DirectX 11 renderer for the following Unreal Engine I games: Unreal Tournament, Unreal Gold,Harry Potter 1&2,Clive Barker Undying,ST:Klingon Honor Guard,Rune and DeusEx. These dll extensions allow you to play these games on full HD resolution with features like: ASSAO- ambient occlusion which gives realistic ambient lightning and shadownig effects.Screen Space Reflection - imitates reflective and shiny surfaces Tesselation - increases mesh complexity, gives smoothess and roundess to characters and game objects. HDR - simulates light adaptation, adds more vivid colors Parallax Occlusion Mapping - adds bumpiness on near to camera surfaces and more..

Description

DirectX 11 renderer for the following Unreal Engine I games: Unreal Tournament, Unreal Gold, Harry Potter 1 &2, Clive Barker Undying, ST:Klingon Honor Guard, Rune and DeusEx. These dll extensions allow you to play these games on full HD resolution with features like: ASSAO- ambient occlusion which gives realistic ambient lightning and shadownig effects.Screen Space Reflections - imitates reflective and shiny surfaces. Tesselation - increases mesh complexity, gives smoothess and roundess to characters and game objects. HDR - simulates light adaptation, adds more vivid colors. Parallax Occlusion Mapping - adds bumpiness on near to camera surfaces and more..

Preview
DirectX11 Renderer for UT,UG,Rune, HP1&2, ST, CBU and DX version 1.6.1
Comments  (0 - 50 of 105)
l0m
l0m

Awesome!

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General_Mahem
General_Mahem

Thank You for working on this.
Really adds to the game.

I am a beta tester of UnrealGold 227J_42 and UT469 for OldUnreal.
I have DX11 v1.6 running in both UT436 and Unreal 227I.

Win 7 64 Ultimate
Intel i7 2600K 3.4Ghz
Sapphire R9 270 Dual-X OC 2GB GDDR5
Radeon Adrenalin 2020 20.7.1
ahaigh01 HD v3.0 textures
Lightning Hunters HD skins v2.1
DX11 v1.6

I made one change to the Height maps.
In genearth/ground I copied both mgrass7 files and renamed them grass.
Now the grass in Nyleve really comes to life.

I think it a bad mistake to make all water surface non transparent. It changes the game play.
The small pond past the hut on Nyleve where you first encounter the bitterfish for example.
A player needs to see into the pond and be tempted to get the ammo.

I set SSR=False to see if that makes water transparent again.
But game crashes to desktop and freezes mouse.
I have to bring up task manager to end task.
Both UG227i and ut436 crash with SSR=False.
Same happens with no mutators running, and stock textures.

I like the reflective surfaces but some surfaces should not be.
Rock walls and sand for example look wrong.
Look at a cracked surface made with Ancient.utx/Base/A_bsa
This is used in the Star gate map lssg13.unr, the sand dune area outside.
Found in SGT_SE2_2009_ENG.zip at Old Unreal single player maps download.
Looks like a polished floor.

There is a problem in Triamid ruins. (tridigmap.unr in tridigv4.zip)
Standing inside I see a ghostly image of the skybox in front of walls.
Same if I open map in ut436.
DX11 v1.5 displays correctly as well as DX9.

Over all its great stuff!

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darknovismc Author
darknovismc

The water with normal maps + SSR look much better than original water. I cannot make non-transparent water to have reflections due to z-buffer writes which will mess up with ssrs. Maybe I will add an option to disable this feature.
Setting SSR=False doesn't crash any of the game. You are one of very few having this issue.If you solved it out please tell me what causes it.
Unfortunately there aren't many ways to differentiate between reflective and non-reflective surfaces in the renderer's code.
I use poly flags and some texture names like: 'grass','dirt' etc.
Concerinig Triamid ruins there are some skybox decorations which are drawn wrong when new feature-buffering is on. There are very few maps with that. Disabling ASSAO solves it. Maybe if you could find other maps like that I would add a feature to disable the buffering.Try to find in ONP,Xidia,Gryphon etc. I guess it won't be easy to find them.

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General_Mahem
General_Mahem

I will experiment some more with SSR=False
So far I can tell you v1.5 runs fine with false.
v1.6 hangs every time.

