Smooth can you add more resolutions into the Menu?
Additional Graphics Settings - Help Wanted!
[QUOTE=spookify;531452]Few Questions:
The two Below Commands I could NOT get to work last night… What File do I put them in and where? Do I also need to make the final a “Read Only”?
Where and “how” do I put in this command:
Bindings=(Name="F11", Command="PostProcessAAType 0 | FogDensity 0 | BloomSize 0 | ColorGrading 2 | SetFOVSensitivityScale 0.5 | RawInputUpdateTest true | showhudcentre", Control=False, Shift=False, Alt=False, bIgnoreCtrl=False, bIgnoreShift=False, bIgnoreAlt=False)
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If you put exp.: FogDensity 0 into this file: ConsoleVariables.ini, the command will autorun. That’s the only one that i used, and it worked, so i guess it would work with the rest of the commands as well.
[QUOTE=chickenNwaffles;531463]Settings these (both?) to 1 makes explosives invisible and mines have no outline. In my experience, 400 is fine, but maybe even a value of 2 will make explosives visible (I haven’t really experimented).
My Cfg > all[/QUOTE]
no offence m8 but i get over twice the fps using mine
will summarize what each line i changed does tomorrow
Not graphics related of course but can we have TTSEnabled as an option (text to speech for chat etc.)
[QUOTE=Kroad;531477]no offence m8 but i get over twice the fps using mine
will summarize what each line i changed does tomorrow[/QUOTE]
That’s because you have OneFrameThreadLag=True
Meanwhile Chicken has OneFrameThreadLag=False
Sooo yeah…
Sometimes it’s not all about FPS.
[QUOTE=JBRAA;531361]Thanks Smooth for asking for help! And great news about “Minimal” graphics option. <3
MaxParticleVertexMemory=400 // 130000+ is default after opening game first time (which seems like a bug). 400 is default before opening game first time and seems to have full explosion effects etc. 300 removes own bullet tracers (which is nice if you want to achieve that. 270 seems to be lowest without removing explosions or elements on aurastations, mines etc. 1=Explosions gone)[/QUOTE]
255 to 256 makes the difference here.
Very good iniciative sharing with te comunity these settings!
[QUOTE=spookify;531480]That’s because you have OneFrameThreadLag=True
Meanwhile Chicken has OneFrameThreadLag=False
Sooo yeah…
Sometimes it’s not all about FPS.[/QUOTE]
oh yeah
I’m an idiot D:
A lot of the important commands have already been mentioned. Some issues remain, though, particularly with regards to the streaming commands. I see from the OP that you’re considering clamping several of the streaming commands to default values. Please don’t do this. Instead I would like you to add a menu setting that turns streaming on or off. The commands and values needed to turn streaming off properly are:
PoolSize=2048 // Raising this value in combination with low texturegroup settings is what allows for everything to be retained in memory rather than being streamed in – too low poolsize or too high texturegroup values may result in black textures when streaming is turned off through the values below.
bUseTextureStreaming=False
bUseBackgroundLevelStreaming=False
MipFadeInSpeed0=0
MipFadeOutSpeed0=0
MipFadeInSpeed1=0
MipFadeOutSpeed1=0
LightmapStreamingFactor=0
ShadowmapStreamingFactor=0
UsePriorityStreaming=False
UseDynamicStreaming=False
The streaming system is a leading cause of stuttering and fps fluctuations, and I personally have a hard time enjoying the game when it’s active. I would love to see this as an option ingame, but at the very least don’t prevent us from turning it off through the config. These commands are all exclusively tied to the streaming system and have no exploitative effect.
With regards to the texturegroup, MaxLODSize below 64 seems to create issues with the UI, such as kill symbols etc. not displaying properly. MinLODSize of 32 and Max of 64 therefore seems like reasonable numbers for the low graphics settings preset (or a new ultra low preset).
Exploitative commands that should be clamped:
ShadowTexelsPerPixel (a value of 0 removes shadows)
MaxParticleVertexMemory (just clamp this to 400)
As a slight digression, I would really like to see a setting to turn off badge notifications (visual and sound). I don’t care that I got a triple kill or whatever and the BONK sound can be really distracting when you’re trying to listen to footsteps, teammates calling positions, etc. The visuals can be turned off through the ShooterUI.ini, but I haven’t found any way to turn off the sound effect.
