required openGL extensions version

required openGL extensions version

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monohouse

required openGL extensions version

Post by monohouse »

what is the required openGL extensions version ? more importantly - is version 2.0 of openGL specs is necessary ?
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Peet
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Required is around 1.2 or 1.3 I think...2.0 is only necessary for the advanced stuff.
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

GL_ARB_texture_evn_combine is part of the GL 1.3 standard.
monohouse

Post by monohouse »

thanks brothers, the new 7.2 driver causing trouble, im going back to the latest driver that supports all the extensions needed by taspring, btw I've found out that cat. 4.4 significantly better for tas than previous versions 3.10 through 4.3 (athlon xp 1663/145, winblows xp sp 0, radeon 9800 pro 256 mb, via kt333, ddr 290 mhz, agp 4x), but maybe 3.5 is better than any of them (if you use commanders script, choose 4b facility as map, and use the AA 2.23 mod, you would immediatly see a framerate when pressing b, the difference between them in that scenario was 15 fps at 1600x1200 between ~62 and ~78), I am still checking, but maybe you can help me with something else, does tas have "fallback" rendering using other extensions when they are not supports, maybe it can explain that when something is missing there is a severe slowdown when doing something specific, for example command queue is lagging when holding shift, pressing b is lagging too ?

strange, 4.4 in glview reports that it supports :
Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (70 % - 7/10)
v2.1 (0 % - 0/3)

and I am still getting "You are missing an OpenGL extension needed to use shadowmaps (fragment_program_shadow)"

my tas settings are:
(all values are decimal)

GroundDetail = 100
TreeRadius = 600
UnitIconDist = 20,000
UnitLodDist = 20,000

everything else is either 0 or minimum possible setting

it seems 4.5 has the same thing :
Core features
v1.1 (100 % - 7/7)
v1.2 (100 % - 8/8)
v1.3 (100 % - 9/9)
v1.4 (100 % - 15/15)
v1.5 (100 % - 3/3)
v2.0 (70 % - 7/10)
v2.1 (0 % - 0/3)

but tas does not say there is something missing

it seems that the 4.12 driver makes a big difference when pressing the b key, almost no difference between when pressed and when not pressed.

with the shift queueing, it makes almost no difference, about 20 fps loss to ~50, nothing near as much as I had with 4.5-3.10, which all reduced it to 15-20 fps

I have ran some additional tests, and it seems that 5.6 is much better driver than 4.12, cannot say the same about 5.11, and I think any higher version either:

5.6
---
loading: 81
100 shifted winds: 43
give all-b: 23
give all non-b: 34

5.11
----
loading: 68
100 shifted winds: 34
give all-b: 13
give all non-b: 25

3.2
----
loading: 72
100 shifted winds: 5
give all-b: 10.5
give all non-b: 16
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

fragment_program_shadow was written against the GL 1.3 standards, v1.3 is the bare minimum from what I can tell, and I wouldnt bother with spring if your machines graphics horsepower doesnt match a geforce FX 5200 or later, especially if its an older card.

In the mean time turn off dynamic skies and 3dtrees.
monohouse

Post by monohouse »

they are off, all is off, but this is strange : it appears that objects that are not on the screen are reducing fps significantly, for example if you queue 100 units for commander, and while only commander and it's queue exist in the game, you let commander start building the 100, and then while commander selected you go somwhere empty (just map) on the screen and look at fps, then press and hold shift (to "not" see the queue) and you see fps greatly reduces just as if you actually had the queue rendered on the screen, occlusion culling does not exist ?

anyway, I have been researching, and it appears that the best combination for ati R350 is when using 6.4's atioglxx/x1.dll with 5.10's ati2mtag.sys, ati2dvag.dll and ati2cqag.dll.
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