TUTORIAL: Unreal Tournament Audio & Visuals Tweaking Guide

Get some cool tips about how to tweak your UT graphic, gameplay, and much more!

TUTORIAL: Unreal Tournament Audio & Visuals Tweaking Guide

Postby Raynor » Sat Apr 05, 2008 5:20 pm

Last update: April 2013

This guide is also available as PDF download for offline viewing and printing.
Document revision 1.5
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UTTweakGuide.pdf
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Introduction

Unreal Tournament is already over a decade old, but regardless of that, still popular. It has tons of community created content that has greatly helped extending it’s lifecycle. While gameplay has lasted, visuals may have not so well. Fear not, UT community has some really talented individuals, who have provided us new feature rich video renderers that will provide additional visual effects, stability, operating system compatibility and pefrormance. And what’s most important, all tweaks provided in this guide are 100% online compatible so you can jump straight into action without worrying about package mismatch errors etc.

Things you will need:

- Unreal Tournament game discs (CD1 and CD2)
- Some technical knowledge
- A bit of time and patience

Unreal Tournament works perfectly on modern hardware and OS (operating system) environments if configured properly. I have tested UT on Windows XP, Windows Vista, Windows 7 and Windows 8 platforms (both 32-bit and 64-bit versions) and they all performed equally fine.

Important Things to Know

Here are some important things to acknowledge, before you continue:

- UT has been tested and works fine with modern Windows operating systems (and of course these include Windows 7 and Windows 8 ).

- In some unfortunate cases (that more likely applies for systems with AMD CPUs and laptop computers) you need to disable AMD Cool'n'Quiet or Intel SpeedStep features from system BIOS to maintain smooth gameplay (where game does not exceed normal framerates so it will run at hectic and inconstant speeds). It happens because the nature of first UT engine was coded. Back in 1999 all home PC-s were single-core systems and didn't automatically adjust CPU clock speeds. UT1 engine has no idea about multi-core CPUs, therefore the occasional gameplay speed issues.

- This guide will cover clean installing UT using original game CD1 and CD2. Today you can also buy UT from various digital channels (including Good Old Games and Steam), but since I do not have these versions available, I cannot comment how much and in which way they are different from retail versions.

- Definitely do NOT use S3TC textures for mapping. Only use standard CD1 textures for mapping. If you deal with level creation, it is recommanded that you keep two separate UT folders – one for playing and another one for mapping.

- As a precaution I would not recommand downloading any non-official, pre-configured or so called „optimized“ UT versions from the internet, because you can never be sure what do you actually get and what kind of settings are applied to that package (in worst case scenario it may contain malware).

- You can download this pre-configured INI file that already has all the settings applied, but to make it work, you'll still need to download updated OpenGL renderer.
UnrealTournament.zip
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Part One
Installing and Patching UT


Unreal Tournament comes in two discs. First one contains UT game itself, second one contains higher resolution S3TC textures (GOTY version has also ChaosUT and Rocket Arena mods included although they are outdated and you can download updated versions from the internet).

Install Unreal Tournament game itself from CD1.
Right after your UT install is complete, be sure to patch your game. The amount of patches you need to install depends on what version of UT you have. If you got original 1999 release, then you need to download and install the following:

UT patch version 436. This is the latest official patch for clients. There is also patch 451, but it is for servers and not for clients playing online.
http://files.filefront.com/UT+436+No+De ... einfo.html

UT Bonus Pack 1
http://www.ut-files.com/index.php?dir=P ... uspack.zip

UT Bonus Pack 2
http://files.filefront.com/UTBonusPack2 ... einfo.html

UT Bonus Pack 3
http://files.filefront.com/UT+Windows+B ... einfo.html

UT Bonus Pack 4
http://files.filefront.com/Unreal+Tourn ... einfo.html

If you got UT Game of the Year Edition, then you just need to download Bonus Pack 4, because bonus packs 1-3 are already included. Some older GOTY versions are version 432. In this case you need also patch 436.


