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Shader Model 3.0 in Unreal and UT

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Raven
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Shader Model 3.0 in Unreal and UT

Post by Raven »

At BU I've found very interesting topic: http://forums.beyondunreal.com/showthread.php?t=181821. Someone works to bring Shader Model 3.0 support into UT. I have no idea when finished driver will be available, but here's one of released sshots:

ImageImage

Edit by Hyper: Moved to General because of Unreal support.
Last edited by Raven on Thu Dec 04, 2008 11:59 pm, edited 1 time in total.
Image
Jâçkrâßßit

Re: Shader Model 3.0 in UT

Post by Jâçkrâßßit »

very cool.. keep us updated

in case anyone was wondering, here is the original image before the shading processes

ImageImage
Last edited by Jâçkrâßßit on Tue Nov 25, 2008 6:20 pm, edited 1 time in total.
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Pitbull
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Re: Shader Model 3.0 in UT

Post by Pitbull »

Yes I was wondering. Thanks JackRabbit. :) The shaded image looked good to me but I had nothing to compare. This would be a nice addition (if possible) to 227.
Upon this rock I will build my church O:-)

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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Shader Model 3.0 in UT

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Wow! That's so cool! :o
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[]KAOS[]Casey
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Re: Shader Model 3.0 in UT

Post by []KAOS[]Casey »

seeing as the guy converted the code from deus ex to UT, it should be very possible to add it to 227, but wether or not its stable enough..

if anything, this would be an optional download after 227 is installed, or maybe implemented with a boolean of some kind
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Hyper
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Re: Shader Model 3.0 in UT

Post by Hyper »

That looks awesome. Like Tenebrae for Quake. I hope it will come to Unreal as well. It would once again beat any modern game in graphics quality, especially when using S3TC hires textures as well.

*This screenshot makes me as 3D graphics enthousiast and Unreal lover feel warm and fuzzy inside.
Last edited by Hyper on Wed Nov 26, 2008 10:54 am, edited 1 time in total.
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Krull0r
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Re: Shader Model 3.0 in UT

Post by Krull0r »

Nice one!

If that should be possible! I would build a new s3tc map for Unreal 227! [smiley=2vrolijk_08.gif]


Greetz!
Last edited by Krull0r on Wed Nov 26, 2008 11:41 pm, edited 1 time in total.
Image
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KillerSkaarj
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Re: Shader Model 3.0 in UT

Post by KillerSkaarj »

I don't get it. What does this do? Is there something I'm missing?
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Hellkeeper
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Re: Shader Model 3.0 in UT

Post by Hellkeeper »

I don't get it. What does this do? Is there something I'm missing?
Shader supported, complex materials, normal and parrallax mapping...

The picture is horrible, but it looks like it's working. Well used, it might be pretty cool.
You must construct additional pylons.
Jâçkrâßßit

Re: Shader Model 3.0 in UT

Post by Jâçkrâßßit »

I downloaded it and was completely amazed...

here is why:

ImageImage

ImageImage


This is no joke people... if this was implemented correctly into UE 1.0 via 227, this could be.. well.... look above. I noticed that the effects work well usually on very technical (non organic) textures. On the other hand, rock textures look completely horrible... I wonder if there could be a way to tell the engine which textures to add certain effects.
Last edited by Jâçkrâßßit on Thu Dec 04, 2008 3:36 am, edited 1 time in total.
Jâçkrâßßit

Re: Shader Model 3.0 in UT

Post by Jâçkrâßßit »

and after further testing....

ImageImage
ImageImage
I can't believe it.. but this is running under 227e D3D9 renderer. (yes, I got it working in Unreal1)


nothing less than absolutely incredible. I honestly didn't think this kind of support was possible..I'm damn well a believer now
Last edited by Jâçkrâßßit on Thu Dec 04, 2008 4:45 am, edited 1 time in total.
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[]KAOS[]Casey
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Re: Shader Model 3.0 in UT

Post by []KAOS[]Casey »

requesting movement to general

this works in 227e/f{Should work in all versions of 227} out of the box so to say, copy paste the d3d9.dll and the enbseries.ini to the system folder, and to use it first you need use d3d9 renderer, then do "set input f12" in game to clear the endfullscreen bind to f12, then hold shift and press f12 to activate it. the enbseries.ini can be modified.

This isn't officially supported by us, but it does work, use at your own risk etc. Also you can disable SM3.0 support in the ini to use 2.0 shaders{ I think? it got me a speed boost since this card has like 5 pixel shaders..} The ini has a ton of stuff too
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[]KAOS[]Casey
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Re: Shader Model 3.0 in UT

Post by []KAOS[]Casey »

Also, if you can't get it to run, try downloading

http://boris-vorontsov.narod.ru/d3dx9_26.zip {From the modders website who made this}

If it still doesn't work, your card likely doesn't support it

Again, use at your own risk. {Though I doubt there is much, if ANY.}
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Krull0r
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Re: Shader Model 3.0 in UT

Post by Krull0r »

Yes it works! and it works with s3tc textures 2!

here is a screenshot with s3tc textures

S3TC + Shader on DmTundra

But most Unreal maps are very dark with that shadermodel... :( And it seems to be that much masked textures get black.
Last edited by Krull0r on Thu Dec 04, 2008 11:21 am, edited 1 time in total.
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GreatEmerald
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Re: Shader Model 3.0 in UT

Post by GreatEmerald »

Cool, but it now runs only on 30 FPS, just like UT3 :(
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Shader Model 3.0 in UT

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

The screenshot are simply amazing. I'm just afraid that it won't work on my PC. :(
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Hyper
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Re: Shader Model 3.0 in UT

Post by Hyper »

I'm playing with it at now. Some findings.

