v469b vs HOM's

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Dennis
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v469b vs HOM's

Post by Dennis » Sat Jul 02, 2022 11:38 am

Anyone has tried messing with new HOM max mapsize limits? Has they changed with v469b or still the same issues/limits?
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Barbie
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Re: v469b vs HOM's

Post by Barbie » Sat Jul 02, 2022 12:15 pm

What is a "HOM max mapsize limit"? (IMO "HOM" stands for "Hall of Mirrors", an area that is not cleared before its new content is drawn. See also Unreal Wiki.)

Do you mean the map extension (width, height, breadth) by "max mapsize limits"? That should be given by UT's 32 bit design and therefore will never change, I suspect. But the experts her will give you a more detailed answer.
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Re: v469b vs HOM's

Post by Feralidragon » Sat Jul 02, 2022 12:50 pm

I think he's referring to the max draw distance: in v436, with most renderers, if you build a map at the max size that the engine allows, then the map will not render completely, and instead it will cut off with a HOM at a given set distance (hardcoded in the renderers themselves).

However, there have been other renderers in the meanwhile that removed that limit, and therefore the map renders completely at any distance, such as with EXU2 OpenGL.
Unreal 227 and UT 469 were also updated with renderers without those limits (or had them increased to the point that they would always render everything), so this is no longer an issue there either.

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Re: v469b vs HOM's

Post by Dennis » Sat Jul 02, 2022 1:18 pm

Thank you. I was misinformed then as I was told that the draw distance was set in the engine and not the renderers. I will try find the EXU2 renderers and do some testing and maybe include other renderer in the test too as I have been using Chris's OpenGL37 ever since its release as it is very stable for me.
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Re: v469b vs HOM's

Post by Feralidragon » Sat Jul 02, 2022 1:43 pm

The 469 patch comes with Chris renderers already btw, and they have been updated every patch to be even more stable and also faster than Chris original versions of them.
So I suggest you to give 469 a go, even if in a separate install for testing purposes as well.

One example of such optimization is that meshes now render much much faster in 469 than in 436, because the internal rendering API and the renderers themselves have been updated to they could do batch rendering.
Before renderers were forced to render 1 triangle at a time, but now they can render an entire array of them at once.

In the vanilla game this optimization will be almost imperceptible, but in maps and mods that make heavy use of meshes (especially higher poly meshes) the difference is very significant.

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Re: v469b vs HOM's

Post by Dennis » Sat Jul 02, 2022 4:07 pm

Tried upgrade to v469b for testing. Game runs much faster and more smooth but Editor freezes and the log do not give details of why. There is a way to set the render for editor also if I remember correct? Does anyone know how to do that and how to do it for each vieport as I remeber that possible many years ago too.