Part Two
Installing Higher Resolution S3TC Textures


In this section we are going to install higher resolution S3TC textures from CD2, but before you do that be sure to back up your current City.utx, ShaneSky.utx and SkyBox.utx files from your UnrealTournament\Texures folder, because they're improperly masked and you get some malformed skyboxes. Put those three files into some temporary folder until you need them.

Right after you have installed S3TC texures from CD2 go to your UnrealTournament\Texures folder and take out the following files and put them besides other previously backed up files - Female1Skins.utx, Female2Skins.utx, Male1Skins.utx, Male2Skins.utx, Male3Skins.utx and SkTrooperSkins.utx.
The reason you'll do that is because sometimes you get „sliding zombie players“ effect in some improperly configured servers which is visually really annoying bug.

Now download S3TC_Fix.zip, extract it to UnrealTournament\Texures folder and run S3Fix.exe (Depending on your UT install location, for example Program Files folder, you might need to run this utility as administrator (right click and select „Run as administrator“ option). This utility will correct that „sliding zombie players“ bug by patching some textures.

S3TC_Fix.zip
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After the process is complete (Command Prompt window closes after patching is finished), be sure to take all your previously backed up files and move them into Textures folder answering „Yes“ to overwrite existing ones.

Part Three
System Updates and New OpenGL Renderer


Be sure to have up-to-date video card drivers for latest performance enhancements and bug fixes.
For AMD (ATI) drivers, go to:
http://www.amd.com
and for NVIDIA drivers, go to:
http://www.nvidia.com

I’ts also a good practice to have latest DirectX runtime libraries installed. You can get the installer from
http://www.microsoft.com/en-us/download ... aspx?id=35

After that download updated video renderer for UT that has capability to add extra visual details and graphical options, that including S3TC textures support. I particularly recommand Chris Dohnal’s OpenGL renderer. There are also other renderers like Direct3D8 and Direct3D9, but at this point OpenGL is most feature rich and configurable.

You can get OpenGL version 3.7 from official homepage or right here as attached file.
http://www.cwdohnal.com/utglr

utglr37.zip
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After that, extract its contents to UnrealTournament\System and overwrite existing one.
Now it is time to start up UT and configure it to use just installed OpenGL renderer. If you have already passed first run configuration screen, you can change video renderer by going Options -> Preferences -> Video and click on Change button.

Image


On First-Time Configuration screen, select OpenGL. If you cannot see this option, make sure you have Show all devices radio button selected.

Image

You can always later change the renderer from the in-game the Options menu. Now click Next -> Run to start the game.
If the game starts up it means, that new OpenGL video renderer works fine. Exit the game and lets begin with advanced visual and audio settings configuration.


Part Four
Advanced Engine and OpenGL Settings


UT stores most of its user configurable settings in two files:

- UnrealTournament.ini
- User.ini

Both of them are located in UnrealTournament\System folder.
Open UnrealTournament.ini in Notepad or other similar text editing application.

IMPORTANT: Pay close attention to backslash marks (//) and the text following after that. These marks are only comments. Do not add them into your UnrealTournament.ini file!

First lets increase system cache for UT. Go to [Engine.GameEngine] and change CacheSizeMegs default value from 4 to 16 so it will look like this:

[Engine.GameEngine]
CacheSizeMegs=16


Next go to [WinDrv.WindowsClient] section and make it look like this:

[WinDrv.WindowsClient]
WindowedViewportX=640
WindowedViewportY=480
WindowedColorBits=32
FullscreenViewportX=1920 // Set YOUR horizontal screen resolution!
FullscreenViewportY=1200 // Set YOUR vertical screen resolution!
FullscreenColorBits=32
Brightness=0.400000 // Set brightness level (you can also set this option in-game)
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=True
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=True
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=1.000000
Decals=True
NoDynamicLights=False
UseDirectInput=True
ParticleDensity=0
NoFractalAnim=False
SkinDetail=High
TextureDetail=High


Now lets configure some audio settings for higher quality and fidelity sound. Go to [Galaxy.GalaxyAudioSubsystem] where you can set all Galaxy audio renderer settings.

