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  Frequently asked questions

  Quick guide before you start to use TitaniumGL.


  Read this, before you start asking questions!
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Q: Where to put the DLL file?
A: Search the EXE file of the OpenGL based game or program. Put the OpenGL32.DLL file there.


Q: The 64 or 32 bit version should be used on a 64 bit system?
A: If the application is 32 bit, then the 32 bit version of the dll has to be used. If the application is 64 bit, the 64 bit version should be used.


Q: Why the 64 bit version called opengl32.dll?
A: There are some questions when the universe can not provide an answer for you.


Q: TitaniumGL seems too flaky on Win98
A: New version of TitaniumGL is designed in XP and Windows7 in mind. I will release a retro Win98 version sooner or later.


Q: DX5-class graphics cards wont work in Win98 with TitaniumGL
A: See the previous answer.


Q: TitaniumGL consumes a lot of memory
A: Its recommended to have as much of RAM as you can to run TitaniumGL.


Q: When i attempt to run a program, it says: OpenGL 2 or 3.3 required to run the program.
A: TitaniumGL is designed with classic OpenGL (1.x) in mind. It supports some newer extensions from the OpenGL 2 era, but it doesn't supports vertex or pixel shaders. Some game developers refuse to create backwards compatibility in their code for OpenGL 1.x implementations for ideological reasons, or from pure lazyness.


Q: The Windows 64 bit version of TitaniumGL seems to crash with a given game, but when using the 32 bit version of the game, it works.
A: The 64 bit Windows version of TitaniumGL is test first ever 64-bit windows release. The only two things i have tested on it is Tuxracer and Supertuxkart. I don't use Windows, i don't have this system installed, so i can't do too much testing with it. By the time you read these lines, i have fixed all of the known issues related to the 64 bit version, but there could be far more in the code which i haven't discovered yet. I still recommend to use the 64 bit version if you can, because it will perform and behave far better than the 32 bit version.


Q: TitaniumGL flickers the screen before the game starts. Whats going on?
A: If TitaniumGL is unable to find an accelerated D3D device in 32 or 24 bit desktop mode, it will switch to 16 bit upon initialization, then it tries 640x480x16 at the end. Some old graphics cards require this to be able to provide a 3D accelerated surface.


Q: The speed of a given game with TitaniumGL is anemic, despite of using 6-7 CPU cores. What is going on?
A: Some newer version of games (such as Super Tuxkart) are too vertex-heavy. TitaniumGL does the vertex light calculations (and sometimes, transformation calculations too) with CPU. If your CPU is too weak, try using older version of games if available, as those usually have less vertices.


Q: What is the performance of TitaniumGL compared to official drivers?
A: If everything goes well, and using a relatively modern dx9 era GPU, then TitaniumGL can reach about half of the performance of your manufacturer's OpenGL driver. If not (and to be fair thats the more common case) the performance is near to a GeForce2.


Q: What is the closest video card that resembles the feature set of TitaniumGL?
A: The feature set of TitaniumGL resembles a GeForce2 with drivers from 2002 or 2003, with some extra modern features (like NPOT and some OpenGL 3 era VBO functions), and without some other features (bump maps).


Q: The new version of TitaniumGL seems very different from the earlyer (2008-2015) versions. Whats going on?
A: TitaniumGL was rewritten almost from 0, and the new TitaniumGL branch got released in 2023. The state tracker is the approximately the same (but got refactored heavily), so you will get the same compatibility and graphics features, but everything else got rewritten. The new TitaniumGL and the old TitaniumGL is basically a different product, only the name is the same. The new TitaniumGL version is typically 3 times faster than the old one, due to a new command batching system, and due to the decreased API call count to DirectX, which allows more efficient threading and less CPU limit. This was inevitable to run the OpenGL games of today, as they use far more objects and larger polygon count than their decade old versions.


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