[Solved] Direct3D 11 mesh issue
[Solved] Direct3D 11 mesh issue
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!
Last edited by Dennis on Wed Sep 28, 2022 9:03 pm, edited 1 time in total.
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Re: Direct3D 11 mesh issue
The settings for the renderer are under [D3D11Drv.D3D11RenderDevice] in your UnrealTournament.ini.
The readme for the renderer says
[I have the renderer installed but found that I can't use it.]
The readme for the renderer says
You could try setting Tesselation=True to =False.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.
[I have the renderer installed but found that I can't use it.]
Re: Direct3D 11 mesh issue
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
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Re: Direct3D 11 mesh issue
What version of the d3d11drv.dll do you use? 1.6.1?
Post here your [D3D11Drv.D3D11RenderDevice] section of UnrealTournament.ini
Post here your [D3D11Drv.D3D11RenderDevice] section of UnrealTournament.ini
Re: Direct3D 11 mesh issue
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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Re: Direct3D 11 mesh issue
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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Re: Direct3D 11 mesh issue
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.
Re: Direct3D 11 mesh issue
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
default:
Tesselation=True
TessDefaultFactor=0.300000
must be set both to:
Tesselation=False
TessDefaultFactor=0.000000
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Re: [Solved] Direct3D 11 mesh issue
Well, tweaking "unrealtournament.ini D3D11" settings (as OP suggested) does seem to work at first sight:
However, other rendering issues come up after tweaking, take a look at the arm. Additionally, weapons (first person view) turn way too shiny:
D3D11 still has a number of issues to work around; it's a nice renderer, though.
However, other rendering issues come up after tweaking, take a look at the arm. Additionally, weapons (first person view) turn way too shiny:
D3D11 still has a number of issues to work around; it's a nice renderer, though.
Re: [Solved] Direct3D 11 mesh issue
I do not get the hand issue on my PC? I have not seen anything unusual after latest settings but I will look closer to see if there are any strange things going on
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