Unreal Tournament VulkanDrv v2.2

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Unreal Tournament VulkanDrv v2.2


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# Unreal Tournament VulkanDrv
This project implements a vulkan render device for Unreal Tournament (UT99).

## Compiling the source

The project files were made for Visual Studio 2019. Open VulkanDrv.sln, select the release configuration and press build.

Note: This project can no longer be built without the 469 SDK. It also requires 469c to run.

## Using VulkanDrv as the render device

Copy the VulkanDrv.dll and VulkanDrv.int files to the Unreal Tournament system folder.

In the [Engine.Engine] section of UnrealTournament.ini, change GameRenderDevice to VulkanDrv.VulkanRenderDevice

Add the following section to the file:

[VulkanDrv.VulkanRenderDevice]
UsePrecache=False
UseVSync=True
Multisample=16
DetailTextures=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
VkDebug=False
VkDeviceIndex=0
VkHdr=False
VkExclusiveFullscreen=False
LODBias=0.0
ActorXBlending=False
OneXBlending=False

## Description of VulkanDrv specific new settings

- VkDebug enables the vulkan debug layer and will cause the render device to output extra information into the UnrealTournament.log file. 'VkMemStats' can also be typed into the console.
- VkHdr enables HDR mode for monitors supporting HDR. This causes overbright pixels to become brighter rather than saturating to white.
- VkExclusiveFullscreen enables vulkan's exclusive full screen feature. It is off by default as some users have reported problems with it.
- VkDeviceIndex selects which vulkan device in the system the render device should use. Type 'GetVkDevices' in the system console to get the list of available devices.
- OneXBlending halves the lightmap light contribution. This makes actors appear brighter at the cost losing overbright lightmaps.
- ActorXBlending is an alternative to OneXBlending. Here it increases the brightness of actors instead to better match the lightmaps.
- LODBias Adjusts the level-of-detail bias for textures. A number greater than zero will bias it towards using lower detail mipmaps. A negative number will bias it towards using higher level mipmaps.

## Brightness controls console commands:

vk_contrast <number> - defaults to 1.0
vk_saturation <number> - defaults to 1.0
vk_brightness <number> - defaults to 0.0
vk_grayformula <number> - defaults to 1, can be 0, 1 or 2

## Debugging console commands:

vstat memory
vstat resources
vstat draw
vkmemstats

## License

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