I’ll also mention that I read somewhere that the lookrightscale and lookupscale commands in shooterinput.ini affect mouse movements and should be set to 0. I haven’t tested myself if they have any effect.
I do not know anything about cfg stuff, but you guy are awsome and sexy!
[QUOTE=BAMFana;531487]
As a slight digression, I would really like to see a setting to turn off badge notifications (visual and sound). I don’t care that I got a triple kill or whatever and the BONK sound can be really distracting when you’re trying to listen to footsteps, teammates calling positions, etc. The visuals can be turned off through the ShooterUI.ini, but I haven’t found any way to turn off the sound effect.
.[/QUOTE]
which command did you change?
[ShooterGame.SGUIHUDBadgeNotification]
m_BadgeDisplayTime=0
m_DelayBetweenBadges=0
also give a option to not have the map intro’s play I’m sick of watching them
[QUOTE=BAMFana;531487]A lot of the important commands have already been mentioned. Some issues remain, though, particularly with regards to the streaming commands. I see from the OP that you’re considering clamping several of the streaming commands to default values. Please don’t do this. Instead I would like you to add a menu setting that turns streaming on or off. The commands and values needed to turn streaming off properly are:
PoolSize=2048 // Raising this value in combination with low texturegroup settings is what allows for everything to be retained in memory rather than being streamed in – too low poolsize or too high texturegroup values may result in black textures when streaming is turned off through the values below.
bUseTextureStreaming=False
bUseBackgroundLevelStreaming=False
MipFadeInSpeed0=0
MipFadeOutSpeed0=0
MipFadeInSpeed1=0
MipFadeOutSpeed1=0
LightmapStreamingFactor=0
ShadowmapStreamingFactor=0
UsePriorityStreaming=False
UseDynamicStreaming=False
The streaming system is a leading cause of stuttering and fps fluctuations, and I personally have a hard time enjoying the game when it’s active. I would love to see this as an option ingame, but at the very least don’t prevent us from turning it off through the config. These commands are all exclusively tied to the streaming system and have no exploitative effect.
With regards to the texturegroup, MaxLODSize below 64 seems to create issues with the UI, such as kill symbols etc. not displaying properly. MinLODSize of 32 and Max of 64 therefore seems like reasonable numbers for the low graphics settings preset (or a new ultra low preset).
Exploitative commands that should be clamped:
ShadowTexelsPerPixel (a value of 0 removes shadows)
MaxParticleVertexMemory (just clamp this to 400)
As a slight digression, I would really like to see a setting to turn off badge notifications (visual and sound). I don’t care that I got a triple kill or whatever and the BONK sound can be really distracting when you’re trying to listen to footsteps, teammates calling positions, etc. The visuals can be turned off through the ShooterUI.ini, but I haven’t found any way to turn off the sound effect.
I’ll also mention that I read somewhere that the lookrightscale and lookupscale commands in shooterinput.ini affect mouse movements and should be set to 0. I haven’t tested myself if they have any effect.[/QUOTE]
Good post only why is removing shadows and removing explosions ‘exploitatative’? If anything you take away things from your own experience. Can understand MaxParticleVertexMemory in the sense that some abilities(Redeye) would require smoke particles to be clamped but a better solution would be a different particle group for smoke. That way explosions can be switched off and smoke remains enabled.
Lookupscale and lookrightscale are basically the multipliers for mouse sensitivity. having them on anything other than 0 is what creates the weird accel feeling in UE3 games. See it as FovSensitivityScale for when you are not in ADS. Having 0 simply makes mouse movement more precise and more responsive.
[QUOTE=adeto;531563]Good post only why is removing shadows and removing explosions ‘exploitatative’? If anything you take away things from your own experience. Can understand MaxParticleVertexMemory in the sense that some abilities(Redeye) would require smoke particles to be clamped but a better solution would be a different particle group for smoke. That way explosions can be switched off and smoke remains enabled.
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explosions do block the view. I literally cant see $hit behind Airstrikes for half a second, and that is a lot.
So if i remove explosions, i will be in advantage.
[QUOTE=adeto;531563]Good post only why is removing shadows and removing explosions ‘exploitatative’? If anything you take away things from your own experience. Can understand MaxParticleVertexMemory in the sense that some abilities(Redeye) would require smoke particles to be clamped but a better solution would be a different particle group for smoke. That way explosions can be switched off and smoke remains enabled.
