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CrimsoN
2014-02-19, 05:33:09
World of Tanks - 0x0000B2C1

geht wieder - mit 8.11 und FW334.89

http://abload.de/img/zwischenablage01pckcc.jpg

SGSSAA ist leider immer noch buggy:
http://abload.de/img/zwischenablage02pvk3g.jpg
Wenn ich die Zeit habe - teste ich noch andere Bits dafür......

Also bei dem 3334.67Beta und den 0x0000B2C1 geht leider nix und es Blurt wie sau ! Wurde mit 4xSGSSAA Teste ! AA Fix is an
http://abload.de/img/worldoftanks_2014_02_5jsi4.png (http://abload.de/image.php?img=worldoftanks_2014_02_5jsi4.png)

Und hier mit 12C1 Bits ! AA Fix is an
http://abload.de/img/worldoftanks_2014_02_63l1g.png (http://abload.de/image.php?img=worldoftanks_2014_02_63l1g.png)

MrBonk
2014-02-19, 08:30:38
- Sol Survivor -

General Information:


Game has a UI Scale function built in!!:eek: So, you can downsample without it becoming unplayable.

The game also has a "CPU-GPU Sync" feature. With it enabled I get much poorer performance. Maybe if I had something more than an i7 950@4Ghz it'd be more beneficial. I don't know.
Sync On http://i.minus.com/ibhz71cE7cRlW9.png
Sync Off http://i.minus.com/ibh3ncF0bbqYKC.png


Another weird thing, is that 4xSGSSAA outright, does NOT work. :confused:

8xSGSSAA works, 2xSGSSAA works, but 4x just produces the same picture as no AA but with performance of 4xSGSSAA.

NoAA http://i.minus.com/i3RhPeYNN1Khg.png
2xSGSSAA http://i.minus.com/ibbSkD0XyoeA8R.png
4xSGSSAA http://i.minus.com/idy2OWqfTYeYE.png

I also found some HBAO+ flags, but lately i've been not posting them with games AA information and just putting them in my list with any necessary information. :facepalm:

SMAA also doesn't work. I couldn't figure out how to inject it properly. No log files generated anywhere. Which is a shame because this is one game where I believe SMAA would work very well actually.


Forcing SGSSAA with no bits just blurs the picture and doesn't apply any AA

http://i.minus.com/iHQyArh3KdvAp.png
http://i.minus.com/ibhz71cE7cRlW9.png


Using downsampling with FXAA is a decent solution. IQ is very good. AA quality is slightly worse than 8xSGSSAA, but edge quality is better.

Another odd thing is, I tried to force 2xSGSSA+Driver FXAA to try and improve the edges of the 2xSGSSAA, but FXAA would not apply to the image even though the Green block shows it's enabled. :confused:
___________________________________________

- Bits - 0x000012C1 - (Minimum necessary, 10C1 or 12C0 or 10C0 either don't work or crashes the driver) 2x,8xSGSSAA *ONLY*, OGSSAA, OGSSAA-Hyrbrid


______________________________________________

Pictures-

NoAA http://i.minus.com/ibh3ncF0bbqYKC.png http://i.minus.com/i3RhPeYNN1Khg.png
FXAA http://i.minus.com/ibCZzscLMRwzL.png
2xSGSSAA http://i.minus.com/ibbSkD0XyoeA8R.png
8xSGSSAA http://i.minus.com/inK6yP5pYP6YA.png http://i.minus.com/ilAER4qruhNqA.png
4x4 OGSSAA http://i.minus.com/iHxaayB49e20R.png
2x2 downsampling+FXAA UI Scale set to 61 http://i.minus.com/ifwySWlZ5ZmCN.png http://i.minus.com/iQono2RHOTJtv.png

SLIKnight
2014-02-19, 13:02:40
How interesting. Do you get the AO bleeding through the UI in the menus at all with the default bit?

From what I remember of the UT3 demo and the original AO Flag when it was SSAO. It would bleed through all menus and UI elements. And using that flag with HBAO+ and some games still seems to produce the same result.

How interesting, you may want to post your results in the HBAO+ Feedback thread on Nvidia's forum too if the bit for the game itself isn't working well.
Edit: Looking at the pictures, the ME flag seems to have issues with Fogging (Applying AO too strongly through fog, resulting in ugly incorrect results) Did you encounter this issue with ME2 at all? I Know that people were having issues with the ME Flag and ME1 itself. ( I do remember that it was applying AO incorrectly through fog in ME1 as well with HBAO+)
Thanks for the effort!

Actually the "0x00000030" flag fixes the "bleeding" in the menu.
It is only present with the official flag.

And no, I didn't encounter these problems with "0x00000020" in Mass Effect 2.
It seems to be isolated to UT3.

As you see on the screens, with AO bit #5 alone the problem is quite severe, but the combination of bits #4 and #5 mitigate the problem to a great extent (0x00000030).
Either way, this is the best possible compromise IMO.
It is not that the official "0x00000010" AO flag isn't "working", it just looks kinda dull and the AO effect is very weak.
I doubt NVIDIA can fix this in a driver update, without causing the same "fog" issues I experienced.

I still think it is worth adding "0x00000030" to your AO list, and just mentioning the problems in the "description" ;)

MrBonk
2014-02-20, 03:54:10
I was gonna test for AA for Strider, but the game is DX11 :( And downsampling doesn't seem to work. The game seems to only run at your desktop resolution in full screen.

The Swapper needs AA bad too, but the game is OGL and forcing MSAA+TrSSAA doesn't seem to work. On top of that the game seems to fix rendering resolution :(

No matter what resolution I use or set my desktop to, the game will only render at 1600x900. Ugh. EDIT: After checking, if I set my display to 3200x1800 and reset the resolution in game to that. It works.

Screen shot

3200x1800 FXAA DS 900p http://i2.minus.com/iALUTlyCZa9XS.png


Interesting note about Strider is that it's a x64 executable! Not sure what benefit that would have for this game. But cool anyway!

CD-LABS
2014-02-22, 11:14:16
Antichamber:
Merkwürdigerweise wirkt das UDK-Bit 0x080000C1 hier nicht gut im Zusammenspiel mit SGSSAA (Bildfehler)---mit OGSSAA sind aber gute Ergebnisse drinnen, auch besser als ohne Bits!

2x2 OGSSAA: http://abload.de/image.php?img=udk_2014_02_22_11_02_h2xyp.png
2x2 OGSSAA+0x080000C1: http://abload.de/image.php?img=udk_2014_02_22_11_02_hga08.png
8xSGSSAA: http://abload.de/image.php?img=udk_2014_02_22_11_10_mdae7.png

Blaire
2014-02-22, 17:55:17
Antichamber:
Merkwürdigerweise wirkt das UDK-Bit 0x080000C1 hier nicht gut im Zusammenspiel mit SGSSAA (Bildfehler)---mit OGSSAA sind aber gute Ergebnisse drinnen, auch besser als ohne Bits!

2x2 OGSSAA: http://abload.de/image.php?img=udk_2014_02_22_11_02_h2xyp.png
2x2 OGSSAA+0x080000C1: http://abload.de/image.php?img=udk_2014_02_22_11_02_hga08.png
8xSGSSAA: http://abload.de/image.php?img=udk_2014_02_22_11_10_mdae7.png

Zusätzlich den AntiAliasing-Fix (FERMI_SETREDUCECOLORTHRESHOLDSENABLE) im NVInspector aktivieren, sollte gegen das Streifen-Problem helfen.
http://abload.de/thumb/aafixj9k6f.png (http://abload.de/image.php?img=aafixj9k6f.png)

CD-LABS
2014-02-22, 20:45:41
Zusätzlich den AntiAliasing-Fix (FERMI_SETREDUCECOLORTHRESHOLDSENABLE) im NVInspector aktivieren, sollte gegen das Streifen-Problem helfen.
http://abload.de/thumb/aafixj9k6f.png (http://abload.de/image.php?img=aafixj9k6f.png)
Das ist ja das kuriose: Der Fix ist schon aktiviert...

Blaire
2014-02-22, 22:50:00
Das ist ja das kuriose: Der Fix ist schon aktiviert...

Könnte sein, das dieses Game andere AA-Bits erfordert, aber da kann ich dir nicht wirklich helfen, besitze es nicht.
Versuchs mal mit den off. Mass Effect3 AA-Bits: "0x080100C5" oder mit deaktivierter LOD-Anpassung und SGSSAA ob sich irgendwas ändert.

MrBonk
2014-02-23, 00:39:49
What about the AAFix now and this game ?
(Sorry, I am an ignorant person who only can speak one language )
0x080000C1 looks great for Antichamber, i'm glad someone looked into it. I was gonna do that myself soon too.

MrBonk
2014-02-23, 10:24:49
The AA fix does indeed work/do something for Antichamber and SGSSAA. The problem is, it doesn't get it all.

Without the fix half the screen is garbage
NoAA http://i.minus.com/iokAEobX1CpRr.png
8xSGSSAA without fix http://i.minus.com/iNRye8ATaMKrU.png
8x with fix http://i.minus.com/iQLdDr1rj3lYu.png



The only prefferable option is some downsampling+ FXAA/SMAA (Works better than simple OGSSAA from driver. Ends up too sharp)
It's not perfect (has a lot of issues, but so does even 4x4 OGSSAA it seems >_>) http://i.minus.com/ikcetbWDHVQ9Q.png

SLIKnight
2014-02-23, 19:08:45
I accidentally stumbled upon an SSAO flag "0x00000003" for Battlefield 2 on the Project Reality forums (scroll down to the "Optional" section of the first post to see an animated comparison):
http://www.realitymod.com/forum/f112-pr-bf2-tales-front/124625-pr-bf2-guide-best-possible-graphics-nvidia-gpu.html#post1954490

Personally I haven't had BF2 installed since around 2008 when I was still using Windows XP, so someone else will have to test if this still works for HBAO+ :smile:

DaTraS
2014-02-23, 22:42:08
Sagt mal Jungs, gibt es irgendwie Probleme mit dem Custom Bit von Castlevania: Lords of Shadow und SLi?

Wenn ich mit dem Custom Bit spiele (egal ob 12C0 oder 4012C1, egal ob 8xSGSSAA oder 4xSGSSAA) bekomm ich Grafikfehler ähnlich wie bei zu starkem Overclocking - undefinierbare farbige Felder, aufzuckende Grafiken etc.
AAFix ist aktiviert.

Hatte zwar meine beiden 780 Ti's übertaktet, aber selbst mit Standardtakt gibt es die selben Fehler!
Nur mit Downsampling von 3840x2160 auf 1920x1080 habe ich die Probleme nicht.

Andere Spiele wie AC4 oder TR laufen selbst mit Overclocking fehlerfrei.

MrBonk
2014-02-23, 23:00:00
I accidentally stumbled upon an SSAO flag "0x00000003" for Battlefield 2 on the Project Reality forums (scroll down to the "Optional" section of the first post to see an animated comparison):
http://www.realitymod.com/forum/f112-pr-bf2-tales-front/124625-pr-bf2-guide-best-possible-graphics-nvidia-gpu.html#post1954490

Personally I haven't had BF2 installed since around 2008 when I was still using Windows XP, so someone else will have to test if this still works for HBAO+ :smile:
Thanks for that, there is a possibility that it would work. But it's generally hit or miss i've found for some games that had prior working SSAO flags.

BUT, I will add it with the disclaimer that someone needs to test it. :)

Gast
2014-02-24, 10:12:36
Sagt mal Jungs, gibt es irgendwie Probleme mit dem Custom Bit von Castlevania: Lords of Shadow und SLi?
Wenn ich mit dem Custom Bit spiele (egal ob 12C0 oder 4012C1, egal ob 8xSGSSAA oder 4xSGSSAA) bekomm ich Grafikfehler ähnlich wie bei zu starkem Overclocking - undefinierbare farbige Felder, aufzuckende Grafiken etc. AAFix ist aktiviert.
das passiert nur, wenn die fps schwanken.

Blaire
2014-02-24, 18:39:49
Sagt mal Jungs, gibt es irgendwie Probleme mit dem Custom Bit von Castlevania: Lords of Shadow und SLi?

Wenn ich mit dem Custom Bit spiele (egal ob 12C0 oder 4012C1, egal ob 8xSGSSAA oder 4xSGSSAA) bekomm ich Grafikfehler ähnlich wie bei zu starkem Overclocking - undefinierbare farbige Felder, aufzuckende Grafiken etc.
AAFix ist aktiviert.

Hatte zwar meine beiden 780 Ti's übertaktet, aber selbst mit Standardtakt gibt es die selben Fehler!
Nur mit Downsampling von 3840x2160 auf 1920x1080 habe ich die Probleme nicht.

Andere Spiele wie AC4 oder TR laufen selbst mit Overclocking fehlerfrei.

Dies tritt nur mit SLI aktiviert auf, richtig?

4Fighting
2014-02-24, 19:49:01
Dies tritt nur mit SLI aktiviert auf, richtig?

Ja das hatte ich bereits vor ein paar Monaten schon mal angemerkt:frown:

DaTraS
2014-02-24, 20:15:09
Jop, nur mit SLi.

Muss aber auch anmeckern, dass die Bits mit aktivierter Umgebungsverdeckung zu aberwitzigem Flimmern bzw. genereller Unruhe neigen :(

Ohne die entsprechende Option wirds perfekt geglättet!

Blaire
2014-02-24, 21:53:57
Ja das hatte ich bereits vor ein paar Monaten schon mal angemerkt:frown:

Da half glaube nur ein FPS-Limit zu setzen, allerdings sollte man darauf achten das die FPS konstant anliegen und möglichst nie darunter, da es sonst wieder zu diesen sporadischen Aufblitzen führt.

Blade II
2014-02-24, 23:10:16
In my experience, it's not terribly engine dependant but it can help be a nice starting point. Your only options really are to test all the flags you know are for UE3 games. Or testing all bits until you find one that doesn't have issues with flickering, only on at certain angles,fogging,etc.
Alright, thanks a lot!
Thanks for that, there is a possibility that it would work. But it's generally hit or miss i've found for some games that had prior working SSAO flags.

BUT, I will add it with the disclaimer that someone needs to test it. :)
Couldn't get AO working in BF2 v1.50 and BF 2142. Maybe the Project Reality Team has modified the game since they use their own executable (PRBF2.exe)?

http://abload.de/thumb/bf2-2014-02-24-22-51-02zbq.png (http://abload.de/image.php?img=bf2-2014-02-24-22-51-02zbq.png)

MrBonk
2014-02-25, 02:13:07
Hm. Maybe it works only for that version of the game? can you test that ? :)

MrBonk
2014-02-25, 04:13:47
Takedown: Red sabre

Game has undefeatable FXAA, if you try to remove the shader binary the game won't start.
So SGSSAA can't be used without issues. OGSSAA is fine though.

0x084010C3 - minimum flag needed for OGSSAA

noAA/FXAA http://i.minus.com/iVY6hMuEt9BEH.png
4x4 OGSSAA http://i.minus.com/ibiipHazuQ5qHh.png
2x2 Driver downsampling http://i.minus.com/ibyqPfaWo1vFO9.png

BeetleatWar1977
2014-02-25, 07:02:10
Takedown: Red sabre

Game has undefeatable FXAA, if you try to remove the shader binary the game won't start.
So SGSSAA can't be used without issues. OGSSAA is fine though.

0x084010C3 - minimum flag needed for OGSSAA

noAA/FXAA http://i.minus.com/iVY6hMuEt9BEH.png
4x4 OGSSAA http://i.minus.com/ibiipHazuQ5qHh.png
2x2 Driver downsampling http://i.minus.com/ibyqPfaWo1vFO9.png
Can you give me the binary? maybe i can make a blank one......

MrBonk
2014-02-25, 08:49:25
Hm seems like a decent idea! There are two actually, and the game runs on UE3 if that helps

i'll add a dl link once I finish redownloading

SLIKnight
2014-02-25, 13:54:21
Alright, thanks a lot!

Couldn't get AO working in BF2 v1.50 and BF 2142. Maybe the Project Reality Team has modified the game since they use their own executable (PRBF2.exe)?

http://abload.de/thumb/bf2-2014-02-24-22-51-02zbq.png (http://abload.de/image.php?img=bf2-2014-02-24-22-51-02zbq.png)

Hmm, maybe they are using modified shaders or something in PR compared to vanilla BF2 :confused:
But it more likely, that the Fallout 3 AO flag "0x00000003" only works for SSAO in BF2 with drivers older than the 331.xx series.

Did you perhaps try one of the more "aggressive" AO flags like the one used in CoD4 "0x00000004"?
This tends to add a darker, more "over the top" look to games in which it is used.
Provided it has any effect in the first place, of course ;)

CD-LABS
2014-02-25, 22:51:12
Bitte irgendwie als glorreichen Vorteil markieren:
Banished (DX11) bietet perfekte Aufwertung von MSAA zu SGSSAA an---und das auch noch bei ziemlich guter Performance!
GTX 680m---2xSGSSAA Stable 60 FPS, 4x SGSSAA 40-60 FPS---keine schlechte Leistung für ein Ein-Mann-Team!

CrimsoN
2014-02-25, 23:19:52
Alright, thanks a lot!

Couldn't get AO working in BF2 v1.50 and BF 2142. Maybe the Project Reality Team has modified the game since they use their own executable (PRBF2.exe)?

http://abload.de/thumb/bf2-2014-02-24-22-51-02zbq.png (http://abload.de/image.php?img=bf2-2014-02-24-22-51-02zbq.png)

Jap sogar Grafikfehler bei HBAO plus und für SGSSAA brauch eh nun echt keine Bits. Aber HBAO+ greift leider mit null bits, hoffe das NV endlich mal wieder etwas dran macht.
http://abload.de/img/bf2_2014_02_25_23_24_cjkcu.png (http://abload.de/image.php?img=bf2_2014_02_25_23_24_cjkcu.png)

MrBonk
2014-02-26, 00:54:05
Can you give me the binary? maybe i can make a blank one......
Here are the binaries
https://mega.co.nz/#!PRoUBCQa!Se20uA8BxB016R9eG7HqSAsp2lhVDEryXYvrB0rAqSU

BeetleatWar1977
2014-02-26, 01:06:12
Here are the binaries
https://mega.co.nz/#!PRoUBCQa!Se20uA8BxB016R9eG7HqSAsp2lhVDEryXYvrB0rAqSU
same variant as Aliens Colonial Marines - i will see what i can do


Edit: Dummy .usf Files are ready - now i must only remember how to generate the bin´s..........

MrBonk
2014-02-26, 01:46:39
With the UDK maybe? I'm downloading that to see if I can compile them

SLIKnight
2014-02-26, 02:15:37
With the release of the Sound Loop (http://battlelog.battlefield.com/bf4/forum/threadview/2955065225656757954/) patch today for BF4, I finally consider the game to be "out of beta" :)
On that occasion, I have added an BF4 AA/tweaking guide to my existing BF3 guide: #3047 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9416613&postcount=3047)

Unfortunately the Terrain Decoration (http://battlelog.battlefield.com/bf4/forum/threadview/2955064768159361567/) bug still hasn't been fixed, but other than that I now feel we have a much more complete game than at launch.

MrBonk
2014-02-26, 02:45:16
UDK for compiling was a bust. Dang.

McSilencer
2014-02-26, 07:10:43
Funktioniert eigentlich SGSSAA in TESO? Wenn ja, welche Bits sind zu verwenden?

BeetleatWar1977
2014-02-26, 07:32:57
UDK for compiling was a bust. Dang.
Still on disk? Try copy + rename the ScreenPixelShader.bin to FXAAshader.bin


and dont delete the Fxaa3_11.bin - this is simply an includefile - its possible that this causes the crashes......

MrBonk
2014-02-26, 07:41:25
Still on disk? Try copy + rename the ScreenPixelShader.bin to FXAAshader.bin


and dont delete the Fxaa3_11.bin - this is simply an includefile - its possible that this causes the crashes......
Hm I will give that a try.
Funktioniert eigentlich SGSSAA in TESO? Wenn ja, welche Bits sind zu verwenden?
Try 0x000010C1

SLIKnight
2014-02-26, 18:24:50
Takedown: Red sabre

Game has undefeatable FXAA, if you try to remove the shader binary the game won't start.
So SGSSAA can't be used without issues. OGSSAA is fine though.

0x084010C3 - minimum flag needed for OGSSAA

noAA/FXAA http://i.minus.com/iVY6hMuEt9BEH.png
4x4 OGSSAA http://i.minus.com/ibiipHazuQ5qHh.png
2x2 Driver downsampling http://i.minus.com/ibyqPfaWo1vFO9.png

What is up with the reflection on the door to the right of the player in that 2x2 downsampling shot?

Blade II
2014-02-26, 19:07:45
Renegade-X (Multiplayer Beta)

Engine: Unreal Engine 3 (UDK)
Link: http://renegade-x.com/

MSAA: 0x00000045
SGSSAA: 0x000000C1

Das Spiel bietet MSAA und FXAA an, beides funktioniert (bedingt durch den Beta-Status) jedoch nicht. Mit den Bits lässt sich problemlos MSAA und SGSSAA erzwingen, wobei SGSSAA ziemlich viel Leistung abverlangt. Mit meinem System (2500k @ 3.3GHz + GTX 660) konnte ich bei (fast) höchsten Details und 4x SGSSAA keine stabilen Bildraten von über 30 FPS erzeugen. Depth of Field, Ambient Occlusion, Bloom, Hardware PhysX, VSync und Framerate Smoothing waren abgeschaltet. 4x MSAA läuft hingegen mit 40+ Frames.

@MrBonk: Ambient Occlusions seems to work in Project Reality. You're probably right that the game uses modified shaders. I'm going to take a closer look at it ;).

MrBonk
2014-02-27, 02:55:12
What is up with the reflection on the door to the right of the player in that 2x2 downsampling shot?
Couldn't tell you. The rendering/streaming set up for UE3 in this game is kind of screwy

SLIKnight
2014-02-27, 15:13:53
The ingame MSAA and PostAA implementations in Battlefield 4 unfortunately suffer from the same problems as in BF3.
MSAA doesn't look great in BF4, and combining it with the ingame 2x2 OGSSAA setting (200% scaling) is very demanding at 1080P or higher.
Also, just like in BF3, setting "Antialiasing Post" to anything higher than "Low" blurs the image significantly and ruins texture quality: Battlefield 4 Video Card Performance and IQ Review (HardOCP) (http://www.hardocp.com/article/2013/11/17/battlefield_4_video_card_performance_iq_review/6#.Uw05Z-KIqM8)
After much testing, I have finally arrived at these settings for my 780 GTX SLI setup in BF4:

Controls|Gameplay|Audio|Video|User.cfg|NVIDIA Inspector
http://abload.de/thumb/screenshotwin32-0012ntktv.png (http://abload.de/image.php?img=screenshotwin32-0012ntktv.png)| http://abload.de/thumb/screenshotwin32-0013tujal.png (http://abload.de/image.php?img=screenshotwin32-0013tujal.png)| http://abload.de/thumb/screenshotwin32-00147hkzq.png (http://abload.de/image.php?img=screenshotwin32-00147hkzq.png)| http://abload.de/thumb/screenshotwin32-0015nnkqr.png (http://abload.de/image.php?img=screenshotwin32-0015nnkqr.png)| http://abload.de/thumb/bf4_customconfiguratipzysx.png (http://abload.de/image.php?img=bf4_customconfiguratipzysx.png)| http://abload.de/thumb/bf4_inspectori5x71.png (http://abload.de/image.php?img=bf4_inspectori5x71.png)


As you see, I have set "Motion Blur Amount" to 0% and "Post Process Quality" to "Medium".
This is done to disable most of the excessive post effects in BF4, and at the same time improve performance.
I have also reduced "Effects Quality" from "Ultra" to "High", which can significantly improve performance around heavy amounts of smoke, fire and explosions, with little to no visual impact.

To completely disable all motion blur effects in BF4, you need to add the command "WorldRender.MotionBlurEnable 0" (without quotes) to your User.cfg file.
In my personal User.cfg file, I also have the commands "RenderDevice.RenderAheadLimit 3" and "RenderDevice.TripleBufferingEnable 0".
The former sets a limit on the number of pre-rendered frames and the latter disables Triple Buffering (http://en.wikipedia.org/wiki/Multiple_buffering#Triple_buffering), which is optimal when vertical sync is disabled.
I don't recommend setting the number of pre-rendered frames to lower than 2 in BF4, as this will reduce performance on most systems.

A final command that might be relevant to add to your User.cfg file is "GameTime.MaxVariableFps", which sets a cap on your maximum FPS ingame.
If you decide to use this method of capping your frame rate, then I don't recommend setting the limit too close to your refresh rate, since this can cause additional screen tearing in BF4.
For 60 Hz monitors, a good value would be "GameTime.MaxVariableFps 65", which is what I am personally using at the moment.

Another setting worth mentioning is "Terrain Decoration".
Since the BF4 beta this setting has been bugged, and more and denser "decoration" is actually visible ingame when setting it to "Low" or "Medium", than is on "Ultra".
This is all described very thoroughly in a thread on the Battlelog forums: [Bug?] Terrain Decoration (Battlelog Forums) (http://battlelog.battlefield.com/bf4/forum/threadview/2955064768159361567/)

Based on the discussion in the above thread, I have chosen the compromise of setting "Terrain Decoration" to "High".
The problem with using Low or Medium "Terrain Decoration" is, that you then also only get Low or Medium viewing distance for that "decoration".
The only way around this problem is to have "Terrain Decoration" set to "Ultra" at game launch, and then reduce it to Low or Medium after deploying.
This prodecure needs to be repeated at the beginning of each new MP round, which can become quite annoying in the long run :tongue:

Finally I recommend changing the line "GstInput.LeaningEnabled 0" in "PROFSAVE_profile" to "GstInput.LeaningEnabled 1".
This will disable weapon "leaning", which I personally find to be a rather annoying gameplay feature in BF4.
To prevent potential problems with the PunkBuster services, I also highly suggest setting "bf4.exe" to run in administrator mode, and launching the game from a desktop shortcut to this executable.
With all this background information out of the way, I will include some screenshots of the final result taken on a 64 player CQ server running "Firestorm 2014":

http://abload.de/thumb/screenshotwin32-0017h3ku3.png (http://abload.de/image.php?img=screenshotwin32-0017h3ku3.png) http://abload.de/thumb/screenshotwin32-00197wket.png (http://abload.de/image.php?img=screenshotwin32-00197wket.png) http://abload.de/thumb/screenshotwin32-0021tzju4.png (http://abload.de/image.php?img=screenshotwin32-0021tzju4.png) http://abload.de/thumb/screenshotwin32-0022y0j6h.png (http://abload.de/image.php?img=screenshotwin32-0022y0j6h.png) http://abload.de/thumb/screenshotwin32-0023rjk0z.png (http://abload.de/image.php?img=screenshotwin32-0023rjk0z.png)

The combination of 200% SSAA, 2xMSAA and PostAA=Low does a very nice job of reducing aliasing in BF4 without any noticeable texture blurring.
It is a very demanding AA solution though, but unfortunately there are no better alternatives, since enhancing the ingame MSAA setting with SGSSAA is almost useless.

If using MSAA combined with ingame SSAA is too demanding, then I recommend disabling MSAA before reducing "Resolution Scale".
The low-quality MSAA implementation in BF4 doesn't make a big difference at 4K resolutions and hits performance hard.

MrBonk
2014-02-28, 09:53:12
Less blurry SGSSAA for Resident Evil 4 Ultimate Edition

-0x000000C0 - (Also works with OGSSAA, HSAA) (And believe it or not, it does get objects that MSAA misses)


You can do all this without bits (much like source engine games) but there is a slight blur.

8xMSAA in game http://i.minus.com/iQM8KBnvyIOo6.png http://i.minus.com/iBDbELF0OGK9K.png http://i.minus.com/ibuDz9pmVVhDvL.png
8xSGSSAA http://i.minus.com/iuiu5dx4x2RMA.png http://i.minus.com/ibriqvksfW4u15.png http://i.minus.com/itC1HF9ZhPpmu.png

Either way, i'd ultimately recommend just enhancing TrSSAA and using some downsampling. It looks glorious. EDIT: After testing, 2xSGSSAA has good enough performance and it gets the things MSAA misses. But by itself it doesn't look as good. But once you add in downsampling, it looks pretty damn glorious.

I was able to maintain 30FPS with 2xSGSSAA @3200x1800 without issue and looks <3

SLIKnight
2014-02-28, 17:26:12
I have moved my AA list summary post: #5562 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10129710&postcount=5562)

aufkrawall
2014-02-28, 17:53:12
C0 is sufficient for CS: GO.

SLIKnight
2014-02-28, 18:06:32
Cool.
The only reason I put it in my "list" is because MrBonk claimed "12D9" was needed in an older post from the Guru3D forums :)

aufkrawall
2014-02-28, 18:13:46
I will change my mind as soon as there are screenshots showing this. :)
I have the game myself and I couldn't see any aliasing with C0 and SGSSAA.

MrBonk
2014-02-28, 18:26:37
I played the game quite a bit, I remember C1 working but I can't remember about C0. And that poster on Guru 3D said it didn't work for him either. So I don't know

If someone has the game installed. A definitive test would prove otherwise.

Deisi
2014-02-28, 19:35:45
Also: Here's a comparison between 2xSGSSAA and 8xSGSSAA in LoS 2, *Hint-8xSGSSAA looks better* Not only in stills. But in motion it produces far better results IMO.

Of course the performance penalty is steep. 4xSGSSAA+In game AA+downsampling could likely produce better results.

http://screenshotcomparison.com/comparison/62605

How do you get downsampling working in this game? Even if I set the resolution on the desktop.

Rampage 2
2014-02-28, 22:48:24
Crysis (+ Warhead und wohl auch Wars):
0x000002C1 für SGSSAA

Beispiel (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9225604&postcount=2280)

Wichtig: Crysis muss den DirectX 9 Pfad nutzen. Dazu die Crysis.exe mit dem Parameter "-DX9" starten.



Verstehe ich das jetzt richtig, dass es keine Kompatibilitätsbits für C1 im DX10-Pfad gibt?

Ich habe im Nvidia Inspector im Crysis1-Profil unter "Antialiasing Compatibility" keinen einzigen Eintrag für Crysis gefunden (auch nicht für Crysis 2 & 3).

Aktuell spiele ich Crysis im DX10-Pfad bei 1080p @ custom config + 16xAF (treiberseitig forciert). Ich wollte mal testen, wieviel Leistung verschiedene AA-Modi kosten - insbesondere 2x2 OGSSAA und 32xS. Leider konnte ich keine einzige AA-Einstellung zum Laufen kriegen (ingame-AA ist bereits aus) obwohl ich Behavior Flags auf "None" und AA-Mode auf "Override any application setting" gesetzt habe:(

(ich weiß, dass die genannten 2 AA-Settings bei Crysis keinen Sinn machen - ich will sie nur deshalb einsetzen, um die Leistung zu testen;))

Lange Rede, kurzer Sinn: Ist treiberseitiges AA bei Crysis im DX10-Modus möglich bzw. gibt es überhaupt entsprechende Kompatibilitäts-Bits?

Meine Grafikkarte: Nvidia GeForce GTX 770 @ 334.89 WHQL

R2

SLIKnight
2014-02-28, 23:02:22
Verstehe ich das jetzt richtig, dass es keine Kompatibilitätsbits für C1 im DX10-Pfad gibt?

Ich habe im Nvidia Inspector im Crysis1-Profil unter "Antialiasing Compatibility" keinen einzigen Eintrag für Crysis gefunden (auch nicht für Crysis 2 & 3).

Aktuell spiele ich Crysis im DX10-Pfad bei 1080p @ custom config + 16xAF (treiberseitig forciert). Ich wollte mal testen, wieviel Leistung verschiedene AA-Modi kosten - insbesondere 2x2 OGSSAA und 32xS. Leider konnte ich keine einzige AA-Einstellung zum Laufen kriegen (ingame-AA ist bereits aus) obwohl ich Behavior Flags auf "None" und AA-Mode auf "Override any application setting" gesetzt habe:(

(ich weiß, dass die genannten 2 AA-Settings bei Crysis keinen Sinn machen - ich will sie nur deshalb einsetzen, um die Leistung zu testen;))

Lange Rede, kurzer Sinn: Ist treiberseitiges AA bei Crysis im DX10-Modus möglich bzw. gibt es überhaupt entsprechende Kompatibilitäts-Bits?

