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“dxlevel” launch option in linux
posted in Q/A Help
1
#1
0 Frags +

Linux doesn't have DirectX. I don't know if Valve made some kind of compatibility layer, or did a proper port to OpenGL (I expect the latter).

Either way - does this launch options or config setting do anything for the Linux client?
I am using Arch btw.

Linux doesn't have DirectX. I don't know if Valve made some kind of compatibility layer, or did a proper port to OpenGL (I expect the latter).

Either way - does this launch options or config setting do anything for the Linux client?
I am using Arch btw.
2
#2
3 Frags +

i believe they did a compatibility layer, and use ToGL (https://github.com/ValveSoftware/ToGL) to port dx calls to opengl

why not try it in the launch options? if -dxlevel 80 works then it should be immediately obvious

i believe they did a compatibility layer, and use ToGL (https://github.com/ValveSoftware/ToGL) to port dx calls to opengl

why not try it in the launch options? if -dxlevel 80 works then it should be immediately obvious
3
#3
2 Frags +

I tried typing -dxlevel 81 into launch options, in game in looks exactly the same, when i typed mat_dxlevel in console it showed as 92. I tried setting it down to 81 but it went to 90.

I loaded up tr_newbots and it looked really shiny when it was loading up but in game it looked exactly the same but I could see through the doors.

Booting up common maps you can see it looks exactly the same as it was before except for a couple of broken textures and hud elements

Running Ubuntu 16.04

I tried typing -dxlevel 81 into launch options, in game in looks exactly the same, when i typed mat_dxlevel in console it showed as 92. I tried setting it down to 81 but it went to 90.

I loaded up tr_newbots and it looked really shiny when it was loading up but in game it looked exactly the same but I could see through the doors.

Booting up common maps you can see it looks exactly the same as it was before except for a couple of broken textures and hud elements

Running Ubuntu 16.04
4
#4
2 Frags +
VulcanI tried typing -dxlevel 81 into launch options, in game in looks exactly the same, when i typed mat_dxlevel in console it showed as 92. I tried setting it down to 81 but it went to 90.

I loaded up tr_newbots and it looked really shiny when it was loading up but in game it looked exactly the same but I could see through the doors.

Booting up common maps you can see it looks exactly the same as it was before except for a couple of broken textures and hud elements

Running Ubuntu 16.04

I just tested it and i got the same results. Glow effects were turned off automatically but I could enable it and i could queue up for official matchmaking.

Strange....

[quote=Vulcan]I tried typing -dxlevel 81 into launch options, in game in looks exactly the same, when i typed mat_dxlevel in console it showed as 92. I tried setting it down to 81 but it went to 90.

I loaded up tr_newbots and it looked really shiny when it was loading up but in game it looked exactly the same but I could see through the doors.

Booting up common maps you can see it looks exactly the same as it was before except for a couple of broken textures and hud elements

Running Ubuntu 16.04[/quote]

I just tested it and i got the same results. Glow effects were turned off automatically but I could enable it and i could queue up for official matchmaking.

Strange....
5
#5
Spaceship Servers
0 Frags +

its emulated dx9* iirc but i dont have a source for that

its emulated dx9* iirc but i dont have a source for that
6
#6
1 Frags +

Some things were ported to Linux directly, but ToGL does most of the main rendering work, translating from DirectX to OpenGL. ToGL was only made to support at least dxlevel 90. As for some rendering effects being turned off, Source checks the dxlevel and disables features if the dxlevel doesn't support them. Perhaps there is some messy workaround being used to clamp mat_dxlevel to 90 for OpenGL systems which doesn't rerun the dxlevel checks to re-enable some features.

Some things were ported to Linux directly, but ToGL does most of the main rendering work, translating from DirectX to OpenGL. ToGL was only made to support at least dxlevel 90. As for some rendering effects being turned off, Source checks the dxlevel and disables features if the dxlevel doesn't support them. Perhaps there is some messy workaround being used to clamp mat_dxlevel to 90 for OpenGL systems which doesn't rerun the dxlevel checks to re-enable some features.
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