Strangely unreal.unr or upack.unr start and run ok.
But once I open a map with console the hang happens immediately after loading.
I can start a new game unreal and the hang happens after you go up the lift to get the translator then over to the health at right.
Hang there same spot every time.

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darknovismc Author
darknovismc

Ok try to disable tessellation it should help.
However on my GTX 960 it runs fine.
I will have this bug along with skyboxes decorations bug in 1.6.1 fixed.

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General_Mahem
General_Mahem

Yes.
SSR=False
Tessellation=False
Runs without hanging

I do agree with you that water in general looks better with reflection.
But I still think originally transparent surfaces should be left alone.
The lack of reflection would not be noticed because the player would be focused on what was in the water.
A map maker might want the player to see in.
They might have chosen a transparent surface for a reason.

Just my thoughts.
Thanks for reading and all you hard work

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General_Mahem
General_Mahem

Confirmed in v1.6.1:

SSR=False
Tessellation=True
Now runs without hanging.

Triamid Ruins sky box fixed.

I noticed the new setting.
SSRNonTransparentWater

Awesome!
Great stuff.
You need to make a posting at Old Unreal forums.

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darknovismc Author
darknovismc

Thanks for feedback ! You really helped me with improving the renderer.

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Haiheadder
Haiheadder

What program did you use to take screenshot for these? I tried Steam's screenshot capture but it brightening up.

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darknovismc Author
darknovismc

I used a take screenshot key 'F9' by default. Images go to /system folder.

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Guest
Guest

Why do all the models bulge!?

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darknovismc Author
darknovismc

Disable tessellation.

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Guest
Guest

Thanks!

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Voron3D
Voron3D

Hello) Your renderer just amazing) ASSAO, HDR and SSR make these games look so much better, but is it possible implement multipass rendering as alternative option in the future?) In UT99 skyboxes in maps like DM-Agony look wrongXD Anyway, thanks a lot for the hard work. (Sorry fo my english)

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Gadavre
Gadavre

Dear Developer!

With your Render, the game takes a long time to run on windows 7. Please make the same fast launch as on the DirectX9 render.

P.S. I draw your attention: I turned off all features (Tesselation,HDR, ASSAO and so on), but nothing helped...The video card for this game is very powerful - Nvidia GTX 1060

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darknovismc Author
darknovismc

I also have win 7 and it takes some 2-3 seconds more than directx9
I won't make it faster to lauch as I have shaders in external files which are compiled at sturtup compared to simple embedded shaders into source code of directx9.

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3DMaster
3DMaster

Eh, it's cute, but there's just FAR too much material set as reflective, virtually everything is reflective, it makes it look like everything is coated in a reflective oily coating, it becomes very, very ugly.

There also doesn't seem to be a difference in the manner in which things get reflected, if something reflects it is immediately shiny to a mirror sheen, and reflected perfect walls, and other stuff. It's quite clear that most of the weapons are supposed to have a very matte finish, thus it might reflect the most powerful light sources somewhat, a perfect mirror of things around it, not so much; yet they do.

Thus, everything seems to reflect perfectly, or not at all.

I turned off SSR, in order to make things look decent.

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darknovismc Author
darknovismc

I differentiate reflective from non-reflective surfaces only on texture names and poly flags. There is no additional information in the game on what and how it should reflect.
Ok. I agree with the sentence "if something reflects it is immediately shiny to a mirror sheen". I will try to address this issue in the next release by altering reflection blending and more smoothly decreasing it's intensity.
Concerning weapons I'm planning to release normal and height maps for them which should help a bit.

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3DMaster
3DMaster

I tried this with Klingon Honor Guard, but apparently despite their being a directory St_Klingon Honor Guard it doesn't work. Going to set the settings for the renderer in 'rendering' in the khg's advanced options says it can't find an entry point, and although you can pick the renderer in the drivers section, it doesn't do anything.

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3DMaster
3DMaster

Addendum: found a different install of Klingon Honor Guard, it no longer has the entry point issue, however, setting DX 11, colors become washed out, as if you're playing in VGA or even EGA mode, or something; and the moment you set a widescreen resolution, the game crashes with long string of modules ending MainLoop.