[Galaxy.GalaxyAudioSubsystem]
UseDirectSound=True
UseFilter=True
UseSurround=True //Will make UT sound better even with 2.0 stereo configurations.
UseStereo=True
UseCDMusic=False
UseDigitalMusic=True
UseSpatial=False
UseReverb=True
Use3dHardware=False
LowSoundQuality=False
ReverseStereo=False
Latency=45 // Default value 40 will occasionally cause sound stutter and crackling, increase value if problem persists.
OutputRate=44100Hz // Increase sample rate for improved sound quality.
EffectsChannels=32 // Change from default 16 channels for richer audio effects.
DopplerSpeed=9000.000000
MusicVolume=160
SoundVolume=224
AmbientFactor=0.700000


A note about alternative audio renderers

There are other community made audio renderers available like OpenAL and FMod. While in theory they should provide more accurate audio effects and settings, I personally cannot recommand them at this point. I have tested all of them and each one has some „quirks“ like too loud announcer voice or muffled weapon sounds etc. There may be possibility of some sort of hardware/software conflict, but various systems have resulted me recurring issues. None of these quirks have came up with Galaxy audio renderer so I’ve decided to concentrate on that as most „safe“ solution. You are free to try those alternative renderers and see if they provide better results for you.


Now the most important part – OpenGL graphical settings that are located under [OpenGLDrv.OpenGLRenderDevice]. If you cannot find [OpenGLDrv.OpenGLRenderDevice] section in your UnrealTournament.ini then add it yourself, because UT have not created it yet automatically.
More detailed descriptions for each setting are in next reply.

[OpenGLDrv.OpenGLRenderDevice]
ZRangeHack=True
NoAATiles=True
NumAASamples=4 // Level of anti-aliasing, valid values are 0, 2, 4 and 8.
UseAA=True //Enable anti-aliasing.
MaskedTextureHack=True
SmoothMaskedTextures=False
SceneNodeHack=True
FrameRateLimit=62 // Do not go over 100 or you’ll get some inconstant game speeds.
SwapInterval=0 // 0 means Vsync off, 1 means Vsync on (will cause mouse imput lag).
UseFragmentProgram=True
UseMultiDrawArrays=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
DetailMax=2
RefreshRate=75 // Set maximum refresh rate your display supports.
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=16 // Level of anisotrophic filtering.
Use16BitTextures=False
UseS3TC=True // Enable higher resolution S3TC textures.
UseAlphaPalette=True
UseTrilinear=True
UsePrecache=True
ShareLists=False
UsePalette=True
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=12
MinLogTextureSize=0
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=-1.000000 // Use negative values to sharpen textures, positive to blur them.
DetailTextures=True
DescFlags=0
Description=ATI Radeon HD 4800 Series // Add your GPU description if you want to.
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True



Field of View Bug

Since most of today’s computer displays are widescreen, FOV (Field of View) value becomes an issue with older game titles like UT. Some players prefer higher FOV while others like the default setting, but there is another minor bug associated with UT.
Default FOV for UT is 90 degrees. With widescreen displays this can cause one minor issue that might not be right noticeable. I’m specifically talking about player weapon model you’ll see when you play. If you’re running default FOV 90 and using widescreen display and resolution, weapon model becomes slightly cut off from the edge of display. While this may seem as minor thing for some people, I find it to be somewhat immersion breaking. To demonstrate this issue, I have taken two comparing screenshots, first one has default FOV value 90 while second has FOV value 100. Resolution was set to 1280x800.


Image

Image

As you can see, Enforcer model or more specifically player’s hand holding the Enforcer is not visible because of too narrow FOV value (default 90) when using widescreen resolution. To correct this, open User.ini and find [Engine.PlayerPawn] section.

