stiv wrote:Perhaps we could create a sticky thread to localise the repeated whining to one spot. It would also serve to spotlight the platforms (operating system + card/chipset + driver) known not to work.
*Every* application, game or otherwise, that uses OpenGL has the same problems on the same platforms as WZ does. And even working platforms get broken. Apple, for example, has done this a couple times with different releases of OSX. Ubuntu created all kinds of hell when it made compiz the default.
From experience, you can code around a broken driver, but that breaks other working implementations.
Bottom line - cheap hardware does not make a good gaming platform.
I can understand cheap hardware not being good for hardcore gaming, but anything more advanced than a cheap cell phone or calculator should be able to handle at least basic 3D without trouble.
As far as I can tell, in Warzone, we have terrain as a textured grid with height, for terrain. A layer at water level, for water. Some polygons, for units, structures, features, and projectiles, and some effects. A square off in the distance, for sky. And a bunch of 2D effects and interfaces. None of that sounds terribly hard to do. Sure, it might not look as pretty, but it should still be playable.
I wonder if it would really be that hard just to keep the original Pumpkin DirectX and software renderers as fallbacks. As far as I know, we mainly dropped them because we didn't have enough developers to maintain them. Well, we still don't, but would they really take that much maintenance?
EvilGuru wrote:On a side note I am not convinced how an OpenGL debugger would help. Unless we are doing something wrong which is causing the driver to segfault instead of return an error code.
OS X, for the record, has two very competent OpenGL debugging/profiling utilities. Both come as standard. So people with OS X can debug the OpenGL code if they so desire.
OS X, on the other hand, actually has working OpenGL drivers. It's generally the crappy Windows drivers that cause problems, so we might need to debug on there for it to be useful.