It also seems that if the crash gets fixe, the renderer needs an option to not go fullcreen, and go fullscreen. The renderers in the Klingon Driver Pack are all set to not fullscreen by default, because the moment you start a new game for the first time after staring KHG, the game produces a "curtain", which is a black screen borderless window, that can be separately closed, but only if you're in windowed mode. In full screen mode the blackness covers the entire screen and there is no way to close it; requiring a restart of your computer.

It seems you are required to start the game in windowed mode, start a game, wait for the curtain to appear, close it, and then go fullscreen. It seems to have something to do with playing the video mission briefing videos? Not that I'm playing it, but I hope the game doesn't restart the curtain with the next video briefing, then you'd constantly have go back and forth between windowed and full screen.

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Suicide_Machine
Suicide_Machine

The black screen is basically a retarded way the developers coded in FMVs. Even if you manage to get the FMVs to play out correctly by installing the correct codecs, that window will still pop up with playback happening behind it. Oddly enough setting UseDirectDraw=False will disable FMVs and prevent that stupid black window from popping up. Cutscenes can be played manually using VLC as well.

Also cap framerate to 80 (or lower), cause otherwise cutscene in level M06b breaks.

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3DMaster
3DMaster

I've noticed something really weird, first off; the two flags hanging down the wall in the Na'Pali Haven map are black, I at first thought this was a missing texture, and made a post to the texture pack mod.

However; I just watched the Return to Na'Pali flyby long enough to see the first flag, and it's also black; the second flag however isn't. Which makes this not a missing texture issue, because they are the same texture/same flag, and it is also the same flag as on the standard Unreal castle flyby, and they all show up there fine.

Doing some testing, I found that the Direct3D 9 renderer (which uses a lower resolution texture pack no less) has the same behavior, and even the OpenGL renderer does the same thing.

So I have no idea what is going on; some weird setting that is set in all renderers that might cause this behavior? If so, what!? I figure if anyone might have a clue it is someone who works on the renderers; so any clue?

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chockimon
chockimon

I'm surprised there's no support for DS9 the Fallen, especially considering it's one of the best games that uses the Unreal engine. Would love to see a DX11 renderer and HD textures for this game.

Does anyone know how to fix the menu problems with this game? When using higher resolutions such as 1920x1080, the menu options are too big and don't fit onto the screen.

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darknovismc Author
darknovismc

Maybe I will add a support for DS9: The Fallen in the next release.
Beware, It won't be simple as there are no public header files for this game available.

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Guest
Guest

That would be amazing!

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chockimon
chockimon

Thanks for your hard work. Much appreciated.

When running the dx11 driver for unreal I'm getting lots of stuttering. I have tried everything and have no idea what's causing it. It mainly happens at the start of a map and when other players or bots are firing their weapons. I've tried all different settings without success. Any idea what the problem might be? My FPS is 200+ and with vsync on and frames set to 60, it's still happening. Also tried different sound drivers to no avail. The OpenGL driver works fine.

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Guest
Guest

Are you going to make compatibility with the public patch 469a ?

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darknovismc Author
darknovismc

Hey the renderer is already working fine with patch 469a.
I recommend to use this instead of 436.

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JakeSherlock
JakeSherlock

When I go into preferences and hit the + next to D3D11Drv.D3D11RenderDevice it says (failed load). Ideas?

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darknovismc Author
darknovismc

Please double chek you installed it correctly along with Visual Studio 2010 x86 Redistributable.

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Guest
Guest

I have the same issue and I had to follow someone's instructions to install the driver settings manually. The VS2010 Redist x64, x86 didn't fix it either. There is something I did before to fix it, but now I just can't find the information on it.

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HunterZ0
HunterZ0

I suppose this is an engine limitation rather than a renderer issue, but I noticed that animated textures like water, waterfalls, blood pools, etc. seem to animate at a speed proportional to the rendering frame rate.

I set the framerate to 144Hz in the advanced options to match my monitor's native refresh, and it looks rather silly.

I also experienced a crash while going back and forth between different frame rates.

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Guest
Guest

Hello there,

Direct3D 11 doesn't seem to work properly with Unreal Gold 227i and 4k textures.
I noticed FPS drop and sound issue. Do you know how to fix that ?

It works perfectly with UT99 and 4K textures.

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darknovismc Author
darknovismc

I used standard 3.0.4 version with no problems.
Do you mean 4k dds version ?

