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Engine talk:Unreal Engine 3

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Rendering with Direct3D 11 instead of Direct3D 9

1
Mrmetric (talkcontribs)


As documented at https://docs.unrealengine.com/udk/Three/DirectX11Rendering.html, you can pass `-DX11` to use Direct3D 11 as of "QA build March 2011", instead of the default Direct3D 9 option. On my computer with a game I tested (Viscera Cleanup Detail, which uses UDK 2013-07), this significantly increased my performance and was required for the game to remain smoothly playable after uncapping the framerate as detailed in the "Smoothed frame rate" section. I observed no glitches, bugs, crashes, or any other effects beyond increased performance.

I did see an anecdotal report from some years ago for a different game (I don't remember what) that switching from D3D9 to D3D11 decreased performance, so it should be noted that this is not guaranteed to be effective. I also figure it may break some games that were written in ways that assume D3D9, although I haven't tested this or seen any reports of it.


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Mirh (talkcontribs)

Things to keep in mind while adjusting mouse

1
Mirh (talkcontribs)
  • bEnableFOVScaling has nothing to do with acceleration/smoothing
  • LookScale doesn't technically smooth anything, but you see that with different speeds on the X and Y Axis, diagonal movements are off (circles would become ellipses)
  • Sensitivities lower than 5 introduces rounding errors
  • AbsoluteAxis should always be 0 for the most "rawness"
  • It may be necessary to specify DeadZone=0 to avoid any kind of input drop

https://web.archive.org/web/20160325163325/https://forums.unrealtournament.com/showthread.php?11802-Mouse-input-issues-concerns-and-what-will-be-done-about-it#post93874
https://www.reddit.com/r/Tribes/comments/1rza5f/ini_settings_related_to_mousing/

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