*dont worry, they are slighty compressed pics in jpeg format*
Hey there peeps, I have been tweaking UT3 ever since I bought the game. I can now say that I am done tweaking because I have found my/the settings for "Perfect Picture and Performance" on my midrange PC. The reason why I have tweaked so much in the past months is solely because of the map Deck. Seriously that map was pissing me off with its lag and it forced me to remove alot of settings not because I wanted to, but I HAD to just so it wouldnt drop below 30FPS. After I found out the causes of the drops, I went back and added effects one by one and see if they effected performance and the following config tweaks are the result.
This guide is for people with midrange PC's and those people who even though they have uber high end PC's that still play with everything on low. Let me just say that it doesnt have to be ugly just to play at 60+FPS. As I said before, these are settings mainly aimed at midrange PC's, and that means dual core, 1 or 2GB RAM, single 2600XT/X1900's or 8600's with 512MB of video memory. What I mainly focus on in these 2 config settings are clarity, high texture quality, high polygon count, dynamic lighting, and shadows since those are the most important visual elements to me in any game. Everything else takes a hike. From my testing lower texture quality has little to no performance impact on a 512MB video card. The biggest performance gain also comes from lowering your resolution a notch.
Ive made 2 config settings which will suit certain players. The first one will be for the people who just want more performance while still having that UT3 look. The second one will be for people looking for more clairty. They both are very similar in terms of settings. PPP1 will barley take a performance hit on a 2600XT compred to PPP2 probably because I have an ShaderModel4 card? If you dont have at least a ShaderModel3 video card, then use the PPP2 setting.
If you like the screenshots below and want to try these settings out, go into the game and set Texture Quality to 5, and then World Detail to 1. Apply and then set the resolution to what you prefer (if you havent already). Do note that your screen resolution might be different, so dont copy that part. Btw, this is a different method than what people are used to. Most people will say set graphics to 5/5 and disable stuff, but I say set detail to 1 and enable only the effects you want. You wont even miss some of the effects like StaticDecals and Distortions.
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Here is the first one; Ill call it PPP1. It keeps the DepthOfField post processing effect on. From my tests, it isnt a good idea to have both Bloom and QualityBloom on at the same time or it will create more over bright textures (literally white textures!). From recent testings I just realized that having DepthOfField=True by itself gives the glowing effects, which is what I was originally after and Blooming is not needed. The less shader effects, the better visibility, the more performance.
For this particular setting, I prefer Vivid post processing setting and screen brightness of 6, or Defualt setting with brightness of 4. There is no performane differences between the settings.
The white text is the only difference between the 2 PPP settings.
[SystemSettings]
StaticDecals=False
DynamicDecals=True
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
DirectionalLightmaps=False
MotionBlur=False
DepthOfField=True
Bloom=False
QualityBloom=False
Distortion=False
DropParticleDistortion=True
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=True
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=True
Trilinear=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D10=False
EnableHighPolyChars=True
SkeletalMeshLODBias=0
ParticleLODBias=2147483647
DetailMode=0
ShadowFilterQualityBias=-1
MaxAnisotropy=8
MaxMultisamples=1
MinShadowResolution=32
MaxShadowResolution=1280
ResX=1280
ResY=800
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.000000
ShadowTexelsPerPixel=1.000000
Heres some random pics with the setting above.
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Now here is the setting that Ive been playing on for a while and very satisfied with the performance and clarity. These settings are perfect even when playing onlin! Lets call it PPP2. I have posted this a few times in peoples threads because I believe this the best setting for us mid range PC gamers and those thread starters have also agreed, so I decided to create this guide. For this setting, the DepthOfField effect isnt on anymore, so the Post Processing setting no longer works, but set it to "Muted" anyways and then set Brightness to 4 or else it will be way to low contrast/faded.
[SystemSettings]
StaticDecals=False
DynamicDecals=True
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
DirectionalLightmaps=False
MotionBlur=False
DepthOfField=False
Bloom=False
QualityBloom=False
Distortion=False
DropParticleDistortion=True
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=True
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=True
Trilinear=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D10=False
EnableHighPolyChars=True
SkeletalMeshLODBias=0
ParticleLODBias=2147483647
DetailMode=0
ShadowFilterQualityBias=-1
MaxAnisotropy=8
MaxMultisamples=1
MinShadowResolution=32
MaxShadowResolution=1280
ResX=1280
ResY=800
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.000000
ShadowTexelsPerPixel=1.000000
Heres some a few pics with the settings above. Saved most of the space for the comparisons below.
As I said earlier, the most important options kept here are decals/blood, shadows, dynamic lights, and the high poly character/vehicle models; everything else is gone. The changes will make the game look very much like an updated version of UT2004.
