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Featured Replies

Texture streaming is something that just can't be turned off in UT3, so there is no good way to remove that kind of shutter.

 

Still, many other games with UT3 engine stream everything, and have no issues with shutter, so these things are pretty much a band aid until Obsidian delivers a proper fix.

A lot of games have ways of covering up the streaming. If you disable the loading movies in Gears of War, for example, you'll see that the game actually streams in all the textures the same way that it does in any other game, but uses the loading movies to mask it. Meanwhile, a game like Borderlands doesn't have much pop-in, but it does have some. The wide-open levels coupled with a more gradual LOD system likely goes a long way towards hiding the texture popping, but it's still there. It all comes down to clever optimisation methods, like pre-loading characters into memory that you are absolutely sure are going to appear in a scene, using cutscenes and camera angles to hide streaming transitions, etc.

Edited by sea

I had the mouse jerking issue, and it made both playing the game and the hacking minigame extremely frustrating. I tried all the .ini fixes I could, but so far the only thing that worked 100% for me is plugging in a 360 controller. Once I did that, the game played just fine, no stuttering, no tearing, all the controls worked flawlessly.

Wait, even if you continued to use keyboard and mouse? O_o
No, I mean to say that the console controller is really the only way I can play the game on the PC.

 

With the 360 controller, there is no graphical tearing, no jumping, nothing. All the minigames work fine and the character's movement on screen is fluid.

 

With mouse and keyboard, none of the above is true for my system.

 

I am running an Intel Core Duo 3.16 with 4 GB of DDR3 RAM, a nVidia GeForce GTX 275 video card with the most recent drivers, with a machine that have virtually no background programs running while I run games. I can run most games at 1920x1200 resolution with settings up to max with acceptable framerates, including this one, but only with a 360 controller. With a mouse and keyboard, well, even after trying every single .ini fix on this forum, I had no luck. With the controller, it's beautiful.

 

I've read as much as I can in this forum, and without trying to sound like a troll or a fanboy, I will say this: I like this game, I really do. It's like some of the best parts of Splinter Cell, Mass Effect, and Burn Notice (three of my absolute favorite things) all rolled into one game. I do not like, however, the workaround to make this work on my PC. I own a 360, which is why I had the controller to use, had I known that the PC controls were not functioning as they should be, I would not have purchased the game for the PC, but rather opted for the 360 version. For everyone else, it's a $40-60 attachment of limited utility.

While I was experimenting to see if this game would run on my 1201N netbook, I found another tweak.

 

You see, while disabling background streaming helps a bit with instant shutter, and OneFrameThreadLag=False with shutter when frame rate is not ideal 60fps, neither helps when frame rate drops below 20fps. Since with my ION netbook frame rate can drop to 10fps or less, mouse shutters like mad and game is pretty much unplayable in that condition (although average fps is around 20 at 1024x600 resolution).

 

What I discovered later, was that in APInput.ini, if bEnableMouseSmoothing is set to false (two entries in same file), and used together with OneFrameThreadLag=False and UseVsync=False from APEngine.ini, mouse control gets much more responsive with low frame rates.

Edited by player1

Spell Fixes compilation for Neverwinter Nights 2, as well as my other submissions for this great game.

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