Archiv verlassen und diese Seite im Standarddesign anzeigen : Ambient Occlusion im Treiber - Kompatibilitätsliste
MadManniMan
2010-12-01, 01:02:44
Ahoi miteinander! Da ich momentan Titan Quest zocken und neben 3D Vision mit meiner 460 GTX immer noch Reserven habe und vor allem durch Battlefield Bad Company 2 (wieder) auf den Geschmack von Ambient Occlusion gekommen bin, wollte ich es mal nutzen.
Mit dem 260.99 @460 GTX:
Titan Quest - funktioniert nicht ;( (Weiß jemand, warum?)
Andere Spiele mögen folgen!
puntarenas
2010-12-01, 06:48:14
Danke für den Thread, den behalte ich definitiv im Auge! :smile:
Ich muss leider gestehen, ich habe AO bislang weitestgehend ignoriert, weil ich im Grunde nie die notwendigen Reserven für den massiven Performance-Impact hatte. Ohne eine Ahnung zu haben kommt mir dennoch ganz spontan die Frage in den Sinn, ob du schon die Kompatibilitätsbits durchprobiert hast.
38029
N0Thing
2010-12-01, 13:44:23
Ambient Occlusion läßt sich per Treiber nicht für jedes Spiel erzwingen, es gibt eine Liste von Spielen, für die sich über den Treiber AO aktivieren läßt. Bei mir hat es bisher bei keinem Spiel funktioniert, daß nicht auch von Nvidia dafür vorgesehen war.
E:\ Man muß, wenn ich mich recht erinnere, sowohl im gobalen Profil AO aktivieren, als auch noch einmal zusätzlich im Spielprofil.
e²:\
38029
Hast du die xml-Datei mit den Einträgen selber erstellt? Bei mir zeigt der NVInspector nur eine leere Zeile, wenn ich in das Feld klicke.
Orbmu2k
2010-12-01, 14:04:38
Hast du die xml-Datei mit den Einträgen selber erstellt? Bei mir zeigt der NVInspector nur eine leere Zeile, wenn ich in das Feld klicke.
Funktioniert analog dazu:
http://www.3dcenter.org/artikel/report-nvidia-inspector-grafikkarten-tweaktool/profileditor-antialiasing-kompatibilitaetspfa
Bin ich eigentlich blind? AO steht für mich im Treiber gar nicht zur Verfügung? Oder ist dafür Win. Vista / 7 notwendig?
Karte ist eine GTX 460.
BeetleatWar1977
2010-12-01, 22:09:04
Bin ich eigentlich blind? AO steht für mich im Treiber gar nicht zur Verfügung? Oder ist dafür Win. Vista / 7 notwendig?
Karte ist eine GTX 460.
Umgebungsverdeckung ;)
N0Thing
2010-12-02, 00:33:37
Funktioniert analog dazu:
http://www.3dcenter.org/artikel/report-nvidia-inspector-grafikkarten-tweaktool/profileditor-antialiasing-kompatibilitaetspfa
Danke, das war genau die Information, die ich gesucht habe.
Ich habe davon zwar schon gelesen, aber natürlich nicht selber ausprobiert. -_-
Umgebungsverdeckung ;)
Steht bei mir auch nicht im Treiber. :confused:
Gibt es seit dem Geforce 185.20, also nochmal genau hinschauen.
Zu finden entweder unter Globale Einstellungen, oder bei den jeweiligen Profilen.
In den einzelnen Profilen ist es bei Spielen die es nicht unterstützen ausgegraut, bei Spielen die es unterstützen kann man es aktivieren.
Ich müsste schon sehr blind sein, um's nicht zu finden. So sieht's bei mir aus:
http://s7.directupload.net/images/101202/zlegx42l.png
http://s3.directupload.net/images/101202/a5o3rpnt.png
Und auch bei den einzelnen Spielprofilen: nichts.
Dicker Igel
2010-12-02, 15:36:44
Oder ist dafür Win. Vista / 7 notwendig?
Jo
puntarenas
2010-12-04, 09:51:18
Funktioniert analog dazu:
http://www.3dcenter.org/artikel/report-nvidia-inspector-grafikkarten-tweaktool/profileditor-antialiasing-kompatibilitaetspfa
Wobei der notwendige "Settings Scan" dann wieder nur im Elevated Mode funktioniert, welcher hier beschrieben ist:
Profileditor: Elevated Settings Mode (http://www.3dcenter.org/artikel/report-nvidia-inspector-grafikkarten-tweaktool/profileditor-elevated-settings-mode)
Ich versuche mal, noch ein paar Querverweise für Leute einzuarbeiten, die keinen Überblick über den gesamten Report haben und dann möglicherweise über solche Details stolpern. =)
Jetzt würde mich aber doch interessieren, ob schon einmal jemandem gelungen ist, über ein "Ambient Occlusion Kompatibilitätsbit" die Umgebungsverdeckung in einem Spiel zu aktivieren, für das es von Nvidia nicht explizit im Treiberprofil vorgesehen war?!
MadManniMan
2010-12-04, 18:51:44
Ich probier es nächste Woche mit Titan Quest mal aus =)
Wilhelm
2010-12-04, 20:39:55
Ambient Occlusion ist sehr schön allerdings habe ich Probleme. Sobald ich Ambient Occlusion aktiviere "flimmert" das Bild. Stellenweise taucht der Effekt zu spät auf. Getestet in WoW und CSS. Jemand ne Idee?
Und was hat es mit der Möglichkeit Ambient Occlusion auf High-Quality zu setzen auf sich?
Dicker Igel
2010-12-05, 11:10:49
Und was hat es mit der Möglichkeit Ambient Occlusion auf High-Quality zu setzen auf sich?
"Leistung" berechnet AO nur grob und "High Quality" halt genauer.
Ein Gesicht hat unter HQ Settings dann bspw. im Idealfall mehr Konturen, durch die aufwendigere Eigenbeschattung/Beleuchtung.
Wilhelm
2010-12-05, 19:01:12
Im nvidiaInspector gibt es 3 Einstellungen: Leistung, Quality und HQ- das verwirrt mich halt.
N0Thing
2011-06-08, 12:39:02
Macht es eigentlich noch einen Unterschied, ob man Quality oder HQ bei AO auswählt? Im Treiber wird einem ja nur noch Performance und Quality angeboten, im Insprector kann man aber weiterhin auch HQ auswählen.
MadManniMan
2011-06-08, 13:34:53
Hm ... da müsste mal ein Screenshotvergleich her. Soweit ich weiß, unterstützte ja von den Spielen auf meiner Platte L4D Ambient Occlusion.
Bei crysis (1) laufen zb. die bits von bioshock.
DrFreaK666
2011-10-20, 02:51:42
Also bei mir hat es bei Gears of War keine Wirkung.
Habe sowohl DX9 als auch DX10 probiert - nichts :(
Dabei hätte es das Game unbedingt nötig.
Was mache ich falsch?
Blaire
2011-10-20, 03:00:33
Sollte aber klappen es gibt ein vorgefertigtes Profil, hast du Ambient Occlusion auch aktiviert?
DrFreaK666
2011-10-24, 00:20:45
Sollte aber klappen es gibt ein vorgefertigtes Profil, hast du Ambient Occlusion auch aktiviert?
"sollte", bei mir wills aber nicht.
Oder bin ich einfach nur blind??
GoW @DX9
http://www.abload.de/thumb/noamkp8.jpg (http://www.abload.de/image.php?img=noamkp8.jpg)
Meine Settings
http://www.abload.de/img/no2jyd.jpg (http://www.abload.de/image.php?img=no2jyd.jpg)
DrFreaK666
2011-10-24, 21:12:25
Hat niemand eine Idee?? :(
Blaire
2011-10-24, 21:14:43
Möglicherweise ist der Effekt dort nicht so stark ausgeprägt, umsonst gibt es die ganzen AO-Profile ja nicht.