1. It looks awesome in some parts.
2. It looks horrible in other parts. (Rainbow colours everywhere, overbrightness and overdarkness, textures look like made out of rubbery stuff)
3. Masked textures are f*cked up beyond any recognition.
4. As expected it is quite performance intensive. Unplayable with 1920x1200 and FSAA at 8800GTX
5. S3TC highres textures work flawlessly.
6. Visibility is generally reduced, disadvantage for DM.
7. For low performance cards, try to download presets here.

Edit: Example of ugly texture effect.
Last edited by Hyper on Fri Dec 05, 2008 12:17 am, edited 1 time in total.
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KillerSkaarj
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Re: Shader Model 3.0 in Unreal and UT

Post by KillerSkaarj »

I guess I wasn't clear enough in my last post. What are Shader Models? I don't see what this does. All it does is make some lights brighter and some darker. I don't see what it's supposed to do...
Jâçkrâßßit

Re: Shader Model 3.0 in UT

Post by Jâçkrâßßit »

I'm playing with it at now. Some findings.

1. It looks awesome in some parts.
2. It looks horrible in other parts. (Rainbow colours everywhere, overbrightness and overdarkness, textures look like made out of rubbery stuff)
3. Masked textures are f*cked up beyond any recognition.
4. As expected it is quite performance intensive. Unplayable with 1920x1200 and FSAA at 8800GTX
5. S3TC highres textures work flawlessly.
6. Visibility is generally reduced, disadvantage for DM.
7. For low performance cards, try to download presets here.

Edit: Example of ugly texture effect.
I wish the textures were not turned into plastic (lol). But yeah, I can deal with the "rainbow lighting" for the most part... its really not THAT bad. After all, that type of lighting IS what makes the textures more detailed (with shadow overlays of course).

And skaarj hunter...... look it up or something.. it IS a standard after all. (Topic Title)
Last edited by Jâçkrâßßit on Fri Dec 05, 2008 1:16 am, edited 1 time in total.
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DieHard SCWS
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Re: Shader Model 3.0 in Unreal and UT

Post by DieHard SCWS »

Could anyone from you post a small tutorial how to implement it into Unreal including all needed downloads ?
.
.
.
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Hyper
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Re: Shader Model 3.0 in Unreal and UT

Post by Hyper »

Could anyone from you post a small tutorial how to implement it into Unreal including all needed downloads ?
.
.
.
I posted a small guide at my news page:
http://www.hypercoop.tk

Also see Casey's reply:
requesting movement to general

this works in 227e/f{Should work in all versions of 227} out of the box so to say, copy paste the d3d9.dll and the enbseries.ini to the system folder, and to use it first you need use d3d9 renderer, then do "set input f12" in game to clear the endfullscreen bind to f12, then hold shift and press f12 to activate it. the enbseries.ini can be modified.

This isn't officially supported by us, but it does work, use at your own risk etc. Also you can disable SM3.0 support in the ini to use 2.0 shaders{ I think? it got me a speed boost since this card has like 5 pixel shaders..} The ini has a ton of stuff too
Last edited by Hyper on Tue May 06, 2014 12:16 pm, edited 1 time in total.
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GreatEmerald
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Re: Shader Model 3.0 in Unreal and UT

Post by GreatEmerald »

Hmm, with those presets I now get up to 40 FPS (35 average). Still, it could be better.
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HeadShot
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Re: Shader Model 3.0 in Unreal and UT

Post by HeadShot »

OpenGL is no go?

EDIT: Nvm the guy said "Not supported yet"

Also could someone send me their D3d9 settings for 227 and their d3d9 enb files? I'm about to try D3d8, but D3d9 gives me a core.dll error.
Last edited by HeadShot on Fri Dec 05, 2008 2:30 pm, edited 1 time in total.
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Image
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.:..:
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Re: Shader Model 3.0 in Unreal and UT

Post by .:..: »

227e and 227f: "Can't find procedureadress ?StaticConfigName@UObject@@SAPBGXZ in DLL-file Core.dll", am I missing something obvious here?
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
Jâçkrâßßit

Re: Shader Model 3.0 in Unreal and UT

Post by Jâçkrâßßit »

227e and 227f: "Can't find procedureadress ?StaticConfigName@UObject@@SAPBGXZ in DLL-file Core.dll", am I missing something obvious here?
your not supposed to overwrite the d3d9.dll file (hypers instructions are off on his site)
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