Open GL -Smooth as Butter-
Posted: Sat Jul 13, 2013 2:10 pm
Hey guys! I thought I'd make a post on anyone thats interested or is using opengl for ut99. I've dabbled with directx3d here and there, but found that GL was a lot smoother. When I first started playing ut99, I was running a dell pII 450mhz with a "top of the line" *jk* GEFORCE FX 5200 lol.. and 128 MB of memory.. D3d worked, but had slow downs here and there- which led me to the other. However there are many tweaks needed to achieve this in the unrealtournament.ini, but its not difficult at all. A guy by the name of Chris Dohnal has a website for updated opengl and d3d for ut99 http://www.cwdohnal.com/utglr/ and I'm currently using: Version 3.7 or UT: utglr37.zip (87 KB). So shout out to Chris!!
Now before making any changes to unrealtournament.ini make a copy, so you can revert back- just a matter of copying and pasting! If your already using opengl, make a copy of your orignal OpenGLDrv.dll. Go to the website above and download version 3.7 or click here http://www.cwdohnal.com/utglr/utglr37.zip. Now copy that file into \UnrealTournament\System folder and click yes to overwrite. Next open up unrealtournament.ini and press hold ctrl + f and a find prompt will open and copy/paste this OpenGLDrv.OpenGLRenderDevice. This will navigate you to the portion that will be edited. Here are my settings with explanations and Ill copy the same w/ out explanations to be added to unrealtournament.ini
[OpenGLDrv.OpenGLRenderDevice]
ZRangeHack=True <--- fixes flickering decals on distance w/ oldvidecards
NoAATiles=True <--Enable to disable antialiasing should eliminate HUD corruption
NumAASamples=0 <--antialiasing 2 and 4 are common values that should work on many video cards
UseAA=False <-- Enables multisample antialiasing
MaskedTextureHack=True <--can prevent rendering probs w/ mskd txtres
SmoothMaskedTextures=True <-- smooths textures
SceneNodeHack=True <-- always kept true
FrameRateLimit=200 <-- anything above 35, 200 just because
SwapInterval=0 <--Controls V Sync 0 to disable and 1 to enable V Sync
UseFragmentProgram=False <--Enables fragment program mode, Requires the UseVertexProgram option to also be enabled May improve performance on newer video hardware
UseMultiDrawArrays=True <--Controls the use of multitexturing
TexDXT1ToDXT3=False <--A workaround for poor image quality on NVIDIA GeForce1 - GeForce4
DynamicTexIdRecycleLevel=100 <--Should be set to the default value of 100.
CacheStaticMaps=True <--Controls texture precaching. Texture precaching may improve performance
UseTexPool=True <--Should be set to True
UseTexIdPool=True <--Should be set to True
UseSSE2=True <--Controls the use of SSE2 instructions. Set to True to auto detect CPU
UseSSE=True <--Controls the use of SSE instructions. Set to True to auto detect CPU
BufferTileQuads=False <--Enables buffering in the DrawTile path. May improve text rendering performance
SinglePassDetail=False <--Enables single pass detail texture mode disable
SinglePassFog=False <--Enables single pass fog mode, can slow game
ColorizeDetailTextures=False <-- Debug option for detail textures. If enabled, adds a green tint to detail textures
DetailClipping=False <-- Enables the use of a somewhat experimental detail texture mode. It costs more CPU time
DetailMax=1 <-- 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
RefreshRate=60 <-- highest refresh rate your monitor allows, mine is 60
MaxTMUnits=0
NoFiltering=False <--Can disable filtering on all textures. Useful as a debug option.
MaxAnisotropy=0
Use16BitTextures=False
UseS3TC=False <-- Enables the use of high resolution S3TC compressed textures if they are installed.