DrFreaK666
2011-10-24, 21:25:04
Möglicherweise ist der Effekt dort nicht so stark ausgeprägt, umsonst gibt es die ganzen AO-Profile ja nicht.
Werde mal Vergleichsshots machen.
Den Effekt sollte man eigentlich recht gut sehen
Blaire
2011-10-24, 21:33:23
Werde mal Vergleichsshots machen.
Den Effekt sollte man eigentlich recht gut sehen
Aber vieleicht nicht überall. Genau mach mal Vergleichsscreenshots. :smile:
DrFreaK666
2011-10-24, 21:40:30
Aber vieleicht nicht überall. Genau mach mal Vergleichsscreenshots. :smile:
Werd ich machen. Aber heute nicht mehr. Chatte gerade mit einer netten Frau ;)
GoW kann da warten :biggrin:
starsnake
2011-10-25, 15:50:31
Hier gibts weitere Infos, Englisch
http://www.geforce.com/Optimize/Guides/ambient-occlusion
am Ende der paar Seiten, die auch Screenshots enthalten, findet sich eine Liste
von directx9 und directx10 Spielen, die AO über das Control Panel unterstützen.
Titan Quest ist nicht dabei.
Was ist jedoch mit DirectX11 ?
Wird das da immer unterstützt ?
DAO2 zB braucht für AO eine directX11 Grafikkarte.
bis denne
Henning
DrFreaK666
2011-10-25, 19:52:57
Hier gibts weitere Infos, Englisch
http://www.geforce.com/Optimize/Guides/ambient-occlusion
am Ende der paar Seiten, die auch Screenshots enthalten, findet sich eine Liste
von directx9 und directx10 Spielen, die AO über das Control Panel unterstützen.
...
Gears of War fehlt in der Liste oO
aber es funktioniert. Nachdem ich den Schreibschutz der ini-Datei entfernt habe konnte ich endlich auf DX9 umstellen ^^
ohne AO
http://www.abload.de/thumb/offnqzo.jpg (http://www.abload.de/image.php?img=offnqzo.jpg)
mit AO
http://www.abload.de/thumb/dx9onaood.jpg (http://www.abload.de/image.php?img=dx9onaood.jpg)
Schade, dass man es nicht überall erzwingen kann, denn ich liebe es.
Shotz mit 8xSGSSAA entstanden, daher die Frames
Für was ist die "usage" auf enabled gut?
Niall
2011-11-14, 17:09:55
’n Tag,
wie verhält es sich eigentlich bei Spielen die SSAO an Bord haben?
Ich denke da an Dead Island - »overrided« der Treiber dann das interne
SSAO, bewirkt es nix oder kann sich da etwas in die Quere kommen?
Ich finde das engineeigene SSAO etwas, naja, »matschig« und würde gerne
auf qualitativ höherwertiges zurückgreifen. :D
Du kannst das Treiber-AO nicht beliebig forcieren. Das läuft nur bei Spielen, die ein Profil dafür haben. Das ist im nSpector einsehbar:
http://666kb.com/i/byo094fj0v671kqax.png
MfG,
Raff
Niall
2011-11-14, 18:56:41
Verstehe!
Ich dachte es gäbe auch für’s AO-Rendering »Custom-Bits« o.Ä. :)
Besten Dank,
Chris
DrFreaK666
2011-11-14, 18:57:35
Du kannst das Treiber-AO nicht beliebig forcieren. Das läuft nur bei Spielen, die ein Profil dafür haben. Das ist im nSpector einsehbar:
http://666kb.com/i/byo094fj0v671kqax.png
MfG,
Raff
Und diese Liste wird leider nicht größer :(
Man kann natürlich mal andere Spiele mit irendwelchen AO-Bits füttern, aber erwarte nicht, dass da ein hübsches Bild rumkommt. :D Bei einer ähnlichen Engine kann das schon funktionieren siehe Oblivion-AO @ Skyrim.
MfG,
Raff
Niall
2011-11-14, 20:36:49
In den Light-Scripts von Dead Island sind auf jeden Fall schonmal Werte für die Samples pro Pixel, Textel und AO Samples.
Bisher bin ich aber nicht 100% sicher in wiefern sich diese Werte auf das Spiel auswirken, da AO ja nicht wirklich etwas
mit dem grundsätzlichen (diffuse-) lighting zu tun hat.
(Data/lights/amb_box.def) usw. ...
Änderungen wirken sich scheinbar nicht auf das Spiel aus...
Hmm hmm hmm... jede Engine ein neuer Spaß. :freak:
Niall
2011-11-14, 20:45:36
Offenbar hat jede Definitonsdatei der Objekte die gleichen möglichen Zeilen Code, soll heißen - jede Objekt.def müsste einzeln editiert werden?! O_o
SamplesPerPixel( 3 )
Texels( 10.00 )
UseVarlistAmbient( 1 )
Ambient( 121, 145, 158 )
RGBFlag( "LIGHTING_LIGHTS" )
RGBFlag( "AMBIENT_OCCLUSION" )
RGBFlag( "SHADOWS_LIGHTS" )
AlphaFlag( "AMBIENT_OCCLUSION" )
AlphaFlag( "SHADOWS_SUN" )
SmoothLightmaps( 0 )
UseAllLights( 1 )
AmbientOcclusionSamples( 128 )
AmbientOcclusionRayLength( 150.00 )
AmbientOcclusionRaytraceBothDirs( 0 )
Blaire
2011-11-14, 20:48:42
Und diese Liste wird leider nicht größer :(
Was auch daran liegt, das viele Games AO bereits integriert haben und es nicht nötig ist. Man kann sich solch ein AO-Profil auch selber basteln per Bit-Editor. Ist vom Prinzip her identisch zu den AA-Bits.
DrFreaK666
2011-11-14, 21:04:38
Was auch daran liegt, das viele Games AO bereits integriert haben und es nicht nötig ist. Man kann sich solch ein AO-Profil auch selber basteln per Bit-Editor. Ist vom Prinzip her identisch zu den AA-Bits.
Es gibt aber unzählige ältere games, die kein AO nutzen und es dort sicherlich nützlich und sehenswert wäre.
Wie bastelt man Bits? Nach dem try&error-Prinzip?
Blaire
2011-11-14, 22:39:31
Es gibt aber unzählige ältere games, die kein AO nutzen und es dort sicherlich nützlich und sehenswert wäre.
Wie bastelt man Bits? Nach dem try&error-Prinzip?
Mehr oder weniger, aber es ist noch recht überschaubar was es derzeit an AO-Funktionen gibt.
http://www.abload.de/thumb/ambient4dz7c.jpg (http://www.abload.de/image.php?img=ambient4dz7c.jpg)
DrFreaK666
2011-11-14, 22:54:13
Mehr oder weniger, aber es ist noch recht überschaubar was es derzeit an AO-Funktionen gibt.
http://www.abload.de/thumb/ambient4dz7c.jpg (http://www.abload.de/image.php?img=ambient4dz7c.jpg)
Kann ich da alle auf einmal anklicken zum Testen?
Blaire
2011-11-14, 23:04:27
Kann ich da alle auf einmal anklicken zum Testen?
Theoretisch klar nur wird das nicht wirklich zielführend sein.
Ich würde erstmal zuerst die Bits testen , welche die meisten Games bereits nutzen und dann Bit für Bit dazuschalten, falls Probleme auftauchen Bit deaktivieren und das Nächste usw.
Beispiel:
Bit #00 wird bereits von 21 Profilen benutzt (also recht oft)
aufkrawall
2012-02-15, 23:21:41
Für Dear Esther:
0x00000014
Sind die von L4D2. Ich teste noch ein bisschen, scheint aber so zu funktionieren wie es soll.
