Forums | MacLife
You are not logged in.
#1 2005-03-05 5:56 am
- Soulstorm
- Member

- Registered: 2005-03-05
- Posts: 14
UT2004 Graphics Quality Mac VS PC Related Question
I played UT2004 in a pc with the same GPU as mine... (ATI 9600XT). I noticed that the audio and some video aspects are tottaly crap on the mac compared to PC.
1)Shadows. The shadows in the PC version are of higher quality. I mean, the shadows totally reflect the true shape of the character's body. In the mac version all I see is a blurry shadow-like circular thing on the ground. Have you been experiencing this, too? Is there anything I can do? (My system is in my signature... I currently use the G5).
2)Sound. One of the thinks I dislike about the game. I hate it when they are not played back properly. For instance, have you noticed the intro screen (the one with nVidia's logo and the skaarj that breaks it and shoots?). The sound is played only in ONE speaker. I mentioned this to give an example of what is happening inside the game.
Sounds are heard from the wrong side sometimes (no, I have not enabled reverse audio, and there is nothing wrong with my speakers) or for example when a sound is meant to be heard from behind, is is played from the right or left speaker!
Why is that, Is it because of OpenAL? I heard there are some problems concerning OpenAL for Mac OS X.
Do you have any information about this matter?
1)--G5 2.5 GHz, 9600XT, 1GByte RAM, a NEC display supporting 1280x1024 resolution OS X 10.3.8.
2)--G4 Dual 1.25 GHz with 2GBytes RAM ATI RADEON 9200
3)--iMac G4 1Ghz with Geforce4 MX 768 RAM os x 10.3.7
4)--iMac DV 400 MHz 384 RAM And an LC475 (Yes, the one with 25MHz and 12 Mbytes RAM!!!!)
Offline
#2 2005-03-05 11:24 am
Re: UT2004 Graphics Quality Mac VS PC Related Question
Both issues that you mention are well known. The shadows problem has to do with the OGL renderer and pehaps other things as per the linked bug report. The sound problems are with the OAL implementation. A good source of info on these things is Ryan Gordon's .plan and his archives.
-=db=-
[MA]d{O}ldDocB
DocBlood on XBL and UT3
Offline
#3 2005-03-05 12:38 pm
- Soulstorm
- Member

- Registered: 2005-03-05
- Posts: 14
Re: UT2004 Graphics Quality Mac VS PC Related Question
doctorb wrote:
Both issues that you mention are well known. The shadows problem has to do with the OGL renderer and pehaps other things as per the linked bug report. The sound problems are with the OAL implementation. A good source of info on these things is Ryan Gordon's .plan and his archives.
Ryan Gordon wrote:
Sorry, I meant Epic's OpenGL renderer (called "OpenGLDrv"), not the OS's OpenGL
drivers. Adding support to Unreal for pbuffers would be a real pain, so it
probably won't make it into the retail version.
I see... I hate to see that the final mac retail version will never reach the quality of the pc version. This sucks. One other thing it sucks is that only ONE person is responsible for the Mac port (Ryan Gordon), but for the PC there certainly are more.
The last thing that really sucks is that as Ryan Gordon said, he will *never* implement detailed shadows for Unreal Tournament 2004.
And now that I read his .plan... I don't think that he plans to improve the sound quality in the near future either.
Mac UT2K4 should have a bit better support...
1)--G5 2.5 GHz, 9600XT, 1GByte RAM, a NEC display supporting 1280x1024 resolution OS X 10.3.8.
2)--G4 Dual 1.25 GHz with 2GBytes RAM ATI RADEON 9200
3)--iMac G4 1Ghz with Geforce4 MX 768 RAM os x 10.3.7
4)--iMac DV 400 MHz 384 RAM And an LC475 (Yes, the one with 25MHz and 12 Mbytes RAM!!!!)
Offline
#4 2005-03-05 4:12 pm
- LLEVIATHANN
- Itch you can't scratch

- From: 22 Acacia Avenue
- Registered: 2001-03-14
- Posts: 7158
Re: UT2004 Graphics Quality Mac VS PC Related Question
Can't blame the developers too much. They can only work with what they have. Much finger pointing has to go back at Apple. It is their OpenGL that the developers have to use. Face it things won't improve until Apple takes gaming on Macs more serious and offers developers great tools.
As for Ryan going solo. He's such a *inx whiz that I'd rather have one of him then many half wits. I for one am glad it was him and not a bunch of crack pots that think they know what they are doing. Without his 1337n355 things could've been worse. Imagine having the Mac version and not being able to connect to PCs. 
Let us be thankful for the fools; but for them the rest of us could not succeed. - Mark Twain
Offline
#5 2005-03-05 4:56 pm
- Soulstorm
- Member

