Unreal
Tournament Tweak Guide
Last
Updated on November 16, 2000 by Thomas
McGuire - Page 5/14
Rendering - Direct3D support
If
you've selected Direct 3D support then set it as
follows. Check the Unreal Technology Direct3D
page for the latest info. It is strongly
recommended you install the latest official (Or otherwise)
drivers for nVidia based graphics cards. The reason being as
follows (Steve Polge);
One
of our workarounds for an NVidia driver problem was causing
some graphical quality degradation for all D3D cards. Since
fixed drivers have been available from NVidia for some time
now, we removed this workaround.
Coronas.
Set this to True.
This is the haze of light that appears around light sources
in the game, such as lamps in the game. Set it to False
if you really need extra performance.
Description.
This field displays the graphics card that you are using.
Not much use unless you have multiple video cards in your
system & want to check the correct one is being used in
Unreal Tournament.
HighDetailActors. Set this to True for better
visuals. Setting it to False
will improve performance.
ShinySurfaces.
Shiny surfaces are the reflective surfaces in the game, e.g.
On some floors you can see your reflection. Setting it to False
will improve your frame rate in such areas. I’d recommend
setting it to False.
Use32BitZBuffer.
This setting is set to False by default. If you are
experiencing flickering world surfaces
& similar visual corruption when running in 16-bit color set this to True.
This forces the use of a 32-bit Z buffer (even in 16-bit colour)
which should fix these display errors if they are occurring.
You may ignore this setting if you experience no such errors
or are running in 32-bit color.
Use3dfx.
Only set this to True
if you have a Voodoo 4 or 5 installed in your system (as it
is about as fast as glide, although even still Glide runs
& looks better). Do not
use this for a Voodoo 3 or earlier, use Glide instead. Only
for testing purposes really.
UseAGPTextures.
This setting can be used to force textures to be
uploaded into local video memory only
(significantly faster than AGP texturing). Setting this to True
will enable Unreal Tournament to run on specific AGP
cards that lack enough local texture memory. Setting it to False
may improve performance &/or graphics quality on other
hardware. Try setting it to False
if you have a graphics card such as a GeForce or Voodoo 5
(although they don't support AGP texturing anyway). A
general rule of thumb for this setting would this; If you
have more than 32MB video memory set this to False.
If you have less than 32MB of video memory set this to True.
UseDetailTextures.
A detail texture is a very small, fine pattern which is faded in as you
approach a surface, for example wood grain, or imperfections
in stone. Set this to True
for improved visual quality, although it may cause a severe
performance hit on some graphics cards, particularly with
older, nVidia based cards such as the TNT. This is a setting
you may want to try toggling to test the effects it has on
your frame rate.
Set it to False for increased performance.
UseGammaCorrection.
This should be set to True,
although if the game appears to be too dark in-game try
setting it to False.
UseMipmapping.
Mipmapping can help improve performance, it allows the
resolution of a texture to scale with the viewpoint. Setting
this to True will
improve performance. Setting it to False
can improve performance on video cards with low video memory
(16MB or less) as mipmapping requires extra video memory.
I’d recommend setting this to True.
UseMultitexture.
Set this to True.
It will improve performance on most cards.
UsePalettes.
Setting this to True
can improve visual quality. Performance may be reduced
however.
UsePrecache. Setting this to False will eliminate the pre-caching that you will experience when
loading a level. This will removes the delay & hard
drive accessing that occurs as a result of it. It can also
eliminates the crashes that occur with some graphics cards
when precaching. Although performance may be adversely
affected when set to False. Setting it to True
may improve performance on some graphics cards, although
level loading will take longer.
UseTrilinear. Trilinear filtering interpolates between the mipmap
levels as well as the weighted average of the texels around
it. This gives the smoothest texture with the most blur in
between texels. Set this to True
for improved visual quality. It should be set to False
to improve performance (Reduces memory bandwidth used).
UseTrippleBuffering.
Set this to True for improved performance (Triple buffering allocates a 3rd
frame buffer. This frame buffer can improve performance by
allowing the hardware to render at the same time that the 3D
application performs other tasks), although it will
require extra video memory. Certainly set this to False
if you have less than 16MB of video memory on your graphics
card as this requires extra video memory.
UseVertexFog.
Thanks to Reverend
for the definition. This toggles volumetric fog on/off in
Direct3D but only in areas which have meshes. In
areas without meshes this setting is useless. When set
to True
this
will yield improved visual quality. When set to False
performance will be improved in areas with meshes (player
models generally) as fog will not be displayed. This is not the same as the VolumetricLighting
setting, although if VolumetricLighting
is set to False you may ignore this
setting.
UseVideoMemoryVB.
If you are using a GeForce (1, 2 or MX) & it’s displaying
many world polygons flashing & flickering set this
to True. Otherwise leave it set to False.
UseVSync. Set this to True
to enable v-sync to ensure that you get no display
anomalies in the game. Only set it to False
if you’re benchmarking the game performance. Many nVidia
card users may experience controller lag if they disable
vsync in Unreal in D3D, or visual tearing.
VolumetricLighting. Set this to True
for better visuals (effects like fog), although with lower
performance. Setting this to False
will result in a big frame rate increase. On most
graphics cards that have trouble running Unreal setting this
to False along with DetailTextures to False
will mean the difference between a playable & an unplayable
game.
You can further improve D3D
(& other renderers) performance by changing your HUD
settings. Although the potential performance gain varies
from system to system.

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