Well guys, I've tried to do 'setres 1680x1050' I tried to go into the INI file and changing the viewports and I have had nothing but failure, it keeps resetting to 1280x1024, never trying 1680x1050. I run my desktop at 1680x1050 and I can SURELY run unreal at it with no issues. It seems to be 'capped' at 1680x1050 and if anyone knows anything about a capped framelimit of 60 I was wondering if I could bypass that too.
I am running Unreal 226f in the new OpenGL patch, 512mb video card so it can run it fine, 4gb ram, dual core 2.5ghz amd cpu, etc, my comp is the ownage except my video card is outdated.
EDIT: If possible could the selection for higher resolutions be implemented into 227? Just a suggestion for a possible function after the major bugs/issues are dealt with. Perhaps a max framelimit setting aswell, I read a article where they ran tests and the human eye can supposedly see up to about 75 FPS and thats the perfect selection, anything higher and lower isn't as good.
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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
1680x1050 Resolution
- HeadShot
- OldUnreal Member
- Posts: 228
- Joined: Wed Nov 21, 2007 4:30 pm
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: 1680x1050 Resolution
My resolution is like that as well, but INI edit works fine.
- Jazz Ad
- OldUnreal Member
- Posts: 66
- Joined: Wed Aug 15, 2007 10:46 pm
Re: 1680x1050 Resolution
If you use the OpenGL engine rather than DX, you can select 1680x1050 in 226f.
In 227 it works with all engines and includes a h/v ratio setting to keep proportions.
In 227 it works with all engines and includes a h/v ratio setting to keep proportions.
Last edited by Jazz Ad on Sun Jun 22, 2008 9:28 pm, edited 1 time in total.
- HeadShot
- OldUnreal Member
- Posts: 228
- Joined: Wed Nov 21, 2007 4:30 pm
Re: 1680x1050 Resolution
So any better suggestions? I can only get 1680x1050 to work in windowed mode.
- Jazz Ad
- OldUnreal Member
- Posts: 66
- Joined: Wed Aug 15, 2007 10:46 pm
Re: 1680x1050 Resolution
TFT monitors have a framerate limit of 60. If you set it higher, problems will follow.
Did you try the OpenGL renderer ?
Did you try the OpenGL renderer ?
- Smirftsch
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Re: 1680x1050 Resolution
indeed 227 works just fine for me with that resolution. Here is my ini setting for OpenGL which I use:
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
ZRangeHack=False
AAFilterHint=0
NumAASamples=0
UseAA=True
RequestHighResolutionZ=True
MaskedTextureHack=False
SmoothMaskedTextures=False
FrameRateLimit=60
SwapInterval=-1
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=False
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=3
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
NoMaskedS3TC=False
MaxAnisotropy=3
UseTNT=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
AutoGenerateMipmaps=False
UseTrilinear=True
UsePrecache=False
AlwaysMipmap=False
ShareLists=False
UsePalette=False
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DescFlags=0
Description=
NoAATiles=True
UseFragmentProgram=False
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
TruFormMinVertices=0
TruFormTessellation=3
UseTruForm=False
ZRangeHack=False
AAFilterHint=0
NumAASamples=0
UseAA=True
RequestHighResolutionZ=True
MaskedTextureHack=False
SmoothMaskedTextures=False
FrameRateLimit=60
SwapInterval=-1
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=False
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=3
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
NoMaskedS3TC=False
MaxAnisotropy=3
UseTNT=False
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=False
AutoGenerateMipmaps=False
UseTrilinear=True
UsePrecache=False
AlwaysMipmap=False
ShareLists=False
UsePalette=False
UseMultiTexture=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DescFlags=0
Description=
NoAATiles=True
UseFragmentProgram=False
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