- Registered: 2005-03-05
- Posts: 14
Re: UT2004 Graphics Quality Mac VS PC Related Question
LLEVIATHANN wrote:
Can't blame the developers too much. They can only work with what they have. Much finger pointing has to go back at Apple. It is their OpenGL that the developers have to use. Face it things won't improve until Apple takes gaming on Macs more serious and offers developers great tools.
As for Ryan going solo. He's such a *inx whiz that I'd rather have one of him then many half wits. I for one am glad it was him and not a bunch of crack pots that think they know what they are doing. Without his 1337n355 things could've been worse. Imagine having the Mac version and not being able to connect to PCs.
I have to agree to that. I believe Ryan is one of the most talented programmers mac gaming has ever seen. But even Superman cannot be at two places at the same times, meaning that even such a talented programmer should have one or two partners so that he can ease the burden. Heck, this man maintains postal, Call OF Duty, Unreal Tournament 2003, Unreal Tournament 2004, sometimes he writes code for UTPG, and most important...
He is the only one responsible for porting Unreal Engine 3 to the mac!!! (read his .plan). Do you realize how musch work this demands? Let alone all the other stuff he has to do.
I think that one or two people can really help him. At least he could give them the simple coding to do, and he can continue his work with unreal series!
1)--G5 2.5 GHz, 9600XT, 1GByte RAM, a NEC display supporting 1280x1024 resolution OS X 10.3.8.
2)--G4 Dual 1.25 GHz with 2GBytes RAM ATI RADEON 9200
3)--iMac G4 1Ghz with Geforce4 MX 768 RAM os x 10.3.7
4)--iMac DV 400 MHz 384 RAM And an LC475 (Yes, the one with 25MHz and 12 Mbytes RAM!!!!)
Offline
#6 2005-03-06 3:57 pm
- NightCougar_37
- For Gallia!!

- From: The back of my Twilight Drake
- Registered: 2001-07-22
- Posts: 9141
Re: UT2004 Graphics Quality Mac VS PC Related Question
Oh soo what about the shadows. I got a PC which can unlock all the details and I got Macs with older Radeon GPUs that can run 2k4. No matter what card you have 2k4 looks just about the same anyways. Most maps I really can't see much difference between my FX5600 PC and the R9000 based GPUs in my Macs. Who spends all their time looking at shadows anyways? Now if this was Halo then there'd be more to say since its more dependant on your GPU.
As for audio, maybe I don't have expensive enough audio equipment for my comps to notice the audio issues. Mine play audio just fine Mac or PC. As long as the audio isn't annoying I don't really care what it is.
Well if the engine was made with being able to cross platform in mind then there wouldn't be a heck of a headache to port, even for one genius person, altho more would help. Its the new Havoc physics engine used in MOHPA and Halo 2 which are going to pose a problem since the developers that made it never plan to port it to Mac. So unless a solution is reached, we Mac folk will never get MOHPA or Halo 2.
Offline
#7 2005-03-07 11:29 am
- LLEVIATHANN
- Itch you can't scratch

- From: 22 Acacia Avenue
- Registered: 2001-03-14
- Posts: 7158
Re: UT2004 Graphics Quality Mac VS PC Related Question
Soulstorm wrote:
But even Superman cannot be at two places at the same times, meaning that even such a talented programmer should have one or two partners so that he can ease the burden.
I don't think he is totally alone.
If you go look at Bugzilla. Some of the bugs have solutions to them that are not Ryan's. He does take other's input for the greater good. He is a solid part of the Linux community and that community helps him out too. Really hard to speculate what goes on behind the scenes.
Then there are the "Mac Ninjas", his beta testing crew that beats up the code before releases.
I for one am concerned that at some point he'll bite off more that he can handle and burn himself out or even worse choke on an epic scale.
Let us be thankful for the fools; but for them the rest of us could not succeed. - Mark Twain
Offline
#8 2005-03-07 12:01 pm
- Soulstorm
- Member

