Changes between Version 1 and Version 2 of GraphicsCompatibility


Ignore:
Timestamp:
Mar 27, 2011, 10:12:07 PM (13 years ago)
Author:
Philip Taylor
Comment:

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  • GraphicsCompatibility

    v1 v2  
    1010 * [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_fragment_program GL_ARB_fragment_program] and [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_vertex_program GL_ARB_vertex_program] (the old [http://en.wikipedia.org/wiki/ARB_(GPU_assembly_language) assembly syntax]). This is almost universally supported: from Alpha 4 it looks like 2% of users are missing this (and they're ancient hardware that will probably never work fst enough), whereas 14% are missing GLSL, and GLSL has more performance and compatibility bugs, so GLSL has an unacceptable compatibility cost but ARB programs are acceptable. This increases code complexity compared to GLSL, but not hugely, and it's much more powerful and flexible than fixed-function multitexturing.
    1111 * [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_depth_texture GL_ARB_depth_texture] and [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_shadow GL_ARB_shadow]. Everything with ARB program support also supports these.
     12 * [http://feedback.wildfiregames.com/report/opengl/feature/GL_EXT_framebuffer_object GL_EXT_framebuffer_object]. Almost everything with ARB program support also supports this.
    1213 * ...
    1314
     
    1819 * ...
    1920
    20 == Below baseline ==
    21 It's nice to basically run on below-baseline systems, at least for testing and so we can show the user an error message, and also as a fallback for users with severely buggy drivers. Ideally the game should run without crashing on the WinXP software implementation (OpenGL 1.1), though the rendering can be arbitrarily buggy. Ideally it shouldn't look terrible or unplayable on anything with [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_multitexture GL_ARB_multitexture], though any non-critical features can be omitted (shadows, particles, FoW object shading, decent water, etc).
     21== Slightly below baseline ==
     22 * If GL_ARB_depth_texture/GL_ARB_shadow/GL_EXT_framebuffer_object are missing, shadows are disabled.
     23
     24== Much below baseline ==
     25It's nice to basically run on low-end systems, at least for testing and so we can show the user an error message, and also as a fallback for users with severely buggy drivers. Ideally the game should run without crashing on the WinXP software implementation (OpenGL 1.1), though the rendering can be arbitrarily buggy. Ideally it shouldn't look terrible or unplayable on anything with [http://feedback.wildfiregames.com/report/opengl/feature/GL_ARB_multitexture GL_ARB_multitexture], though any non-critical features can be omitted (shadows, particles, FoW object shading, decent water, etc).