From the same comment I was referring to in the last post:
Thomas Wrote:You never really use an OpenGL version as you sorta just use the extensions you want it. Easier to just go by what sorta D3D version you are targeting.
As I understand it, they are still using OpenGL and only for the system requirements he is talking in terms of DirectX versions because it is then easier to find out if one's video card supports the features or not.
Yes, using OpenGL and DirectX is only to simplify talking about what sort of hardware is needed.
(01-08-2015, 11:17 PM)jens Wrote: [ -> ]Yes, using OpenGL and DirectX is only to simplify talking about what sort of hardware is needed.
So the renderer in Windows will be OpenGL only if I understood correctly. Right?
(01-09-2015, 07:44 AM)jens Wrote: [ -> ]Yup
Alright, I misunderstood what Thomas said then. Thanks Jens.
Which version of OpenGL does HPL3 engine use? As I remember Amnesia only has 2.1 support. The latest version is 4.5.
(01-09-2015, 05:43 PM)Googolplex Wrote: [ -> ]Which version of OpenGL does HPL3 engine use? As I remember Amnesia only has 2.1 support. The latest version is 4.5.
It has to do with what extensions are used. For example you could have built the whole game using v2.1 extensions but one from 3.3 would require such a graphics card. Anyway, I think Thomas mentioned v3.3 at some of his recent blog posts.
(01-10-2015, 01:40 AM)Kein Wrote: [ -> ] (01-09-2015, 12:13 AM)plutomaniac Wrote: [ -> ] (01-08-2015, 11:17 PM)jens Wrote: [ -> ]Yes, using OpenGL and DirectX is only to simplify talking about what sort of hardware is needed.
So the renderer in Windows will be OpenGL only if I understood correctly. Right?
Bye-bye Anti-Aliasing :<
According to Thomas back in January 2014:
(01-24-2014, 10:19 PM)Thomas Wrote: [ -> ] (01-24-2014, 01:06 PM)Kein Wrote: [ -> ]Judging by the aliasing (hello HPL3, it is 2014 kinda?)
We will have in the final release, just not had it as a prio yet. So no worries!
Wow, I don't even remember the reply, thanks for the reminder Ashtoreth. Besides my bad memory, I probably quickly forgot about it because it never was specified what kind of AA it will be. I have big doubts it is going to be real MSAA, but one can hope. The Talos Principle, for example, featured few rendering APIs with MSAA support for all of them, even for OpenGL.