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Update README.md
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dpjudas committed Nov 25, 2023
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Expand Up @@ -3,9 +3,9 @@ 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.
The project files were made for Visual Studio 2022. 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.
Note: This project can no longer be built without the 469 SDK. It also requires 469c or newer to run.

## Using VulkanDrv as the render device

Expand All @@ -16,45 +16,50 @@ In the [Engine.Engine] section of UnrealTournament.ini, change GameRenderDevice
Add the following section to the file:

[VulkanDrv.VulkanRenderDevice]
UsePrecache=False
LODBias=-0.500000
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
GammaMode=D3D9
UseVSync=True
Multisample=16
DetailTextures=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
LightMode=Normal
OccludeLines=True
Hdr=False
AntialiasMode=MSAA_4x
Saturation=255
Contrast=128
LinearBrightness=128
VkDebug=False
VkDeviceIndex=0
VkHdr=False
VkExclusiveFullscreen=False
LODBias=-0.5
ActorXBlending=False
OneXBlending=False

## Description of settings

- LightMode:
- Normal: The default rendering of the Direct3D render devices that shipped with the game
- OneXBlending: Halve the brightness of the light maps (all map surfaces are half as bright). This effectively makes the actors brighter relative to actors
- BrighterActors: This doubles the brightness of the actors instead of making the light maps dimmer
- GammaOffset, GammaOffsetRed, GammaOffsetGreen, GammaOfsetBlue: Add additional gamma to all pixels. GammaOffset for all color channels, the others for specific ones
- GammaMode:
- D3D9: Use the gamma calculations from the other Direct3D render devices
- XOpenGL: Use the gamma calculations from the XOpenGL render device
- Hdr: Overbright pixels will use the high dynamic range of the monitor. Note: this will only work if HDR is enabled in the Windows display settings and if you have a HDR capable monitor
- AntialiasMode:
- Off: No anti alias applied
- MSAA_2x: 2x multisampling
- MSAA_4x: 4x multisampling
- Saturation: Saturation color control. 255 is the default. 128 is black and white. Zero inversely saturates the colors.
- Contrast: Contrast color control. 128 is the default.
- LinearBrightness: True brightness control (UT's brightness control is actually gamma control). 128 is the default.
- OccludeLines: If true, lines are occluded by geometry in the Unreal editor.
- 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

## Description of VulkanDrv specific 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 resources
vstat draw

## Using D3D11Drv as the render device

Expand Down Expand Up @@ -82,24 +87,6 @@ Add the following section to the file:

## Description of D3D11Drv specific settings

- LightMode:
- Normal: The default rendering of the Direct3D render devices that shipped with the game
- OneXBlending: Halve the brightness of the light maps (all map surfaces are half as bright). This effectively makes the actors brighter relative to actors
- BrighterActors: This doubles the brightness of the actors instead of making the light maps dimmer
- GammaOffset, GammaOffsetRed, GammaOffsetGreen, GammaOfsetBlue: Add additional gamma to all pixels. GammaOffset for all color channels, the others for specific ones
- GammaMode:
- D3D9: Use the gamma calculations from the other Direct3D render devices
- XOpenGL: Use the gamma calculations from the XOpenGL render device
- Hdr: Overbright pixels will use the high dynamic range of the monitor. Note: this will only work if HDR is enabled in the Windows display settings and if you have a HDR capable monitor
- AntialiasMode:
- Off: No anti alias applied
- MSAA_2x: 2x multisampling
- MSAA_4x: 4x multisampling
- Saturation: Saturation color control. 255 is the default. 128 is black and white. Zero inversely saturates the colors.
- Contrast: Contrast color control. 128 is the default.
- LinearBrightness: True brightness control (UT's brightness control is actually gamma control). 128 is the default.
- OccludeLines: If true, lines are occluded by geometry in the Unreal editor.
- 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
- Bloom: Adds bloom to overbright pixels
- BloomAmount: Controls how strong the bloom blur should be. 128 is the default.

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