From: Subject: UTGLR Settings Date: Fri, 15 Jul 2005 10:19:50 +0200 MIME-Version: 1.0 Content-Type: text/html; charset="Windows-1252" Content-Transfer-Encoding: quoted-printable Content-Location: http://cwdohnal.home.mindspring.com/utglr/settings.html X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1506 UTGLR Settings

UTGLR Settings =


This page contains descriptions for a number of Unreal Tournament = OpenGL=20 Renderer settings. Some of these settings are present in the base = renderer from=20 Epic. Many are only present in newer versions of the enhanced=20 renderer.

For a standard UT install, these settings go in the=20 [OpenGLDrv.OpenGLRenderDevice] section of the = UnrealTournament.ini=20 file. With some version of the renderer, it is also possible to access = these=20 settings through the Advanced Options window. This window can be = accessed by=20 entering the preferences command from the console or by selecting = Advanced Options from the Options menu. The OpenGL = renderer=20 settings are in the Rendering\OpenGL Support section.

Note = that=20 changing settings from the Advanced Options window may cause unexpected = behavior=20 while the game is running. Due to how parts of the engine are designed, = it is=20 somewhat difficult to fix this and still have the options show up in the = Advanced Options window. While many options can be changed here without = causing=20 a crash, if any problems are observed, it may be best to change certain = options=20 with just the default wallpaper on the screen. A large number of = settings that=20 can be changed through the Advanced Options window may not take effect=20 immediately or completely until either UT is restarted or the resolution = is=20 changed. So, after changing any settings here, always be prepared to = restart=20 UT.


UseTrilinear - [True/False]
Controls the use of trilinear = texture=20 filtering.

AlwaysMipmap - [True/False]
Can make the = renderer=20 always generates mipmaps for textures that are not supplied with them. = But, it's=20 always set to 0 by the initialization code (has been this was for a long = time),=20 so changing the value of this setting should make no=20 difference.

AutoGenerateMipmaps - [True/False]
Enables = the use=20 of the GL_SGIS_generate_mipmap extension for automatic mipmap = generation. It is=20 recommended that this setting be disabled as there are far too many = video=20 drivers that have unstable, slow, and/or broken support for this=20 extension.

NoFiltering - [True/False]
Can disable = filtering on=20 all textures. Useful as a debug option.

MaxAnisotropy -=20 [Integer]
Controls the use and level of anisotropic texture = filtering.=20 Disabled if set to 0. Should make no difference if set to 1 (isotropic = texture=20 filtering). If set to greater than 1, specifies the maximum degree of = anisotropy=20 to use for texture filtering.

UseS3TC - = [True/False]
Enables=20 the use of high resolution S3TC compressed textures if they are=20 installed.

NoMaskedS3TC - [True/False]
This is a debug = option=20 designed to emulate the behavior of older renderers. If set to True, it = will=20 prevent masking from working on masked S3TC = textures.

Use16BitTextures=20 - [True/False]
Selects lower quality and more compact formats for = a=20 number of textures, which will often speed things up. In many cases, = there is=20 only minor quality loss. In other cases, like with various skyboxes and = coronas,=20 there is often major quality loss.

UseBGRATextures -=20 [True/False]
Allows textures to be uploaded in BGRA format rather = than=20 RGBA format if the GL_EXT_bgra extension is supported. This can improve = texture=20 upload performance. This option should always be enabled unless it = causes=20 problems.

LODBias - [Floating point]
Allows mipmap = selection=20 bias to be adjusted. Use negative values to pseudo sharpen textures. Use = positive values to blur textures and potentially improve performance at = the=20 expense of blurry textures.

UseTNT - [True/False]
A = workaround=20 for buggy TNT/TNT2 drivers. Alters texture scaling and mipmap generation = behavior. If you really want to know all the details, check the source=20 code.

