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GF2 problem in UT (pics)
I have a Asus Geforce2 V7700 Deluxe 32Mb graphic card, and i get big problems with tearing textures during games.
Here are two screen shots: http://w1.261.telia.com/~u26114128/tearing_D3D.jpg
http://w1.261.telia.com/~u26114128/tearing_openGL.jpg
I havn't overclocked the card so i can't understand why i get them...
Can someone help??
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Screenshots taken from UT w infiltration addon.
Athlon 1GHz @ 1.13GHz (1.75v fsb oc only)
Superorb (It chipped my chip man!!)
Asus A7V rev 1.007 (from 1004d)
256mb Mosel vitalic cas2
Asus GF2 GTS Deluxe 32mb
2x46Gb IBM 75gxp
Sb live player 5.1
Hitachi DVD gd7500
40x cd-rom
300w case w 2x80mm fans
Nokia M5122 ADSL Modem on a 768Kbps line (up&down)
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Check out my Screen shot of the same card.
I don't think I have a problem with tearing. My AGP DRIVING is set to 'BA'. Anything lower will cause graphic glitches and tearing. anything higher causes it to crash or freeze.
so far I know this setting works only with Asus V7700 Geforce2 GTS deluxe.
Here are some Unreal Tournment Pics taken on a Asus v7700 Geforce2 GTS Deluxe.
1280x1024@32bit http://alexdude99.tripod.com/AlexDude99A/
PIII933Mhz 4x agp, 980Mhz 2x agp
VT6X4 via Sideband,fastwrite.
196 pc133 sdram@140Mhz cas3,fast,auto delay
Asus v7700 Geforce2 GTS Deluxe 6.5 official
900NF 19" AG .25 1600x1200
30gigs RAID 0
[This message has been edited by AlexDude99 (edited April 22, 2001).]
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Thanks alot for the tip!!! I will try that right away...
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Print is dead.
in that first pic, i think it can be fixed by turning "detailed textures" to off in unrealtournament had the same problem with my radeon 
detailed textures look perfect on my voodoo with glide though 
anyways, i dont notice the details much when i'm fraggin away high paced
Batou's evil twin
 Originally Posted by Concerned Citizen
im a homosexual but i disliike obama for his non-*** policies
 Originally Posted by ua549
I'm happy for you. Why don't you go pick up a case of AIDS.
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It's obviously a depth buffering problem. That means that the Z precision is too low. My guess is that you play in 16bit color, right? Try 32bit color and it will probably go away, GF cards aren't flexible enough on depth, they must have the same Z depth as color depth so if you play in 16bit color you'll only get a 16bit depth buffer which will cause those problems. You may also want to try setting the Use32BitZ to 1 in your unrealtournament.ini file.
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Tweak your Radeon. Get Raid on Tweaker here
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Yes.. Humus is right as always.. 32Bit don't have any tearing at a long distance, instead the weapon used in UT seem to be hollow. I have seen this before during a test of a GF2 card with the reedemer. A part of the weapon seem to be to close to the screen.
Also tried to forse use32bitZ during 16bit, but that resulted in software mode.
And playing in 32bit is a nose dive for the framerate, so any way that i can get rid of the tearing in a distance without using 32bit?
What settings do you use under D3D on your GF2? Mipmap level, fogtable emulation, adjust Zbuffer and the rest..
If you don't get any tearing in UT @ 16bit i would like to know what settings you use..
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hmm.. I have same card and I don't have that problem in UT. It has some occasional slowdown though. I use Asus driver 6.31c and latest 4in1 VIA driver. I always run game in 32bit mode so Humus may be right. why do you want to run in 16bit mode anyway (if you did). Deux Ex(same graphic engine) doesn't give me any problem either.
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Cooking Tbird900@1Ghz at 35C~42C, MSI K7T Pro2A, Asus 7700 GF2 deluxe(220/360), Micron PC133 256MB SDRAM and Philips Acoustic Edge, 7431 3Dmark score.
Be all you can be 
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Originally posted by overdriver:
hmm.. I have same card and I don't have that problem in UT. It has some occasional slowdown though. I use Asus driver 6.31c and latest 4in1 VIA driver. I always run game in 32bit mode so Humus may be right. why do you want to run in 16bit mode anyway (if you did). Deux Ex(same graphic engine) doesn't give me any problem either.
Because 16bit is faster than 32bit, and if you ever play online you'll notice that a high framerate is more important than good looks. Could you test D3D in 16bit and check if you get any tearing?
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UPDATE:
This is what i get in 1024x768x32bit http://w1.261.telia.com/~u26114128/t..._32bit_D3D.jpg
As you can see the weapon seem to be to close to the camera position.
