Releases: metallicafan212/ICBINDx11Drv
UT469d: Hotfix V0.9.3
This is a small release, intended to fix only a few things.
Fixes included:
- Fixed the screen being slightly offset to the top and left. This causes some GPUs to "overdraw" the bottom and right sides of the screen, showing up as lines (due to that part never being drawn to by the game).
- Fixed the 469d detection for Windows 10 specific code-paths not working
UT469d: Speed improvements, full fullscreen support, better font drawing
This is another large update. Speed has been increased again, and it's neck and neck with all the other renderers for the top slot. For AMD users, this driver will outperform almost all of the other ones, while for NVidia users its only a few frames behind. FPS minimums have been brought up too, so there should be very little frame-to-frame gaps. Image quality has also seen a big boost, especially when running with MSAA on.
Notable changes:
- Supports the DX12 feature "Forced Sample count of 1" in order to draw font characters with maximum clarity, even when rendering with MSAA on
- Full support for fullscreen, with all known issues fixed, detection for invalid resolutions implemented, etc.
- Further HDR improvements (I just got a HDR monitor myself too)
- Fixed a memory leak when closing down the driver (only noticeable in the editor)
- Made macro and detail textures apply at 2x strength, to match lightmap strength
- Fixed UV clamping issues when using HD textures
- Support "invalid" HD textures by decompressing them first
- Fixed tile rendering being off by one pixel on NVidia GPUs
- Added in caching for the Windows detected HDR white balance level. If this value is different between the current run and the last run, it resets the HDRWhiteBalance config value back to the Windows queried default. This fixes an issue where the value doesn't get updated when the user changes monitors or Windows HDR settings.
UT469d: Fully support gamma, more performance tuning, advanced graphics menu, etc.
This is a large update. The vast majority of what was wrong with the driver is now fixed, the driver is extremely stable, has working HDR support, etc.
Notable changes: The Shaders directory is no longer needed (for UT469). You can safely delete it.
Here's a partial list of things improved upon since the last release (last year):
- Screen-based gamma, instead of per-object gamma (based on the way XOpenGL does gamma)
- Two gamma modes, XOpenGL and DirectX 9 (where there's individual control for each color channel)
- Fix for blurry text when using resolution scaling
- Lots of fixes for using bad texture references
- Selection fixes in both 2D and 3D modes (it's now possible to click and right click the backdrop)
- A config bool to use the DirectX 9 styled flat colors (zone view, bsp cuts, etc.) instead of the lighter default mode
- Screen flashes fixed
- Fixed crashes relating to bad selections
- Better line selection
- Advanced driver options menu when in-game
- Ability for users to use DirectX 10 through DirectX 11.1 GPUs with the driver (by supporting 3 different Pixel and Vertex shader versions)
- Fix for vertex explosion when rendering things like the flag
- More checks for windows versions when trying to request windows 10 exclusive modes
- Shader caching system (not used for this UT release)
- Hard-coded shader support, so the end-user can't edit them nor needs the source shader files (for fair competitive play)
- Removal of the "Per Object" gamma mode, so it's now XOpenGL or DirectX 9 modes only
- Fix Nvidia text rendering going one pixel down and to the right
- Better checks for UV looping when drawing tiles (to fix the texture browser clamping)
UT469d: Massive FPS increases, MSAA fixed, start of HDR support, Fixed mirrored/env/two sided triangles, lots of editor specific tweaks
A lot has changed since the last release. The performance has gotten a lot better, it's now performing close to dpJudas' DX11 renderer, and out performs it in the editor.
Shaders were better optimized, with less per-draw call uploads.
Resolution scaling (super-sampling) was made a lot better, and now works as a user intends it to (AKA: just "works").
Some stuff that still need to be worked on: HDR support (currently exists, but isn't great, colors are dark), a new gamma mode (as it's currently doing it per-object rather than on the screen), and more performance optimizations.
The INT file was also updated to use Buggie's rename, to better differentiate it from dpJudas' DX11 and the other (unnamed) DX11 driver.
UT469C: Fix modulated gamma, performance improvements, fullscreen fixed
Multiple things have changed, I've improved performance a bit by forcing the DX11 context to create single-threaded, changed out some of the shader logic, etc.
Gamma was also corrected to only apply to diffuse textures. If it still appears a bit too dark for level surfaces, I can also add it back to lightmaps and fogmaps.
Also: fullscreen should work fully with this version, I identified where I was an idiot and forgot to provide certain flags.
UT469C: Speed improvements, crash fixes, gamma per object
I've made some improvements to general speed and dynamic texture uploads. FPS should be better with this release, and hopefully the random disappearing actor issue is gone now as well.
I've still got a lot of work ahead of me to make this run anywhere close to how fast DX9 runs, but I have some ideas to do that.
UT469: Win 7 Fixes, UseLightmapAtlas, Improved Texture Uploads
This version should perform a bit better in dynamic texture scenes, but it's still not perfect. Having bRealtimeChanged enabled results in a ~100FPS+ drop from 500 to 330fps when viewing fractal textures.
UT469: Fixed blurry rendering at ResolutionScale=1.0
Fixed the NV tile pRoBlEm (gotta love it). Also addressed the blurry screen rendering when the resolutionscale is 1.0
UT469: Updated Gamma to respect the brightness control, implemented DrawGouraudPolygon
UT469: Added a Gamma config variable
Added a gamma control to deal with some GPUs drawing really dark.