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-   -   New Video and Audio Renderers (http://forums.blackcatgames.com/showthread.php?t=13732)

Dr.Flay 8th Aug 2016 08:13 PM

New Video and Audio Renderers
 
Continuing the development of Chris Dohnal and Kentie, Smirftsch over at www.oldunreal.com has continued to improve and update the Unreal and UT renderers (as well as other U1 games).

Several new flavours are available for new GFX cards, including XOpenGL OpenGL3 / OpenGL4.
Your ears also get a treat as much as your eyes with the new OpenAL renderer.
The audio upgrade is perfect for surround-sound users, as it offers a more accurate positioning.
Various options include occlusion of sound and choice of how the sound "rolls-off" (mimic Unreal or UT).
Galaxy allows a maximum of 32 channels, but OpenAL allows 64 so there is no excuse for any sounds to be dropped.

For mappers the EFX system offers an easy bolt-in way to add correct ambient and reverb to a zone.
The new renderer is build around libxmp.dll and finally offers U1 games MP3 and OGG amongst many other formats, including many Amiga trackers !

http://www.oldunreal.com/utpatches.html

Video renderer forum
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?board=2

Audio renderer forum
http://www.oldunreal.com/cgi-bin/yab...pl?board=Sound

-=Moss=- 16th Aug 2016 04:36 PM

Does that old engine overhaul is compatible with Thievery?

How does that all work, just crush the old ut files?

Dr.Flay 16th Aug 2016 10:24 PM

There are no compatibility problems with old content. These renderers are made to give some of the new functionality of the Unreal 227 patch.

Anyone that has already used the older renderers by Chris Dohnal will be familiar with the setup change.
You can either edit the main UT and Thievery inis, or choose the ingame option to swap renderers.

Unlike the previous renderers, the newer DX and OpenGL renderers will work in UEd.
This means that S3TC/DDS compressed and hi-res textures can be used with no problems.
This also means you can always map and play with the same renderer, so getting the colours and lighting correct is easier.

nVidia cards work best with GL
ATI, intel and others perform best with DX9 for UE1 games.
DX10 and above are available (but slower), but no UE1 mapper has used any of the extra features (yet) so you gain nothing as a player.

All renderers start with basic compatibility defaults, and are all different to each other.
Any renderer you choose will have advanced options only seen in the ini, or by opening the "Advanced Options" window by typing "preferences" in the console.
Enable all the features that you think your card can handle.
You can also swap the window renderer from software to match your choice, eg;
Code:

[Engine.Engine]
GameRenderDevice=D3D9Drv.D3D9RenderDevice
WindowedRenderDevice=D3D9Drv.D3D9RenderDevice

In the UnrealEd.ini you must change the Viewport renderer or renderers (you can mix) for each port, eg.;
Code:

[U2Viewport2]
Device=D3D9Drv.D3D9RenderDevice

The new audio renderers give most benefit "out of the box", and some by mappers using the EFX component.
The OpenAL EFX audio zone actors are quickly addded to zones and then set to the suitable ambient/reverb for that area. This makes updating old maps very quick (I do it a lot).
Note: This is the equivalent of the old EAX patch and profiles for the old Galaxy renderer, but easier to use because it is just a zone actor in UEd.

The new renderers are more accurate, so also include options to mimic old Unreal style distance culling and reverb. if accuracy makes a map sound wrong.
The accuracy of sound also includes direction, so if you use surround sound you will really notice it.
Sound occlusions (default=off) have the effect of adjusting the volume of sounds depending on your proximity to an open door/window, or walking towards a ledge with sounds coming from below.
Break a window and now more sound can come in (and out).

To use the audio renderer and EFX you have to manually edit the main ini and change to;
Code:

[Engine.Engine]
AudioDevice=ALAudio.ALAudioSubsystem
[Editor.EditorEngine]
EditPackages=EFX

These renderers will make Thievery even more immersive than ever.

necros 24th Aug 2016 01:21 PM

the XOGL renderer performance is absolutely abysmal on an hd 7850 (5-10 fps), no idea why.

tbh, i honestly think it would be better spent the effort, to integrate postprocess effects to the renderer, than write another renderer to produce the exact same output as every other with changes nobody will notice or see (aside from bugs), but of course, people are free to do in their own time whatever they want.

the only renderer i know that does this is the DX10/DX11 renderer which has it's own rudimentary hdr/bloom lighting shader (not that this couldnt be done in any of the other ones). if only it went a bit further and added AO/DOF/IL. Otherwise, without considering this lighting shader, there is no notable difference btw ogl/dx9/dx10/dx11 renderers, and indeed, really, there shouldn't be (they are all somewhat equivalent).

there are already ways to do (some of) this, say, sweetfx, enb and reshade... but they are buggy, old or unreliable at best (trying to pull arbitrary depthbuffer at the END of render cycle, hm... oh wait, drawing the UI just blanked the entire zbuffer. verdict: useless)

this all seemed a bit crazy to me, given that UE1 is one of the few engines we have where the renderer is a plugin, and completely replacable, although i have no idea just how abstracted it is.

really, lighting is the most important aspect of visual fidelity. you can forgive polygonal models if they at least look like they are in a real space.

nice on the OAL though :)


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