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high rated
This has been mentioned in another thread but I think that it deserves its own.

Mod can be downloaded here:
https://www.gamepressure.com/download.asp?ID=76535

More info from the page:
DirectX11 Renderer is a mod for Clive Barker’s Undying, created by darknovismc (Marcin Nowicki). If you appreciate the creator’s hard work and want to motivate him to make updates, then please support him with small donations (Ctrl+V in the browser window after launching game or here: www.paypal.com/paypalme/darknovismc )

Description:
DirectX 11 renderer for Clive Barker’s Undying and other games built on Unreal 1 engine.
These dll extensions allow you to play these games on full HD resolution with features like:
- ASSAO- ambient occlusion which gives realistic ambient lightning and shadownig effects.
- Screen Space Reflection - imitates reflective and shiny surfaces
- Tesselation - increases mesh complexity, gives smoothess and roundess to characters and game objects.
- HDR - simulates light adaptation, adds more vivid colors
- Parallax Occlusion Mapping - adds bumpiness on near to camera surfaces and more.
Post edited January 18, 2021 by J234
I just tried it out and it looks amazing with the recommended normal/height maps! However, it doesn't seem to offer widescreen resolutions. Does anybody know if the DX11 renderer is compatible with the widescreen patch?
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Rivian: I just tried it out and it looks amazing with the recommended normal/height maps! However, it doesn't seem to offer widescreen resolutions. Does anybody know if the DX11 renderer is compatible with the widescreen patch?
It is but you need to disable coronas in system.ini after installing dx11 renderer.
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Rivian: I just tried it out and it looks amazing with the recommended normal/height maps! However, it doesn't seem to offer widescreen resolutions. Does anybody know if the DX11 renderer is compatible with the widescreen patch?
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lukavukic: It is but you need to disable coronas in system.ini after installing dx11 renderer.
Perfect, thanks for info! I'll try it out!
-I must understand that this renderer does stretch the screen? the aspect ratio is not respected in 4:3 resolutions. Any option or advice to modify it?

-Does the automatic FOV work as intended?

-Are the bumpmapping and or tesselation features functional or visible in a vanilla state?, I mean, without downloading any of the optional bumpmaps etc.

-In case the external widescreen mod is functional with this renderer is it compatible with any of the translations not available in the gog version? any glitch of possible problems?

Thanks in advance
This dx11 patch is probably the best way to play the game, but is absolutely garbage in terms of documentation, and actually fixing problems like the resolution crash bug above 1080p. I believe it bypasses older dx code, making the "LegacyD3DResolutionHack" unusable. The author should have realized this and fixed the problem, but no. It works only in the sense of randomly crashing in certain areas that trigger the bug, which require you to run that section in 1080p. Therefore, I run the game in a window, with fullscreen set to 1080p for those areas.

The documentation doesn't explain the settings enough, and it's placed randomly throughout the readme. You have to guess at most of them, and bump mapping will not work if you do not set values to things like ParallaxRange, which is default to 0. Parallax is different from bump mapping, but I honestly don't notice any improvement unless I enable parallax, and it doesn't enable without setting the range. Which is NOT properly documented.

FastAltTab doesn't seem to do anything, as every time you alt-tab from full screen, it pauses to reload for no legitimate reason, while windowed mode has no issue. I ended up playing in windowed mode using borderless gaming.

SSR is cool, but SSRFresnelAmount/etc is not properly documented, so I don't know what the range does. You can maybe figure out half of the settings from the documentation, and be left guessing everything else.

HDR may or may not work properly in windowed mode. If not, it will constantly re-adjust for no reason. I think I got it working, but I have no clue what causes it to bug out. edit: seems to be associated with resolution bug, when running less than native resolution in a window.

The AI upscaling pack breaks blood pool transparency, and SSR on transparency, so that's a thing. Probably should be removed from the pack. It adds nothing anyway, so I don't know why it was included. edit: This could possibly be due to losing transparency data in the conversion process. I've had positive results using XnConvert for other old games.
Also, it's pretty hilarious that Unreal Tournament supported S3TC compressed textures that you could run on a 64 Megabyte videocard, yet these new renderers don't do compression afaik, which ruins the lives of people with low memory video cards. I got 8GB, but texture compression would allow 2-3GB cards to use these texture packs, which was standard for early dx11 hardware, and the hardware shortage probably means there are plenty of people still using them. Typical issue with every game that supports texture mods, as none of them compress, and you're left with wasting VRAM, and 32-bit memory limit issues.

