Author Topic: Getting OpenGL to look as good as DirectX  (Read 6409 times)

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Getting OpenGL to look as good as DirectX
Since DirectX seems to be unsupported now. I've been trying to use opengl... but it looks ugly...

I've got the launcher Video to OpenGL, 1024*768, 32bit, Tri, 1XAF, high settings.  Command line is:
D:\FreeSpace2\fs2_open_3_6_9.exe -mod scooby -spec -glow -jpgtga -mipmap -cache_bitmaps -dualscanlines -orbradar -ship_choice_3d -3dwarp -warp_flash -wcsaga -snd_preload -fps

With DirectX (using the same settings) I get this [underbelly shot]:


And with OpenGL:

The ambient is way too high and the shinemaps are way way too glossy, smooth (the directx version actually kinda ripples as you move over the "bumped" surfaces)
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline WMCoolmon

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Re: Getting OpenGL to look as good as DirectX
Code: [Select]
-ambient_factor 65 FTW.
-C

 
Re: Getting OpenGL to look as good as DirectX
That helped get some of the brightness down. I had forgotten about ambient_factor  :nervous:

Still doesn't solve the problem with shinemaps
DirectX:

OpenGL:

Is there a flag to specific spec range?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline taylor

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Re: Getting OpenGL to look as good as DirectX
Remember that OpenGL will use mipmaps properly and that D3D doesn't.  That means that the actual image may be different, not just settings.  In the detail options screen make sure that "3D Hardware Textures" is set to the maximum, otherwise it will not make full use of your mipmap chain.  If you have a texture map which is 512x512, with mipmaps down to 1x1, then D3D will always use 512x512 as the first layer.  OpenGL, if you have "3D Hardware Textures" on dot 4 rather than dot 5, will use 256x256 as the largest map.  So OpenGL actually makes use of your detail screen settings while D3D does not, and that messes some people up when they aren't aware of this and try to compare quality.

Also, you need to use an Anisotropic Filter setting of at least 2x, since 1x is actually off.  The 5.5 Launcher (not publicly available yet) fixes this to actually give you the off setting rather than tell you it's 1x.

 
Re: Getting OpenGL to look as good as DirectX
Sorry I'm not seeing "3d Hardware Textures" in either launcher or the display control panel.

With the old 6.14 nvidia drivers, I've set Image Settings to quality, AA - application (none), AF - application (none),  no texture sharpening?, use desktop color depth, autoselect buffer flipping, vsynch on and disabled texture clamp
« Last Edit: September 18, 2006, 03:22:41 am by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Shade

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Re: Getting OpenGL to look as good as DirectX
It's an in-game setting. Options screen->detail->3rd option from the top in the left column.
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Re: Getting OpenGL to look as good as DirectX
Ahh the one place I didn't think of... it is set at high (3d hardware textures is max)
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Kazan

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Re: Getting OpenGL to look as good as DirectX
technically speaking your title is wrong - d3d is pretty much always playing catch up with OGL and it's extensions :D
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Offline Bobboau

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Re: Getting OpenGL to look as good as DirectX
*cought*drawingtotextures*cough*
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Re: Getting OpenGL to look as good as DirectX
Well if directX is playing catchup, then is it possible to opengl to have that vibrant shine appearance or do I have to wait for bumpmapping?
It looks like someone took floor wax and waxed the ships, giving it a dull smooth appearance LOL

Drawingtotextures?
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Wanderer

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Re: Getting OpenGL to look as good as DirectX
You can change some parameter via command line... http://www.hard-light.net/wiki/index.php/Command-Line_Reference#Graphics_2
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Offline Flipside

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Re: Getting OpenGL to look as good as DirectX
I'm wondering how much of this is to do with Drivers now, I don't know if the ATI shine problem is solved because it's actually quite difficult to tell.

I think this is all going to be a pretty moot point once the Shaders come in anyway, at least, I am hoping so :)

 

Offline taylor

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Re: Getting OpenGL to look as good as DirectX
Is that model and textures available somewhere?  I'd like to take a look at it just to see if it's a system thing, or general code thing.  Video drivers do play a big part in quality so that could be some, or all, of the problem.  Lighting is different between D3D and OGL, but I don't really want to bother tweaking it to match D3D (especially since I like OGL lighting as it is).  The OpenGL code is optimized to allow better control though since the drivers and settings can have much more effect on the visual appearance and performance than it would in D3D.

*cought*drawingtotextures*cough*
Which the OpenGL code already has, if that's what you mean.

 
Re: Getting OpenGL to look as good as DirectX
Here you go:
http://www.badongo.com/file/1429699
(You'll need to replace the tbm file, but the dds and pof are there)

Shaders are getting closer? Eeeck I'll have to start looking for a new video card then.  :nervous:  Plus I don't have the faintest idea how to use them.
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline taylor

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Re: Getting OpenGL to look as good as DirectX
Here you go:
It's just the mipmaps, OGL uses them, D3D doesn't.  So in the techroom you aren't seeing the full detail since it will use the mipmap layer which is best sized to the geometry.  It would have more detail in the lab, but I think it would still use one level down even then (depends on your screen resolution).

This is why I hate D3D vs. OGL comparisons at this point.  The D3D code is so out of date that it can't be used in any valid quality comparison.


Shaders are getting closer?
I'm not going to start working on them again until after 3.6.9, and after bumpmaps are working.  You've got a while still. :)

  
Re: Getting OpenGL to look as good as DirectX
So theres no way of getting it to look as good? Is my shinemaps the cause of the problem?
« Last Edit: September 18, 2006, 08:35:43 pm by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"

 

Offline Flipside

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Re: Getting OpenGL to look as good as DirectX
If the bumpmaps are working, you may find that alleviates many of the problems, since you won't get as many unbroken flat polygons, the lighting will not look so 'bland' across the model ;) Infact, you may find it leaves some parts of the ship too dark and you'll have to turn up ambient a touch, but I guess we all just have to wait and see ;)

 

Offline taylor

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Re: Getting OpenGL to look as good as DirectX
So theres no way of getting it to look as good?
You can't compare broken behavior with correct behavior and consider the broken version "better" than the non-broken version.  D3D is doing the wrong thing, period.  It hurts both performance and overall texture quality.  If you want the full detail like D3D is using then create your texture maps without mipmaps.  But then you will have to deal with shimmering, extra sharp textures, which perform like total ****.

You are basically comparing a bright red Ford Pinto, with racing stripes, which is 10 feet in front of you with the quality of a Ferrari 1/2 mile away.  It's just not a valid test of the quality or performance of the two vehicles.  If someone bothers to fix the D3D code to actually work properly, and then you come to me with comparison test, it will actually mean something.

 

Offline CP5670

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Re: Getting OpenGL to look as good as DirectX
The -ogl_spec command line might help with your specular mapping issue.

 
Re: Getting OpenGL to look as good as DirectX
Ok I'm a bit confused.... DX is using lod 0 mipmap (the default map) for everything. and Opengl uses the correct lod mipmaps except lod 0 right?


Btw here the base texture:
« Last Edit: September 18, 2006, 10:39:45 pm by Scooby_Doo »
That's cool and ....disturbing at the same time o_o  - Vasudan Admiral

"Don't play games with me. You just killed someone I like, that is not a safe place to stand. I'm the Doctor. And you're in the biggest library in the universe. Look me up."

"Quick everyone out of the universe now!"