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OpenGL Driver v3.6 - uncapped draw distance?

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User avatar Sat42
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Subject: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 15 Oct 2014, 17:07

Hey unrealists,

I finally got a new PC and I'm setting up a new renderer for UT and will get around to Unreal 227 soon.
I've got an Nvidia graphics card so I settled for OpenGL 3.6 - I just realised there's a new version but don't think it's important or prove me wrong. I used this guide https://ut99.org/viewtopic.php?t=373 and so far I'm very happy with the result (I just went for NumAASamples=8 instead of 4, and SwapInterval=1).

The thing is I was again reading through EXU2's info thread and Buff Skeleton mentions "uncapped drawdistance" as a cool feature for certain maps.
I don't know whether OpenGL 3.6 provides just that. Will I need to install EXUOpenGL when I get around to EXU2, or is that unnecessary (i.e., I can adjust a parameter in [OpenGLDrv.OpenGLRenderDevice]) ?

Thanks for enlightening me :)
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

UB_
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Subject: Re: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 15 Oct 2014, 21:48

EXUOpenGL is good enough for UT. I never stopped using it since it came out and never had any problems.
ImageImage

User avatar Sat42
Skaarj Warlord Skaarj Warlord
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Subject: Re: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 15 Oct 2014, 23:06

UBerserker wrote:EXUOpenGL is good enough for UT. I never stopped using it since it came out and never had any problems.


Thanks for the reply! I'll be doing the same, then :)
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

sn260591
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Subject: Re: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 16 Oct 2014, 10:54

You can install OMP 0.99b, in there was deleted draw distance limit.

medor
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Subject: Re: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 16 Oct 2014, 11:35

Since 35 you need to set
HighDetailActors=True
for remove the bug with the black square zooms
[url=https://www.gametracker.com/server_info/77.135.96.69:7777/][img]https://cache.gametracker.com/server_info/77.135.96.69:7777/b_350_20_692108_381007_ffffff_000000.png[/img][/url]

[url=https://www.gametracker.com/server_info/77.135.96.69:5555/][img]https://cache.gametracker.com/server_info/77.135.96.69:5555/b_350_20_692108_381007_ffffff_000000.png[/img][/url]

[url=https://www.gametracker.com/server_info/77.135.96.69:6777/][img]https://cache.gametracker.com/server_info/77.135.96.69:6777/b_350_20_692108_381007_ffffff_000000.png[/img][/url]

[url=https://www.gametracker.com/server_info/77.135.96.69:6666/][img]https://cache.gametracker.com/server_info/77.135.96.69:6666/b_350_20_692108_381007_ffffff_000000.png[/img][/url]

User avatar Dr.Flay
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Subject: Re: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 17 Oct 2014, 06:01

Development of the renderers moved over to OldUnreal.
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?board=2
As sn260591 says, the current beta can be found in the 0.99b pack, along with updated and alternative audio renderers.
http://www.oldunreal.com/cgi-bin/yabb2/ ... oard=Sound

The most comprehensive comparison of the new renderers can be found here
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1412865302
DX9 seems to be the fastest for most combinations of hardware.

User avatar Sat42
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Subject: Re: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 17 Oct 2014, 16:06

Thanks for the further replies, and for the links Dr.Flay.

I think I'll stick to OpenGL, as I have an Nvidia card. I'm going to reinstall EXU2 soon so I'll be using EXUOpenGL specifically. The only thing is I'm going to have to reimport some textures as masked for a number of maps that didn't pay attention to that - such as Sharuk's Crossing. I think it's worth the effort :P
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

User avatar Sat42
Skaarj Warlord Skaarj Warlord
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Subject: Re: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 04 Dec 2014, 19:37

Just thought I'd share this rendering issue here, in case anyone can tell me what I did wrong with EXUOpenGL:

Image

as you can see, there are "holes" in that wood texture: within some of the buildings of Na Pali Heaven Part II, these holes are numerous and very visible (as that texture is used a lot) - rather unsightly.
Actually, I noticed the same issue with some of the textures in Holy Mausoleum of Exusia, but thought it was just those textures.
Not a huge problem, but before using EXUOpenGL, those "holes" weren't visible (I just went back to this ONP map and noticed this for the first time - before I was using the old D3D renderer).
I probably did something wrong in the settings - can someone please enlighten me as to what I should do?
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.

sn260591
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Subject: Re: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 05 Dec 2014, 10:32

Set UsePrecache to false.

User avatar Sat42
Skaarj Warlord Skaarj Warlord
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Subject: Re: OpenGL Driver v3.6 - uncapped draw distance?

Post Posted: 05 Dec 2014, 12:39

sn260591 wrote:Set UsePrecache to false.


Alleluia man, it worked!
Thanks a lot! :tup:
Nali: Magic or Telekinesis
Waffnuffly wrote:It's tarydium-doped smoothies. Drunk by the player, I mean. The player is tripping balls. The whole game actually takes place in a large city and the player thinks he's on an alien world.


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