Meine Grafikkarte: Nvidia GeForce GTX 770 @ 334.89 WHQL

R2

You can actually either force or enhance with SGSSAA in Crysis DX10 without any AA bits.
But driver-forced SGSSAA with "0x000002C1" in DX9 looks MUCH better.
There is almost no difference between DX9 and DX10 in Crysis anyway ;)

Have a look at this "tweak guide" I wrote for Crysis/Warhead a while ago: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)

Blade II
2014-02-28, 23:09:34
Lange Rede, kurzer Sinn: Ist treiberseitiges AA bei Crysis im DX10-Modus möglich bzw. gibt es überhaupt entsprechende Kompatibilitäts-Bits?

Nein, es gibt (fast) keine DX10 Bits. Um SGSSAA in Crysis zu erzwingen musst du es im DX9 Modus laufen lassen und folgende Einstellungen übernehmen:

http://abload.de/thumb/crysis04sy1.jpg (http://abload.de/image.php?img=crysis04sy1.jpg)

Und alle weiteren nötigen Einstellungen: http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9225400&postcount=2276

Wenn du unbedingt DX10 nutzen möchtest könntest du das interne MSAA aktivieren und zu SGSSAA aufwerten. Ich weiß jedoch nicht wie gut das SGSSAA dann greift. Hier beispielhaft an Anno 1404:

http://abload.de/thumb/anno38s92.jpg (http://abload.de/image.php?img=anno38s92.jpg)

@SLIKnight: Damn, you're fast :D

-----

EDIT:

@aufkrawall: Könntest du auch noch folgende SGSSAA Bits mit in die Liste aufnehmen?
Hawken: https://www.forum-3dcenter.org/vbulletin/showthread.php?p=10111533#post10111533
Post Apocalyptic Mayhem: https://www.forum-3dcenter.org/vbulletin/showthread.php?p=10064070#post10064070

SLIKnight
2014-02-28, 23:15:18
Hehe, fast like lightning ;)
No, seriously DX9 SGSSAA is the way to go for Crysis, if you can afford the performance hit.
I get around 40-50 FPS at 1920x1200 with DX9 8xSGSSAA and tweaked "Ultra" settings with 780 GTX SLI.

Here is a screenshot comparison of DX10 enhanced versus DX9 forced:
https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/3814159/#3814159

Rampage 2
2014-02-28, 23:32:32
Nein, es gibt (fast) keine DX10 Bits. Um SGSSAA in Crysis zu erzwingen musst du es im DX9 Modus laufen lassen und folgende Einstellungen übernehmen:


Wenn der DX9-Modus keine visuellen Nachteile gegenüber DX10 hat, dann gerne DX9:)

Daher die Frage: (sorry für OT)

Lassen sich *alle* "DX10"-Effekte (sind ja keine "echte" DX10-Effekte) im DX9-Modus aktivieren? Hat der DX9-Modus sonst irgendwelche Nachteile?

R2

Edit:

There is almost no difference between DX9 and DX10 in Crysis anyway;)


"Almost" ? Are the differences visual or just performance-related?

SLIKnight
2014-02-28, 23:45:18
"Almost" ? Are the differences visual or just performance-related?

Well, the only substantial visual difference between DX9 and DX10 is the "object" motion blur enabled at Very High settings.
This doesn't work in DX9 mode without visual glitches around characters.

But you have to disable motion blur, depth of field, "edge AA" and texture streaming when forcing SGSSAA in DX9 with "0x000002C1" anyway: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)
Otherwise you will experience blurring with forced SGSSAA.

So, in reality there is no visual difference between DX9 and DX10 :smile:

aufkrawall
2014-03-01, 00:08:34
Just disabling edgeAA should be enough to avoid blurring. :)

SLIKnight
2014-03-01, 00:11:44
I'm pretty sure motion blur and texture streaming also has to be off.
Whether DoF should be on or not is up to personal preference, I guess.

Rampage 2
2014-03-01, 00:57:21
I'm pretty sure motion blur and texture streaming also has to be off.
Whether DoF should be on or not is up to personal preference, I guess.

Well, I turned off MotionBlur, DoF, EdgeAA and TextureStreaming and forced 2x2 SSAA (not SGSSAA) with your mentioned Compatibility-Bit (behavior flags "none", mode "override any application setting", gamma correction "on", driver controlled LOD-Bias "off") but I still have visual glitches and the lighting is not correct.

Any ideas, where the problem is?

R2

Edit: There are no problems with SGSSAA modes (i tried 4x and 8x MSAA with 4x and 8x SGSSAA respectively) - OGSSAA does not seem to work...

MrBonk
2014-03-01, 02:45:41
How do you get downsampling working in this game? Even if I set the resolution on the desktop.


For the demo with me, all I had to do was set my desktop resolution to 3200x1800, start the game. Go into the settings, change the resolution to one, apply, then change it to 3200x1800 and it worked fine.

MrBonk
2014-03-01, 02:53:59
Well, I turned off MotionBlur, DoF, EdgeAA and TextureStreaming and forced 2x2 SSAA (not SGSSAA) with your mentioned Compatibility-Bit (behavior flags "none", mode "override any application setting", gamma correction "on", driver controlled LOD-Bias "off") but I still have visual glitches and the lighting is not correct.

Any ideas, where the problem is?

R2

Edit: There are no problems with SGSSAA modes (i tried 4x and 8x MSAA with 4x and 8x SGSSAA respectively) - OGSSAA does not seem to work...
Downsample with in-Game MSAA instead.

Heck, you don't even need custom resolutions if you don't want. The game can downsample it for you can't remember the commands.

McSilencer
2014-03-01, 07:05:02
Funktioniert eigentlich SGSSAA in TESO? Wenn ja, welche Bits sind zu verwenden?

Try 0x000010C1Does not work

MrBonk
2014-03-01, 08:50:53
try 0x284212C3

Gast
2014-03-01, 10:24:43
Resident Evil 4: Ultimate HD Edition - AA bits: 0x000000C0 - SGSSAA, OGSSAA

no AA vs 8x SGSSAA
http://abload.de/thumb/residentevil4hd0x000022u9d.png (http://abload.de/image.php?img=residentevil4hd0x000022u9d.png) http://abload.de/thumb/residentevil4hd0x00002xua5.png (http://abload.de/image.php?img=residentevil4hd0x00002xua5.png)

SLIKnight
2014-03-01, 15:39:30
Well, I turned off MotionBlur, DoF, EdgeAA and TextureStreaming and forced 2x2 SSAA (not SGSSAA) with your mentioned Compatibility-Bit (behavior flags "none", mode "override any application setting", gamma correction "on", driver controlled LOD-Bias "off") but I still have visual glitches and the lighting is not correct.

Any ideas, where the problem is?

R2

Edit: There are no problems with SGSSAA modes (i tried 4x and 8x MSAA with 4x and 8x SGSSAA respectively) - OGSSAA does not seem to work...


The "0x000002C1" AA flag is ONLY suitable for MSAA+SGSSAA modes in Crysis/Warhead.
This is stated very clearly in the AA list description.
Similarly does "0x000012C1" only work for MSAA+SGSSAA in Crysis 2.

Why would you even want to use OGSSAA in Crysis :confused:
DX9 SGSSAA is absolutely flawless in that game.

Resident Evil 4: Ultimate HD Edition - AA bits: 0x000000C0 - SGSSAA, OGSSAA

no AA vs 8x SGSSAA
http://abload.de/thumb/residentevil4hd0x000022u9d.png (http://abload.de/image.php?img=residentevil4hd0x000022u9d.png) http://abload.de/thumb/residentevil4hd0x00002xua5.png (http://abload.de/image.php?img=residentevil4hd0x00002xua5.png)


Awesome stuff as always, gast :wink:
Will add this information to my summary post.

SLIKnight
2014-03-01, 15:56:26
Here is an updated list of changes, I think are very "safe" to include in the official AA list:

1) "0x000010C1" should be added for SGSSAA in "Post Apocalyptic Mayhem": #5372 (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10064070&postcount=5372)
2) MrBonk's "update post" should be added as an additional reference to the "Warhammer 40.000: Space Marine & Dawn of War II" SGSSAA entry, like this: #1279 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8899046&postcount=1279), #5397 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10080069&postcount=5397), #5418 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10089077&postcount=5418)
3) "0x000000C1" and "0x00000241" should be added for respectively SGSSAA and MSAA+TrSSAA in "Torchlight II": #5430 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097059&postcount=5430)
4) "0x000012C1" should be added for SGSSAA & OGSSAA in "The Typing of the Dead: Overkill": #5431 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097113&postcount=5431)
5) "0x004012C1" should be added for SGSSAA in "Loadout" (Use "Low" settings to disable ingame PostAA): #5441 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10098423&postcount=5441)
6) "0x000002C1" should be added for SGSSAA in "Double Dragon: Neon": #5457 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102973&postcount=5457)
7) "0x000000C1" should be added for SGSSAA in "Two Worlds" ("0x00000045" should only be listed for MSAA+TrSSAA modes): #138 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8329009&postcount=138), #5381 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10071269&postcount=5381), #5459 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102997&postcount=5459)
8) The SGSSAA flag for "Two Worlds II" should be changed to "0x001012C5": #171 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8379264&postcount=171), #5468 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104149&postcount=5468)
9) "0x004010C1" should be added for MSAA, SGSSAA & OGSSAA in "Ethan: Meteor Hunter": #5471 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104189&postcount=5471)
10) "0x000012C1" should be added for SGSSAA in "Blood Knights": #5472 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104198&postcount=5472)
11) "0x000012C1" should be added for SGSSAA in "Inversion": #5475 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10105492&postcount=5475)
12) "0x000012C1" should be added for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow 2": #5477 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10106818&postcount=5477), #5480 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110703&postcount=5480)
13) "0x00401045" should be added for SGSSAA in "Pool Nation": #5481 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110707&postcount=5481)
14) "0x080000C1" should be added for SGSSAA in "Hawken": #5484 (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10111533&postcount=5484)
15) The SGSSAA flag for "Dead Rising 2 & Off the Record" should be changed to "0x080002C1" (TF2 "AA fix" should be disabled for best AA quality): #5489 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10113124&postcount=5489)
16) My tweaking guide for "Unreal Tournament 3" should be added as an additional reference to the existing SGSSAA entry: #1799 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9094340&postcount=1799), #5494 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10114548&postcount=5494)
17) "0x000012C1" should be added for SGSSAA & OGSSAA in "Sol Survivor" (Doesn't work for 4xSGSSAA): #5503 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10115641&postcount=5503)
18) "0x00000045" and "0x000000C1" should be added for respectively MSAA and SGSSAA in "Renegade X": #5537 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10126309&postcount=5537)
19) "0x000000C0" should be added for SGSSAA & OGSSAA in "Resident Evil 4: Ultimate HD Edition": #5560 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10129348&postcount=5560)
20) "0x00000041" should be added for MSAA, SGSSAA & OGSSAA in "Thief: Deadly Shadows": #5611 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10137563&postcount=5611)
21) MrBonks post on "Deus Ex: Human Revolution Director's Cut" should be added as a reference to the existing "Deux Ex: Human Revolution" SGSSAA entry: #1283 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8900090&postcount=1283), #5614 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10138381&postcount=5614)
22) "0x004010C1" should be added for SGSSAA in "The Lego Movie Videogame": #5649 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10148127&postcount=5649), #5650 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10148247&postcount=5650)
23) "0x080012C1" should be added for MSAA, SGSSAA & OGSSAA in "Sonic & Sega All-Stars Racing": #5654 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10151132&postcount=5654)

SLIKnight
2014-03-01, 22:18:11
I have updated my AA/tweak guide for BF4: #5539 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10127350&postcount=5539)
In my opinion, the absolute best AA solution in this game is the combination of 200% SSAA, 2xMSAA and PostAA=Low.
This is the only combination of settings, that produces sufficiently high AA quality without causing texture blurring.

MrBonk
2014-03-01, 23:54:27
Yup C0 is definitely good enough, but I do think both mine and his post could be referenced for the OP.

Because while my 8xSGSSAA shots show high performance requirements, 2xSGSSAA works extremely well with downsampling :)

McSilencer
2014-03-02, 06:00:48
try 0x284212C3Does not work

MrBonk
2014-03-02, 06:55:30
Well I got a Beta Code. And i'm gonna try to figure out something to make it work.

Will post back when I have something.

MrBonk
2014-03-02, 12:01:04
ESO is DX11. Hence no AA.

SLIKnight
2014-03-02, 17:05:58
MrBonk, you might also want to add "0x0000002A" to your HBAO+ list for "Darksiders II": #1323 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10086910&postcount=1323)

According to "Edgecrusher86", this flag provides a slightly less dark AO effect than the official flag "0x0000002D".
The official flag is not very useful, since it flickers on and off depending on the viewing angle etc.

If anybody else has any information on new or improved HBAO+ profiles for other games, please speak up.
I think it is important to get an AO list up and running as soon as possible, while the community interest is still there.
We might as well do something useful, while NVIDIA are dragging their heels on the DX11 AA petition ;D

MrBonk
2014-03-03, 01:07:28
Thanks for that. :)

Thread incoming.

CrimsoN
2014-03-03, 02:20:43
Ich hab hier im Forum noch keine Seite gesehen die sich nur um AO bits dreht oder bin ich blind ?

MrBonk
2014-03-03, 03:07:01
I will be posting the thread on Guru3D in English (Because obviously, I don't speak German :( sorry ) But, if someone is wanting to mirror the thread here in German for everyone. That will be great. :)

CrimsoN
2014-03-03, 03:30:51
I will be posting the thread on Guru3D in English (Because obviously, I don't speak German :( sorry ) But, if someone is wanting to mirror the thread here in German for everyone. That will be great. :)

Hast du einen Link ?

MrBonk
2014-03-03, 04:36:23
I will post a link here once the thread is up

hellibelli
2014-03-03, 09:26:20
Ich würde mich freuen, wenn man es vielleicht in Zukunft wirklich so machen könnte, für jedes Spiel ein Screenshot von den Nvidia Inspector sowie Ingame Einsellungen mit hoch zu laden.

Ich bin hoffentlich nicht der einzige der es nicht versteht wenn ein Game verschiedene AA Modis anbietet oder auch nur eins was man dann über den Inspector von der Qualität her Aufwerten kann.

Vielleicht kann ja jemand seine Inspector Profile mal anbieten.... oder es in Zukunft wirklich so machen.. das man auf der ersten Seite hinter den Einstellungen ein Bild mit den Inspector Einstellungen angehangen wird!!

Für mich und evtl. andere wäre es sehr hilfreich....

Danke

Teo_90
2014-03-03, 11:12:56
Ich würde mich freuen, wenn man es vielleicht in Zukunft wirklich so machen könnte, für jedes Spiel ein Screenshot von den Nvidia Inspector sowie Ingame Einsellungen mit hoch zu laden.

Ich bin hoffentlich nicht der einzige der es nicht versteht wenn ein Game verschiedene AA Modis anbietet oder auch nur eins was man dann über den Inspector von der Qualität her Aufwerten kann.

Vielleicht kann ja jemand seine Inspector Profile mal anbieten.... oder es in Zukunft wirklich so machen.. das man auf der ersten Seite hinter den Einstellungen ein Bild mit den Inspector Einstellungen angehangen wird!!

Für mich und evtl. andere wäre es sehr hilfreich....

Danke

Yo da bin ich auch ganz klar dafür :)

CrimsoN
2014-03-03, 12:44:57
Ach finde ich echt sinnlos da es viele gibt die nicht die selbe Power haben wie der ersteller oder lieber mit OGSSAA spielen oder mich betrieb nutzen wie ich es gern mache.

Wenn ihr nicht wisst wie man was richtig einstellt habe ich hier einen sehr schöne anleitung:
http://extreme.pcgameshardware.de/rollenspiele-und-adventures/207854-update-sgssaa-und-ao-fuer-mass-effect-3-frei-schalten.html

N0Thing
2014-03-03, 12:59:00
Nur weil du es nicht brauchst ist es nicht sinnlos. Gerade für Neulinge ist es eine angenehme Hilfe und einen Screenshot anzuhängen, ist auch kein großer Aufwand. ;)

Eine generelle und ausführliche Anleitung steht ja auch schon im Startpost hier im Forum zu Verfügung.

CrimsoN
2014-03-03, 13:18:23
Nur weil du es nicht brauchst ist es nicht sinnlos. Gerade für Neulinge ist es eine angenehme Hilfe und einen Screenshot anzuhängen, ist auch kein großer Aufwand. ;)

Eine generelle und ausführliche Anleitung steht ja auch schon im Startpost hier im Forum zu Verfügung.

Keine sau liest das großartig besonders wenn es so viel text ist.
Daher hatte ich das früher mal für ME3 gemacht und mit Bildern erklärt.

Neobis
2014-03-03, 13:22:02
Ich habe eigentlich auch so weit keine Probleme mit den Einstellungen, aber gerade für Neulinge oder weniger versierte User die auch die entsprechende Power (Hartware) besitzen, wäre es wohl sinnvoll bei solch einem Mammut Thread in Startposting neben den Einträgen einen Link eines Screenshot an zu hängen.

hellibelli
2014-03-03, 13:39:15
Ja darum geht es ja. Und wenn es kein so großer Aufwand ist wäre es doch für mich und auch die Neulinge ein super Service.

Also warum diesen Thread nicht vielleicht einsteigerfreundlicher gestalten. Würde bestimmt begrüßt werden.

Blade II
2014-03-03, 14:31:31
Man könnte evtl. einen Quick-Start Guide schreiben der die Hintergrundinfos außen vor lässt und sich auf die Installation & Verwendung vom NVInspector konzentriert. Zu den jeweiligen Posts könnte man entsprechend Screenshots von den Ingame- und NVInspector Einstellungen hinzufügen. (Idealerweise auch gleich spielbare Einstellungen wie 4xSG oder 12xS o.Ä. anstelle von 8xSG)

Vielleicht könnte man bei dem Schritt auch gleich die ersten Posts so gestalten:

1. Post: Schnellstart Anleitung
2. Post: MSAA Bits
3. Post: SSAA Bits
4. Post: Detaillierte Infos (sprich das was momentan im Startpost steht)
5. Post: Links zu Tweak Guides & sonstiges

@aufkrawall: Wie sortierst und pflegst du die Tabellen? Alles per Hand oder geht das einsortieren (halb-)automatisch?

MrBonk
2014-03-03, 15:10:49
HBAO+ Thread on Guru3D with as much helpful information as possible.

http://forums.guru3d.com/showthread.php?p=4776218#post4776218


It took me about 5 hours to make the thread. Time sure flies ugh lol

Atma
2014-03-03, 15:32:10
HBAO+ Thread on Guru3D with as much helpful information as possible.

http://forums.guru3d.com/showthread.php?p=4776218#post4776218


It took me about 5 hours to make the thread. Time sure flies ugh lol
Thank you very much for a HBAO+ Flag list. I appreciate your hard work (y)

hellibelli
2014-03-03, 15:39:33
Das wäre echt klasse, wenn man dass so umsetzen könnte.



Man könnte evtl. einen Quick-Start Guide schreiben der die Hintergrundinfos außen vor lässt und sich auf die Installation & Verwendung vom NVInspector konzentriert. Zu den jeweiligen Posts könnte man entsprechend Screenshots von den Ingame- und NVInspector Einstellungen hinzufügen. (Idealerweise auch gleich spielbare Einstellungen wie 4xSG oder 12xS o.Ä. anstelle von 8xSG)

Vielleicht könnte man bei dem Schritt auch gleich die ersten Posts so gestalten:

1. Post: Schnellstart Anleitung
2. Post: MSAA Bits
3. Post: SSAA Bits
4. Post: Detaillierte Infos (sprich das was momentan im Startpost steht)
5. Post: Links zu Tweak Guides & sonstiges

@aufkrawall: Wie sortierst und pflegst du die Tabellen? Alles per Hand oder geht das einsortieren (halb-)automatisch?

Blade II
2014-03-03, 15:41:34
@MrBonk: Absolutely awesome work! Thanks so much for your efforts, I'm going to try a few bits this afternoon.
If I'm not mistaken the Mass Effect 2 HBAO Bit also works for Mass Effect 1 and 3, maybe you want do add these.

hellibelli
2014-03-03, 15:53:57
Nice work!!!!!

THX!!!

HBAO+ Thread on Guru3D with as much helpful information as possible.

http://forums.guru3d.com/showthread.php?p=4776218#post4776218


It took me about 5 hours to make the thread. Time sure flies ugh lol

MrBonk
2014-03-03, 16:04:49
@MrBonk: Absolutely awesome work! Thanks so much for your efforts, I'm going to try a few bits this afternoon.
If I'm not mistaken the Mass Effect 2 HBAO Bit also works for Mass Effect 1 and 3, maybe you want do add these.
Thanks all.

If anyone has ME1 or 3 installed, I would greatly appreciate if someone could test to see if that flag works for those without any issue.


I know the ME1 official flag has issues with ME1 itself, from fogging to this https://forums.geforce.com/default/topic/683553/geforce-drivers/hbao-driver-feedback-thread/post/4112464/#4112464

SLIKnight
2014-03-03, 16:11:10
HBAO+ Thread on Guru3D with as much helpful information as possible.

http://forums.guru3d.com/showthread.php?p=4776218#post4776218


It took me about 5 hours to make the thread. Time sure flies ugh lol

Yes, absolutely excellent work :smile:
It looks like you put alot of effort into creating the thread.

But I did notice, that proper links or references are still missing for most of the AO entries.
I am not sure, if this is something you are planning to fix?

MrBonk
2014-03-03, 16:15:09
The references for the ones listed as "OP" are ones I usually tested myself. Hence I don't have forum posts to use as references.

And I don't have all of the screenshots for all of them either.

Others that others like you found, I had references to posts copied down for some. But for others I forgot to when I wrote it to my document I have on my PC.

Too tedious to go look for all of them again. (Even though a large majority I tested and found out myself)

Blade II
2014-03-03, 17:47:07
I know the ME1 official flag has issues with ME1 itself, from fogging to this https://forums.geforce.com/default/topic/683553/geforce-drivers/hbao-driver-feedback-thread/post/4112464/#4112464
Oh yes, you're right. I haven't even noticed it yet. The bit works but definitely flickers each time the camera switches during conversations. I guess it's because the AO needs to be recalculated abruptly for a totally different image. Have you experienced similar issues during your tests with other games?

For comparison:

Mass Effect 1 HBAO (0x00000020)

Deactivated | Activated
http://abload.de/thumb/masseffect_2014_03_03zajvo.png (http://abload.de/image.php?img=masseffect_2014_03_03zajvo.png)|http://abload.de/thumb/masseffect_2014_03_032pjd8.png (http://abload.de/image.php?img=masseffect_2014_03_032pjd8.png)

-----

Another questions: It is possible to change & apply AA or AO settings without restarting the game? It used to work on my ATI Radeon 4850 but never on a GeForce card. Any ideas?

CrimsoN
2014-03-03, 18:05:54
Man könnte evtl. einen Quick-Start Guide schreiben der die Hintergrundinfos außen vor lässt und sich auf die Installation & Verwendung vom NVInspector konzentriert. Zu den jeweiligen Posts könnte man entsprechend Screenshots von den Ingame- und NVInspector Einstellungen hinzufügen. (Idealerweise auch gleich spielbare Einstellungen wie 4xSG oder 12xS o.Ä. anstelle von 8xSG)

Vielleicht könnte man bei dem Schritt auch gleich die ersten Posts so gestalten:

1. Post: Schnellstart Anleitung
2. Post: MSAA Bits
3. Post: SSAA Bits
4. Post: Detaillierte Infos (sprich das was momentan im Startpost steht)
5. Post: Links zu Tweak Guides & sonstiges

@aufkrawall: Wie sortierst und pflegst du die Tabellen? Alles per Hand oder geht das einsortieren (halb-)automatisch?

Was das an geht verweiße ich einfach noch mal auf meinen Link !
http://extreme.pcgameshardware.de/rollenspiele-und-adventures/207854-update-sgssaa-und-ao-fuer-mass-effect-3-frei-schalten.html

Edit:
Ich werde wohl auch mal ein Video dazu machen und das alles erklären

aufkrawall
2014-03-03, 18:11:01
@aufkrawall: Wie sortierst und pflegst du die Tabellen? Alles per Hand oder geht das einsortieren (halb-)automatisch?
Alles händisch. Wenn jemand da versierter ist und das mit weniger Aufwand hinbekommt, geb ich die Verantwortung gerne ab.

Blaire
2014-03-03, 18:57:27
Oh yes, you're right. I haven't even noticed it yet. The bit works but definitely flickers each time the camera switches during conversations. I guess it's because the AO needs to be recalculated abruptly for a totally different image. Have you experienced similar issues during your tests with other games?

For comparison:

Mass Effect 1 HBAO (0x00000020)

Deactivated | Activated
http://abload.de/thumb/masseffect_2014_03_03zajvo.png (http://abload.de/image.php?img=masseffect_2014_03_03zajvo.png)|http://abload.de/thumb/masseffect_2014_03_032pjd8.png (http://abload.de/image.php?img=masseffect_2014_03_032pjd8.png)


"0x0000002F" fand ich ganz gut für Mass Effect (Stand 334.89 WHQL), der AO-Effekt ist etwas dezenter, dafür kein Flackern und es wirkt nicht zu übertrieben abgedunkelt, auch gibt es keine anderen Alternativ-Bits, ohne das es in den Engine-Sequenzen zum Flackern führt.

@MrBonk: Great Work, Thanks to share with us. :)

no Driver-AO|Official HBAO+ |Fixed "2F"-Bits
http://abload.de/thumb/seq_ao_offk9js0.png (http://abload.de/image.php?img=seq_ao_offk9js0.png)|http://abload.de/thumb/seq_officialoksr4.png (http://abload.de/image.php?img=seq_officialoksr4.png)|http://abload.de/thumb/seq_newbits_onohsrn.png (http://abload.de/image.php?img=seq_newbits_onohsrn.png)|
http://abload.de/thumb/mass_ao_off8tsfx.png (http://abload.de/image.php?img=mass_ao_off8tsfx.png)|http://abload.de/thumb/mass_official1vsvh.png (http://abload.de/image.php?img=mass_official1vsvh.png)|http://abload.de/thumb/mass_newbits_on96sa2.png (http://abload.de/image.php?img=mass_newbits_on96sa2.png)

SLIKnight
2014-03-03, 21:16:04
"0x0000002F" fand ich ganz gut für Mass Effect (Stand 334.89 WHQL), der AO-Effekt ist etwas dezenter, dafür kein Flackern und es wirkt nicht zu übertrieben abgedunkelt, auch gibt es keine anderen Alternativ-Bits, ohne das es in den Engine-Sequenzen zum Flackern führt.

What about ME3, is "0x00000020" enough for HBAO+ in that one?

Blaire
2014-03-03, 21:50:56
What about ME3, is "0x00000020" enough for HBAO+ in that one?

Keine Ahnung, hab ich mir noch nicht angesehen.

SLIKnight
2014-03-03, 23:18:06
The references for the ones listed as "OP" are ones I usually tested myself. Hence I don't have forum posts to use as references.

And I don't have all of the screenshots for all of them either.

Others that others like you found, I had references to posts copied down for some. But for others I forgot to when I wrote it to my document I have on my PC.

Too tedious to go look for all of them again. (Even though a large majority I tested and found out myself)


I have looked through various posts on the 3DCenter forums and elsewhere, and here are some more references for your HBAO+ thread:


Battlefield 2: Project Reality (0x00000003):
http://www.realitymod.com/forum/f112-pr-bf2-tales-front/124625-pr-bf2-guide-best-possible-graphics-nvidia-gpu.html#post1954490

Call of Juarez: Gunslinger (SSAO works with "0x00000019", should be retested with HBAO+)
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9780425&postcount=4286

Darksiders II (0x0000002A):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10086910&postcount=1323

F.E.A.R. (0x00000008):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9609522&postcount=3737

Hard Reset (0x00000029):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10064252&postcount=5373

How to Survive (0x00000017):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10064692&postcount=5374

Mass Effect (0x0000002F):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10132541&postcount=5593

Metal Gear Rising: Revengeance (0x0000001F):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10070980&postcount=5380

Resident Evil: Revelations (SSAO works with "0x0000000F", should be retested with HBAO+)
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9773222&postcount=4267

Saints Row 2 (0x00000003):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10028504&postcount=5263

Sniper: Ghost Warrior (0x00000004):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10039547&postcount=5277

Tom Clancy's Rainbow Six: Vegas 1 & 2 (0x00000002):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10047180&postcount=5316

Tom Clancy's Ghost Recon: Advanced Warfighter 2 (0x00000004):
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9359472&postcount=2658

MrBonk
2014-03-03, 23:55:58
Thanks everybody, I appreciate the help! I will add and edit everything in :)

MrBonk
2014-03-04, 00:02:10
"0x0000002F" fand ich ganz gut für Mass Effect (Stand 334.89 WHQL), der AO-Effekt ist etwas dezenter, dafür kein Flackern und es wirkt nicht zu übertrieben abgedunkelt, auch gibt es keine anderen Alternativ-Bits, ohne das es in den Engine-Sequenzen zum Flackern führt.

@MrBonk: Great Work, Thanks to share with us. :)

no Driver-AO|Official HBAO+ |Fixed "2F"-Bits
http://abload.de/thumb/seq_ao_offk9js0.png (http://abload.de/image.php?img=seq_ao_offk9js0.png)|http://abload.de/thumb/seq_officialoksr4.png (http://abload.de/image.php?img=seq_officialoksr4.png)|http://abload.de/thumb/seq_newbits_onohsrn.png (http://abload.de/image.php?img=seq_newbits_onohsrn.png)|
http://abload.de/thumb/mass_ao_off8tsfx.png (http://abload.de/image.php?img=mass_ao_off8tsfx.png)|http://abload.de/thumb/mass_official1vsvh.png (http://abload.de/image.php?img=mass_official1vsvh.png)|http://abload.de/thumb/mass_newbits_on96sa2.png (http://abload.de/image.php?img=mass_newbits_on96sa2.png)
It may be worthwhile to post that in Nvidia's official thread for others to see as well :)

SLIKnight
2014-03-04, 00:24:01
Thanks everybody, I appreciate the help! I will add and edit everything in :)


Just "tested" the new references in your AO thread, and FYI the "Darksiders II" and "How to Survive" links aren't working :smile:

Gast
2014-03-04, 00:51:44
HBAO+ Thread on Guru3D with as much helpful information as possible.

http://forums.guru3d.com/showthread.php?p=4776218#post4776218


It took me about 5 hours to make the thread. Time sure flies ugh lol

Thank you so so much !

MrBonk
2014-03-04, 02:42:19
Just "tested" the new references in your AO thread, and FYI the "Darksiders II" and "How to Survive" links aren't working :smile:
:freak: Fixed

MrBonk
2014-03-04, 09:51:57
Does anyone know how to play Kingdom's of Amalur at high resolutions without the HuD becoming obscenely tiny? :(

Game looks great downsampled but the HuD/UI are too small

phoenix887
2014-03-04, 15:10:18
Does anyone know how to play Kingdom's of Amalur at high resolutions without the HuD becoming obscenely tiny? :(

Game looks great downsampled but the HuD/UI are too small

Did you try the SGSSAA Bits? I like this bits, maybe its a solution for you too?

SLIKnight
2014-03-04, 18:46:09
I did some extensive DX9 HBAO+ testing in Far Cry 2.
Since the official AO compatibility flag "0x000A0000" only contains DX10 AO-bits, it has absolutely no effect on either IQ or performance when forcing HBAO+ in DX9 mode.

After much testing, the only three viable DX9 HBAO+ alternatives in FC2 turned out to be "0x00000022", "0x0000002D" and "0x00000031".
The "0x00000022" profile produces a more moderate AO effect, while "0x0000002D" applies a quite dark effect to the whole scene.
Unfortunately "0x00000022" causes artifacts in and around water, so using it can't really be recommended (I have included screenshots of this problem in the "Settings and NVIDIA Inspector" spoiler below).

The "2D" profile does cause the grass to look a little "fuzzy", and it bleeds slightly through distant trees and terrain.
But I still think it is an overall better option than "22", if you wish to have a strong AO effect in FC2.
The third functional HBAO+ profile "0x00000031" has none of the problems of "0x00000022" or "0x0000002D", and applies a perfect subtle AO effect without any downsides whatsoever.

