpenGL and see if you notice a difference )
(In case you didn't know, the Unreal Engine is optimized for OpenGL, not DirectX; try running the original UT in OpenGL and see if you notice a difference )
- metche_steele
- Illuminati
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- Joined: Thu Dec 09, 2004 4:45 pm
ok, theoretically, say we included the renderer in the installation package. Could we install it and auto update the players .ini settings? ...tho they would have to switch to openGL to see the effects. If the user has all this installed and switches to directX will they still be able to play it that way also?
Well, if anti-aliasing is the only difference, no wonder I didn't notice, I already had my video driver set to force anti-aliasing on all available programs. What I REALLY wanted was Truform support. I have yet to actually USE my GPU's Truform feature on any game
Jonas Wæver
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine
Chief Poking Manager of TNM
I've made some videogames:
Expeditions: Rome
Expeditions: Viking
Expeditions: Conquistador
Clandestine