Texture filtering with default settings doesn't seem to work, but as soon as I turned on the other options, the mipmaps come back and require anisotropic filtering to be enabled, which is default to 0. Something is buggy here.

Color quality and lighting.... Pretty crap without HDR. The game seems to be rendering internally @ 16-bit, which is typical of old 3dfx era games, which most got patched, but this dx11 renderer doesn't seem to do good 16-32 conversion like other game patches. Also, the lighting seems more original using OneXBlending. edit: could be low quality source textures, but that's been addressed in other games, unless it's so bad nobody knows how to fix it.

AutoFOV seems to work, and you only need to manually set your resolution in the system.ini file. This means coronas work, unlike the widescreen patch. Speaking of, that patch either crashes outright, or doesn't have working corona effects. The widescreen patch only fixes the game using GLIDE or old dx, and does nothing for the dx11 renderer, which will still crash above 1080p. Therefore you don't need it for dx11, and the game looks better without it.

Vsync. Don't enable it. I think it's broken, or only works under specific conditions. Didn't work for me.

DXVK.... Works better than native dx11. So that's a thing.
Audio: Use IndirectSound. EAX with ALchemy sounds better, but muffles the hell out of the cutscene dialogue, which some of them are bad enough without echoing. One of the features (spatial?) is NOT listed in the preferences menu, and requires editing the system.ini.
Glide: ... I don't know why people would use this, outside of the dx11 issues, but Nglide is generally superior to dgVoodoo for performance and plugnplay use. dgVoodoo is generally my last resort for anything, as it doesn't really properly fix anything it claims to, especially the DX modes. The widescreen patch isn't even using up to date versions
edit: DDraw.dll from dgVoodoo crashes the game on load. If anyone has crashing issues with the widescreen patch, delete this file. This is why I don't use dgVoodoo. It doesn't ever work right. For example, the intro video creates a black background screen, but dgVoodoo's ddraw.dll breaks this black screen, much like everything else it doesn't do right.
edit2: GOG has it's own special ddraw.dll wrapper they release for other games, but not undying. I have no idea what it's based from, or why file size differs when the version # is the same. I copied the file from dungeon siege.

So anyway, you can get a nice modern experience with dx11, but there's still a bunch of issues that require fiddling.
Post edited June 19, 2021 by Entropy.971
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Entropy.971:
Thanks for your answer.
As for blood decals - I think you should just delete them.

There is some bug with DirectX 11 renderer and the way it treat transparent textures/the way transparent textures were treated in original game. So I couldn't create a proper upscaled texture.
Ok, I uploaded a new version of the upscale mod with blood decals deleted and created mipmaps for all the textures

https://www.moddb.com/mods/clive-barkers-undying-esrgan-pack
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Vindoza:
So to clarify:

The order of the install should be:
DX11 Renderer
Undying Renewal
ESRGAN

From the description of Renewal, I assume that the normal and height maps are included in that one?

Edit: So I Installed those 3 plus the normal/height maps. The only issue so far, while not gamebreaking, has been areas with fog become basically textureless. Pickups are not visible in those areas. Any way to fix this?
Post edited October 23, 2021 by ShadowWulfe
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ShadowWulfe: The only issue so far, while not gamebreaking, has been areas with fog become basically textureless. Pickups are not visible in those areas. Any way to fix this?
Using scrye in foggy areas should help.
Post edited December 22, 2021 by J234
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ShadowWulfe: Edit: So I Installed those 3 plus the normal/height maps. The only issue so far, while not gamebreaking, has been areas with fog become basically textureless. Pickups are not visible in those areas. Any way to fix this?
Can you do a screenshot?
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Vindoza:
Finished it a while back and already uninstalled due to low disk size, but ended up doing the Scrye trick as mentioned and it helped for the most part.
huh

im uploading a video now of the game running better in DX12...will make a new thread here with url for all to see
This is the only solution that worked for me,but the journal is not scaled properly.Anyone managed to get dx11 working with widescreen ?
I'm using it, too, but just installing the current GOG version, plus the widescreen patch allows the game to run fine @ 1080P in Win11 22621.100.

Remember that the widescreen patch requires you to use the Glide renderer, which because of the patch allows you to set 32-bits and up to 1920x1080. nGlide is using the D3d12 backend for rendering. But I still can't get > 1080P to run without page-fault crashes. 1080P is perfectly stable, though.