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XxXUnreal34XxX
XxXUnreal34XxX

Yes, I used 4k dds version, Unreal HD skin, DX11 v1.6 and Patch 227i.

Sites.google.com
Moddb.com
Oldunreal.com

Could you help me I really want to play Unrreal Gold in 4K and with the HD skin.

I have Gtx 1080 ti.

Thank you,

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Guest
Guest

Anyone can help me?

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darknovismc Author
darknovismc

Try to enable Precahce in the renderer settings.

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XxXUnreal34XxX
XxXUnreal34XxX

Hello thank you for your response.

I set PreCache to true. The game works a bit better than before but not as well as UT99.

I noticed in Unreal GOLD that sometimes the game works well for a while after changing option but most of the time I notice FPS drops and sound issues.

I will investigate further.

Thanks for your help.

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XxXUnreal34XxX
XxXUnreal34XxX

Nobody can help me on that issue ? I tried everything I could, but still have sound issues and FPS drops.

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chockimon
chockimon

I'm having the same problems. Have you found a fix yet?

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clerictgm
clerictgm

Hello! It's a great renderer thanks a lot.
But I have a PROBLEM.
I got 2PCs (9700K/1080Ti and 9900K/2070Super) and on 1'st PC everything is OK, but in second I got freezes (5-30secs+) and even if I kill the process of the game by CTRL+ALT+DEL, my PC kinda stuck for ~30secs after that.
Tried different settings (tesselation/SSR, etc.) - no difference.
What may cause that?

My OS/drivers/versions of everything is the same (cloned OS).

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darknovismc Author
darknovismc

That's interesting.
Maybe try to check if you have different Microsoft Redistributables ?
Make sure you have the same Nvidia settings for 3D. Maybe you are forcing some setting. Did you install identical texture mods ?
Make thorough invastigation and tell me what is it. I and others would be very greatful to know what is causing since you are the only one having the same hardware and software.

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piotrl
piotrl

Did you fix this? I don't.

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XxXUnreal34XxX
XxXUnreal34XxX

Nope... I hope that the author will help us.

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darknovismc Author
darknovismc

Ok. I saw your PM so I will reply here so more people can benefit from it.
Do the following and check if any step helps:
1.Change renderer to Cwdohnal.com.
2.Do not use HD4K Extreme Resolution texture pack.
Remove all .dds files from /Textures folder. Put only Normal/Heightmap mod there. Use normal 3.0 high-res .utx texture pack.
3.Enable Precache in renderer settings.
4.Disable SSR, ASSAO, HDR in the renderer settings.
5.Disable VSync in the renderer settings.
6.Go to NVIDIA panel and set all to defaults:
Then change only these settings with which I don't have any problems :
Texture filtering - high performance
Anisotropic filtering -16
Texture filtering anisotropic optimization -on
Thread optimization - on
Energy - prefer best performance
The rest is set to defaults.

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piotrl
piotrl

Forgive me please but I don't understand why I should downgrade game graphics? I have fast pc with 32GB RAM and rtx 2080. It's enough to play with all effects and 4k textures. It's not a performance problem but it's some kind of error in renderer functionality.

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darknovismc Author
darknovismc

The renderer creates GPU textures from hard drive(not DDR) when loading external .dds textures.
You will get stutter anyway when using 4k external textures. Look at 314reactor streams as he has even better hardware.
So consider removing them along with setting mentioned NVIDIA panel settings.

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piotrl
piotrl

So there is no way to use 4k textures? If 4k are useless why somebody made them? I don't understand.

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chockimon
chockimon

I also get freezes.

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schmatzler
schmatzler

Really awesome mod!

I'm trying to play through the first Harry Potter game and have only seen one glitch so far: The glowing light platforms freak out sometimes and turn into a mush of triangles.

I hope you can also mod DS9: The Fallen and Wheel of Time one day. Those are also Quake 1 engine games.

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darknovismc Author
darknovismc

Thanks for making videos with Harry Potter 1 playthrough.
It was a fun to watch. I knew about drawing transparent object performance issues but didn't realize they were so severe in this game. In the HP2 it is less noticable.
However you could disable ASSAO and the slowdown will completly disappear. Sorry for the inconvinence.

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DirectX11 Renderer for UT,UG,Rune, HP1&2, ST, CBU and DX version 1.6.1 has not been tagged yet.