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Any way to fix ugly fog in UT99?

 
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Ehud Shapira

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Since: Jan 09, 2007
Posts: 4



(Msg. 1) Posted: Tue Jan 09, 2007 3:04 pm
Post subject: Any way to fix ugly fog in UT99?
Archived from groups: alt>games>unreal>tournament (more info?)

I'm running UT v436 on an nVIDIA 5200. The fog (volumetric lighting)
looks banded and blocky, like it's 16-bit (though it's not). It happens
both with the default D3D renderer and with UTGLR (which is OpenGL).
The color depth is set to 32-bit on the desktop, in the game, the
textures, etc.

Does anyone know how to fix it?

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nut

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Since: Nov 11, 2006
Posts: 60



(Msg. 2) Posted: Mon Jan 15, 2007 7:57 pm
Post subject: Re: Any way to fix ugly fog in UT99? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"Ehud Shapira" <ehudshapira RemoveThis @hotmail.com> wrote in
news:1168383879.293020.98950@p59g2000hsd.googlegroups.com:

> I'm running UT v436 on an nVIDIA 5200. The fog (volumetric lighting)
> looks banded and blocky, like it's 16-bit (though it's not). It happens
> both with the default D3D renderer and with UTGLR (which is OpenGL).
> The color depth is set to 32-bit on the desktop, in the game, the
> textures, etc.
>
> Does anyone know how to fix it?
>
>

have you tried the direct x 8 driver? or the updated open gl driver?

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Ehud Shapira

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Since: Jan 09, 2007
Posts: 4



(Msg. 3) Posted: Tue Feb 06, 2007 2:42 pm
Post subject: Re: Any way to fix ugly fog in UT99? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

> have you tried the direct x 8 driver? or the updated open gl driver?
UTGLR is the most updated OpenGL renderer, and is of no help. I
haven't tried the DX8 one. I guess I will try it, but if it'd solved
the problem, I suppose the OpenGL would too, being from the same
author.
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Ehud Shapira

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Since: Jan 09, 2007
Posts: 4



(Msg. 4) Posted: Tue Feb 06, 2007 2:55 pm
Post subject: Re: Any way to fix ugly fog in UT99? [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

Checked it now. Same with the D3D8 renderer from Chris Dohnal.
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