A_3TO_GAS_MAN*(RUS)*
Very likes Tea, Video Games, and I guess Robots.
I'll not wanna translate my endilsg on english and i'll just say
I am use OpenGL.
Software too laggy
I am use OpenGL.
Software too laggy
Way less laggy. I get around 2k fps in OpenGL, while software gets a total of 150.Oh good, the argument for the ages!
I can't decide, honestly. Both modes for me are good in a way.
But...if OpenGL is less laggy than software, I might think about using that more.
Software, it looks more colorful, water looks better and it doesn't have sprite clipping issues (also custom map palettes work on it too so that's another + ) it makes OpenGL look barebones and unfinished by comparison.
And that's why I like the OpenGL palette rendering fork. Too bad afaik it's not updated to 2.2.11 :(more colorful, water looks better
From my expirience, Software's clipping looks far weirder than OpenGL's.sprite clipping issues
Assuming you aren't talking about custom palettes in general (they work with GL), I don't know what this is ._.custom map palettes
Some stuff like level end sign, shields and characters that add some extra sprite layers like Tails'.... TailsFrom my expirience, Software's clipping looks far weirder than OpenGL's.
Maps like Kodachrome Void use it, and it only works in software renderer right nowAssuming you aren't talking about custom palettes in general (they work with GL), I don't know what this is ._.
That is insane! I guess I should start getting used to using OGL more often, then. Haha!Way less laggy. I get around 2k fps in OpenGL, while software gets a total of 150.
Its most likely because I have a 3070 and ogl uses your GPU, while software uses the CPU, and SRB2 not being multithreaded means it can only use 1 of 8 cores on my cpu.That is insane! I guess I should start getting used to using OGL more often, then. Haha!
Some stuff like level end sign, shields and characters that add some extra sprite layers like Tails'.... Tails
Indeed, the sign looks funky.level end sign
Shields look fine tho?shields
I've had no issues with the tails looking weird.Tails' Tails
So bascily openGL is damged for .11?Software is still the only render engine that supports all of SRB2's graphical features. A quick rundown on the main things OpenGL does not support yet (as of 2.2.11).
-Horizon rendering for FoF sectors
-Water refraction
-Full-fledged fog rendering
-Visual Portals
-Paletted colormaps
-Culling planes
-Custom sprite clipping (as opposed to just letting the Z-buffer determine everything).
The main advantages of OpenGL is in performance, FoF/Polyobject drawing, and 3D models. If those and truecolor colormap rendering are the things you care about (and can do with some maps not rendering as well), use OpenGL. Otherwise, you might want to wait until the HWR 2 project debuts.
Not exactly, it is just OpenGL rendering was never a top priority for the devs. who have worked with the rendering code (with the exception of Hannu Hanhi, who has been on hiatus for the past year). I am not sure where Eidolon is on HW2 though.Both. it doesn't really matter which rendere is the best.
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So bascily openGL is damged for .11?
SRB2's OpenGL implementation actually doesn't use 3.0 to my knowledge. If memory serves, SRB2 uses a mix of OpenGL 1.1 and 2.0. It's likely your PC just doesn't support these versions.I did download the 3.0 driver from Microsoft Store, BY Microsoft.
Software.which one is less power draining?