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OK, so I combined the SystemSettings values from UDK into UT3. Need help tweaking.

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    OK, so I combined the SystemSettings values from UDK into UT3. Need help tweaking.

    Hi there! So I was working in the UDK and was blown away by the graphic quality I had - not even messing with its settings. Then I installed UT3 Black Edition, patched it, and I have no screenshots to prove this, but everything looked wrong. Washed out. No detail. Blurry. I disabled Bloom and Depth of Field - no change. Understand that this is the same machine, same graphic card (HD 3000), same drivers, same graphics crad settings, and finally the exact same engine - Unreal Engine 3. I reasoned that if the UDK looked so good, then UT3 should too. I wondered if the settings would match up. I went through them after backing everything up, and created this wonderful beast!

    Code:
    [SystemSettings]
    StaticDecals=True
    DynamicDecals=True
    UnbatchedDecals=True
    DecalCullDistanceScale=1.0
    DynamicLights=True
    DynamicShadows=True
    LightEnvironmentShadows=True
    CompositeDynamicLights=True
    DirectionalLightmaps=True
    SHSecondaryLighting=True
    Distortion=True
    MotionBlur=True
    MotionBlurPause=True
    MotionBlurSkinning=1
    MaxFilterBlurSampleCount=16
    Distortion=True
    FilteredDistortion=True
    DropParticleDistortion=False
    AllowDistortionAndColorInSameMaterial=True
    DepthOfField=True
    AmbientOcclusion=True
    Bloom=True
    QualityBloom=True
    MobileBloomMultiplier=1.0
    bAllowLightShafts=True
    bAllowDownsampledTranslucency=False
    SpeedTreeLeaves=True
    SpeedTreeFronds=True
    FoliageDrawRadiusMultiplier=1.000000
    OnlyStreamInTextures=True
    LensFlares=True
    FogVolumes=True
    FloatingPointRenderTargets=True
    Trilinear=False
    OneFrameThreadLag=True
    UseVsync=False
    UpscaleScreenPercentage=True
    Fullscreen=True
    AllowD3D10=False
    AllowOpenGL=False
    bAllowD3D9MSAA=False
    bAllowTemporalAA=False
    TemporalAA_MinDepth=500
    TemporalAA_StartDepthVelocityScale=100
    bAllowPostprocessMLAA=False
    EnableHighPolyChars=False
    AllowRadialBlur=True
    AllowSubsurfaceScattering=True
    AllowImageReflections=True
    AllowImageReflectionShadowing=True
    bAllowSeparateTranslucency=False
    bAllowHighQualityMaterials=True
    MaxDrawDistanceScale=1
    SkeletalMeshLODBias=0
    ParticleLODBias=0
    DetailMode=2
    ShadowFilterQualityBias=0
    MaxAnisotropy=4
    MaxMultisamples=1
    MinPreShadowResolution=8
    MinShadowResolution=64
    MaxShadowResolution=1024
    MobileShadowTextureResolution=1120
    MaxWholeSceneDominantShadowResolution=1280
    PreShadowFadeResolution=16
    ShadowFadeResolution=128
    ShadowFadeExponent=.25
    ResX=1280
    ResY=720
    ScreenPercentage=100.000000
    SceneCaptureStreamingMultiplier=1.000000
    PreShadowResolutionFactor=.5
    ShadowTexelsPerPixel=1.3
    bEnableBranchingPCFShadows=False
    bAllowHardwareShadowFiltering=False
    TessellationAdaptivePixelsPerTriangle=48.0
    bEnableForegroundShadowsOnWorld=False
    bEnableForegroundSelfShadowing=False
    bAllowWholeSceneDominantShadows=True
    bUseConservativeShadowBounds=False
    ShadowFilterRadius=2
    ShadowDepthBias=.012
    PerObjectShadowTransition=60
    PerSceneShadowTransition=600
    CSMSplitPenumbraScale=.5
    CSMSplitSoftTransitionDistanceScale=4
    CSMSplitDepthBiasScale=.5
    CSMMinimumFOV=40
    CSMFOVRoundFactor=4
    UnbuiltWholeSceneDynamicShadowRadius=20000
    UnbuiltNumWholeSceneDynamicShadowCascades=3
    WholeSceneShadowUnbuiltInteractionThreshold=50
    bAllowFracturedDamage=True
    NumFracturedPartsScale=1.0
    FractureDirectSpawnChanceScale=1.0
    FractureRadialSpawnChanceScale=1.0
    FractureCullDistanceScale=1.0
    bForceCPUAccessToGPUSkinVerts=false
    bDisableSkeletalInstanceWeights=false
    HighPrecisionGBuffers=False
    StatFontScaleFactor=1.0
    AllowSecondaryDisplays=False
    SecondaryDisplayMaximumWidth=1280.0
    SecondaryDisplayMaximumHeight=720.0
    AllowPerFrameSleep=True
    AllowPerFrameYield=True
    AudioDecompressionBufferSize=6144
    AudioCompressionCookCutoff=49152
    AudioCompressionLoadCutoff=98304
    MobileFeatureLevel=0
    MobileFog=True
    MobileHeightFog=False
    MobileSpecular=True
    MobileBumpOffset=True
    MobileNormalMapping=True
    MobileEnvMapping=True
    MobileRimLighting=True
    MobileColorBlending=True
    MobileColorGrading=False
    MobileVertexMovement=True
    MobileOcclusionQueries=False
    MobileGlobalGammaCorrection=False