[Engine.PlayerPawn]
DesiredFOV=95.000000
DefaultFOV=95.000000


Setting FOV is really a personal preference so you are free to experiment with different values to find something, that really suits your needs.
:arrow: Field Of View Calculator

Optional Direct3D9 Settings

For those who prefer Direct3D9 renderer.

Following sample configuration is based on Direct3D9 1.3 renderer!

[D3D9Drv.D3D9RenderDevice]
ZRangeHack=True
NoAATiles=True
NumAASamples=4
UseAA=True
UseSoftwareVertexProcessing=False
UsePureDevice=True
UseTripleBuffering=True
MaskedTextureHack=True
SmoothMaskedTextures=False
SceneNodeHack=True
FrameRateLimit=62
SwapInterval=0
UseFragmentProgram=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
DetailMax=2
RefreshRate=75
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=16
Use565Textures=False
Use16BitTextures=False
UseS3TC=True
UseTrilinear=True
UsePrecache=True
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=-1.000000
DetailTextures=True
DescFlags=0
Description=My Video Card Description
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True


That is all for now. I'll fix typos and add/change content periodically if I find any improvements. Feel free to add additional comments and suggestions how these settings worked out for you. :agree1:
Last edited by Dr.Flay on Sun Oct 15, 2017 10:18 am, edited 30 times in total.
Reason: Added an FOV Calculator
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby antsa » Mon Apr 07, 2008 5:41 pm

Very nice tutorial! :)
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby Lee_Stricklin » Mon Apr 07, 2008 9:47 pm

While my guide has higher-res stuff (along with sky high requirements lol) this is an excellent guide to making UT99 look good and it's pretty much same as what I did before newer S3TC textures got released. If you have an older PC (like 2GHz single-core CPU, and 128MB Graphics, and 512 MB RAM) you may want to use this. Also, you should install the demo version of extension pack as well (demo version isn't a resource hog so don't worry about slowdowns).
Use this link to get rid of the skating glitch server-side.

http://www.unrealtexture.com/UT/Website ... ckages.htm
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby brdempsey69 » Tue Apr 08, 2008 1:41 am

Very good tutorial indeed. I don't think it could be outlined any better by anybody. Nice work.
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby Raynor » Thu Apr 10, 2008 6:31 pm

Thanks guys.

Here is some more detailed descriptions about each setting. It's from Chris Dohnal's webpage so credit goes to him.

UseTrilinear - [True/False]
Controls the use of trilinear texture filtering.

AlwaysMipmap - [True/False]
Can make the renderer always generates mipmaps for textures that are not supplied with them. But, it's always set to 0 by the initialization code (has been this was for a long time), so changing the value of this setting should make no difference.

AutoGenerateMipmaps - [True/False]
Enables the use of the GL_SGIS_generate_mipmap extension for automatic mipmap generation. It is recommended that this setting be disabled as there are far too many video drivers that have unstable, slow, and/or broken support for this extension.

NoFiltering - [True/False]
Can disable filtering on all textures. Useful as a debug option.

MaxAnisotropy - [Integer]
Controls the use and level of anisotropic texture filtering. Disabled if set to 0. Should make no difference if set to 1 (isotropic texture filtering). If set to greater than 1, specifies the maximum degree of anisotropy to use for texture filtering.

UseS3TC - [True/False]
Enables the use of high resolution S3TC compressed textures if they are installed.

NoMaskedS3TC - [True/False]
This is a debug option designed to emulate the behavior of older renderers. If set to True, it will prevent masking from working on masked S3TC textures.

Use16BitTextures - [True/False]
Selects lower quality and more compact formats for a number of textures, which will often speed things up. In many cases, there is only minor quality loss. In other cases, like with various skyboxes and coronas, there is often major quality loss.