If anyone can make sence of log here it is untill freeze:
Spoiler
Show
Log: Log file open, 07/02/22 12:43:52
Init: Name subsystem initialized
Init: Version: 469
Init: Compiled: Mar 6 2021 16:04:23
Init: Command line:
Init: Base directory: C:\UnrealTournament\System\
Init: Character set: Unicode
Log: Bound to Editor.dll
Log: Bound to Core.dll
Log: Bound to Engine.dll
Log: Bound to Render.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7600)
Init: Computer: GAMERASUS
Init: User: Admin
Init: Memory total: Phys=1048575K Pagef=2097151K Virt=4194176K
Init: Working set: 32000 / 159000
Init: Timer Frequency=3504.007863 MHz - Timing Source = RDTSC
Init: CPU Page size=4096, Processors=16
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMXSSE KNI
Init: Unreal engine initialized
Log: Bound to Cluster.dll
Init: Cluster initialized.
Init: Transaction tracking system initialized
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Bound to UWeb.dll
Log: Bound to WinDrv.dll
Init: Enhanced Pointer Precision Disabled
Init: Initializing DirectDraw
Init: DirectDraw drivers detected:
Init: display (Primær skærmdriver)
Init: DirectDraw: Enumerated Display Modes:
Init: DirectDraw: Mode 640x480x32
Init: DirectDraw: Mode 720x400x32
Init: DirectDraw: Mode 720x480x32
Init: DirectDraw: Mode 800x600x32
Init: DirectDraw: Mode 832x624x32
Init: DirectDraw: Mode 1024x768x32
Init: DirectDraw: Mode 1128x634x32
Init: DirectDraw: Mode 1280x720x32
Init: DirectDraw: Mode 1280x1024x32
Init: DirectDraw: Mode 1366x768x32
Init: DirectDraw: Mode 1600x900x32
Init: DirectDraw: Mode 1600x1200x32
Init: DirectDraw: Mode 1680x1050x32
Init: DirectDraw: Mode 1760x990x32
Init: DirectDraw: Mode 1920x1080x32
Init: DirectDraw: Mode 1920x1200x32
Init: DirectDraw: Mode 1920x2160x32
Init: DirectDraw: Mode 2048x1536x32
Init: DirectDraw: Mode 2560x1440x32
Init: DirectDraw: Mode 3072x1728x32
Init: DirectDraw: Mode 3200x1800x32
Init: DirectDraw: Mode 3840x2160x32
Init: DirectDraw: Mode 640x480x16
Init: DirectDraw: Mode 720x400x16
Init: DirectDraw: Mode 720x480x16
Init: DirectDraw: Mode 800x600x16
Init: DirectDraw: Mode 832x624x16
Init: DirectDraw: Mode 1024x768x16
Init: DirectDraw: Mode 1128x634x16
Init: DirectDraw: Mode 1280x720x16
Init: DirectDraw: Mode 1280x1024x16
Init: DirectDraw: Mode 1366x768x16
Init: DirectDraw: Mode 1600x900x16
Init: DirectDraw: Mode 1600x1200x16
Init: DirectDraw: Mode 1680x1050x16
Init: DirectDraw: Mode 1760x990x16
Init: DirectDraw: Mode 1920x1080x16
Init: DirectDraw: Mode 1920x1200x16
Init: DirectDraw: Mode 1920x2160x16
Init: DirectDraw: Mode 2048x1536x16
Init: DirectDraw: Mode 2560x1440x16
Init: DirectDraw: Mode 3072x1728x16
Init: DirectDraw: Mode 3200x1800x16
Init: DirectDraw: Mode 3840x2160x16
Init: DirectDraw: Mode 640x480x8
Init: DirectDraw: Mode 720x400x8
Init: DirectDraw: Mode 720x480x8
Init: DirectDraw: Mode 800x600x8
Init: DirectDraw: Mode 832x624x8
Init: DirectDraw: Mode 1024x768x8
Init: DirectDraw: Mode 1128x634x8
Init: DirectDraw: Mode 1280x720x8
Init: DirectDraw: Mode 1280x1024x8
Init: DirectDraw: Mode 1366x768x8
Init: DirectDraw: Mode 1600x900x8
Init: DirectDraw: Mode 1600x1200x8
Init: DirectDraw: Mode 1680x1050x8
Init: DirectDraw: Mode 1760x990x8
Init: DirectDraw: Mode 1920x1080x8
Init: DirectDraw: Mode 1920x1200x8
Init: DirectDraw: Mode 1920x2160x8
Init: DirectDraw: Mode 2048x1536x8
Init: DirectDraw: Mode 2560x1440x8
Init: DirectDraw: Mode 3072x1728x8
Init: DirectDraw: Mode 3200x1800x8
Init: DirectDraw: Mode 3840x2160x8
Init: DirectDraw initialized successfully
Init: Client initialized
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: FactoryCreateNew: Font with TrueTypeFontFactory (1 0 )
Log: Creating Font: EditorScaledSmallFont
Log: Trimming texture - original size 512x512 but only used 177 vertical pixels
Log: Trimming to 256 pixels
Log: FactoryCreateNew: Font with TrueTypeFontFactory (1 0 )
Log: Creating Font: EditorScaledMedFont
Log: Trimming texture - ori
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Re: v469b vs HOM's

Post by Buggie » Sat Jul 02, 2022 5:44 pm

Try set SoftDrv for editor.

Look into UnrealEd.ini and set everywhere Device to
Device=SoftDrv.SoftwareRenderDevice

Dennis
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Re: v469b vs HOM's

Post by Dennis » Sat Jul 02, 2022 6:43 pm

That did the trick thank you :-)

Automatically merged

Update. Nope editor still crashes regardless of what renderer I set in the ini file I will go back to v436 for the moment.
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