- Registered: 2005-03-05
- Posts: 14
Re: UT2004 Graphics Quality Mac VS PC Related Question
LLEVIATHANN wrote:
I for one am concerned that at some point he'll bite off more that he can handle and burn himself out or even worse choke on an epic scale.
I for one believe that if he hadn't all this work to do, he would concentrate his efforts into the unreal tournament 2004 mac port, and it would be as good as PC edition.
Actually, it is hard for me to believe that there is no way of optimizing the code for mac standards without having to re-write the unreal code from scratch. There is always a way, but Ryan also has to look after other games and ports, so little time has been left to do the work needed for unreal tournament 2004.
From my point of view, i think that UT2K4 is kind of a bad port... The work Ryan has done is great, considering the DirectX to OpenGL port. But some things are left without care, such as the sound of the game, or the shadows. How Macsoft allowed a game to be released since they knew it was not yet completely done and it had some issues with the sound and shadows?
Tha game was released for the PC with no such problems, and I think that Macsoft should not release it for Mac until they were sure that it had reached the quality of the PC version.
1)--G5 2.5 GHz, 9600XT, 1GByte RAM, a NEC display supporting 1280x1024 resolution OS X 10.3.8.
2)--G4 Dual 1.25 GHz with 2GBytes RAM ATI RADEON 9200
3)--iMac G4 1Ghz with Geforce4 MX 768 RAM os x 10.3.7
4)--iMac DV 400 MHz 384 RAM And an LC475 (Yes, the one with 25MHz and 12 Mbytes RAM!!!!)
Offline
#9 2005-03-07 4:56 pm
- doc-robc
- Member

- From: Newburgh, IN
- Registered: 2001-07-22
- Posts: 489
Re: UT2004 Graphics Quality Mac VS PC Related Question
Soulstorm wrote:
I for one believe that if he hadn't all this work to do, he would concentrate his efforts into the unreal tournament 2004 mac port, and it would be as good as PC edition.
Actually, it is hard for me to believe that there is no way of optimizing the code for mac standards without having to re-write the unreal code from scratch. There is always a way, but Ryan also has to look after other games and ports, so little time has been left to do the work needed for unreal tournament 2004.
From my point of view, i think that UT2K4 is kind of a bad port... The work Ryan has done is great, considering the DirectX to OpenGL port. But some things are left without care, such as the sound of the game, or the shadows. How Macsoft allowed a game to be released since they knew it was not yet completely done and it had some issues with the sound and shadows?
Tha game was released for the PC with no such problems, and I think that Macsoft should not release it for Mac until they were sure that it had reached the quality of the PC version.
Would you rather be waiting and waiting for the perfect Mac port or have the Mac port we have now?
"Don't worry, this will only hurt a lot!"
[MA]DocRob
Offline
#10 2005-03-07 11:59 pm
- Bat
- Flawless Cowboy
- Royal Wombat

- From: Björk, Björk
- Registered: 2001-05-14
- Posts: 28541
Re: UT2004 Graphics Quality Mac VS PC Related Question
What's a year or two more wait? Shadows'd be ready about... now, and Dolby 5.1... well, that's planned for later patching into Doom 3.
What would've been wrong with another 18 months of UT '99, anyway? 
If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
Offline
#11 2005-03-08 3:57 am
- Soulstorm
- Member

- Registered: 2005-03-05
- Posts: 14
Re: UT2004 Graphics Quality Mac VS PC Related Question
doc-robc wrote:
Would you rather be waiting and waiting for the perfect Mac port or have the Mac port we have now?
I don't think it would take too long to optimize it a little better for mac os. You see, when a game is about to be released, the programmers and the companies put much more effort in making it better than after it is released. Now that the game is released, Macsoft does not put such effort in the game as before.
It's all about the "Just Good Enough" tactic. Now that the game is simply playable (and a little buggy, concerning the sound and shadows) and it is good enough to just be played, they don't find a reason to push themselves to make it better. They just leave all the work to Ryan (who I think is a bit overwhelmed at the moment) and they don't care about the game so much as before.
Last edited by Soulstorm (2005-03-08 3:58 am)
1)--G5 2.5 GHz, 9600XT, 1GByte RAM, a NEC display supporting 1280x1024 resolution OS X 10.3.8.
2)--G4 Dual 1.25 GHz with 2GBytes RAM ATI RADEON 9200
3)--iMac G4 1Ghz with Geforce4 MX 768 RAM os x 10.3.7
4)--iMac DV 400 MHz 384 RAM And an LC475 (Yes, the one with 25MHz and 12 Mbytes RAM!!!!)
Offline
#12 2005-03-08 9:04 am
- Bat
- Flawless Cowboy
- Royal Wombat

