Scout-kun is a lie... right?

[UT] Χέοψ DORADO -Final Ver-

For discussion and promotion of Unreal Engine single-player campaigns, mapping projects and total conversions.

Moderators: zYnthetic, ividyon, Semfry

UBerserker
Nali Priest Nali Priest
Posts: 7909
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] Χέοψ DORADO -Final Ver-

Post Posted: 03 Feb 2019, 14:14

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).

User avatar Diego96
Skaarj Assassin Skaarj Assassin
Posts: 125
Joined: 13 Apr 2014, 19:36
Location: South 'Merica

Subject: Re: [UT] Χέοψ DORADO -Final Ver-

Post Posted: 06 Feb 2019, 17:50

I sorted it out and it looks just incredible
Image
Image
Image
Image
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.
M'nali

User avatar StalwartUK
Skaarj Berserker Skaarj Berserker
Posts: 353
Joined: 11 Nov 2007, 21:31
Location: UK

Subject: Re: [UT] Χέοψ DORADO -Final Ver-

Post Posted: 07 Feb 2019, 03:12

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.
StalwartUK
Recent plays: Running out of levels, at least ones worth playing.

User avatar Diego96
Skaarj Assassin Skaarj Assassin
Posts: 125
Joined: 13 Apr 2014, 19:36
Location: South 'Merica

Subject: Re: [UT] Χέοψ DORADO -Final Ver-

Post Posted: 07 Feb 2019, 04:09

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.
M'nali

UBerserker
Nali Priest Nali Priest
Posts: 7909
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] Χέοψ DORADO -Final Ver-

Post Posted: 09 Feb 2019, 20:32

AH I'm assuming you're talking about ReShade? But yeah, feel free to post more screenshots. How's the framerate?

User avatar Diego96
Skaarj Assassin Skaarj Assassin
Posts: 125
Joined: 13 Apr 2014, 19:36
Location: South 'Merica

Subject: Re: [UT] Χέοψ DORADO -Final Ver-

Post Posted: 10 Feb 2019, 00:41

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.
Image
Image
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.
M'nali

Previous

Who is online

Users browsing this forum: No registered users and 5 guests