UseAlphaPalette=True <-- A workaround for very old buggy GeForce drivers
UseTrilinear=True <-- Controls the use of trilinear texture filtering
UsePrecache=True <--Controls texture precaching and can improve performance
ShareLists=False
UsePalette=True <-- uses palette textures, default true
UseMultiTexture=True <-- Controls the use of multitexturing. Should always be enabled
UseBGRATextures=True <-- can improve texture upload performance, disable if problems
UseZTrick=False <-- default
MaxLogTextureSize=12
MinLogTextureSize=0
OneXBlending=False <-- If enabled, matches what the D3D renderer does for blending in multitexture mode
GammaCorrectScreenshots=True <-- fixes brightness in gamma bright
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000 <-- set numbers in the 10th and 100s place for example =0.110000 if you go to high 0.4 it will be to bright possible and then in single digits 1.0 higher it starts to get very dark
LODBias=-1.000000 <--Use negative values to pseudo sharpen textures. Use positive values to blur textures and potentially improve performance at the expense of blurry textures. -1 was my happy medium
DetailTextures=True
DescFlags=0 <-- default
Description= <-- graphics card name or just leave blank
HighDetailActors=True
Coronas=False <-- This is the haze of light that appears around light sources in the game
ShinySurfaces=False <-- I disabled for performance and dont care for shiny floors in maps- it doesnt change reflection in mirrors
VolumetricLighting=False <-- for better visuals (Effects such as fog & space filling)
UseVertexProgram=False
UseCVA=False
UseTNT=False
Translucency=True <-- enable translucent effects in the game, this can improve image quality
Copy/paste Below section
[OpenGLDrv.OpenGLRenderDevice]
ZRangeHack=True
NoAATiles=True
NumAASamples=0
UseAA=False
MaskedTextureHack=True
SmoothMaskedTextures=True
SceneNodeHack=True
FrameRateLimit=200
SwapInterval=0
UseFragmentProgram=False
UseMultiDrawArrays=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=False
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
DetailMax=1
RefreshRate=60
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=0
Use16BitTextures=False
UseS3TC=False
UseAlphaPalette=True
UseTrilinear=True
UsePrecache=True
ShareLists=False
UsePalette=True
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=12
MinLogTextureSize=0
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=-1.000000
DetailTextures=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=False
ShinySurfaces=False
VolumetricLighting=False
UseVertexProgram=False
UseCVA=False
UseTNT=False
Translucency=True
also in your unrealtournament file navigate to [WinDrv.WindowsClient]
CurvedSurfaces=False <-- set to false This will improve performance
SlowVideoBuffering=True <-- you are using Software rendering. Set it to True if you are
Decals=True
ScreenFlashes=False <-- set to false, to disable red flash when falling or being shot at
there are many tweaks that can be added, increasing field of view etc.. If anyone is interested, questions I'll be glad to help! Happy gaming!!
Mikhail
Now before making any changes to unrealtournament.ini make a copy, so you can revert back- just a matter of copying and pasting! If your already using opengl, make a copy of your orignal OpenGLDrv.dll. Go to the website above and download version 3.7 or click here http://www.cwdohnal.com/utglr/utglr37.zip. Now copy that file into \UnrealTournament\System folder and click yes to overwrite. Next open up unrealtournament.ini and press hold ctrl + f and a find prompt will open and copy/paste this OpenGLDrv.OpenGLRenderDevice. This will navigate you to the portion that will be edited. Here are my settings with explanations and Ill copy the same w/ out explanations to be added to unrealtournament.ini
[OpenGLDrv.OpenGLRenderDevice]
ZRangeHack=True <--- fixes flickering decals on distance w/ oldvidecards
NoAATiles=True <--Enable to disable antialiasing should eliminate HUD corruption
NumAASamples=0 <--antialiasing 2 and 4 are common values that should work on many video cards
UseAA=False <-- Enables multisample antialiasing
MaskedTextureHack=True <--can prevent rendering probs w/ mskd txtres
SmoothMaskedTextures=True <-- smooths textures
SceneNodeHack=True <-- always kept true
FrameRateLimit=200 <-- anything above 35, 200 just because
SwapInterval=0 <--Controls V Sync 0 to disable and 1 to enable V Sync
UseFragmentProgram=False <--Enables fragment program mode, Requires the UseVertexProgram option to also be enabled May improve performance on newer video hardware
UseMultiDrawArrays=True <--Controls the use of multitexturing
TexDXT1ToDXT3=False <--A workaround for poor image quality on NVIDIA GeForce1 - GeForce4
DynamicTexIdRecycleLevel=100 <--Should be set to the default value of 100.
