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OG bug: can't run on older hardware #327
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OpenLara has some checks like: https://github.com/XProger/OpenLara/blob/master/src/platform/win/main.cpp#L483 Not sure this is easily solvable but it would be nice to support. |
I opened a low quality pull request to address this; I'm against OpenLara's approach of hardcoding the shaders and I'd rather not maintain multiple built-in shaders. I'd appreciate if @Richard-L could test if it's working on his machine. |
@rr- test latest release on potato machine? Edit: ah you mean downgrade_shaders branch? |
Yes that branch :) |
I tested this build but now it crashes.
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Sadly this tells me nothing. Does original TombATI work for you? |
Original TombATI refuses to run as well. |
What's your GPU? |
Intel(R) UHD Graphics 630 |
I do know though from using integrated Intel GPUs that their drivers are some of the worst ever, so I'm not surprised to hear of problems. |
I would like to reopen this.
Whilst these systems run v2.7 fine when I change the first line of the four shader files back to 330 instead of 130. Edit: Report from someone else with unmodified shaders:
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Thanks rr- "Windows 7 x64, Core 2 Quad Q6600, GeForce 9600GT (driver 2015) -> Shader compilation failed" |
We'll need to have to introduce fallback shaders. |
Fallback shaders - I just messed with that and got good results with the Geforce 210. But Intel and AMD Radeon won't render properly. Also it did not help a Radeon 9800 or Geforce 7300GT to even start the game. Though the additional thing is that the whole effort won't really matter unless the renderer gets a framerate boost. There is not much use in allowing systems to run this game without any chance of a playable framerate. This is just for consideration, I am already a happy user of v2.7 as it is. |
No offence but are we sure we want to support niche GPUs like that? |
BTW, it works perfectly on OGL 2.1 with just cosmetic modifications to the shaders. The only problem seems that executable crashes without OGL 3.0 context. Right now this can be achieved by just setting |
As we're drawing close to releasing 2.14, I'd like us to tackle this as part of the upcoming 2.15. Does anyone feel up to the task? |
I can submit PR with changes to the shaders if nobody objects. I didn't need other changes on my side but I don't know about others. |
Go ahead! That would be great. This is out of my league. Maybe we can post a build for people to test with to see how it performs on different hardware. |
BlackWolfTR had a user report that they can't open the custom game Into the Realm of Darkness Here's the error: |
Any further attempts at tinkering with the shaders should really supply a way to load a few variants rather than try to come up with one size fits it all. |
That's some Intel driver incompatibility on some Windows version. I don't even have that hardware to test on. Implementing a new graphical framework to differentiate driver implementations at runtime would be a huge task, IMHO. |
BTW, something similar was implemented in OpenLara by preprocessing shaders at runtime, but you @rr- were against it AFAIK. |
Preprocessing how? |
Well, it has external "template" shader files which get their text substituted before finally compiling them. In particular it changes This is not actually hardcoding shaders but they are still not "real" complete shaders and depend on preprocessing logic in the engine. |
I'm fine with such mechanism, as long as we do try to load various shader versions in the hope that the GPU will kindly deem one of them suitable for compilation. |
In that Intel case above, I suspect that merely changing |
Running tomb1main on an old computer yields:
Instead of exiting, tomb1main should use previous GLSL versions.
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