Derelan said:
it was 'force 16bit Z buffer', and it was off and greyed out. Anti-aliasing and antisotropic filtering dont fix the problem.
W buffer and Z buffer are not the same thing.
In OFP , as an example you have choice , if you play in 16 bits between using the Z buffer or the W buffer
In OFP , the Z Buffer in 16 bits shows a lot of graphic aritfacts like the one you are facing in those UT engine screenshots , a solution offered by the dev team was to use the W buffer options when playing in 16 bits , it fixed some of those problems , but in other part of the game it created new graphic artefacts not seen in Z Buffer (but overall was less artifacts buggy than Z Buffer).
The only real solution was to play OFP in 32 bits to solve all those problems (a driver problem can always occur , but the 32 bit colour fixed everything if your driver was good for OFP) , as a counterpart the game was less smooth than in 16 bits of course.
But OFP used Direct3D (HT&L for those with graphic cards capable of this) , so i think that in OpenGL , and especially the way the UT engine use those Z or W buffer in 32 bits can be very different.
I am not sure if there is a solution actually , other than trying older driver (as newer driver from ATI or Nvidia are not optimising at all the old version of unreal engine that is found on UT , in fact older driver displays better performances for UT, ATI+Nividia are too busy optimising for the most recent games to care of the old games performance or quality)