Here are some comparison screenshots at 1920x1200 with 8xSGSSAA forced in DX9 mode using "0x000010C1", along with my ingame settings and NVIDIA Inspector profile:

No AO|0x00000022|0x0000002D|0x00000031|Performance loss from HBAO+
http://abload.de/thumb/fc2_noaoh6f7l.png (http://abload.de/image.php?img=fc2_noaoh6f7l.png)|http://abload.de/thumb/farcry2_2014_06_16_12j6q6c.png (http://abload.de/image.php?img=farcry2_2014_06_16_12j6q6c.png)|http://abload.de/thumb/fc2_0x000a002d_hqnci50.png (http://abload.de/image.php?img=fc2_0x000a002d_hqnci50.png)|http://abload.de/thumb/farcry2_0x00000031_8xksuuv.png (http://abload.de/image.php?img=farcry2_0x00000031_8xksuuv.png)|19.6%

Settings|NVIDIA Inspector|0x00000022 "water bug"
http://abload.de/thumb/fc2_settings69i6t.png (http://abload.de/image.php?img=fc2_settings69i6t.png)|http://abload.de/thumb/fc2_inspector1eue1.png (http://abload.de/image.php?img=fc2_inspector1eue1.png)|http://abload.de/thumb/fc2_22_wateryddwq.png (http://abload.de/image.php?img=fc2_22_wateryddwq.png) http://abload.de/thumb/fc2_22_under_water8rdpb.png (http://abload.de/image.php?img=fc2_22_under_water8rdpb.png)

MrBonk
2014-03-05, 02:38:59
Did you try the SGSSAA Bits? I like this bits, maybe its a solution for you too?
I haven't tried those yet, but I was going to :tongue:.

I was mostly afraid of if it would conflict with the post processing. Because there is only one on-off switch that disables the Post_AA the game has built in with all the other PP effects. (Which I think look nice in this game.)

I'll have to test myself and see. Thanks

MrBonk
2014-03-05, 03:31:43
I did some extensive HBAO+ testing in Far Cry 2.
It seems the official AO compatibility flag "0x000A0000" has absolutely no effect on either IQ or performance, when forcing HBAO+ using the 331.xx drivers or newer.

Instead I found two viable alternatives.
The "0x00000028" profile produces a very subtle and barely noticeable AO effect, which primarily affects distant terrain etc.
On the other hand does "0x000A002D" apply a quite dark AO effect to the whole scene.

The latter does cause the grass to look a little "fussy", but this problem can be minimized by using "High Quality" HBAO+.
Here are some comparison screenshots at 1920x1200 with 8xSGSSAA forced in DX9 mode using "0x000010C1", along with my ingame settings and NVIDIA Inspector profile:

No AO|Official AO|0x00000028|0x000A002D (HQ)|Settings|NVIDIA Inspector
http://abload.de/thumb/fc2_noaoh6f7l.png (http://abload.de/image.php?img=fc2_noaoh6f7l.png)|http://abload.de/thumb/fc2_officialaou5eal.png (http://abload.de/image.php?img=fc2_officialaou5eal.png)|http://abload.de/thumb/fc2_0x0000002870dfr.png (http://abload.de/image.php?img=fc2_0x0000002870dfr.png)|http://abload.de/thumb/fc2_0x000a002d_hqnci50.png (http://abload.de/image.php?img=fc2_0x000a002d_hqnci50.png)|http://abload.de/thumb/fc2_settings69i6t.png (http://abload.de/image.php?img=fc2_settings69i6t.png)|http://abload.de/thumb/fc2_inspector3cfmr.png (http://abload.de/image.php?img=fc2_inspector3cfmr.png)


All other AO profiles I tried either didn't work at all, or caused massive performance slowdowns (still without working).
To demonstrate the overall beauty of the final result with both HQ HBAO+ and DX9 8xSGSSAA forced in FC2, I will also include a series of screenshots at the bottom of this post:

http://abload.de/thumb/farcry2_2014_03_04_16fojmn.png (http://abload.de/image.php?img=farcry2_2014_03_04_16fojmn.png) http://abload.de/thumb/farcry2_2014_03_04_16vskod.png (http://abload.de/image.php?img=farcry2_2014_03_04_16vskod.png) http://abload.de/thumb/farcry2_2014_03_04_165nk5k.png (http://abload.de/image.php?img=farcry2_2014_03_04_165nk5k.png) http://abload.de/thumb/farcry2_2014_03_04_16dsk7k.png (http://abload.de/image.php?img=farcry2_2014_03_04_16dsk7k.png) http://abload.de/thumb/farcry2_2014_03_04_16izk2w.png (http://abload.de/image.php?img=farcry2_2014_03_04_16izk2w.png) http://abload.de/thumb/farcry2_2014_03_04_16ztj3b.png (http://abload.de/image.php?img=farcry2_2014_03_04_16ztj3b.png) http://abload.de/thumb/farcry2_2014_03_04_16omjom.png (http://abload.de/image.php?img=farcry2_2014_03_04_16omjom.png) http://abload.de/thumb/farcry2_2014_03_04_1688jhh.png (http://abload.de/image.php?img=farcry2_2014_03_04_1688jhh.png)
Thanks for this!:smile:

Think it's worthwhile to post that in Nvidia's thread? https://forums.geforce.com/default/topic/683553/geforce-drivers/hbao-driver-feedback-thread/ to let them know it's not workin?

Considering the irony! http://www.geforce.com/whats-new/guides/ambient-occlusion#5

hellibelli
2014-03-05, 07:58:55
Hey das ist ja mal geilo!!!
Sehr schön das mit den Inspector Einstellungen.... so bekomme selbst ich das hin.

Danke @ SliKnight

N0Thing
2014-03-05, 13:11:35
There is a thread about AO in this forum: http://www.forum-3dcenter.org/vbulletin/showthread.php?t=496760

It may be better not to mix AO and AA bits in one thread. But good to see, that someone is still searching for new AO bits. :up:

SLIKnight
2014-03-06, 02:20:59
Thanks for this!:smile:

Think it's worthwhile to post that in Nvidia's thread? https://forums.geforce.com/default/topic/683553/geforce-drivers/hbao-driver-feedback-thread/ to let them know it's not workin?

Considering the irony! http://www.geforce.com/whats-new/guides/ambient-occlusion#5

Sure, it's my pleasure.
Actually I prefer to find my own "custom" AO profiles, and not rely too much on the official NVIDIA profiles.
Personally I think we should treat HBAO+ just like the SGSSAA profiles, i.e. customize our own profiles until we are happy with the result ;)

There is a thread about AO in this forum: http://www.forum-3dcenter.org/vbulletin/showthread.php?t=496760

It may be better not to mix AO and AA bits in one thread. But good to see, that someone is still searching for new AO bits. :up:

I kinda see your point.
The problem is, that the AO thread you are linking is completely dead and only contains older SSAO information, which is almost useless with the new HBAO+ implementation.
So for me to post new guides or AA/AO information in that thread is kinda pointless, since most people wouldn't see it anyway.

Maybe I should get a Guru3D account and post HBAO+ information there instead, but then the good people at 3DCenter would be missing out :)
Choices, Choices :rolleyes:

Edit:
By the way, I have added my new HBAO+ guide for FC2 as a reference in my existing "Dunia Engine guide", which in turn is already referenced in the Far Cry 2 SGSSAA entry: #4636 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9869119&postcount=4636)
This way, all relevant tweaking information for FC2/FC3 is gathered in one place ;)

MrBonk
2014-03-06, 05:07:03
Sure, it's my pleasure.
Actually I prefer to find my own "custom" AO profiles, and not rely too much on the official NVIDIA profiles.
Personally I think we should treat HBAO+ just like the SGSSAA profiles, i.e. customize our own profiles until we are happy with the result ;)



I kinda see your point.
The problem is, that the AO thread you are linking is completely dead and only contains older SSAO information, which is almost useless with the new HBAO+ implementation.
So for me to post new guides or AA/AO information in that thread is kinda pointless, since most people wouldn't see it anyway.

Maybe I should get a Guru3D account and post HBAO+ information there instead, but then the good people at 3DCenter would be missing out :)
Choices, Choices :rolleyes:

Edit:
By the way, I have added my new HBAO+ guide for FC2 as a reference in my existing "Dunia Engine guide", which in turn is already referenced in the Far Cry 2 SGSSAA entry: #4636 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9869119&postcount=4636)
This way, all relevant tweaking information for FC2/FC3 is gathered in one place ;)
Well, I can agree to some extent. Left 4 Dead 2's HBAO+ official profile works very well for me and doesn't have the issues it had when it was SSAO. :tongue:


As well, you should sign up for a Guru3D account. Nothing wrong with using both places :P Many of us do! As well you know, I did say previously that someone would be free to make a mirror of my HBAO+ thread here in German so those that don't speak English or only have an account here wouldn't be missing out.

Plus, it could get to the point again where Guru3D isn't as active or the like as with the AA thread

MrBonk
2014-03-08, 10:42:59
Posting my results from testing

- Thief: Deadly Shadows -
______________________________________________________

General Information:

The following information is assuming you are using "The Sneaky Upgrade" (http://www.ttlg.com/forums/showthread.php?t=138607)

I discovered that 0x00000045 works for just about everything. Only problem is that it doesn't do it all particularly well. (Not to mention, since primary flip chain is disabled. Stuff like HUD elements and the title screen aren't AA'd)

And no bits don't work for forcing anything.

So - 0x00000041 - actually works best. With: MSAA,TrSSAA,SGSSAA,OGSSAA,HSAA.


SGSSAA even seems to push the game pretty hard in some areas, (i'd say 98% GPU usage spikes with 8xSGSSAA at 1600x900 60FPS on a GTX 570 for a UE2 game is pretty dope. Most of the time it's only around 40/50% though)


Picture example
NoAA http://i.minus.com/ibezNEYDE721fi.png
45 8xSGSSAA http://i.minus.com/ibeNMhwkY8gpsH.png
41 8xSGSSAA http://i.minus.com/idd9J7r0Y7x6T.png

Gast
2014-03-08, 18:27:55
2MrBonk:

Good work, but unfortunately more blur with 0x00000041. You can see it clearly on the wall. Aliased HUD is half so bad in my opinion.

MrBonk
2014-03-09, 00:29:35
The blur is near un-noticable when you are actually playing (And is only really noticable under circumstances when very far away from certain objects). I'll take 41 over 45 any day. 41 looks so much better IMHO. Especially with MSAA. Plus, this is with no LOD Bias changes, i'm sure auto LOD or some negative LoD could fix that if it's an issue just fine.


Look at these two shots and tell me how much more blurry one is compared to the other
http://i4.minus.com/iZmBcWSG6idDv.png
http://i2.minus.com/isZBS2TEUgqXg.png

The difference is insignificant IMHO


And considering the minor blur is only happening with SGSSAA anyway it's a moot point.

41 8xQ http://i.minus.com/ibysB0qi46zttL.png
45 8xQ http://i.minus.com/iEAKdhftrKWl1.png

MrBonk
2014-03-09, 08:20:34
I'd also like to add that 0x004000C0 works for SGSSAA in DX9 in Deus Ex Human Revolution Director's Cut. But it's not a good option to use because the Director's Cut uses lower precision/resolution HDR and DoF than the original game.

Which results in an image that feels half baked and even almost pointless to use SGSSAA.(Unless you downsample, but then the HUD becomes too small).
ok, not pointless but it doesn't look as good as the original game

The icing on the cake too is that the HDR buffer resolution scales with resolution too. Meaning if you play downsampled by 2x2 the HDR quality will be significantly better.
Comparisons http://screenshotcomparison.com/comparison/65870
Ex
OG http://i.minus.com/iPLltokAUCtRO.png
DC http://i.minus.com/iLnItQTMLfLl.png
Look at the glow around the lights , specifically the one to the upper right. You can see visible undersampling artifacts which don't exist in the original game. It looks a LOT worse in motion too. (And considering how heavy HDR is in this game, it makes a lot of stuff look really bad)


One more EXTREMELY important thing for Deus Ex HR (Original game) is that you should NOT use the AA FIX with SGSSAA. It causes the same problem with DoF as Dead Rising 2 (See my post for that for a video example.)

DBGT
2014-03-10, 09:59:08
Hi, I am totally new on this stuffs, so please be patient with me,
I'm trying to applied a true AA on Castlevania Lords of Shadow, my question: what type of antialiasing settings should I choose on NVIDIA inspector? Because I can't see "8x SGSSAA" or whatever on the option, please help.

N0Thing
2014-03-10, 11:17:26
Hello and welcome!

Don't be worried, at first all these settings seems to be a bit confusing, but you will get to it in no time. ;)

To enable SGSSAA you have to select some form of Multisample Antialiasing and then under the field Antialiasing - Transparency Supersampling 4x or 8x Sparse Super Sampling, depending of your choosen MSAA basis (4xMSAA --> 4xSGSSAA, 8QxMSAA --> 8xSGSSAA)

I attach a screenshot of the Nvidia Inspector for 8xSGSSAA.


PS.: Don't forget to set Antialiasing - Behavior Flags to "None".

DBGT
2014-03-10, 14:21:16
I did exactly just like you, only the fps drops, but no changes on the game :(

N0Thing
2014-03-10, 16:20:30
Did you disable AA in the game? You could also try the bits mentioned in this Thread: http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9861727&postcount=4592

I did not own Castlevania myself, so I can't help you any further. :(

DBGT
2014-03-10, 17:12:12
This is my settings, and AA is disabled on the game
http://i.imgur.com/OCcddwc.jpg


Thank you for your help, I've read this already but did not understand it well.

Gast
2014-03-10, 17:29:54
enable aa fix right below the aa bits

DBGT
2014-03-10, 17:57:20
I enable aa fix, no changes :s

MrBonk
2014-03-11, 01:38:30
Take a screen shot with it on and with it off and post it here. Please lossless .PNG or highest level JPGs please.

SLIKnight
2014-03-11, 02:00:18
Maybe he has "Let the 3D application decide" set under "Adjust image settings with preview" in NVIDIA control panel.
I have this set to Use the advanced 3D image settings, which I believe is necessary for AA forced through the individual driver profiles to have any effect.

Just my 2 cents :smile:

MrBonk
2014-03-11, 03:06:47
That is most certainly a possibility.

DBGT
2014-03-11, 08:00:35
Take a screen shot with it on and with it off and post it here. Please lossless .PNG or highest level JPGs please.

I'm not at home right now, so I will send screenshots after 6h from now
Just to clarify, taking a screenshot with aa fix on/off ?
And should I disable AA inside the game?

BeetleatWar1977
2014-03-11, 08:49:54
World of Tanks - 0x0000B2C1

geht wieder - mit 8.11 und FW334.89

http://abload.de/img/zwischenablage01pckcc.jpg

SGSSAA ist leider immer noch buggy:
http://abload.de/img/zwischenablage02pvk3g.jpg
Wenn ich die Zeit habe - teste ich noch andere Bits dafür......
Nice, but "12C1" should be enough for SGSSAA in WoT ;)
Also please remember to enable the TF2 "AA fix".
This tends to solve such problems in many games.
FW 335.23 - and still working :D

DBGT
2014-03-11, 14:38:01
AA fix on:
http://s16.postimg.org/rlw0yk66p/image.jpg (http://postimg.org/image/rlw0yk66p/)

AA fix off:
http://s1.postimg.org/6wz6yjoob/off.jpg (http://postimg.org/image/6wz6yjoob/)

SLIKnight
2014-03-11, 15:44:02
AA fix on:
http://s16.postimg.org/rlw0yk66p/image.jpg (http://postimg.org/image/rlw0yk66p/)

AA fix off:
http://s1.postimg.org/6wz6yjoob/off.jpg (http://postimg.org/image/6wz6yjoob/)

The image with the "TF2 AA fix" enabled definitively looks sharper to me.
But it looks like SGSSAA is working just fine in both examples :smile:

Could you please also take a screenshot with no AA, i.e. with both ingame AA and driver AA disabled?

Also for future reference, any ingame AA setting whether it is MSAA, FXAA or whatever should usually ALWAYS be disabled when forcing SGSSAA in a game using HDR lighting or deferred rendering ;)
There does exist some exceptions to this rule, but those cases are extremely rare.
But if you are simply "enhancing" ingame MSAA with SGSSAA, then the ingame AA should of course be kept on.

Hope this clears things up ;)

DBGT
2014-03-11, 17:51:05
The image with the "TF2 AA fix" enabled definitively looks sharper to me.
But it looks like SGSSAA is working just fine in both examples :smile:

Could you please also take a screenshot with no AA, i.e. with both ingame AA and driver AA disabled?

Also for future reference, any ingame AA setting whether it is MSAA, FXAA or whatever should usually ALWAYS be disabled when forcing SGSSAA in a game using HDR lighting or deferred rendering ;)
There does exist some exceptions to this rule, but those cases are extremely rare.
But if you are simply "enhancing" ingame MSAA with SGSSAA, then the ingame AA should of course be kept on.

Hope this clears things up ;)

No man, these image looks same to me, it is just it is not clear, you can't notice the different, AA is not working at all, only the fps drops, if only I can upload a short video for this.
Do you know a better place in chapter 1 to take a shot from it?

DaTraS
2014-03-11, 20:59:22
Well well, my beloved Castlevania... Try disabling ingame Ambient Occlusion!
SGSSAA and AO don't like each other in this game...
With enabled AO i was getting constantly flickering, as there was no antialiasing at all!
After I disabled it, there was no flickering and the image was really sharp!

DBGT
2014-03-12, 00:18:53
Well well, my beloved Castlevania... Try disabling ingame Ambient Occlusion!
SGSSAA and AO don't like each other in this game...
With enabled AO i was getting constantly flickering, as there was no antialiasing at all!
After I disabled it, there was no flickering and the image was really sharp!

oh, that worked, there is huge improvement, it is not like it worked 100%, I can see some flickering, but not like before, Thank you Datras!

SLIKnight
2014-03-12, 03:14:49
Hello guys.
I found a better SLI profile "0x42400005" for Ghostbusters: The Video Game.
The official profile "0x02400005" suffers from slowdowns around smoke or particle effects.
Here are some comparison screenshots taken on the "start screen" at 1920x1200 with 8xSGSSAA forced using "0x000010C5" (All the menus are capped at 30 FPS in this game):

http://abload.de/thumb/gb_0x02400005teuzd.png (http://abload.de/image.php?img=gb_0x02400005teuzd.png) http://abload.de/thumb/gb_0x424000056ou66.png (http://abload.de/image.php?img=gb_0x424000056ou66.png)

I also found a HBAO+ flag "0x0000002B" for Ghostbusters.
All other combinations of AO bits either flickered on and off, didn't work at all or caused massive performance slowdowns still without working.
Here are some ingame comparison screenshots, one without any AO and one with "Quality" HBAO+ forced (capped to 60 FPS using "Lock display to 60Hz refresh rate"):

http://abload.de/thumb/gb_noaod6uat.png (http://abload.de/image.php?img=gb_noaod6uat.png) http://abload.de/thumb/gb_0x0000002b30u9q.png (http://abload.de/image.php?img=gb_0x0000002b30u9q.png) http://abload.de/thumb/gb_inspectord5u8k.png (http://abload.de/image.php?img=gb_inspectord5u8k.png)

hellibelli
2014-03-12, 18:56:32
THX SLIKnight!!! Is good to see the Picture from NvidiaInspector Settings!!!!

CrimsoN
2014-03-13, 08:50:40
FW 335.23 - and still working :D


Immer noch der bekannte Fehler:
0x000012C1 mit 4xSGSSAA
http://abload.de/img/worldoftanks_2014_03_4rp7k.png (http://abload.de/image.php?img=worldoftanks_2014_03_4rp7k.png)

Maorga
2014-03-13, 11:22:25
Da gibt es doch einen Schalter in einer WoT xml, um die grey outline abzuschalten. Okay vielleicht dumm in nem Busch, aber du weißt ja wie groß deiner ist.

Ronin2k
2014-03-13, 16:55:16
Ghostbusters kann ich mit Win8.1 überhaupt nicht spielen. Springt nach der Schwierigkeitsauswahl wieder ins Hauptmenü, das passiert immer wieder. Egal welcher Kompatiblitätsmodus und mit Admin Rechte.

BeetleatWar1977
2014-03-14, 07:37:15
Immer noch der bekannte Fehler:
0x000012C1 mit 4xSGSSAA
http://abload.de/img/worldoftanks_2014_03_4rp7k.png (http://abload.de/image.php?img=worldoftanks_2014_03_4rp7k.png)
Its not a bug - its a feature! ;D

Die Umrissline um den Panzer ist noch da - aber das die Linien durch den Panzer durchgehen ( wie es früher war) hatte ich bisher(!) nichtmehr.....

CrimsoN
2014-03-14, 08:03:12
Its not a bug - its a feature! ;D

Die Umrissline um den Panzer ist noch da - aber das die Linien durch den Panzer durchgehen ( wie es früher war) hatte ich bisher(!) nichtmehr.....

Hast du 16:9 ?

BeetleatWar1977
2014-03-14, 20:08:38
Hast du 16:9 ?
Ja - 1080p

urfaust
2014-03-14, 20:26:29
..weiß jemand wie ich in "Halo 1 - Combat Evolved" AA erzwingen kann? Es gibt ein voreingestelltes Profil aber das greift irgendwie nicht?

danke

MrBonk
2014-03-15, 03:14:31
IIRC it is impossible. You could downsample with SMAA/FXAA probably though

Radon
2014-03-15, 09:21:17
Spielt hier noch jemand die Elder Scrolls: Online - Beta? Das Spiel selber bietet nur ein sehr flimmerndes FXAA oder SMAA an.
In der Default Einstellung läuft es in DX11, man kann aber in der UserSettings.txt den Wert GraphicsDriver.7 auf "D3D9".
Damit greifen dann auch NvidiaInspector Settings, allerdings ohne passende Kompatibilitätsbits hab ich bisher nur einen schwarzen Bildschirm bekommen.

aufkrawall
2014-03-15, 10:36:23
Mit 0x204412C1, SGSSAA und niedrigsten Details bleibt es schwarz?
Dann ist wohl Schwarzsehen angebracht, hört sich nach ähnlicher AA-Inkompatibilität wie etwa beim flying wild hog Renderer von Shadow Warrior & HR an.

CrimsoN
2014-03-15, 12:52:53
Ja - 1080p

Da ran kann es wohl Liegen da ich nur eine 16:10 @ 1050p und 1080p will das Spiel nicht nehmen ob wohl eine Auflösung im Treiber dafür habe.

MrBonk
2014-03-16, 01:56:38
elder scrolls online any forced AA is impossible right now

MrBonk
2014-03-16, 23:54:55
Does anyone mind taking some 1080p shots of The Lego Movie game with 4xSGSSAA on? Been looking for them for a comparison.

MrBonk
2014-03-17, 01:16:13
I have discovered and fixed the issues with

- Rock of Ages -

0x080000C1 is indeed the minimum bit needed for HQ SGSSAA but by default, it has issues with the game's Fog Volumes. This is what I believe the old "Flickering" comment was about, because it does indeed flicker. It cannot resolve AA around the Fog Volumes because they are undersampled to a lower resolution. (In the tutorial level without AA on, move the camera up slightly and look at the edges of the track face where it intersects with the rolling fog. You'll notice the aliased edges are very large)


The issue is akin to trying to use 0x00000041 to force SGSSAA instead of 0x000000C1 in many games. It becomes a flicking ugly looking white outline of a sorts


Here's a picture of what it looks like (http://i4.minus.com/iboX1RUxcpOCiU.png)


To Fix this you need to go into the BoulderEngine.ini located in my documents/my games/Unreal Engine 3/BoulderGame/Config

And disable the following line "FogVolumes=True" to "FogVolumes=False"


No more flickering :nerd: You don't get some fog. But the trade off is worthy IMO

SLIKnight
2014-03-17, 02:31:21
I have been doing some SGSSAA and HBAO+ testing in Star Wars: The Force Unleashed.

When the "AA fix" is enabled in NVIDIA Inspector, the "0x000012C5" flag no longer works correctly for SGSSAA in SW:TFU.
Instead "0x000012C1" has to be used, which uses more VRAM than "12C5", but also looks much better.
As far as HBAO+ is concerned, I simply couldn't find a working AO flag.
I have now tried literally all combinations of DX9 AO bits in the driver (334.89 WHQL), and none of them made a difference visually.
Only "0x0000002F" slightly increased VRAM usage, but still didn't apply any AO effect ingame.

By default SW:TFU is capped at 30 FPS, which feels awful IMO.
I highly recommend using the "60 FPS fix" created by a user called "jackfuste" from the "Rage3D" forums.
Here is a download link, that will work with the latest version 1.2 of the game: 60FPS fix for SW:TFU (1.2) (http://www.rage3d.com/board/showpost.php?p=1336407798&postcount=144)
Officially this method of increasing the FPS cap doesn't work with the Steam version of the game, but there are "special" ways around that, which I can't speak about in a public forum ;)
With all that background information out of the way, here are some comparison screenshots at 1920x1200:

no AA|8xSGSSAA (0x000012C5)| 8xSGSSAA (0x000012C1)| Config.xml| NVIDIA Inspector
http://abload.de/thumb/swtfu_noaa4lllm.png (http://abload.de/image.php?img=swtfu_noaa4lllm.png)|http://abload.de/thumb/swtfu_0x000012c53ex5x.png (http://abload.de/image.php?img=swtfu_0x000012c53ex5x.png)|http://abload.de/thumb/swtfu_0x000012c1hrblq.png (http://abload.de/image.php?img=swtfu_0x000012c1hrblq.png)|http://abload.de/thumb/swtfu_configjbx72.png (http://abload.de/image.php?img=swtfu_configjbx72.png)|http://abload.de/thumb/swtfu_inspector55aim.png (http://abload.de/image.php?img=swtfu_inspector55aim.png)


The image quality with "12C1" is really amazing in SW:TFU, and the combination of perfect 8xSGSSAA and a smooth 60 FPS really makes this otherwise mediocre console port shine :)
As the last part of this IQ guide for SW:TFU, I will include a few more screenshots with 8xSGSSAA forced using "0x000012C1":

http://abload.de/thumb/swtfu_2014_03_17_01_2aqxw0.png (http://abload.de/image.php?img=swtfu_2014_03_17_01_2aqxw0.png) http://abload.de/thumb/swtfu_2014_03_17_01_2q2yon.png (http://abload.de/image.php?img=swtfu_2014_03_17_01_2q2yon.png) http://abload.de/thumb/swtfu_2014_03_17_01_245bmr.png (http://abload.de/image.php?img=swtfu_2014_03_17_01_245bmr.png) http://abload.de/thumb/swtfu_2014_03_17_01_2adlmj.png (http://abload.de/image.php?img=swtfu_2014_03_17_01_2adlmj.png)

AndyydnA
2014-03-17, 16:55:58
Does anyone mind taking some 1080p shots of The Lego Movie game with 4xSGSSAA on? Been looking for them for a comparison.

http://abload.de/thumb/267530_2014-03-17_000qtau2.png (http://abload.de/image.php?img=267530_2014-03-17_000qtau2.png)

Blade II
2014-03-17, 18:26:00
Does anyone mind taking some 1080p shots of The Lego Movie game with 4xSGSSAA on? Been looking for them for a comparison.
Try to use 0x004010C1 as compatibility bit and turn the shader settings to low for best IQ.

MrBonk
2014-03-18, 03:06:41
http://abload.de/thumb/267530_2014-03-17_000qtau2.png (http://abload.de/image.php?img=267530_2014-03-17_000qtau2.png)
Thank you very much! :smile:

CrimsoN
2014-03-20, 00:10:19
Für Payday 2 gibt HABO+ bits

0x00000004 (Call of Duty 4: Modern Warfare)

On:
http://abload.de/img/payday2_win32_release33uyc.png (http://abload.de/image.php?img=payday2_win32_release33uyc.png)

Off:
http://abload.de/img/payday2_win32_releasetsi6m.png (http://abload.de/image.php?img=payday2_win32_releasetsi6m.png)

MrBonk
2014-03-20, 03:58:30
Thank you

MrBonk
2014-03-20, 05:47:26
I'd like to post an update for

- Sonic & Sega All Stars Racing -

General Information:

The previous flag has too many bits, as well SGSSAA isn't very high quality/is too blurry.


Too, SGSSAA doesn't AA Shadow maps either, where as my new flag does!


2x2 Downsampling+FXAA is a decent solution too (But in the current drivers Driver FXAA seems like it's been broken somewhat. Coverage isn't as good and it won't apply on top of any other AA when it should as it always have.)

______________________________________________________________

Flag: 0x080012C1 - MSAA,TrSSAA,SGSSAA,OGSSAA,HSAA - These are the minimum bits for HQ SGSSAA, the 8 is what enables Shadow maps to be AA'd
_________________________________________________________

Pictures:

No AA http://i.minus.com/iFTwjLBQ9VLXg.png
0x00411245 8xSGSSAA http://i.minus.com/i6KBWq6w5LqYV.png
0x000012C1 8xSGSSAA (Notice Shadow maps the same) http://i.minus.com/iXgxMuNxLe9AO.png
0x080012C1 8xSGSSAA http://i.minus.com/iMumQ1P5UUKpX.png
0x080012C1 8xMSAA+8xTrSSAA (Showing that it works) http://i.minus.com/iPX5jp3SbdFej.png
2x2 +FXAA http://i.minus.com/ibgqSMh7XDb2Pj.png



Some pictures of new flag 8xSGSSAA & HBAO+ (See HBAO+ Thread for HBAO+ Flags) http://i.minus.com/ibzY0WSwuzWEj7.png http://i.minus.com/iOkvuw5FN9Q7N.png http://i.minus.com/ibuqLO9XPdFMe2.png


(As you can see I seem to be hitting some kind of bottleneck, even with 8xSGSSAA where not all of my GPU is being used. I'm not sure what the issue is. As long as I can maintain 60FPS+ it doesn't drop under normal conditions. But even with 8xSGSSAA where I can't clearly get 60FPS at 768p even without HBAO+ with all of my GPU being used. I tried changing pre-rendered frames and other stuff. Don't know what it is /shrug)

Gast
2014-03-21, 15:10:33
can you try 1080p?

shadow map smoothing in dead rising 2 only works at up to 1024p.

MrBonk
2014-03-21, 21:59:31
Will test both. Thank you, I recall downsampling with DR2 and not having a problem. But maybe not.

