Subject: UTGLR Settings
From: <Lagret av Microsoft Internet Explorer 5>
Date: Fri, 15 Jul 2005 10:19:50 +0200

UTGLR Settings

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

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

Note that
changing settings from the Advanced Options window may cause unexpected behavior
while the game is running. Due to how parts of the engine are designed, it is
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
a crash, if any problems are observed, it may be best to change certain options
with just the default wallpaper on the screen. A large number of settings that
can be changed through the Advanced Options window may not take effect
immediately or completely until either UT is restarted or the resolution is
changed. So, after changing any settings here, always be prepared to restart
UT.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

MaxLogUOverV - [Integer]
Set to
8.

MaxLogVOverU - [Integer]
Set to
8.

MinLogTextureSize - [Integer]
Set to
0.

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

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

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

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

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

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

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

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

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

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

DetailTextures - [True/False]
Enables
detail textures.

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

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

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

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

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

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

Copyright 2003-2005 Chris Dohnal