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Heres some direct comparisons of maxed out 5/5 settings, versus my PPP1 and 2 settings. If these links dont work, Im gonna cry. This took alot of uploading ;/ The last comparison of Deck has a wrong picture in the middle..but oh wells
*maybe i should post some pics of characters.... >_>
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Notes of why the settings are the way they are:
DynamicShadows=True
LightEnvironmentShadows=True
These both have to be True to be able to have shadows to work
DirectionalLightmaps=False
This removes MOST of the bump maps in the game, which results in less jaggies on screen, which then means more clarity. I think the game actually looks better like this. There are still bump maps on vehicles, weapons, and some random textures. The bump maps can still be seen when you fire your weapon because DynamicLights=True. I believe its "Spectral Lighting" but Im not too sure if that term exists in the Unreal3 engine.
EnableHighPolyChars=True
SkeletalMeshLODBias=0
These two settings control the polygon count of the characters, vehicles and weapons. Setting these to the current settings give the best visual quality. We like round wheels and heads dont we?
FogVolumes=False
DetailMode=0
These are the settings that makes my config so much more clearer and saves on video memory. This removes SOME of the fog, glowing auras, misc decorations and random debris scattered in some levels.
ParticleLODBias=2147483647
Hell I dont know, this is the value that is given when you set world detail to 1 *shrug* If it aint broke...
MaxAnisotropy=8
You can set this to whatever you like, but I think a setting of 8 is perfect for texture clarity up close and also clarity further away such as when you are playin VCTF or Warfare.
MaxShadowResolution=1280
As of patch 1.2 I noticed this no longer resets to the defualt 512 anymore, hooray! I recommend changing this to the width of your screen resolution for more accurate shadows. Unfortunately a super high res shadow still looks jaggey/pixelated and changing the shadow filter radius doesnt seem to do much to stop that. Its fine at the defualt setting of 512 if you prefer.
ShadowTexelsPerPixel=1.000000
This setting is normally set to 2. What happens when this is at 2 is that when you get closer to a another player, the shadow will darken...alot. Setting this to 1 prevents the shadow from darkening but a shadow is still visible. Id say this gives a performance increase with shadows on. Arent the Necris dark enough?
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*other settings I have done:
UTEngine.ini
bSmoothFrameRate=True
Framerate smoothing, tick this in the options. I had this off for the longest time. Recently I have found out that it actually does work, I couldnt believe it. With my setup, it isnt realistic that I will play above 60FPS constantly online, so I went ahead and put this back on and it made a good difference on up close firefights.
[ALAudio.ALAudioDevice]
MaxChannels=16 or 24
Since I dont have an actual sound card, this setting helps me when a bunch of people are on screen at once and shooting. When there are more than 16 individual sounds being played at one time, some sound effects (mainly ammunition rounds) will not be played resulting in some random sound skipping for a brief second (less than that really). To me, this means my that my CPU/GPU can focus rendering on whats being seen instead of heard and I wont get pissed at dying because my PC couldnt keep up. Most of the time it isnt even noticable unless you are spraying with the Stinger or Link primary in a packed room.
UTGame.ini
[UTGame.UTPlayerController]
bFirstPersonWeaponsSelfShadow=False
This removes the self shadow rendered on your gun. As I said earlier, no matter what resolution or shadow filter radious setting I changed, there is still pixelation in the shadows' edges. I noticed that when it was on, I kept staring at the guns' flickering shadow > <. Turning it off has put my focus back on the game.
[UTGame.UTHUD]
DamageIndicatorSize=0
This removes the half circle damage indicator when you get hit. In a game like UT where its usually just one hit kills, I see no point in having this on to obstruct your view even more than what the red flashing border already does.
For more screen space, I removed the Leaderboard, Scoreboard, DeathMessages, use Simple Crosshair and small weapons. I hotkeyed the scoreboard to one of my thumb buttons on my Logitech G9. Again, putting more focus on the game and visibility.
If you have an ATI card, set your Catalyst AI to "Advanced". It will give you 5-10more fps in some areas.
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These settings allow me to play UT3 at 35-70FPS on official maps and 70-100+ on custom maps. I play UT3 at 1280x800.
My PC Specs: AMD dual core Opteron 165@2.2Ghz, 2GB GSkill RAM, ATI 2600XT 512MB|DDR3 (dangerously overclocked) running on optimized VistaUltimate 32Bit. I dont show off my PC in my sig because it wouldnt make anyone say "His PC PWNS!" I do blame my PC sometimes when Im playing below 30FPS online though. I am getting a new video card soon and I know it wont help me much because Im bottlenecked by my CPU, but I will also use it on my next system.
These tweaks took me a month or two to figure out with alot of trail and error. UT3 even started to make me doubt my PC performance. I've tried playing on 1/1 settings like some people, and I just couldnt do it, I just cant! I think UT3 deserves to at least be played with high texture and polygon quality at least. I started writing and taking pics for this guide today when I randomly woke up at 4am on a Saturday morning (wtf I know). Let me know if this makes your UT3 experience much more playable and enjoyable. Happy Fraggin!
I guess if you still have questions, I can attempt to answer them but remember Im no expert. Go to Ultron's thread for that stuff.





































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But anyone who doesn't mind seeing them shouldn't turn these options off IMO.














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