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Old 02-23-03, 08:53 PM   #1
Apoch003
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Just working on editing the ini and thought I'd share. Let me know what you guys think.

You can speed up the game by editing the following lines.

[Engine.GameEngine]

CacheSizeMegs=64
UseStaticMeshBatching=True


[WinDrv.WindowsClient]
bLowDetailGeometry=True


[D3DDrv.D3DRenderDevice]

DesiredRefreshRate=0
UseStencil=True (for shadows, Unless blobs, then False)
DetailTextures=True
Use16bit=False
Use16bitTextures=True
UseCompressedLightmaps=True
AvoidHitches=True
DescFlags=1
Description= Radeon 9700pro (note: this line is pretty useless)
HighDetailActors=True
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Old 02-23-03, 09:01 PM   #2
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UseStaticMeshBatching=True

That's a new one!

Might you elaborate on what that does?
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Old 02-23-03, 09:45 PM   #3
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Quote:
Originally posted by Babel-17
UseStaticMeshBatching=True

That's a new one!

Might you elaborate on what that does?

One of the newest features of this engine is it's use of mesh batching.... From Microsoft:

"Batching Primitives"

To get the best rendering performance during execution, try to work with primitives in batches and keep the number of render-state changes as low as possible. For example, if you have an object with two textures, group the triangles that use the first texture and follow them with the necessary render state to change the texture. Then group all the triangles that use the second texture. The simplest hardware support for Direct3D is called with batches of render states and batches of primitives through the hardware abstraction layer (HAL). The more effectively the instructions are batched, the fewer HAL calls are performed during execution."

And....

"Using Meshes

You can optimize meshes by using Direct3D indexed triangles instead of indexed triangle strips. The hardware will discover that 95 percent of successive triangles actually form strips and adjust accordingly. Many drivers do this for legacy hardware also.

Direct3D extensions (D3DX) mesh objects can have each triangle, or face, tagged with a DWORD, called the attribute of that face. The semantics of the DWORD are user-defined. They are used by D3DX to classify the mesh into subsets. The application sets per-face attributes using the ID3DXMesh::LockAttributeBuffer call. The ID3DXMesh:ptimize method has an option to group the mesh vertices and faces on attributes using the D3DXMESHOPT_ATTRSORT option. When this is done, the mesh object calculates an attribute table that can be obtained by the application by calling ID3DXBaseMesh::GetAttributeTable. This call returns 0 if the mesh is not sorted by attributes. There is no way for an application to set an attribute table because it is generated by the ID3DXMesh:ptimize method. The attribute sort is data sensitive, so if the application knows that a mesh is attribute sorted, it still needs to call ID3DXMesh:ptimize to generate the attribute table.

The following topics describe the different attributes of a mesh."


"Description: We support: static triangle meshes, animated triangle meshes (segmented and skinned), static variable resolution meshes (VRMs), animated VRMs (segmented and skinned), and animated bezier quad patch meshes. The VRM and patch meshes allow for variable triangle counts. The animated meshes are controlled by an internal skeletal representation."
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Old 02-23-03, 11:19 PM   #4
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In laymen's terms, it basically means it helps the game engine to load the static meshes(object models used in maps and also character models) in memory more efficiently so your system performs faster when rendering a scene. Static meshes also look better becuase they are pre fabbed in 3D applications like 3DSMAX and MAYA, so they have more polygons and are much more closer to thier original design even after imported into the game's maps.
This option should also be enabled in UT2003 as static meshes are less stressful on a cpu since the polygons are rendered by the video accellerator much faster when the models are preloaded into memory.
Reasons why Unreal Tournament was so CPU limited was becuase your cpu was busy trying to calculate the dimensions of BSP(the basic wireframe structures that make up walls, and rooms in Unreal games).Current Unreal engine games prevent that now by better occlusion techniques used by map developers by use of antiportals, portals,zones and static mesh use, and better ability of the engine to cull level of detail from player and other models ingame dynamically.
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Old 02-23-03, 11:42 PM   #5
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HI EE!!!!
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Old 02-24-03, 12:01 AM   #6
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Hello Blighter, what ya been up to?
I'm all good myself, just sitting here brewing up some UT2003 mutators and mods, as well as some new maps and player models.
Maybe I'll post some pics sometime if you guys are curious.
Here's something to sink your teeth into:

SCREENSHOT
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Old 02-24-03, 12:04 AM   #7
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EvilEngine is that really you? Great to hear from you!
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Old 02-24-03, 12:05 AM   #8
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No laser beam on her head?
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“No matter how imperfect things are, if you’ve got a free press, everything is correctable. Without it, everything is concealable.” -Tom Stoppard
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Old 02-24-03, 06:03 AM   #9
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Quote:
Originally posted by EvilEngine
Hello Blighter, what ya been up to?
I'm all good myself, just sitting here brewing up some UT2003 mutators and mods, as well as some new maps and player models.
Maybe I'll post some pics sometime if you guys are curious.
Here's something to sink your teeth into:

SCREENSHOT
Hiya, I've been up to nothing special Bought some new comp stuff and currently running on a voodoo3 since my Radeon's fan crapped out, I'm waiting for a new card. (See my thread: http://boards.slackercentral.com/sho...threadid=35623)
Can't play anything and shit like that. Oh well, maybe that's for the best since the finals are coming in a few weeks and I've yet to do any reading at all!