So the tearing now appear very close now instead of very far away.
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Originally posted by Humus:
It's obviously a depth buffering problem. That means that the Z precision is too low. My guess is that you play in 16bit color, right? Try 32bit color and it will probably go away, GF cards aren't flexible enough on depth, they must have the same Z depth as color depth so if you play in 16bit color you'll only get a 16bit depth buffer which will cause those problems. You may also want to try setting the Use32BitZ to 1 in your unrealtournament.ini file.
Damn Humus!! You beat me to it 
It does indeed look like a Z buffer precision problem - you really know your stuff 
As for the hand-poking-through-the-weapon problem in the last screenshot posted by ClawViper - that looks more like a model / near clip-plane problem. There will be a clip-plane set at the near end of the view frustrum that is probably chopping off the end of the gun allowing you to see the trigger and hand. The models used for the player don't usually have a but (compared to the ones you see lying around waiting for you pick up). If the modeler did not produce two versions of the weapon, that may be why it looks so funky.
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A:Late? Late for what ?
S:Late. As in "The late Dent-Arthur-Dent"
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Reef Shark
Try using texture compression...the game will look better....
DO this:Here is the step-by-step way to enabled texture compression in UT.
1-Insert UT CD-2 into your CD drive & copy the files from the Textures directory (All except credits.utx) into the Textures directory where you have Unreal Tournament installed, over-writing the original versions (Again, all except credits.utx).
2-take this file http://unreal.epicgames.com/files/opengldrv.zip
This file is to be placed in the UnrealTournament\System directory, over-writing the existing one
3-Now open your UnrealTournament.ini, search for the following section;
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=False
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
Delete the existing lines & replace it with the following lines (These being my recommended initial settings);
[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=75
DetailTextures=1
UseTrilinear=1
UseS3TC=1
UseTNT=0
LODBias=0
UseMultiTexture=1
UsePalette=1
UseAlphaPalette=0
Translucency=1
VolumetricLighting=1
ShinySurfaces=1
Coronas=1
HighDetailActors=1
MaxAnisotropy=0
AlwaysMipmap=0
UsePrecache=1
SupportsLazyTextures=0
Now run the game and select Opengl mode...
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Originally posted by SlartyB:
Damn Humus!! You beat me to it 
It does indeed look like a Z buffer precision problem - you really know your stuff 
As for the hand-poking-through-the-weapon problem in the last screenshot posted by ClawViper - that looks more like a model / near clip-plane problem. There will be a clip-plane set at the near end of the view frustrum that is probably chopping off the end of the gun allowing you to see the trigger and hand. The models used for the player don't usually have a but (compared to the ones you see lying around waiting for you pick up). If the modeler did not produce two versions of the weapon, that may be why it looks so funky.
But the thing is that i don't get a transparent gun in 16bit. It looks just fine, but i get other problems with tearing at a distance. So no matter what mode i play in the game still has missing/torn textures.
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Originally posted by Flavio Eduardo:
Try using texture compression...the game will look better....
DO this:Here is the step-by-step way to enabled texture compression in UT.
1-Insert UT CD-2 into your CD drive & copy the files from the Textures directory (All except credits.utx) into the Textures directory where you have Unreal Tournament installed, over-writing the original versions (Again, all except credits.utx).
2-take this file http://unreal.epicgames.com/files/opengldrv.zip
This file is to be placed in the UnrealTournament\System directory, over-writing the existing one
3-Now open your UnrealTournament.ini, search for the following section;
[OpenGLDrv.OpenGLRenderDevice]
Translucency=True
VolumetricLighting=False
ShinySurfaces=True
Coronas=True
HighDetailActors=True
DetailTextures=True
Delete the existing lines & replace it with the following lines (These being my recommended initial settings);
[OpenGLDrv.OpenGLRenderDevice]
RefreshRate=75
DetailTextures=1
UseTrilinear=1
UseS3TC=1
UseTNT=0
LODBias=0
UseMultiTexture=1
UsePalette=1
UseAlphaPalette=0
Translucency=1
VolumetricLighting=1
ShinySurfaces=1
Coronas=1
HighDetailActors=1
MaxAnisotropy=0
AlwaysMipmap=0
UsePrecache=1
SupportsLazyTextures=0
Now run the game and select Opengl mode...
I don't play normal Unreal Tournament, so the textures on disc two won't be used anyway. I only play custom made maps, with the Infiltration mod and they come with texture packs themself.
But i'll try your suggestion and see what it looks like in normal UT. Thanks.
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