UseBGRATextures - [True/False]
Allows textures to be uploaded in BGRA format rather than RGBA format if the GL_EXT_bgra extension is supported. This can improve texture upload performance. This option should always be enabled unless it causes problems.

LODBias - [Floating point]
Allows mipmap selection bias to be adjusted. Use negative values to pseudo sharpen textures. Use positive values to blur textures and potentially improve performance at the expense of blurry textures.

UseTNT - [True/False]
A workaround for buggy TNT/TNT2 drivers. Alters texture scaling and mipmap generation behavior. If you really want to know all the details, check the source code.

TexDXT1ToDXT3 - [True/False]
A workaround for poor image quality on NVIDIA GeForce1 - GeForce4 series hardware when using DXT1 format S3TC compressed textures. If enabled, converts all DXT1 textures to DXT3 textures on upload. This improves image quality on the previously mentioned NVIDIA hardware at the expense of twice as much texture memory usage for these textures. The NVIDIA DXT1 image quality problems or most noticeable on certain skybox textures. Keep this in mind when deciding whether or not to trade image quality for speed here. This option should not be enabled on any hardware that draws DXT1 textures with the same quality as DXT3 textures of course.

UseMultiTexture - [True/False]
Controls the use of multitexturing. Should always be enabled as the renderer has a few glitches when it is not. I might try to track these down some day. Due to the way some parts of the renderer are still written, it is likely to fail on any system without support for the GL_ARB_multitexture extension anyway.

UsePrecache - [True/False]
Controls texture precaching. Texture precaching may improve performance by initializing internal data structures for a number of world textures and most likely getting them loaded into video memory at level load time. It will also slow level loading down some.

MaxTMUnits - [Integer]
Used to limit the number of texture units used by the renderer. Useful as a debug option. Disabled if set to 0.

UsePalette - [True/False]
Controls the use of paletted textures. If there is hardware support for paletted textures, using them can significantly improve performance.

UseAlphaPalette - [True/False]
A workaround for very old buggy GeForce drivers. If set to False, will not upload masked textures as paletted. If there is hardware support for paletted textures, this option should be set to True unless it causes any problems.

MaskedTextureHack - [True/False]
Enabling this option can prevent rendering problems with masked textures when the same texture is applied to different polygons that do not have the masked attribute set consistently across all of them. Likely examples of masked texture problems are rendering errors with solid colored boxes around railings and trees that can often times be fixed with the flush command. There is some risk to using this option, which is why it's called a hack option. It's likely to be very safe, but not completely safe. Implementing it the completely safe way is a lot of extra work, so it uses the simple solution. If it does happen to fail, there will be some completely incorrect textures on some objects.

GammaOffset - [Floating point]
Offset for gamma correction. Can be used to adjust gamma correction even more if you hit the end of the Brightness slider in Video options. The default value of 0.0 causes no change. Use negative values for darker or positive values for brighter. If adjusting this setting for the first time, I'd recommend starting with small values such as -0.3 or 0.3.

GammaCorrectScreenshots - [True/False]
If enabled, will apply gamma correction to screen shots.

GammaOffsetRed - [Floating point]
GammaOffsetGreen - [Floating point]
GammaOffsetBlue - [Floating point]

Fine tuning parameters for gamma correction. These allow different offsets to be specified for each color channel. These offsets are never applied when gamma correcting screen shots, even if GammaCorrectScreenshots is enabled.

OneXBlending - [True/False]
If enabled, matches what the D3D renderer does for blending in multitexture mode when applying lightmaps to world geometry. I can't say for sure which way is correct. In single texture mode, the D3D renderer does appear to do blending like the OpenGL renderer in single texture mode or multitexture mode without OneXBlending enabled.

RequestHighResolutionZ - [True/False]
Allows a high resolution Z buffer to be requested when running in a 16-bit color mode. It's a good idea to enable this option if running in 16-bit color because rendering problems can occur if a 16-bit Z buffer is used. Note that not all video cards support Z and color buffers of dissimilar bit depths.