    MobileAllowGammaCorrectionWorldOverride=True
    MobileAllowDepthPrePass=False
    MobileGfxGammaCorrection=False
    MobileLODBias=-0.5
    MobileBoneCount=75
    MobileBoneWeightCount=2
    MobileUsePreprocessedShaders=True
    MobileFlashRedForUncachedShaders=False
    MobileWarmUpPreprocessedShaders=True
    MobileCachePreprocessedShaders=False
    MobileProfilePreprocessedShaders=False
    MobileUseCPreprocessorOnShaders=True
    MobileLoadCPreprocessedShaders=True
    MobileSharePixelShaders=True
    MobileShareVertexShaders=True
    MobileShareShaderPrograms=True
    MobileEnableMSAA=False
    MobileContentScaleFactor=1.0
    bMobileContentScaleManually=False
    MobileVertexScratchBufferSize=150
    MobileIndexScratchBufferSize=10
    MobileLightShaftScale=1.0
    MobileLightShaftFirstPass=0.5
    MobileLightShaftSecondPass=1.0
    MobileModShadows=True
    MobileTiltShift=False
    MobileMaxMemory=300
    MemoryDetailMode=2
    MobilePostProcessBlurAmount=32.0
    bMobileUsingHighResolutionTiming=True
    MobileTiltShiftPosition=0.5
    MobileTiltShiftFocusWidth=0.3
    MobileTiltShiftTransitionWidth=0.5
    MobileMaxShadowRange=500.0
    MobileClearDepthBetweenDPG=False
    MobileSceneDepthResolveForShadows=TRUE
    MobileLandscapeLodBias=0
    MobileUseShaderGroupForStartupObjects=FALSE
    MobileMinimizeFogShaders=FALSE
    MobileFXAAQuality=0
    ShadowQualityOverride=0
    ShowSpinnerOnLoadScreen=True
    ApexLODResourceBudget=1000000000000000000000.0
    ApexDestructionMaxChunkIslandCount=2500
    ApexDestructionMaxShapeCount=0
    ApexDestructionMaxChunkSeparationLOD=1.0
    ApexDestructionMaxActorCreatesPerFrame=-1
    ApexDestructionMaxFracturesProcessedPerFrame=-1
    ApexDestructionSortByBenefit=True
    ApexGRBEnable=false
    ApexGRBGPUMemSceneSize=128
    ApexGRBGPUMemTempDataSize=128
    ApexGRBMeshCellSize=7.5
    ApexGRBNonPenSolverPosIterCount=9;
    ApexGRBFrictionSolverPosIterCount=3;
    ApexGRBFrictionSolverVelIterCount=3;
    ApexGRBSkinWidth=0.025
    ApexGRBMaxLinearAcceleration=1000000.0
    bEnableParallelAPEXClothingFetch=True
    bApexClothingAsyncFetchResults=False
    ApexClothingAvgSimFrequencyWindow=60
    ApexClothingAllowAsyncCooking=True
    ApexClothingAllowApexWorkBetweenSubsteps=FALSE
    TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
    TEXTUREGROUP_WorldNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=1)
    TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=1)
    TEXTUREGROUP_Character=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
    TEXTUREGROUP_CharacterNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
    TEXTUREGROUP_CharacterSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
    TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
    TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1024,MaxLODSize=1024,LODBias=0)
    TEXTUREGROUP_WeaponSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=0)
    TEXTUREGROUP_Vehicle=(MinLODSize=1024,MaxLODSize=2048,LODBias=0)
    TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1024,MaxLODSize=2048,LODBias=1)
    TEXTUREGROUP_VehicleSpecular=(MinLODSize=1024,MaxLODSize=2048,LODBias=1)
    TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=1024,LODBias=0)
    TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=2048,LODBias=0)
    TEXTUREGROUP_UI=(MinLODSize=1024,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_LightAndShadowMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    ;TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
    ;TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
    ;TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    ;TEXTUREGROUP_ImageBasedReflection=;
    (MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
    ;TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)
    The last values with semi-colons are from UDK. I initially tried to use them in place of UT3's but the game crashed. I would like to blend these together somehow, and will experiment later. If you have UT3 installed compare this section with what I have here. You will see that there is LOT, and I mean a LOT, of new settings. I just used UDK's as they installed on my machine by default, then adjusted the UT3 settings to the UDK values for the entries that matched. Check out the result:

    DM-Phobos

    Pretty sweet huh? I have dust blowing around, super-detailed materials and the lighting for things like lava actually hurts my eyes. But there is an issue:

    Issue



    What the heck is that? So that is what I need help with. Tweaking these settings so the sun looks right again, and so the skyboxes look better too.

