Unreal Directx11 Renderer

0 views
Skip to first unread message

Margaret Sieverding

unread,
Aug 4, 2024, 6:11:38 PM8/4/24
to echolenel
Helloeveryone,

The latest versions of DirectX 11 renderer were removed from MODDB.

The reason is reportedly programmed paypal link which didn't caused any troubles for the last 3 years.But I think that maybe Epic Games wants to remove Unreal Tournament 99 and Unreal from the memory of the players completely and suggested removal of the renderer from this website(It was the most downloaded UT mod on MODDB). As they cancelled sales of their games three months ago. I suggest everyone to grab the latest version from gamepressure before it may disappear completely from the internet.On the contrary if some player didn't like free content and contacted moderators and reported that paypal link might be against moddb rules then I'm sorry for that.Making this mod costed me a lot of efforts like learning DirectX11 API, solving non-standard programming problems, bypassing Engine limitations, programming difficult shaders etc.This wasn't about modding the games with tools released by developers or upscaling textures with oneclick tools as the most mods on moddb are made.It was writing in C++ a new part of the game which developers 20 years ago only dreamt about.I made it free so everyone could enjoy playing these old games with modern graphics.I often read comments complaining on different things with bitter taste and sorrow.The positive comments were a miniority. If I worked on this again I would uploaded my work directly to Patreon..


Possible fix for initialization failed: Make sure you installed Microsoft Visual Studio 2010 Redistributable x86.(vcredist_x86.exe).

Possible fix for micro stuttering: increase number of prerendered frames or adjust the setting 'Max Frame Rate' to your desired FPS for a given game.

Reshade in DeusEx,Undying : Disable Antialiasing.Enable copy depth buffers before clear, check 2nd or 3rd clear.


version 1.6.1 hotfix

1.Fixed screen freezing on some machines when SSR=False and Tessellation=True.

2.Fixed some skybox decorations being visible through world geometry (mostly in custom mods).

3.Fixed transparent object stretching in DeusEx during cutscenes.

4.Fixed some water not having ssrs (like in DOM-WolfsBay).

5.Added new option SSRNonTransparentWater when set to true all water with SSR=True becomes non-transparent and reflecive.

6.ASSAOContrast can be lowered to -0.5 to further lower ASSAO.

7.Updated tessellation.cfg for Unreal Tournament to cover all decals on NW3UltraGore mod.

8.Normal map panning in small water pools has been accelerated.


version 1.4:

1.Added support for Star Trek: Klingon Honor Guard

2.Added support for Harry Potter and the Philosopher's Stone

3.Fixed a bug in DeusEx with CCTV camera interface not displaying properly

4.Fixed a bug in DeusEx with ASSAO where characters had black shadows on their faces.

5.Added new option SSRModelIntensity to customize reflections affecting models only.

6.Fixed a bug in Unreal Gold where maps with fullscreen fog maps displayed no textures.

7.Potentionally fixed a memory leak causing lens flare corruptions and crashes in drawTile().

8.Added option FastAltTab for players who frequently switch between the game and the desktop.

Unfortunately turning this option on via preferences menu causes black screen bug and requires you to restart the game.

You will also get this bug if you press ALT+TAB and then change any settings in the preferences.

9.Fixed tessellation causing flickering screen in WOTS mod for UG and UT.


version 1.3:

1.New vastly improved ray-tracing algorithm for SSR. Now reflections also affect far distances from reflective surfaces.

Turned on reflections on models like weapons and non-transparent water bodies.

2.Added new option SSRIntensity to customize reflections intensity.

3.Fixed a bug in DeusEx where SSR and ASSAO worked only during cutscences.

4.Fixed a bug when disabling Tessellation decals like blood showed pixelated.

5.Unbound process affinity from 1st core to arbitrary one.

6.Fixed a bug with screen brightness when wallmark is being drawn.


version 1.2:

1.New ambient occlusion algorithm ASSAO (on highest quality preset) instead of the old HBAO. It is simply faster and much better.

More information here: Software.intel.com

2.Added full support for patch 227i for Unreal Gold.

Almost everything works here except from high-res shadow support.You can also use UnrealHD 2.1 skins mod from Lightning Hunter with tessellation enabled.

3.Added Screen Space Reflection shader which is disabled by default because too many surfaces reflect light and the reflections sometimes gets distorted.

It is still better than using Reshade or some postprocessing program. You can enable it by changing SSR=True in preferences menu.It will get improved in the future.

4.Added HDRFilmicTonemapping which produces better contrast/color warmth in HDR using complex interpolation polynomial instead of simple Reinhard approximation.