Ohne:
http://www.ld-host.de/uploads/thumbnails/0804f910f1f59bc0cc9b9d0c17796289.png (http://www.ld-host.de/show/0804f910f1f59bc0cc9b9d0c17796289.png)
Mit:
http://www.ld-host.de/uploads/thumbnails/200718eac341b005299e9cc55eae9a5a.png (http://www.ld-host.de/show/200718eac341b005299e9cc55eae9a5a.png)
Blaire
2012-02-15, 23:53:55
Cool :biggrin: Vieleicht findest noch ein paar für andere Games. :)
DrFreaK666
2012-02-16, 21:00:03
Cool :biggrin: Vieleicht findest noch ein paar für andere Games. :)
Ist ja nicht so ungewöhnlich, da das game die source engine nutzt
aufkrawall
2012-02-16, 21:08:04
Joa, war keine Meisterleistung. ;)
Blaire
2012-02-17, 02:25:04
Ist ja nicht so ungewöhnlich, da das game die source engine nutzt
Halflife2 als Beispiel nutzt andere AO-Bits, von daher ist das jetzt nicht so selbstverständlich. :wink: Vieleicht lassen sich ja noch mehr Games überreden AO zu nutzen, damals als es eingeführt wurde klappte es sogar in Crysis nur wurde es dann später Profil-Basiert im Treiber integriert d.h. ohne AO-Profil ist nichts zu machen. Per Inspector sollte da einiges gehn, da bin ich sicher. :smile:
DrFreaK666
2012-02-17, 22:20:26
Halflife2 als Beispiel nutzt andere AO-Bits, von daher ist das jetzt nicht so selbstverständlich. :wink: Vieleicht lassen sich ja noch mehr Games überreden AO zu nutzen, damals als es eingeführt wurde klappte es sogar in Crysis nur wurde es dann später Profil-Basiert im Treiber integriert d.h. ohne AO-Profil ist nichts zu machen. Per Inspector sollte da einiges gehn, da bin ich sicher. :smile:
Nur scheint das nicht vielen zu interessieren und ich bin zu faul ^^
Blaire
2012-02-18, 17:57:29
Crysis Ambient Occlusion-Bits
Da hab ich zwei verschiedene AO-Settings gefunden, die Gräser,Palmen etc. wirken damit natürlicher und voller. Allerdings geht dafür auch gut Performance drauf. Verglichen wurde mit High Quality, es gibt noch das Performance und Quality-Setting was etwas schneller sein sollte.
Default-Settings:
http://www.abload.de/thumb/crysis_defqk4dw.png (http://www.abload.de/image.php?img=crysis_defqk4dw.png)
"0x00060000" AO-Bits
http://www.abload.de/thumb/crysis_ao2aivpj.png (http://www.abload.de/image.php?img=crysis_ao2aivpj.png)
"0x00020000" AO-Bits
http://www.abload.de/thumb/crysis_ao13pv4v.png (http://www.abload.de/image.php?img=crysis_ao13pv4v.png)
aufkrawall
2012-02-18, 19:08:09
Crysis hat schon AO, nur greift die nicht auf so viel Gebüsch.
Der 2. sieht eigentlich ganz gut aus, allerdings für meinen Geschmack schon etwas zu dunkel. Konnte man nicht die in-game AO abschalten?
Niall
2012-02-18, 19:29:57
Crysis Ambient Occlusion-Bits
Da hab ich zwei verschiedene AO-Settings gefunden, die Gräser,Palmen etc. wirken damit natürlicher und voller. Allerdings geht dafür auch gut Performance drauf. Verglichen wurde mit High Quality, es gibt noch das Performance und Quality-Setting was etwas schneller sein sollte.
Default-Settings:
[/URL]http://www.abload.de/thumb/crysis_defqk4dw.png (http://www.abload.de/image.php?img=crysis_defqk4dw.png)
"0x00060000" AO-Bits
http://www.abload.de/thumb/crysis_ao2aivpj.png (http://www.abload.de/image.php?img=crysis_ao2aivpj.png)
"0x00020000" AO-Bits
[URL]http://www.abload.de/thumb/crysis_ao13pv4v.png (http://www.abload.de/image.php?img=crysis_ao13pv4v.png)
Krasser Unterschied - gefällt mir sehr gut! :D
Dicker Igel
2012-02-18, 19:55:06
Jo, sieht nice aus, wäre aber auch aus der Nähe interessant :)
Blaire
2012-02-18, 20:29:46
Jo, sieht nice aus, wäre aber auch aus der Nähe interessant :)
Kein Problem. :smile:
Default:
http://www.abload.de/thumb/crysis_defk037v.png (http://www.abload.de/image.php?img=crysis_defk037v.png)
AO-Bits: 0x00060000
http://www.abload.de/thumb/crysis_60000ml0gu.png (http://www.abload.de/image.php?img=crysis_60000ml0gu.png)
AO-Bits: 0x00020000
http://www.abload.de/thumb/crysis_20000jy36b.png (http://www.abload.de/image.php?img=crysis_20000jy36b.png)
Letzteres ist etwas dunkel geraten, in Skyrim ist das aber so Standard, es ist halt Geschmacksache.
aufkrawall
2012-02-18, 20:32:32
Aus der Nähe ist mir das mittlere doch nicht zu dunkel, sieht wesentlich glaubwürdiger aus als ohne aus.
Bei Skyrim hatte die AO bei mir ziemlich geflimmert, wie sieht das bei Crysis mit 60000 aus?
Habs leider nicht mehr in Griffweite.
Dicker Igel
2012-02-18, 20:39:38
Hmm, ein Zwischending aus dem 2. und 3. wäre geil, sieht aber trotzdem nice aus, nicht so grieselig.
Kein Problem. :smile:
Thanks :)
CrimsoN
2012-05-22, 02:49:42
Bei Medal of Honor 2010 gehen die 0x00000002 (Mirror's Edge).
Blaire
2012-06-11, 20:06:44
Ambient Occlusion lässt sich auch in Crysis 2 DX11 aktivieren (AO-Bits:"0x00060000") , läuft soweit auch problemlos, kostet allerdings etwas Performance.
GTX680, R301.42 GeForce Drivers
http://www.abload.de/thumb/ao_c2xbun4.jpg (http://www.abload.de/image.php?img=ao_c2xbun4.jpg)
Ambient Occlusion off
http://www.abload.de/thumb/crysis2_aooffxp7d5.png (http://www.abload.de/image.php?img=crysis2_aooffxp7d5.png)http://www.abload.de/thumb/crysis2_ao1ajuzb.png (http://www.abload.de/image.php?img=crysis2_ao1ajuzb.png)
Ambient Occlusion Enabled AO-Bits "0x00060000"
http://www.abload.de/thumb/crysis2_aoq771l.png (http://www.abload.de/image.php?img=crysis2_aoq771l.png)http://www.abload.de/thumb/crysis2_aoenabledt8717.png (http://www.abload.de/image.php?img=crysis2_aoenabledt8717.png)
Dir ist aber schon klar, dass du da nur nochmal Ambient Occlusion drüberkippst, die absichtlich dezenter gehalten wurde?
Blaire
2012-06-11, 22:08:56
Dir ist aber schon klar, dass du da nur nochmal Ambient Occlusion drüberkippst, die absichtlich dezenter gehalten wurde?
Ist mir klar, ist halt Geschmacksache was einem besser gefällt.
MadManniMan
2012-06-11, 22:11:26
Ist mir klar, ist halt Geschmacksache was einem besser gefällt.
Konnte man das nicht eh über die Konsole noch verstärken?
Blaire
2012-06-11, 22:18:05
Konnte man das nicht eh über die Konsole noch verstärken?
Wurde bei Crysis2 mit dem DX11 Patch ziemlich eingeschränkt, keine Ahnung ob die Befehle dazu noch funktionieren oder ob die gleiche Qualität erreicht wird.
r_ssao "0-4" bzw "r_SSAOQuality" kann man einstellen, welches aber nicht vergleichbar mit dem des Treibers ist.
Ich schau morgen mal nach, ob ich noch was finde :tongue:
Gibt's r_SSAOAmount nich in C2?