- From: Björk, Björk
- Registered: 2001-05-14
- Posts: 28541
Re: UT2004 Graphics Quality Mac VS PC Related Question
Soulstorm wrote:
Now that the game is released, Macsoft does not put such effort in the game as before.
I should hope not. 'Effort' = $$. How many copies do you think they're still selling a year after release?
If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
Offline
#13 2005-03-08 10:15 am
- LLEVIATHANN
- Itch you can't scratch

- From: 22 Acacia Avenue
- Registered: 2001-03-14
- Posts: 7158
Re: UT2004 Graphics Quality Mac VS PC Related Question
Soulstorm wrote:
would be as good as PC edition.....reached the quality of the PC version.
It will never happen until Apple's OGL or some other Mac API is as good as DX.
The flaws in the game are not Ryan's fault. It's the limits/quality of Apple OGL. The only thing I think Ryan could've done better was to make better use of the second proc. Currently it only handles sound. Better load balance would be nice, but I'm not a programmer and have no idea how involved that would be.
Let us be thankful for the fools; but for them the rest of us could not succeed. - Mark Twain
Offline
#14 2005-03-08 10:45 am
Re: UT2004 Graphics Quality Mac VS PC Related Question
LLEVIATHANN wrote:
...The only thing I think Ryan could've done better was to make better use of the second proc. Currently it only handles sound. Better load balance would be nice, but I'm not a programmer and have no idea how involved that would be.
VERY. From what I understand it would require a complete re-write of the code. 
That won't happen.
-=db=-
[MA]d{O}ldDocB
DocBlood on XBL and UT3
Offline
#15 2005-03-08 11:04 am
- socamx
- Member
- Registered: 2004-08-07
- Posts: 105
Re: UT2004 Graphics Quality Mac VS PC Related Question
Texture filtering could use some help too...
Offline
#16 2005-03-08 1:03 pm
- Soulstorm
- Member

- Registered: 2005-03-05
- Posts: 14
Re: UT2004 Graphics Quality Mac VS PC Related Question
LLEVIATHANN wrote:
It will never happen until Apple's OGL or some other Mac API is as good as DX.
OpenGL=Directx in terms of programmability capabilities and features. Apple's OpenGL support doesn't suck... But it's so different from DirectX, or even OpenGL for PC that developers simply cannot put so much effort and resources into rewriting a game from scratch!
In order to make a program run better in OS X than PC (which will mean that only then the program will take full advantage of Mac's hardware and OS X's features) is to write the whole program from scratch. The differences between OpenGL for Mac and PC are chaotic. That is the problem, and not Apple's OpenGL support...
Proof: When Apple is develloping OpenGL intensive apps, it rocks, and it is a lot faster than expected. When Apple gives Mac OpenGL specifications to the public, everyone is impressed. However, we continue to see games that run better in PC's than in Macs!
That happens because Mac OS's opengl gives complete access to the machine's internal system's that control the hardware's behaviour, but is is very complicated for a PC developer to sit down and not only convert the code to work on os x but optimize it to take full advantage of the OS. This would simply take a lot of time, effort and money.
1)--G5 2.5 GHz, 9600XT, 1GByte RAM, a NEC display supporting 1280x1024 resolution OS X 10.3.8.
2)--G4 Dual 1.25 GHz with 2GBytes RAM ATI RADEON 9200
3)--iMac G4 1Ghz with Geforce4 MX 768 RAM os x 10.3.7
4)--iMac DV 400 MHz 384 RAM And an LC475 (Yes, the one with 25MHz and 12 Mbytes RAM!!!!)
Offline
#17 2005-03-08 3:10 pm
- LLEVIATHANN
- Itch you can't scratch

- From: 22 Acacia Avenue
- Registered: 2001-03-14
- Posts: 7158
Re: UT2004 Graphics Quality Mac VS PC Related Question
Soulstorm wrote:
But it's so different from DirectX, or even OpenGL for PC.
OpenGL is an industry standard that is sitting at version 2.0 right now. Looking at the last 3 OS X updates Apple won't even tell you what version of OGL it's installing, just the fact that it is being updated. Anyone one know what version of OpenGL Apple is using? I fear the lack of this information is Apple's admittance that their behind and know it. Back in the day when they dropped Game Sprockets in favor of the OpenGL standard Apple was very vocal about OS 9/X's OpenGL version was the same and up to date.
Does OS X support OGL 2.0? Google says "no".
opengl.org wrote:
OpenGL version 2.0, released on September 7, 2004
If not, why? It's been six months. The 10.3.8 update says it updated it, but to what is unknown. I'm really curious to what version Macs are running. Even herethey don't tell you.
Google is your friend. 
Looks that the base Jag (10.3) install has OpenGL 1.4. Long way from 2.0, hell my OS 9.2.2 has 1.2.1.
Digging deeper, at the time of UT2K4's release OpenGL 1.5 was out. Is 10.3 a year old? If so back then the PCs and Macs would've been very close (PCs 1.5 vs Jags 1.4). Cool
but what the hell has happened since then.
Soulstorm wrote:
Apple's OpenGL support doesn't suck...
No it's even worse. They can't keep up.
Tough to make fancy new graphics on out dated software=Tough to program for features not supported in that version of OpenGL.
Soulstorm wrote:
OpenGL=DirectX
I'd agree with this if Apple had kept up. Maybe they have... Someone command-i their opengl files. Please!
Last edited by LLEVIATHANN (2005-03-08 3:19 pm)
Let us be thankful for the fools; but for them the rest of us could not succeed. - Mark Twain
Offline
#18 2005-03-08 4:36 pm
- Soulstorm
- Member