SLIKnight
2014-03-21, 22:23:19
HBAO+ testing and modding in GTA IV and Episodes from Liberty City

Hi guys, I have been doing some extensive HBAO+ testing in Grand Theft Auto IV and Grand Theft Auto: Episodes from Liberty City.
A while ago I found a post from the GTA forums, where a user claimed, that "0x00000013" worked for SSAO in the older drivers: How to force Ambient Occlusion using NVIDIA Inspector (GTA Forums) (http://gtaforums.com/topic/527454-how-to-force-ambient-occlusion/)

I used this as my starting point, but the "0x00000013" AO flag didn't work for HBAO+ in either GTA 4 or EFLC.
But I did find, that "0x00000010" applies a very subtle AO effect in EFLC, as demonstrated by these comparison screenshots taken at 3840x2400 downsampled to 1920x1200 with driver FXAA enabled:

no AO|0x00000010
http://abload.de/thumb/eflc_noao_resizegyk6i.png (http://abload.de/image.php?img=eflc_noao_resizegyk6i.png)|http://abload.de/thumb/eflc_0x00000010_resizitjys.png (http://abload.de/image.php?img=eflc_0x00000010_resizitjys.png)
http://abload.de/thumb/eflc2_noao_resizevkkot.png (http://abload.de/image.php?img=eflc2_noao_resizevkkot.png)|http://abload.de/thumb/eflc2_0x00000010_resil1kfm.png (http://abload.de/image.php?img=eflc2_0x00000010_resil1kfm.png)

commandline.txt|Graphics Settings|NVIDIA Inspector
http://abload.de/thumb/eflc_commandline0eivt.png (http://abload.de/image.php?img=eflc_commandline0eivt.png)|http://abload.de/thumb/eflc3_graphics_resizevzke9.png (http://abload.de/image.php?img=eflc3_graphics_resizevzke9.png)|http://abload.de/thumb/eflc3_inspector54jy2.png (http://abload.de/image.php?img=eflc3_inspector54jy2.png)


These screenshots are taken with the latest version 1.1.2.0 of EFLC, without any graphics modifications, since my beloved ENB mod doesn't work without one issue or the other in EFLC.
As you see, "0x00000010" doesn't apply any AO effect to outdoor scenes in EFLC.
But there are no other alternatives in terms of driver forced AO, trust me I have tried everything :)

In the original GTA 4, I'm still running Patch 1.0.3.0 (http://www.gamershell.com/download_42102.shtml) of the game, since i'm not a big fan of the new shadow system implemented in the later patches.
Running this older version of the game also allows me to use version 0.079 (http://enbdev.com/mod_gta4_v0079sora.htm) of the ENB mod, with this custom "enbseries.ini" configuration file:


[PROXY]
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=

[GLOBAL]
AdditionalConfigFile=enbseries2.ini
UseEffect=true
CyclicConfigReading=false
ForceNVidiaCard=true
ForceNVidiaCaps=false

[ENGINE]
ForceDisplaySize=false
ForceAntialiasing=true
ForceDisplayRefreshRate=false
ForceAnisotropicFiltering=false
MaxAnisotropy=16
AntialiasingQuality=1
DisplayRefreshRateHz=60
DisplayWidth=1920
DisplayHeight=1200
ReflectionsForceHighPrecision=true
ReflectionsExtremePrecision=true

[EFFECT]
EnableBloom=false
EnableAmbientOcclusion=false
EnableSkyLighting=false
UseOriginalPostProcessing=true

[INPUT]
KeyUseEffect=123
KeyCombination=16
KeyScreenshot=44
KeyAmbientOcclusion=121

[BLOOD]
ReflectionAmount=0.35
SpecularPower=0.8

[TREE]
LeavesReflectionAmount=0.02
LeavesSpecularPower=0.2
LeavesAmbientAmount=0.3
LeavesColorMultiplier=1.5
LeavesColorPow=1.5

[BUILDING]
WindowLightIntensity=1.3

[LIGHT1]
LightIntensity=1.0
LightAOAmount=1.4
LightILAmount=0.0
EdgeLighteningAmount=1.0
ColorPow=1.1
LightCurve=0.5

[LIGHT2]
LightIntensity=1.2
LightAOAmount=0.0
LightILAmount=1.5
EdgeLighteningAmount=0.3
ColorPow=1.1
LightCurve=0.5

[LIGHT3]
LightIntensity=1.0
LightAOAmount=0.0
LightILAmount=6.0
EdgeLighteningAmount=0.4
ColorPow=1.1
LightCurve=0.5

[LIGHT4]
LightIntensity=0.8
LightAOAmount=0.0
LightILAmount=4.0
EdgeLighteningAmount=1.0
ColorPow=1.1
LightCurve=0.5

[LIGHT5]
LightIntensity=1.0
LightAOAmount=1.0
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=1.1
LightCurve=0.5

[LIGHT6]
LightIntensity=1.0
LightAOAmount=1.0
LightILAmount=0.0
EdgeLighteningAmount=0.0
ColorPow=1.1
LightCurve=0.5

[CARHEADLIGHT]
EmissiveMuliplier=3
LightIntensity=1

[LIGHTSPRITE]
UseExternalTexture=false
Intensity=1.0
IntensityInReflection=1.0
UseRays=true
RaysNumber=2
RaysIntensity=0.9
RaysRateOfChange=1.0
RaysLength=3.0

[CARWINDOWGLASS]
ReflectionAmount=0.5
SpecularPower=100.0
SpecularAmount=1.0

[CHROME]
ReflectionFront=1.0
ReflectionSide=1.1
SpecularPower=10.0
SideFade=1.0
MetallicAmount=0.1

[WHEELS]
ReflectionFront=4.0
ReflectionSide=0.2
SpecularPower=0.08
SideFade=1.0
MetallicAmount=0.2

[REFLECTION1]
ReflectionFront=1.0
ReflectionSide=1.4
SpecularPower=100.0
SideFade=1.0
MetallicAmount=0.01

[REFLECTION2]
ReflectionFront=0.7
ReflectionSide=2.0
SpecularPower=10.0
SideFade=0.5

[REFLECTION3]
ReflectionFront=0.4
ReflectionSide=0.7
SpecularPower=1.0
SideFade=0.3

[BLOOM]
BloomQuality=0
BlueShiftAmount=1.0
Radius1=1.7
Radius2=4.5
Contrast=0.9

[SSAO_SSIL]
ApplyAntialiasing=true
SamplingQuality=1
SamplingRange=1.0
SizeScale=0.5
SourceTexturesScale=0.5
FilterQuality=1
AOAmount=1.4
ILAmount=0.0
EdgeLighteningAmount=5.0

[SHADOW]
FilterQuality=0

[ADAPTATION]
ForceMinMaxValues=false
AdaptationTime=1.0
AdaptationMin=0.6
AdaptationMax=1.0
AdaptationMinMultiplier=1.0
AdaptationMaxMultiplier=1.0

[ENVIRONMENT]
DirectLightingIntensity=1.0
NightLightingIntensity=1.3
DirectLightingCurve=1.0
ReflectionAmountMultiplier=1.4
SpecularAmountMultiplier=1.4
SpecularPowerMultiplier=1.0
ColorPow=1.4
AmbientSunMultiplier=1.2
AmbientSkyMultiplier=1.2
AmbientSunSaturation=1.2
AmbientSkySaturation=1.2

[SKYLIGHTING]
FilterQuality=1
AmbientSunMix=3.0
AmbientSkyMix=3.0
AmbientContrast=1.0
AmbientMinLevel=0.25

[SKY]
AzimuthHeight=0.15
AzimuthMultiplier=3.5
AzimuthSunAffectPower=2.0
AzimuthSunAffectAmount=0.7
AzimuthMultiplier=3.5
TopColorMultiplier=0.7
ColorSaturation=0.0
ColorPower=1.5
SunIntensity=1.0
SunMaxBrightness=50.0
SunColorFilterR=1.0
SunColorFilterG=0.8
SunColorFilterB=0.6
SunColorFilterCurve=3.0
SunCoronaCurve=1.0
SunCoronaIntensity=1.4
SunDesaturation=0.8
OverallPower=1.0
OverallIntensity=0.8
BrightnessUpperLimitMultiplier=4.0
CloudsUseCustomTexture=true
CloudsCurve=1.5
CloudsIntensity=1.3
CloudsDesaturation=0.7
CloudsEdgeClamp=0.95
CloudsEdgeIntensity=3.0
CloudsEdgeRange=8.0
StarsUseCustomTexture=true
StarsAmount=1.1
StarsIntensity=1.5
StarsBrightness=15.0
MoonIntensity=50.0
MoonGamma=1.5
MoonSize=0.2
MoonLightingCurve=0.7
NightCloudsEdgeClamp=3.5
NightCloudsEdgeIntensity=12.0
NightCloudsEdgeRange=14.0


The vanilla textures in GTA 4 look kinda bland and boring, and for that reason I'm also using the Better City Textures (http://www.fileplanet.com/209529/200000/fileinfo/Grand-Theft-Auto-4---Better-City-Textures-Mod) and Total Vegetation Overhaul (http://www.gta4-mods.com/misc/total-vegetation-overhaul-f13518) texture mods.
I highly recommend using the XLiveLess mod for both GTA 4 and EFLC, which will remove GFWL from the games.
Version 0.95 (http://www.gtavision.com/index.php?section=downloads&site=download&id=1516) is compatible with patch 1.0.3.0 (GTA 4), while the latest version 0.999b7 (http://gtaforums.com/topic/388658-relgtaiv-xliveless/) of the mod should be used with version 1.0.7.0 (GTA 4) or 1.1.2.0 (EFLC).

With all of this background information settled, I simply couldn't find a working HBAO+ flag for GTA 4.
Here are some comparison screenshots taken at 3840x2400 downsampled to 1920x1200 using the "AntialiasingQuality=1" parameter in enbseries.ini:

no AO|0x00000013|0x00000010
http://abload.de/thumb/gta4_4xssaa_noaoh8fs6.png (http://abload.de/image.php?img=gta4_4xssaa_noaoh8fs6.png)|http://abload.de/thumb/gta4_4xssaa_0x00000011ocev.png (http://abload.de/image.php?img=gta4_4xssaa_0x00000011ocev.png)|http://abload.de/thumb/gta4_4xssaa_0x00000010df0x.png (http://abload.de/image.php?img=gta4_4xssaa_0x00000010df0x.png)
commandline.txt|Graphics Settings|NVIDIA Inspector
http://abload.de/thumb/eflc_commandline0eivt.png (http://abload.de/image.php?img=eflc_commandline0eivt.png)|http://abload.de/thumb/gta4_graphics_settingesinr.png (http://abload.de/image.php?img=gta4_graphics_settingesinr.png)|http://abload.de/thumb/gta4_inspector00fz0.png (http://abload.de/image.php?img=gta4_inspector00fz0.png)

urfaust
2014-03-21, 22:44:55
mal ne grundsätzliche Frage..

Macht es Sinn bei Modi wie bspw 16xS, Transparenz AA zusätzlich zu aktivieren?

http://www.bilder-hochladen.net/files/dssb-om-5ec9.jpg

MrBonk
2014-03-22, 00:09:41
Wow, ok you were right. After checking, AA'ing Shadow maps in Dead Rising two doesn't work in 1080p. Only resolutions with a height under 1024 o-O

It works fine at every resolution under that that i've tested.


And strangely enough, if you create a custom 1920x1024 resolution, it does smooth out the shadow maps. But on my 1600x900 monitor, it was as if AA wasn't being applied to anything but the shadow maps. Checking the screenshots, this is true.

After testing on a whim 1600x853 (the same AR as 1920x1024) SGSSAA will apply and smooth over the shadow maps too as long as you enable 8xMSAA in the game settings. But it seems to still miss some things


Pictures
853p 8xSGSSAA forced + 8x MSAA enabled in game http://i.minus.com/ibh57FjtbShT5s.png http://i.minus.com/ibieJRRLZ94Hem.png http://i.minus.com/ioNWiMsQiEy7e.png
This is what it looks like if you don't enable 8xMSAA at 853/1024p http://i.minus.com/ibuT11f0tRLQWM.png http://i.minus.com/ibqpB4n462kKsz.png http://i.minus.com/iHCKMv9gCA9Lf.png



So it is my suggestion that the listing for the AA Bit mention that it only AA's shadow maps at 16:9 resolutions below 1080p, if you have a 1080p monitor, I suggest you use the resolution

1808x1010 instead http://i.minus.com/iHfApWbQehTyu.png

Or 1632x1020 and hopefully it scales well. (Is a 16:10 resolution)


I am in the middle of testing Sonic, i'll post about that next

SLIKnight
2014-03-22, 00:14:40
Wow, ok you were right. After checking, AA'ing Shadow maps in Dead Rising two doesn't work in 1080p. Only resolutions with a height under 1024 o-O

It works fine at every resolution under that that i've tested.


And strangely enough, if you create a custom 1920x1024 resolution, it does smooth out the shadow maps. But on my 1600x900 monitor, it was as if AA wasn't being applied to anything but the shadow maps. Checking the screenshots, this is true.

After testing on a whim 1600x853 (the same AR as 1920x1024) SGSSAA will apply and smooth over the shadow maps too as long as you enable 8xMSAA in the game settings. But it seems to still miss some things


Pictures
853p 8xSGSSAA forced + 8x MSAA enabled in game http://i.minus.com/ibh57FjtbShT5s.png http://i.minus.com/ibieJRRLZ94Hem.png
This is what it looks like if you don't enable 8xMSAA at 853/1024p http://i.minus.com/ibuT11f0tRLQWM.png http://i.minus.com/ibqpB4n462kKsz.png http://i.minus.com/iHCKMv9gCA9Lf.png http://i.minus.com/ioNWiMsQiEy7e.png



So it is my suggestion that the listing for the AA Bit mention that it only AA's shadow maps at 16:9 resolutions below 1080p, if you have a 1080p monitor, I suggest you use the resolution

1808x1010 instead http://i.minus.com/iHfApWbQehTyu.png

Or 1632x1020 and hopefully it scales well. (Is a 16:10 resolution)


I am in the middle of testing Sonic, i'll post about that next

Well that is one of the weirdest resolution bugs I have ever heard of.
What is so special about exactly 1024P?

Btw, could you please add "0x00000010" to your HBAO+ list for Grand Theft Auto: Episodes from Liberty City?

MrBonk
2014-03-22, 01:23:04
I sure will add it to my list as soon as I read your post. Which will be now* sorry I was out of the house and didn't read your post yet.

MrBonk
2014-03-22, 01:33:37
Have you tried forcing HBAO+ in vanilla GTA IV without any mods? I wonder if the latest patch that changes things like you mention would affect whether it worked or not.

I do have the game, but it seems like so much a hassle to go through it all for that game.

SLIKnight
2014-03-22, 02:06:18
No, I only tried with Patch 1.0.3.0 + ENB 0.079.
Btw I own both EFLC and GTA 4 in retail version, not Steam.
IMO does auto-patching limit the freedom of modding, that is why I don't buy certain games through Steam (if possible).

Patching GTA 4 to the latest 1.0.7.0 would be too much work, and would cause issues with ENB because of the new shadow system.
By the way, I have a few minor corrections to your HBAO+ list.
The titles of the Ghostbusters and GTA entries should be corrected from "Ghostbusters: The Video Game." and "Grand Theft Auto IV : Episodes from Liberty City." to simply "Ghostbusters: The Video Game" and "Grand Theft Auto: Episodes from Liberty City".

If someone else wants to do further AO testing in the original GTA 4, then feel free to do so.
But I have my modded GTA 4 installation set up just the way I want it, and I don't want to ruin that :biggrin:

MrBonk
2014-03-22, 03:57:00
Shadow AA does indeed work at 1080p with Sonic

http://i7.minus.com/iMiACLdPRO7LO.png

(4xSGSSAA)

SLIKnight
2014-03-24, 01:20:03
It kinda saddens me to see, that the AA thread isn't very active at the moment.
Suppose it has something to do with the fact, that most big titles released these days are DX11-exclusives :(

That being said, I still found quite a few contributions and changes, that I think are worth including in the 3DCenter AA list:

1) "0x000010C1" should be added for SGSSAA in "Post Apocalyptic Mayhem": #5372 (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10064070&postcount=5372)
2) MrBonk's "update post" should be added as an additional reference to the "Warhammer 40.000: Space Marine & Dawn of War II" SGSSAA entry, like this: #1279 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8899046&postcount=1279), #5397 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10080069&postcount=5397), #5418 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10089077&postcount=5418)
3) "0x000000C1" and "0x00000241" should be added for respectively SGSSAA and MSAA+TrSSAA in "Torchlight II": #5430 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097059&postcount=5430)
4) "0x000012C1" should be added for SGSSAA & OGSSAA in "The Typing of the Dead: Overkill": #5431 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10097113&postcount=5431)
5) "0x004012C1" should be added for SGSSAA in "Loadout" (Use "Low" settings to disable ingame PostAA): #5441 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10098423&postcount=5441)
6) "0x000002C1" should be added for SGSSAA in "Double Dragon: Neon": #5457 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102973&postcount=5457)
7) "0x000000C1" should be added for SGSSAA in "Two Worlds" ("0x00000045" should only be listed for MSAA+TrSSAA modes): #138 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8329009&postcount=138), #5381 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10071269&postcount=5381), #5459 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10102997&postcount=5459)
8) The SGSSAA flag for "Two Worlds II" should be changed to "0x001012C5": #171 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8379264&postcount=171), #5468 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104149&postcount=5468)
9) "0x004010C1" should be added for MSAA, SGSSAA & OGSSAA in "Ethan: Meteor Hunter": #5471 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104189&postcount=5471)
10) "0x000012C1" should be added for SGSSAA in "Blood Knights": #5472 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10104198&postcount=5472)
11) "0x000012C1" should be added for SGSSAA in "Inversion": #5475 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10105492&postcount=5475)
12) "0x000012C1" should be added for SGSSAA & OGSSAA in "Castlevania: Lords of Shadow 2": #5477 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10106818&postcount=5477), #5480 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110703&postcount=5480)
13) "0x00401045" should be added for SGSSAA in "Pool Nation": #5481 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10110707&postcount=5481)
14) "0x080000C1" should be added for SGSSAA in "Hawken": #5484 (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10111533&postcount=5484)
15) The SGSSAA flag for "Dead Rising 2 & Off the Record" should be changed to "0x080002C1" (TF2 "AA fix" should be disabled for best AA quality): #5489 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10113124&postcount=5489)
16) "0x000012C1" should be added for SGSSAA & OGSSAA in "Sol Survivor" (Doesn't work for 4xSGSSAA): #5503 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10115641&postcount=5503)
17) "0x00000045" and "0x000000C1" should be added for respectively MSAA and SGSSAA in "Renegade X": #5537 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10126309&postcount=5537)
18) "0x000000C0" should be added for SGSSAA & OGSSAA in "Resident Evil 4: Ultimate HD Edition": #5560 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10129348&postcount=5560)
19) "0x00000041" should be added for MSAA, SGSSAA & OGSSAA in "Thief: Deadly Shadows": #5611 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10137563&postcount=5611)
20) MrBonks post on "Deus Ex: Human Revolution Director's Cut" should be added as a reference to the "Deux Ex: Human Revolution" SGSSAA entry: #1283 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8900090&postcount=1283), #5614 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10138381&postcount=5614)
21) "0x004010C1" should be added for SGSSAA in "The Lego Movie Videogame": #5649 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10148127&postcount=5649), #5650 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10148247&postcount=5650)
22) "0x080012C1" should be added for MSAA, SGSSAA & OGSSAA in "Sonic & Sega All-Stars Racing": #5654 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10151132&postcount=5654)
23) "0x080012C0" should be added for SGSSAA in "MXGP - The Official Motocross Videogame": #5679 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10160902&postcount=5679), #5710 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10169148&postcount=5710)
24) "0x000012C5" should be added for SGSSAA in "Castlevania: Lords of Shadow – Mirror of Fate HD" (vsync must be disabled): Guru3D AA thread (#1878) (http://forums.guru3d.com/showpost.php?p=4790352&postcount=1878)
25) "0x000002C0" should be added for SGSSAA in "Prince of Persia (2008)": #5708 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10168965&postcount=5708)
26) "0x00000245" should be added for SGSSAA in "Ghost Recon Phantoms": #5720 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10176565&postcount=5720)
27) The SGSSAA flag for "The Elder Scrolls V: Skyrim" should be changed to "0x000002C1": #120 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9136004&postcount=120), #5756 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10184469&postcount=5756)
28) "0x004412C1" should be added for SGSSAA in "Dark Souls II": #5757 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10186457&postcount=5757)
29) "0x004010C1" should be added for SGSSAA in "Lego The Hobbit": #5758 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10188069&postcount=5758)
30) My tweaking guide for "Aliens: Colonial Marines" should be added as an additional reference to the SGSSAA entry: #3843 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9651529&postcount=3843), #77 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10187423&postcount=77)

SLIKnight
2014-03-24, 17:58:13
The "0x004000C0" flag works great for SGSSAA in Tomb Raider: Underworld.
It blurs less than enhancing the ingame setting, and provides perfect AA quality.
I am also using MrBonk's HBAO+ flag "0x00000026" taken from the HBAO+ Compatibility Flags Thread (http://forums.guru3d.com/showthread.php?p=4776218#post4776218) on the Guru3D forums.
Here are my settings and some comparison screenshots taken at 2880x1800 downsampled to 1920x1200 with 8xSGSSAA forced:

8xSGSSAA (no AO)|8xSGSSAA (0x00000026)|TR: Underworld - Setup|NVIDIA Inspector
http://abload.de/thumb/tru_2014_03_24_15_46_obxt7.png (http://abload.de/image.php?img=tru_2014_03_24_15_46_obxt7.png)|http://abload.de/thumb/tru_2014_03_24_15_57_m9l5c.png (http://abload.de/image.php?img=tru_2014_03_24_15_57_m9l5c.png)|http://abload.de/thumb/tru_setupt7z5u.png (http://abload.de/image.php?img=tru_setupt7z5u.png)|http://abload.de/thumb/tru_inspectoryglf1.png (http://abload.de/image.php?img=tru_inspectoryglf1.png)


The "0x00000026" HBAO+ flag provides a quite strong AO effect to the whole scene, and also increases GPU usage on both GPUs significantly.
Finally I will include a small screenshot gallery of TR:U with 8xSGSSAA and "Quality" HBAO+ forced at 2880x1800:

http://abload.de/thumb/tru_2014_03_24_15_59_ufxet.png (http://abload.de/image.php?img=tru_2014_03_24_15_59_ufxet.png) http://abload.de/thumb/tru_2014_03_24_15_59_atxrn.png (http://abload.de/image.php?img=tru_2014_03_24_15_59_atxrn.png) http://abload.de/thumb/tru_2014_03_24_16_00_y0ll5.png (http://abload.de/image.php?img=tru_2014_03_24_16_00_y0ll5.png) http://abload.de/thumb/tru_2014_03_24_16_00_wwlwq.png (http://abload.de/image.php?img=tru_2014_03_24_16_00_wwlwq.png) http://abload.de/thumb/tru_2014_03_24_16_00_i4bt6.png (http://abload.de/image.php?img=tru_2014_03_24_16_00_i4bt6.png)

SLIKnight
2014-03-24, 18:10:01
I recommend you use the above post on "Tomb Raider: Underworld" as a reference in your HBAO+ list, MrBonk.
It is always best to have a specific example of any AA/AO/SLI profile working, with actual ingame settings, performance numbers, VRAM usage etc.
That way it is easier for people to judge what settings they can use, and what performance to expect.

Btw I think your "0x00000026" AO flag looks very good indeed in TR:U :smile:

SLIKnight
2014-03-25, 18:04:56
I have found a better HBAO+ flag "0x00000005" for Fallout 3.
The official flag "0x00000003" flickers on and off when looking at grass from certain angles, and also causes quite a bit of stuttering when moving around the wasteland.
Alternatively "0x0000002D" can also be used in FO3, and provides a significantly stronger AO effect than "0x00000005".
But unfortunately "2D" causes the AO to flicker on and off indoors, so overall it can't really be recommended.

For reference purposes I will include my full mod list, as well as the contents of my FALLOUT.ini and FalloutPrefs.ini configuration files.


1) Games for Windows LIVE disabler (http://www.nexusmods.com/fallout3/mods/1086)
2) Large Adress Aware Enabler for FO3 (http://www.nexusmods.com/fallout3/mods/6510)
3) ArchiveInvalidation Invalidated (http://www.nexusmods.com/fallout3/mods/944)
4) NMC's Texture Pack for FO3 (http://www.nexusmods.com/fallout3/mods/12056/)
5) Subtle Sunglare FX (http://www.nexusmods.com/fallout3/mods/315/)
6) Enhanced Night Sky (http://www.nexusmods.com/fallout3/mods/442/)
7) krzymar's Hi-Res Moon (http://www.nexusmods.com/fallout3/mods/538) (bright version)


[General]
SStartingCell=
SCharGenQuest=0001f388
SStartingCellY=
SStartingCellX=
SStartingWorld=

STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=Fallout3.esm

sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices.bsa|Fallout - Voices.bsa, Data\Fallout - MenuVoices.bsa|Fallout - MenuVoices.bsa
sUnessentialFileCacheList=Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3
bPreCullActors=1
bTaskletActorSceneGraphUpdates=0
bTaskletActorAnimMovementUpdates=1
bAnimationUseBlendFromPose=1
bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\maintitle.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
SBetaCommentFileName=\\vault\Fallout\Fallout3\Beta_Comment.txt
bDefaultCOCPlacement=0
uGridDistantCount=20
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=1
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=3
uExterior Cell Buffer=36
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SMainMenuMovieIntro=
SIntroSequence=
sIntroMovie=Fallout INTRO Vsk.bik
iFPSClamp=0
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
bUseThreadedBlood=0
bUseThreadedMorpher=0
bBorderRegionsEnabled=1
bDisableHeadTracking=0
bTrackAllDeaths=0
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
bPreemptivelyUnloadCells=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=104857600
bUseHardDriveCache=0
bEnableBoundingVolumeOcclusion=1
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=0
bExternalLODDataFiles=1
bCheckCellOffsetsOnInit=0
uGridDistantTreeRange=5
bCreateShaderPackage=0
bWarnOnMissingFileEntry=0
bAllowScriptedAutosave=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bUseThreadedAI=0
bChangeTimeMultSlowly=1
bCheckPurgedTextureList=0
bAnimateDoorPhysics=0
sLanguage=ENGLISH
bLoadFaceGenHeadEGTFiles=1

[Display]
fDecalLifetime=10.0000
bEquippedTorchesCastShadows=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=1
iMultiSample=0
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bImageSpaceEffects=1
bDoCanopyShadowPass=1
bDrawShadows=0
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=5
iLocation X=5
bFull Screen=1
iAdapter=0
iScreenShotIndex=0
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000
fNearDistance=5
fFarDistance=1000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=20
bShowMenuTextureUse=1
fLightLODDefaultStartFade=1000.0
fLightLODRange=500.0
fLightLODMinStartFade=200.0
fLightLODMaxStartFade=3500.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=500.0
fSpecularLODRange=300.0
fSpecularLODMinStartFade=200.0
fSpecularLODMaxStartFade=2000.0
fGamma=1.0000
bAllow30Shaders=0
iTexMipMapMinimum=0
bDoStaticAndArchShadows=0
bDoActorShadows=1
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=100.0000
fEyeEnvMapLOD2=800.0000
fEyeEnvMapLOD1=500.0000
fEnvMapLOD2=1800.0000
fEnvMapLOD1=1500.0000
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=10
iActorShadowCount=4
bIgnoreResolutionCheck=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0
iActorShadowExtMax=10
iActorShadowExtMin=0
bDynamicWindowReflections=1
fShadowFadeTime=1.0000
iPresentInterval=1
bDecalsOnSkinnedGeometry=1
uVideoDeviceIdentifierPart4=0
uVideoDeviceIdentifierPart3=0
uVideoDeviceIdentifierPart2=0
uVideoDeviceIdentifierPart1=0
iShadowFilter=0
bAllowPartialPrecision=1
iShadowMapResolution=1024
bShadowsOnGrass=0
bActorSelfShadowing=0
iActorShadowCountInt=2
iActorShadowCountExt=2
fPipboy1stPersonFOV=47.0
fDefault1stPersonFOV=55.0000
bLODNoiseAniso=1
iMaxAnisotropy=8
fLandLOFadeSeconds=15.0
fDefaultWorldFOV=90.0

[Controls]
bAlwaysRunByDefault=1
bBackground Mouse=0
bBackground Keyboard=1
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0

[Water]
bUseWaterShader=1
bUseWaterReflections=1
bUseWaterRefractions=1
bUseWaterDepth=1
bUseWaterHiRes=0
bUseWaterDisplacements=1
bUseWaterLOD=1
bReflectExplosions=0
bAutoWaterSilhouetteReflections=1
bForceHighDetailReflections=0
bForceLowDetailReflections=0
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFPS=12

[Audio]
fASFadeInTime=3.0
fASFadeOutTime=10.0
fRegionLoopFadeInTime=5.0
fRegionLoopFadeOutTime=5.0
fAudioDebugDelay=0.0
bEnableAudio=1
bEnableAudioCache=1
bMultiThreadAudio=0
bEnableEnviroEffectsOnPC=0
; cache sizes in kilobytes
iAudioCacheSize=2048
iMaxSizeForCachedSound=256
bUseAudioDebugInformation=1
fAudioDebugDelay=0.0000
fDefaultMasterVolume=1.0000
fDefaultFootVolume=0.5000
fDefaultMusicVolume=0.3000
fDefaultRadioVolume=0.5000
fDefaultEffectsVolume=1.0000
fDefaultVoiceVolume=0.7500
iMaxImpactSoundCount=32
fMaxFootstepDistance=1100.0000
fPlayerFootVolume=0.6500
iCollisionSoundTimeDelta=150
iRadioUpdateInterval=250
fMinSoundVel=90.0000
fDialogMinDistance=125.00
fDialogMaxDistance=1800.00
fMainMenuMusicVolume=0.6
fDBVoiceAttenuationIn2D=2.0
fCollisionSoundHeavyThreshold=60.0
fDialogueFadeDecibels=6.0
fDialogueFadeSecondsIn=2.0
fDialogueFadeSecondsOut=1.0
fDialogueHeadPitchExaggeration=2.0
fDialogueHeadRollExaggeration=2.0
fDialogueHeadYawExaggeration=2.0
fHardLandingDamageThreshold=500.0
fWoodMediumMassMin=7.0
fWoodLargeMassMin=15.0
fStoneMediumMassMin=5.0
fStoneLargeMassMin=30.0
fEarthMediumMassMin=5.0
fEarthLargeMassMin=30.0
fSkinMediumMassMin=5.0
fSkinLargeMassMin=30.0
fMetalMediumMassMin=8.0
fMetalLargeMassMin=25.0
fRadioDialogMute=0.50
fFilterDistortionGain=-7.5
fFilterPEQGain=-15.0
fFilterdBAttenuation=11.5

[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=1
bUseObstacleAvoidance=1
bBackgroundNavmeshUpdate=1

[MAIN]
bEnableBorderRegion=1
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
bCloneModelsInBackground=0
iLastHDRSetting=-1

[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.016
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=10.0000
iHavokSkipFrameCountTEST=0
iNumHavokThreads=1
fChaseDeltaMult=0.0500
bAddBipedWhenKeyframed=1
fQuadrupedPitchMult=1.0000
iEntityBatchRemoveRate=100
iMaxPicks=40

[RagdollAnim]
bRagdollFeedback=1
fCameraDist=1000.0
fHierarchyGain=0.17
fVelocityDamping=0.0
fAccelerationGain=1.0
fVelocityGain=0.6
fPositionGain=0.05
fPositionMaxLinearVelocity=14.0
fPositionMaxAngularVelocity=18.0
fSnapGain=0.1
fSnapMaxLinearVelocity=3.0
fSnapMaxAngularVelocity=0.3
fSnapMaxLinearDistance=0.3
fSnapMaxAngularDistance=1.0

[FootIK]
fOnOffGain=0.5
fGroundAscendingGain=0.4
fGroundDescendingGain=0.4
fFootRaisedGain=0.9000
fFootPlantedGain=1.0000
bFootPlacementOn=1
fPelvisUpDownBias=0.75
fPelvisOffsetDamping=0.2
fVertErrorGain=0.5
fOriginalGroundHeightMS=-0.11
fAnkleOffset=0.2000
fRagdollFeedback=0.7

[LookIK]
fLookAtTargetGain=0.3
fLookAtGain=0.045

[Interface]
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneXWide=5
iSafeZoneYWide=5
iSafeZoneX=5
iSafeZoneY=5
bAllowConsole=1
bActivatePickUseGamebryoPick=0
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
fInterfaceTintB=0.8824
fInterfaceTintG=0.9843
fInterfaceTintR=0.6314
bUseImageSpaceMenuFX=0

iSystemColorTerminalRed=33
iSystemColorTerminalGreen=231
iSystemColorTerminalBlue=121

iSystemColorSystemRed=26
iSystemColorSystemGreen=255
iSystemColorSystemBlue=128

iSystemColorMainMenuRed=199
iSystemColorMainMenuGreen=255
iSystemColorMainMenuBlue=165

iSystemColorPipboyRed=26
iSystemColorPipboyGreen=255
iSystemColorPipboyBlue=128

iSystemColorHUDAltRed=255
iSystemColorHUDAltGreen=67
iSystemColorHUDAltBlue=42

iSystemColorHUDMainRed=26
iSystemColorHUDMainGreen=255
iSystemColorHUDMainBlue=128

fRSMFaceSliderDefaultMin=-3.5
fRSMFaceSliderDefaultMax=3.5

fPopUpBackgroundOpacity=0.87
fMenuBackgroundOpacity=0.76
bHideUnavailablePerks=0


[Loading]
sWelcomeScreen1=loading_screen01
sWelcomeScreen2=loading_screen_bethsoft
sWelcomeScreen3=loading_screen_BGS
sWelcomeScreen4=loading_screen_legal
sMainMenuBackground=main_background
sTitleMusic=MainTitle
sInitialSound=fx\ui\loadscreen\initial\ui_loadscreen_initial.wav
iMaxScreens=4
iMaxScreens_MainMenu=20
fLoadingTextUpdateInterval=10.0000
fLoadingBkgdUpdateInterval=10.0000
fMainMenuBkgdUpdateInterval=180.0000
fLoadingInitUpdateInterval=5.0000
iNumLocationSpecificScreens=1