CacheStaticMaps=True <--Controls texture precaching. Texture precaching may improve performance
UseTexPool=True <--Should be set to True
UseTexIdPool=True <--Should be set to True
UseSSE2=True <--Controls the use of SSE2 instructions. Set to True to auto detect CPU
UseSSE=True <--Controls the use of SSE instructions. Set to True to auto detect CPU
BufferTileQuads=False <--Enables buffering in the DrawTile path. May improve text rendering performance
SinglePassDetail=False <--Enables single pass detail texture mode disable
SinglePassFog=False <--Enables single pass fog mode, can slow game
ColorizeDetailTextures=False <-- Debug option for detail textures. If enabled, adds a green tint to detail textures
DetailClipping=False <-- Enables the use of a somewhat experimental detail texture mode. It costs more CPU time
DetailMax=1 <-- 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
RefreshRate=60 <-- highest refresh rate your monitor allows, mine is 60
MaxTMUnits=0
NoFiltering=False <--Can disable filtering on all textures. Useful as a debug option.
MaxAnisotropy=0
Use16BitTextures=False
UseS3TC=False <-- Enables the use of high resolution S3TC compressed textures if they are installed.
UseAlphaPalette=True <-- A workaround for very old buggy GeForce drivers
UseTrilinear=True <-- Controls the use of trilinear texture filtering
UsePrecache=True <--Controls texture precaching and can improve performance
ShareLists=False
UsePalette=True <-- uses palette textures, default true
UseMultiTexture=True <-- Controls the use of multitexturing. Should always be enabled
UseBGRATextures=True <-- can improve texture upload performance, disable if problems
UseZTrick=False <-- default
MaxLogTextureSize=12
MinLogTextureSize=0
OneXBlending=False <-- If enabled, matches what the D3D renderer does for blending in multitexture mode
GammaCorrectScreenshots=True <-- fixes brightness in gamma bright
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000 <-- set numbers in the 10th and 100s place for example =0.110000 if you go to high 0.4 it will be to bright possible and then in single digits 1.0 higher it starts to get very dark
LODBias=-1.000000 <--Use negative values to pseudo sharpen textures. Use positive values to blur textures and potentially improve performance at the expense of blurry textures. -1 was my happy medium
DetailTextures=True
DescFlags=0 <-- default
Description= <-- graphics card name or just leave blank
HighDetailActors=True
Coronas=False <-- This is the haze of light that appears around light sources in the game
ShinySurfaces=False <-- I disabled for performance and dont care for shiny floors in maps- it doesnt change reflection in mirrors
VolumetricLighting=False <-- for better visuals (Effects such as fog & space filling)
UseVertexProgram=False
UseCVA=False
UseTNT=False
Translucency=True <-- enable translucent effects in the game, this can improve image quality
Copy/paste Below section
[OpenGLDrv.OpenGLRenderDevice]
ZRangeHack=True
NoAATiles=True
NumAASamples=0
UseAA=False
MaskedTextureHack=True
SmoothMaskedTextures=True
SceneNodeHack=True
FrameRateLimit=200
SwapInterval=0
UseFragmentProgram=False
UseMultiDrawArrays=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=False
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
DetailMax=1
RefreshRate=60
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=0
Use16BitTextures=False
UseS3TC=False
UseAlphaPalette=True
UseTrilinear=True
UsePrecache=True
ShareLists=False
UsePalette=True
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=12
MinLogTextureSize=0
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=-1.000000
DetailTextures=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=False
ShinySurfaces=False
VolumetricLighting=False
UseVertexProgram=False
UseCVA=False
UseTNT=False
Translucency=True
also in your unrealtournament file navigate to [WinDrv.WindowsClient]
CurvedSurfaces=False <-- set to false This will improve performance
SlowVideoBuffering=True <-- you are using Software rendering. Set it to True if you are
Decals=True
ScreenFlashes=False <-- set to false, to disable red flash when falling or being shot at
there are many tweaks that can be added, increasing field of view etc.. If anyone is interested, questions I'll be glad to help! Happy gaming!!
Mikhail