D3D11 moiré effect
D3D11 moiré effect
So I give UT v469 another try because I did not like it in earlier versions. I use it with D3D11 video driver and I notice some moiré effect in some maps that I dont have or less with D3D9 video driver in UT 436 and 469.
Example with the stairs of Soccer Stadium:
D3D11:
D3D9:
Any settings advice to remove or reduce this moiré effect?
Example with the stairs of Soccer Stadium:
D3D11:
D3D9:
Any settings advice to remove or reduce this moiré effect?
-
Barbie
- Site Admin
- Posts: 345
- Joined: Thu Nov 08, 2018 7:12 am
- Has thanked: 7 times
- Been thanked: 23 times
Re: D3D11 moiré effect
Sorry, concerning graphics I'm out. Maybe ask on Github or Discord.
But I can show my settings and visuals:
But I can show my settings and visuals:
- Attachments
-
- Moiré@Direct3D11.jpg (677.23 KiB) Viewed 12688 times
-
- Moiré@Direct3D9.jpg (693.21 KiB) Viewed 12688 times
Re: D3D11 moiré effect
Please can you share your D3D11 settings in [D3D11Drv.D3D11RenderDevice] from UnrealTournament.ini?
Re: D3D11 moiré effect
@OVH:
What's your card? Nvidia? Or Radeon?
I can check-compare (have different), since usually it might look different on different cards
Asking because I have same issue on NVIDIA too
On your screens d3d9 lines have some kind of Edge Anti-aliasing, and on DX11 all lines are more jagged Unless it's a driver or UT thing , this usually should improved by "Anti-aliasing" setting.
try this, to get rid of this effect "almost completely" (fast card might be needed tho): Result: Also for DX11 you can try "DXVK" wrapper (at least GeForce 700/Radeon HD7000 required), to improve performance on Windows Vista-7-8-10-11 (because AA might be expensive on some cards)
Just put the 32-bit DLL's into UT folder
You might also try the new "Vulkan" renderer. It's very fast , and doesn't load card at all.
What's your card? Nvidia? Or Radeon?
I can check-compare (have different), since usually it might look different on different cards
Asking because I have same issue on NVIDIA too
On your screens d3d9 lines have some kind of Edge Anti-aliasing, and on DX11 all lines are more jagged Unless it's a driver or UT thing , this usually should improved by "Anti-aliasing" setting.
try this, to get rid of this effect "almost completely" (fast card might be needed tho): Result: Also for DX11 you can try "DXVK" wrapper (at least GeForce 700/Radeon HD7000 required), to improve performance on Windows Vista-7-8-10-11 (because AA might be expensive on some cards)
Just put the 32-bit DLL's into UT folder
You might also try the new "Vulkan" renderer. It's very fast , and doesn't load card at all.
-
Barbie
- Site Admin
- Posts: 345
- Joined: Thu Nov 08, 2018 7:12 am
- Has thanked: 7 times
- Been thanked: 23 times
Re: D3D11 moiré effect
OVH wrote: Mon Aug 17, 2026 4:45 pm Please can you share your D3D11 settings in [D3D11Drv.D3D11RenderDevice] from UnrealTournament.ini?
Code: Select all
[D3D11Drv.D3D11RenderDevice]
LightMode=Normal
GammaMode=D3D9
AntialiasMode=Off
RefreshRate=0
LODBias=0.000000
BloomAmount=128
Bloom=False
HdrScale=128
Hdr=False
GrayFormula=1
Saturation=255
Contrast=128
LinearBrightness=128
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.000000
GammaCorrectScreenshots=True
UsePrecache=True
UseVSync=True
UseLightmapAtlas=False
DetailTextures=True
DescFlags=1
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
UseDebugLayer=False
VRSBSHalf=False
VRScaleHudMeshes=False
VRMirrorMode=1
VRBrightnessOffset=0.000000
VRBrightnessScale=1.000000
VRWeaponIPDScale=1.000000
VRHudScaleY=1.000000
VRHudScaleX=1.000000
VRLookMode=0
VRClearZBeforeHud=True
VRHeightOffset=0.000000
VRResScale=1.500000
VRCrosshairDepth=150.000000
VRUIDepth=150.000000
VRHudBottomY=0.700000
VRHudDepthBottom=30.000000
VRHudDepth=150.000000
VRWorldScale=52.500000
UseVR=FalseRe: D3D11 moiré effect
Thanks. Aphex can you do the same please? Because in your screenshot some settings are missing.Barbie wrote: Mon Aug 17, 2026 7:08 pmOVH wrote: Mon Aug 17, 2026 4:45 pm Please can you share your D3D11 settings in [D3D11Drv.D3D11RenderDevice] from UnrealTournament.ini?Code: Select all
[D3D11Drv.D3D11RenderDevice] LightMode=Normal ...................... UseVR=False
Yes its a Nvidia. In some maps antialiasing is making things worse. For example in BoomDockBridge the wall of containers outside is horrible and much better looking without AA.Aphex wrote: Mon Aug 17, 2026 5:15 pm I have same issue on NVIDIA too
Unless it's a driver or UT thing , this usually should improved by "Anti-aliasing" setting.