[Menu]
fCreditsScrollSpeed=40.0000
iConsoleTextYPos=940
iConsoleTextXPos=30
iConsoleVisibleLines=15
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=2
iDebugTextFont=3

[GamePlay]
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1
iDetectionPicks=21

[Fonts]
sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt

[SpeedTree]
iTreeClonesAllowed=1
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=512
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=0
fLODTreeMipMapLODBias=-0.7500
fLocalTreeMipMapLODBias=-0.2500

[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0

[BackgroundLoad]
bBackgroundPathing=1
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
iAnimaitonClonePerLoop=5
bUseMultiThreadedTrees=1
iExteriorPriority=50
iBackgroundLoadFaceMult=200
fBackgroundLoadingPerLoop=20.0000
fBackgroundLoadClonedPerLoop=5.0000
iBackgroundLoadExtraMaxFPS=20
iBackgroundLoadExtraMinFPS=10
iBackgroundLoadExtraMax=3000
iBackgroundLoadExtraMin=5
iBackgroundLoadExtraMilliseconds=2
iBackgroundLoadTreeMilliseconds=7
iBackgroundLoadMilliseconds=1
iBackgroundLoadLoading=1
bUseBackgroundFileLoader=0
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bCloneModelsInBackground=0

[LOD]
fLODLandDropAmount=230.0000
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=0
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultItems=3
fLODFadeOutMultObjects=5
fLODFadeOutMultActors=6
fLODMultLandscape=1.0000
fLODMultTrees=0.5000
fLODMultActors=1.0000
fLODMultItems=1.0000
fLODMultObjects=5
iFadeNodeMinNearDistance=500
fLODFadeOutPercent=0.6000
fFadeOutThreshold=0.3000
fFadeInThreshold=0.7000
fFadeInTimet=2.0
fFadeOutTime=2.0
fDistanceMultiplier=1
fLODBoundRadiusMult=10
fObjectLODMax=15.0
fObjectLODMin=1.0
fObjectLODDefault=5
fItemLODMax=15.0
fItemLODMin=1.0
fItemLODDefault=2
fActorLODMax=15.0
fActorLODMin=2.0
fActorLODDefault=5
fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=0.5000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODLandVerticalBias=0.0000
fTalkingDistance=1000.0000
iBoneLODForce=-1
fLODQuadMinLoadDistance=65536.0000
bDisplayLODTrees=1
bDisplayLODBuildings=1
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000

[Weather]
fSunGlareSize=800.0000
fSunBaseSize=750.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,255,255
SEnvReduceColor=255,255,255,255

[Voice]
SFileTypeLTF=ltf
SFileTypeLip=lip
SFileTypeSource=wav
SFileTypeGame=ogg

[Grass]
iMinGrassSize=80
bGrassPointLighting=0
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.0000
fGrassMinStartFadeDistance=0.0
fGrassMaxStartFadeDistance=7000.0
fGrassDefaultStartFadeDistance=3500.0
fGrassFadeRange=1000.0

[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255
SDefaultLandDiffuseTexture=DirtWasteland01.dds
SDefaultLandNormalTexture=DirtWasteland01_N.dds

[bLightAttenuation]
fQuadraticRadiusMult=1.0000
fLinearRadiusMult=1.0000
bOutQuadInLin=0
fConstantValue=0.0000
fQuadraticValue=16.0000
fLinearValue=3.0000
uQuadraticMethod=2
uLinearMethod=1
fFlickerMovement=8.0000
bUseQuadratic=1
bUseLinear=0
bUseConstant=0

[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1

[BlurShaderHDR]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fGrassDimmer=1.5000
fTreeDimmer=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fSunlightDimmer=1.5000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1
iBlendType=2
bDoHighDynamicRange=1

[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.7000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
bUseBlurShader=1

[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050

[MESSAGES]
bBlockMessageBoxes=0
bSkipProgramFlows=1
bAllowYesToAll=1
bDisableWarning=1
iFileLogging=0
bSkipInitializationFlows=1
bUseWindowsMessageBox=0

[DistantLOD]
bUseLODLandData=0
fFadeDistance=12288.0000
iDistantLODGroupWidth=8

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

[Archive]
SMasterMiscArchiveFileName=Fallout - Misc.bsa
SMasterVoicesArchiveFileName1=Fallout - Voices.bsa
SMasterVoicesArchiveFileName2=Fallout - MenuVoices.bsa
SMasterSoundsArchiveFileName=Fallout - Sound.bsa
SMasterTexturesArchiveFileName1=Fallout - Textures.bsa
SMasterMeshesArchiveFileName=Fallout - Meshes.bsa
SInvalidationFile=
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa

[CameraPath]
iTake=0
SDirectoryName=TestCameraPath
iFPS=60
SNif=Test\CameraPath.nif

[Absorb]
fAbsorbGlowColorB=1.0000
fAbsorbGlowColorG=0.6000
fAbsorbGlowColorR=0.0000
fAbsorbCoreColorB=1.0000
fAbsorbCoreColorG=1.0000
fAbsorbCoreColorR=1.0000
iAbsorbNumBolts=1
fAbsorbBoltGrowWidth=0.0000
fAbsorbBoltSmallWidth=7.0000
fAbsorbTortuosityVariance=2.0000
fAbsorbSegmentVariance=7.0000
fAbsorbBoltsRadius=5.0000

[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0

[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Fallout Disc.
SCopyProtectionTitle2=Fallout Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found

[Pipboy]
fBlurRadiusPipboy=3.5
fBlurIntensityPipboy=0.25
fScanlineScalePipboy=50
bEnableFlickerPipboy=1
bUsePipboyMode=1

[InterfaceFX]
fDefaultBurstDuration=200
fDefaultBurstIntensity=2
fMiniBurstDuration=200
fMiniBurstIntensity=1.5

;pulse effect
fPulseBrightenIntensity=0.25
fPulseRadiusIntensity=0.5
fPulseRate=0.0006

;pipboy menu transitions
fVertHoldChance=0.08
fShudderChance=0.20

fScanlineScaleMenus=50.0000
bEnableFlickerMenus=1
bEnableScanlinesMenus=1
bEnableScanlinesPipboy=1
fBlurRadiusMenus=0.3000
fBrightenMenus=1.7000
fBrightenPipboy=1.3000
bUseImageSpaceMenuFX=1
fBlurIntensityHUD=1.2000
fBlurRadiusHUD=2.0000
fScanlineFrequencyHUD=0.0000

fScreenLightBaseIntensity=0.6
fScreenLightRadius=6

[RenderedTerminal]
bUseRenderedTerminals=1
fRenderedTerminalFOV=0.15
fRenderedTerminalZoom=36
bDoRenderedTerminalScanlines=1
fRenderedTerminalScanlineScale=130.000000
fRenderedTerminalHPos=0.0
fRenderedTerminalVPos=0.38
fScreenLightBaseIntensity=1.2
fScreenLightRadius=80
fScreenLightColorR=0.68
fScreenLightColorG=0.74
fScreenLightColorB=0.62

fRaceSexMenuHPos=0.0
fRaceSexMenuVPos=-0.6
fRaceSexMenuZoom=70.0
fRaceSexMenuScale=0.5

[Decals]
uMaxDecalCount=100
bProfileDecals=0
bDecalOcclusionQuery=1

[TerrainManager]
fSplitDistanceMult=0.75
fBlockMorphDistanceMult=0.70
bUseNewTerrainSystem=1
bUseDistantObjectBlocks=1
fBlockLoadDistance=125000.0
fDefaultBlockLoadDistanceLow=50000.0
fLowBlockLoadDistanceLow=25000.0
fHighBlockLoadDistanceLow=50000.0
fDefaultTreeLoadDistance=25000.0
fLowTreeLoadDistance=10000.0
fHighTreeLoadDistance=40000.0

[VATS]
fVATSLightLevelMin=20.0
fVATSLightLevelMax=65.0
fVATSLightAngle=0.0
fVATSLightDistance=100.0
fVATSLightElevation=100.0
fVatsLightColorR=0.35
fVatsLightColorG=0.35
fVatsLightColorB=0.35

[ScreenSplatter]
bScreenSplatterEnabled=1


[General]
SStartingCell=
SCharGenQuest=0001f388
SStartingCellY=
SStartingCellX=
SStartingWorld=

STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=Fallout3.esm

sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices.bsa|Fallout - Voices.bsa, Data\Fallout - MenuVoices.bsa|Fallout - MenuVoices.bsa
sUnessentialFileCacheList=Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3
bPreCullActors=1
bTaskletActorSceneGraphUpdates=0
bTaskletActorAnimMovementUpdates=1
bAnimationUseBlendFromPose=1
bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\maintitle.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
SBetaCommentFileName=\\vault\Fallout\Fallout3\Beta_Comment.txt
bDefaultCOCPlacement=0
uGridDistantCount=20
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=1
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=3
uExterior Cell Buffer=36
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SMainMenuMovieIntro=
SIntroSequence=
sIntroMovie=Fallout INTRO Vsk.bik
iFPSClamp=0
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
bUseThreadedBlood=0
bUseThreadedMorpher=0
bBorderRegionsEnabled=1
bDisableHeadTracking=0
bTrackAllDeaths=0
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
bPreemptivelyUnloadCells=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=104857600
bUseHardDriveCache=0
bEnableBoundingVolumeOcclusion=1
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=0
bExternalLODDataFiles=1
bCheckCellOffsetsOnInit=0
uGridDistantTreeRange=5
bCreateShaderPackage=0
bWarnOnMissingFileEntry=0
bAllowScriptedAutosave=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bUseThreadedAI=0
bChangeTimeMultSlowly=1
bCheckPurgedTextureList=0
bAnimateDoorPhysics=0
sLanguage=ENGLISH

[Display]
fDecalLifetime=10.0000
bEquippedTorchesCastShadows=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=1
iMultiSample=0
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bImageSpaceEffects=1
bDoCanopyShadowPass=1
bDrawShadows=1
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=5
iLocation X=5
bFull Screen=1
iAdapter=0
iScreenShotIndex=0
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000
fNearDistance=5
fFarDistance=1000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=20
bShowMenuTextureUse=1
fLightLODDefaultStartFade=1000.0
fLightLODRange=500.0
fLightLODMinStartFade=200.0
fLightLODMaxStartFade=3500.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=500.0
fSpecularLODRange=300.0
fSpecularLODMinStartFade=200.0
fSpecularLODMaxStartFade=2000.0
fGamma=1.0000
bAllow30Shaders=0
iTexMipMapMinimum=0
bDoStaticAndArchShadows=0
bDoActorShadows=1
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=100.0000
fEyeEnvMapLOD2=800.0000
fEyeEnvMapLOD1=500.0000
fEnvMapLOD2=1800.0000
fEnvMapLOD1=1500.0000
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=10
iActorShadowCount=4
bIgnoreResolutionCheck=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0
iActorShadowExtMax=10
iActorShadowExtMin=0
bDynamicWindowReflections=1
fShadowFadeTime=1.0000
iPresentInterval=1
bDecalsOnSkinnedGeometry=1
uVideoDeviceIdentifierPart4=0
uVideoDeviceIdentifierPart3=0
uVideoDeviceIdentifierPart2=0
uVideoDeviceIdentifierPart1=0
iShadowFilter=2
bAllowPartialPrecision=1
iShadowMapResolution=1024
bShadowsOnGrass=0
bActorSelfShadowing=0
iActorShadowCountInt=6
iActorShadowCountExt=6
fPipboy1stPersonFOV=47.0
fDefault1stPersonFOV=55.0000
bLODNoiseAniso=1
iMaxAnisotropy=15
fLandLOFadeSeconds=15.0
sD3DDevice="NVIDIA GeForce GTX 780"
iTexMipMapSkip=0
iWaterMultisamples=0
bTransparencyMultisampling=0
fSpecularLODStartFade=2000
fShadowLODStartFade=1000
fLightLODStartFade=3500
iSize W=1920
iSize H=1200
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
iShadowMode=3
iMaxSkinDecalsPerFrame=3

[Controls]
bAlwaysRunByDefault=1
bBackground Mouse=0
bBackground Keyboard=1
fXenonVertLookSpeed=1200.0000
fXenonHorizLookSpeed=1500.0000
bGamePadRumble=1
bInvertYValues=0
fMouseSensitivity=0.0020
Forward=0011FF13
Back=001FFF14
Slide Left=001EFF17
Slide Right=0020FF16
Use=00FF0011
Activate=0012FF0A
Block=00380110
Ready Item=0013FF0C
Crouch/Sneak=001DFF08
Run=002AFFFF
Always Run=003AFFFF
Auto Move=0010FFFF
Jump=0039FF0D
Toggle POV=0021020F
Menu Mode=000FFF0B
Rest=0014FF07
Vats=002FFF0E
Hotkey1=0002FFFF
Hotkey2=0003FFFF
Hotkey3=0004FFFF
Hotkey4=0005FFFF
Hotkey5=0006FFFF
Hotkey6=0007FFFF
Hotkey7=0008FFFF
Hotkey8=0009FFFF
QuickSave=003FFFFF
QuickLoad=0043FFFF
Grab=002CFF09

[Water]
bUseWaterShader=1
bUseWaterReflections=1
bUseWaterRefractions=1
bUseWaterDepth=1
bUseWaterHiRes=0
bUseWaterDisplacements=1
bUseWaterLOD=1
bReflectExplosions=0
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1
bForceLowDetailReflections=0
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFPS=12
iWaterReflectWidth=1024
iWaterReflectHeight=1024
bUseWaterReflectionBlur=1
iWaterBlurAmount=4

[Audio]
fASFadeInTime=3.0
fASFadeOutTime=10.0
fRegionLoopFadeInTime=5.0
fRegionLoopFadeOutTime=5.0
fAudioDebugDelay=0.0
bEnableAudio=1
bEnableAudioCache=1
bMultiThreadAudio=0
bEnableEnviroEffectsOnPC=0
; cache sizes in kilobytes
iAudioCacheSize=2048
iMaxSizeForCachedSound=256
bUseAudioDebugInformation=1
fAudioDebugDelay=0.0000
fDefaultMasterVolume=1.0000
fDefaultFootVolume=0.5000
fDefaultMusicVolume=0.3000
fDefaultRadioVolume=0.5000
fDefaultEffectsVolume=1.0000
fDefaultVoiceVolume=0.7500
iMaxImpactSoundCount=32
fMaxFootstepDistance=1100.0000
fPlayerFootVolume=0.6500
iCollisionSoundTimeDelta=150
iRadioUpdateInterval=250
fMinSoundVel=90.0000
fDialogMinDistance=125.00
fDialogMaxDistance=1800.00
fMainMenuMusicVolume=0.6
fDBVoiceAttenuationIn2D=2.0
fCollisionSoundHeavyThreshold=60.0
fDialogueFadeDecibels=6.0
fDialogueFadeSecondsIn=2.0
fDialogueFadeSecondsOut=1.0
fDialogueHeadPitchExaggeration=2.0
fDialogueHeadRollExaggeration=2.0
fDialogueHeadYawExaggeration=2.0
fHardLandingDamageThreshold=500.0
fWoodMediumMassMin=7.0
fWoodLargeMassMin=15.0
fStoneMediumMassMin=5.0
fStoneLargeMassMin=30.0
fEarthMediumMassMin=5.0
fEarthLargeMassMin=30.0
fSkinMediumMassMin=5.0
fSkinLargeMassMin=30.0
fMetalMediumMassMin=8.0
fMetalLargeMassMin=25.0
fRadioDialogMute=0.50
fFilterDistortionGain=-7.5
fFilterPEQGain=-15.0
fFilterdBAttenuation=11.5

[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=1
bUseObstacleAvoidance=1
bBackgroundNavmeshUpdate=1

[MAIN]
bEnableBorderRegion=1
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
bCloneModelsInBackground=0
iLastHDRSetting=-1

[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.016
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=10.0000
iHavokSkipFrameCountTEST=0
iNumHavokThreads=1
fChaseDeltaMult=0.0500
bAddBipedWhenKeyframed=1
fQuadrupedPitchMult=1.0000
iEntityBatchRemoveRate=100
iMaxPicks=40

[RagdollAnim]
bRagdollFeedback=1
fCameraDist=1000.0
fHierarchyGain=0.17
fVelocityDamping=0.0
fAccelerationGain=1.0
fVelocityGain=0.6
fPositionGain=0.05
fPositionMaxLinearVelocity=14.0
fPositionMaxAngularVelocity=18.0
fSnapGain=0.1
fSnapMaxLinearVelocity=3.0
fSnapMaxAngularVelocity=0.3
fSnapMaxLinearDistance=0.3
fSnapMaxAngularDistance=1.0

[FootIK]
fOnOffGain=0.5
fGroundAscendingGain=0.4
fGroundDescendingGain=0.4
fFootRaisedGain=0.9000
fFootPlantedGain=1.0000
bFootPlacementOn=1
fPelvisUpDownBias=0.75
fPelvisOffsetDamping=0.2
fVertErrorGain=0.5
fOriginalGroundHeightMS=-0.11
fAnkleOffset=0.2000
fRagdollFeedback=0.7

[LookIK]
fLookAtTargetGain=0.3
fLookAtGain=0.045

[Interface]
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneXWide=5
iSafeZoneYWide=5
iSafeZoneX=5
iSafeZoneY=5
bAllowConsole=1
bActivatePickUseGamebryoPick=0
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
fInterfaceTintB=0.8824
fInterfaceTintG=0.9843
fInterfaceTintR=0.6314
bUseImageSpaceMenuFX=0

iSystemColorTerminalRed=33
iSystemColorTerminalGreen=231
iSystemColorTerminalBlue=121

iSystemColorSystemRed=26
iSystemColorSystemGreen=255
iSystemColorSystemBlue=128

iSystemColorMainMenuRed=199
iSystemColorMainMenuGreen=255
iSystemColorMainMenuBlue=165

iSystemColorPipboyRed=26
iSystemColorPipboyGreen=255
iSystemColorPipboyBlue=128

iSystemColorHUDAltRed=255
iSystemColorHUDAltGreen=67
iSystemColorHUDAltBlue=42

iSystemColorHUDMainRed=26
iSystemColorHUDMainGreen=255
iSystemColorHUDMainBlue=128

fRSMFaceSliderDefaultMin=-3.5
fRSMFaceSliderDefaultMax=3.5

fPopUpBackgroundOpacity=0.87
fMenuBackgroundOpacity=0.76
bHideUnavailablePerks=0
bHelpEnabled=1
fHudOpacity=1.0000
uPipboyColor=452952319
uHUDColor=452952319
bDisable360Controller=0


[Loading]
sWelcomeScreen1=loading_screen01
sWelcomeScreen2=loading_screen_bethsoft
sWelcomeScreen3=loading_screen_BGS
sWelcomeScreen4=loading_screen_legal
sMainMenuBackground=main_background
sTitleMusic=MainTitle
sInitialSound=fx\ui\loadscreen\initial\ui_loadscreen_initial.wav
iMaxScreens=4
iMaxScreens_MainMenu=20
fLoadingTextUpdateInterval=10.0000
fLoadingBkgdUpdateInterval=10.0000
fMainMenuBkgdUpdateInterval=180.0000
fLoadingInitUpdateInterval=5.0000
iNumLocationSpecificScreens=1


[Menu]
fCreditsScrollSpeed=40.0000
iConsoleTextYPos=940
iConsoleTextXPos=30
iConsoleVisibleLines=15
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=2
iDebugTextFont=3

[GamePlay]
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1
iDetectionPicks=21
bShowQuestMarkers=1
iDifficulty=2
bDisableDynamicCrosshair=0
bSaveOnInteriorExteriorSwitch=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
bCrossHair=1
bGeneralSubtitles=0
bDialogueSubtitles=1

[Fonts]
sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt

[SpeedTree]
iTreeClonesAllowed=1
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=512
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=0
fLODTreeMipMapLODBias=-0.7500
fLocalTreeMipMapLODBias=-0.2500

[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0

[BackgroundLoad]
bBackgroundPathing=1
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
iAnimaitonClonePerLoop=5
bUseMultiThreadedTrees=1
iExteriorPriority=50
iBackgroundLoadFaceMult=200
fBackgroundLoadingPerLoop=20.0000
fBackgroundLoadClonedPerLoop=5.0000
iBackgroundLoadExtraMaxFPS=20
iBackgroundLoadExtraMinFPS=10
iBackgroundLoadExtraMax=3000
iBackgroundLoadExtraMin=5
iBackgroundLoadExtraMilliseconds=2
iBackgroundLoadTreeMilliseconds=7
iBackgroundLoadMilliseconds=1
iBackgroundLoadLoading=1
bUseBackgroundFileLoader=0
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bCloneModelsInBackground=0

[LOD]
fLODLandDropAmount=230.0000
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=0
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultItems=15
fLODFadeOutMultObjects=15
fLODFadeOutMultActors=15
fLODMultLandscape=1.0000
fLODMultTrees=0.5000
fLODMultActors=1.0000
fLODMultItems=1.0000
fLODMultObjects=5
iFadeNodeMinNearDistance=500
fLODFadeOutPercent=0.6000
fFadeOutThreshold=0.3000
fFadeInThreshold=0.7000
fFadeInTimet=2.0
fFadeOutTime=2.0
fDistanceMultiplier=1
fLODBoundRadiusMult=10
fObjectLODMax=15.0
fObjectLODMin=1.0
fObjectLODDefault=5
fItemLODMax=15.0
fItemLODMin=1.0
fItemLODDefault=2
fActorLODMax=15.0
fActorLODMin=2.0
fActorLODDefault=5
fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=0.5000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODLandVerticalBias=0.0000
fTalkingDistance=1000.0000
iBoneLODForce=-1
fLODQuadMinLoadDistance=65536.0000
bDisplayLODTrees=1
bDisplayLODBuildings=1
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000

[Weather]
fSunGlareSize=800.0000
fSunBaseSize=750.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,255,255
SEnvReduceColor=255,255,255,255

[Voice]
SFileTypeLTF=ltf
SFileTypeLip=lip
SFileTypeSource=wav
SFileTypeGame=ogg

[Grass]
iMinGrassSize=80
bGrassPointLighting=0
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.0000
fGrassMinStartFadeDistance=0.0
fGrassMaxStartFadeDistance=7000.0
fGrassDefaultStartFadeDistance=3500.0
fGrassFadeRange=1000.0
b30GrassVS=1
fGrassStartFadeDistance=7000

[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255
SDefaultLandDiffuseTexture=DirtWasteland01.dds
SDefaultLandNormalTexture=DirtWasteland01_N.dds

[bLightAttenuation]
fQuadraticRadiusMult=1.0000
fLinearRadiusMult=1.0000
bOutQuadInLin=0
fConstantValue=0.0000
fQuadraticValue=16.0000
fLinearValue=3.0000
uQuadraticMethod=2
uLinearMethod=1
fFlickerMovement=8.0000
bUseQuadratic=1
bUseLinear=0
bUseConstant=0

[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1

[BlurShaderHDR]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fGrassDimmer=1.5000
fTreeDimmer=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fSunlightDimmer=1.5000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1
iBlendType=2
bDoHighDynamicRange=1

[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.7000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
bUseBlurShader=0

[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050

[MESSAGES]
bBlockMessageBoxes=0
bSkipProgramFlows=1
bAllowYesToAll=1
bDisableWarning=1
iFileLogging=0
bSkipInitializationFlows=1
bUseWindowsMessageBox=0

[DistantLOD]
bUseLODLandData=0
fFadeDistance=12288.0000
iDistantLODGroupWidth=8

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

[Archive]
SMasterMiscArchiveFileName=Fallout - Misc.bsa
SMasterVoicesArchiveFileName1=Fallout - Voices.bsa
SMasterVoicesArchiveFileName2=Fallout - MenuVoices.bsa
SMasterSoundsArchiveFileName=Fallout - Sound.bsa
SMasterTexturesArchiveFileName1=Fallout - Textures.bsa
SMasterMeshesArchiveFileName=Fallout - Meshes.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Fallout - Textures.bsa, Fallout - Meshes.bsa, Fallout - Voices.bsa, Fallout - Sound.bsa, Fallout - MenuVoices.bsa, Fallout - Misc.bsa

[CameraPath]
iTake=0
SDirectoryName=TestCameraPath
iFPS=60
SNif=Test\CameraPath.nif

[Absorb]
fAbsorbGlowColorB=1.0000
fAbsorbGlowColorG=0.6000
fAbsorbGlowColorR=0.0000
fAbsorbCoreColorB=1.0000
fAbsorbCoreColorG=1.0000
fAbsorbCoreColorR=1.0000
iAbsorbNumBolts=1
fAbsorbBoltGrowWidth=0.0000
fAbsorbBoltSmallWidth=7.0000
fAbsorbTortuosityVariance=2.0000
fAbsorbSegmentVariance=7.0000
fAbsorbBoltsRadius=5.0000

[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0

[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Fallout Disc.
SCopyProtectionTitle2=Fallout Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found

[Pipboy]
fBlurRadiusPipboy=3.5
fBlurIntensityPipboy=0.25
fScanlineScalePipboy=50
bEnableFlickerPipboy=1
bUsePipboyMode=1

[InterfaceFX]
fDefaultBurstDuration=200
fDefaultBurstIntensity=2
fMiniBurstDuration=200
fMiniBurstIntensity=1.5

;pulse effect
fPulseBrightenIntensity=0.25
fPulseRadiusIntensity=0.5
fPulseRate=0.0006

;pipboy menu transitions
fVertHoldChance=0.08
fShudderChance=0.20

fScanlineScaleMenus=50.0000
bEnableFlickerMenus=1
bEnableScanlinesMenus=1
bEnableScanlinesPipboy=1
fBlurRadiusMenus=0.3000
fBrightenMenus=1.7000
fBrightenPipboy=1.3000
bUseImageSpaceMenuFX=1
fBlurIntensityHUD=1.2000
fBlurRadiusHUD=2.0000
fScanlineFrequencyHUD=0.0000

fScreenLightBaseIntensity=0.6
fScreenLightRadius=6

[RenderedTerminal]
bUseRenderedTerminals=1
fRenderedTerminalFOV=0.15
fRenderedTerminalZoom=36
bDoRenderedTerminalScanlines=1
fRenderedTerminalScanlineScale=130.000000
fRenderedTerminalHPos=0.0
fRenderedTerminalVPos=0.38
fScreenLightBaseIntensity=1.2
fScreenLightRadius=80
fScreenLightColorR=0.68
fScreenLightColorG=0.74
fScreenLightColorB=0.62

fRaceSexMenuHPos=0.0
fRaceSexMenuVPos=-0.6
fRaceSexMenuZoom=70.0
fRaceSexMenuScale=0.5

[Decals]
uMaxDecalCount=100
bProfileDecals=0
bDecalOcclusionQuery=1
uMaxDecals=100

[TerrainManager]
fSplitDistanceMult=1.5
fBlockMorphDistanceMult=0.70
bUseNewTerrainSystem=1
bUseDistantObjectBlocks=1
fBlockLoadDistance=125000.0000
fDefaultBlockLoadDistanceLow=50000.0
fLowBlockLoadDistanceLow=25000.0
fHighBlockLoadDistanceLow=50000.0
fDefaultTreeLoadDistance=25000.0
fLowTreeLoadDistance=10000.0
fHighTreeLoadDistance=40000.0
fTreeLoadDistance=40000
fBlockLoadDistanceLow=50000

[VATS]
fVATSLightLevelMin=20.0
fVATSLightLevelMax=65.0
fVATSLightAngle=0.0
fVATSLightDistance=100.0
fVATSLightElevation=100.0
fVatsLightColorR=0.35
fVatsLightColorG=0.35
fVatsLightColorB=0.35

[ScreenSplatter]
bScreenSplatterEnabled=1
[Imagespace]
iRadialBlurLevel=0
bDoDepthOfField=0
[Launcher]
bShowAllResolutions=1
uLastAspectRatio=4


In addition to fixing the annoying stuttering and grass flickering issues associated with the official AO profile, "0x00000005" also provides a slightly stronger HBAO+ effect in Fallout 3.
Here are some comparison screenshots at 1920x1200 with 8xSGSSAA forced using "0x000010C1":

No AO|Official AO|0x0000002D|0x00000005| NVIDIA Inspector
http://abload.de/thumb/fallout3_noaoaqcen.png (http://abload.de/image.php?img=fallout3_noaoaqcen.png)|http://abload.de/thumb/fallout3_0x00000003nne6s.png (http://abload.de/image.php?img=fallout3_0x00000003nne6s.png)|http://abload.de/thumb/fallout3_0x0000002d_8z4o14.png (http://abload.de/image.php?img=fallout3_0x0000002d_8z4o14.png)|http://abload.de/thumb/fallout3_0x00000005tmcus.png (http://abload.de/image.php?img=fallout3_0x00000005tmcus.png)|http://abload.de/thumb/fo3_inspectorwmdlc.png (http://abload.de/image.php?img=fo3_inspectorwmdlc.png)

CrimsoN
2014-03-25, 19:18:28
I have found a better HBAO+ flag "0x00000005" for Fallout 3.
The official flag "0x00000003" flickers on and off when looking at grass from certain angles, and also causes quite a bit of stuttering when moving around the wasteland.
For reference purposes I will include my full mod list, as well as the contents of my FALLOUT.ini and Falloutprefs.ini configuration files.





And here are some comparison screenshots at 1920x1200 with 8xSGSSAA forced using "0x000010C1":

No AO|Official AO|0x00000005| NVIDIA Inspector
http://abload.de/thumb/fallout3_noaoaqcen.png (http://abload.de/image.php?img=fallout3_noaoaqcen.png)|http://abload.de/thumb/fallout3_0x00000003nne6s.png (http://abload.de/image.php?img=fallout3_0x00000003nne6s.png)|http://abload.de/thumb/fallout3_0x00000005tmcus.png (http://abload.de/image.php?img=fallout3_0x00000005tmcus.png)|http://abload.de/thumb/fo3_inspectorwmdlc.png (http://abload.de/image.php?img=fo3_inspectorwmdlc.png)


In addition to fixing the annoying stuttering and grass flickering issues associated with the official AO profile, "0x00000005" also provides a slightly stronger HBAO+ effect in Fallout 3.
Finally I will include a few additional screenshots with 8xSGSSAA and "Quality" HBAO+ forced, just to demonstrate how nice the new AO profile looks:

http://abload.de/thumb/fallout3_2014_03_25_1xjd8k.png (http://abload.de/image.php?img=fallout3_2014_03_25_1xjd8k.png) http://abload.de/thumb/fallout3_2014_03_25_1rgdyy.png (http://abload.de/image.php?img=fallout3_2014_03_25_1rgdyy.png) http://abload.de/thumb/fallout3_2014_03_25_1voeux.png (http://abload.de/image.php?img=fallout3_2014_03_25_1voeux.png) http://abload.de/thumb/fallout3_2014_03_25_1hldwo.png (http://abload.de/image.php?img=fallout3_2014_03_25_1hldwo.png) http://abload.de/thumb/fallout3_2014_03_25_1goequ.png (http://abload.de/image.php?img=fallout3_2014_03_25_1goequ.png) http://abload.de/thumb/fallout3_2014_03_25_1zscn8.png (http://abload.de/image.php?img=fallout3_2014_03_25_1zscn8.png)

Was HBAO+ an geht muss ich sagen musst echt mal einen andres Bild/Szenario nehmen, ein Innenraum wäre besser also die Wildnis. Denn auf dem Bildern seh ich keinen Unterschied.

SLIKnight
2014-03-25, 19:23:52
Was HBAO+ an geht muss ich sagen musst echt mal einen andres Bild/Szenario nehmen, ein Innenraum wäre besser also die Wildnis. Denn auf dem Bildern seh ich keinen Unterschied.

