Robo-
"Honest question here, have you been playing UT a lot with the patch? I've heard very conflicting opinions about its stability. Lots of peeps are bitching about missing/tearing textures, etc. on some maps."
Through the entire one player game start to finish four different times not to mention hundreds of "practice" matches and replaying portions of the one player game testing various things with alternating number of bots. All my "spare" time for the last couple of weeks has been devoted to UT and this patch in one way or another(including getting a Linux install up and running on my PC).
I have had well over a hundred emails, possibly two or three hundred(my HD got wiped thanks to PartMgc last week and I hadn't counted them all up, my last backup was two weeks prior to writing the article) about various problems with many different boards. To date, I have been able to fix every issue with supported hardware that I have had time to figure out with the exception of the Radeon and oddly enough the S3 boards(MetaL doesn't work under Win2K), aside from some Z-Buffer problems with Rage128 boards(and is appears now the Radeon also, but no confirmation from ATi yet).
Certain boards need to have certain tweaks in place. I am working on a troubleshooting guide for it, and have been tryig to get information on all the boards. As of now, I have very little on the Radeon and
NONE on the V5(wanna give it a shot?). The patch does offer significantly better performance for every other board allowing you have enough system RAM(the S3 textures make UT even more of a pig unfortunately, far less of an issue under Linux). Rage128, TNT1/2 and MatroxG400 users all have given me feedback about enjoying the increased performance and superior visual quality over the D3D code or native OpenGL, even though it doesn't enable S3TC for them. Some of these boards need an additional tweak in the .ini file here or there, but they all work very well when setup properly.
"Remember, it's 16-bit artwork at its source. If the 16-bit is rendered properly, it's as good as it can get in UT. Ain't no "true" 32-bit art there to be rendered."
Anything that has native transparency benefits greatly from 32bit, not to mention one of the issues with the OpenGL UT code, even in non patched mode, leaves some rather serious tearing issues and missing textures due to 16bit Z-buffer(the first time I have ever in a game seen 32bit Z be a requirement for proper display btw). You need to use a 32bit Z-Buffer which has been somewhat problematic for ATi users(though I assume by lack of complaints this problem has been fixed with Matrox boards).
If you are bored or whatever at some point, I would greatly appreciate someone trying to run the OpenGL.dll file on the V5, even though it doesn't support texture compression. I know, Glide will almost certainly still be better, but it won't hurt anything if any V5 owners just try it out. It works with the 4.28 or 4.32 patch and you only need to overwrite you OpenGL.dll file, which you could backup and save so you don't lose it if you find the patch intollerable
I'm trying desperately to get a full report from every reasonably current video card on the market with this patch, I've combed over so many .ini and .log files that I am getting to the point where a quick scan tends to point out 75% of all problems, and I would be greatly appreciative if anyone feels curious themselves and happens to own a V5 if they could give me some feedback(
I'M Begging here in case noone has figured it out yet
).