[Solved] Direct3D 11 mesh issue

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Dennis
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[Solved] Direct3D 11 mesh issue

Post by Dennis » Mon Sep 19, 2022 8:55 pm

I am running v436 vanilla only added Direct3D 11 as renderer to support my RX 6900 XT video card. This card comes without raytracing however it seems this renderer adds this by default to stock maps like agony on picture. Also health viral mesh has become oval instead of the original shape why? Is there a way to make it run without changing the look and feel this much as I see no ini file for this driver in my install? HELP!
ut99_Direct3D11.png
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Last edited by Dennis on Wed Sep 28, 2022 9:03 pm, edited 1 time in total.
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OjitroC
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Re: Direct3D 11 mesh issue

Post by OjitroC » Mon Sep 19, 2022 9:22 pm

The settings for the renderer are under [D3D11Drv.D3D11RenderDevice] in your UnrealTournament.ini.

The readme for the renderer says
A:My mesh from custom Unreal mod looks weird and infalted like a baloon ?
R:Add a line to tessellation.cfg file with mesh material name and a desirable factor. You can find mesh material's name in UnrealEd editor.
You can also change TessellateOnlyInCFG option to True.
You could try setting Tesselation=True to =False.

[I have the renderer installed but found that I can't use it.]

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f7r
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Re: Direct3D 11 mesh issue

Post by f7r » Mon Sep 19, 2022 9:58 pm

Dennis wrote:
Mon Sep 19, 2022 8:55 pm
HELP!
Put cfg file from this zip in System folder
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Dennis
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Re: Direct3D 11 mesh issue

Post by Dennis » Tue Sep 20, 2022 3:59 pm

f7r wrote:
Mon Sep 19, 2022 9:58 pm
Dennis wrote:
Mon Sep 19, 2022 8:55 pm
HELP!
Put cfg file from this zip in System folder
Sadly this is not helping on my problem meshes are still blown out of proportion for whatever reason and raytracing still forced on the surfaces :-(
tesselationnothelping.png
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f7r
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Re: Direct3D 11 mesh issue

Post by f7r » Tue Sep 20, 2022 7:50 pm

What version of the d3d11drv.dll do you use? 1.6.1?
Post here your [D3D11Drv.D3D11RenderDevice] section of UnrealTournament.ini

Dennis
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Re: Direct3D 11 mesh issue

Post by Dennis » Wed Sep 21, 2022 9:02 pm

f7r wrote:
Tue Sep 20, 2022 7:50 pm
What version of the d3d11drv.dll do you use? 1.6.1?
Post here your [D3D11Drv.D3D11RenderDevice] section of UnrealTournament.ini
I use 1.6.1


default settings:

[D3D11Drv.D3D11RenderDevice]
Coronas=True
HighDetailActors=True
VolumetricLighting=True
ShinySurfaces=True
DetailTextures=True
Precache=False
Antialiasing=4
Anisotropy=16
VSync=True
ParallaxOcclusionMapping=True
LODBias=0
BumpMapping=True
HDR=True
AlphaToCoverage=True
AutoFOV=True
FPSLimit=100
UnlimitedViewDistance=True
ASSAO=True
ASSAOContrast=0.300000
ASSAOScale=0.200000
HDRLuminance=0.600000
HDRAdaptationSpeed=0.200000
HDRBloom=0.200000
HDRFilmicTonemapping=True
SSR=True
SSRIntensity=0.350000
ParallaxRange=1.000000
BumpMappingContrast=0.500000
SSRNonTransparentWater=True
SSRModelIntensity=0.500000
OneXBlending=False
Tesselation=True
TessDefaultFactor=0.300000
FullMeshLOD=False
SupportMETextEnabled=True
FastAltTab=False
DisableTextureFiltering=False
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f7r
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Re: Direct3D 11 mesh issue

Post by f7r » Sun Sep 25, 2022 12:06 am

Dennis wrote:
Wed Sep 21, 2022 9:02 pm
Unfortunately, I have no way to check various settings D3D11 now.
Are you tried Tesselation=False? or TessellateOnlyInCFG=True as OjitroC advised?

Dennis
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Re: Direct3D 11 mesh issue

Post by Dennis » Sun Sep 25, 2022 2:43 pm

f7r wrote:
Sun Sep 25, 2022 12:06 am
Dennis wrote:
Wed Sep 21, 2022 9:02 pm
Unfortunately, I have no way to check various settings D3D11 now.
Are you tried Tesselation=False? or TessellateOnlyInCFG=True as OjitroC advised?
Yes I have tried those settings but they do not work with this but the "raytracing" did go away with setting ShinySurfaces=false but fat blobby meshes are still there making it look very weird to play.
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f7r
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Re: Direct3D 11 mesh issue

Post by f7r » Mon Sep 26, 2022 9:10 am

Try this
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Dennis
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Re: Direct3D 11 mesh issue

Post by Dennis » Wed Sep 28, 2022 8:09 pm

f7r wrote:
Mon Sep 26, 2022 9:10 am
Try this
It is the same still blurry meshes :-(
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OjitroC
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Re: Direct3D 11 mesh issue

Post by OjitroC » Wed Sep 28, 2022 8:35 pm

Have you tried setting the value for the JVial in tessellation.cfg to zero (or removing it) with the setting TessellateOnlyInCFG=True? At present the value for the health vial appears to be 0.6 which means that there should be some tessellation.

Dennis
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Re: Direct3D 11 mesh issue

Post by Dennis » Wed Sep 28, 2022 9:01 pm

Just found the solution in the unrealtournament.ini D3D11 settings:

default:
Tesselation=True
TessDefaultFactor=0.300000

must be set both to:
Tesselation=False
TessDefaultFactor=0.000000
tesselationsolved.png
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