In hindsight I should probably have taken comparison screenshots in daylight, but there is definitively a difference.
Just look at the trunk and branches of the tree closest to the player in the comparison screenshots.
I wouldn't have posted this AO profile, if I wasn't 100% sure it worked ;)

CrimsoN
2014-03-25, 19:32:02
In hindsight I should probably have taken comparison screenshots in daylight, but there is definitively a difference.
Just look at the trunk and branches of the tree closest to the player in the comparison screenshots.
I wouldn't have posted this AO profile, if I wasn't 100% sure it worked ;)


Jo Jo, glaube ich schon aber trotzdem finde ich die Szene nicht gut gewählt :tongue:

SLIKnight
2014-03-26, 16:07:16
The custom AO profile "0x00000005" also works great for HBAO+ in Fallout: New Vegas.
Alternatively "0x0000002D" can also be used, and provides a significantly stronger AO effect than "0x00000005".
But unfortunately "2D" causes the AO to flicker on and off indoors, so overall it can't really be recommended.

Here are some comparison screenshots at 1920x1200 with 8xSGSSAA forced using "0x000010C1", in both indoor and outdoor locations:

Indoors (No AO)|Indoors (0x0000002D)|Indoors (0x00000005)|Outdoors (No AO)|Outdoors (0x0000002D)|Outdoors (0x00000005)|NVIDIA Inspector
http://abload.de/thumb/indoors_noao9oat8.png (http://abload.de/image.php?img=indoors_noao9oat8.png)|http://abload.de/thumb/fonv_indoors_0x000000nqq7j.png (http://abload.de/image.php?img=fonv_indoors_0x000000nqq7j.png)|http://abload.de/thumb/indoors_aopfavq.png (http://abload.de/image.php?img=indoors_aopfavq.png)|http://abload.de/thumb/outdoors_noaodyzjc.png (http://abload.de/image.php?img=outdoors_noaodyzjc.png)|http://abload.de/thumb/fonv_outdoors_0x00000k9ovb.png (http://abload.de/image.php?img=fonv_outdoors_0x00000k9ovb.png)|http://abload.de/thumb/outdoors_aoxqleb.png (http://abload.de/image.php?img=outdoors_aoxqleb.png)|http://abload.de/thumb/fonv_inspector76zrx.png (http://abload.de/image.php?img=fonv_inspector76zrx.png)


Just as I did with Fallout 3, I will also include all relevant .ini configuration files for New Vegas, as well as a list of all the mods I am using (and the specific order in which they are installed):


1) Yukichigai Unofficial Patch - YUP (http://www.nexusmods.com/newvegas/mods/51664) (version 7.2)
2) NMCs Texture Pack for New Vegas (http://www.nexusmods.com/newvegas/mods/43135/)
3) Weapon Retexture Project - WRP (http://www.nexusmods.com/newvegas/mods/38285) by "Millenia"
4) HD Hi-Res World View Weapon Textures (http://www.nexusmods.com/newvegas/mods/35235) by "Jimmy Hsu"
5) Improved LOD Noise Texture (http://www.nexusmods.com/newvegas/mods/46451) by "Cyberlazy"
6) FX DUSTSTORM (http://www.nexusmods.com/newvegas/mods/44025), Mailbox (http://www.nexusmods.com/newvegas/mods/40513), Tumbleweed (http://www.nexusmods.com/newvegas/mods/40333), Lockinterface (http://www.nexusmods.com/newvegas/mods/39945) and Binocular Scope (http://www.nexusmods.com/newvegas/mods/40159) Deluxe HighRes Retex by "Hectrol" (4096 version of "DUSTSTORM")
7) Hall of Equipment (http://www.nexusmods.com/newvegas/mods/44879/) by "Deblazkez"
8) Ojo Bueno High Quality Texture Workshop (http://www.nexusmods.com/newvegas/mods/39755) (Full UHQ version)
9) Wasteland Flora Overhaul (http://www.nexusmods.com/newvegas/mods/39856) and LOD Patch for Ojo Bueno by "vurt" (Fertile version)
10) NVCE - New Vegas Character Expansions (http://www.nexusmods.com/newvegas/mods/39325) by "Machienzo"
11) Fallout New Vegas ArchiveInvalidation Invalidated (http://www.nexusmods.com/newvegas/mods/35935) by "Mouse0270" and "Quarn"
12) 4GB Fallout New Vegas (http://www.nexusmods.com/newvegas/mods/35262) by "Monochrome Wench"


[General]
SStartingCell=
SCharGenQuest=00102037
SStartingCellY=
SStartingCellX=
SStartingWorld=

STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=FalloutNV.esm

sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices1.bsa|Fallout - Voices1.bsa
sUnessentialFileCacheList=Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Fallout - Textures2.bsa, Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3
bPreCullActors=1
bTaskletActorSceneGraphUpdates=0
bTaskletActorAnimMovementUpdates=1
bAnimationUseBlendFromPose=1
bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\maintitle.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
bDefaultCOCPlacement=0
uGridDistantCount=20
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=1
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=3
uExterior Cell Buffer=36
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SMainMenuMovieIntro=
SIntroSequence=
sIntroMovie=Fallout INTRO Vsk.bik
iFPSClamp=0
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
bUseThreadedBlood=0
bUseThreadedMorpher=0
bBorderRegionsEnabled=1
bDisableHeadTracking=0
bTrackAllDeaths=0
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
bPreemptivelyUnloadCells=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=104857600
bUseHardDriveCache=0
bEnableBoundingVolumeOcclusion=1
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=0
bExternalLODDataFiles=1
bCheckCellOffsetsOnInit=0
uGridDistantTreeRange=5
bCreateShaderPackage=0
bWarnOnMissingFileEntry=0
bAllowScriptedAutosave=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bUseThreadedAI=0
bChangeTimeMultSlowly=1
bCheckPurgedTextureList=0
bAnimateDoorPhysics=0
sLanguage=ENGLISH
bLoadFaceGenHeadEGTFiles=1

[Display]
fDecalLifetime=10.0000
bEquippedTorchesCastShadows=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=1
iMultiSample=0
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bImageSpaceEffects=1
bDoCanopyShadowPass=1
bDrawShadows=0
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=5
iLocation X=5
bFull Screen=1
iAdapter=0
iScreenShotIndex=0
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000
fNearDistance=5
fFarDistance=1000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=20
bShowMenuTextureUse=1
fLightLODDefaultStartFade=1000.0
fLightLODRange=500.0
fLightLODMinStartFade=200.0
fLightLODMaxStartFade=3500.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=500.0
fSpecularLODRange=300.0
fSpecularLODMinStartFade=200.0
fSpecularLODMaxStartFade=2000.0
fGamma=1.0000
bAllow30Shaders=0
iTexMipMapMinimum=0
bDoStaticAndArchShadows=0
bDoActorShadows=1
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=100.0000
fEyeEnvMapLOD2=800.0000
fEyeEnvMapLOD1=500.0000
fEnvMapLOD2=1800.0000
fEnvMapLOD1=1500.0000
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=10
iActorShadowCount=4
bIgnoreResolutionCheck=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0
iActorShadowExtMax=10
iActorShadowExtMin=0
bDynamicWindowReflections=1
fShadowFadeTime=1.0000
iPresentInterval=1
bDecalsOnSkinnedGeometry=1
uVideoDeviceIdentifierPart4=0
uVideoDeviceIdentifierPart3=0
uVideoDeviceIdentifierPart2=0
uVideoDeviceIdentifierPart1=0
iShadowFilter=0
bAllowPartialPrecision=1
iShadowMapResolution=1024
bShadowsOnGrass=0
bActorSelfShadowing=0
iActorShadowCountInt=2
iActorShadowCountExt=2
fPipboy1stPersonFOV=47.0
fDefault1stPersonFOV=55.0000
bLODNoiseAniso=1
iMaxAnisotropy=8
fLandLOFadeSeconds=15.0
bEnableEyefinity=1
fDefaultWorldFOV=90.0

[Controls]
bAlwaysRunByDefault=1
bBackground Mouse=0
bBackground Keyboard=1
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0

[Water]
bUseWaterShader=1
bUseWaterReflections=1
bUseWaterRefractions=1
bUseWaterDepth=1
bUseWaterHiRes=0
bUseWaterDisplacements=1
bUseWaterLOD=1
bReflectExplosions=0
bAutoWaterSilhouetteReflections=1
bForceHighDetailReflections=0
bForceLowDetailReflections=0
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFPS=12

[Audio]
fASFadeInTime=2.0
fASFadeOutTime=10.0
fRegionLoopFadeInTime=5.0
fRegionLoopFadeOutTime=5.0
fAudioDebugDelay=0.0
bEnableAudio=1
bEnableAudioCache=1
bMultiThreadAudio=0
bEnableEnviroEffectsOnPC=0
; cache sizes in kilobytes
iAudioCacheSize=2048
iMaxSizeForCachedSound=256
bUseAudioDebugInformation=1
fAudioDebugDelay=0.0000
fDefaultMasterVolume=1.0000
fDefaultFootVolume=0.5000
fDefaultMusicVolume=0.6000
fDefaultRadioVolume=0.5000
fDefaultEffectsVolume=1.0000
fDefaultVoiceVolume=0.6000
iMaxImpactSoundCount=32
fMaxFootstepDistance=1100.0000
fPlayerFootVolume=0.6500
iCollisionSoundTimeDelta=150
iRadioUpdateInterval=250
fDialogMinDistance=600.00
fDialogMaxDistance=2000.00
fMainMenuMusicVolume=0.6
fDBVoiceAttenuationIn2D=2.0
fCollisionSoundHeavyThreshold=60.0
fDialogueFadeDecibels=6.0
fDialogueFadeSecondsIn=2.0
fDialogueFadeSecondsOut=1.0
fDialogueHeadPitchExaggeration=2.0
fDialogueHeadRollExaggeration=2.0
fDialogueHeadYawExaggeration=2.0
fHardLandingDamageThreshold=500.0
fWoodMediumMassMin=7.0
fWoodLargeMassMin=15.0
fStoneMediumMassMin=5.0
fStoneLargeMassMin=30.0
fEarthMediumMassMin=5.0
fEarthLargeMassMin=30.0
fSkinMediumMassMin=5.0
fSkinLargeMassMin=30.0
fMetalMediumMassMin=8.0
fMetalLargeMassMin=25.0
fRadioDialogMute=0.50
fFilterDistortionGain=-7.5
fFilterPEQGain=-15.0
fFilterdBAttenuation=11.5
bEnableTextToSpeech=0
fTextToSpeechVolume=0.35
fDialogReverbAttenuation=0.15

[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=1
bUseObstacleAvoidance=1
bBackgroundNavmeshUpdate=1

[MAIN]
bEnableBorderRegion=1
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
bCloneModelsInBackground=0
iLastHDRSetting=-1

[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.016
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=10.0000
iHavokSkipFrameCountTEST=0
iNumHavokThreads=1
fChaseDeltaMult=0.0500
bAddBipedWhenKeyframed=1
fQuadrupedPitchMult=1.0000
iEntityBatchRemoveRate=100
iMaxPicks=40

[RagdollAnim]
bRagdollFeedback=0
fCameraDist=1000.0
fHierarchyGain=0.17
fVelocityDamping=0.0
fAccelerationGain=1.0
fVelocityGain=0.6
fPositionGain=0.05
fPositionMaxLinearVelocity=14.0
fPositionMaxAngularVelocity=18.0
fSnapGain=0.1
fSnapMaxLinearVelocity=3.0
fSnapMaxAngularVelocity=0.3
fSnapMaxLinearDistance=0.3
fSnapMaxAngularDistance=1.0

[FootIK]
fOnOffGain=0.5
fGroundAscendingGain=0.4
fGroundDescendingGain=0.4
fFootRaisedGain=0.9000
fFootPlantedGain=1.0000
bFootPlacementOn=1
fPelvisUpDownBias=0.75
fPelvisOffsetDamping=0.2
fVertErrorGain=0.5
fOriginalGroundHeightMS=-0.11
fAnkleOffset=0.2000
fRagdollFeedback=0.7

[LookIK]
fLookAtTargetGain=0.3
fLookAtGain=0.045

[Interface]
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneXWide=5
iSafeZoneYWide=5
iSafeZoneX=5
iSafeZoneY=5
bAllowConsole=1
bActivatePickUseGamebryoPick=0
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
fInterfaceTintB=0.8824
fInterfaceTintG=0.9843
fInterfaceTintR=0.6314
bUseImageSpaceMenuFX=0

iSystemColorTerminalRed=33
iSystemColorTerminalGreen=231
iSystemColorTerminalBlue=121

iSystemColorSystemRed=26
iSystemColorSystemGreen=255
iSystemColorSystemBlue=128

iSystemColorMainMenuRed=199
iSystemColorMainMenuGreen=255
iSystemColorMainMenuBlue=165

iSystemColorPipboyRed=26
iSystemColorPipboyGreen=255
iSystemColorPipboyBlue=128

iSystemColorHUDAltRed=255
iSystemColorHUDAltGreen=67
iSystemColorHUDAltBlue=42

iSystemColorHUDMainRed=26
iSystemColorHUDMainGreen=255
iSystemColorHUDMainBlue=128

fRSMFaceSliderDefaultMin=-3.5
fRSMFaceSliderDefaultMax=3.5

fPopUpBackgroundOpacity=0.87
fMenuBackgroundOpacity=0.76
bHideUnavailablePerks=0


[Loading]
sWelcomeScreen1=loading_screen_legal
sWelcomeScreen2=loading_screen_bethsoft
sWelcomeScreen3=loading_screen_BGS
sWelcomeScreen4=loading_screen01
sMainMenuBackground=main_background
sTitleMusic=MainTitle
sInitialSound=fx\ui\loadscreen\initial\ui_loadscreen_initial.wav
iMaxScreens=4
iMaxScreens_MainMenu=20
fLoadingTextUpdateInterval=10.0000
fLoadingBkgdUpdateInterval=10.0000
fMainMenuBkgdUpdateInterval=180.0000
fLoadingInitUpdateInterval=3.0000
iNumLocationSpecificScreens=1


[Menu]
fCreditsScrollSpeed=40.0000
iConsoleTextYPos=940
iConsoleTextXPos=30
iConsoleVisibleLines=15
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=2
iDebugTextFont=3

[GamePlay]
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1
iDetectionPicks=21

[Fonts]
sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
sFontFile_9=Textures\Fonts\NVFont_Test.fnt

[SpeedTree]
iTreeClonesAllowed=1
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=512
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=0
fLODTreeMipMapLODBias=-0.7500
fLocalTreeMipMapLODBias=-0.2500

[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0

[BackgroundLoad]
bBackgroundPathing=1
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
iAnimaitonClonePerLoop=5
bUseMultiThreadedTrees=1
iExteriorPriority=50
iBackgroundLoadFaceMult=200
fBackgroundLoadingPerLoop=20.0000
fBackgroundLoadClonedPerLoop=5.0000
iBackgroundLoadExtraMaxFPS=20
iBackgroundLoadExtraMinFPS=10
iBackgroundLoadExtraMax=3000
iBackgroundLoadExtraMin=5
iBackgroundLoadExtraMilliseconds=2
iBackgroundLoadTreeMilliseconds=7
iBackgroundLoadMilliseconds=1
iBackgroundLoadLoading=1
bUseBackgroundFileLoader=0
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bCloneModelsInBackground=0

[LOD]
fLODLandDropAmount=230.0000
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=0
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultItems=3
fLODFadeOutMultObjects=5
fLODFadeOutMultActors=6
fLODMultLandscape=1.0000
fLODMultTrees=0.5000
fLODMultActors=1.0000
fLODMultItems=1.0000
fLODMultObjects=5
iFadeNodeMinNearDistance=500
fLODFadeOutPercent=0.6000
fFadeOutThreshold=0.3000
fFadeInThreshold=0.7000
fFadeInTimet=2.0
fFadeOutTime=2.0
fDistanceMultiplier=1
fLODBoundRadiusMult=10
fObjectLODMax=15.0
fObjectLODMin=1.0
fObjectLODDefault=5
fItemLODMax=15.0
fItemLODMin=1.0
fItemLODDefault=2
fActorLODMax=15.0
fActorLODMin=2.0
fActorLODDefault=5
fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=0.5000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODLandVerticalBias=0.0000
fTalkingDistance=1000.0000
iBoneLODForce=-1
fLODQuadMinLoadDistance=65536.0000
bDisplayLODTrees=1
bDisplayLODBuildings=1
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000

[Weather]
fSunGlareSize=800.0000
fSunBaseSize=750.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,255,255
SEnvReduceColor=255,255,255,255

[Voice]
SFileTypeLTF=ltf
SFileTypeLip=lip
SFileTypeSource=wav
SFileTypeGame=ogg

[Grass]
iMinGrassSize=80
bGrassPointLighting=0
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.0000
fGrassMinStartFadeDistance=0.0
fGrassMaxStartFadeDistance=7000.0
fGrassDefaultStartFadeDistance=3500.0
fGrassFadeRange=1000.0

[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255
SDefaultLandDiffuseTexture=DirtWasteland01.dds
SDefaultLandNormalTexture=DirtWasteland01_N.dds

[bLightAttenuation]
fQuadraticRadiusMult=1.0000
fLinearRadiusMult=1.0000
bOutQuadInLin=0
fConstantValue=0.0000
fQuadraticValue=16.0000
fLinearValue=3.0000
uQuadraticMethod=2
uLinearMethod=1
fFlickerMovement=8.0000
bUseQuadratic=1
bUseLinear=0
bUseConstant=0

[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1

[BlurShaderHDR]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fGrassDimmer=1.5000
fTreeDimmer=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fSunlightDimmer=1.5000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1
iBlendType=2
bDoHighDynamicRange=1

[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.7000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
bUseBlurShader=1

[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050

[MESSAGES]
bBlockMessageBoxes=0
bSkipProgramFlows=1
bAllowYesToAll=1
bDisableWarning=1
iFileLogging=0
bSkipInitializationFlows=1
bUseWindowsMessageBox=0

[DistantLOD]
bUseLODLandData=0
fFadeDistance=12288.0000
iDistantLODGroupWidth=8

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

[Archive]
SInvalidationFile=
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Fallout - ArchiveInvalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa

[CameraPath]
iTake=0
SDirectoryName=TestCameraPath
iFPS=60
SNif=Test\CameraPath.nif

[Absorb]
fAbsorbGlowColorB=1.0000
fAbsorbGlowColorG=0.6000
fAbsorbGlowColorR=0.0000
fAbsorbCoreColorB=1.0000
fAbsorbCoreColorG=1.0000
fAbsorbCoreColorR=1.0000
iAbsorbNumBolts=1
fAbsorbBoltGrowWidth=0.0000
fAbsorbBoltSmallWidth=7.0000
fAbsorbTortuosityVariance=2.0000
fAbsorbSegmentVariance=7.0000
fAbsorbBoltsRadius=5.0000

[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0

[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Fallout Disc.
SCopyProtectionTitle2=Fallout Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found

[Pipboy]
fBlurRadiusPipboy=3.5
fBlurIntensityPipboy=0.25
fScanlineScalePipboy=50
bEnableFlickerPipboy=1
bUsePipboyMode=1

[InterfaceFX]
fDefaultBurstDuration=200
fDefaultBurstIntensity=2
fMiniBurstDuration=200
fMiniBurstIntensity=1.5

;pulse effect
fPulseBrightenIntensity=0.25
fPulseRadiusIntensity=0.5
fPulseRate=0.0006

;pipboy menu transitions
fVertHoldChance=0.08
fShudderChance=0.20

fScanlineScaleMenus=50.0000
bEnableFlickerMenus=1
bEnableScanlinesMenus=1
bEnableScanlinesPipboy=1
fBlurRadiusMenus=0.3000
fBrightenMenus=1.7000
fBrightenPipboy=1.3000
bUseImageSpaceMenuFX=1
fBlurIntensityHUD=1.2000
fBlurRadiusHUD=2.0000
fScanlineFrequencyHUD=0.0000

fScreenLightBaseIntensity=0.6
fScreenLightRadius=6

[RenderedTerminal]
bUseRenderedTerminals=1
fRenderedTerminalFOV=0.15
fRenderedTerminalZoom=36
bDoRenderedTerminalScanlines=1
fRenderedTerminalScanlineScale=130.000000
fRenderedTerminalHPos=0.0
fRenderedTerminalVPos=0.38
fScreenLightBaseIntensity=1.2
fScreenLightRadius=80
fScreenLightColorR=0.68
fScreenLightColorG=0.74
fScreenLightColorB=0.62

fRaceSexMenuHPos=0.0
fRaceSexMenuVPos=-0.6
fRaceSexMenuZoom=70.0
fRaceSexMenuScale=0.5

[Decals]
uMaxDecalCount=100
bProfileDecals=0
bDecalOcclusionQuery=1

[TerrainManager]
fSplitDistanceMult=0.75
fBlockMorphDistanceMult=0.70
bUseNewTerrainSystem=1
bUseDistantObjectBlocks=1
fBlockLoadDistance=125000.0
fDefaultBlockLoadDistanceLow=50000.0
fLowBlockLoadDistanceLow=25000.0
fHighBlockLoadDistanceLow=50000.0
fDefaultTreeLoadDistance=25000.0
fLowTreeLoadDistance=10000.0
fHighTreeLoadDistance=40000.0

[VATS]
fVATSLightLevelMin=20.0
fVATSLightLevelMax=65.0
fVATSLightAngle=0.0
fVATSLightDistance=100.0
fVATSLightElevation=100.0
fVatsLightColorR=0.35
fVatsLightColorG=0.35
fVatsLightColorB=0.35

[ScreenSplatter]
bScreenSplatterEnabled=1


[General]
SStartingCell=
SCharGenQuest=00102037
SStartingCellY=
SStartingCellX=
SStartingWorld=

STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=FalloutNV.esm

sEssentialFileCacheList=Data\Fallout.esm|Data2\Fallout.esm, Data\Music\Special\MainTitle.mp3, Data\Fallout - Sound.bsa|Fallout - Sound.bsa, Data\Fallout - Voices1.bsa|Fallout - Voices1.bsa
sUnessentialFileCacheList=Data\Fallout - Meshes.bsa|Data2\Fallout - Meshes.bsa, Data\Fallout - Textures.bsa|Data2\Fallout - Textures.bsa, Data\Fallout - Textures2.bsa, Data\Music\Dungeon\*.xma, Data\Music\Base\*.mp3, Data\Music\Battle\*.mp3, Data\Music\Explore\*.mp3, Data\Music\Public\*.mp3, Data\Music\Special\*.mp3
bPreCullActors=1
bTaskletActorSceneGraphUpdates=0
bTaskletActorAnimMovementUpdates=1
bAnimationUseBlendFromPose=1
bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\maintitle.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
bDefaultCOCPlacement=0
uGridDistantCount=20
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
bFixAIPackagesOnLoad=0
bForceReloadOnEssentialCharacterDeath=1
bKeepPluginWhenMerging=0
bCreate Maps Enable=0
SLocalSavePath=Saves\
SLocalMasterPath=Data\
bDisableDuplicateReferenceCheck=1
bTintMipMaps=0
uInterior Cell Buffer=3
uExterior Cell Buffer=36
iIntroSequencePriority=3
bPreloadIntroSequence=1
fStaticScreenWaitTime=3.0000
SMainMenuMovieIntro=
SIntroSequence=
sIntroMovie=Fallout INTRO Vsk.bik
iFPSClamp=0
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
bUseThreadedBlood=0
bUseThreadedMorpher=0
bBorderRegionsEnabled=1
bDisableHeadTracking=0
bTrackAllDeaths=0
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
bPreemptivelyUnloadCells=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=104857600
bUseHardDriveCache=0
bEnableBoundingVolumeOcclusion=1
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=0
bExternalLODDataFiles=1
bCheckCellOffsetsOnInit=0
uGridDistantTreeRange=5
bCreateShaderPackage=0
bWarnOnMissingFileEntry=0
bAllowScriptedAutosave=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bUseThreadedAI=0
bChangeTimeMultSlowly=1
bCheckPurgedTextureList=0
bAnimateDoorPhysics=0
sLanguage=ENGLISH
bLoadFaceGenHeadEGTFiles=1

[Display]
fDecalLifetime=10.0000
bEquippedTorchesCastShadows=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=1
iMultiSample=0
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bImageSpaceEffects=1
bDoCanopyShadowPass=1
bDrawShadows=1
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=5
iLocation X=5
bFull Screen=1
iAdapter=0
iScreenShotIndex=14
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000
fNearDistance=5
fFarDistance=1000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=20
bShowMenuTextureUse=1
fLightLODDefaultStartFade=1000.0
fLightLODRange=500.0
fLightLODMinStartFade=200.0
fLightLODMaxStartFade=3500.0
fShadowLODDefaultStartFade=200.0
fShadowLODRange=200.0
fShadowLODMinStartFade=100.0
fShadowLODMaxStartFade=1000.0
fSpecularLODDefaultStartFade=500.0
fSpecularLODRange=300.0
fSpecularLODMinStartFade=200.0
fSpecularLODMaxStartFade=2000.0
fGamma=1.0000
bAllow30Shaders=0
iTexMipMapMinimum=0
bDoStaticAndArchShadows=0
bDoActorShadows=1
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=100.0000
fEyeEnvMapLOD2=800.0000
fEyeEnvMapLOD1=500.0000
fEnvMapLOD2=1800.0000
fEnvMapLOD1=1500.0000
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=10
iActorShadowCount=4
bIgnoreResolutionCheck=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0
iActorShadowExtMax=10
iActorShadowExtMin=0
bDynamicWindowReflections=1
fShadowFadeTime=1.0000
iPresentInterval=1
bDecalsOnSkinnedGeometry=1
uVideoDeviceIdentifierPart4=0
uVideoDeviceIdentifierPart3=0
uVideoDeviceIdentifierPart2=0
uVideoDeviceIdentifierPart1=0
iShadowFilter=2
bAllowPartialPrecision=1
iShadowMapResolution=1024
bShadowsOnGrass=0
bActorSelfShadowing=0
iActorShadowCountInt=6
iActorShadowCountExt=6
fPipboy1stPersonFOV=47.0
fDefault1stPersonFOV=55.0000
bLODNoiseAniso=1
iMaxAnisotropy=15
fLandLOFadeSeconds=15.0
bEnableEyefinity=0
sD3DDevice="NVIDIA GeForce GTX 780"
iTexMipMapSkip=0
iWaterMultisamples=0
bTransparencyMultisampling=0
fSpecularLODStartFade=2000.0000
fShadowLODStartFade=1000.0000
fLightLODStartFade=3500.0000
iSize W=1920
iSize H=1200
fDecalLOD2=1500.0000
fDecalLOD1=1000.0000
iShadowMode=3
iMaxSkinDecalsPerFrame=3
fDefaultWorldFOV=90.0

[Controls]
bAlwaysRunByDefault=1
bBackground Mouse=0
bBackground Keyboard=1
fXenonVertLookSpeed=1200.0000
fXenonHorizLookSpeed=1500.0000
bGamePadRumble=1
bInvertYValues=0
fMouseSensitivity=0.0020
Forward=0011FF13
Back=001FFF14
Slide Left=001EFF17
Slide Right=0020FF16
Use=00FF0011
Activate=0012FF0A
Block=00380110
Ready Item=0013FF0C
Crouch/Sneak=001DFF08
Run=002AFFFF
Always Run=003AFFFF
Auto Move=0010FFFF
Jump=0039FF0D
Toggle POV=0021020F
Menu Mode=000FFF0B
Rest=0014FF07
Vats=002FFF0E
Hotkey1=0002FFFF
Ammo Swap=0003FF01
Hotkey3=0004FFFF
Hotkey4=0005FFFF
Hotkey5=0006FFFF
Hotkey6=0007FFFF
Hotkey7=0008FFFF
Hotkey8=0009FFFF
QuickSave=003FFFFF
QuickLoad=0043FFFF
Grab=002CFF09
fForegroundMouseAccelBase=0
fForegroundMouseAccelTop=0
fForegroundMouseBase=0
fForegroundMouseMult=0

[Water]
bUseWaterShader=1
bUseWaterReflections=1
bUseWaterRefractions=1
bUseWaterDepth=1
bUseWaterHiRes=0
bUseWaterDisplacements=1
bUseWaterLOD=1
bReflectExplosions=0
bAutoWaterSilhouetteReflections=0
bForceHighDetailReflections=1
bForceLowDetailReflections=0
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFPS=12
iWaterReflectWidth=1024
iWaterReflectHeight=1024
bUseWaterReflectionBlur=1
iWaterBlurAmount=4

[Audio]
fASFadeInTime=2.0
fASFadeOutTime=10.0
fRegionLoopFadeInTime=5.0
fRegionLoopFadeOutTime=5.0
fAudioDebugDelay=0.0
bEnableAudio=1
bEnableAudioCache=1
bMultiThreadAudio=0
bEnableEnviroEffectsOnPC=0
; cache sizes in kilobytes
iAudioCacheSize=2048
iMaxSizeForCachedSound=256
bUseAudioDebugInformation=1
fAudioDebugDelay=0.0000
fDefaultMasterVolume=1.0000
fDefaultFootVolume=0.5000
fDefaultMusicVolume=0.6000
fDefaultRadioVolume=0.5000
fDefaultEffectsVolume=1.0000
fDefaultVoiceVolume=0.6000
iMaxImpactSoundCount=32
fMaxFootstepDistance=1100.0000
fPlayerFootVolume=0.6500
iCollisionSoundTimeDelta=150
iRadioUpdateInterval=250
fDialogMinDistance=600.00
fDialogMaxDistance=2000.00
fMainMenuMusicVolume=0.6
fDBVoiceAttenuationIn2D=2.0
fCollisionSoundHeavyThreshold=60.0
fDialogueFadeDecibels=6.0
fDialogueFadeSecondsIn=2.0
fDialogueFadeSecondsOut=1.0
fDialogueHeadPitchExaggeration=2.0
fDialogueHeadRollExaggeration=2.0
fDialogueHeadYawExaggeration=2.0
fHardLandingDamageThreshold=500.0
fWoodMediumMassMin=7.0
fWoodLargeMassMin=15.0
fStoneMediumMassMin=5.0
fStoneLargeMassMin=30.0
fEarthMediumMassMin=5.0
fEarthLargeMassMin=30.0
fSkinMediumMassMin=5.0
fSkinLargeMassMin=30.0
fMetalMediumMassMin=8.0
fMetalLargeMassMin=25.0
fRadioDialogMute=0.50
fFilterDistortionGain=-7.5
fFilterPEQGain=-15.0
fFilterdBAttenuation=11.5
bEnableTextToSpeech=0
fTextToSpeechVolume=0.35
fDialogReverbAttenuation=0.15

[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=1
bUseObstacleAvoidance=1
bBackgroundNavmeshUpdate=1

[MAIN]
bEnableBorderRegion=1
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
bCloneModelsInBackground=0
iLastHDRSetting=-1

[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.016
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=10.0000
iHavokSkipFrameCountTEST=0
iNumHavokThreads=1
fChaseDeltaMult=0.0500
bAddBipedWhenKeyframed=1
fQuadrupedPitchMult=1.0000
iEntityBatchRemoveRate=100
iMaxPicks=40

[RagdollAnim]
bRagdollFeedback=0
fCameraDist=1000.0
fHierarchyGain=0.17
fVelocityDamping=0.0
fAccelerationGain=1.0
fVelocityGain=0.6
fPositionGain=0.05
fPositionMaxLinearVelocity=14.0
fPositionMaxAngularVelocity=18.0
fSnapGain=0.1
fSnapMaxLinearVelocity=3.0
fSnapMaxAngularVelocity=0.3
fSnapMaxLinearDistance=0.3
fSnapMaxAngularDistance=1.0

[FootIK]
fOnOffGain=0.5
fGroundAscendingGain=0.4
fGroundDescendingGain=0.4
fFootRaisedGain=0.9000
fFootPlantedGain=1.0000
bFootPlacementOn=1
fPelvisUpDownBias=0.75
fPelvisOffsetDamping=0.2
fVertErrorGain=0.5
fOriginalGroundHeightMS=-0.11
fAnkleOffset=0.2000
fRagdollFeedback=0.7