try this
So maybe there is something to change in the Nvidia control panel?
Its a wrapper for Linux using Wine. I dont see how it can be better than native Windows support?
Maybe a false positive for D3D11.dll but I dont like that:
https://www.virustotal.com/gui/file/313 ... 9e5baaefff
Vulkan is fast but its using a lot of CPU. And also has the moiré effect.Aphex wrote: Mon Aug 17, 2026 5:15 pm You might also try the new "Vulkan" renderer. It's very fast , and doesn't load card at all.
Re: D3D11 moiré effect
Sure thing!Aphex can you do the same please? Because in your screenshot some settings are missing.
Code: Select all
[D3D9Drv.D3D9RenderDevice]
ZRangeHack=True
NoAATiles=True
NumAASamples=4
UseAA=False
UseSoftwareVertexProcessing=False
UsePureDevice=True
UseTripleBuffering=False
MaskedTextureHack=True
SmoothMaskedTextures=False
SceneNodeHack=True
FrameRateLimit=0
SwapInterval=0
UseFragmentProgram=True
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
CacheStaticMaps=True
UseTexPool=True
UseTexIdPool=True
UseSSE2=True
UseSSE=True
SinglePassDetail=False
SinglePassFog=True
ColorizeDetailTextures=False
DetailClipping=False
DetailMax=2
RefreshRate=0
MaxTMUnits=0
NoFiltering=False
MaxAnisotropy=16
Use565Textures=True
Use16BitTextures=True
UseS3TC=True
UseTrilinear=False
UsePrecache=True
UseMultiTexture=True
MaxLogTextureSize=8
MinLogTextureSize=0
OneXBlending=True
GammaCorrectScreenshots=False
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=0.500000
LODBias=0.000000
DetailTextures=True
DescFlags=1
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=True
SurfaceSelectionColor=(R=0,G=0,B=31,A=31)
UseShaderGamma=Always
Description=Code: Select all
[d3d11drv.D3D11RenderDevice]
LightMode=OneXBlending
GammaMode=D3D9
AntialiasMode=MSAA_4x
RefreshRate=0
LODBias=-8.000000
BloomAmount=128
Bloom=False
HdrScale=128
Hdr=False
GrayFormula=1
Saturation=255
Contrast=128
LinearBrightness=128
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
GammaOffsetRed=0.000000
GammaOffset=1.500000
UseDebugLayer=False
GammaCorrectScreenshots=True
UsePrecache=True
UseVSync=False
UseLightmapAtlas=False
DetailTextures=True
DescFlags=1
Description=
HighDetailActors=True
Coronas=True
ShinySurfaces=True
VolumetricLighting=TrueCode: Select all
[ICBINDx11Drv.ICBINDx11RenderDevice]
DetailTextures=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
NumAASamples=8
NumAFSamples=16
3DLineThickness=1.500000
OrthoLineThickness=1.200000
bDebugSelection=False
bDisableDebugInterface=True
bDisableSDKLayers=True
UseVSync=False
ResolutionScale=1.000000
SceneNodeHack=False
GammaOffset=3.500000
GammaOffsetRed=0.000000
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
bOneXLightmaps=True
bEnableCorrectFogging=True
GammaMode=DX9
AdditionalHDRExpansion=1.000000
UseDX9FlatColor=False
MaskedAlphaReject=0.500000
HDRWhiteBalanceNits=80
DepthDrawZLimit=5000.000000
bUsePrecompiledShaders=False
bUseForcedSampleCount=True
bSmoothHudTiles=True
SmoothMaskedAlphaReject=0.200000
DisableFreeGSync=False
bBicubicLightmaps=True
ScreenFormat=HDR16
AutodetectedWhiteBalance=80
ActorSelectionColor=(R=0,G=255,B=0,A=255)
SurfaceSelectionColor=(R=0,G=0,B=255,A=128)
DescFlags=1
Description=
I think there's no such setting specific for d3d, only "general" ones. But if your card supports some advanced AA like TAA (which may not have these issue), it can be only forced from that Control PanelSo maybe there is something to change in the Nvidia control panel?