Mr. Lolman
2012-06-12, 12:24:49
Bei Crysis 2 ist SSAO iirc standardmäßg garnicht aktiv. Das wird alles über GI gesteuert. SSAO kann man aber per Konsole trotzdem noch dazuschalten...
EDIT: Die SSAO/SSGI Befehle gibts, nur sind viele außerhalb vom Dev-Mode gesperrt:
r_SSAO
r_SSAOAmount
r_SSAOContrast
r_SSAODownscale
r_SSAOQuality
r_SSAORadius
r_SSAOTemporalConvergence
r_SSGI
r_SSGIAmount
r_SSGIBlur
r_SSGIQuality
r_SSGIRadius
Bei Crysis 2 ist SSAO iirc standardmäßg garnicht aktiv. Das wird alles über GI gesteuert. SSAO kann man aber per Konsole trotzdem noch dazuschalten...
Blödsinn.
Godmode
2012-10-16, 20:55:23
Für Dishonored kann man das selbe Bit wie für Mass Effect verwenden:
0x00000020 (Mass Effect)
8xMSAA + 8xSGSSAA ohne AO
http://www.abload.de/thumb/8xmsaa8xsgssaanel2k.png (http://www.abload.de/image.php?img=8xmsaa8xsgssaanel2k.png)
8xMSAA + 8xSGSSAA + HQ AO
http://www.abload.de/thumb/8xmsaa8xsgssaahqaocca3u.png (http://www.abload.de/image.php?img=8xmsaa8xsgssaahqaocca3u.png)
Blaire
2012-10-16, 22:43:21
Cool. :) Kostet es viel Performance?
Godmode
2012-10-16, 22:45:10
Cool. :) Kostet es viel Performance?
Also ich merke keinen Performancedrop, gemessen hab ich es jetzt nicht extra.
Blaire
2012-10-16, 23:09:50
Bei 3840x2160 4xSGSSAA + Ambient Occlusion-HQ gehen da mal locker 50% drauf. :D Wertet das Game optisch aber sehr gut auf, die Schattierungen sind besser.
Ohne AO:
http://www.abload.de/thumb/dishonored2012-10-162kwr1d.png (http://www.abload.de/image.php?img=dishonored2012-10-162kwr1d.png)
Mit AO:
http://www.abload.de/thumb/dishonored2012-10-162y9p70.png (http://www.abload.de/image.php?img=dishonored2012-10-162y9p70.png)
Godmode
2012-10-17, 09:48:43
Bei 3840x2160 4xSGSSAA + Ambient Occlusion-HQ gehen da mal locker 50% drauf. :D Wertet das Game optisch aber sehr gut auf, die Schattierungen sind besser.
Ohne AO:
http://www.abload.de/thumb/dishonored2012-10-162kwr1d.png (http://www.abload.de/image.php?img=dishonored2012-10-162kwr1d.png)
Mit AO:
http://www.abload.de/thumb/dishonored2012-10-162y9p70.png (http://www.abload.de/image.php?img=dishonored2012-10-162y9p70.png)
Ziehst du DS normalem AA vor? Weil ich spiel Dishonored in 1920 mit 8xMSAA+8xSGSSAA finde es sieht besser aus, als 3840 mit 4xAA.
Blaire
2012-10-17, 22:24:50
Ziehst du DS normalem AA vor? Weil ich spiel Dishonored in 1920 mit 8xMSAA+8xSGSSAA finde es sieht besser aus, als 3840 mit 4xAA.
Für 3840x2160 braucht es richtigen 4-Way SLI Support um noch Ambient Occlusion zusätzlich nutzen zu können. Von daher bleib ich bei 1920x1080 8xSGSSAA mit eben dem Ambient Occlusion, denn gerade in Innenbereichen kommt das richtig gut zur Geltung.
N0Thing
2014-03-05, 13:08:29
Macht es eigentlich noch einen Unterschied, ob man Quality oder HQ bei AO auswählt? Im Treiber wird einem ja nur noch Performance und Quality angeboten, im Insprector kann man aber weiterhin auch HQ auswählen.
Ich habe mal anhand von Left 4 Dead 2 kontrolliert, ob der Schalter High Quality einen Unterschied zu Quality ausmacht. Von links nach rechts: AO off, Performance, Quality und High Quality. Standard AO-Bits (0x00000014). Unterschiede zwischen Q und HQ sind mir nicht aufgefallen.
http://abload.de/thumb/lfd2-ao-14off7lzxo.jpg (http://abload.de/image.php?img=lfd2-ao-14off7lzxo.jpg)http://abload.de/thumb/lfd2-ao-14pvjaj1.jpg (http://abload.de/image.php?img=lfd2-ao-14pvjaj1.jpg)http://abload.de/thumb/lfd2-ao-14q2dzgw.jpg (http://abload.de/image.php?img=lfd2-ao-14q2dzgw.jpg)http://abload.de/thumb/lfd2-ao-14hq79byf.jpg (http://abload.de/image.php?img=lfd2-ao-14hq79byf.jpg)
Niall
2014-03-12, 20:44:57
Dead Island - Zusätzliches AO per nVidia Inspector funktioniert doch.
Hi,
habe gerade aus Spaß an der Freude mal ein paar Bits ausprobiert und
mit SSAO Kompatibilitätsbit 0x00000019 kann das Spielinterne SSAO
noch um einiges aufgewertet werden. *freu* :D
Normal
http://abload.de/thumb/ao_off9bkex.png (http://abload.de/image.php?img=ao_off9bkex.png)
Forciertes SSAO
http://abload.de/thumb/ao_onw9k36.png (http://abload.de/image.php?img=ao_onw9k36.png)
nVidia Inspector Settings
http://abload.de/thumb/nv_inspector_dead_islclkiv.png (http://abload.de/image.php?img=nv_inspector_dead_islclkiv.png)
Viel Spaß beim testen und beste Grüße,
Chris
SLIKnight
2014-04-14, 02:10:11
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)
N0Thing
2014-04-14, 09:08:35
Nice! Thank you.
SLIKnight
2014-04-23, 01:55:55
I found a better SLI profile "0x42402005" for Aliens: Colonial Marines.
Scaling can however only be completely fixed by also enabling SLI bit #9, in which case the profile becomes "0x42402205", but unfortunately this also causes light bleeding in some scenes.
Bit #30 only fixes slowdowns, when the game is paused:
0x02402005|0x42402005
http://abload.de/thumb/amc_paused_0x02402205agjd4.png (http://abload.de/image.php?img=amc_paused_0x02402205agjd4.png)|http://abload.de/thumb/acm_paused_0x4240220541kjp.png (http://abload.de/image.php?img=acm_paused_0x4240220541kjp.png)
I also found a better HBAO+ profile "0x00000021" for A:CM.
The official profile "0x00000030" does nothing except increase VRAM usage and bleed through menu elements and smoke etc.
Here are some comparison screenshots at 1920x1200 with 8xSGSSAA forced using "0x080010C1":
0x02402005|0x42402205|0x42402205|0x42402205|NVIDIA Inspector
No AO|No AO|0x00000030|0x00000021
http://abload.de/thumb/acm_noao_0x02402005xak54.png (http://abload.de/image.php?img=acm_noao_0x02402005xak54.png)|http://abload.de/thumb/acm_noaocyjge.png (http://abload.de/image.php?img=acm_noaocyjge.png)|http://abload.de/thumb/acm_0x000000309cjj4.png (http://abload.de/image.php?img=acm_0x000000309cjj4.png)|http://abload.de/thumb/acm1_21_8xsgssaa4ujy9.png (http://abload.de/image.php?img=acm1_21_8xsgssaa4ujy9.png)|http://abload.de/thumb/acm_inspector51klf.png (http://abload.de/image.php?img=acm_inspector51klf.png)
Controls
Mouse Smoothing: Disabled
Motion Tracker Alerts: Off
Controller: Disabled
Video
Film Grain: Disabled
Field of View: Maximum
Texture Detail: Maximum
World Detail: Maximum
Shadow Detail: Maximum
FXAA: Disabled
SSAO: Disabled
PecanEngine.ini
[Engine.Engine]
bSmoothFrameRate=FALSE
[WinDrv.WindowsClient]
AllowJoystickInput=0
[VOIP]
bhasVoiceEnabled=false
[FullScreenMovie]
;StartupMovies=SPEC_LogoSega
;StartupMovies=SPEC_LogoFox
;StartupMovies=SPEC_LogoGearbox
;StartupMovies=SPEC_LogoTimeGate
;StartupMovies=SPEC_LogoNerve
;StartupMovies=SPEC_LogoNVIDIA
PecanGame.ini
[PecanGame.PecanPawn]
bEnableMeleeEncounter=false
PecanInput.ini
[Engine.PlayerInput]
bEnableMouseSmoothing=false
PecanUI.ini
[PecanGame.PecanGFxInteraction]
bWithHUDEffects=false
The performance difference between the offical profile and "0x42402205" is quite massive, and in my opinion is this custom profile still worth using, even with the light bleeding problem.
