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Ro and OpenGL

Vader

FNG / Fresh Meat
Jul 21, 2006
367
30
0
Would you guys please support OpenGL for this game? I have to use OpenGL because if I use direct3d or any other of those listed, my cpu crashes. OpenGL is the only way to get ro to work and not crash my comp. Will you guys ever support it?
 

Quietus

FNG / Fresh Meat
Nov 25, 2005
1,945
0
0
California
OpenGL used to rule on Unrealtournament. I'd get about a 20% boost in my FPS and the quality difference between Direct3d and OpenGL was so small as to not be worth the heavy performance hit of Direct3d. I'd use OpenGL in a millisecond if it worked properly in RO.
 

Vader

FNG / Fresh Meat
Jul 21, 2006
367
30
0
well it makes my graphics better and I get fps boost using it, not to mention my cpu won't crash every 30 minutes.
 

BdMdesigN

FNG / Fresh Meat
Jul 8, 2014
12
0
0
I'm assuming this old thread again, because many users try to join servers with non standard cards have problems with 64bit Windows systems.

The game crashes with the following error message: "Not enough virtual memory" although 16 GB hardware ram is installed and a swap partition with 32 GB is available.

I have tested many things:

If the CacheSizeMegs Fix/Tweak applied, the game crashes with the above error message. Even players who do not use the CacheSizeMegs fix have the problem with the "Not enough virtual memory".

This problem is reproducible with DirectX 9 + 1x (64bit systems) and comes in conjunction with the CacheSizeMegs Fix also partially below OpenGL ago.

Now I have a request, so that players do not have to change the RedOrchestra.ini by hand, to patch openGL in the game configuration as a Render Device.

RO 1 works so flawlessly with openGL.
So Linux works with oppenGL. I have a 64bit Linux System and I did not have this problem. Only on my Win 7 64bit Support System (Same Hardware).

Best Regards

Peter
 
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