For direct access use https://forums.oldunreal.com
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
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
How do I configure my graphic driver?
-
Toni
- OldUnreal Member
- Posts: 11
- Joined: Tue Mar 03, 2009 5:47 pm
How do I configure my graphic driver?
Hello
I wonder what options I enabled in advanced options in my driver OpenGL.?
There are not many options and that is what makes each one.
I have an Nvidia GeForce 7600 GT. How should I set the parameters for maximum benefit to the game graphically?
Greetings and thanks
I wonder what options I enabled in advanced options in my driver OpenGL.?
There are not many options and that is what makes each one.
I have an Nvidia GeForce 7600 GT. How should I set the parameters for maximum benefit to the game graphically?
Greetings and thanks
Last edited by Toni on Mon Mar 09, 2009 7:49 pm, edited 1 time in total.
-
GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: How do I configure my graphic driver?
Look here - each of the settings are explained:
http://cwdohnal.home.mindspring.com/utglr/settings.html
http://cwdohnal.home.mindspring.com/utglr/settings.html
-
Toni
- OldUnreal Member
- Posts: 11
- Joined: Tue Mar 03, 2009 5:47 pm
Re: How do I configure my graphic driver?
okLook here - each of the settings are explained:
http://cwdohnal.home.mindspring.com/utglr/settings.html
Thanks
-
DADSGETNDOWN
- OldUnreal Member
- Posts: 30
- Joined: Sun Mar 21, 2004 5:18 am
Re: How do I configure my graphic driver?
Hmm That is a dead link already 
Look here - each of the settings are explained:
http://cwdohnal.home.mindspring.com/utglr/settings.html
-
GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: How do I configure my graphic driver?
Delete something from the link and it will fit:
http://cwdohnal.com/utglr/settings.html
http://cwdohnal.com/utglr/settings.html
-
DADSGETNDOWN
- OldUnreal Member
- Posts: 30
- Joined: Sun Mar 21, 2004 5:18 am
Re: How do I configure my graphic driver?
Hey there, Thanks for the reply and quick one at that...
Works now.
Is this for UT only, or even the S3 textures in unreal ?.
Works now.
Is this for UT only, or even the S3 textures in unreal ?.
-
Gizzy
- OldUnreal Member
- Posts: 1468
- Joined: Thu Jul 10, 2014 7:13 pm
Re: How do I configure my graphic driver?
Should work with Unreal too AFAIK.Hey there, Thanks for the reply and quick one at that...
Works now.
Is this for UT only, or even the S3 textures in unreal ?.
-
sn260591
- OldUnreal Member
- Posts: 116
- Joined: Wed Aug 17, 2011 2:54 am
Re: How do I configure my graphic driver?
Please explain to me in detail the function of these key:
UsePureDevice
UseFragmentProgram
CacheStaticMaps
SinglePassFog
UsePureDevice
UseFragmentProgram
CacheStaticMaps
SinglePassFog
Last edited by sn260591 on Fri Jan 04, 2013 7:42 am, edited 1 time in total.
-
Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: How do I configure my graphic driver?
UsePureDevice
Use the D3DCREATE_PUREDEVICE flag during device creation to create a pure device. A pure device does not save the current state (during state changes), which often improves performance; this device also requires hardware vertex processing. A pure device is typically used when development and debugging are completed, and you want to achieve the best performance.
SinglePassFog
Enables single pass fog mode. This should generally be the highest performance fog mode. It requires 3 texture units. For the OpenGL renderer, it also requires support for either the GL_ATI_texture_env_combine3 extension or the GL_NV_texture_env_combine4 extension.
UseFragmentProgram
Enables fragment program mode. Requires the UseVertexProgram option to also be enabled. May improve performance on newer video hardware. It's generally best to enable or disable UseVertexProgram and UseFragmentProgram together. In a later version of the D3D9 renderer, the UseVertexProgram option is not present and UseFragmentProgram will enable use of both vertex shaders and pixel shaders together if shader model 3 support is available.
CacheStaticMaps
is also some performance tweak to cache textures which don't change later again.
Use the D3DCREATE_PUREDEVICE flag during device creation to create a pure device. A pure device does not save the current state (during state changes), which often improves performance; this device also requires hardware vertex processing. A pure device is typically used when development and debugging are completed, and you want to achieve the best performance.
SinglePassFog
Enables single pass fog mode. This should generally be the highest performance fog mode. It requires 3 texture units. For the OpenGL renderer, it also requires support for either the GL_ATI_texture_env_combine3 extension or the GL_NV_texture_env_combine4 extension.
UseFragmentProgram
Enables fragment program mode. Requires the UseVertexProgram option to also be enabled. May improve performance on newer video hardware. It's generally best to enable or disable UseVertexProgram and UseFragmentProgram together. In a later version of the D3D9 renderer, the UseVertexProgram option is not present and UseFragmentProgram will enable use of both vertex shaders and pixel shaders together if shader model 3 support is available.
CacheStaticMaps
is also some performance tweak to cache textures which don't change later again.
Last edited by Smirftsch on Fri Jan 04, 2013 8:22 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
-
sn260591
- OldUnreal Member
- Posts: 116
- Joined: Wed Aug 17, 2011 2:54 am