TexDXT1ToDXT3 - [True/False]
A workaround for = poor image=20 quality on NVIDIA GeForce1 - GeForce4 series hardware when using DXT1 = format=20 S3TC compressed textures. If enabled, converts all DXT1 textures to DXT3 = textures on upload. This improves image quality on the previously = mentioned=20 NVIDIA hardware at the expense of twice as much texture memory usage for = these=20 textures. The NVIDIA DXT1 image quality problems or most noticeable on = certain=20 skybox textures. Keep this in mind when deciding whether or not to trade = image=20 quality for speed here. This option should not be enabled on any = hardware that=20 draws DXT1 textures with the same quality as DXT3 textures of=20 course.

UseMultiTexture - [True/False]
Controls the use = of=20 multitexturing. Should always be enabled as the renderer has a few = glitches when=20 it is not. I might try to track these down some day. Due to the way some = parts=20 of the renderer are still written, it is likely to fail on any system = without=20 support for the GL_ARB_multitexture extension = anyway.

UsePrecache -=20 [True/False]
Controls texture precaching. Texture precaching may = improve=20 performance by initializing internal data structures for a number of = world=20 textures and most likely getting them loaded into video memory at level = load=20 time. It will also slow level loading down some.

MaxTMUnits -=20 [Integer]
Used to limit the number of texture units used by the = renderer.=20 Useful as a debug option. Disabled if set to 0.

UsePalette -=20 [True/False]
Controls the use of paletted textures. If there is = hardware=20 support for paletted textures, using them can significantly improve=20 performance.

UseAlphaPalette - [True/False]
A = workaround for=20 very old buggy GeForce drivers. If set to False, will not upload masked = textures=20 as paletted. If there is hardware support for paletted textures, this = option=20 should be set to True unless it causes any = problems.

MaskedTextureHack=20 - [True/False]
Enabling this option can prevent rendering = problems with=20 masked textures when the same texture is applied to different polygons = that do=20 not have the masked attribute set consistently across all of them. = Likely=20 examples of masked texture problems are rendering errors with solid = colored=20 boxes around railings and trees that can often times be fixed with the = flush=20 command. There is some risk to using this option, which is why it's = called a=20 hack option. It's likely to be very safe, but not completely safe. = Implementing=20 it the completely safe way is a lot of extra work, so it uses the simple = solution. If it does happen to fail, there will be some completely = incorrect=20 textures on some objects.

GammaOffset - [Floating = point]
Offset=20 for gamma correction. Can be used to adjust gamma correction even more = if you=20 hit the end of the Brightness slider in Video options. The default value = of 0.0=20 causes no change. Use negative values for darker or positive values for=20 brighter. If adjusting this setting for the first time, I'd recommend = starting=20 with small values such as -0.3 or 0.3.

GammaCorrectScreenshots = -=20 [True/False]
If enabled, will apply gamma correction to screen=20 shots.

GammaOffsetRed - [Floating = point]
GammaOffsetGreen -=20 [Floating point]
GammaOffsetBlue - [Floating = point]
Fine tuning=20 parameters for gamma correction. These allow different offsets to be = specified=20 for each color channel. These offsets are never applied when gamma = correcting=20 screen shots, even if GammaCorrectScreenshots is=20 enabled.

OneXBlending - [True/False]
If enabled, = matches what=20 the D3D renderer does for blending in multitexture mode when applying = lightmaps=20 to world geometry. I can't say for sure which way is correct. In single = texture=20 mode, the D3D renderer does appear to do blending like the OpenGL = renderer in=20 single texture mode or multitexture mode without OneXBlending=20 enabled.

RequestHighResolutionZ - [True/False]
Allows a = high=20 resolution Z buffer to be requested when running in a 16-bit color mode. = It's a=20 good idea to enable this option if running in 16-bit color because = rendering=20 problems can occur if a 16-bit Z buffer is used. Note that not all video = cards=20 support Z and color buffers of dissimilar bit = depths.

RefreshRate -=20 [Integer]
Can be used to request a specific refresh rate when = running=20 full screen. If set to 0, a default refresh rate is used. If this value = is set=20 to an invalid or unsupported refresh rate based on video card or monitor = capabilities, the renderer will fail to = initialize.

