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Hot Topic (More than 10 Replies) some Unreal OpenGL commands? (Read 10008 times)
Skaarj Master
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some Unreal OpenGL commands?
Apr 29th, 2009 at 3:46am
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I decided to join this forum after checking stuff over the past week. Hi everyone!

OK, I went through all my notes and all the commands for OpenGL in Unreal (and UT for that matter) and I'm still confused on a few. Anyone have any ideas on these?

1. RefreshRate - do I leave this out completely with my LCD monitor and just let it do whatever the monitor is doing?

2. MaskedTextureHack - has anyone figured out if this needs to be enabled or not? Most people online seem to say leave it as False as it could result in incorrect textures sometimes; although, it may fix a minor texture problem. Does this have anything to do with Hellscrag's Fix For Masking Bug (unrealsp.org)?

3. DescFlags - what's the deal with this command? Should it be 0 for ATI cards and 1 for Nvidia cards or does it matter at all?
  
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GreatEmerald
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Re: some Unreal OpenGL commands?
Reply #1 - Apr 29th, 2009 at 12:06pm
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If you see masking problems (black colour on textures where you should see through completely), enable MaskedTextureHack. If you don't, disable, anything that has a word "hack" in it is coded poorly and hell could theoretically break loose under some circumstances.
  
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Re: some Unreal OpenGL commands?
Reply #2 - Apr 29th, 2009 at 1:47pm
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hehe, I have most of the experimental/hack stuff disabled but not all. I think I'll leave it as False on my old UT install, but make it True on this UnrealGold and the UT-GOTY installs on my new system and see what happens. Does anyone have any examples of something specific it fixes? Thanks.Smiley
  
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[§Ŕ] ŤhěxĐāŕkśīđěŕ
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Re: some Unreal OpenGL commands?
Reply #3 - Apr 29th, 2009 at 8:02pm
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On my PC, which I'm gonna backup this or next week (transfer sh!t from two old HDDs to a new one), I simply changed everything. Boolean values were laughable. I simply used notepad to replace every False to Krblz, every True to False, and, finally, every Krblz to True. (Temporary values ftw?)
  

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Re: some Unreal OpenGL commands?
Reply #4 - Apr 30th, 2009 at 12:34am
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Well, I guess I'm done configuring. I'll download a few maps and actually play now. Never played RTNP.....should be interesting once I get there.Smiley  I'll post my settings once I know they work and stuff.
  
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Re: some Unreal OpenGL commands?
Reply #5 - May 14th, 2009 at 2:15am
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Almost forgot to post my main Unreal.ini settings, here they are (more than just OpenGL):

[WinDrv.WindowsClient]
WindowedViewportX=1024
WindowedViewportY=768
WindowedColorBits=32
FullscreenViewportX=1920
FullscreenViewportY=1200
FullscreenColorBits=32
Brightness=0.500000
MipFactor=1.000000
UseDirectDraw=True
UseJoystick=False
CaptureMouse=True
StartupFullscreen=True
CurvedSurfaces=True
LowDetailTextures=False
ScreenFlashes=True
NoLighting=False
SlowVideoBuffering=False
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1000.000000
ScaleRUV=2000.000000
MinDesiredFrameRate=20.000000
Decals=True
NoDynamicLights=False
UseDirectInput=False
SkinDetail=High
TextureDetail=High
ParticleDensity=0
NoFractalAnim=False

[Galaxy.GalaxyAudioSubsystem]
UseDirectSound=True
UseFilter=True
UseSurround=True
UseStereo=True
UseCDMusic=False
UseDigitalMusic=True
UseSpatial=False
UseReverb=True
Use3dHardware=True
LowSoundQuality=False
ReverseStereo=False
Latency=40
OutputRate=44100Hz
EffectsChannels=32
DopplerSpeed=9000.000000
MusicVolume=160
SoundVolume=192
AmbientFactor=0.700000

[OpenGLDrv.OpenGLRenderDevice]
UseGammaExtension=True
UseModulatedGamma=False
GammaOffset=0.000000
GammaCorrectScreenshots=True
UseS3TC=True
UseTNT=False
MaxLogUOverV=8
MaxLogVOverU=8
MaxLogTextureSize=8
MinLogTextureSize=0
MaxTMUnits=0
LODBias=0.000000
TexDXT1ToDXT3=False
UseMultiTexture=True
UsePalette=True
UseAlphaPalette=True
MaskedTextureHack=True
SmoothMaskedTextures=False
ShareLists=False
AlwaysMipmap=False
AutoGenerateMipmaps=False
UsePrecache=False
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
UseDetailAlpha=True
DetailClipping=False
DetailMax=2
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
ZRangeHack=True
UseTrilinear=True
OneXBlending=False
RequestHighResolutionZ=False
SwapInterval=0
FrameRateLimit=100
UseAA=True
NumAASamples=2
AAFilterHint=0
NoAATiles=True
MaxAnisotropy=4
NoFiltering=False
Use16BitTextures=False
Use4444Textures=False
UseBGRATextures=True
UseFilterSGIS=True
UseVertexSpecular=False
UseVertexProgram=True
UseZTrick=False
UseCVA=False
UseMultiDrawArrays=True
BufferClippedActorTris=False
BufferTileQuads=False
UseSSE=True
UseSSE2=True
UseTexIdPool=True
UseTexPool=True
DynamicTexIdRecycleLevel=100
DisableSpecialDT=False
SupportsLazyTextures=False
CacheStaticMaps=False
NoMaskedS3TC=False
DescFlags=0
Description=Nvidia EVGA GTX 280 1GB