Nice chick, looks like plastic! haha
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Old 02-24-03, 10:34 AM   #10
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My thread! My beautiful thread! Hijacked by you two beasts!
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Old 02-24-03, 10:43 AM   #11
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Quote:
Originally posted by Apoch003
My thread! My beautiful thread! Hijacked by you two beasts!
I do not if it was that beautiful at all considering 16-bit textures are set to True!

Sonds more like fast and ugly.
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Old 02-24-03, 11:08 AM   #12
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Quote:
Originally posted by Perpetualis


I do not if it was that beautiful at all considering 16-bit textures are set to True!

Sonds more like fast and ugly.
I offered a speed up, not beauty. You want beauty you can always leave things at default and set actor detail to high, and switch on full shadows and make them Light based. Then you could double the number of polygons used to draw actors. Of course, you can also enjoy 2 frames per second.


Incidentally, you obviously haven't tried it...as you would have noted that in direct3d, there's virtually no difference in the quality of image.
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Old 02-24-03, 11:11 AM   #13
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Quote:
Originally posted by Apoch003
My thread! My beautiful thread! Hijacked by you two beasts!
make that THREE beasts.

ROOOOOOOOOOOOOAAAAAAAAAAAARRRRRRRR!
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Old 02-24-03, 11:19 AM   #14
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Quote:
Originally posted by Apoch003
My thread! My beautiful thread! Hijacked by you two beasts!
Hehhehhee Sorry dewd hehehe
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Old 02-24-03, 12:37 PM   #15
Apoch003
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Quote:
Originally posted by EvilEngine
In laymen's terms, it basically means it helps the game engine to load the static meshes(object models used in maps and also character models) in memory more efficiently so your system performs faster when rendering a scene. Static meshes also look better becuase they are pre fabbed in 3D applications like 3DSMAX and MAYA, so they have more polygons and are much more closer to thier original design even after imported into the game's maps.
This option should also be enabled in UT2003 as static meshes are less stressful on a cpu since the polygons are rendered by the video accellerator much faster when the models are preloaded into memory.
Reasons why Unreal Tournament was so CPU limited was becuase your cpu was busy trying to calculate the dimensions of BSP(the basic wireframe structures that make up walls, and rooms in Unreal games).Current Unreal engine games prevent that now by better occlusion techniques used by map developers by use of antiportals, portals,zones and static mesh use, and better ability of the engine to cull level of detail from player and other models ingame dynamically.
I thought he asked me to elaborate!
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Old 02-24-03, 01:11 PM   #16
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Quote:
Originally posted by EvilEngine
Reasons why Unreal Tournament was so CPU limited was becuase your cpu was busy trying to calculate the dimensions of BSP(the basic wireframe structures that make up walls, and rooms in Unreal games).
The BSP-tree is precalculated at "map compile"-time, so the CPU has just to traverse a tree-structure that is already there and that's quite a cheap operation (that's the reason for it...if it requires more cycles to process a structure than you get from using it: get rid of it!). Describing the BSP-tree as a "basic wireframe structure" is questionable IMHO.
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Old 02-24-03, 01:14 PM   #17
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Quote:
Originally posted by EvilEngine
Hello Blighter, what ya been up to?
I'm all good myself, just sitting here brewing up some UT2003 mutators and mods, as well as some new maps and player models.
Maybe I'll post some pics sometime if you guys are curious.
Here's something to sink your teeth into:

SCREENSHOT

Hehehehe...she's shiney

Jack
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Old 02-24-03, 05:41 PM   #18
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Apoch, maybe you'll get some consolation from hearing I posted your tweak and explanation, along with EE's, over in the stickyfied performance boosting thread at the official Unreal 2 message boards. It was a complete cut and paste so both of you were attributed.
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Old 02-24-03, 05:46 PM   #19
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Quote:
Originally posted by Babel-17
Apoch, maybe you'll get some consolation from hearing I posted your tweak and explanation, along with EE's, over in the stickyfied performance boosting thread at the official Unreal 2 message boards. It was a complete cut and paste so both of you were attributed.
LOL! kewl
I read it over there... some guys' quote

"since about 75% of the medical profession is wrong, so it must be with computer techs".

What a dick!

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Old 02-24-03, 06:45 PM   #20
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Quote:
Originally posted by EgonOlsen
Describing the BSP-tree as a "basic wireframe structure" is questionable IMHO.
Only reason I said that was becuase most people here would recognize my description of what BSP brushes looked like. I don't think anyone wanted an elaborate essay so I kept it short and simple.
*edit*

But you are right in your statement. But what my main point was is that the current engine has a much better way of culling out unneeded details like player models, movers, BSP brushes, meshes and other objects cutting down on cpu and video card stress while still providing extremely high framerates with super-high polygon models ingame. I suppose my definition is somewhat flawed, but I never claimed to be a programmer or game developer, just a gamer.
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