It's not only for Linux. Last Win version of Half-life 2 from Steam has this DXVK pre-installed, and you can choose it in launch options.Its a wrapper for Linux using Wine. I dont see how it can be better than native Windows support?
Also one day I played a D3D game on Linux through Wine – it was faster than on Windows
Native Windows support seems only better in XP, which has more direct device access.
Vulcan, on the other hand, is more efficient API than DirectX 11 by design.
DX9 on UT works much faster (and better), but I think it's only question of time until they optimize DX11 renderer as well.
So, for older d3d (lower than 12, which ships by default in Win10) it's much faster to use DXVK even though it's Wrapper.
that's why I advised – it really improves performance. I also didn't believe until I tested – you can also test and decide
Yes false positive.Maybe a false positive for D3D11.dll but I dont like that:
I also asked around, and it seems that this "more moire" is sign of "high precision" in rendering, which may explain why Vulkan also has this. Strange?
And what about OpenGL? There's lots of settings, and it's very fast, faster than Vulkan even.Vulkan is fast but its using a lot of CPU. And also has the moiré effect.
Last edited by Aphex on Tue Aug 18, 2026 10:49 am, edited 1 time in total.
Re: D3D11 moiré effect
I think I found best solution:
Set render device to ICBINDx11Drv.ICBINDx11RenderDevice
And set "Resolution scale" to "3" for DX9 moire look (adjust as desired)
This way no AA is used, so shouldn't be any issues with the other map
Also you might want to adjust GammaOffset and other options as desired (in Preferences through Console) for DX9 look (highlighted in Green)
Screenshot comparison
DX9/DX11 ICbind with ResolutionScale 3 "moired" areas looks pixel-by-pixel same as DX9
Set render device to ICBINDx11Drv.ICBINDx11RenderDevice
And set "Resolution scale" to "3" for DX9 moire look (adjust as desired)
This way no AA is used, so shouldn't be any issues with the other map
Also you might want to adjust GammaOffset and other options as desired (in Preferences through Console) for DX9 look (highlighted in Green)
Code: Select all
[ICBINDx11Drv.ICBINDx11RenderDevice]
DetailTextures=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
NumAASamples=1
NumAFSamples=16
3DLineThickness=1.500000
OrthoLineThickness=1.200000
bDebugSelection=False
bDisableDebugInterface=True
bDisableSDKLayers=True
UseVSync=False
ResolutionScale=3.000000
SceneNodeHack=False
GammaOffset=1.000000
GammaOffsetRed=0.000000
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
bOneXLightmaps=True
bEnableCorrectFogging=True
GammaMode=DX9
AdditionalHDRExpansion=1.000000
UseDX9FlatColor=False
MaskedAlphaReject=0.500000
HDRWhiteBalanceNits=80
DepthDrawZLimit=5000.000000
bUsePrecompiledShaders=False
bUseForcedSampleCount=True
bSmoothHudTiles=True
SmoothMaskedAlphaReject=0.200000
DisableFreeGSync=False
bBicubicLightmaps=False
ScreenFormat=SDR
AutodetectedWhiteBalance=80
ActorSelectionColor=(R=0,G=255,B=0,A=255)
SurfaceSelectionColor=(R=0,G=0,B=255,A=128)
DescFlags=1
Description=DX9/DX11 ICbind with ResolutionScale 3 "moired" areas looks pixel-by-pixel same as DX9
Re: D3D11 moiré effect
There are 3D settings for each program:Aphex wrote: Mon Aug 17, 2026 10:28 pm I think there's no such setting specific for d3d, only "general" ones.
