3DS Header

   Home | Hardware | Games | Tweaking | Downloads | About

Go to 3DS Forums

 
-
 

 

-

3D Spotlight : Tweaking : Rune tweak guide

Advertising
Other Links
About 3DS

- Weekly Price Guide Update

- Leufken Water Cooling kit

- Phillips Acoustic Edge review

- ISDN tweak guide

- Black & White tweak guide

- Win2k Compatibility & Performance guide

- System Startup tweak guide

- Sea Dogs review

- D-Link DMP-110 review

- Voodoo 4/5 tweak guide

- Napster tweak/user guide

 
Rune tweak guide
Last Updated on January 02, 2000 by Thomas McGuire

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.


Go to next page !


 

Menu

 ^.TOP     !.HOME

--- Copyright © 1998-2009 Julio Franco and TechSpot.com. All rights reserved.
Check out the legal stuff. For information on how to advertise at 3D Spotlight enter here.