Mirror DL just in case:Port of the Direct3D 10 renderer to Direct3D 11. That's right, now Unreal 1 can be run on Direct3D 6, 7, 8, 9, 10, 11 and OpenGL. See the D3D10 renderer's page for more information.
* Runs on Direct3D 10 class hardware.
* Runs on Windows 7 or Windows Vista. For Vista, see this page.
* Currently no significant changes from D3D10 renderer.
Currently there's little reason to use this, unless you just want to run a D3D11 application for the heck of it.
In the future I might move all renderer development to D3D11, either to utilize its new features or to
increase hardware compatibility. It supports all operating systems and hardware D3D10 does, so that's a big pro, but I
want to wait for the API to mature a little and for it to be present on more than very few Vista installs.
Direct 3D 11 Support for UT (+ Unreal 1, etc)
- Creavion
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Direct 3D 11 Support for UT (+ Unreal 1, etc)
http://kentie.net/article/d3d11drv/index.htm
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
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My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- rohitggarg
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Re: Direct 3D 11 Support for UT (+ Unreal 1, etc)
Yea right... since it has just now showed up, it could possibly mess up things. Also, no new features have been added. I still use the D3D9 one with grace anyway .. If something is added, ill surely switch to this new piece of compiled code
Re: Direct 3D 11 Support for UT (+ Unreal 1, etc)
I have tried it with Radeon 5850 - runs fine, but I find D3D10 latest renderer better, because it has frame limit and autofov options.
Personally I prefer Chris Dohnal's OpenGL renderers, because they tend to have more configurable features and are more mature. Good to see that someone cared to create such thins though.
Personally I prefer Chris Dohnal's OpenGL renderers, because they tend to have more configurable features and are more mature. Good to see that someone cared to create such thins though.
Re: Direct 3D 11 Support for UT (+ Unreal 1, etc)
No you can't since XP does not support DirectX 10 and 11..reaven- wrote:i cant use Direct 3D 11 with windows XP ?
- rohitggarg
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Re: Direct 3D 11 Support for UT (+ Unreal 1, etc)
I guess you have to put latest DirectX SDK for D3D11 to work on windows XP.. Haven't tried it by myself, so please excuse me if this doesn't work because i don't have windows XP now... I use Windows 7 and it already supports D3D11..
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Re: Direct 3D 11 Support for UT (+ Unreal 1, etc)
I don't want to dig up old threats but i recently found out that the DXD11 render does NOT work with the latest ACE anticheat as it will kick you from the servers.
Just some heads up for people who found out about this render and want to use it.
Just some heads up for people who found out about this render and want to use it.
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- Feralidragon
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Re: Direct 3D 11 Support for UT (+ Unreal 1, etc)
It's the same story as of the D3D10 one, it needs to be whitelisted.
In the meanwhile, I think D3D10 was whitelisted (I may be wrong on this one though), and thus perhaps is best to run the D3D10 one rather than the D3D11 (given that there are no "significant changes relative DX10" as in the description).
In the meanwhile, I think D3D10 was whitelisted (I may be wrong on this one though), and thus perhaps is best to run the D3D10 one rather than the D3D11 (given that there are no "significant changes relative DX10" as in the description).
- Dr.Flay
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Re: Direct 3D 11 Support for UT (+ Unreal 1, etc)
I wish people would read the info on Kentie's site.
The DX11 is a "proof of concept", and is not as complete as the DX10 renderer, and not intended for use.
The DX10/11 renderers do have extra cool features, but they are not all the sort of thing you switch on and off in the config.
e.g. By adding bumpmap DDS files in a correctly named texture folder, you can add bumpmapping to existing textures without rebuilding the pack.
There is no "switch" for that, you just add the files.
Other features have to be mapped-in.
e.g. you can't just switch on the HDR lighting.
The DX11 is a "proof of concept", and is not as complete as the DX10 renderer, and not intended for use.
The DX10/11 renderers do have extra cool features, but they are not all the sort of thing you switch on and off in the config.
e.g. By adding bumpmap DDS files in a correctly named texture folder, you can add bumpmapping to existing textures without rebuilding the pack.
There is no "switch" for that, you just add the files.
Other features have to be mapped-in.
e.g. you can't just switch on the HDR lighting.
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Find me on Steam and GoG
- Feralidragon
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Re: Direct 3D 11 Support for UT (+ Unreal 1, etc)
Personally I intend to use and abuse those features mapping-wise in the future.