- Registered: 2005-03-05
- Posts: 14
Re: UT2004 Graphics Quality Mac VS PC Related Question
Look, if i'm correct, directx has stuck into 9.0c for a long time too, as opengl has stuck into Opengl 2.0 specification.
All your post would have been correct, if not for a tiny detail that invalidates all your post...
Apple is using Opengl 2.0. Yes, maybe the base jaguar came with 1.4. But Do not forget that, regardless of what version OS X uses, it must be optimized for the hardware too! So, Apple may be using Opengl 2.0 for a long time... but with every update, it re-releases the Opengl drivers with OpenGL 2.0 specification but each time, better optimized to work with all aspects of mac os x and mac hardware.
Your mistake is that you believe that a version number makes all the difference. That is wrong. It's optimization that does the trick, too.
Have you thought that maybe apple is configuring and re-writing certain parts of opengl in order to be implemented better into the OS? If this is the case, then they should use their own numeric system (which means other opengl version than the official one) which we may not be interested in hearing it!
Heck, the differences between the Mac and PC platforms are enormous. What pushes us to think that Opengl for PC is the same as in mac? Maybe it should not be ported before use into Mac OS X.
Have you considered the possibility that maybe (i'm not sure, but you must take into account that possibility, too) there is no a main OpenGL extension? Perhaps all opengl specs are implemented into the extensions of ATI and nVidia Cards and each time those drivers are updated, it means that further optimization of the OpenGL 2.0 drivers has been done?
Certainly, I must say that maybe you are right! I am not a programmer and I cannot say precisely what method apple uses. But to blame Apple and say that Mac OS can't keep up since we don't know exactly what is going on is wrong.
Request to Leviathan: Please Include Links, so that I can support my arguments better, and to understand you better! Where is the link that says the base OpenGL version shipped with Panther?
PS: Doom 3 is based into OpenGL 2.0 And it is rock solid for the mac. It has all features of OpenGL enabled. I know, you are going to say that it is not as fast as in PC's, but you should think that if Mac OS X didn't support OpenGL 2.0 doom 3 would not have all these shadows and photorealistic effects enabled for the mac version at all!
But, again, I am not inside Apple, and maybe you are right. I just gave you another point of view.
Last edited by Soulstorm (2005-03-08 4:49 pm)
1)--G5 2.5 GHz, 9600XT, 1GByte RAM, a NEC display supporting 1280x1024 resolution OS X 10.3.8.
2)--G4 Dual 1.25 GHz with 2GBytes RAM ATI RADEON 9200
3)--iMac G4 1Ghz with Geforce4 MX 768 RAM os x 10.3.7
4)--iMac DV 400 MHz 384 RAM And an LC475 (Yes, the one with 25MHz and 12 Mbytes RAM!!!!)
Offline
#19 2005-03-08 6:57 pm
- LLEVIATHANN
- Itch you can't scratch

