UT+INF and graphics glitches with D3D9

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vitamin

Member
Jul 8, 2013
36
0
6
I'm really clueless about those glitches - please see screenshot below. There are some white lines in many places on almost every map in Infiltration mod. I tried many different settings in my config file (sample below too) and no matter what I use I cannot get rid of them:( Does anyone know what might be the cause of these glitches and how to fix them?


33dxi6s.jpg




Code:
[D3D9Drv.D3D9RenderDevice]
ZRangeHack=False
NumAASamples=2
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=True
UseTripleBuffering=True
MaskedTextureHack=True
FrameRateLimit=0
SwapInterval=0
UseVertexProgram=False
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=2
RefreshRate=60
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=2
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=True
UseTrilinear=True
UsePrecache=False
UsePalette=True
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=True
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.100000
DetailTextures=True
DescFlags=0
Description=Radeon x1650
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
 

dr.flay

Dr.Flay™
Sep 19, 2011
410
10
18
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Kernow, UK
yourunreal.wordpress.com
Last edited:

vitamin

Member
Jul 8, 2013
36
0
6
Thanks for those links but I finally figured it out. Here's my working config:

Code:
[D3D9Drv.D3D9RenderDevice]
ZRangeHack=False
NumAASamples=4
UseAA=True
RequestHighResolutionZ=True
UseSoftwareVertexProcessing=False
UsePureDevice=True
UseTripleBuffering=True
MaskedTextureHack=False
FrameRateLimit=60
SwapInterval=0
UseVertexProgram=False
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE=True
BufferTileQuads=True
BufferClippedActorTris=True
SinglePassDetail=False
SinglePassFog=False
ColorizeDetailTextures=False
DetailClipping=False
UseDetailAlpha=True
DetailMax=2
RefreshRate=60
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=8
Use16BitTextures=False
UseS3TC=True
UseAlphaPalette=True
UseTrilinear=True
UsePrecache=False
UsePalette=False
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
MaxLogVOverU=8
MaxLogUOverV=8
OneXBlending=False
GammaCorrectScreenshots=True
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
LODBias=0.100000
DetailTextures=True
DescFlags=0
Description=Radeon x1650 Pro
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True

And here's my enbdev:
Code:
[PROXY]
EnableProxyLibrary=0
InitProxyFunctions=1
ProxyLibrary=
[GLOBAL]
UseEffect=1
AlternativeDepth=0
AllowAntialias=0
BugFixMode=0
SkipShaderOptimization=0
QuadVertexBuffer=0
AdditionalConfigFile=enbseries2.ini
EnableShaders_3_0=0
UseMRTRendering=0
[EFFECT]
EnableBloom=1
EnableOcclusion=0
EnableReflection=0
EnableMotionBlur=0
EnableWater=0
EnableShadow=0
DepthBias=0
EnableDepthOfField=0
[INPUT]
KeyUseEffect=123
KeyBloom=120
KeyOcclusion=121
KeyReflection=122
KeyCombination=16
KeyScreenshot=44
KeyShadow=119
KeyWater=118
KeyShowFPS=106
[REFLECTION]
ReflectionPower=15
ChromePower=10
UseCurrentFrameReflection=0
ReflectionQuality=0
ReflectionSourceSpecular=50
ReflectionSourceTFactor=50
UseAdditiveReflection=0
ReflectionDepthBias=0
UseLowResReflection=0
ReflectionSinglePass=0
UseEnvBump=1
EnvBumpAmount=100
EnvBumpOffset=100
ReflectionFlip=0
[BLOOM]
BloomPowerDay=5
BloomFadeTime=2000
BloomConstantDay=5
BloomQuality=0
BloomScreenLevelDay=60
BloomCurveDay=-1
BloomPowerNight=15
BloomConstantNight=5
BloomCurveNight=1
BloomScreenLevelNight=20
BloomAdaptationScreenLevel=60
BloomAdaptationMultiplier=5
BloomAllowOversaturation=1
BloomMaxLimit=1
[SSAO]
UseFilter=1
OcclusionQuality=1
FilterQuality=1
DarkeningLevel=30
BrighteningLevel=30
IlluminationLevel=30
AdditiveIlluminationLevel=30
UseAmbientOcclusion=1
UseIndirectLightning=1
FadeDistance=50
UseForAlphaTest=1
UseForAlphaBlend=1
UseIndirectLighting=1
[COLORCORRECTION]
DarkeningAmountDay=0
ScreenLevelDay=60
ScreenLevelNight=20
DarkeningAmountNight=0
GammaCurveDay=0
GammaCurveNight=0
ColorSaturationDay=0
ColorSaturationNight=0
UsePaletteTexture=0
[WATER]
UseWaterDeep=1
WaterDeepness=20
WaterQuality=0
[SHADOW]
ShadowFadeStart=40
ShadowFadeEnd=80
ShadowAmountDay=60
ShadowAmountNight=30
ShadowScreenLevelDay=60
ShadowScreenLevelNight=20
ShadowQuality=0
UseShadowFilter=0
FilterQuality=2
ShadowBlurRange=30
[ENGINE]
ForceAnisotropicFiltering=1
MaxAnisotropy=8
ForceDisplayRefreshRate=0
DisplayRefreshRateHz=60
[MOTIONBLUR]
MotionBlurQuality=1
MotionBlurVelocity=90
MotionBlurRotation=90
[PERPIXELLIGHTING]
SpecularColorMin=0
SpecularColorMax=100
SpecularColorMultiplier=100
SpecularGlossinessMin=0
SpecularGlossinessMax=100
SpecularGlossinessMultiplier=100
[DEPTHOFFIELD]
DOFQuality=0
DOFNumberOfPasses=1
DOFFocusRange=50
DOFBlurinessRange=5
[PLUGIN]
WeatherMod=0
 

dr.flay

Dr.Flay™
Sep 19, 2011
410
10
18
53
Kernow, UK
yourunreal.wordpress.com
BTW you can edit the enb config with UT running.
Changing between full-screen and windowed mode, will reset the GFX.

These are the settings that make the biggest difference, as they are related.
SinglePassDetail=True
SinglePassFog=True
UseMultiTexture=False

OneXBlending=True

I have found that you need your GFX card driver settings set to "Balanced" or higher.
Specifically/manually the Mipmap and Anisotropic settings, need to be no lower than half of what they can do.

I started with an ENB config I found in the Infiltration forum, but later I found a bunch of presets for different cards. I then chose the one that was closest to my card.
Different cards and chipsets need certain settings to be different.
If you grab the pack I put together, it has all the configs I found, plus a config editor.
I just checked. There is a config for the "ATI_1600".

Most of the configs have everything tuned on, so you may want to switch off things like Depth of Field.

http://files.myopera.com/dr-flay/unreal/U1-ENBSeries75e.7z
 
Last edited: