Vista publishing : a few questions

Hi there,

I"m still testing if Unity will be the 3d authoring tools for my company (we wanna be able to release small or medium 3d games).
We need to release a product, deadline is 20 may. Its a 3d game on cdrom.
When i try unity exes or webdemos under Vista, well, its doesnt work nicely (dark screen, slow, output_log.txt full of bad messages, ), i guess its a matter of opengl drivers, and i wonder :

  • how to fix it (i guess i just have to download something from Nvidia or Ati depending of my card, but i get confused when i try it. (maybe Nvidia has still to realese some drivers ?)

  • How to make it easy for my customers, if its complicated for me it will be for them, i’d like to be able (at least) to propose those drivers on the cd, or to make it simpler.

Do you have any suggestions, tips, plans about that problem.

Thanks in advance,
Freid

btw : i gotta say that i’m not a big Vista fan, but you know, market is market…

You need to make sure you have the latest OpenGL drivers for your video card installed -this is the typical problem under XP (and Im sure vista too).

I had this problem before, see this thread:
http://forum.unity3d.com/viewtopic.php?t=4877&highlight=

Cheers
Shaun

I’ve reported issues with Unity under Vista and an Intel 945 graphics board ( http://forum.unity3d.com/viewtopic.php?p=34903#34903 ). Even the latest drivers from Intel didn’t fix it. So far, no response from OTEE so I have no idea whether it’s an issue with Unity or just growing pains with Vista…

Nothing is easy under Vista right now. Plenty of Windows DirectX games don’t work well…

I’d suggest linking to:
ATI
Nvidia
Dell’s support site
Gateway’s support site
HP’s support site
Sony’s support site

etc.

And advising people to download the latest drivers for their graphics and audio.

This particular user (a university) has 40+ systems with the same issues, and yes, they have the latest drivers downloaded from the Intel website.

Again (as per my response the other thread) you may need drivers from the computer vendor (especially for laptops) and not the chipset people.

The first thing I tend to do when dealing with any weirdness in a PC is download drivers from the chipset vendor, but this habit bit me with Vista.

Again (as per my other response) Unity’s plugin is working for me under Parallels (no 3d hardware at all AFAIK).

At the moment we suspect it’s a driver bug in Intel’s OpenGL drivers that is just not fixed yet. Hey, all hardware vendors have pretty buggy Vista drivers at the moment :frowning:

Im running NVidia GeForce 6600 on Vista32 - Unity looks lovely :smile:
Guess it is an Intel thing. OpenGL is generally not well supported on Windows IMHO - i hope it improves.

Have you tried reference drivers or something like that? (do they exist for Intel in fact??)

Cheers
Shaun

Thanks Aras.

Yes, if it were up to me they would be using nVidia graphics boards, not Intel…

Me too…

Only drivers I’ve found are those listed for the Intel 945/950 on the Intel website.

… argh… I -hate- M$oft new OS launches… argh… :evil:

oh well - you know what to buy your customers for xmas - new gfx cards, or better still, Macs!

thanks guys.
It helps !
I’ve downloaded the latest drivers it works smoothly.
Like a regular game, Unity needs correct drivers, it seems acceptable for me.
Freid

In this case you’re right.

But we actually spent a lot of work to make sure that Unity will work in the face of really old, bad, and broken drivers. There’s still some way to go on this (and new releases like Vista create new problems), but we keep working on it all the time, so each new version of Unity adds new workarounds, feature fallbacks, and safeguards.

d.

David - I asked a question before about the ability to “plug-in” the DirectX API later on down the track. It would make Unity so much better for those of us who plan to release to the 90% using M$ OSes.

IMHO it would go a long way in making Unity more than a hobbyist and small shop 3DIDE.

Is this something that is feasible? (I know it’s possible, but not sure how tightly glued Unity is with OGL)

Cheers
Shaun