SwapInterval -=20 [Integer]
Controls V Sync. If set to the default value of -1, the = default=20 buffer swapping method is used. Set to 0 to disable V Sync. Set to 1 to = enable V=20 Sync. Set to higher values for one frame every N screen refreshes. Not = all video=20 drivers support values higher than 1.

FrameRateLimit -=20 [Integer]
CPU controlled frame rate limiter in frames per second. = Set to=20 0 to disable.

UseAA - [True/False]
Enables multisample=20 antialiasing. Requires the GL_ARB_multisample = extension.

NumAASamples=20 - [Integer]
Specifies the number of samples to use per fragment = for=20 antialiasing. 2 and 4 are common values that should work on many video=20 cards.

AAFilterHint - [Integer]
Can be used to enable = Quincunx=20 AA on NVIDIA video cards that support it. Set to 2 to enable this=20 mode.

UseZTrick - [True/False]
Can avoid some z-buffer = clears=20 at the expense of cutting z-buffer precision in half. This may improve=20 performance on some video cards. On video cards with z-buffer = optimization=20 hardware, enabling this setting may significantly reduce performance as = it=20 interferes with some hardware z-buffer optimization=20 implementations.

MaxLogUOverV - [Integer]
Set to=20 8.

MaxLogVOverU - [Integer]
Set to=20 8.

MinLogTextureSize - [Integer]
Set to=20 0.

MaxLogTextureSize - [Integer]
Set to 8, or=20 0.

UseCVA - [True/False]
Enables the use of the = compiled vertex=20 array (CVA) extension. It may be useful on video cards without HW = T&L. It is=20 likely to slow things down a little bit on video cards with HW=20 T&L.

UseMultidrawArrays - [True/False]
Enables the = use of=20 the GL_EXT_multi_draw_arrays extension.

BufferClippedActorTris = -=20 [True/False]
Alters how certain actor polygons are handled, some = of which=20 happen to be clipped by higher level code. It's a tradeoff and it is = unlikely to=20 make much of a difference either way.

BufferTileQuads -=20 [True/False]
Enables buffering in the DrawTile path. May improve = text=20 rendering performance.

UseSSE - [True/False]
Controls = the use=20 of SSE instructions. Set to True to auto detect CPU and OS support for = SSE=20 instructions and use them if supported. Set to False to disable the use = of SSE=20 instructions.

UseVertexProgram - [True/False]
Enables = vertex=20 program mode. Consider this an experimental option. It can improve = performance=20 in some cases. It can also slow things down a lot if certain other = settings are=20 not configured correctly. It is likely to slow things down a lot if = detail=20 textures are enabled, but single pass detail texture mode is not = enabled. It may=20 not work correctly or may cause crashes with some video=20 drivers.

UseTexIdPool - [True/False]
Should be set to=20 True.

UseTexPool - [True/False]
Should be set to=20 True.

DynamicTexIdRecycleLevel - [Integer]
Should be = set to the=20 default value of 100.

DetailTextures - = [True/False]
Enables=20 detail textures.

UseDetailAlpha - [True/False]
Must be = enabled=20 for proper detail texture support.

DetailClipping -=20 [True/False]
Enables the use of a somewhat experimental detail = texture=20 mode. It costs more CPU time, but may improve performance in fill rate = limited=20 situations.

DetailMax - [Integer]
Set to 2 to enable a = second=20 detail texture layer. Set to 0 or 1 for standard one layer detail = texturing if=20 detail textures are enabled. The second detail texture layer will not = show up=20 unless SinglePassDetail is disabled.

SinglePassDetail -=20 [True/False]
Enables single pass detail texture mode. This should = generally be the highest performance detail texture mode. It requires 4 = texture=20 units. It also requires the UseDetailAlpha option to be=20 enabled.

SinglePassFog - [True/False]
Enables single = pass fog=20 mode. This should generally be the highest performance fog mode. It = requires 3=20 texture units. It also requires support for either the=20 GL_ATI_texture_env_combine3 extension or the GL_NV_texture_env_combine4=20 extension.

ColorizeDetailTextures - [True/False]
Debug = option=20 for detail textures. If enabled, adds a green tint to detail = textures.


Copyright 2003-2005 Chris Dohnal=20