Unreal Tournament VulkanDrv v2.2
Unreal Tournament VulkanDrv v2.2
File Information
- Author RoboCop
- Uploaded 20th December 2022, 08:56 PM
- Last Updated 20th December 2022, 08:56 PM
- Category UT99
- Total Downloads 30
- Discussion Thread RoboCop has just uploaded Unreal Tournament VulkanDrv v2.2!
Files
- UT99VulkanDrv-2.2.zip 1.21 MB
# 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
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