I'm assuming that next is the gradual inclusion of features from the balance mod. Would be nice to hear some more detailed plans about that since the devs rarely mention it. The next big content update is still a few months out.
What does OpenGL support mean for the average player?
Linux and or Mac capabilities in the future. You know with Steam for Linux really now just taking off, if NS2 was one of the first major titles onto that platform it would probably really help.
What does OpenGL support mean for the average player?
Linux and or Mac capabilities in the future. You know with Steam for Linux really now just taking off, if NS2 was one of the first major titles onto that platform it would probably really help.
Left for dead and counterstrike I feel are pretty big titles. I don't know for sure but I bet a lot of linux lovers will get ns2 just because it supports linux. Those sales might pay for all the work making it compatible.
More frames but more input lag is what they said somewhere
D3D was communicating with hardware quicker
After some brief Googling on the matter I found the only place directly stating that D3D has less input lag then openGL was on these forums by you in another thread.
Everywhere else it was because many openGL games had triple vsync turned on by default. Seemed a very logical explanation given what we know about triple vsync.
I only looked as far as page two of my google searches though, so maybe I'm wrong. That said you should probably cite the article you base your opinion on before you post that again, after all it comes up on page one of google searches.
What does OpenGL support mean for the average player?
I think Valve said it was faster than D3D in Left 4 Dead when they tried the same thing.
More frames but more input lag is what they said somewhere
D3D was communicating with hardware quicker
After some brief googling it seems that the only places where people directly stated that openGL has more input lag then DirectInput is on these forums. I didn't search too hard but I did look at page two of my searches and that's saying something!
It seems most of the problems people had in other places were resolved by turning triple vsync buffer off, which is apparently on by default in many openGL games for some strange reason. So I think it's safe to say that's a pretty logical answer to that. I could be wrong, but it seemed a very legitimate answer given what we know about triple buffer v-sync.
Ahem. This is what Hugh said in his "happenings in the office" video that he uploaded to Youtube.
-Andi is working on balance. -Steve is working on bots that might not make it into the game. -Max/Dushan working on OpenGL, DirectX 11 which might go in, in the future.
What does OpenGL support mean for the average player?
I think Valve said it was faster than D3D in Left 4 Dead when they tried the same thing.
More frames but more input lag is what they said somewhere
D3D was communicating with hardware quicker
After some brief googling it seems that the only places where people directly stated that openGL has more input lag then DirectInput is on these forums. I didn't search too hard but I did look at page two of my searches and that's saying something!
It seems most of the problems people had in other places were resolved by turning triple vsync buffer off, which is apparently on by default in many openGL games for some strange reason. So I think it's safe to say that's a pretty logical answer to that. I could be wrong, but it seemed a very legitimate answer given what we know about triple buffer v-sync.
Idk where I read it from, but i'm not imagining that I read it somewhere; someone stated that directx just communicates with your inputs quicker
I'm using nvidia 9600m with nvidia 185 drivers on linux."
An old version of opengl (we're at 4.3 now) , old nvidia drivers on a laptop card, and really this thread seems to highlight the many ways to circumvent the latency the OP was describing?
"why does an OpenGL version of our game run faster than Direct3D on Windows 7? It appears that it’s not related to multitasking overhead. We have been doing some fairly close analysis and it comes down to a few additional microseconds overhead per batch in Direct3D which does not affect OpenGL on Windows. Now that we know the hardware is capable of more performance, we will go back and figure out how to mitigate this effect under Direct3D."
I'm using nvidia 9600m with nvidia 185 drivers on linux."
An old version of opengl (we're at 4.3 now) , old nvidia drivers on a laptop card, and really this thread seems to highlight the many ways to circumvent the latency the OP was describing?
"why does an OpenGL version of our game run faster than Direct3D on Windows 7? It appears that it’s not related to multitasking overhead. We have been doing some fairly close analysis and it comes down to a few additional microseconds overhead per batch in Direct3D which does not affect OpenGL on Windows. Now that we know the hardware is capable of more performance, we will go back and figure out how to mitigate this effect under Direct3D."
I should of been more specific. I meant it was the only thing I could find.
Ahem. This is what Hugh said in his "happenings in the office" video that he uploaded to Youtube.
-Andi is working on balance. -Steve is working on bots that might not make it into the game. -Max/Dushan working on OpenGL, DirectX 11 which might go in, in the future.
Dushan has also been working on merging open source contributions into Decoda.
Bots would be awesome, especially for mods. Even if the AI isn't great, you guys should release a basic functioning framework for it and encourage modders to iterate.
Comments
WE NEED TO HEAR SOMETHING (twitches)
Info:
D3D was communicating with hardware quicker
-Andi is working on balance.
-Steve is working on bots that might not make it into the game.
-Max/Dushan working on OpenGL, DirectX 11 which might go in, in the future.