[LookIK]
fLookAtTargetGain=0.3
fLookAtGain=0.045

[Interface]
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneXWide=5
iSafeZoneYWide=5
iSafeZoneX=5
iSafeZoneY=5
bAllowConsole=1
bActivatePickUseGamebryoPick=0
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
fInterfaceTintB=0.8824
fInterfaceTintG=0.9843
fInterfaceTintR=0.6314
bUseImageSpaceMenuFX=0

iSystemColorTerminalRed=33
iSystemColorTerminalGreen=231
iSystemColorTerminalBlue=121

iSystemColorSystemRed=26
iSystemColorSystemGreen=255
iSystemColorSystemBlue=128

iSystemColorMainMenuRed=199
iSystemColorMainMenuGreen=255
iSystemColorMainMenuBlue=165

iSystemColorPipboyRed=26
iSystemColorPipboyGreen=255
iSystemColorPipboyBlue=128

iSystemColorHUDAltRed=255
iSystemColorHUDAltGreen=67
iSystemColorHUDAltBlue=42

iSystemColorHUDMainRed=26
iSystemColorHUDMainGreen=255
iSystemColorHUDMainBlue=128

fRSMFaceSliderDefaultMin=-3.5
fRSMFaceSliderDefaultMax=3.5

fPopUpBackgroundOpacity=0.87
fMenuBackgroundOpacity=0.76
bHideUnavailablePerks=0
bHelpEnabled=1
fHudOpacity=1.0000
uPipboyColor=4290134783
uHUDColor=4290134783
bDisable360Controller=0


[Loading]
sWelcomeScreen1=loading_screen_legal
sWelcomeScreen2=loading_screen_bethsoft
sWelcomeScreen3=loading_screen_BGS
sWelcomeScreen4=loading_screen01
sMainMenuBackground=main_background
sTitleMusic=MainTitle
sInitialSound=fx\ui\loadscreen\initial\ui_loadscreen_initial.wav
iMaxScreens=4
iMaxScreens_MainMenu=20
fLoadingTextUpdateInterval=10.0000
fLoadingBkgdUpdateInterval=10.0000
fMainMenuBkgdUpdateInterval=180.0000
fLoadingInitUpdateInterval=3.0000
iNumLocationSpecificScreens=1


[Menu]
fCreditsScrollSpeed=40.0000
iConsoleTextYPos=940
iConsoleTextXPos=30
iConsoleVisibleLines=15
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=2
iDebugTextFont=3

[GamePlay]
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1
iDetectionPicks=21
bShowQuestMarkers=1
iDifficulty=2
iKillCamera=0
uiRedeemedContent=0
bTrueIronSights=1
bDisableDynamicCrosshair=0
bSaveOnInteriorExteriorSwitch=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
bCrossHair=1
bGeneralSubtitles=0
bDialogueSubtitles=1

[Fonts]
sFontFile_1=Textures\Fonts\Glow_Monofonto_Large.fnt
sFontFile_2=Textures\Fonts\Monofonto_Large.fnt
sFontFile_3=Textures\Fonts\Glow_Monofonto_Medium.fnt
sFontFile_4=Textures\Fonts\Monofonto_VeryLarge02_Dialogs2.fnt
sFontFile_5=Textures\Fonts\Fixedsys_Comp_uniform_width.fnt
sFontFile_6=Textures\Fonts\Glow_Monofonto_VL_dialogs.fnt
sFontFile_7=Textures\Fonts\Baked-in_Monofonto_Large.fnt
sFontFile_8=Textures\Fonts\Glow_Futura_Caps_Large.fnt
sFontFile_9=Textures\Fonts\NVFont_Test.fnt

[SpeedTree]
iTreeClonesAllowed=1
fCanopyShadowGrassMult=1.0000
iCanopyShadowScale=512
fTreeForceMaxBudAngle=-1.0000
fTreeForceMinBudAngle=-1.0000
fTreeForceLeafDimming=-1.0000
fTreeForceBranchDimming=-1.0000
fTreeForceCS=-1.0000
fTreeForceLLA=-1.0000
fTreeLODExponent=1.0000
bEnableTrees=1
bForceFullLOD=0
fLODTreeMipMapLODBias=-0.7500
fLocalTreeMipMapLODBias=-0.2500

[Debug]
bDebugFaceGenCriticalSection=0
bDebugFaceGenMultithreading=0
bDebugSaveBuffer=0

[BackgroundLoad]
bBackgroundPathing=1
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
iAnimaitonClonePerLoop=5
bUseMultiThreadedTrees=1
iExteriorPriority=50
iBackgroundLoadFaceMult=200
fBackgroundLoadingPerLoop=20.0000
fBackgroundLoadClonedPerLoop=5.0000
iBackgroundLoadExtraMaxFPS=20
iBackgroundLoadExtraMinFPS=10
iBackgroundLoadExtraMax=3000
iBackgroundLoadExtraMin=5
iBackgroundLoadExtraMilliseconds=2
iBackgroundLoadTreeMilliseconds=7
iBackgroundLoadMilliseconds=1
iBackgroundLoadLoading=1
bUseBackgroundFileLoader=0
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bCloneModelsInBackground=0

[LOD]
fLODLandDropAmount=230.0000
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=0
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultItems=15.0000
fLODFadeOutMultObjects=15.0000
fLODFadeOutMultActors=15.0000
fLODMultLandscape=1.0000
fLODMultTrees=0.5000
fLODMultActors=1.0000
fLODMultItems=1.0000
fLODMultObjects=5
iFadeNodeMinNearDistance=500
fLODFadeOutPercent=0.6000
fFadeOutThreshold=0.3000
fFadeInThreshold=0.7000
fFadeInTimet=2.0
fFadeOutTime=2.0
fDistanceMultiplier=1
fLODBoundRadiusMult=10
fObjectLODMax=15.0
fObjectLODMin=1.0
fObjectLODDefault=5
fItemLODMax=15.0
fItemLODMin=1.0
fItemLODDefault=2
fActorLODMax=15.0
fActorLODMin=2.0
fActorLODDefault=5
fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=0.5000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODLandVerticalBias=0.0000
fTalkingDistance=1000.0000
iBoneLODForce=-1
fLODQuadMinLoadDistance=65536.0000
bDisplayLODTrees=1
bDisplayLODBuildings=1
fLODFadeOutActorMultInterior=1.0000
fLODFadeOutItemMultInterior=1.0000
fLODFadeOutObjectMultInterior=1.0000
fLODFadeOutActorMultCity=1.0000
fLODFadeOutItemMultCity=1.0000
fLODFadeOutObjectMultCity=1.0000
fLODFadeOutActorMultComplex=1.0000
fLODFadeOutItemMultComplex=1.0000
fLODFadeOutObjectMultComplex=1.0000

[Weather]
fSunGlareSize=800.0000
fSunBaseSize=750.0000
bPrecipitation=1
fAlphaReduce=1.0000
SBumpFadeColor=255,255,255,255
SLerpCloseColor=255,255,255,255
SEnvReduceColor=255,255,255,255

[Voice]
SFileTypeLTF=ltf
SFileTypeLip=lip
SFileTypeSource=wav
SFileTypeGame=ogg

[Grass]
iMinGrassSize=80
bGrassPointLighting=0
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.0000
fGrassMinStartFadeDistance=0.0
fGrassMaxStartFadeDistance=7000.0
fGrassDefaultStartFadeDistance=3500.0
fGrassFadeRange=1000.0
b30GrassVS=0
fGrassStartFadeDistance=7000.0000

[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255
SDefaultLandDiffuseTexture=DirtWasteland01.dds
SDefaultLandNormalTexture=DirtWasteland01_N.dds

[bLightAttenuation]
fQuadraticRadiusMult=1.0000
fLinearRadiusMult=1.0000
bOutQuadInLin=0
fConstantValue=0.0000
fQuadraticValue=16.0000
fLinearValue=3.0000
uQuadraticMethod=2
uLinearMethod=1
fFlickerMovement=8.0000
bUseQuadratic=1
bUseLinear=0
bUseConstant=0

[BlurShaderHDRInterior]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1

[BlurShaderHDR]
fTargetLUM=1.0000
fUpperLUMClamp=1.0000
fGrassDimmer=1.5000
fTreeDimmer=1.0000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.5000
fSunlightDimmer=1.5000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=2.2500
fBrightClamp=0.2250
fBlurRadius=7.0000
iNumBlurpasses=1
iBlendType=2
bDoHighDynamicRange=1

[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.7000
iBlurTexSize=256
fBlurRadius=0.0300
iNumBlurpasses=1
iBlendType=2
bUseBlurShader=0

[GethitShader]
fBlurAmmount=0.5000
fBlockedTexOffset=0.0010
fHitTexOffset=0.0050

[MESSAGES]
bBlockMessageBoxes=0
bSkipProgramFlows=1
bAllowYesToAll=1
bDisableWarning=1
iFileLogging=0
bSkipInitializationFlows=1
bUseWindowsMessageBox=0

[DistantLOD]
bUseLODLandData=0
fFadeDistance=12288.0000
iDistantLODGroupWidth=8

[GeneralWarnings]
SGeneralMasterMismatchWarning=One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.

SMasterMismatchWarning=One of the files that "%s" is dependent on has changed since the last save.
This may result in errors. Saving again will clear this message
but not necessarily fix any errors.

[Archive]
SInvalidationFile=
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Fallout - ArchiveInvalidation.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa, Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa

[CameraPath]
iTake=0
SDirectoryName=TestCameraPath
iFPS=60
SNif=Test\CameraPath.nif

[Absorb]
fAbsorbGlowColorB=1.0000
fAbsorbGlowColorG=0.6000
fAbsorbGlowColorR=0.0000
fAbsorbCoreColorB=1.0000
fAbsorbCoreColorG=1.0000
fAbsorbCoreColorR=1.0000
iAbsorbNumBolts=1
fAbsorbBoltGrowWidth=0.0000
fAbsorbBoltSmallWidth=7.0000
fAbsorbTortuosityVariance=2.0000
fAbsorbSegmentVariance=7.0000
fAbsorbBoltsRadius=5.0000

[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0

[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Fallout Disc.
SCopyProtectionTitle2=Fallout Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found

[Pipboy]
fBlurRadiusPipboy=3.5
fBlurIntensityPipboy=0.25
fScanlineScalePipboy=50
bEnableFlickerPipboy=1
bUsePipboyMode=1

[InterfaceFX]
fDefaultBurstDuration=200
fDefaultBurstIntensity=2
fMiniBurstDuration=200
fMiniBurstIntensity=1.5

;pulse effect
fPulseBrightenIntensity=0.25
fPulseRadiusIntensity=0.5
fPulseRate=0.0006

;pipboy menu transitions
fVertHoldChance=0.08
fShudderChance=0.20

fScanlineScaleMenus=50.0000
bEnableFlickerMenus=1
bEnableScanlinesMenus=1
bEnableScanlinesPipboy=1
fBlurRadiusMenus=0.3000
fBrightenMenus=1.7000
fBrightenPipboy=1.3000
bUseImageSpaceMenuFX=1
fBlurIntensityHUD=1.2000
fBlurRadiusHUD=2.0000
fScanlineFrequencyHUD=0.0000

fScreenLightBaseIntensity=0.6
fScreenLightRadius=6

[RenderedTerminal]
bUseRenderedTerminals=1
fRenderedTerminalFOV=0.15
fRenderedTerminalZoom=36
bDoRenderedTerminalScanlines=1
fRenderedTerminalScanlineScale=130.000000
fRenderedTerminalHPos=0.0
fRenderedTerminalVPos=0.38
fScreenLightBaseIntensity=1.2
fScreenLightRadius=80
fScreenLightColorR=0.68
fScreenLightColorG=0.74
fScreenLightColorB=0.62

fRaceSexMenuHPos=0.0
fRaceSexMenuVPos=-0.6
fRaceSexMenuZoom=70.0
fRaceSexMenuScale=0.5

[Decals]
uMaxDecalCount=100
bProfileDecals=0
bDecalOcclusionQuery=1
uMaxDecals=100

[TerrainManager]
fSplitDistanceMult=1.5000
fBlockMorphDistanceMult=0.70
bUseNewTerrainSystem=1
bUseDistantObjectBlocks=1
fBlockLoadDistance=125000.0000
fDefaultBlockLoadDistanceLow=50000.0
fLowBlockLoadDistanceLow=25000.0
fHighBlockLoadDistanceLow=50000.0
fDefaultTreeLoadDistance=25000.0
fLowTreeLoadDistance=10000.0
fHighTreeLoadDistance=40000.0
fTreeLoadDistance=40000.0000
fBlockLoadDistanceLow=50000.0000

[VATS]
fVATSLightLevelMin=20.0
fVATSLightLevelMax=65.0
fVATSLightAngle=0.0
fVATSLightDistance=100.0
fVATSLightElevation=100.0
fVatsLightColorR=0.35
fVatsLightColorG=0.35
fVatsLightColorB=0.35

[ScreenSplatter]
bScreenSplatterEnabled=1
[Imagespace]
iRadialBlurLevel=0
bDoDepthOfField=0
[Launcher]
bShowAllResolutions=1
uLastAspectRatio=4


Also remember to set "fMainMenuBkgdUpdateInterval=180.0000" in Fallout_default.ini, which can be found in your main FO:NV directory.
This is needed to effectively disable the introductory movies and "slideshow" effect ingame (just click once with the mouse after startup to reach the main menu)
More information on exactly what this variable does can be found here: http://www.tweakguides.com/Fallout3_8.html

Match-Maker
2014-03-26, 20:40:22
Habe mal die beiden Mafia II Bits (0x000D02C4 für MSAA & 0x000002C1 für SGSSAA) anhand der Demo getestet.
Die 0x000D02C4 kann ich nicht empfehlen, da der Performanceeinbruch mit 8xMSAA fast so groß ist wie bei 8xSGSSAA mit 0x000002C1.
Zudem verträgt sich das Ganze irgendwie net mit den Postprocessing-Effekten (Motion-Blur, Depth of Field (kann man die irgendwie deaktivieren? :confused:)).
Ich würde also vorschlagen, 0x000D02C4 aus der Liste zu nehmen, da die Leistungskosten so exorbitant sind, dass man gleich auf SGSSAA gehen kann.

CrimsoN
2014-03-26, 21:27:59
Habe mal die beiden Mafia II Bits (0x000D02C4 für MSAA & 0x000002C1 für SGSSAA) anhand der Demo getestet.
Die 0x000D02C4 kann ich nicht empfehlen, da der Performanceeinbruch mit 8xMSAA fast so groß ist wie bei 8xSGSSAA mit 0x000002C1.
Zudem verträgt sich das Ganze irgendwie net mit den Postprocessing-Effekten (Motion-Blur, Depth of Field (kann man die irgendwie deaktivieren? :confused:)).
Ich würde also vorschlagen, 0x000D02C4 aus der Liste zu nehmen, da die Leistungskosten so exorbitant sind, dass man gleich auf SGSSAA gehen kann.

Warum sollte man denn MSAA/CSAA nutzen wenn SGSSAA geht und das Blur frei in Mafi 2.

Match-Maker
2014-03-26, 21:54:33
Warum sollte man denn MSAA/CSAA nutzen wenn SGSSAA geht und das Blur frei in Mafi 2.
Na weil vielleicht nicht jede ne Karte hat, die PhysX + SGSSAA zusammen flüssig schafft. ;)
Da wäre es gut, wenn man alternative günstiges MSAA nutzen könnte.
Ich finde aber, dass die Glättung selbst mit SGSSAA durch die PP-Effekte net so prickelnd is. Flimmert immer noch recht stark.
Nutze deshalb aktuell 1,5x1,5 DS (+PhysX).

CrimsoN
2014-03-27, 03:49:07
Hatte keine Problem muss ich sagen und nutzte 4xSGSSAA plus PhysX.

Aber selbst 2xSGSSAA sollte kein Problem sein für deine Karte !

grizu
2014-03-27, 15:22:39
Betrayer AA Bits : 0x080000C1

MrBonk
2014-03-28, 03:13:32
Has anyone else noticed that in the latest drivers, driver FXAA doesn't seem to work quite right?

Seems like it blatantly misses things it normally wouldn't..

It also won't apply on top of other AA methods like 2xSGSSAA for me either in 334.89.

It's especially apparent in the Shadow Warrior demo, using FSAA 4x and forcing Driver FXAA leads to some results that don't seem right.

grizu
2014-03-28, 15:57:33
MXGP - The Official Motocross Videogame Demo SGSSAA Bits : 0x080012C0

SLIKnight
2014-03-28, 18:16:40
Has anyone else noticed that in the latest drivers, driver FXAA doesn't seem to work quite right?

Seems like it blatantly misses things it normally wouldn't..

It also won't apply on top of other AA methods like 2xSGSSAA for me either in 334.89.

It's especially apparent in the Shadow Warrior demo, using FSAA 4x and forcing Driver FXAA leads to some results that don't seem right.

Works fine for me in Episodes from Liberty City with 334.89.
But you have to take screenshots with "printscreen" for it to show up in screenshots ;)

MrBonk
2014-03-29, 00:47:04
Yes I am aware of that. FXAA is applying, but the coverage doesn't seem right.

In Hard Reset, Driver FXAA was higher quality than the built in FXAA.
And using it over FSAA 4x worked fine it seemed.

But with 334.89, in Shadow Warrior 4xFSAA+Driver FXAA doesn't look good and actually seems to create aliasing.

As well, in 334.89 I cannot use FXAA over SGSSAA like I could prior.

Ex: Spec Ops the line

2xSGSSAA http://i6.minus.com/iFI5BcOMPbO4h.png
2xSGSSAA+ Driver FXAA http://i2.minus.com/i1Vj2XaJ2YLr2.png (notice green Square showing it is applied, but Afterburner OSD isn't blurred like it should be. And YES this was taken with Print Screen as I normally take my Driver FXAA shots. It wasn't applying in real time either)

Blade II
2014-03-29, 08:35:54
Why are you not using injectFXAA oder injectSMAA? As far as I remember injected FXAA was a lot sharper than the driver version.

MrBonk
2014-03-29, 10:14:42
i've found Driver FXAA to always be of better quality. And Sharpness doesn't matter when downsampling is thrown into the equation. (The higher resolution you go, the less it matters as well)

SLIKnight
2014-03-30, 16:05:59
I have found a new HBAO+ profile "0x00000023" for the DX9 version of BioShock.
The official AO profile "0x00020000" only contains DX10 AO bits, and hence won't have any effect in DX9 mode.
The "0x00000023" profile applies a very nice looking AO effect, and doesn't flicker on and off at all.
Unfortunately it doesn't work in all scenes of the game, and seems to be affected by the ingame HUD: Guru3D HBAO+ thread (#1408) (http://forums.guru3d.com/showpost.php?p=5004436&postcount=1408)

I haven't tested, if "0x00020000" still works in DX10 after the switch to HBAO+ in the newer drivers.
My main concern is DX9, since we can force SGSSAA in this API with "0x000010C1", and the visual difference between DX9 and DX10 is very minor in BioShock.
Here are some comparison screenshots at 1920x1200 with 8xSGSSAA forced:

Graphics Options|Audio Options|Gameplay Options|Launch Parameters|NVIDIA Inspector
http://abload.de/thumb/bioshock_graphics_opt1ik76.png (http://abload.de/image.php?img=bioshock_graphics_opt1ik76.png)|http://abload.de/thumb/bioshock_audio_optionp6kvd.png (http://abload.de/image.php?img=bioshock_audio_optionp6kvd.png)|http://abload.de/thumb/bioshock_gameplay_opt59jd8.png (http://abload.de/image.php?img=bioshock_gameplay_opt59jd8.png)|http://abload.de/thumb/bioshock_launch_paramnjbkp.png (http://abload.de/image.php?img=bioshock_launch_paramnjbkp.png)|http://abload.de/thumb/bioshock_inspectorukkk9.png (http://abload.de/image.php?img=bioshock_inspectorukkk9.png)


8xSGSSAA (No AO)|8xSGSSAA (0x00000033)|8xSGSSAA (0x00000023)
http://abload.de/thumb/bioshock_noaol9jvf.png (http://abload.de/image.php?img=bioshock_noaol9jvf.png)|http://abload.de/thumb/bioshock_0x000000330ce8i.png (http://abload.de/image.php?img=bioshock_0x000000330ce8i.png)|http://abload.de/thumb/bioshock_0x000200230skn0.png (http://abload.de/image.php?img=bioshock_0x000200230skn0.png)
http://abload.de/thumb/bioshock1_noaossu18.png (http://abload.de/image.php?img=bioshock1_noaossu18.png)|http://abload.de/thumb/bioshock2_0x000000334ouuw.png (http://abload.de/image.php?img=bioshock2_0x000000334ouuw.png)|http://abload.de/thumb/bioshock2_0x0000002324uji.png (http://abload.de/image.php?img=bioshock2_0x0000002324uji.png)


Bioshock.ini (Users\[username]\AppData\Roaming\Bioshock)

[D3DDrv.D3DRenderDevice]
ReduceMouseLag=False
DoubleBufferMouseLag=False
LevelOfAnisotropy=16



In my testing I also found, that "0x0000002D" and "0x00000033" works in the DX9 mode of BioShock.
Both of these profiles apply an overall stronger AO effect than "23", but suffer from their own issues.
"2D" bleeds through fog and flickers on and off rapidly when approaching stairs and walls, while "33" seems to affect light sources and turns on and off depending on the viewing angle in some scenes.
Furthermore "33" is also affected by the HUD, just like the "23" profile.

In case anyone is interested, I have also written an extensive tweaking guide for BioShock Infinite: #5950 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10293005&postcount=5950)
Of course it isn't possible to force SGSSAA in BI, since it is a DX11 only title.
But with a combination of 2x2 driver downsampling, ingame FXAA and "Alternate" post processing, it is still an absolute gem of a game visually :)

CrimsoN
2014-04-01, 12:13:50
Sau geil für GTA4 hab ich gerade AA-Bits gefunden !

GTA 4

0x00000815 für SGSSAA !

Deisi
2014-04-01, 12:28:39
Sau geil für GTA4 hab ich gerade AA-Bits gefunden !

GTA 4

0x00000815 für SGSSAA !

Das wäre ja zu schön :freak: Hast du auch ein paar Screenshots dazu?

BR4DDERS
2014-04-01, 12:40:05
Das wäre ja zu schön :freak: Hast du auch ein paar Screenshots dazu?

Sounds like an April Fools joke to me.

Blade II
2014-04-01, 15:03:10
Sau geil für GTA4 hab ich gerade AA-Bits gefunden !

GTA 4

0x00000815 für SGSSAA !
Das 0815-Bit funktioniert nicht ganz zuverlässig. 0x0000F001 bringt deutlich bessere Resultate bei weniger VRAM Auslastung.

aufkrawall
2014-04-01, 17:36:50
Macht bei Nacht und Laternen aber leider weiße Kanten, AA-Fix bringt auch nichts.

CrimsoN
2014-04-01, 18:00:48
Mich hat es hier gerade weg :D

Ach versuche mal die 1337 Bits die sollten auch ohne AA_fix gehen :D

Disconnected
2014-04-01, 18:55:13
Kurze allgemeine Frage: bei manchen Titeln führt MSAA zu Artefakten wie weißen Rändern. Gehen die weg, wenn man es auf SGSSAA aufwertet oder sollte man in dem Fall besser OGSSAA verwenden?

aufkrawall
2014-04-01, 19:11:37
Gehen bei forciertem SGSSAA mit passendem Custom Bit häufig weg.
In-game AA aufwerten bringt da aber mit hoher Wahrscheinlichkeit nichts.

CD-LABS
2014-04-01, 21:26:48
Hat irgendjemand ein Bit für PrinceOfPersia? (Cel-Shading, Scimitar-Engine, DirectX 9)
Weder TrSSAA, noch OGSSAA, noch SGSSAA lassen sich bei mir erzwingen...

CrimsoN
2014-04-02, 15:14:56
Hat irgendjemand ein Bit für PrinceOfPersia? (Cel-Shading, Scimitar-Engine, DirectX 9)
Weder TrSSAA, noch OGSSAA, noch SGSSAA lassen sich bei mir erzwingen...

Welcher Teil ?

CD-LABS
2014-04-02, 17:01:36
Welcher Teil ?
Der mit CelShading, DX 9 und Scimitar Engine halt. :biggrin:
Der aus dem Jahre 2008---oder, um es einfach zu machen...
...der hier: http://www.gog.com/game/prince_of_persia

Match-Maker
2014-04-02, 19:25:02
Hat irgendjemand ein Bit für PrinceOfPersia? (Cel-Shading, Scimitar-Engine, DirectX 9)
Weder TrSSAA, noch OGSSAA, noch SGSSAA lassen sich bei mir erzwingen...
SGSSAA sollte sich mit 0x000012C1 erzwingen lassen.

CrimsoN
2014-04-02, 20:00:19
Der mit CelShading, DX 9 und Scimitar Engine halt. :biggrin:
Der aus dem Jahre 2008---oder, um es einfach zu machen...
...der hier: http://www.gog.com/game/prince_of_persia

Kenne mich ja damit nicht aus :D

CD-LABS
2014-04-02, 22:22:06
SGSSAA sollte sich mit 0x000012C1 erzwingen lassen.
Hat definitiv keine Auswirkung bei mir! Hast du dir das nur hergeleitet aus den Werten zu anderen Spielen mit Scimitar oder läuft das bei dir tatsächlich selber mit dem Bit?

Match-Maker
2014-04-03, 16:38:10
Hat definitiv keine Auswirkung bei mir! Hast du dir das nur hergeleitet aus den Werten zu anderen Spielen mit Scimitar oder läuft das bei dir tatsächlich selber mit dem Bit?
Habs mir anhand von Assassin's Creed hergeleitet, da es dort funktioniert.
Dachte vielleicht, dass es bei Price of Persia dann auch funktionieren könnte.
Aber dann kann ich dir leider auch nicht weiterhelfen, da ich das Spiel nicht besitze.

aufkrawall
2014-04-03, 16:50:16
16:9 Auflösung? 0x204412C1 SGSSAA? Niedrigste Details? In-game AA aus?

Gast
2014-04-03, 19:19:22
die prince of persia profile sind ein ziemliches chaos. man muss aufpassen, dass pfad und exe namen übereinstimmen.

Prince of Persia 4 - 0x000002C0 - SGSSAA

SLIKnight
2014-04-04, 19:29:14
The "0x004010C0" flag provides excellent SGSSAA quality in both Dead Space 1 & 2.
When forcing any type of hardware AA in DS or DS2, it is important to disable the ingame "Anti Aliasing" option, which is just a simple blur shader.
I also recommend disabling ingame "vsync" in both DS games, as enabling this will cap the frame rate at 30 FPS.
Unfortunately forcing SGSSAA or MSAA with respectively "0x004010C0" and "0x004030C0" tends to cause issues in DS2, even with the shadow quality setting reduced to "Normal":
Dead Space 2 Anti Aliasing – Updated (solidlystated.com) (http://solidlystated.com/software/dead-space-2-anti-aliasing/)

For the reasons stated in the above article, I'm instead using a combination of 1.5x1.5 downsampling from 2880x1800 to 1920x1200 and 8xQ MSAA + 8xTrSSAA forced using "0x00401045" in DS2.
This allows me to use "Very High" shadows without any issues, and still get somewhat decent AA quality.

Here are some screenshots of the original Dead Space at 1920x1200 with 8xSGSSAA forced, one without AO and one with "Quality" HBAO+ enabled:

8xSGSSAA (No AO)|8xSGSSAA (HBAO+)| NVIDIA Inspector
http://abload.de/thumb/deadspace_2014_04_03_4eszm.png (http://abload.de/image.php?img=deadspace_2014_04_03_4eszm.png)|http://abload.de/thumb/deadspace_2014_04_03_pcslj.png (http://abload.de/image.php?img=deadspace_2014_04_03_pcslj.png)|http://abload.de/thumb/deadspace_inspectorpzsr6.png (http://abload.de/image.php?img=deadspace_inspectorpzsr6.png)


The official NVIDIA AO flag "0x0000000F" does a very nice job in Dead Space.
But this flag causes severe slowdowns in Dead Space 2, without applying any AO effect at all.

After extensive AO bits testing, I finally discovered, that "0x00000026" is the only option for HBAO+ in DS2.
The "0x00000026" profile isn't a perfect AO solution in DS2, since it causes light bleeding around the edges of some light sources (have a look at the lamp above the sink in the screenshots).
This problem can however be solved by reducing the light quality setting to "Normal".

Here are some comparison screenshots at 2880x1800@1920x1200@60Hz:

Light = High (No AO)|Light = High (HBAO+)|Light = Normal (HBAO+)

http://abload.de/thumb/deadspace21_noao_lighqnu86.png (http://abload.de/image.php?img=deadspace21_noao_lighqnu86.png)|http://abload.de/thumb/deadspace21_ao_lighth6fuso.png (http://abload.de/image.php?img=deadspace21_ao_lighth6fuso.png)|http://abload.de/thumb/deadspace21_ao_lightnlkuj1.png (http://abload.de/image.php?img=deadspace21_ao_lightnlkuj1.png)
http://abload.de/thumb/deadspace22_noao_ligha2uav.png (http://abload.de/image.php?img=deadspace22_noao_ligha2uav.png)|http://abload.de/thumb/deadspace22_ao_lighthzsu5m.png (http://abload.de/image.php?img=deadspace22_ao_lighthzsu5m.png)|http://abload.de/thumb/deadspace22_ao_lightnapucb.png (http://abload.de/image.php?img=deadspace22_ao_lightnapucb.png)
http://abload.de/thumb/deadspace23_noao_ligh7iuwf.png (http://abload.de/image.php?img=deadspace23_noao_ligh7iuwf.png)|http://abload.de/thumb/deadspace23_ao_lighthn8u1z.png (http://abload.de/image.php?img=deadspace23_ao_lighthn8u1z.png)|http://abload.de/thumb/deadspace23_ao_lightn5mufu.png (http://abload.de/image.php?img=deadspace23_ao_lightn5mufu.png)

http://abload.de/thumb/ds2_inspectoridu2q.png (http://abload.de/image.php?img=ds2_inspectoridu2q.png)
Overall "0x00000026" provides a nice and strong HBAO+ effect in DS2, but unfortunately it tends to flicker on and off in some scenes depending on the viewing angle.
But there are no better alternatives (Believe me, I have tried them all by now).

CrimsoN
2014-04-04, 21:10:25
DayZ Standallone Versionn 0.43.116251

HBAO+ Bits: 0x00000013

ON:
http://abload.de/img/dayz_2014_04_04_21_00wdssj.png (http://abload.de/image.php?img=dayz_2014_04_04_21_00wdssj.png)
OF:
http://abload.de/img/dayz_2014_04_04_21_00wdssj.png (http://abload.de/image.php?img=dayz_2014_04_04_21_00wdssj.png)

aufkrawall
2014-04-04, 21:16:48
Würde da mal die in-game AO abstellen, macht ja eklige Artefakte.

CrimsoN
2014-04-04, 21:59:25
Würde da mal die in-game AO abstellen, macht ja eklige Artefakte.

Es ist nicht an !

Edit:

in der cfg datei ist es auch auf gestellt: ssaoEnabled=0;

Blade II
2014-04-04, 23:06:03
DayZ Standallone Versionn 0.43.116251

HBAO+ Bits: 0x00000013

ON:
http://abload.de/img/dayz_2014_04_04_21_00wdssj.png (http://abload.de/image.php?img=dayz_2014_04_04_21_00wdssj.png)
OF:
http://abload.de/img/dayz_2014_04_04_21_00wdssj.png (http://abload.de/image.php?img=dayz_2014_04_04_21_00wdssj.png)

Die Vergleichsbilder sind übrigens dieselben :ulol:

aufkrawall
2014-04-04, 23:14:08
Nur weil die Links gleich sind?
Infame Anschuldigung. :mad:
;)

CD-LABS
2014-04-05, 10:29:20
die prince of persia profile sind ein ziemliches chaos. man muss aufpassen, dass pfad und exe namen übereinstimmen.

Prince of Persia 4 - 0x000002C0 - SGSSAA
Ehhrg.
Vielen Dank dafür---ich hab bisher immer das PrinceOfPersia-Profil gewählt, da ich mir sicher war, dass PrinceOfPersia 2008 auf keinen Fall PrinceOfPersia IV ist---aber anscheinend ist es das doch!
Naja, dein Bit funktioniert auf jeden Fall sehr gut!

