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Up_The_Sky
05-12-2004, 04:40 AM
Which do you use to play IL-2/FB/ACE?

And why?

Up_The_Sky
05-12-2004, 04:40 AM
Which do you use to play IL-2/FB/ACE?

And why?

Cajun76
05-12-2004, 04:54 AM
Framerates are usually not an issue for me. OpenGL looks so much nicer than DirectX.

Edit: I should elaborate that some people report a slight fps increase with DX, but even without perfect settings, the OpenGL render just looks so much better. I have a Radeon 9700 Pro 128Mb, overclocked to 415MHz(VPU) and 730MHz(Memory).


Good hunting,
Cajun76

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What if there were no hypothetical questions?

[This message was edited by Cajun76 on Wed May 12 2004 at 04:56 AM.]

arcadeace
05-12-2004, 05:44 AM
The game is optimized for OGL, but I use DX. The main reason is my 98Pro overclocks higher in DX to 98XT specs. I prefer excellent settings and use Temporal AA and AF. It looks just a good as OGL, no flickering and smooth frame rates, but overall slightly higher FPS.

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Jasko76
05-12-2004, 05:50 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by arcadeace:
The game is optimized for OGL, but I use DX. The main reason is my 98Pro overclocks higher in DX to 98XT specs. I prefer excellent settings and use Temporal AA and AF. It looks just a good as OGL, no flickering and smooth frame rates, but overall slightly higher FPS.

<HR></BLOCKQUOTE>

You use Temporal AA? How can you that, I thought that function was going to be enabled with Cat 4.5 or later. Is it a cool effect?


Regards,

Jasko
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Formerly known as Rajvosa

arcadeace
05-12-2004, 06:27 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Jasko76:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by arcadeace:
The game is optimized for OGL, but I use DX. The main reason is my 98Pro overclocks higher in DX to 98XT specs. I prefer excellent settings and use Temporal AA and AF. It looks just a good as OGL, no flickering and smooth frame rates, but overall slightly higher FPS.

<HR></BLOCKQUOTE>

You use Temporal AA? How can you that, I thought that function was going to be enabled with Cat 4.5 or later. Is it a cool effect?


Regards,

Jasko
<HR></BLOCKQUOTE>

ATI Tray Tool version 1

I think you can find it at Guru 3D

Don't expect significant results, just some clarity in certain scenes.

Tully__
05-12-2004, 06:34 AM
I find the overall performance / look combination of OGL is better on my system, but my recommendation is try a couple of days on each and see which suits your system better.

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Salut
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WOLFMondo
05-12-2004, 06:40 AM
With DX and my 9700 pro FB runs like **** when theres any intense action or AA (the 25 mm stuff) but using OpenGL I get excellent FPS no matter whats going on witrh FSAA and AF both at X4 and perfect mode. Using DX with those settings its just un playable.

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VW-IceFire
05-12-2004, 06:48 AM
I've read that the DirectX implementation is really just a wrapper around the OpenGL system that was used to natively program the game.

So the native support and likely the best support for all visual features is with OpenGL. I did start with DirectX but OpenGL works alot nicer I think.

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HH Quazi
05-12-2004, 06:52 AM
I've tried both with the 9600XT. DX sux with it. FPS are way down. I guess it depends on what your video card can do or handle. Personally, OpenGL for me. S!

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TgD Thunderbolt56
05-12-2004, 07:00 AM
I've tried both. I simply run OpenGL now and don't even fiddle with it unless I do a driver update. I've tweaked so much and things run well now that I don't want to try to fix something that isn't broken.



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swambast
05-12-2004, 07:24 AM
For me, who knoweth not much, it really comes down to this:

DirectX: Maybe slightly slower FPS, but should be prettier (i.e., supports texture blending, Pixel and Vertex Shaders, so this is esp. good if you have high-end ATI/GeForce cards)

OpenGL: Should be faster FPS (FB written on the OGL graphics platform), but may not take advantage of all your graphic card capabilities.

