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Rendering - Direct3D
If you've selected Direct3D Support then set it as follows.
Coronas. Set this to True.
This is the haze of light that appears around light
sources in the game, such as lamps in the game. Set it
to False if
you really need extra performance.
Description.
This field displays the graphics card that you are
using. Not much use unless you have multiple video
cards in your system & want to check the correct
one is being used in Rune.
DetailTextures. A detail texture is
a very small, fine pattern which is faded in as you
approach a surface, for example wood grain, or
imperfections in stone. Set this to True
for improved visual quality, although it may cause a severe
performance hit on some graphics cards, particularly
with older, graphics cards such as the TNT. Set it to False
for increased performance. You can use the LodPercentage
setting to adjust the range at which detail textures
are applied.
HighDetailActors.
Set this to True for better visuals. Setting it to False will improve performance.
ShinySurfaces.
Shiny surfaces represent the reflective surfaces in
the game, e.g. On some floors you can see your (&
others) reflection. Setting it to False will
improve your frame rate in such areas. I’d recommend
setting it to False.
Use32BitZBuffer. This setting is set to False by default. If you are
experiencing flickering world surfaces & similar visual corruption when
running in 16-bit color set this to True.
This forces the use of a 32-bit Z buffer (even in 16-bit
colour) which should fix these display errors if they
are occurring. You may ignore this setting if you
experience no such errors or are running in 32-bit
color.
Use3dfx.
Leave this set to False,
if you have a 3dfx you should be running in Glide
mode, not Direct3D. Although if for some odd reason
you want to run in Direct3D mode then set this to True.
UseAGPTextures.
This setting can be used to force textures to
be uploaded into local video memory only (significantly faster than AGP texturing). Setting this to True
will enable Rune to run on specific AGP cards
that lack enough local texture memory. Setting it to False
may improve performance &/or graphics quality on
other hardware. Try setting it to False if you have a graphics card such as a GeForce or Voodoo 5
(although they don't support AGP texturing anyway). A
general rule of thumb for this setting would this; If
you have more than 32MB video memory set this to False.
If you have less than 32MB of video memory set this to
True.
UseGammaCorrection.
This should be set to True,
although if the game appears to be too dark in-game
try setting it to False.
UseMipmapping.
Mipmapping can help improve performance, it allows the
resolution of a texture to scale with the viewpoint.
Setting this to True
will improve performance. Setting it to False
can improve performance on video cards with low video
memory (16MB or less) as mipmapping requires extra
video memory. I’d recommend setting this to True.
UseMultitexture.
Set this to True. It will improve
performance on most cards.
UsePalettes.
Setting this to True
can improve visual quality. Performance may be reduced
however.
UsePrecache.
Setting this to False
will eliminate the pre-caching that you will
experience when loading a level. This will removes the
delay & hard drive accessing that occurs as a
result of it. It can also eliminates the crashes that
occur with some graphics cards when precaching.
Although performance may be adversely affected when
set to False. Setting it to True may
improve performance on some graphics cards, although
level loading will take longer.
UseTrilinear.
Trilinear filtering interpolates between the mipmap
levels as well as the weighted average of the texels
around it. This gives the smoothest texture with the
most blur in between texels. Set this to True for improved visual quality. It should be set to False
to improve performance (Reduces memory bandwidth
used).
UseTrippleBuffering. Set this to True for
improved performance (Triple buffering allocates a
3rd frame buffer. This frame buffer can improve
performance by allowing the hardware to render at the
same time that the 3D application performs other tasks),
although it will require extra video memory. Certainly
set this to False if you have less than 16MB of video memory on your graphics
card as this requires extra video memory.
UseVertexFog.
This toggles volumetric fog on/off in Direct3D but only
in areas which have meshes. In areas without meshes
this setting is useless. When set to True this
will yield improved visual quality. When set to False
performance will be improved in areas with meshes
(player models generally) as fog will not be
displayed. This is not the same as the VolumetricLighting
setting, although if VolumetricLighting
is set to False you may ignore
this setting.
UseVideoMemoryVB. If you are using a GeForce (Any model) & it’s displaying
many world polygons flashing & flickering set
this to True.
Otherwise leave it set to False.
UseVSync.
Set this to True
to enable v-sync to ensure that you get no
display anomalies in the game. Only set it to False
if you’re benchmarking the game performance. Many
nVidia card users may experience controller lag if
they disable
vsync in Rune in D3D, or visual tearing.
VolumetricLighting. Set this to True for better visuals (effects like fog), although with lower
performance. Setting this to False
will result in a big frame rate increase. On
most graphics cards that have trouble running Unreal
setting this to False along with DetailTextures
to False will mean the difference between a playable
& an unplayable game.
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