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Best renderer - DirectX 7/9/10/11 or OpenGL?

Posted: Thu Apr 30, 2015 10:27 pm
by MonarchX
I am not sure if it is a matter of preference, but I find that only 2 renderers work without giving me major glitches, regardless of the settings in .ini files. They are DirectX 9 and DirectX 11. Kentie's DirectX 11 seems to work best even though it is a simple port from DirectX 10. With DirectX 10 and OpenGL I would get these missing floor textures and black rips in objects in the Intro scene, but not with DirectX 11. It also seems to provide the best image quality, great transition between textures that hows no banding, like the one seen with DirectX 9. The sky also looks smoother, without the usual banding seen with other renderers.

You get can get Kentie's DirectX 11 port for UT and Deus Ex http://www.kentie.net/article/d3d11drv/index.htm . Here are my settings:
AlphaToCoverage=True
Anisotropy=16
Antialiasing=4
Coronas=True
DescFlags=0
Description=D3D11
HighDetailActors=True
LODBias=0
ParallaxOcclusionMapping=True
Precache=False
ShinySurfaces=True
VolumetricLighting=True
VSync=True

I advice against using Kentie' Launcher. I always have severe problems when using it. The game works normally in Window mode, but super-slow in FullScreen mode when I use Kentie's DeusEx.exe. Instead, pasting Kentie's Launcher's files - Detoured.dll, otpUIfix.dll, and otpUIfix.u WITHOUT DeusEx.exe and then using DXLoader, which never caused any issues for me.

What is your preference on renderers? What do you think of DirectX 11? Are there any comparison screenshots between OpenGL, DirectX 9/10/11? Are there some specific settings that can cause black tears in textures and objects when OpenGL renderer is used? Most people seem to prefer OpenGL, probably because it is closer to GLide than DirectX.

Re: Best renderer - DirectX 7/9/10/11 or OpenGL?

Posted: Fri May 01, 2015 4:25 pm
by bjorn98009_91
I recommend using Hanfling's launcher instead, http://coding.hanfling.de/launch/

Re: Best renderer - DirectX 7/9/10/11 or OpenGL?

Posted: Wed May 06, 2015 6:25 am
by kdawg88
What are the benefits of hanfling's launcher?

Re: Best renderer - DirectX 7/9/10/11 or OpenGL?

Posted: Mon May 11, 2015 10:25 pm
by Hanfling
Tbh i'm i have no clue about the features or quality of DXLoader.

My launcher is in look and feel just the old one well despite some changes (mainly focused on mod development/including it when releasing mods):
- Check whether to use the high res rdstc counter (will work on any machine nowadays), if not falls back to timeGetTime().
- No aggressive clamping, just clamps that the game does not get over 200 fps, but seems to run fine up to that point.
- Audio subsystem selection dialogue if multiple a present (in anticipation of an ALAudio release with lipsynch)
- resolution selection dialogue.
- Nice ini handling, so you can just copy it over/rename it if you start a mod and if called Sample.exe it will use Sample.ini / SampleModUser.ini, and if avail SampleDefault.ini / SampleDefUser.ini, also logo and smalllogo splash screen based on name (well, actually using Sample.ini and SampleLogo.bmp was already in, but i kinda expanded this idea).
- Support for 24 bit splash screens.
- includes an ucc replacement (lcc), were you can specifiy the ini set it uses (e.g. you would set it to Sample in this case), supports autoloading of UFactories/UExporters based on entries on int file (nice way to get them in). Slightly increases priority in editor commandlet mode, and thus it cut down about 10-20s compile time on hx for me. it also displays build time. Also it supports optional prefixes for commandlets. E.g. i set Revision as commandlet prefix, so i can have clean classnames like RevisionListObjectsCommandlet, but it gets loaded by lcc libstobjects. Commandlet aliases, e.g. i use lobj as alias for the revisionlibstobject commandlet.
- -timestamplog option, to timestamp logs, which is kinda handy because they dont get overwritten.
- disables DEP if policy is OptOut.
- -debugmalloc switch, to use the debug memmory allocator (fun fact: vanilla D3DDrv crashes with it)
- some message peeking during startup thrown in, to easy a bit that problem of windows regards the window as not responding and fucks up your rendering context
- ugly <yourexe>story.txt display if really wanted.
- not sure if i build the current release with, but you can add packges to the GObjPackageRemap table with it, but that feature seems rather complicated and broken, and i need to figure out how to actually get that funny working.
- -editor switch, which opens a rather useless editor viewport, BUT the really cool thing is that you can either run commands in the editor context with it, AND even cooler combined with the -exec= start options you can run scripts in editor context (import textures, save to package, export/import/rebuild maps, whatever, editor works mostly over commands anyway.. there is some list on beyondunreals wiki what commands you can use in the editor)
- stuff i can't remember right now..

So all in all just some minor fixes + some editing stuff thrown in, but seems to work pretty reliable for revision.

/edit:
- Björn reminded me of larger stack size and largeaddressaware flag set.

/edit2:
- mods can customize strings in startup wizzard (including webpage url)
- mods have some better control about which renderdevices are displayed for selection on first page

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