What do I use, personally? I use OpenGL for a bump in speed, but then throw in some light AA and 4x Anisotropic Filtering which slows it down and evens it out. This would, for me, be better than using DirectX and then adding in AA & AF since you should typically see a FPS hit. Just my opinions here, please don't take anything as facts set in stone, since every system will vary.

LeadSpitter_
05-12-2004, 08:20 AM
for me i get more fps with opengl from wide and normal view I get around 50-60, external view around 85fps. Gunsite view over a city it can go down to 25-40.

What I noticed about dirctx I seem to get around 30-40 constant in wide and normal view but in gunsite view they jump up to 40-60. even over staligrad or large cities.

for some reason the greaphics just dont look as good on dirctx mode and I noticed shadows flicker

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Up_The_Sky
05-12-2004, 09:09 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by WOLFMondo:
but using OpenGL I get excellent FPS no matter whats going on witrh FSAA and AF both at X4 and perfect mode.<HR></BLOCKQUOTE>

Whats perfect mode?

clint-ruin
05-12-2004, 09:16 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by swambast:
For me, who knoweth not much, it really comes down to this:

DirectX: Maybe slightly slower FPS, but should be prettier (i.e., supports texture blending, Pixel and Vertex Shaders, so this is esp. good if you have high-end ATI/GeForce cards)

OpenGL: Should be faster FPS (FB written on the OGL graphics platform), but may not take advantage of all your graphic card capabilities.<HR></BLOCKQUOTE>

There's no difference as to what the card can support under either OpenGL or D3D, unless the manufacturer deliberately doesn't expose the shaders under one API or another. Just because it is not being accessed through the Microsoft [TM] DirectX [TM] Vertex [TM] & [TM] Pixel [TM] Shaders [TM], doesn't mean the exact same card capabilities aren't being used. Just means it can be targetted at whatever the OEM decides to call the function under their OpenGL driver.

In fact, in FB, the shader effects are only exposed under OpenGL and not under D3D at all.

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IL2-chuter
05-12-2004, 10:36 AM
I have (still) a Ti4600 and get a significant performance increase running OpenGL. However, I can't get it to look as good as DX with XS AA. Look good or run great . . . http://ubbxforums.ubi.com/images/smiley/16x16_smiley-sad.gif


New card on the horizon. http://ubbxforums.ubi.com/images/smiley/16x16_smiley-happy.gif

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WOLFMondo
05-12-2004, 11:16 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by Up_The_Sky:
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by WOLFMondo:
but using OpenGL I get excellent FPS no matter whats going on witrh FSAA and AF both at X4 and perfect mode.<HR></BLOCKQUOTE>

Whats perfect mode?<HR></BLOCKQUOTE>

Everything in the graphic setup is at highest and landscape is at 'perfect'.

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Wolfgaming.net. Where the Gameplay is teamplay (http://www.wolfgaming.net)

swambast
05-12-2004, 11:59 AM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by clint-ruin:


In fact, in FB, the shader effects are only exposed under OpenGL and not under D3D at all.

http://users.bigpond.net.au/gwen/fb/leninkoba.jpg
<HR></BLOCKQUOTE>

Ummm, I may be wrong here, but I thought the hardware capabilities in conjunction with the drivers can force shader effects no matter what API graphics platform a game is developed on. For example, the ATI catalyst 3.8+ drivers can force shader effects just like NVIDIA can override application settings via the hardware control panel AA+AF ("Forcing" ON/OFF AA+AF). For example, the 3.8 drivers state "additions allow gamers to activate exciting pixel shader effects in ANY Direct3D or OpenGL application." The shader effects, therefore, would be rendered under D3D and OpenGL.

clint-ruin
05-12-2004, 12:20 PM
<BLOCKQUOTE class="ip-ubbcode-quote"><font size="-1">quote:</font><HR>Originally posted by swambast:
The shader effects, therefore, would be rendered under D3D and OpenGL.<HR></BLOCKQUOTE>

Forcing shader effects in post processing is different from forcing the application to tell the driver what to use them on in-game.

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