UT2003 is known to have a slow OpenGL implementation over the Direct3D one. Compare Direct3D vs OpenGL and you will see.
See
http://www.happypenguin.org/forums/viewtopic.php?t =223
"Nevertheless, it is clear that the OpenGL renderer is significantly slower than the Direct3D one--not that that's a big surprise. That's basically what Epic's been saying from the beginning"
Again, this proves the superiority of Direct3D over OpenGL and the 'schism' between ATI and NVIDIA. Programming for OpenGL is not compatible, unless you handle all render path for all targets (take time). Such things wouldn't happens if the Dawn demo was Direct3D.This also proves that ATI could write drivers which can handle all the Nvidia OpenGL proprietary extensions (not what they doing actually). They are supporting a couple of extensions , but for example GL_NV_occlusion_query for example, is supported on my Radeon 8500. But I like to see GL_NV_point_sprites for examples (actually you can't do point sprites on ATI (ie particles) under OpenGL, except in Direct3D).Theses students should contact ATI and give the source code of their modifications for the next ATI driver.That, would be really nice and legal. These extensions are approved by OSI anyway. Sadely, for 'policy' reasons, it won't be accepted by ATI (I've already tried that in fact).
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Anyway, every webmasters use the W3C Link Checker (http://validator.w3.org/checklink/) in order to track their broken links.
So this bot has no reason to be.
DX9 will released early december.
You can already download the RC0 from Microsoft site at
http://www.microsoft.com/downloads/release.asp?Rel easeID=45160
But when OpenGL 2.0 will be released ? Is beta version available ?
Yesterday, i've seen a demo for Radeon 8500 using the new ARB_fragment_shader extension (See here http://humus2.campus.luth.se/%7ehumus/)
But didn't work with the latest ATI driver !
In a word : you can't do pixel shader correctly on OpenGL.
On day, you have to use NV_fragment_shader and ATI_fragment_shader which are differents, then you heard that there is now an ARB function. So you, developer, drop you NV/ATI code but in fact the extension is not available in all drivers. So you have to maintain the 3 versions of fragment shaders code.
And the fragment pixel shader assembler code is not the same as DirectX, so you can't write an engine using one pixel shader assembler code and able to use OpenGL or DirectX.
It's frustrating and people prefers to move to DirectX Graphics instead of OpenGL or to stay on OpenGL but doing Direct X 7 stuffs.
of course, I'm sure that only Magic Gate Memory stick (SDMI compliant) will be supported - which are 3 times more expensive than the blue memory sticks.
UT2003 is known to have a slow OpenGL implementation over the Direct3D one. Compare Direct3D vs OpenGL and you will see. See http://www.happypenguin.org/forums/viewtopic.php?t =223
"Nevertheless, it is clear that the OpenGL renderer is significantly slower than the Direct3D one--not that that's a big surprise. That's basically what Epic's been saying from the beginning"
Again, this proves the superiority of Direct3D over OpenGL and the 'schism' between ATI and NVIDIA. Programming for OpenGL is not compatible, unless you handle all render path for all targets (take time). Such things wouldn't happens if the Dawn demo was Direct3D.This also proves that ATI could write drivers which can handle all the Nvidia OpenGL proprietary extensions (not what they doing actually). They are supporting a couple of extensions , but for example GL_NV_occlusion_query for example, is supported on my Radeon 8500. But I like to see GL_NV_point_sprites for examples (actually you can't do point sprites on ATI (ie particles) under OpenGL, except in Direct3D).Theses students should contact ATI and give the source code of their modifications for the next ATI driver.That, would be really nice and legal. These extensions are approved by OSI anyway. Sadely, for 'policy' reasons, it won't be accepted by ATI (I've already tried that in fact).
----------------
Anyway, every webmasters use the W3C Link Checker (http://validator.w3.org/checklink/) in order to track their broken links. So this bot has no reason to be.
DX9 will released early december. You can already download the RC0 from Microsoft site at http://www.microsoft.com/downloads/release.asp?Rel easeID=45160
But when OpenGL 2.0 will be released ? Is beta version available ?
Yesterday, i've seen a demo for Radeon 8500 using the new ARB_fragment_shader extension (See here http://humus2.campus.luth.se/%7ehumus/)
But didn't work with the latest ATI driver !
In a word : you can't do pixel shader correctly on OpenGL.
On day, you have to use NV_fragment_shader and ATI_fragment_shader which are differents, then you heard that there is now an ARB function. So you, developer, drop you NV/ATI code but in fact the extension is not available in all drivers. So you have to maintain the 3 versions of fragment shaders code.
And the fragment pixel shader assembler code is not the same as DirectX, so you can't write an engine using one pixel shader assembler code and able to use OpenGL or DirectX.
It's frustrating and people prefers to move to DirectX Graphics instead of OpenGL or to stay on OpenGL but doing Direct X 7 stuffs.
Too bad, it will be during a full moon. Also a penumbral eclipse of the moon will be also viewed the very same day.
of course, I'm sure that only Magic Gate Memory stick (SDMI compliant) will be supported - which are 3 times more expensive than the blue memory sticks.
http://skyandtelescope.com/