- From: 22 Acacia Avenue
- Registered: 2001-03-14
- Posts: 7158
Re: UT2004 Graphics Quality Mac VS PC Related Question
Soulstorm wrote:
Apple is using Opengl 2.0.
Prove it.
That is the problem I can not offer any proof that 10.3 (Jag) uses 1.4 even. The Apple info just says "OpenGL". Apple is mum about exactly which version OS X is adhering to. I went with 1.4 because I did find several software packages that stated in the minium specs that it needed OS 10.3 and OpenGL 1.4. I deduced from that 10.3 must be based off of OpenGL 1.4. Since you can no longer just go to Apple and download new OpenGL updates like you used to be able to do.
What pushes us to think that Opengl for PC is the same as in mac?
Sigh...
OpenGL is an industry standard.
OpenGL.org wrote:
Most Widely Adopted Graphics Standard
OpenGL is the premier environment for developing portable, interactive 2D and 3D graphics applications. Since its introduction in 1992, OpenGL has become the industry's most widely used and supported 2D and 3D graphics application programming interface (API), bringing thousands of applications to a wide variety of computer platforms. OpenGL fosters innovation and speeds application development by incorporating a broad set of rendering, texture mapping, special effects, and other powerful visualization functions. Developers can leverage the power of OpenGL across all popular desktop and workstation platforms, ensuring wide application deployment.
High Visual Quality and Performance
Any visual computing application requiring maximum performance-from 3D animation to CAD to visual simulation-can exploit high-quality, high-performance OpenGL capabilities. These capabilities allow developers in diverse markets such as broadcasting, CAD/CAM/CAE, entertainment, medical imaging, and virtual reality to produce and display incredibly compelling 2D and 3D graphics.
Developer-Driven Advantages
Industry standard
An independent consortium, the OpenGL Architecture Review Board, guides the OpenGL specification. With broad industry support, OpenGL is the only truly open, vendor-neutral, multiplatform graphics standard.
Stable
OpenGL implementations have been available for more than seven years on a wide variety of platforms. Additions to the specification are well controlled, and proposed updates are announced in time for developers to adopt changes. Backward compatibility requirements ensure that existing applications do not become obsolete.
Reliable and portable
All OpenGL applications produce consistent visual display results on any OpenGL API-compliant hardware, regardless of operating system or windowing system.
Evolving
Because of its thorough and forward-looking design, OpenGL allows new hardware innovations to be accessible through the API via the OpenGL extension mechanism. In this way, innovations appear in the API in a timely fashion, letting application developers and hardware vendors incorporate new features into their normal product release cycles.
Scalable
OpenGL API-based applications can run on systems ranging from consumer electronics to PCs, workstations, and supercomputers. As a result, applications can scale to any class of machine that the developer chooses to target.
Easy to use
OpenGL is well structured with an intuitive design and logical commands. Efficient OpenGL routines typically result in applications with fewer lines of code than those that make up programs generated using other graphics libraries or packages. In addition, OpenGL drivers encapsulate information about the underlying hardware, freeing the application developer from having to design for specific hardware features.
Well-documented
Numerous books have been published about OpenGL, and a great deal of sample code is readily available, making information about OpenGL inexpensive and easy to obtain.
A hardware vendor can't say it complies with version X of OpenGL and have it not be true.
opengl.org wrote:
What's New in OpenGL 2.0
OpenGL version 2.0, released on September 7, 2004, is the sixth revision since the original version 1.0. Despite incrementing the major version number (to indicate support for high-level programmable shaders), version 2.0 is upward compatible with earlier versions, meaning that any program that runs with a 1.5, 1.4, 1.3, 1.2, 1.1, or 1.0 GL implementation will also run unchanged with a 2.0 GL implementation.
Following are brief descriptions of each addition to OpenGL 2.0...
You say OGL 2.0 has been out for a long time. Six months is not a long time. OGL 1.5 is more than a year old.
This is new enough that I don't see how Doom3 could even be based in OGL 2.0. You want links, well so do I.
From here:
http://www.macaddict.com/forums/topic/53346/3
Twisted Guy wrote:
Did you actually look at the Barefeats page? It pretty much contradicts your statement about Quake 3's performance. The G5 sits at the top, and the G5 with just an X800 even bests the 2.6 GHz Athlon64 equipped with two 6800's running in SLI mode by nearly 10%. The only system that outperforms the G5 in Quake 3 is the Dual 2.6 Opteron, and it only does do by 5 FPS.
But in every other test, the G5 is defeated by a large margin.
So, I think the Quake 3 test is rather telling. It demonstrates the importance of optimization, and the simple fact that few, if any, games are actually optimized for the Mac to the extent that they could be. It also demonstrates that Apple's OpenGL is great when it comes to an older game, but that Apple is really slacking off when it comes to handling newer OpenGL features.
Apple needs to deliver some better compilers and optimization tools to help developers utilize SMP, AltiVec, et al, and needs to improve their OpenGL. Then the developers actually need to take advantage of the G5's features. Yes, I know they work hard to do what they do, but when SMP, AltiVec, etc. are not being utilized 99.9% of the time, and performance lags as a result, then they're not doing enough. But, we've all been saying these things, about Apple, about the developers, about the Mac gaming industry in general, since the first G4 hit the market in 1999, and nothing has changed in those 6 years, so I doubt it's going to change now.
Also
Glend Adams wrote:
There will be benchmarks galore on various web sites over the coming weeks...
As far as Altivec, how much does it help- I don't have a hard number, since we haven't built a non-altivec version in several months. Its faster than without Altivec, but we're not getting double the speed or anything like that. It helps a few percentage points, since its mostly for sound and physics.
Most of the application level optimizations for Doom3 are also like this- they gain a few percentage points here and there. The engine is well engineered and optimized to start with, so it is feeding data to OpenGL about as fast as the drivers/cards can handle it. The PowerPC architecture does have some inherent overhead issues (float to int conversion, data alignment problems) that can't be optimized away, so most of the app level things we did were spot fixes.
Glenda
Let us be thankful for the fools; but for them the rest of us could not succeed. - Mark Twain
Offline
#20 2005-03-08 8:22 pm
- Bat
- Flawless Cowboy
- Royal Wombat

