I recently attempted to run BattleTech on an integrated HD 4600 Intel gpu and was unfortunately met with a crash and error message upon launch; I know this specific GPU is outside the supported chipset range so I understand if there isn't much that can be done.
With that being said however I've been poking around with the Unity Engine manual and came across some command line options that force the client to run in OpenGL mode. I tested running the client with -force-opengl, -force-glcore and -force-glcoreXY where XY is a specified version of OpenGL.
In my testing, both -force-opengl and -force-glcore both cause the client to use OpenGL 4.3 which in my situation causes the client to crash. On the other hand OGL3.2 through 4.2 seems to work fine (-force-glcore32, etc). The client loads, the pre-menu cutscene plays and I can navigate the main menu without issue.
The loading screen appears to work fine; however, all In-game shaders fail to load leaving only the UI working with outlines and silhouettes of the various mechs. Looking at the output log, it seems like the fragment shaders were not given matching vertex shaders.
Testing with -force-d3d9 and any of the -force-feature-level–X-Y flags also caused a crash upon start. -force-driver-type-warp works without issue but is, as expected, incredibly slow.
I have attached crash dumps of both the Direct3D11 and OpenGL43 tests, as-well as screenshots showcasing the OpenGL32 shader issue and the output log from forcing OGL Core 3.2.
I understand that BattleTech was also released for macOS; Therefore would it be possible to take the OGL shaders that were written for that platform and allow the windows client to utilize them also? Or possibly write new shaders allowing both Direct3D 11 and OpenGL to be utilized on Windows?
With that being said however I've been poking around with the Unity Engine manual and came across some command line options that force the client to run in OpenGL mode. I tested running the client with -force-opengl, -force-glcore and -force-glcoreXY where XY is a specified version of OpenGL.
In my testing, both -force-opengl and -force-glcore both cause the client to use OpenGL 4.3 which in my situation causes the client to crash. On the other hand OGL3.2 through 4.2 seems to work fine (-force-glcore32, etc). The client loads, the pre-menu cutscene plays and I can navigate the main menu without issue.
The loading screen appears to work fine; however, all In-game shaders fail to load leaving only the UI working with outlines and silhouettes of the various mechs. Looking at the output log, it seems like the fragment shaders were not given matching vertex shaders.
Testing with -force-d3d9 and any of the -force-feature-level–X-Y flags also caused a crash upon start. -force-driver-type-warp works without issue but is, as expected, incredibly slow.
I have attached crash dumps of both the Direct3D11 and OpenGL43 tests, as-well as screenshots showcasing the OpenGL32 shader issue and the output log from forcing OGL Core 3.2.
I understand that BattleTech was also released for macOS; Therefore would it be possible to take the OGL shaders that were written for that platform and allow the windows client to utilize them also? Or possibly write new shaders allowing both Direct3D 11 and OpenGL to be utilized on Windows?
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