RefreshRate - [Integer]
Can be used to request a specific refresh rate when running full screen. If set to 0, a default refresh rate is used. If this value is set to an invalid or unsupported refresh rate based on video card or monitor capabilities, the renderer will fail to initialize.

SwapInterval - [Integer]
Controls V Sync. If set to the default value of -1, the default buffer swapping method is used. Set to 0 to disable V Sync. Set to 1 to enable V Sync. Set to higher values for one frame every N screen refreshes. Not all video drivers support values higher than 1.

FrameRateLimit - [Integer]
CPU controlled frame rate limiter in frames per second. Set to 0 to disable.

UseAA - [True/False]
Enables multisample antialiasing. Requires the GL_ARB_multisample extension.

NumAASamples - [Integer]
Specifies the number of samples to use per fragment for antialiasing. 2 and 4 are common values that should work on many video cards.

AAFilterHint - [Integer]
Can be used to enable Quincunx AA on NVIDIA video cards that support it. Set to 2 to enable this mode.

UseZTrick - [True/False]
Can avoid some z-buffer clears at the expense of cutting z-buffer precision in half. This may improve performance on some video cards. On video cards with z-buffer optimization hardware, enabling this setting may significantly reduce performance as it interferes with some hardware z-buffer optimization implementations.

ZRangeHack - [True/False]
An experimental option that can make the z-buffer work better for far away objects. Might cause unexpected problems, but doesn't seem to break anything major so far. Will fix problems with decals flickering in the distance with 24-bit z-buffers, which is the most you can get on many video cards. Will also fix the issue with the Redeemer covering up part of the HUD. Partially breaks weapon rendering on the first person view one if using wireframe debug mode (will clip near parts of it). Doesn't help enough to make 16-bit z-buffers work correctly.

MaxLogUOverV - [Integer]
Set to 8.

MaxLogVOverU - [Integer]
Set to 8.

MinLogTextureSize - [Integer]
Set to 0.

MaxLogTextureSize - [Integer]
Set to 8, or 0.

UseCVA - [True/False]
Enables the use of the compiled vertex array (CVA) extension. It may be useful on video cards without HW T&L. It is likely to slow things down a little bit on video cards with HW T&L.

UseMultidrawArrays - [True/False]
Enables the use of the GL_EXT_multi_draw_arrays extension.

BufferClippedActorTris - [True/False]
Alters how certain actor polygons are handled, some of which happen to be clipped by higher level code. It's a tradeoff and it is unlikely to make much of a difference either way.

BufferTileQuads - [True/False]
Enables buffering in the DrawTile path. May improve text rendering performance.

UseSSE - [True/False]
Controls the use of SSE instructions. Set to True to auto detect CPU and OS support for SSE instructions and use them if supported. Set to False to disable the use of SSE instructions.

UseVertexProgram - [True/False]
Enables vertex program mode. Consider this an experimental option. It can improve performance in some cases. It can also slow things down a lot if certain other settings are not configured correctly. It is likely to slow things down a lot if detail textures are enabled, but single pass detail texture mode is not enabled. It may not work correctly or may cause crashes with some video drivers.

UseTexIdPool - [True/False]
Should be set to True.

UseTexPool - [True/False]
Should be set to True.

DynamicTexIdRecycleLevel - [Integer]
Should be set to the default value of 100.

DetailTextures - [True/False]
Enables detail textures.

UseDetailAlpha - [True/False]
Must be enabled for proper detail texture support.

DetailClipping - [True/False]
Enables the use of a somewhat experimental detail texture mode. It costs more CPU time, but may improve performance in fill rate limited situations.

DetailMax - [Integer]
Set to 2 to enable a second detail texture layer. Set to 0 or 1 for standard one layer detail texturing if detail textures are enabled. The second detail texture layer will not show up unless SinglePassDetail is disabled.

