Sniper's Paradise - Tweak Unreal Graphics using OpenGL


 

Installation

This section explains how to install and use OpenGL Driver/Renderer for Unreal and improve your performance and frame rates.

Download the Unreal 224V Patch (6.87 MB) or the lastest 227 patch (approx.73 MB) being developed at Old Unreal

Before you make any changes to your Unreal.ini file make a backup copy in case you run into problems.

Open Unreal.ini file located under Unreal\System folder in a text editor - if you cannot find specific option or setting then you add them manually.

Note: Text behind “//” is only comments, you may remove it from the Unreal.ini file.

Under [Engine.Engine] change yourrendering device to
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice

 

Settings for Normal Gamer/User

These settings are for everyone. Look for [OpenGLDrv.OpenGLRenderDevice] in your Unreal.ini and add the below options. These are basic options which should work in most cases.

[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
UseMultiTexture=True
FrameRateLimit=100 // Don’t change it beyond 200 or game will go crazy (inconsistant speeds)
RefreshRate=85 // Set to your monitor’s refresh rate
UseS3TC=True // Enables higher resolution S3TC textures. May use if you have downloaded them at Unreal Textures and you have installed them

 

Settings for Advanced Gamer/User

These are the detailed options for advanced Gamers/Users, may add after the above options work fine. Look for [OpenGLDrv.OpenGLRenderDevice] in your Unreal.ini and add the below options. First few lines are same as above. For more details look further below.

[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
UseMultiTexture=True
FrameRateLimit=100 // Don’t change it beyond 200 or game will go crazy (inconsistant speeds)
RefreshRate=85 // Set to your monitor’s refresh rate
UseS3TC=True // Enables higher resolution S3TC textures. May use if you have downloaded them at Unreal Textures and you have installed them
ZRangeHack=True
AAFilterHint=0
NoAATiles=True
NumAASamples=6 // Set your level of Anti-Aliasing
UseAA=True
RequestHighResolutionZ=True
MaskedTextureHack=True
SmoothMaskedTextures=False
SwapInterval=0
UseFragmentProgram=True
UseVertexProgram=True
UseCVA=True
UseMultiDrawArrays=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=False
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=3
MaxTMUnits=0
NoFiltering=False
NoMaskedS3TC=False
MaxAnisotropy=16 // Set level of anisotrophic filtering
UseTNT=False
Use16BitTextures=False
UseAlphaPalette=True
AutoGenerateMipmaps=True
UseTrilinear=True
UsePrecache=True
AlwaysMipmap=True
ShareLists=False
UsePalette=True
UseBGRATextures=True
UseZTrick=False
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.000000
DescFlags=0
Description=Radeon X1950 Pro // Add your video card description if you want to.

 

OpenGL Settings explained in detail

This description is from the author of OpenGL Renderer and not from me. This section contains descriptions for a number of Unreal 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.

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.

ZRangeHack - [True/False]
An experimental option that can make the z-buffer work better for far away objects. Might cause unexpected problems, but doesn't seem to break anything major so far. Will fix problems with decals flickering in the distance with 24-bit z-buffers, which is the most you can get on many video cards. Will also fix the issue with the Redeemer covering up part of the HUD. Partially breaks weapon rendering on the first person view one if using wireframe debug mode (will clip near parts of it). Doesn't help enough to make 16-bit z-buffers work correctly.

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.

 

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