It permits overall higher IQ while still performing much better than its official counterpart.
A good example is the above screenshot comparison, where I get 41.7 FPS with 8xSGSSAA forced and HBAO+ disabled using the official profile.
With the custom profile I am able to use both 8xSGSSAA and HBAO+, and still get 58.6 FPS in the same scene.
This is an performance improvement of 40.5% in this particular scene, even with HBAO+ enabled :eek:
To demonstrate, that my new HBAO+ flag for A:CM doesn't cause any issues with smoke or fog, I will include two more sets of comparison screenshots:
8xSGSSAA (No AO)|8xSGSSAA (HBAO+)|Performance loss
http://abload.de/thumb/acm2_noao_8xsgssaa8kjl0.png (http://abload.de/image.php?img=acm2_noao_8xsgssaa8kjl0.png)|http://abload.de/thumb/acm2_21_8xsgssaapgky3.png (http://abload.de/image.php?img=acm2_21_8xsgssaapgky3.png)|11.3%
http://abload.de/thumb/acm3_noao_8xsgssaadwjz3.png (http://abload.de/image.php?img=acm3_noao_8xsgssaadwjz3.png)|http://abload.de/thumb/acm3_21_8xsgssaa6ejgr.png (http://abload.de/image.php?img=acm3_21_8xsgssaa6ejgr.png)|11.7%
As you see, the performance loss of enabling HBAO+ in A:CM is only around 10-12% on my system, which isn't too bad considering the nice visual boost it brings to the game.
Finally I recommend setting "ACM.exe" to run in administrator mode to avoid the annoying "boot loop" bug described in this thread: Fixes for the annoying boot loop! (Steam General Discussions) (http://steamcommunity.com/app/49540/discussions/0/540734792846966930/)
Doing so completely fixed the issue for me :)
SLIKnight
2014-04-28, 19:39:07
I have done some HBAO+ testing in S.T.A.L.K.E.R.: Shadow of Chernobyl.
Most AO flags either didn't work at all, caused the AO to bleed through the HUD and loading screens, or flickered on and off when looking at the ground etc.
I also tested "0x00000029", which was originally (http://forums.guru3d.com/showpost.php?p=4785447&postcount=130) found by a user from the Guru3D forums called -Tj-.
This flag does apply a very subtle AO effect, but the ingame SSAO enabled through the STALKER Complete 2009 mod (v1.4.4) (http://www.moddb.com/mods/stalker-complete-2009) is much more convincing IMO.
Here are some comparison screenshots at 1920x1200 with 8xSGSSAA forced using "0x0000D0C1":
8xSGSSAA (No AO)|8xSGSSAA (HBAO+)|8xSGSSAA (SSAO)|NVIDIA Inspector
http://abload.de/thumb/xr_3da_noaopmx4g.png (http://abload.de/image.php?img=xr_3da_noaopmx4g.png)|http://abload.de/thumb/xr_3da_hbaoplusknb52.png (http://abload.de/image.php?img=xr_3da_hbaoplusknb52.png)|http://abload.de/thumb/xr_3da_ssaojqyz2.png (http://abload.de/image.php?img=xr_3da_ssaojqyz2.png)|http://abload.de/thumb/ssoc_inspectorwixl3.png (http://abload.de/image.php?img=ssoc_inspectorwixl3.png)
In the "No AO" and "HBAO+" screenshots above, the SSAO implementation in "Complete 2009" was disabled by opening "gamedata\shaders\r2\SkyGRAPHICS_options.cfg" and putting two forward slashes in front of #define SSAO.
For more detailed information on my ingame settings, as well as modding and tweaking in the S.T.A.L.K.E.R. games, I suggest you read this post: #1018 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9836785&postcount=1018)
SLIKnight
2014-04-30, 17:15:57
I suggest all german speaking HBAO+ interested 3DCenter members visit CrimsoN's new HBAO+ thread on the PC Games Hardware forums:
http://extreme.pcgameshardware.de/grafikkarten/328894-sammelthread-hbao-kompatibilitaetsbits.html
SLIKnight
2014-05-09, 02:30:19
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
SGSSAA and HBAO+ information in Outlast
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
The SGSSAA flag "0x080000C1" currently in the AA list for Outlast (http://store.steampowered.com/app/238320/) no longer works without serious issues: Guru3D AA thread (#1340) (http://forums.guru3d.com/showpost.php?p=4650190&postcount=1340)
When forcing SGSSAA with this flag, you just get a performance slowdown and a black screen at the main menu, with only the menu text showing.
Fortunately this can be completely fixed by instead using "0x080010C1":
8xSGSSAA (0x080000C1)|8xSGSSAA (0x080010C1)
http://abload.de/thumb/outlast_0x080000c1bbkuj.png (http://abload.de/image.php?img=outlast_0x080000c1bbkuj.png)|http://abload.de/thumb/outlast_0x080010c10tjuo.png (http://abload.de/image.php?img=outlast_0x080010c10tjuo.png)
I also found a reasonably well functioning HBAO+ flag "0x00000025" for Outlast.
Alternatively "0x00000010" can also be used, but unfortunately this flag flickers on and off under certain lighting conditions.
The only downside to "0x00000025" is, that it causes the AO to "lock out of phase" with the image occasionally.
This problem is much worse with driver SGSSAA forced, so I recommend simply using driver downsampling with the "0x00000025" AO profile.
These AO "ghost effects" only happen very rarely, and I still think "25" is the overall best HBAO+ solution in Outlast.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
SLI scaling and tweaking
-------------------------------------------------------------------------------------------------------------------------------------------------------------------
It is a well known fact, that the official SLI profile "0x02402005" suffers from scaling issues, especially when SGSSAA is forced.
A partial solution is the "0x42402005" profile: #1185 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9937124&postcount=1185)
However the best possible performance is achieved with "0x42402205".
DX9 SLI bit #9 does cause some very rare and minor light bleeding issues, but these mainly occur in the opening scenes of the game before you enter Mount Massive Asylum :)
Due to all of the above arguments, I'm now simply using 2x2 driver downsampling combined with HBAO+ forced with "0x00000025" in Outlast.
Please note, that it isn't possible to select a "custom" resolution through the ingame graphics settings.
The only way to use driver downsampling is to set "bUseCustomResolution=True" and adjust the values of "CustomResX" and "CustomResY" under the [OLGame.OLEngine] section of your "OLEngine.ini" file.
