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Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 03 Feb 2019, 14:14
by UB_
I suppose you started working on this before the later patches, is this with UTSDK? But yeah for how utterly amazing those shots look like I have no idea how it'll ever work considering the engine already struggles with how the map is already (it's due to the lighting).

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 06 Feb 2019, 17:50
by Diego96
I sorted it out and it looks just incredible
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Turns out HD skins was conflicting with the game and it was running out of memory.

As I said, it's a reshade injector mod. Works for both OpenGL and D3D9+ no matter the game.
It uses whatever leftover GPU power you have. My GTX 1060 jumps from 5% usage to 21% when using it.

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 07 Feb 2019, 03:12
by StalwartUK
Diego96 wrote:Turns out HD skins was conflicting with the game and it was running out of memory.


This might be the problem (from the Unreal HD readme):

Lightning Hunter wrote:If the game crashes with a "ran out of virtual memory" error in UT99 (the same solution might also work for 227):
Make sure CacheSizeMegs isn't set too high! To check it, open UnrealTournament.ini in the \System folder using notepad, and search for "CacheSizeMegs" under Engine.GameEngine. I personally have it set to 8. Setting it higher than this doesn't actually do any good. In fact, it steals memory that could be used for other important things, like loading textures.


Before I did the game crashed on me multiple times on this level. Once I did the above it didn't happen again.

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 07 Feb 2019, 04:09
by Diego96
StalwartUK wrote:Before I did the game crashed on me multiple times on this level. Once I did the above it didn't happen again.

I did try a bunch of times with it set to 4, 6, 32, 256, 512 and it crashed every time (the last two with the virtual memory error).

My secondary PC can run Xeops no problem with HD skins but without reshade and volumetric lighting, all at 1366x768 no AA. I guess it depends on how much memory is used by resolution+mods+antialiasing+etc before the engine simply shorts out.

Anyways, the preset is still not 100% done so I'll keep updating until then.

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 09 Feb 2019, 20:32
by UB_
AH I'm assuming you're talking about ReShade? But yeah, feel free to post more screenshots. How's the framerate?

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 10 Feb 2019, 00:41
by Diego96
UBerserker wrote:AH I'm assuming you're talking about ReShade? But yeah, feel free to post more screenshots. How's the framerate?

I would assume that a GTX 1050 and probably a GT 1030 might run this pretty well. There's one big problem, though.
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My injected FXAA (upper picture) looks TERRIBLE and I have to find another way to add antialiasing without using the patched one (lower picture), as seen in my post from yesterday: viewtopic.php?p=76518#p76518

Shouldn't have trusted postprocessing.

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 16 Mar 2019, 01:13
by Lightning Hunter
Hey guys, I know this issue came up a month ago - but I am going to release a version 2 of the HD Skins pack soonish that fixes the memory crash issue. As it turns out, the skins were using an astonishing amount of memory due to them being imported with "MipMaps" enabled. All I did was re-import all the 4096x4096 skins and most of the 2048x2048 skins with MipMaps disabled, and now the crash almost never happens unless you turn CacheSizeMegs above something crazy like 512 and load a map with every single HD skin in it (which I have done for testing purposes). Also, the HD skin pack is now like 5x faster. I no longer get any slight hitches when walking into a room full of monsters and decos.

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 16 Mar 2019, 18:44
by Diego96
Lightning Hunter wrote:Hey guys, I know this issue came up a month ago - but I am going to release a version 2 of the HD Skins pack soonish that fixes the memory crash issue. As it turns out, the skins were using an astonishing amount of memory due to them being imported with "MipMaps" enabled. All I did was re-import all the 4096x4096 skins and most of the 2048x2048 skins with MipMaps disabled, and now the crash almost never happens unless you turn CacheSizeMegs above something crazy like 512 and load a map with every single HD skin in it (which I have done for testing purposes). Also, the HD skin pack is now like 5x faster. I no longer get any slight hitches when walking into a room full of monsters and decos.

Welcome back brother :D

I'll make sure to check for news on your pack. Hopefully it also speeds up loading times in the process.

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 17 Oct 2019, 20:31
by UB_
Holy hell, it's been a while since the last post here! Will definitely bump up this thread in case people might have overlooked this golden grail before anything happens to the forums, whatever will happen.

Pretty sure the RESHADE mod here viewtopic.php?f=2&t=4556 should look absolutely fire in this.

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 03 Mar 2021, 11:45
by UB_
Well Unreal mapping is a bit more active nowadays. Maybe is it about time I cook up something new for the story? We'll see! :)

Small note: I have no intentions to update Xeops ever again, unless if it is for compatibility issues concerning EXU or future use of Xeops' own packages. No idea if it works for 469, also.

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 03 Mar 2021, 18:34
by Mister_Prophet
Pretty sure the EXU renderer itself has reported conflicts. Dunno if this is being looked at.

Re: [UT] Χέοψ DORADO -Final Ver-

Posted: 03 Mar 2021, 18:54
by UB_
Mister_Prophet wrote:Pretty sure the EXU renderer itself has reported conflicts. Dunno if this is being looked at.


It should be the mod itself since Buff encountered issues with XOpenGL too, that said this was a long time ago and the new 469 version might have EXU's codebase working normally.