5.New option to give brighter looking environments and skyboxes.

I recommend to default HDRLuminance back to 0.5,,HDRBloom 0.2,HDRFilmicT to get the best image quality and experiment from there.

Or you can go back to version 1.1 HDR look by setting HDRFilmicT and />6.New option FullMeshLOD. It is equivalent to typing "mlmode 0" in the console. Disables mesh level of detail so meshes are drawn with full detail even at high distances.

It may have negative impact on performance and can get rid of some tessellation artifacts.

7.TessellateOnlyInCFG tessellation only affects meshes in .cfg file while other meshes won't get tessellated. I recommend to disable it unless you play on heavily customized map with many bad-looking models.

8.tessellation.cfg file got updated to support mods like : OperationNaPali,ChaosUT,NaliWeapons.Weapon models also have less "mesh morphing" artifacts.

9.Fixed displaying decals like bullet holes and blood spats,bleeding skyboxes,ambient occlusion bugged coronas and explosions and many more..


version 1.1:

1. Added new tessellation.cfg file in which user can define how much tesselation affects a mesh.( a factor from 0 to 1).

As not all meshes are/were made with tesselation in mind (not appropriate shape or per vertex normals) so I added a file which describes how much to tesselate a particular mesh.

In each line there is mesh material name and a tesselation factor separated by spacebar. Please edit this file to your likings or add new lines to it :)

2. Added numerous user-preferred(performance independent) options to the renderer preferences window:

ASSAOScale - (floating point option from 0 to 1) defines how many pixels are affected by ASSAO calculation.

ASSAOContrast - (floating point option from 0 to 1) defines how much to darken the occulsion mapping.

HBAODrawAlternateMethod -(deprecated,true or false ) on high HBAOContrast values it fixes explosions,flares appearance but also makes them more transparent and the fog is also more affected by the ambient occlusion

HDRLuminance -(floating point option from 0 to 1) makes colors more vivid and increases overall brightness.

HDRAdaptationSpeed -(floating point option from 0 to 1) descibes how quickly players eyes adapt to lightning changes.1 - instantenous , 0 - human-like eye adaptation

HDRBloom -(floating point option from 0 to 1) defines how much to blur light sources. If you prefer heavenly-like look of the game then set this high :)


FAQ:

Q.Why do I sometimes see holes inside meshes or on mesh edges ?

A:Unreal Engine 1 was developed in late 90's when graphics cards couldn't do backface culling in hardware.

So the engine sends only visible polygons which face the viewer(for example facing hemisphere instead of full sphere).

Tesselation makes surfaces more curved so holes between polygons become exposed to viewer's eye.

We are trying to fix this with new Unreal Tournament patch 469 : Oldunreal.com

If you do not like these artifacts then disable Tesselation in .ini file. ( Tesselation =False in [D3D11Drv.D3D11RenderDevice] subsection)


Q:My mesh from custom Unreal mod looks weird and infalted like a baloon ?

A:Add a line to tessellation.cfg file with mesh material name and a desirable factor. You can find mesh material's name in UnrealEd editor.

You can also lower TessDefaultFactor so meshes not covered by the file will have smaller tessellation applied to them.


Q:Will you upscale GUI in Harry Potter so it isn't cut in higher resolutions than 1280x1024 ?

A:Unfortunately I won't do that as this still would require you to click off the screen to select the desired option. The controls wouldn't be coherent with their visuals.


Q:Will you add tesselation.cfg to Star Trek: Klingon Honor Guard ?

A:This game doesn't present any texture/model name to the renderer module.

Therefore no proper tesselation support can be achieved even in the future. Either no texture overrides like .bump or .height maps.


Q:Renderer doesn't work with Unreal Tournament patch 469.

A:There haven't been public headers files released yet so I cannot port my code to this patch.

The developers promised to do that: Oldunreal.com so as soon as they release them I will add support for this patch.

For now stick to 436 or 451 and uninstall 469.


sorry to see a bunch of drama here, hope all that goes smoothly and i just wanted to say i hugely appreciate this project! Just wanted to ask a quick question, got it working with HP1 and noticed the fps is locked to 100, may I ask if it is recommended to leave it at 100 or could it go up to 240, and how may that be accomplished? many thanks!


Your comment action was successful. When a comment is deleted all replies to the comment will be removed as well. Because you are an admin, you can click the \"view deleted\" link above to view deleted comments in-case you wish to undelete them in the future. If this was a mistake, click the link again to reverse the change.

3a8082e126
Reply all
Reply to author
Forward
0 new messages