UT99VulkanDrv
所属分类:Unreal
开发工具:C++
文件大小:2954KB
下载次数:0
上传日期:2023-01-18 04:39:32
上 传 者:
sh-1993
说明: 虚幻锦标赛的Vulkan渲染器(UT99)
(Vulkan renderer for Unreal Tournament (UT99))
文件列表:
D3D11Drv.int (359, 2023-08-18)
D3D11Drv (0, 2023-08-18)
D3D11Drv\CachedTexture.h (334, 2023-08-18)
D3D11Drv\D3D11Drv.cpp (218, 2023-08-18)
D3D11Drv\D3D11Drv.vcxproj (7128, 2023-08-18)
D3D11Drv\FileResource.cpp (6275, 2023-08-18)
D3D11Drv\FileResource.h (127, 2023-08-18)
D3D11Drv\Precomp.cpp (22, 2023-08-18)
D3D11Drv\Precomp.h (540, 2023-08-18)
D3D11Drv\TextureManager.cpp (2138, 2023-08-18)
D3D11Drv\TextureManager.h (639, 2023-08-18)
D3D11Drv\TextureUploader.cpp (18891, 2023-08-18)
D3D11Drv\TextureUploader.h (3719, 2023-08-18)
D3D11Drv\UD3D11RenderDevice.cpp (53511, 2023-08-18)
D3D11Drv\UD3D11RenderDevice.h (7649, 2023-08-18)
D3D11Drv\UTF16.cpp (1050, 2023-08-18)
D3D11Drv\UTF16.h (129, 2023-08-18)
D3D11Drv\UploadManager.cpp (4104, 2023-08-18)
D3D11Drv\UploadManager.h (756, 2023-08-18)
D3D11Drv\halffloat.cpp (40042, 2023-08-18)
D3D11Drv\halffloat.h (2614, 2023-08-18)
D3D11Drv\mat.cpp (9315, 2023-08-18)
D3D11Drv\mat.h (3091, 2023-08-18)
D3D11Drv\vec.h (13675, 2023-08-18)
HRTFAudio.int (250, 2023-08-18)
HRTFAudio (0, 2023-08-18)
HRTFAudio\AudioMixer.cpp (29065, 2023-08-18)
HRTFAudio\AudioMixer.h (1193, 2023-08-18)
HRTFAudio\AudioPlayer.cpp (11706, 2023-08-18)
HRTFAudio\AudioPlayer.h (221, 2023-08-18)
HRTFAudio\AudioSource.cpp (17050, 2023-08-18)
HRTFAudio\AudioSource.h (892, 2023-08-18)
HRTFAudio\HRTFAudio.cpp (145, 2023-08-18)
HRTFAudio\HRTFAudio.rc (1827, 2023-08-18)
HRTFAudio\HRTFAudio.vcxproj (55404, 2023-08-18)
HRTFAudio\HRTFAudio.vcxproj.filters (16011, 2023-08-18)
HRTFAudio\HRTFAudioSubsystem.cpp (19091, 2023-08-18)
HRTFAudio\HRTFAudioSubsystem.h (2773, 2023-08-18)
... ...
# Unreal Tournament VulkanDrv
This project implements a vulkan render device for Unreal Tournament (UT99).
## Compiling the source
The project files were made for Visual Studio 2019. Open VulkanDrv.sln, select the release configuration and press build.
Note: This project can no longer be built without the 469 SDK. It also requires 469c to run.
## Using VulkanDrv as the render device
Copy the VulkanDrv.dll and VulkanDrv.int files to the Unreal Tournament system folder.
In the [Engine.Engine] section of UnrealTournament.ini, change GameRenderDevice to VulkanDrv.VulkanRenderDevice
Add the following section to the file:
[VulkanDrv.VulkanRenderDevice]
UsePrecache=False
UseVSync=True
Multisample=16
DetailTextures=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
VkDebug=False
VkDeviceIndex=0
VkHdr=False
VkExclusiveFullscreen=False
LODBias=-0.5
ActorXBlending=False
OneXBlending=False
## Description of VulkanDrv specific settings
- VkDebug enables the vulkan debug layer and will cause the render device to output extra information into the UnrealTournament.log file. 'VkMemStats' can also be typed into the console.
- VkHdr enables HDR mode for monitors supporting HDR. This causes overbright pixels to become brighter rather than saturating to white.
- VkExclusiveFullscreen enables vulkan's exclusive full screen feature. It is off by default as some users have reported problems with it.
- VkDeviceIndex selects which vulkan device in the system the render device should use. Type 'GetVkDevices' in the system console to get the list of available devices.
- OneXBlending halves the lightmap light contribution. This makes actors appear brighter at the cost losing overbright lightmaps.
- ActorXBlending is an alternative to OneXBlending. Here it increases the brightness of actors instead to better match the lightmaps.
- LODBias Adjusts the level-of-detail bias for textures. A number greater than zero will bias it towards using lower detail mipmaps. A negative number will bias it towards using higher level mipmaps.
## Brightness controls console commands:
vk_contrast - defaults to 1.0
vk_saturation - defaults to 1.0
vk_brightness - defaults to 0.0
vk_grayformula - defaults to 1, can be 0, 1 or 2
## Debugging console commands:
vstat resources
vstat draw
## Using D3D11Drv as the render device
This project now also contains a Direct3D 11 render device. To use it, copy the D3D11Drv.dll and D3D11Drv.int files to the Unreal Tournament system folder.
In the [Engine.Engine] section of UnrealTournament.ini, change GameRenderDevice to D3D11Drv.D3D11RenderDevice
Add the following section to the file:
[D3D11Drv.D3D11RenderDevice]
UsePrecache=False
UseVSync=True
Multisample=4
DetailTextures=True
DescFlags=0
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
LODBias=-0.5
ActorXBlending=False
OneXBlending=False
## Description of D3D11Drv specific settings
- OneXBlending halves the lightmap light contribution. This makes actors appear brighter at the cost losing overbright lightmaps.
- ActorXBlending is an alternative to OneXBlending. Here it increases the brightness of actors instead to better match the lightmaps.
- LODBias Adjusts the level-of-detail bias for textures. A number greater than zero will bias it towards using lower detail mipmaps. A negative number will bias it towards using higher level mipmaps.
## Brightness controls console commands:
d3d_contrast - defaults to 1.0
d3d_saturation - defaults to 1.0
d3d_brightness - defaults to 0.0
d3d_grayformula - defaults to 1, can be 0, 1 or 2
## License
Please see LICENSE.md for the details.
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