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The HON Windows Clind in Wine beats the Nativ Linux clind

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  • The HON Windows Clind in Wine beats the Nativ Linux clind



    http://imageshack.us/photo/my-images/607/honlinuxclindvswindowsc.png/


    the windows clind in wine do have particle effect in the AIR and Bumpmapping effect no the floor and shader 3 reflection.

    the nativ linux clind do not have particle effect in the air and no bumpmapping and no quality reflections like the windows clind.

    and yes the windows clind in wine with dx9 runs very fast on my system.

    also the windows clind in wine do have less graphic bugs for example the loading bar if the game loads do not flicker,.,

  • #2
    Nothing new. Native client is on OpenGL and K2 engine is not optimized for it. Turn on OpenGL on your wine version and you will have the same effect as on the native one.

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    • #3
      i wrote a bugreport here:http://forums.heroesofnewerth.com/sh...3#post14164313
      Last edited by Qaridarium; 08-19-2011, 05:22 PM.

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      • #4
        Originally posted by Tares View Post
        Nothing new. Native client is on OpenGL and K2 engine is not optimized for it. Turn on OpenGL on your wine version and you will have the same effect as on the native one.
        wine also uses openGL! Wine translate the dx9 into openGL.

        OpenGL isn't the problem!

        maybe the engine just do not use the right openGL extensions.

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        • #5
          As you said, it translates DX9 on OpenGL. Since game is optimized for DX9 hence DX9->OpenGL is much more faster than OpenGL itself.

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          • #6
            I haven't noticed any graphics bugs yet, nor any screen flickering.

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            • #7
              That's just the "OpenGL renderer handles particle system clipping differently than the D3D9 renderer and artists don't bother to test using the OpenGL renderer" issue that's been around for pretty much forever in HoN. If you run hon using the OpenGL renderer via wine, ie, "wine hon.exe -vid vid_gl2", you'll see exactly the same thing.

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              • #8
                Originally posted by WhiteDwarf View Post
                That's just the "OpenGL renderer handles particle system clipping differently than the D3D9 renderer and artists don't bother to test using the OpenGL renderer" issue that's been around for pretty much forever in HoN. If you run hon using the OpenGL renderer via wine, ie, "wine hon.exe -vid vid_gl2", you'll see exactly the same thing.
                right.. but ingame there are more effects...

                i think the windows version uses shader3 model and the linux version uses shader2 model of shaders.

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                • #9
                  HON uses an older version of OpenGL so it would work with older Mesa drivers. Considering how much work has been done in Mesa now, HON should work on supporting newer versions and optimizing now in OpenGL, with fallbacks to older versions of course.

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