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Author Topic: [Answered] openXcom hardware rendering/Launch flags  (Read 1826 times)

Offline GreenCake

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[Answered] openXcom hardware rendering/Launch flags
« on: November 30, 2021, 01:22:26 pm »
Wanna share existence of possibility for executing openXcom with openGL instead of software render.
If you have perfomance troubles, like slow animations, using graphic card might help.

Start game with command-line flag -useOpenGL true.

Or create <anyName>.bat file with same command for your launcher.
Code: [Select]
start OpenXcomExPlus.exe -useOpenGL true

Other usefull commands/descriptions can be found here: https://www.ufopaedia.org/index.php/Options_(OpenXcom)
« Last Edit: February 12, 2023, 12:06:13 pm by Meridian »

Online Meridian

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Re: openXcom hardware rendering/Launch flags
« Reply #1 on: November 30, 2021, 02:45:52 pm »
Basically everything you said is wrong.


1/ Openxcom always uses software rendering... with this option enabled, it does everything it does also without it and at the end forwards the software generated image to OpenGL for hardware rendering (and optional further processing via display filters).

You will (mostly) not see any performance improvement here, it will (mostly) only get slower or stay the same.

2/ Also, you shouldn't use this option as a user at all, it's an internal option and the game can decide to overwrite your setting based on other options as it sees fit. Or it can crash or just be ignored, depending on circumstances.

The correct way of turning on raw OpenGL rendering (without any display filters), is to use 'Options > Video > Display filter' and select option 'Raw*' from the drop down box.
« Last Edit: November 30, 2021, 09:38:00 pm by Meridian »

Offline GreenCake

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Re: openXcom hardware rendering/Launch flags
« Reply #2 on: November 30, 2021, 05:47:24 pm »
Okay, sorry everyone around for fake.

Gonna try compile sdl2 branch. As i can see it's uses sdl hardware render.