    There are so many settings to go over. Not even sure what all those mobile settings are about. I want to tweak this to maximum graphical deliciousness for my aging Dell Inspiron N5110 (15r). I would appreciate any help you can give me with these settings, what they do, what they should be changed to, and why they should be changed to whatever it is you advise I change them to. Also how to blend those last semi-coloned commands into the main batch.

    I appreciate your help with this!
    Last edited by DreamBliss; 11-21-2018, 05:24 AM.
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    #2
    From what I remember, UDK use the lastest UE3 while UT3 use an older one. Like sayed here : http://www.laurenscorijn.com/udk-comparision.html

    This article dated back from 2009, udk got update further.

    Comment


      #3
      not sure about UE3 upwards but if you can access the Advanced Options window while playing, you can tweak live and see the changes.
      Try typing "preferences" in the console, or looking for Advanced Options in the View menu of UEd.
      It will hide any options you added that are not compatible, and show any you missed.
      Who wants a UT99 FOOD FIGHT ?

      Comment


        #4
        Bioshock, gear of war 1, ut3, mirror edge 1, rain bow six vega 1 y 2, splinter cell conviction and sectum 1. They use the standard version of Unreal engine 3. base 6200GT. With Dx10 support. The problem is that udk started to be manufactured with the modification of borderlands (moved to udk as well as sectum 2 among others) To modify the UE3, you have to rebuild the system seting with the c ++, but it is likely that the upk compiled in another version is not recognized by the engine, this is what happens with udk 3.5 april 2012. By opening upk below 2012.

        UE3ShaderCompileWorker.exe


        /*=============================================================================
        ShadowVolumeVertexShader.usf: Shader for rendering a shadow volume.
        Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
        =============================================================================*/

        #include "Common.usf"

        float4 LightPosition;
        float BaseExtrusion;

        float4x4 LocalToWorld;
        void Main(
        in float4 InPosition : POSITION,
        in float InExtrusion : TEXCOORD0,
        out float4 OutPosition : POSITION
        )
        {
        float3 WorldPosition = MulMatrix(LocalToWorld,InPosition).xyz;

        float4 ExtrudedVertex = float4(WorldPosition * LightPosition.w - LightPosition.xyz,0);
        float4 Vertex = float4(WorldPosition,1);

        // Offset the unextruded vertex slightly to allow for some mismatch between the shadow volume and the base object.
        // This can happen with GPU skinning vs the CPU skinning used for the skeletal mesh's shadow volume.
        Vertex.xyz += normalize(ExtrudedVertex.xyz) * BaseExtrusion;

        OutPosition = MulMatrix(ViewProjectionMatrix,InExtrusion > 0.5 ? ExtrudedVertex : Vertex);
        }


        the modifications of the system setting. They go in the slot Local disk C: ut3: binaries "extensions" and those of the engine engine. If we modify the "Definitions.usf" shaders. You will alter the minimum system requirement, which ut3 can consume more than 4gb of cache ram. Which base ut3 the top is 4gb. And in udk 6gb. Modifiable

        the valve of the compressions of textures. It only consumes more mb of physical disk. does not affect the ram. A if this is not more than debugging the texture. Not the material

        TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=1024,LODBias=0) TEXTUREGROUP_WorldNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=1) TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=1) TEXTUREGROUP_Character=(MinLODSize=512,MaxLODSize=1024,LODBias=0) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBias=0) TEXTUREGROUP_CharacterSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=0) TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=1024,LODBias=0) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1024,MaxLODSize=1024,LODBias=0) TEXTUREGROUP_WeaponSpecular=(MinLODSize=512,MaxLODSize=1024,LODBias=0) TEXTUREGROUP_Vehicle=(MinLODSize=1024,MaxLODSize=2048,LODBias=0) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1024,MaxLODSize=2048,LODBias=1) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1024,MaxLODSize=2048,LODBias=1) TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=1024,LODBias=0) TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=2048,LODBias=0) TEXTUREGROUP_UI=(MinLODSize=1024,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_LightAndShadowMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)

        Comment

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