Here are some comparison screenshots of the final result at 3840x2400 downsampled to 1920x1200:
0x42402005 (No AO)|0x42402005 (HBAO+)|0x42402205 (HBAO+)|0x42402005 vs. 0x42402205
http://abload.de/thumb/olgame1_noao_0x4240203qjw9.png (http://abload.de/image.php?img=olgame1_noao_0x4240203qjw9.png)|http://abload.de/thumb/olgame1_0x00000026_0x8xjrz.png (http://abload.de/image.php?img=olgame1_0x00000026_0x8xjrz.png)|http://abload.de/thumb/olgame1_0x00000026_0x10ktd.png (http://abload.de/image.php?img=olgame1_0x00000026_0x10ktd.png)| +33.8%
http://abload.de/thumb/olgame2_noao_0x424020oij6c.png (http://abload.de/image.php?img=olgame2_noao_0x424020oij6c.png)|http://abload.de/thumb/olgame2_0x00000026_0xqzjmp.png (http://abload.de/image.php?img=olgame2_0x00000026_0xqzjmp.png)|http://abload.de/thumb/olgame2_0x00000026_0xzikpr.png (http://abload.de/image.php?img=olgame2_0x00000026_0xzikpr.png)|+27.7%
http://abload.de/thumb/olgame3_noao_0x424020cek5t.png (http://abload.de/image.php?img=olgame3_noao_0x424020cek5t.png)|http://abload.de/thumb/olgame3_0x00000026_0xyxkj2.png (http://abload.de/image.php?img=olgame3_0x00000026_0xyxkj2.png)|http://abload.de/thumb/olgame3_0x00000026_0xmijq4.png (http://abload.de/image.php?img=olgame3_0x00000026_0xmijq4.png)|+32.2%
http://abload.de/thumb/outlast_settingsshknd.png (http://abload.de/image.php?img=outlast_settingsshknd.png) http://abload.de/thumb/outlast_inspector33pzc.png (http://abload.de/image.php?img=outlast_inspector33pzc.png)
OLEngine.ini
[Engine.Engine]
bSmoothFrameRate=FALSE
[WinDrv.WindowsClient]
AllowJoystickInput=0
[VOIP]
bHasVoiceEnabled=false
[OLGame.OLEngine]
bSmoothFrameRate=False
bUseCustomResolution=True
CustomResX=3840
CustomResY=2400
OLGame.ini
[OLGame.OLHero]
DefaultFOV=100.0
RunningFOV=110.0
CamcorderNVMaxFOV=93.0
CamcorderMaxFOV=93.0
NrmBatteryDuration=250.0
HardBatteryDuration=250.0
OLInput.ini
[Engine.PlayerInput]
bEnableMouseSmoothing=false
OLSystemSettings.ini
[SystemSettings]
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
UseVsync=False
MaxAnisotropy=16
ConsoleVariables.ini
[Startup]
ImageGrain = 0.4
SLIKnight
2014-05-12, 22:30:07
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
SLI and HBAO+ bits information in Oblivion
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I did some extensive SLI and HBAO+ testing in one of my absolute favorite RPG games of the last decade, namely The Elder Scrolls IV: Oblivion.
In general Oblivion scales very well with SLI, as long as you are not CPU limited of course.
But I did find, that adding SLI bit #30 to the official profile "0x02000005" reduces loading stuttering when moving around the game world, and also improves the minimum framerate.
All other SLI bits I tried, either had absolutely no impact on performance or smoothness or actually decreased performance.
The final SLI profile then becomes "0x42000005".
In terms of HBAO+, I discovered that "0x00000005" provides a somewhat stronger AO effect than the official AO flag "0x00000011":
8xSGSSAA (No AO)|8xSGSSAA (0x00000011)|8xSGSSAA (0x00000005)|NVIDIA Inspector
http://abload.de/thumb/oblivion1_noao_8xsgsshyayz.png (http://abload.de/image.php?img=oblivion1_noao_8xsgsshyayz.png)|http://abload.de/thumb/oblivion1_0x00000011_9jaap.png (http://abload.de/image.php?img=oblivion1_0x00000011_9jaap.png)|http://abload.de/thumb/oblivion1_0x00000005_o7x8r.png (http://abload.de/image.php?img=oblivion1_0x00000005_o7x8r.png)|http://abload.de/thumb/oblivion_inspector5vy99.png (http://abload.de/image.php?img=oblivion_inspector5vy99.png)
[General]
SStartingCell=
SStartingCellY=
SStartingCellX=
SStartingWorld=
STestFile10=
STestFile9=
STestFile8=
STestFile7=
STestFile6=
STestFile5=
STestFile4=
STestFile3=
STestFile2=
STestFile1=
bEnableProfile=0
bDrawSpellContact=0
bRunMiddleLowLevelProcess=1
iHoursToSleep=3
bActorLookWithHavok=0
SMainMenuMusicTrack=special\tes4title.mp3
bUseEyeEnvMapping=1
bFixFaceNormals=0
bUseFaceGenHeads=1
bFaceMipMaps=1
bFaceGenTexturing=1
bDefaultCOCPlacement=0
uGridDistantTreeRange=15
uGridDistantCount=15
uGridsToLoad=5
fGlobalTimeMultiplier=1.0000
bNewAnimation=1
fAnimationDefaultBlend=0.1000
fAnimationMult=1.0000
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
SCreditsMenuMovie=CreditsMenu.bik
SMainMenuMovie=Map loop.bik
SMainMenuMovieIntro=
SIntroSequence=
iFPSClamp=0
bRunVTuneTest=0
STestFile1=
bActivateAllQuestScripts=0
fQuestScriptDelayTime=5.0000
SMainMenuMusic=Special\TES4Title.mp3
bUseThreadedBlood=0
bUseThreadedMorpher=0
bExternalLODDataFiles=1
bBorderRegionsEnabled=1
bDisableHeadTracking=0
bTrackAllDeaths=0
SCharGenQuest=0002466E
uiFaceGenMaxEGTDataSize=67108864
uiFaceGenMaxEGMDataSize=67108864
SBetaCommentFileName=
bCheckCellOffsetsOnInit=0
bCreateShaderPackage=0
uGridDistantTreeRangeCity=4
uGridDistantCountCity=4
bWarnOnMissingFileEntry=0
iSaveGameBackupCount=1
bDisplayMissingContentDialogue=1
SSaveGameSafeCellID=2AEEA
bAllowScriptedAutosave=1
bPreemptivelyUnloadCells=0
bCheckIDsOnInit=0
iNumBitsForFullySeen=248
iPreloadSizeLimit=104857600
SOblivionIntro=OblivionIntro.bik
bUseHardDriveCache=0
bEnableBoundingVolumeOcclusion=0
bDisplayBoundingVolumes=0
bUseThreadedTempEffects=0
bUseThreadedParticleSystem=0
bUseMyGamesDirectory=1
[Display]
uVideoDeviceIdentifierPart1=3619102270
uVideoDeviceIdentifierPart2=298799940
uVideoDeviceIdentifierPart3=2758507861
uVideoDeviceIdentifierPart4=902087196
fDecalLifetime=10.0000
bEquippedTorchesCastShadows=0
bReportBadTangentSpace=0
bStaticMenuBackground=1
bForcePow2Textures=0
bForce1XShaders=0
