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Antichamber

From PCGamingWiki, the wiki about fixing PC games
Antichamber
Antichamber cover
Developers
Alexander Bruce
macOS (OS X) Minority
Linux Minority
Engines
Unreal Engine 3
Release dates
Windows January 31, 2013
macOS (OS X) February 18, 2014
Linux February 18, 2014
Reception
Metacritic 82
IGDB 83
Taxonomy
Monetization One-time game purchase
Microtransactions None
Modes Singleplayer
Pacing Real-time
Perspectives First-person
Controls Direct control
Genres Action, Puzzle, Metroidvania
Art styles Stylized
Antichamber on HowLongToBeat
Antichamber on IGDB
Antichamber on MobyGames
Antichamber on Wikipedia

Key points

Developer has released his own 'Issues and temporary workarounds' guide
Only supports one save at a time.[1]

General information

Steam Community Discussions
Antichamber FAQ by Developer on Steam Community Discussions page for Antichamber

Availability

Source DRM Notes Keys OS
Humble Store
DRM-free
Icon overlay.png
Windows
macOS (OS X)
Linux
Steam
DRM-free after installation through Steam client (notes may include more details)
Windows
macOS (OS X)
Linux

Essential improvements

Skip Unreal Engine video

Delete or rename movie file[citation needed]
  1. Go to <path-to-game>/UDKGame/Movies/
  2. Delete or rename UE3_logo.bik.

Notes

Editing the configs to not load UE3_logo does not work.

Game data

Configuration file(s) location

System Location
Windows <path-to-game>\UDKGame\Config\[Note 1]
macOS (OS X) <path-to-game>/Antichamber.app/Contents/Resources/UDKGame/Config/
Linux $XDG_DATA_HOME/AlexanderBruce/Antichamber/UDKGame/Config/
This game follows the XDG Base Directory Specification on Linux.

Save game data location

System Location
Windows <path-to-game>\Binaries\Win32\SavedGame.bin[Note 1]
macOS (OS X) $HOME/Library/Application Support/Unreal Tournament 3/
Linux $XDG_DATA_HOME/AlexanderBruce/Antichamber/SavedGame.bin

Save game cloud syncing

System Native Notes
Steam Cloud

Video

Video settings.
Video settings.

Graphics feature State WSGF Notes
Widescreen resolution
Some resolutions not listed; see Widescreen resolution.
Multi-monitor
Works, if res(+fov) is changed in console.
Ultra-widescreen
4K Ultra HD
Custom launch resolutions can be set inside an ini file; see Widescreen resolution.
Field of view (FOV)
Input fov X, X being a number, in the console to change your FOV.
Windowed
Borderless fullscreen windowed
See the glossary page for potential workarounds.
Anisotropic filtering (AF)
Textures are nearly nonexistent most of the time though.
Anti-aliasing (AA)
See the glossary page for potential workarounds.
Vertical sync (Vsync)
60 FPS
Game physics will malfunction at high frame rates, do not recommend exceeding 60, see High frame rate.
120+ FPS
See High frame rate.
High dynamic range display (HDR)
See the glossary page for potential alternatives.

Widescreen resolution

Many common resolutions are not available on the options menu.
Edit DefaultEngine.ini[2]
  1. Go to the configuration files location.
  2. Open DefaultEngine.ini
  3. Search for [SystemSettings] and Change ResX (width), ResY (height) and FullScreen values to the desired resolution values.

High frame rate

Forces standard V-sync on regardless of in-game setting, which prevents Adaptive V-sync, causes drops to 60FPS almost constantly (aka stuttering).
Game's physics will malfunction at high frame rates, recommend capping below value to 62 (i.e. 60FPS).
Change frame rate smoothing[citation needed]
  1. Go to the configuration files location.
  2. Open UDKEngine.ini.
  3. Search and change bSmoothFrameRate to FALSE or raise MaxSmoothedFrameRate value.
  4. Save file.
For more information, see the Unreal Engine 3 page.

Input

Remapping

Edit UDKInput.ini[1]
  1. Go to the configuration files location.
  2. Open UDKInput.ini.
  3. Under the [Engine.PlayerInput] section find Bindings=(Name="W",Command="GBA_MoveForward".
  4. Change it and the Binding=... commands near it with your preferred input keys by changing Name="[Key]".

The following commands are used:

  • GBA_Jump
  • GBA_MoveForward
  • GBA_Backward
  • GBA_StrafeLeft
  • GBA_StrafeRight
  • GBA_Jump
  • GBA_Fire
  • GBA_AltFire
  • StartTriFire

Audio

Audio feature State Notes
Separate volume controls
Surround sound
2.0 Stereo
Subtitles
No speech.
Closed captions
Mute on focus lost
Royalty free audio

Localizations

Language UI Audio Sub Notes
English
Russian
Fan translation by ZoG Forum Team

VR support

3D modes State Notes
Native 3D
Nvidia 3D Vision
TriDef 3D
iZ3D
vorpX
G3D
Official supported game, see official vorpx game list.

Issues unresolved

Crash when drawing loops or cubes

From the developer: "I am aware that the algorithm for this can go a bit crazy and cause the game to crash if you try to do it with large or dense structures."[2]

Issues fixed

Update PhysX[2]

Install the latest Nvidia PhysX System Software.

Other information

API

Technical specs Supported Notes
Direct3D 9
OpenGL 2.0 OS X and Linux only.
Shader Model support 3
Executable 32-bit 64-bit Notes
Windows
macOS (OS X)
Linux

Middleware

Middleware Notes
Physics PhysX
Input SDL2 OS X and Linux only.
Cutscenes Bink Video

System requirements

Windows
Minimum Recommended
Operating system (OS) XP SP2, Vista, 7
Processor (CPU) 2.0+ GHz or better
System memory (RAM) 2 GB
Hard disk drive (HDD) 1 GB
Video card (GPU) Nvidia GeForce 8000 series or higher
DirectX 9.0c compatible
Shader model 3.0 support


Notes

  1. 1.0 1.1 When running this game without elevated privileges (Run as administrator option), write operations against a location below %PROGRAMFILES%, %PROGRAMDATA%, or %WINDIR% might be redirected to %LOCALAPPDATA%\VirtualStore on Windows Vista and later (more details).

References