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The picmip is real

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  • The picmip is real

    I checked the console commands to make ut4 look like crap
    some useful settings I found:
    r.bloomquality 0
    r.simpledynamiclighting 0/1
    r.mobileHDR 0/1
    r.ambientoclusion... for better cornervisibility
    r.shadowquality 0-3
    r.reflectionenvironment 0

    and the most effective for textures:
    r.texturestreaming
    after the map has loaded set it to 1 and then again to 0

    additional settings from thread:

    - r.ExposureOffset 2/3 alternative to gamma
    - change gamma and set maxframerates
    located in UnrealTournament-Client-XAN-..\WindowsNoEditor\UnrealTournament\Saved\Config\WindowsNoEditor\Engine.ini

    [/Script/UnrealTournament.UTGameEngine]
    bFirstRun=False
    DisplayGamma=3
    FrameRateCap=120
    FrameRateMinimum=60

    even if you have a 60Hz monitor, there is a significant input lag if you limit your frames to 60 compared to 120 or higher. so try to get the highest STABLE framerate you can get. Problem is you will get screen tearing. If anyone can find a way to get a tearingfree picture and low inputlag please tell me. As an alternative if you have an nvidia card you can limit your frames with nvidiainspector which is highly recommended.

    I hope Epic won't allow such "picmip" settings in the final game or else every "pro gamer" will use them to get an advantage.

    Also recorded some testing
    excuse the music.. (just mute if you don't like this kind of music)
    at 5:30 the playerskins remind me a lot of the brightskins in the "old days".
    http://www.twitch.tv/madiz_xtp/c/5077401

    btw. excuse my aiming I had ping 150 on that last server
    Last edited by mad1Z; 09-10-2014, 09:11 AM.
    YouTube Channel
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  • #2
    Oh man, final game definitely needs some of this. I could get up to 60 fps on 1600x900 and that's highest i've ever gotten to in any unreal engine 3-4 game.

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    • #3
      you do realize the "brightskins" is current version of shield belt glow effect, right?

      I don't see the reason why to limit player's ability to scale the graphics down, if they manage to nail the visual clarity with all graphics settings. Then there will be no advantage gained in using picmip, other than extra fps on lower end machines.
      UT ingame alias: nukkuj
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      • #4
        They should really have a "competitive mode" profile that gives you this by default, or even something along the lines of TF2 styling. They're going to find a way to turn off any visual effect that gets in the way of actual gameplay anyway.
        youtube.com/gamerasc | My UT3 Competitive Weapons Mutators: NERForcer & TGM

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        • #5
          Originally posted by Smilecythe View Post
          Oh man, final game definitely needs some of this. I could get up to 60 fps on 1600x900 and that's highest i've ever gotten to in any unreal engine 3-4 game.
          If your system needs "picmip" to raise the framerate, then even that won't raise it high enough for you to get constant maximum framerates everywhere. Nowadays the texture resolution doesn't have that much of a performance impact anymore. Lowering it will only slightly improve your experience on low-end systems, but have almost no impact on systems that already run the game quite well.
          <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort
          <TNSe> nono
          <TNSe> its always funny to find code a week later you dont even remember writing
          <Pfhoenix> what's worse is when you have a Star Wars moment
          <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!"
          <@Mych|Lockdown> ...and the award for the most creative spelling of "Jailbreak" goes to ... "Gandis Jealbrake Server"

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          • #6
            Originally posted by Hunter^ View Post
            you do realize the "brightskins" is current version of shield belt glow effect, right?

            I don't see the reason why to limit player's ability to scale the graphics down, if they manage to nail the visual clarity with all graphics settings. Then there will be no advantage gained in using picmip, other than extra fps on lower end machines.
            Without the bloom you can see the enemy better than before, which makes them easier to hit. I think the lowest possible settings shouldn't look that much different to the highest available settings. UT2kx had a nice balance in that regard. I'm always for a good prerequisite, which limits the players that have an advantage over others.
            Last edited by mad1Z; 10-11-2015, 05:48 PM.
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            • #7
              it is super dark with simpledynamic lighting, can you tweak the gamma/brightness somehow?
              my fps nearly doubled (hd4800+i5) with those changes

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              • #8
                Originally posted by duffte View Post
                it is super dark with simpledynamic lighting, can you tweak the gamma/brightness somehow?
                I'm afraid not at the moment. I checked all consolecommands but there was no gamma/brightness.
                YouTube Channel
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                • #9
                  Originally posted by mad1Z View Post
                  I'm afraid not at the moment. I checked all consolecommands but there was no gamma/brightness.
                  u could open up the Engine.ini and then manually set your Gamma, so like:

                  [/Script/UnrealTournament.UTGameEngine]
                  bFirstRun=False
                  DisplayGamma=3

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                  • #10
                    good. now add force player model and force bright skin and we'll have a game that can be taken seriously

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                    • #11
                      Originally posted by duffte View Post
                      it is super dark with simpledynamic lighting, can you tweak the gamma/brightness somehow?
                      my fps nearly doubled (hd4800+i5) with those changes
                      you can increase r.ExposureOffset to 2 or 3, it has a nicer effect than increasing gamma.

                      The only issue is that I have no clue how to put it in the .ini, because it won't really do anything when I put it in there, not even when I make a new section with [Renderer] and put it below there.
                      Music Concepts for UT4 (Soundcloud) || Thread || Website

                      IN-GAME NICKS: Avalanche / <--Archer-<<

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                      • #12
                        Originally posted by legendary farter View Post
                        good. now add force player model and force bright skin and we'll have a game that can be taken seriously
                        This is the kind of thing that turned UT in a joke, in the first place. You can't take a joke seriously.

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                        • #13
                          that is why Quake 3 and Quake 3 derivatives are still played competitively and UT isn't, right?

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                          • #14
                            The biggest framerate impact I notice is when you turn reflections off, i.e. simple dynamic lighting on.

                            I'm against the picmipping type stuff generally, but this is an example of a sensible option that makes the env look great when it's on but has little or no effect competitively when it's off.





                            Originally posted by Techies View Post
                            You can't take a joke seriously.
                            Happens all the time around here, in fact



                            … or did I just mistakenly take that statement seriously

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                            • #15
                              Originally posted by Veggie_D View Post
                              The biggest framerate impact I notice is when you turn reflections off
                              confirmed... gives me around +50fps. This reflection stuff needs to be perfmance optimized.

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