SinglePassDetail - [True/False]
Enables single pass detail texture mode. This should generally be the highest performance detail texture mode. It requires 4 texture units. It also requires the UseDetailAlpha option to be enabled.

SinglePassFog - [True/False]
Enables single pass fog mode. This should generally be the highest performance fog mode. It requires 3 texture units. It also requires support for either the GL_ATI_texture_env_combine3 extension or the GL_NV_texture_env_combine4 extension.

ColorizeDetailTextures - [True/False]
Debug option for detail textures. If enabled, adds a green tint to detail textures.
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby robin » Sun Apr 13, 2008 8:29 pm

you can download the unreal tournament configurator
whit that you can go to options in the game menu :agree1:
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby Sergeant Todd » Tue Apr 15, 2008 6:36 pm

I tweaked my settings and the game runs better now - Thanks!!
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"I miss Olmos & BG, as a matter of frak'd!"
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby geoishtar » Sat Apr 19, 2008 7:38 pm

:o thx for the guide ^^
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby Diehard » Sun Apr 20, 2008 6:02 pm

Hey all,


Those are cool tweaks :)

Though i am not sure why not simply bypass the S3TC fix and the 2nd CD textures all together.

If i am corect all problems have been solved already. If all follow this:

Clients:

- Install UT
- Install patch 436
- Install the bonuspacks if you want.
- Install the openGL and/or D3D8/D3D9
- Install the UTRP S3TC textures (do not run the fix !)

Servers:

- Instal the server and what more :)
- Only use the textures from the 1st CD ! (except for the chaos textures)

If correct that should work perfectly, without the skating player glitch.


The only exception would be the XbpFX package, which does contain an error, which is the reason i left it out of the master files. But can be downloaded at your own risk at this link: XbpFX Non Group


And the more people that confirm this setup, the more we will know for sure it does work. But tests so far this seems to work pretty flawless without errors, both on and offline.


And this is the link that summarizes it: summarize
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby Raynor » Sun Apr 20, 2008 7:30 pm

Yes, that's the way to deal with UTRP textures, but my guide is targeted for mainstream UT players who often don't have time and/or bandwidth to download additional quite large files.
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby Diehard » Sun Apr 20, 2008 10:38 pm

Ah, ic

Yeah, if you take that in account than your solution is valid alright. Though needs to be said, the Low End textures were also created for people having not so much bandwidth available and/or lower end videocards.

Those people could still have a go with the Low End individual downloads at this page: UT Low End which allows download per download for all the individual packages. And the Low End does take a few hundreds Mb off, but i agree its still a big amount to downloads. And the SkyCity package (178Mb) cannot be split up to a smaller one. (similar individual download page is also there for High End btw).



Obviously this first release did cover all packages, which is unlikelly to happen again. Further updates concern individual updates from a packege or several packages, and in such a case the Masterfiles are concidered an "already downloaded before" base.


But again, i agree its alot of downloads alright, and using the default 2nd CD textures would bypass that. Though i am wondering if the fix should be used with those, maybe the 2nd CD textures simply suffer from the same problems (having the 2nd CD textures or dedicated server package textures on the server). For all i know those S3TC texture do just fine online if the server is using the proper textures. If so, that would save alot of work for the people installing them. It might be worth looking into that as well. Cause its pretty retarded to have players go trough all of that to get them installed while it might be the server admins fault......
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby sunshyne » Mon Apr 21, 2008 4:08 pm

thankyou, very helpful :tu:
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby Four Eyes » Tue Apr 22, 2008 6:05 pm

Thanks - just what I was looking for. Well done!
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby matrix96 » Wed Apr 23, 2008 8:41 pm

Awsm, Very nice Thank you.
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Re: TUTORIAL: Tweak your UT graphics to the maximum

Postby Raynor » Thu Apr 24, 2008 6:04 pm

I'm glad you like that folks :highfive:

Feel free to post your result screenshots or sugesst improvements.
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