Lookupscale and lookrightscale are basically the multipliers for mouse sensitivity. having them on anything other than 0 is what creates the weird accel feeling in UE3 games. See it as FovSensitivityScale for when you are not in ADS. Having 0 simply makes mouse movement more precise and more responsive.[/QUOTE]
I don’t really think shadows are a big deal in this game, so I guess it might be exaggerating to call it exploitative. Maybe just enable it as a menu option instead of clamping it. The explosion effects in DB (airstrikes, kira laser, etc.) are so large and opaque that sometimes you can’t see ****. An airstrike essentialy functions as a 2-second smoke screen for anyone not caught in the blast. Turning explosions off gives you a very tangible advantage against players who have explosions enabled, since you can continue shooting them through the explosion while they can’t. I’ll happily play with explosions off for as long as it’s allowed, but I personally think they should be forced on for everyone.
Yeah, that’s how I understood it as well and I play with them at 0 but can’t say for sure if I noticed any difference when I started using it. However, I remember reading some UE3 tweaking guide that said these settings might not have any effect anymore. I haven’t tested the actual effect it has, but I guess it makes sense to just set them to 0 regardless.
[QUOTE=BAMFana;531565]I don’t really think shadows are a big deal in this game, so I guess it might be exaggerating to call it exploitative. Maybe just enable it as a menu option instead of clamping it. The explosion effects in DB (airstrikes, kira laser, etc.) are so large and opaque that sometimes you can’t see ****. An airstrike essentialy functions as a 2-second smoke screen for anyone not caught in the blast. Turning explosions off gives you a very tangible advantage against players who have explosions enabled, since you can continue shooting them through the explosion while they can’t. I’ll happily play with explosions off for as long as it’s allowed, but I personally think they should be forced on for everyone.
Yeah, that’s how I understood it as well and I play with them at 0 but can’t say for sure if I noticed any difference when I started using it. However, I remember reading some UE3 tweaking guide that said these settings might not have any effect anymore. I haven’t tested the actual effect it has, but I guess it makes sense to just set them to 0 regardless.[/QUOTE]
After I changed them to 0 mouse movements felt much more responsive and direct(before I always felt it was ‘off/awkward’) could be placebo ofc, but coming from Quake engine games where mouse movement options are literally perfect, UE3 just felt weird to me before I used these commands.
The explosion thing, don’t know how much I agree with the 2 second smoke screen thing, but then again even if that was true having the option to have them on or off puts it in the players choice rather than forcing something. If a player chooses to have explosions on they create their own disadvantage imo :p. That said, turning off explosions etc also removes things like mine indicators so you could argue that both choices have up and down sides.
From being admin, I can tell there are 2 sorts of people, ones who don’t care about graphics, e.g. most players posting in this thread; and those which want it all on. Since its not really fair; it could be an option to have servers where everything is forced on.
Well I don’t like that and most likely will never play there; but I know at least one personally, and about 20 Internet friends which would love that knowing that the enemy sees the sane. Alas maybe they should go play arma or something…
Edit: got a wtf rating 
Just saying, instead of locking down graphics, might be an idea to have servers where it’s forced on.
Obviously that has positive and lots of negative aspects… anyway this was just an idea for SD.
One thing I noticed while watching a stream is that they had completely removed explosions. I think someone mentioned this already, but if not… this is completely unacceptable. Explosions should be something that you cannot remove visually even if you wanted to.
Oh please, don’t be silly. Removing explosions is actually a disadvantage if anything.
You can change that by limiting MaxParticleVertextMemory and MaxFluidNumVerts to values higher than 1. 400 seems to be ok, but you might be able to go lower.
This setting does NOT effect the quality of the explosions – well, not as much as the TEXTUREGROUP block does.
[QUOTE=chickenNwaffles;531580]Oh please, don’t be silly. Removing explosions is actually a disadvantage if anything.
You can change that by limiting MaxParticleVertextMemory and MaxFluidNumVerts to values higher than 1. 400 seems to be ok, but you might be able to go lower.
This setting does NOT effect the quality of the explosions – well, not as much as the TEXTUREGROUP block does.[/QUOTE]
Setting MaxParticleVertexMemory to 300 keeps the explosions and other effects like mine glow on the screen but it removes muzzle flash and smoke from the explosions so you can see through them. This is a win-win situation.