https://docs.nvidia.com/nsight-graphics ... ndows.html
Scroll down to Option 2: Program Settings
Example of settings for CS2:
https://csbepro.com/cs2-article/fps-in- ... uide-2025/
I dont like it. Strange colors and lines.Aphex wrote: Mon Aug 17, 2026 10:28 pm And what about OpenGL? There's lots of settings, and it's very fast, faster than Vulkan even.
More Resolution scale make things worse for me. I set gamma mode to XOpenGL because it look more natural for me DX9 is too bright.Aphex wrote: Tue Aug 18, 2026 10:46 am Set render device to ICBINDx11Drv.ICBINDx11RenderDevice
And set "Resolution scale" to "3" for DX9 moire look (adjust as desired)
This way no AA is used, so shouldn't be any issues with the other map
And I set One X Lightmaps off because its making strange colors and light. Look at the ground the box and the strain at the back of the truck:
With:
Without:
And Anti Aliasing num samples set to 2 is the best to reduce moiré. Also VSync is a must have or its laggy.
Code: Select all
[ICBINDx11Drv.ICBINDx11RenderDevice]
DetailTextures=True
VolumetricLighting=True
ShinySurfaces=True
Coronas=True
HighDetailActors=True
NumAASamples=2
NumAFSamples=16
3DLineThickness=1.500000
OrthoLineThickness=1.200000
bDebugSelection=False
bDisableDebugInterface=True
bDisableSDKLayers=True
UseVSync=True
ResolutionScale=1.000000
SceneNodeHack=False
GammaOffset=0.000000
GammaOffsetRed=0.000000
GammaOffsetBlue=0.000000
GammaOffsetGreen=0.000000
bOneXLightmaps=False
bEnableCorrectFogging=True
GammaMode=XOpenGL
AdditionalHDRExpansion=1.000000
UseDX9FlatColor=False
MaskedAlphaReject=0.500000
HDRWhiteBalanceNits=80
DepthDrawZLimit=5000.000000
bUsePrecompiledShaders=False
bUseForcedSampleCount=True
bSmoothHudTiles=True
SmoothMaskedAlphaReject=0.200000
DisableFreeGSync=False
bBicubicLightmaps=False
ScreenFormat=SDR
AutodetectedWhiteBalance=80
ActorSelectionColor=(R=0,G=255,B=0,A=255)
SurfaceSelectionColor=(R=0,G=0,B=255,A=128)
DescFlags=1
Description=Re: D3D11 moiré effect
You tried "3.000000"? It looks exactly (pixel-by-pixel) as on D3D9 for me, basically solving what you inquired about.More Resolution scale make things worse for me.
I even switched renderers in-game (using "tryrenderdevice), and the jaggies you shown were on same exact places on ICBIND as on D3D9.
What kind of issues?
I mean there's no way to adjust per-renderer. So if you force AA it will be on all renderers.There are 3D settings for each program:
You can try these settings:
You have lags without V-Sync?Also VSync is a must have or its laggy.
Strange, because tt's not how it works. You get tearing when off – but when it's on it adds lags which you feel (screen doesn't react as instant to mouse).
Anyway, I think, these settings worked for me once, when I wanted to decrease lags by disabling Vsync. Try and feel instant response: Set "Min. desired framerate" to match your monitor's Hz.
Just don't set "Framerate Limit" in game, to match your monitor's – you will see "scanning beam" effect, since your monitor and game FPS use slightly different timings, and it's almost impossible to make perfect match.
In DirectX it only works properly when "DirectDraw" is enabled for both Fullscreen and Borderless. If you use other renderer, disable "DirectDraw" (Borderless or both).
StartupBorderless/StartupFullscreen also adjust to your preference.
If you still want VSync, I recommend you still make these changes (to adjust game for DirectX), maybe disable V-Sync (in renderer preferences), and then adjust V-Sync-related options (Force it from there) in Nvidia Control Panel, to reduce lag.