bHighQuality20Lighting=0
bAllow20HairShader=1
bAllowScreenShot=0
iMultiSample=0
bDoTallGrassEffect=1
bForceMultiPass=1
bDoTexturePass=1
bDoSpecularPass=1
bDoDiffusePass=1
bDoAmbientPass=1
bDoCanopyShadowPass=1
bDrawShadows=0
bUseRefractionShader=1
bUse Shaders=1
iNPatchNOrder=0
iNPatchPOrder=0
iNPatches=0
iLocation Y=0
iLocation X=0
bFull Screen=1
iSize W=1920
iSize H=1200
iAdapter=0
iScreenShotIndex=0
SScreenShotBaseName=ScreenShot
iAutoViewMinDistance=2000
iAutoViewHiFrameRate=40
iAutoViewLowFrameRate=20
bAutoViewDistance=0
fDefaultFOV=75.0000
fNearDistance=10.0000
fFarDistance=10000.0000
iDebugTextLeftRightOffset=10
iDebugTextTopBottomOffset=10
bShowMenuTextureUse=1
iDebugText=2
bLocalMapShader=1
bDoImageSpaceEffects=1
fShadowLOD2=400.0000
fShadowLOD1=200.0000
fLightLOD2=1500.0000
fLightLOD1=1000.0000
fSpecularLOD2=1300.0000
fSpecularLOD1=1000.0000
fEnvMapLOD2=800.0000
fEnvMapLOD1=500.0000
fEyeEnvMapLOD2=190.0000
fEyeEnvMapLOD1=130.0000
iPresentInterval=0
iShadowFilter=2
iActorShadowCountExt=10
iActorShadowCountInt=10
bActorSelfShadowing=1
bShadowsOnGrass=0
bDynamicWindowReflections=1
iTexMipMapSkip=0
fGrassStartFadeDistance=6000.0
fGrassEndDistance=7000.0
bDecalsOnSkinnedGeometry=1
bFullBrightLighting=0
iMaxLandscapeTextures=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fSpecualrStartMax=1000.0000
fSpecularStartMin=0.0000
iActorShadowIntMax=10
iActorShadowIntMin=0
iActorShadowExtMax=10
iActorShadowExtMin=0
fGammaMax=0.6000
fGammaMin=1.4000
iMaxDecalsPerFrame=10
bLandscapeBlend=1
fShadowFadeTime=1.0000
fGamma=1.0000
bAllowPartialPrecision=1
iShadowMapResolution=1024
bAllow30Shaders=0
iTexMipMapMinimum=0
bDoStaticAndArchShadows=0
bDoActorShadows=0
bIgnoreResolutionCheck=0
fNoLODFarDistancePct=1.0000
fNoLODFarDistanceMax=10240.0000
fNoLODFarDistanceMin=1700.0000
[Controls]
fVersion=1.8000
Forward=0011FFFF
Back=001FFFFF
Slide Left=001EFFFF
Slide Right=0020FFFF
Use=00FF00FF
Activate=0039FFFF
Block=003801FF
Cast=002EFFFF
Ready Item=0021FFFF
Crouch/Sneak=001DFFFF
Run=002AFFFF
Always Run=003AFFFF
Auto Move=0010FFFF
Jump=0012FFFF
Toggle POV=001302FF
Menu Mode=000FFFFF
Rest=0014FFFF
Quick Menu=003BFFFF
Quick1=0002FFFF
Quick2=0003FFFF
Quick3=0004FFFF
Quick4=0005FFFF
Quick5=0006FFFF
Quick6=0007FFFF
Quick7=0008FFFF
Quick8=0009FFFF
QuickSave=003FFFFF
QuickLoad=0043FFFF
Grab=002CFFFF
bInvertYValues=0
fXenonLookXYMult=0.0005
fMouseSensitivity=0.0020
;X = 1, Y = 2, Z = 3, XRot = 4, YRot = 5, ZRot = 6
iJoystickMoveFrontBack=2
iJoystickMoveLeftRight=1
fJoystickMoveFBMult=1.0000
fJoystickMoveLRMult=1.0000
iJoystickLookUpDown=6
iJoystickLookLeftRight=3
fJoystickLookUDMult=0.0020
fJoystickLookLRMult=0.0020
fXenonMenuMouseXYMult=0.0003
bBackground Mouse=0
bBackground Keyboard=0
bUse Joystick=0
fXenonLookMult=0.0030
fXenonMenuStickSpeedMaxMod=5.0000
iXenonMenuStickSpeedThreshold=20000
iXenonMenuStickThreshold=1000
;Language values: 0-English, 1-German, 2-French, 3-Spanish, 4-Italian
iLanguage=0
SlideLeft=001EFFFF
SlideRight=0020FFFF
fXenonMenuStickMapCursorMinSpeed=1.0000
fXenonMenuStickMapCursorMaxSpeed=15.0000
fXenonMenuStickMapCursorGamma=0.1700
fXenonMenuStickSpeedPlayerRotMod=3000.0000
fXenonMenuDpadRepeatSpeed=300.0000
fXenonMenuStickSpeed=300.0000
iXenonMenuStickDeadZone=15000
[Water]
fAlpha=0.5000
uSurfaceTextureSize=128
SSurfaceTexture=water
SNearWaterOutdoorID=NearWaterOutdoorLoop
SNearWaterIndoorID=NearWaterIndoorLoop
fNearWaterOutdoorTolerance=1024.0000
fNearWaterIndoorTolerance=512.0000
fNearWaterUnderwaterVolume=0.9000
fNearWaterUnderwaterFreq=0.3000
uNearWaterPoints=8
uNearWaterRadius=1000
uSurfaceFrameCount=32
uSurfaceFPS=12
bUseWaterReflectionsMisc=1
bUseWaterReflectionsStatics=1
bUseWaterReflectionsTrees=1
bUseWaterReflectionsActors=1
bUseWaterReflections=1
bUseWaterHiRes=1
bUseWaterDisplacements=1
bUseWaterShader=1
uDepthRange=125
bUseWaterDepth=1
bUseWaterLOD=1
fTileTextureDivisor=4.7500
fSurfaceTileSize=2048.0000
uNumDepthGrids=3
[Audio]
bDSoundHWAcceleration=1
fMinSoundVel=10.0000
fMetalLargeMassMin=25.0000
fMetalMediumMassMin=8.0000
fStoneLargeMassMin=30.0000
fStoneMediumMassMin=5.0000
fWoodLargeMassMin=15.0000
fWoodMediumMassMin=7.0000
fDialogAttenuationMax=35.0000
fDialogAttenuationMin=7.7500
bUseSoundDebugInfo=1
fUnderwaterFrequencyDelta=0.0000
bUseSoftwareAudio3D=0
fDefaultEffectsVolume=0.8000
fDefaultMusicVolume=0.3000
fDefaultFootVolume=0.8000
fDefaultVoiceVolume=0.8000
fDefaultMasterVolume=1.0000
bMusicEnabled=0
bSoundEnabled=1
fLargeWeaponWeightMin=25.0000
fMediumWeaponWeightMin=8.0000
fSkinLargeMassMin=30.0000
fSkinMediumMassMin=5.0000
fChainLargeMassMin=30.0000
fChainMediumMassMin=5.0000
fDBVoiceAttenuationIn2D=0.0000
iCollisionSoundTimeDelta=50
fGlassLargeMassMin=25.0000
fGlassMediumMassMin=8.0000
fClothLargeMassMin=25.0000
fClothMediumMassMin=8.0000
fEarthLargeMassMin=30.0000
fEarthMediumMassMin=5.0000
bUseSpeedForWeaponSwish=1
fLargeWeaponSpeedMax=0.9500
fMediumWeaponSpeedMax=1.1000
fPlayerFootVolume=0.9000
fDSoundRolloffFactor=4.0000
fMaxFootstepDistance=1100.0000
fHeadroomdB=2.0000
iMaxImpactSoundCount=32
fMainMenuMusicVolume=0.6000
[ShockBolt]
bDebug=0
fGlowColorB=1.0000
fGlowColorG=0.6000
fGlowColorR=0.0000
fCoreColorB=1.0000
fCoreColorG=1.0000
fCoreColorR=1.0000
fCastVOffset=-10.0000
iNumBolts=7
fBoltGrowWidth=1.0000
fBoltSmallWidth=3.0000
fTortuosityVariance=8.0000
fSegmentVariance=35.0000
fBoltsRadius=24.0000
[Pathfinding]
bDrawPathsDefault=0
bPathMovementOnly=0
bDrawSmoothFailures=0
bDebugSmoothing=0
bSmoothPaths=1
bSnapToAngle=0
bDebugAvoidance=0
bDisableAvoidance=0
