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Old 16th Aug 2016, 10:24 PM   #3
Dr.Flay
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Registered: Apr 2013
Location: Kernow, UK
Posts: 27
There are no compatibility problems with old content. These renderers are made to give some of the new functionality of the Unreal 227 patch.

Anyone that has already used the older renderers by Chris Dohnal will be familiar with the setup change.
You can either edit the main UT and Thievery inis, or choose the ingame option to swap renderers.

Unlike the previous renderers, the newer DX and OpenGL renderers will work in UEd.
This means that S3TC/DDS compressed and hi-res textures can be used with no problems.
This also means you can always map and play with the same renderer, so getting the colours and lighting correct is easier.

nVidia cards work best with GL
ATI, intel and others perform best with DX9 for UE1 games.
DX10 and above are available (but slower), but no UE1 mapper has used any of the extra features (yet) so you gain nothing as a player.

All renderers start with basic compatibility defaults, and are all different to each other.
Any renderer you choose will have advanced options only seen in the ini, or by opening the "Advanced Options" window by typing "preferences" in the console.
Enable all the features that you think your card can handle.
You can also swap the window renderer from software to match your choice, eg;
Code:
[Engine.Engine]
GameRenderDevice=D3D9Drv.D3D9RenderDevice
WindowedRenderDevice=D3D9Drv.D3D9RenderDevice
In the UnrealEd.ini you must change the Viewport renderer or renderers (you can mix) for each port, eg.;
Code:
[U2Viewport2]
Device=D3D9Drv.D3D9RenderDevice
The new audio renderers give most benefit "out of the box", and some by mappers using the EFX component.
The OpenAL EFX audio zone actors are quickly addded to zones and then set to the suitable ambient/reverb for that area. This makes updating old maps very quick (I do it a lot).
Note: This is the equivalent of the old EAX patch and profiles for the old Galaxy renderer, but easier to use because it is just a zone actor in UEd.

The new renderers are more accurate, so also include options to mimic old Unreal style distance culling and reverb. if accuracy makes a map sound wrong.
The accuracy of sound also includes direction, so if you use surround sound you will really notice it.
Sound occlusions (default=off) have the effect of adjusting the volume of sounds depending on your proximity to an open door/window, or walking towards a ledge with sounds coming from below.
Break a window and now more sound can come in (and out).

To use the audio renderer and EFX you have to manually edit the main ini and change to;
Code:
[Engine.Engine]
AudioDevice=ALAudio.ALAudioSubsystem
[Editor.EditorEngine]
EditPackages=EFX
These renderers will make Thievery even more immersive than ever.
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