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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
[D3D8, D3D9, OpenGL] What do these options mean?
- Hyper
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[D3D8, D3D9, OpenGL] What do these options mean?
Yes, I looked at the Wiki.
Can anyone (Smirftsch?) tell me exactly what these options mean to set in the advanced options of the 3D renderers?
* MaxLogUOverV - [Integer]
Set to 8.
* MaxLogVOverU - [Integer]
Set to 8.
* MinLogTextureSize - [Integer]
Set to 0.
* MaxLogTextureSize - [Integer]
Set to 8, or 0.
(Copied from the Wiki)
I like to know where they are for and why I should set them to the values recommended in the Wiki. It's not explained there.
Can anyone (Smirftsch?) tell me exactly what these options mean to set in the advanced options of the 3D renderers?
* MaxLogUOverV - [Integer]
Set to 8.
* MaxLogVOverU - [Integer]
Set to 8.
* MinLogTextureSize - [Integer]
Set to 0.
* MaxLogTextureSize - [Integer]
Set to 8, or 0.
(Copied from the Wiki)
I like to know where they are for and why I should set them to the values recommended in the Wiki. It's not explained there.
Last edited by Hyper on Wed May 20, 2009 11:41 am, edited 1 time in total.
- GreatEmerald
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Re: [D3D8, D3D9, OpenGL] What do these options mean?
I believe that they are obsolete. Setting anything else doesn't do anything at all. If you looked at OpenGLDrv.ini, you'd see different parameters, but they don't change anything.
- Hyper
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Re: [D3D8, D3D9, OpenGL] What do these options mean?
I experimented a bit with these and they don't seem to do much. I did not notice any changes with them on 1000 or -1000...
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- SMP Dev
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Re: [D3D8, D3D9, OpenGL] What do these options mean?
Min, max, and a pair of aspect ratio constraints for textures (2^N format). The two aspect ratio settings always end up with an internal override. If UseS3TC is True, min and max get an override too.
I think I may have noticed the case I missed before where UseS3TC can influence maximum supported texture size. Min and max still work, within certain limits, with UseS3TC set to False. ini files to use with the renderer before I ever did any work on it usually had MaxLogTextureSize set to 8, which would be 256 max texture dimension. A long time ago I added code to default it to 8 if not present or set to 0 to avoid the MinLogTextureSize < MaxLogTextureSize assertion if happened to wipe out the OpenGLDrv section in the ini file.
Should be able to set MaxLogTextureSize to say 12 to get the renderer to support very large textures in the UseS3TC False case I think. Or perhaps it would be better to have the renderer automatically use maximum supported by underlying hardware if this one set to 0. But also better to be using S3TC for the larger textures anyway. Although a lot of video cards these days have a lot more memory, 8x compression ratio with DXT1 compared to 32-bit uncompressed can be a large difference.
MinLogTextureSize best to leave alone (unless it were used to work around an OpenGL driver bug, it would only waste memory if modified). Although it would probably be very unlikely to be encountered in practice, in the UseS3TC False case, the aspect ratio settings are both always set to 8, which would affect the handling of very wide or tall textures in the MaxLogTextureSize > 8 case. So probably still some mostly obscure bugs in the handling of some of these things, but that have been there for a very long time and aren't likely to cause any major problems or any at all in most cases.
Since the aspect ratio settings always set automatically in all cases now, worth considering removing them in any future renderer build to shorten the list of setting a little bit.
I think I may have noticed the case I missed before where UseS3TC can influence maximum supported texture size. Min and max still work, within certain limits, with UseS3TC set to False. ini files to use with the renderer before I ever did any work on it usually had MaxLogTextureSize set to 8, which would be 256 max texture dimension. A long time ago I added code to default it to 8 if not present or set to 0 to avoid the MinLogTextureSize < MaxLogTextureSize assertion if happened to wipe out the OpenGLDrv section in the ini file.
Should be able to set MaxLogTextureSize to say 12 to get the renderer to support very large textures in the UseS3TC False case I think. Or perhaps it would be better to have the renderer automatically use maximum supported by underlying hardware if this one set to 0. But also better to be using S3TC for the larger textures anyway. Although a lot of video cards these days have a lot more memory, 8x compression ratio with DXT1 compared to 32-bit uncompressed can be a large difference.
MinLogTextureSize best to leave alone (unless it were used to work around an OpenGL driver bug, it would only waste memory if modified). Although it would probably be very unlikely to be encountered in practice, in the UseS3TC False case, the aspect ratio settings are both always set to 8, which would affect the handling of very wide or tall textures in the MaxLogTextureSize > 8 case. So probably still some mostly obscure bugs in the handling of some of these things, but that have been there for a very long time and aren't likely to cause any major problems or any at all in most cases.
Since the aspect ratio settings always set automatically in all cases now, worth considering removing them in any future renderer build to shorten the list of setting a little bit.
- Hyper
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Re: [D3D8, D3D9, OpenGL] What do these options mean?
So, If I don't want my texture size to be limited by anything but my graphics hardware capabilities, where should I set this one to?
(If I have a 8192x8192 texture and my hardware supports it, I want to be able to use it.)
(If I have a 8192x8192 texture and my hardware supports it, I want to be able to use it.)
- GreatEmerald
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Re: [D3D8, D3D9, OpenGL] What do these options mean?
8192 = 2^12, so set it to 12.
- Turboman.
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Re: [D3D8, D3D9, OpenGL] What do these options mean?
I recall that back in the days when i still had a 8mb TNT1 (diamond viper 550) card, that setting was very important. If i would mess with it and change the default values, my pc would freeze if i tried to run unreal.
Last edited by Turboman. on Wed May 27, 2009 4:57 pm, edited 1 time in total.
- SMP Dev
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Re: [D3D8, D3D9, OpenGL] What do these options mean?
2^12 only 4096, but easier to have UseS3TC enabled in which case all these values eventually end up ignored with it using maximum supported size instead.
Even with DXT1 compression, an 8K x 8K texture would still use a lot of memory. Could still end up with a very video memory management unfriendly scenario even if could fit a few of these in the remaining memory on a 512MB or 1GB card.
Even with DXT1 compression, an 8K x 8K texture would still use a lot of memory. Could still end up with a very video memory management unfriendly scenario even if could fit a few of these in the remaining memory on a 512MB or 1GB card.


