469b- bizarre graphical bug with XOpenGL

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Mantha065
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469b- bizarre graphical bug with XOpenGL

Post by Mantha065 » Fri Apr 15, 2022 3:48 am

I've played 50+ hours using 469b running XOpenGL renderer, and I've never had this issue until now:
Happens on all maps. Anyone else had this/anybody know what to do to fix this?

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asosed
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Re: 469b- bizarre graphical bug with XOpenGL

Post by asosed » Fri Apr 15, 2022 7:33 am

Mantha065 wrote:
Fri Apr 15, 2022 3:48 am
I've played 50+ hours using 469b running XOpenGL renderer, and I've never had this issue until now:
Happens on all maps. Anyone else had this/anybody know what to do to fix this?
https://github.com/OldUnreal/UnrealTour ... issues/637
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SilverSound
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Re: 469b- bizarre graphical bug with XOpenGL

Post by SilverSound » Fri Apr 15, 2022 7:24 pm

Mantha065 wrote:
Fri Apr 15, 2022 3:48 am
I've played 50+ hours using 469b running XOpenGL renderer, and I've never had this issue until now:
Happens on all maps. Anyone else had this/anybody know what to do to fix this?
Make sure you grab the XOpenGlFix from anth on the discord. He posted a link to it.
"Woah what?! I wish I was recording that...."

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Re: 469b- bizarre graphical bug with XOpenGL

Post by Mantha065 » Fri Apr 15, 2022 11:30 pm

Got it, thanks!

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darkbarrage99
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Re: 469b- bizarre graphical bug with XOpenGL

Post by darkbarrage99 » Sun Apr 17, 2022 4:55 am

I'm gonna piggy back this thread since I'm also having issues with XOpenGL.

As you can see, the weapon models are bleeding through the hud. This happens at an FOV over 96. Is there a fix for this as well?

I'm using a GEForce GTX 1650 Ventus XS GPU, AMD 3900X CPU, UT99 Patched to v469b, 1080p res.

(I was also having issues with disappearing weapons so thanks for sharing those updated XOpenGL files! They didn't fix this though lol)

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UT Sniper (SJA94)
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Re: 469b- bizarre graphical bug with XOpenGL

Post by UT Sniper (SJA94) » Sun Apr 17, 2022 8:51 am

darkbarrage99 wrote:
Sun Apr 17, 2022 4:55 am
I'm gonna piggy back this thread since I'm also having issues with XOpenGL.

...
Pretty sure you have to enable ZRangeHack in your xOpenGL settings.

Type preferences in console(if on windows), go to the XopenGl section and enable it. If you can't find it open UnrealTournament.ini in your UT system folder(with game closed), and add ZRangeHack=True at the bottom of the [XOpenGLRenderDevice] block.


ZRangeHack - [True/False]
An experimental option that can make the z-buffer work better for far away objects. Might cause unexpected problems, but doesn't seem to break anything major so far. Will fix problems with decals flickering in the distance with 24-bit z-buffers, which is the most you can get on many video cards. Will also fix the issue with the Redeemer covering up part of the HUD. Partially breaks weapon rendering on the first person view one if using wireframe debug mode (will clip near parts of it). Doesn't help enough to make 16-bit z-buffers work correctly.
Quote from this topic.
viewtopic.php?f=6&t=373

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darkbarrage99
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Re: 469b- bizarre graphical bug with XOpenGL

Post by darkbarrage99 » Mon Apr 18, 2022 3:10 am

UT Sniper (SJA94) wrote:
Sun Apr 17, 2022 8:51 am
Pretty sure you have to enable ZRangeHack in your xOpenGL settings.

Type preferences in console(if on windows), go to the XopenGl section and enable it. If you can't find it open UnrealTournament.ini in your UT system folder(with game closed), and add ZRangeHack=True at the bottom of the [XOpenGLRenderDevice] block.


ZRangeHack - [True/False]
An experimental option that can make the z-buffer work better...
Quote from this topic.
viewtopic.php?f=6&t=373
Thanks for the response. Unfortunately, that did not seem to resolve the problem. bio, flak, mini and redeemer still block out part of the HUD for me.

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fudgonaut
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Re: 469b- bizarre graphical bug with XOpenGL

Post by fudgonaut » Mon Apr 18, 2022 2:31 pm

Make sure you grab the XOpenGlFix from anth on the discord. He posted a link to it.
The link is here: https://github.com/OldUnreal/UnrealTour ... b-Fix2.zip

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Re: 469b- bizarre graphical bug with XOpenGL

Post by chat sniper » Sun May 15, 2022 2:00 pm

Unless you're testing it for development purposes, don't use XOpenGL. It's significantly less performant than either of the popular old cwdonahl renderers, and as you've discovered, it has bugs that can interfere with basic gameplay.

AFAIK there are no extra features XOGL enables. It's basically just a worse, buggy renderer. I know the 'X' in its name makes it sound exciting, but it really isn't. Let the beta testers worry about it.

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Re: 469b- bizarre graphical bug with XOpenGL

Post by Neon_Knight » Sun May 15, 2022 5:49 pm

XOpenGL isn't meant for any PC, just PCs with graphic cards or circuits that support OpenGL 3.3 or more. For everything else you either use regular CWD OpenGL or any version of DirectX your system supports.
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Re: 469b- bizarre graphical bug with XOpenGL

Post by Buggie » Sun May 15, 2022 7:20 pm

Also in upcoming v469c XOpenGL got many fixes and work much better.

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Re: 469b- bizarre graphical bug with XOpenGL

Post by Old UT Veteran » Wed May 18, 2022 5:15 pm

I don't remember all the details but wasn't xopenGL made in mind to make the game appear similar to what the developers intended to have it look like back in 1999?

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Re: 469b- bizarre graphical bug with XOpenGL

Post by Buggie » Wed May 18, 2022 10:19 pm

It is just "OldUnreal's latest OpenGL 4-based 3d renderer (XOpenGLDrv)".
https://www.oldunreal.com/cgi-bin/yabb2 ... 53909937/1

AFAIK it is attempt make driver which aware of latest OpenGL possibility and supported modern hardware.