Einziger Haken: Irgendjemand bei Ubisoft ist auf die glorreiche Idee gekommen, die Schattenauflösung nicht dem LOD anzupassen. Immerhin, das SchattenLOD selber funktioniert mit -3.0 sehr gut, aber die Auflösung der Charakterschatten---naja, ein Bild kann hier wohl mehr sagen...
http://abload.de/image.php?img=princeofpersia2014-04vau95.png

CrimsoN
2014-04-05, 14:37:46
Die Vergleichsbilder sind übrigens dieselben :ulol:
Nur weil die Links gleich sind?
Infame Anschuldigung. :mad:
;)

Oki shit :D

Sry kann ja mal passieren hier die änderung:

An
http://abload.de/img/dayz_2014_04_04_21_00u0umh.png (http://abload.de/image.php?img=dayz_2014_04_04_21_00u0umh.png)
aus
http://abload.de/img/dayz_2014_04_04_20_54ptuxy.png (http://abload.de/image.php?img=dayz_2014_04_04_20_54ptuxy.png)

Raff
2014-04-05, 14:39:01
MXGP (gleiche Engine wie WRC 3 & 4): 0x080012C0

Für SGSSAA wunderbar.

Nice find, but 12C0 in WRC4 has two requirements: first, 16:9 resolution is needed, when switching to 16:10 no AA is applied at all. And second, you need 8xMSAA with can be enhanced with 2-8x SGSSAA. Using 4xMSAA with 4xSGSSAA produces a very blurry image, 8xMS+8xSG looks great but only runs at ~40fps on a single overclocked 670. 8xMS+4xSG runs fine at 60-70fps, IQ is worse than 8xSG but still better than InGame AA.

Eine Ergänzung basierend auf MXGP: Eine 16:9-Auflösung ist auch bei diesem Spiel auf Basis des weitgehend gleichen Renderers nötig, damit AA angewendet wird. Eigenartig, aber Fakt. Auf meiner Mühle ist 8x SGSSAA kein Problem (zumindest mit aufgerotzter Titan), auch 16xS plus 4x SGSSAA ist spielbar – ich zock's mit allen Filteroptimierungen und Auto-LOD, das sieht genauso aus wie HQ. :D Dazu Sweet FX (SMAA & Luma Sharpen) und das Spiel wird ansehnlich. Fehlt nur etwas Ambient Occlusion ...

MfG,
Raff

PS: Hat jemand gute Bits für den Goat Simulator (http://www.pcgameshardware.de/Goat-Simulator-PC-258462/News/Goat-Simulator-SweetFX-Downsampling-1116326/)? :biggrin: Ich check mal ein paar UE3-Bits ...

SLIKnight
2014-04-05, 23:54:50
MXGP (gleiche Engine wie WRC 3 & 4): 0x080012C0

Für SGSSAA wunderbar.



Eine Ergänzung basierend auf MXGP: Eine 16:9-Auflösung ist auch bei diesem Spiel auf Basis des weitgehend gleichen Renderers nötig, damit AA angewendet wird. Eigenartig, aber Fakt. Auf meiner Mühle ist 8x SGSSAA kein Problem (zumindest mit aufgerotzter Titan), auch 16xS plus 4x SGSSAA ist spielbar – ich zock's mit allen Filteroptimierungen und Auto-LOD, das sieht genauso aus wie HQ. :D Dazu Sweet FX (SMAA & Luma Sharpen) und das Spiel wird ansehnlich. Fehlt nur etwas Ambient Occlusion ...

MfG,
Raff

PS: Hat jemand gute Bits für den Goat Simulator (http://www.pcgameshardware.de/Goat-Simulator-PC-258462/News/Goat-Simulator-SweetFX-Downsampling-1116326/)? :biggrin: Ich check mal ein paar UE3-Bits ...

Yep, we need lots of downsampling and SGSSAA to get a nice and smooth "goat"... ;D

SLIKnight
2014-04-08, 14:27:20
The custom "0x42404001" profile is needed to get proper SLI scaling in Gothic 3.
As of the 32x.xx drivers and newer, it is also necessary to set the undefined SLI bit "0x00A0674A" to "0x00000000": #1149 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9908664&postcount=1149)
For the record, I'm running at 1920x1200 with 8xQ MSAA+8xSGSSAA forced with the "0x000012C1" flag, and these mods installed:

1) Community Patch 1.75 (http://www.worldofgothic.de/dl/download_478.htm)
2) Gothic 3 Questpaket 4 (Vollversion Update 2) (http://www.worldofgothic.de/dl/download_433.htm)
3) Content Mod 2.6.1 (http://www.worldofgothic.de/dl/download_489.htm)
4) Night of the Raven font from Gothic 2 (http://www.worldofgothic.com/dl/?go=dlfile&fileid=71)



This is combined with maximum ingame settings, and the following tweaks in "UserOptions.ini" and "ge3.ini":


UserOptions.ini:

VoiceLanguage=English
SubtitleLanguage=English
Subtitle=true
VSync=0
LensFlare=0
Bloom=2
DepthOfField=0
Antialiasing=0
Noise=0
Feedback=0
ColorGrading=1

ge3.ini:

Entity.ROI=8000.0

DistanceHigh.fFarClippingPlane_High=20000.0
DistanceLow.fFarClippingPlaneLowPolyMesh_High=200000.0
VegetationViewRange.fViewDistance_VeryHigh=15000.0

ObjectDetails.fScreenObjectDistanceCulling_VeryHigh=0.001
ObjectDetails.fProcessingRangeFadeOutRange_VeryHigh=100.0
ObjectDetails.fRangedBaseLoDOffset_VeryHigh=1600.0


I also found two very nice alternatives for HBAO+ in Gothic 3, namely "0x00000028" and "0x00000009".
The "28" profile applies a very strong AO effect on grass, while "09" is much more subtle on grass and has a greater effect on trees and distant terrain.
Overall I prefer "0x00000009" myself, since it is more temporally stable and applies a uniform AO effect to the whole scene.

8xSGSSAA (No AO)|8xSGSSAA (0x00000028)|8xSGSSAA (0x00000009)

http://abload.de/thumb/gothic31_noaoozs8e.png (http://abload.de/image.php?img=gothic31_noaoozs8e.png)|http://abload.de/thumb/gothic31_0x00000028a5st4.png (http://abload.de/image.php?img=gothic31_0x00000028a5st4.png)|http://abload.de/thumb/gothic31_0x00000009cest5.png (http://abload.de/image.php?img=gothic31_0x00000009cest5.png)
http://abload.de/thumb/gothic32_noaotxs5l.png (http://abload.de/image.php?img=gothic32_noaotxs5l.png)|http://abload.de/thumb/gothic32_0x00000028xqsqk.png (http://abload.de/image.php?img=gothic32_0x00000028xqsqk.png)|http://abload.de/thumb/gothic32_0x000000097essg.png (http://abload.de/image.php?img=gothic32_0x000000097essg.png)
http://abload.de/thumb/gothic33_noaowfswj.png (http://abload.de/image.php?img=gothic33_noaowfswj.png)|http://abload.de/thumb/gothic33_0x000000280lstj.png (http://abload.de/image.php?img=gothic33_0x000000280lstj.png)|http://abload.de/thumb/gothic33_0x0000000927s6w.png (http://abload.de/image.php?img=gothic33_0x0000000927s6w.png)

http://abload.de/thumb/gothic3_inspector_parefs8r.png (http://abload.de/image.php?img=gothic3_inspector_parefs8r.png) http://abload.de/thumb/gothic3_inspector_parm5so2.png (http://abload.de/image.php?img=gothic3_inspector_parm5so2.png)

Gast
2014-04-08, 18:06:23
MXGP (gleiche Engine wie WRC 3 & 4): 0x080012C0


Doppelt hält besser ;)

MXGP - The Official Motocross Videogame Demo SGSSAA Bits : 0x080012C0

hellibelli
2014-04-10, 22:45:39
Hey, wollte mich mal bedanken. Ihr macht hier echt nen super Job. Vor allem wenn man kein Plan von den nvidia bits hat uns nicht weiß wie man was einstellen muss. Das posten der indpector Einstellungen ist einfach genial. ..big thx @ all....

Teo_90
2014-04-11, 12:50:11
The custom "0x42404001" profile is needed to get proper SLI scaling in Gothic 3.
As of the 32x.xx drivers and newer, it is also necessary to set the undefined SLI bit "0x00A0674A" to "0x00000000": #1149 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9908664&postcount=1149)
For the record, I'm running at 1920x1200 with 8xQ MSAA+8xSGSSAA forced with the "0x000012C1" flag, and these mods installed:



This is combined with maximum ingame settings, and the following tweaks in "UserOptions.ini" and "ge3.ini":



I also found two very nice alternatives for HBAO+ in Gothic 3, namely "0x00000028" and "0x00000009".
The "28" profile applies a very strong AO effect on grass, while "09" is much more subtle on grass and has a greater effect on trees and distant terrain.
Overall I prefer "0x00000009" myself, since it is more temporally stable and applies a uniform AO effect to the whole scene.

8xSGSSAA (No AO)|8xSGSSAA (0x00000028)|8xSGSSAA (0x00000009)

http://abload.de/thumb/gothic31_noaoozs8e.png (http://abload.de/image.php?img=gothic31_noaoozs8e.png)|http://abload.de/thumb/gothic31_0x00000028a5st4.png (http://abload.de/image.php?img=gothic31_0x00000028a5st4.png)|http://abload.de/thumb/gothic31_0x00000009cest5.png (http://abload.de/image.php?img=gothic31_0x00000009cest5.png)
http://abload.de/thumb/gothic32_noaotxs5l.png (http://abload.de/image.php?img=gothic32_noaotxs5l.png)|http://abload.de/thumb/gothic32_0x00000028xqsqk.png (http://abload.de/image.php?img=gothic32_0x00000028xqsqk.png)|http://abload.de/thumb/gothic32_0x000000097essg.png (http://abload.de/image.php?img=gothic32_0x000000097essg.png)
http://abload.de/thumb/gothic33_noaowfswj.png (http://abload.de/image.php?img=gothic33_noaowfswj.png)|http://abload.de/thumb/gothic33_0x000000280lstj.png (http://abload.de/image.php?img=gothic33_0x000000280lstj.png)|http://abload.de/thumb/gothic33_0x0000000927s6w.png (http://abload.de/image.php?img=gothic33_0x0000000927s6w.png)

http://abload.de/thumb/gothic3_inspector_parefs8r.png (http://abload.de/image.php?img=gothic3_inspector_parefs8r.png) http://abload.de/thumb/gothic3_inspector_parm5so2.png (http://abload.de/image.php?img=gothic3_inspector_parm5so2.png)

I would like to ask you something: I have also 2 GTX 780's in 2-Way SLI, but when i 'm playing Gothic 3, i have some graphic glitches and flickering, especially when looking into landscapes (Trees etc.) or for example in Ardea when looking at the House where Halmar is standing. Do you have the same Problem? I've already tested my GPU OC and the flickering is also existent when i do not overclock.

Cold Carnage
2014-04-11, 15:28:09
Hat jemand eine Idee, was Ghost Recon: Online beziehungsweise jetzt Ghost Recon: Phantoms betrifft? Ich möchte gerne MSAA/SGSAA aktivieren. Das im Internet im Umlauf befindliche Custom-Bit 0x000012C1 scheint aber mit den dazugehörigen Optionen nicht (mehr, damals schon) zu funktionieren. Das Spiel startet, es erscheinen die anfänglichen Logos, danach das Lade-Symbol unten rechts und dann bleibt das Bild schwarz. Über [ALT]+[F4] lässt es sich dann schließen. Installiert ist übrigens der neue NVIDIA-Treiber, falls es an diesem liegen sollte, dass es nicht funktioniert...

SLIKnight
2014-04-11, 21:33:31
I would like to ask you something: I have also 2 GTX 780's in 2-Way SLI, but when i 'm playing Gothic 3, i have some graphic glitches and flickering, especially when looking into landscapes (Trees etc.) or for example in Ardea when looking at the House where Halmar is standing. Do you have the same Problem? I've already tested my GPU OC and the flickering is also existent when i do not overclock.

No, I have no problems with flickering in Gothic 3.
Are you using exactly the same NVIDIA Inspector settings as mentioned in my post?

SLIKnight
2014-04-11, 21:36:36
Hat jemand eine Idee, was Ghost Recon: Online beziehungsweise jetzt Ghost Recon: Phantoms betrifft? Ich möchte gerne MSAA/SGSAA aktivieren. Das im Internet im Umlauf befindliche Custom-Bit 0x000012C1 scheint aber mit den dazugehörigen Optionen nicht (mehr, damals schon) zu funktionieren. Das Spiel startet, es erscheinen die anfänglichen Logos, danach das Lade-Symbol unten rechts und dann bleibt das Bild schwarz. Über [ALT]+[F4] lässt es sich dann schließen. Installiert ist übrigens der neue NVIDIA-Treiber, falls es an diesem liegen sollte, dass es nicht funktioniert...

"12C1" works for SGSSAA in many of the older Diesel engine games.
Maybe try "0x004012C1".

Niall
2014-04-11, 22:28:31
The custom "0x42404001" profile is needed to get proper SLI scaling in Gothic 3.
As of the 32x.xx drivers and newer, it is also necessary to set the undefined SLI bit "0x00A0674A" to "0x00000000": #1149 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9908664&postcount=1149)
For the record, I'm running at 1920x1200 with 8xQ MSAA+8xSGSSAA forced with the "0x000012C1" flag, and these mods installed:



This is combined with maximum ingame settings, and the following tweaks in "UserOptions.ini" and "ge3.ini":



I also found two very nice alternatives for HBAO+ in Gothic 3, namely "0x00000028" and "0x00000009".
The "28" profile applies a very strong AO effect on grass, while "09" is much more subtle on grass and has a greater effect on trees and distant terrain.
Overall I prefer "0x00000009" myself, since it is more temporally stable and applies a uniform AO effect to the whole scene.

8xSGSSAA (No AO)|8xSGSSAA (0x00000028)|8xSGSSAA (0x00000009)

[/URL]http://abload.de/thumb/gothic31_noaoozs8e.png (http://abload.de/image.php?img=gothic31_noaoozs8e.png)|http://abload.de/thumb/gothic31_0x00000028a5st4.png (http://abload.de/image.php?img=gothic31_0x00000028a5st4.png)|http://abload.de/thumb/gothic31_0x00000009cest5.png (http://abload.de/image.php?img=gothic31_0x00000009cest5.png)
http://abload.de/thumb/gothic32_noaotxs5l.png (http://abload.de/image.php?img=gothic32_noaotxs5l.png)|http://abload.de/thumb/gothic32_0x00000028xqsqk.png (http://abload.de/image.php?img=gothic32_0x00000028xqsqk.png)|http://abload.de/thumb/gothic32_0x000000097essg.png (http://abload.de/image.php?img=gothic32_0x000000097essg.png)
http://abload.de/thumb/gothic33_noaowfswj.png (http://abload.de/image.php?img=gothic33_noaowfswj.png)|http://abload.de/thumb/gothic33_0x000000280lstj.png (http://abload.de/image.php?img=gothic33_0x000000280lstj.png)|http://abload.de/thumb/gothic33_0x0000000927s6w.png (http://abload.de/image.php?img=gothic33_0x0000000927s6w.png)

http://abload.de/thumb/gothic3_inspector_parefs8r.png (http://abload.de/image.php?img=gothic3_inspector_parefs8r.png) [URL]http://abload.de/thumb/gothic3_inspector_parm5so2.png (http://abload.de/image.php?img=gothic3_inspector_parm5so2.png)

Thanks a lot!

Quiet amazing to see how pretty Gothic3 still looks with proper AA and HBAO+. Guess it's about time for a re-install. :freak: :D

Best,
Chris

Gast
2014-04-11, 23:13:44
Ghost Recon Phantoms - AA bits: 0x00000245 - SGSSAA

Cold Carnage
2014-04-12, 15:38:43
Ghost Recon Phantoms - AA bits: 0x00000245 - SGSSAA
Awesome, thanks! :biggrin: Where did you find it? :)

Gast
2014-04-12, 16:22:22
in nv inspector natürlich... ;)

Tenchi
2014-04-13, 17:59:23
Hat einer ne Idee ob man Gothic 4 Arcania irgendwie optisch aufwerten kann?

3-way-Titan-SLI.

Das einzige was ich aktiviert habe ist FXAA,
aber da geht doch sicher noch mehr oder?

denjudge
2014-04-13, 18:56:11
Downsampling?

Tenchi
2014-04-13, 19:07:23
Jetzt diese Monitor Geschichte mit angepassten Hz Zahlen?

Das funktioniert leider nicht mit dem Eizo SX2762W ;(

Raff
2014-04-13, 22:33:05
Hat einer ne Idee ob man Gothic 4 Arcania irgendwie optisch aufwerten kann?

3-way-Titan-SLI.

Das einzige was ich aktiviert habe ist FXAA,
aber da geht doch sicher noch mehr oder?
Downsampling?

Downsampling und Sweet FX (SMAA & Luma Sharpen). :)

Kennt jemand Bits für The Elder Scrolls Online? Das Ingame-FXAA saugt.

MfG,
Raff

MrBonk
2014-04-13, 23:00:25
Hat einer ne Idee ob man Gothic 4 Arcania irgendwie optisch aufwerten kann?

3-way-Titan-SLI.

Das einzige was ich aktiviert habe ist FXAA,
aber da geht doch sicher noch mehr oder?


It's impossible to force AA in Arcania. Downsampling+FXAA/SMAA is the only option we have. It doesn't look amazing, but it's better than nothing.

Raff
2014-04-13, 23:11:06
Kennt jemand Bits für The Elder Scrolls Online? Das Ingame-FXAA saugt.

Hat sich erledigt – das Spiel nutzt Direct 3D 11. Hmpf.

MfG,
Raff

Blade II
2014-04-13, 23:28:44
Per Config-Datei kannst du DX9 erzwingen:
Maximize HUD scale in game settings. To force DX9 set GraphicsDriver.7 "D3D9" in "%USERPROFILE%\Documents\Elder Scrolls Online\live\UserSettings.txt".
Quelle: http://pcgamingwiki.com/wiki/TriDef_3D

Womöglich lässt sich unter DX9 dann auch SSAA erzwingen. Wer hat das Spiel und mag testen? :D

Raff
2014-04-13, 23:36:15
Das bringt bestimmt Nebenwirkungen ... aber vielleicht frisst das Spiel dann höhere Auflösungen (Downsampling). Ich chex mal. :)

MfG,
Raff

Gast
2014-04-13, 23:39:31
Es hatte schon ein Gast gesagt, dass das Bild schwarz bleibt.

Raff
2014-04-13, 23:46:12
Kann ich nun bestätigen. Das Spiel wehrt sich gegen alles. Downsampling wird nicht angenommen (skaliert nicht), Sweet FX führt zu einem Absturz beim Laden und mit forciertem SGSSAA wird nur das GUI dargestellt. Mal sehen, ob doch irgendwelche AA-Bits unter D3D9 Abhilfe schaffen ...

€dit: Keine Chance mit diversen Bits. Ich habe erst mal die Schnauze voll. Das beste Ergebnis brachten noch die SGSSAA-Bits für Skyrim aus dem Startposting, immerhin sieht man dann schon Polygone und nicht einfach nur komplett schwarz (nur bei bestmöglichem Subsampling). :ugly:

http://abload.de/thumb/esoo8jjn.jpg (http://abload.de/image.php?img=esoo8jjn.jpg)


MfG,
Raff

SLIKnight
2014-04-14, 02:21:37
I have found a very nice HBAO+ flag "0x00000019" for Risen 2: Dark Waters.
Alternatively "0x00000009" or "0x0000002D" can also be used.
"0x00000009" produces a quite subtle AO effect, while "0x0000002D" gives a very strong result.
HBAO+ can occasionally flicker on and off in some interior scenes, typically when entering or exiting a room.
I noticed no other downsides to using forced AO in Risen 2 :)

When "Shadow Quality" is set to "Medium" or higher in Risen 2, an ingame SSAO method of very questionable quality is enabled.
To disable SSAO and fix a few other annoyances, I'm using the following tweaks to \SteamApps\common\Risen 2\data\ini\ConfigDefault.xml:

ScreenSpaceAmbientOcclison="false" (Change all instances to "false")
SensitivityX="0.500000"
SensitivityY="2.000000"
AutoSave="false"



Another tweak worth mentioning is a trick to disable the annoying introductory movies played at game startup.
They can be skipped by simply renaming "logo_ds.vid" and "logo_pb.vid" located in the \SteamApps\Risen 2\data\extern\videos folder.

I'm using maximum settings at 1920x1200 with 4xMSAA + 4xSGSSAA forced using "0x000012C1" (Anti-Aliasing=OFF ingame).
The DoF implementation in Risen 2 is really ugly and overdone IMO, and unfortunately it turns itself back on again after some cutscenes even when disabled in the graphics menu.
A workaround to this bug is to leave "Depth of Field=ON" ingame, and follow the instructions by "Baltram" in this thread: risen 2 - remove dof ? (World of Risen Forums) (http://forum.worldofplayers.de/forum/threads/1223588-risen-2-remove-dof?p=20445650&viewfull=1#post20445650)

When forcing SGSSAA and HBAO+ in Risen 2, I recommend using the "0x42400005" SLI profile instead of the official "0x02400005".
The official profile suffers from fluctuations in GPU usage when exploring the world of Risen 2.
"0x42400005" offers higher and more stable GPU usage and results in a higher minimum framerate.
Unfortunately this is not something I can capture in a screenshot comparison, so you will just have to take my word on it :smile:

In terms of modding, I highly recommend using the Risen 2 - ModStarter v.2.0 (http://www.worldofrisen.de/english/download_85.htm) tool to download, install and manage mods in Risen 2.
I used this to automatically download and install the following mods:


1) Player Interact Mod (http://forum.worldofplayers.de/forum/threads/1211780-Risen-2-Player-Interact-Mod) by "Malkav"
2) Food/Plant Inventory Mod (http://forum.worldofplayers.de/forum/threads/1211389-Food-Plant-Inventory-Mod) by "Malkav"
3) R2.E.T PACK v1.0 (http://forum.worldofplayers.de/forum/threads/1170632-Risen2-R2-E-T-PACK) by "Mordrak"
4) LoD Distance Mod Final (http://forum.worldofplayers.de/forum/threads/1146585-Risen-2-LoD-Distance-Mod-v1) by "Malkav"
5) AntiWarp Ultra (http://forum.worldofplayers.de/forum/threads/1145747-release-Risen-2-AntiWarp) by "Baltram"
6) Crosshair Mod v1.1 (http://forum.worldofplayers.de/forum/threads/1147095-Risen-2-Post-Process-Shader-Mods?p=18954667&viewfull=1#post18954667) by "Malkav"

With all that information out of the way, I will finally include three sets of comparison screenshots to demonstrate the appearance of HBAO+ forced with "0x00000009", "0x00000019" and "0x0000002D" in Risen 2:

4xSGSSAA (No AO)|4xSGSSAA (0x00000009)|4xSGSSAA (0x00000019)|4xSGSSAA (0x0000002D)
http://abload.de/thumb/risen21_4xsgssaa_noao0rsj5.png (http://abload.de/image.php?img=risen21_4xsgssaa_noao0rsj5.png)|http://abload.de/thumb/risen21_4xsgssaa_0x0051s8x.png (http://abload.de/image.php?img=risen21_4xsgssaa_0x0051s8x.png)|http://abload.de/thumb/risen21_4xsgssaa_0x00ths7r.png (http://abload.de/image.php?img=risen21_4xsgssaa_0x00ths7r.png)|http://abload.de/thumb/risen2_2014_10_20_18_7xqs8.png (http://abload.de/image.php?img=risen2_2014_10_20_18_7xqs8.png)
http://abload.de/thumb/risen22_4xsgssaa_noao82s11.png (http://abload.de/image.php?img=risen22_4xsgssaa_noao82s11.png)|http://abload.de/thumb/risen22_4xsgssaa_0x00cdswe.png (http://abload.de/image.php?img=risen22_4xsgssaa_0x00cdswe.png)|http://abload.de/thumb/risen22_4xsgssaa_0x00bqswe.png (http://abload.de/image.php?img=risen22_4xsgssaa_0x00bqswe.png)|http://abload.de/thumb/risen2_2014_10_20_18_mwpup.png (http://abload.de/image.php?img=risen2_2014_10_20_18_mwpup.png)
http://abload.de/thumb/risen23_4xsgssaa_noaoqvsy4.png (http://abload.de/image.php?img=risen23_4xsgssaa_noaoqvsy4.png)|http://abload.de/thumb/risen23_4xsgssaa_0x00yysky.png (http://abload.de/image.php?img=risen23_4xsgssaa_0x00yysky.png)|http://abload.de/thumb/risen23_4xsgssaa_0x0067ssj.png (http://abload.de/image.php?img=risen23_4xsgssaa_0x0067ssj.png)|http://abload.de/thumb/risen2_2014_10_20_18_i3pbf.png (http://abload.de/image.php?img=risen2_2014_10_20_18_i3pbf.png)

http://abload.de/thumb/risen2_inspector0vs1v.png (http://abload.de/image.php?img=risen2_inspector0vs1v.png)

CrimsoN
2014-04-14, 03:42:29
Kann ich nun bestätigen. Das Spiel wehrt sich gegen alles. Downsampling wird nicht angenommen (skaliert nicht), Sweet FX führt zu einem Absturz beim Laden und mit forciertem SGSSAA wird nur das GUI dargestellt. Mal sehen, ob doch irgendwelche AA-Bits unter D3D9 Abhilfe schaffen ...

€dit: Keine Chance mit diversen Bits. Ich habe erst mal die Schnauze voll. Das beste Ergebnis brachten noch die SGSSAA-Bits für Skyrim aus dem Startposting, immerhin sieht man dann schon Polygone und nicht einfach nur komplett schwarz (nur bei bestmöglichem Subsampling). :ugly:

http://abload.de/thumb/esoo8jjn.jpg (http://abload.de/image.php?img=esoo8jjn.jpg)


MfG,
Raff

DS geht musst es aber in Win 7/8(.1) erst einstellen.

Tenchi
2014-04-14, 08:42:34
It's impossible to force AA in Arcania. Downsampling+FXAA/SMAA is the only option we have. It doesn't look amazing, but it's better than nothing.

Thanks!

Sad my Eizo cant do downsampling

Blade II
2014-04-14, 14:43:21
DS geht musst es aber in Win 7/8(.1) erst einstellen.
Inwiefern? Normal über den Treiber als mögliche Auflösung oder muss die gewünschte DS-Auflösung vor Spielstart als Desktop-Auflösung eingestellt werden?
Sad my Eizo cant do downsampling
Not even 1.25x oder 1.5x? These are working in most cases even without manipulating the timings.
Nevertheless, the performance of Arcania sucks anyway. I'm getting horrible fps with DS on my GTX 660.

Raff
2014-04-14, 14:58:29
DS geht musst es aber in Win 7/8(.1) erst einstellen.

Inwiefern? Normal über den Treiber als mögliche Auflösung oder muss die gewünschte DS-Auflösung vor Spielstart als Desktop-Auflösung eingestellt werden?

Es ist die Desktop-Auflösung. Steht die auf "Downsampling", läuft diese Pixelmenge auch ingame. Selten dämlich, aber effektiv. :freak:

MfG,
Raff

SLIKnight
2014-04-14, 22:05:53
Hat einer ne Idee ob man Gothic 4 Arcania irgendwie optisch aufwerten kann?

3-way-Titan-SLI.

Das einzige was ich aktiviert habe ist FXAA,
aber da geht doch sicher noch mehr oder?

As far as I remember, you can also use SoftTH to do downsampling in Gothic 4: http://forums.guru3d.com/showpost.php?p=4446318&postcount=158
The command lines below would in theory give you 3x3 downsampling at 1080P:


[main]
renderResolution=5760x3240

[head_primary]
sourceRect=0,0,5760,3240
screenMode=1920x1080


But be aware, that some games have SLI scaling issues with SoftTH.
An adjustment to the SLI profile might be necessary.

MrBonk
2014-04-14, 23:46:27
Inwiefern? Normal über den Treiber als mögliche Auflösung oder muss die gewünschte DS-Auflösung vor Spielstart als Desktop-Auflösung eingestellt werden?

Not even 1.25x oder 1.5x? These are working in most cases even without manipulating the timings.
Nevertheless, the performance of Arcania sucks anyway. I'm getting horrible fps with DS on my GTX 660.
With my GTX 570, at 3200x1800, I also get pretty mediocre performance.

MrBonk
2014-04-15, 03:05:57
Regarding Zeno Clash II. The game has what seems to be a permanently on FXAA. (Judging by the shaders) there doesn't seem to be an option in any .ini files that enables or disables it.

This is bad because the resulting SGSSAA doesn't look good at all.


Screens

No AA http://i.minus.com/iP8Un50tZMxWL.png
8xSGSSAA http://i.minus.com/icn7E6FRr0RNo.png http://i.minus.com/ioApKspNN1AmR.png http://i.minus.com/ibjMPmLZ2Vn7oY.png http://i.minus.com/iOxHbvrM8093m.png

Here's an 1800p screenshot with no AA forced. you can clearly see FXAA in play. http://i.minus.com/i2PzwVFhwAClG.png



I'm trying to figure out a way to compile dummy shader binaries with Microsofts D3D SDK and FXC.exe but no luck so far, I am constantly getting an error x3501 with no entry point being found. The FXAA.usf (Which is just Tim's shader file with a .usf extension. I've tried renaming it to .fx or .hlsl with no change) doesn't contain any entry points. But searching within compile shaders and the no extension file "12" in the shader directory points to Microsoft's Shader Compiler (FXC.exe) and the version number. So far i've used the exact same version of the compiler with no avail


Deleting the contents of the shader bins or replacing them with a dummy text file with the same name and extension so far only causes the game to crash

BeetleatWar1977
2014-04-18, 08:01:19
Moin Jungs!

Problema:
I´ve tried to find working bits for World of Tanks 9.0 - 4412C1 seems to work - but the game keep crashing at login......

Hübie
2014-04-18, 09:04:49
Lass mal die 44 weg. Kackt das ohne bits nicht ab?

BeetleatWar1977
2014-04-18, 09:12:56
Lass mal die 44 weg. Kackt das ohne bits nicht ab?
ohne die 44 glättet nix....... ansonsten ist es stabil

Edit: mit nur SSAA komm ich ins Gefecht - hab aber Deutliche Grafikfehler - sehe nur HUD, Nebel und Schatten.....

Hübie
2014-04-18, 09:32:00
Es gab mal das 00000145 Bit. Weiß gerade nicht ob für MSAA oder SSAA ;D Könntest auch noch mal testen. Manche User haben auch die wot.exe im Stalker-Profil hinzugefügt (vorher wot-profil exportieren und dann löschen). Damit ging auch SSAA.
Afaik wurde aber neulich die Engine umgestellt bzw. runderneuert. Teste doch mal die üblichen verdächtigen =)

BeetleatWar1977
2014-04-18, 09:36:23
Es gab mal das 00000145 Bit. Weiß gerade nicht ob für MSAA oder SSAA ;D Könntest auch noch mal testen. Manche User haben auch die wot.exe im Stalker-Profil hinzugefügt (vorher wot-profil exportieren und dann löschen). Damit ging auch SSAA.
Afaik wurde aber neulich die Engine umgestellt bzw. runderneuert. Teste doch mal die üblichen verdächtigen =)
145 war glaub ich MSAA - aber ich wär ja mit allem ausser FXAA zufrieden :freak:

Hübie
2014-04-18, 11:04:03
Hast das mit Stalker probiert? Sonst spul halt mal 80000C1, 4000C1 usw runter.
Haben die den Renderpfad geändert? Ne, wa?

BeetleatWar1977
2014-04-18, 11:10:57
Hast das mit Stalker probiert? Sonst spul halt mal 80000C1, 4000C1 usw runter.
Haben die den Renderpfad geändert? Ne, wa?
Alles durch---- :mad:

Raff
2014-04-18, 11:58:54
145 war glaub ich MSAA - aber ich wär ja mit allem ausser FXAA zufrieden :freak:

Downsampling plus FXAA? :cool:

MfG,
Raff

Hübie
2014-04-18, 12:11:33
Guck mal hier:

http://www.abload.de/thumb/7ojg0.jpg (http://www.abload.de/image.php?img=7ojg0.jpg)

BeetleatWar1977
2014-04-18, 13:28:51
Guck mal hier:

http://www.abload.de/thumb/7ojg0.jpg (http://www.abload.de/image.php?img=7ojg0.jpg)
:| Wie soll den enhance funktionieren wenn ich ingame keins einschalten kann? ;)

CrimsoN
2014-04-18, 16:33:23
:| Wie soll den enhance funktionieren wenn ich ingame keins einschalten kann? ;)

Wot und sgssaa kannst mit dem 9.0 update noch mehr vergessen als früher !