- From: Björk, Björk
- Registered: 2001-05-14
- Posts: 28541
Re: UT2004 Graphics Quality Mac VS PC Related Question
LLEVIATHANN wrote:
Soulstorm wrote:
Apple is using Opengl 2.0.
Prove it.
Can't; it's not true, tho presumably it's being worked towards. And this...
Twisted Guy wrote:
Did you [etc]
... is not a terribly good citation; TG is not a graphics guru. The rest of the thread is more telling, and further refutation could be made with time I don't have, so let's get to the better stuff.
More recent posts at the IMG Forums shed some light...
GlendaAdams wrote:
Aspyr is committed long term to Doom 3 updates, both adding things like 5.1 audio and continuing to tweak performance. At the time the game went gold, there [weren't] any application level performance optimizations left for us to do, short [of] re-engineering the game from the ground up for 12 months. Most of the performance bottlenecks are in the OS and [at the] videocard driver level now. If things pop up that we can tweak in the app, we'll keep doing that. And I'm positive [that]Apple/ ATi/ nVidia will continue to optimize the driver/framework level code for quite a while, just like they've done with previous games like Quake 3.
There really are a lot of factors that go into the overall performance hit, but the game is more GL bound than anything right now.
One note on Altivec vs SSE/MMX - in many ways Altivec is much more powerful, but in practical ways for ported games its often not much of a win. Altivec wants data much more aligned than the PC SIMD instructions, and so you end up killing a lot of your Altivec speed-ups trying to get data in the right alignmentWe still did Altivec opts for Doom3, but they gave us single digit speed ups, not numbers like 20-30%.
Glenda
On GL support:
Abecedaria wrote:
Given the current objective information available, I don't understand how you can make that statement. On Mac OS 10.3.8, the x800 and 6800U support OpenGL 1.5 plus about 77 extensions. On the PC these same two cards support 1.5.x plus about 130 extensions depending on the driver revision.
T'would seem that this is the sort of thing that leads Glenda (or Brad Oliver, I forget which offhand) to say that, hopefully, Apple's CoreVideo work will help Apple OpenGL to move forward well and quickly. It seems that while OGL generally has a naturally good focus, gaming per se still has a fairly low importance at Apple, so that spinoff benefits are what is hoped for.
That which is implemented is at least clean and fairly bug-free, just historically behind the Other Side. That is a hoped-for change.
(My biggest curiousity now is about D3; not only why it's slow on Mac, but why it scales so poorly with resolution. On top cards, with less than 1/6 of the pixels to push/ memory bandwidth needed, the 640x480 framerates don't gain all much over 16*12. That points toward the platform).
Oh, and UT2004 can't make other use of CPU#2; it's impractical to multithread a single-threaded app, which the original is. OSX can spin off sound as a separate process; that's about it.
At this point Ryan would probably have to rewrite the OGL renderer using recently supported extensions to fix the shadowing issue. In re: Doom 3 again, it can be tried on an underspec CPU, but anything prior to OS 10.3.8 (and its attendant OGL updates) is a fatal error.
If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
Offline
#21 2005-03-09 11:14 am
- Soulstorm
- Member

