MaxLogTextureSize=
MinLogTextureSize=
MaxLogVOverU=
MaxLogUOverV=
MaxTMUnits=
What method do I use to determine the proper values for these settings? I have a Radeon 8500.
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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
settings help
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nullie
- OldUnreal Member
- Posts: 15
- Joined: Wed Jan 22, 2003 12:22 pm
Re: settings help
another thing.. what exactly do the following settings do, and do I want them enabled or disabled?
ShareLists=
UseVertexSpecular=
AlwaysMipmap=
SupportsLazyTextures=
ShareLists=
UseVertexSpecular=
AlwaysMipmap=
SupportsLazyTextures=
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Kerilkkorn
- OldUnreal Member
- Posts: 289
- Joined: Mon Mar 11, 2002 4:50 pm
Re: settings help
For the min and Max options all I know is that you get an error if Min>Max, else everything is set to 0 in my config and it works very well.
ShareLists : suppose to improve performance so True
UseVertexSpecular : fogging is applied to actors such as monsters so True
AlwaysMipMap : not sure, but I think : force videocard to generate mimaps for texture without them, should improve performance so True
SupportsLazyTextures : fix for TNT2, but should be useless now so False
ShareLists : suppose to improve performance so True
UseVertexSpecular : fogging is applied to actors such as monsters so True
AlwaysMipMap : not sure, but I think : force videocard to generate mimaps for texture without them, should improve performance so True
SupportsLazyTextures : fix for TNT2, but should be useless now so False
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Zombie
- Administrator
- Posts: 322
- Joined: Thu May 09, 2002 11:44 pm
Re: settings help
The Log settings and TMUNits can easily be determined for Unreal. Unreal logs what your card can support after running the game with the render patch installed.
With the patch installed, start Unreal and then exit the game soon after using the menu. Go to the Unreal\System\ directory and view Unreal.log. Somewhere within the txt log lines it lists what the card can use. That is how I determined the proper settings. However, I cannot quite remember if it logs the "LogVOverU" and LogUOverV" stuff. If it does not I guess it is safe to set it the same as the LogTextureSize settings.
With the patch installed, start Unreal and then exit the game soon after using the menu. Go to the Unreal\System\ directory and view Unreal.log. Somewhere within the txt log lines it lists what the card can use. That is how I determined the proper settings. However, I cannot quite remember if it logs the "LogVOverU" and LogUOverV" stuff. If it does not I guess it is safe to set it the same as the LogTextureSize settings.
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nullie
- OldUnreal Member
- Posts: 15
- Joined: Wed Jan 22, 2003 12:22 pm
Re: settings help
How do you know the stuff in the log is what your card supports? Maybe it's just what the renderer uses for defaults?The Log settings and TMUNits can easily be determined for Unreal. Unreal logs what your card can support after running the game with the render patch installed.
With the patch installed, start Unreal and then exit the game soon after using the menu. Go to the Unreal\System\ directory and view Unreal.log. Somewhere within the txt log lines it lists what the card can use. That is how I determined the proper settings. However, I cannot quite remember if it logs the "LogVOverU" and LogUOverV" stuff. If it does not I guess it is safe to set it the same as the LogTextureSize settings.
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Zombie
- Administrator
- Posts: 322
- Joined: Thu May 09, 2002 11:44 pm
Re: settings help
Log: Bound to OpenGLDrv.dllHow do you know the stuff in the log is what your card supports? Maybe it's just what the renderer uses for defaults?
Log: Initializing OpenGLDrv...
Log: Enter SetRes()
Init: Using pixel format 8
Init: GL_VENDOR : NVIDIA Corporation
Init: GL_RENDERER : GeForce2 MX/PCI/SSE
Init: GL_VERSION : 1.2.2
Init: Device supports: GL
Init: Device supports: GL_EXT_bgra
Init: Device supports: GL_EXT_paletted_texture
Init: Device supports: GL_ARB_texture_compression
Init: Device supports: GL_EXT_texture_compression_s3tc
Init: Device supports: GL_EXT_texture_env_combine
Init: Device supports: GL_EXT_texture_filter_anisotropic
Init: Device supports: GL_EXT_texture_lod_bias
Init: Device supports: GL_EXT_compiled_vertex_array
Init: Device supports: GL_EXT_secondary_color
Init: Device supports: GL_ARB_multitexture
Log: 2 Texture Mapping Units found
Log: MaxAnisotropy = 2
Log: Trying to use S3TC extension.
Log: MinLogTextureSize = 2
Log: MaxLogTextureSize = 11
========================
That is the log entries from my PC after starting Unreal. When the renderer initiates it reads your video card's driver extension support and gives a listing of everything it is capable of. I have my MaxAnisotropy set to 3 and it'll always still say 2 since my card and drivers will only max on that. It says "Trying to use S3TC extension" because I have that option enabled but it finds nothing to use it with.
So I'm pretty sure it's telling what you can max everything out to.