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License: Other
Vulkan, Direct3D 11 and Direct3D 12 renderer for Unreal Tournament (UT99)
License: Other
More specifically the 227 community patch since it contains some cool fixes.
I've noticed that when I upgraded to the latest 469C RC2 patch the resolution list only shows 1920x1080 or my monitors native resolution.
Not sure if the issue lays with the renderer, but if you could take a looksee that'll be cool.
I like the vulkan renderer everything works but I get framedrops I need a constant 390fps locked which i can get with d3ddrv.
but with vulkan on some maps it dips below 140fps
can this be improved in future releases? just wondering.
on d3d it stays high constantly.
I have a 390hz monitor btw.
Hello. First I have to say: this is great! Thanks for doing this.
Now, as you gathered from the subject, I am running in a somewhat non-standard configuration, but Linux and Wine usually have very good Vulkan support, so I'm confused as to what is happening here. Probably some ambiguous part of the standard where one implementation does one thing, and another does something else :)
When I start the game, I see a 640x480 rendering area in the upper-left of the screen, which renders the top-left of the game view.
If I use setres 640x480
, then I can see the full view area.
I can also set the Vulkan renderer as the windowed renderer, which provides me with a sizable window, but again only renders 640x480 pixels. The rest is filled with noise.
If there is any information I can gather for you that will help, please let me know. I have tested with both Wine 5.0.3 and Wine 6.0. Mesa drivers are version 21.2.5 with Kernel 5.14. Some other general system info is in the screenshot if relevant.
I am having issues running the game at fullscreen native res (1080p). The screen won't show any image but I can hear the sound in the background.
If I set the resolution to any other, it will just run as borderless in a corner.
I've been using the renderer for a few days and have only really noticed an issue around the lighting from the lanterns in the DM-gothic.
I'm running UT99 with the 469B patch with the textures from https://sites.google.com/view/unrealhdtextures/home including HD skins.
They're emitting out too much and can be a little annoying at times. To me the dx11 renderer does this bit correct. Sometimes there can be twop light sources in front but a third one in the back can shine out more,
Also on this map it looks like the purple sky light source isn't being picked up just quite enough at times - minor minor point, but maybe relevent.
I'd love to use it :d And if you need anything to make it, I can provide it.
Hi is it possible to add lodbias to your vulkan renderer? I use high lodbias for the world detail to be low and clear I can use that option on all other renderers if it is possible please let me know
With a new UT99 patch, 469C RC2 being released I've been playing around with the different renderers as they've improved.
I noticed that the max brightness in the Vulkan renderer is lower than the others. They both go correctly completely dark at basically the same point.
First one is dx9, the second is the vulkcan renderer.
Would this be a white light limit? What do you think?
alt tabbing with vulkan renderer (2.4 and 2.5) doesnt minimize ut, game stays on top
it shows cursor and i can use it on second monitor
with d3d11 renderer (2.4 and 2.5) minimizing works but tabbing back into game makes cursor appear here and there and if going too far right the cursor goes on second monitor, can even click stuff on desktop
you can possible add RefreshRate= ?
I've recently noticed this renderer and I am absolutely amazed by how it works, and I would like to ask, will there be a version for Deus Ex or is it planned at all?
Can this be compiled for Linux?
Since there is a native Linux port for Unreal 1 / UT99 I want to avoid wine as good as possible.
Hi quick question i am using your hrft audio but i dont hear sound and what settings should I use here ?
[HRTFAudio.HRTFAudioSubsystem]
DopplerSpeed=0.000000
AmbientFactor=0.000000
SoundVolume=0
MusicVolume=0
Channels=0
OutputRate=8000Hz
Latency=0
ReverseStereo=False
UseDigitalMusic=False
UseCDMusic=False
UseStereo=False
UseSurround=False
UseFilter=False
do you have an example or can you send me yours?????
Hello,
With the 2.2 release I've noticed I only have the one resolution available to me - the current monitor resolution.
Hi there,
so I would like to run Unreal Tournament at 2K with my potato PC, thus I came to the conclusion that vulkan could help. Afterall I tried to run minecraft at 2K and it worked fine. UE99 with openGL struggles though.
Anyways I tried compiling your code and I am just lost. I downloaded VS Community 2019, opened the project, then I had to click "reload" on the project for some reason (that took me like 2 hours to figure out). Then it finally let me build the project, but it failed on "Engine.h" not found. I looked around the project and found out, that it was looking for the file in:
$(ProjectDir);$(SolutionDir)Thirdparty\UnrealTournamentSDK\Core\Inc;
$(SolutionDir)Thirdparty\UnrealTournamentSDK\Engine\Inc;
but the file was actually in:
$(SolutionDir)Thirdparty\ut432pubsrc\Core\Inc;
$(SolutionDir)Thirdparty\ut432pubsrc\Engine\Inc;
After that the compilation finished a little bit later with 445 errors and 485 warnings. And that is the point where I give up and kindly ask you for guidance. I guess I need to get the "UnrealTournamentSDK" somewhere, but I have no idea where.
Just pulled down f5d6b8a to have a look.
Built in VS 2019 - with Release configuration, no errors.
Copied in VulkanDrv.dll and VulkanDrv.int as directed, set up UnrealTournament.ini also:
On start up there's about one note of music before it crashes with a GPF.
History: UVulkanRenderDevice::Unlock <- UViewport::Unlock <- UWindowsViewport::Unlock <- UGameEngine:Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Set VkDebug=True and ran again for the log:
I am running AMD Adrenaline version 22.3.2
Are there any special requirements or missing steps from the README instructions?
I note in the code there seems to be a VulkanDrv.VulkanClient - I tried putting that in for ViewPortManager, but I get the same crash.
Only other thing unusal perhaps is that I've got the D3D11 render device also: But when selected, it works.
Does the Vulkan renderer take better advatage of more cores?
What are the improvements over using OpenGL with UT99?
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