- Registered: 2005-03-05
- Posts: 14
Re: UT2004 Graphics Quality Mac VS PC Related Question
You may be right. I told you, we cannot make assumptions since we cannot know what the heck does apple do with OpenGL drivers.
llevitathann wrote:
Does OS X support OGL 2.0? Google says "no".
Links plz! (or you mean you made a search?)
I really do believe that you have a point there. I can't be sure about the version of the OpenGL drivers... I believe that if apple would give more importance to the mac gaming aspect, we would see better optimized drivers fast, maybe in the next update! (Although I must say that the last 3-4 updates done to Panther really boost OpenGL performance significally. I noticed a small boost into UT2004, Halo, Homeworld 2, and a significant boost in World Of Warcraft.)
We nned better optimized drivers though...
I hope you are wrong about Apple falling back. This company exists today because of its ability to be ahead from everyone. Falling back in OpenGL (which is a vital part of the OS for Apple, it's not like PC's that can also support DirectX if necessary) is a big matter. I hope they know that and try to fix it...
Back to UT2004...
bat wrote:
Oh, and UT2004 can't make other use of CPU#2; it's impractical to multithread a single-threaded app, which the original is. OSX can spin off sound as a separate process; that's about it.
At this point Ryan would probably have to rewrite the OGL renderer using recently supported extensions to fix the shadowing issue. In re: Doom 3 again, it can be tried on an underspec CPU, but anything prior to OS 10.3.8 (and its attendant OGL updates) is a fatal error.
I didn't say that he should optimize it for multiprocessing. I said that he should at least work out the sound problems.
And I think, that is fou say it's true, lleviathann, that the shadows problem UT2004 has is a result of old OpenGL drivers. (Realistic shadows and generally shadows issues are handled with OpenGL 1.5 and later releases (i think))
1)--G5 2.5 GHz, 9600XT, 1GByte RAM, a NEC display supporting 1280x1024 resolution OS X 10.3.8.
2)--G4 Dual 1.25 GHz with 2GBytes RAM ATI RADEON 9200
3)--iMac G4 1Ghz with Geforce4 MX 768 RAM os x 10.3.7
4)--iMac DV 400 MHz 384 RAM And an LC475 (Yes, the one with 25MHz and 12 Mbytes RAM!!!!)
Offline
#22 2005-03-09 11:49 am
- Bat
- Flawless Cowboy
- Royal Wombat

- From: Björk, Björk
- Registered: 2001-05-14
- Posts: 28541
Re: UT2004 Graphics Quality Mac VS PC Related Question
My guess is it's not Apple's current OGL drivers per se, but the fact that Mac UT'04's OpenGL renderer (OpenGLDrv) was written for then-current Apple OGL, which supported fewer extensions and features. To fix the issue now might be possible but take a near-total rewrite, or at least an extensive overhaul.
If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
Offline
#23 2005-03-09 5:31 pm
- LLEVIATHANN
- Itch you can't scratch

- From: 22 Acacia Avenue
- Registered: 2001-03-14
- Posts: 7158
Re: UT2004 Graphics Quality Mac VS PC Related Question
Soulstorm wrote:
Links plz! (or you mean you made a search?)
Yes I did a search, many searches with keywords like:
opengl 10.3
opengl OSX
opengl apple
10.3 opengl support
10.3.8 opengl
10.3 opengl version
blah, blah, blah
Came up empty on all.
Let us be thankful for the fools; but for them the rest of us could not succeed. - Mark Twain
Offline
#24 2005-03-10 7:06 pm
- Bat
- Flawless Cowboy
- Royal Wombat

- From: Björk, Björk
- Registered: 2001-05-14
- Posts: 28541
Re: UT2004 Graphics Quality Mac VS PC Related Question
On a related front, ATi's new Catalyst 5.3 PC drivers' release notes say
[color=brown]OpenGL Version 2.0 Support
The CATALYST
If all economists were laid end to end, they would not reach a conclusion - George Bernard Shaw
"Fire up a colortini, sit back, relax, and watch the pictures, now, as they fly through the air."
Offline
#25 2005-03-10 7:13 pm
- Abecedaria
- Member
- Registered: 2005-03-10
- Posts: 5
Re: UT2004 Graphics Quality Mac VS PC Related Question
Soulstorm wrote:
Links plz! (or you mean you made a search?)
This might help out the discussion: http://www.realtech-vr.com/glview/
On this site is a really cool app, GLView, that let's you view the supported version of OpenGL on your system and the number of extensions. The same app also holds a database of submissions from other platforms and cards. You'll notice that the PC supports far more extensions than the Mac. Does the lack of these extensions make a difference in Mac OpenGL performance? Who knows. However, the more extension you have, the more ways, and potentially quicker ways, you have to solve any particular problem.
By the way, the are currently some nVidia beta drivers floating around in the PC community that support OpenGL 2.0. Apple better get their butt in gear.
(P.S. Cool forum! I hope to see you all around here more often !)
abc
Offline