(Of course, this may change based on new info in the future; this is now my pre-final settings until I decide on AA and AF-now set to 2x and 4X respectively)

That's all folks!Smiley
« Last Edit: Jun 16th, 2009 at 1:44am by Skaarj Master »  
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GreatEmerald
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Re: some Unreal OpenGL commands?
Reply #6 - May 14th, 2009 at 1:40pm
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Hmm, actually, what about putting optimised defaults for various cards to the Wiki here? Might prove useful.
  
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Re: some Unreal OpenGL commands?
Reply #7 - Jun 3rd, 2009 at 6:26pm
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I just saw the WIKI thing in another thread, so I'll post there once I tweak my games. I'm still installing games on my new system and adding stuff and tweaking between time dealing with a 4-year old boy (I call him the SkaarjKid). Right now I'm dealing with UT2004. I'll be back here to ask more questions about some OpenGL settings I might change in Unreal and UT. Also, I only have AA at 2 and AF at 4 right now for all games until I figure out how much of a hit my system will take with it any higher (Unreal has all high-res textures and so does UT).
  
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Re: some Unreal OpenGL commands?
Reply #8 - Jun 3rd, 2009 at 7:24pm
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MinDesiredFrameRate=20.000000   Shocked

set like your pc monitor maybe 60.000000 to 85.000000 if you don't know set it :
MinDesiredFrameRate=60.000000

  
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Re: some Unreal OpenGL commands?
Reply #9 - Jun 3rd, 2009 at 7:31pm
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60 is too much, 30 is optimal. It's not FrameRateLimit, that's the amount where less makes the game remove visual effects. For example, here on this PC it would constantly be below that...
  
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Re: some Unreal OpenGL commands?
Reply #10 - Jun 3rd, 2009 at 8:58pm
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60 is the minima for a destok crt or lcd you don't lost anything.

i know FrameRateLimit ..i don't speak about. he had 100 ; i have se.
  
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Re: some Unreal OpenGL commands?
Reply #11 - Jun 4th, 2009 at 1:05am
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I ran across a couple threads in this forum where a couple different Unreal OpenGL setups were either posted or linked to.  I would like to know reasons for the commands being different with any advantages or disadvantages if anyone has any ideas. Thank you. Here is one just showing the commands different from mine:

Hyper.nl's Unreal Alternative OpenGL from Wiki:
RequestedHighResolutionZ=True  (thought this was only for 16-bit mode)
FrameRateLimit=0  (looks like no limit here)
SwapInterval=-1  (why default buffer swapping method?)
UseFragmentProgram=True  (thought this was only used for UT)
UseVertexProgram=True  (since experimental, I have it False)
BufferTileQuads=False  (this is supposed to improve text rendering)
BufferClippedActorTris=True  (I have this False because not supposed to make much difference)
SinglePassDetail=True  (must be False for 2 levels of detail, mine is)
SinglePassFog=True  (mine is True as well for better fog, but it says it requires 3 texture units-what does that mean?)
DetailedClipping=True  (since experimental, I set to False for now)
DetailMax=4  (I read the other thread, but I'm still confused on this one; mine is 2)
UseS3TC=True  (S3TC tex enabled just like mine)
UseAlphaPalette=False  (should be True unless it causes problems)
UsePrecache=True  (I have precaching set to False)
UsePalette=False  (maybe we don't need paletted tex anymore today?)
MaxLogTextureSize=12  
MinLogTextureSize=0
MaxLogVOverU=12  (why are 3 out of 4 of these 12 instead of 8?)
MaxLogUOverV=12
FullMeshRendering=True  ???
SceneNodeHack=True  ???

- these last two commands are new to me and I've never seen them before.

Here's the link to the full Alternative OpenGL setup:
http://www.oldunreal.com/wiki/index.php?title=INI_templates/GeForce_8800GTX
  
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Re: some Unreal OpenGL commands?
Reply #12 - Jun 4th, 2009 at 9:44am
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No way, your eye can see 30 frames per second and it won't complain. 60 is rarely seen by any people, and it's the maximum that LCDs can show, NOT minimum.

Strange that FrameRateLimit is 0 there, SkaarjMaster. It really should be higher, knowing that SwapInterval is -1...
Buffer Tile Quads, at least for me, makes text disappear and later on reappear, so I have it off. Not what I'd call "improved" text rendering Cheesy
Single Pass settings should be off if you have a powerful PC. They are the highest performance option, not sure why Hyper has them on.
Texture sizes that are higher support higher resolution tetxtures without having S3TC on. Not much difference either way.
Full Mesh Rendering means that meshes no longer disappear when you don't see their centre.
  
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medor
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Re: some Unreal OpenGL commands?
Reply #13 - Jun 4th, 2009 at 12:24pm
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GreatEmerald
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Re: some Unreal OpenGL commands?
Reply #14 - Jun 4th, 2009 at 12:51pm
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