bBackgroundPathing=0
bUseBackgroundPathing=1
[MAIN]
bEnableBorderRegion=1
fLowPerfCombatantVoiceDistance=1000.0000
iDetectionHighNumPicks=40
fQuestScriptDelayTime=5.0000
iLastHDRSetting=-1
[Combat]
bEnableBowZoom=1
bDebugCombatAvoidance=0
fMinBloodDamage=1.0000
fHitVectorDelay=0.4000
iShowHitVector=0
fLowPerfNPCTargetLOSTimer=1.0000
fHiPerfNPCTargetLOSTimer=0.5000
iMaxHiPerfNPCTargetCount=4
fLowPerfPCTargetLOSTimer=0.5000
fHiPerfPCTargetLOSTimer=0.2500
iMaxHiPerfPCTargetCount=4
iMaxHiPerfCombatCount=4
[HAVOK]
bDisablePlayerCollision=0
fJumpAnimDelay=0.7500
bTreeTops=0
iSimType=1
bPreventHavokAddAll=0
bPreventHavokAddClutter=0
fMaxTime=0.0167
bHavokDebug=0
fRF=1000.0000
fOD=0.9000
fSE=0.3000
fSD=0.9800
iResetCounter=5
fMoveLimitMass=95.0000
iUpdateType=0
bHavokPick=0
fCameraCasterSize=1.0000
iHavokSkipFrameCountTEST=0
fHorseRunGravity=3.0000
fQuadrupedPitchMult=1.0000
iNumHavokThreads=1
fChaseDeltaMult=0.0500
iEntityBatchRemoveRate=100
iMaxPicks=40
bAddBipedWhenKeyframed=0
[Interface]
fDlgLookMult=0.3000
fDlgLookAdj=0.0000
fDlgLookDegStop=0.2000
fDlgLookDegStart=2.0000
fDlgFocus=2.1000
fKeyRepeatInterval=50.0000
fKeyRepeatTime=500.0000
fActivatePickSphereRadius=16.0000
fMenuModeAnimBlend=0.0000
iSafeZoneX=20
iSafeZoneY=20
iSafeZoneXWide=20
iSafeZoneYWide=20
fMenuPlayerLightDiffuseBlue=0.8000
fMenuPlayerLightDiffuseGreen=0.8000
fMenuPlayerLightDiffuseRed=0.8000
fMenuPlayerLightAmbientBlue=0.2500
fMenuPlayerLightAmbientGreen=0.2500
fMenuPlayerLightAmbientRed=0.2500
bAllowConsole=1
bActivatePickUseGamebryoPick=0
iMaxViewCasterPicksGamebryo=10
iMaxViewCasterPicksHavok=10
iMaxViewCasterPicksFuzzy=5
bUseFuzzyPicking=1
fMenuBGBlurRadius=2.0000
[LoadingBar]
iMoveBarWaitingMilliseconds=10
iMoveBarChaseMilliseconds=100
iMoveBarMaxMilliseconds=2500
fLoadingSlideDelay=15.0000
fPercentageOfBar3=0.1500
fPercentageOfBar2=0.4400
fPercentageOfBar1=0.3500
fPercentageOfBar0=0.0600
bShowSectionTimes=0
[Menu]
fCreditsScrollSpeed=40.0000
iConsoleTextYPos=890
iConsoleTextXPos=30
iConsoleVisibleLines=15
iConsoleHistorySize=50
rDebugTextColor=255,251,233
iConsoleFont=3
iDebugTextFont=3
[GamePlay]
bDisableDynamicCrosshair=0
bSaveOnTravel=0
bSaveOnWait=0
bSaveOnRest=0
bCrossHair=0
iDifficultyLevel=50
bGeneralSubtitles=0
bDialogueSubtitles=1
bInstantLevelUp=0
bHealthBarShowing=0
fHealthBarFadeOutSpeed=1.0000
fHealthBarSpeed=80.0000
fHealthBarHeight=4.0000
fHealthBarWidth=40.0000
fHealthBarEmittanceFadeTime=0.5000
fHealthBarEmittanceTime=1.5000
STrackLevelUpPath=
fDifficulty=0.0000
bTrackLevelUps=1
bAllowHavokGrabTheLiving=0
bEssentialTakeNoDamage=1
iDetectionPicks=21
bSaveOnInteriorExteriorSwitch=0
[Fonts]
SFontFile_1=Data\Fonts\Kingthings_Regular.fnt
SFontFile_2=Data\Fonts\Kingthings_Shadowed.fnt
SFontFile_3=Data\Fonts\Tahoma_Bold_Small.fnt
SFontFile_4=Data\Fonts\Daedric_Font.fnt
SFontFile_5=Data\Fonts\Handwritten.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
bBackgroundLoadLipFiles=0
bLoadBackgroundFaceGen=0
bUseMultiThreadedFaceGen=1
bBackgroundCellLoads=1
bLoadHelmetsInBackground=1
iAnimationClonePerLoop=5
bSelectivePurgeUnusedOnFastTravel=0
bUseMultiThreadedTrees=1
iPostProcessMillisecondsEditor=50
iPostProcessMillisecondsLoadingQueuedPriority=20
iPostProcessMilliseconds=5
bUseBackgroundFileLoader=0
[LOD]
fLodDistance=500.0000
bUseFaceGenLOD=0
iLODTextureTiling=2
iLODTextureSizePow2=8
fLODNormalTextureBlend=0.5000
bDisplayLODLand=1
bDisplayLODBuildings=1
bDisplayLODTrees=1
bLODPopTrees=0
bLODPopActors=0
bLODPopItems=0
bLODPopObjects=0
fLODFadeOutMultActors=15.0000
fLODFadeOutMultItems=15.0000
fLODFadeOutMultObjects=15.0000
fLODMultLandscape=1.0000
fLODMultTrees=2.0000
fLODMultActors=10.0000
fLODMultItems=10.0000
fLODMultObjects=10.0000
iFadeNodeMinNearDistance=400
fLODFadeOutPercent=0.9000
fLODBoundRadiusMult=3.0000
fTalkingDistance=2000.0000
fTreeLODMax=2.0000
fTreeLODMin=0.0200
fTreeLODDefault=1.2000
fObjectLODMax=15.0000
fObjectLODMin=1.0000
fObjectLODDefault=5.0000
fItemLODMax=15.0000
fItemLODMin=1.0000
fItemLODDefault=2.0000
fActorLODMax=15.0000
fActorLODMin=2.0000
fActorLODDefault=5.0000
bLODUseCombinedLandNormalMaps=1
bForceHideLODLand=0
fLODQuadMinLoadDistance=65536.0000
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
fLODLandVerticalBias=0.0000
[Weather]
fSunGlareSize=350.0000
fSunBaseSize=250.0000
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=mp3
[Grass]
iMinGrassSize=80
fGrassEndDistance=8000.0000
fGrassStartFadeDistance=7000.0000
bGrassPointLighting=0
bDrawShaderGrass=1
iGrassDensityEvalSize=2
iMaxGrassTypesPerTexure=2
fWaveOffsetRange=1.7500
fGrassWindMagnitudeMax=125.0000
fGrassWindMagnitudeMin=5.0000
fTexturePctThreshold=0.3000
[Landscape]
bCurrentCellOnly=0
bPreventSafetyCheck=0
fLandTextureTilingMult=2.0000
fLandFriction=2.5000
iLandBorder2B=0
iLandBorder2G=0
iLandBorder2R=0
iLandBorder1B=0
iLandBorder1G=255
iLandBorder1R=255
[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=1.2000
fUpperLUMClamp=1.0000
fGrassDimmer=1.3000
fTreeDimmer=1.2000
fEmissiveHDRMult=1.0000
fEyeAdaptSpeed=0.7000
fSunlightDimmer=1.3000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fBrightScale=1.5000
fBrightClamp=0.3500
fBlurRadius=4.0000
iNumBlurpasses=2
iBlendType=2
bDoHighDynamicRange=1
[BlurShader]
fSunlightDimmer=1.0000
fSIEmmisiveMult=1.0000
fSISpecularMult=1.0000
fSkyBrightness=0.5000
fSunBrightness=0.0000
fAlphaAddExterior=0.2000
fAlphaAddInterior=0.5000
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
[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=Oblivion - Misc.bsa
SMasterVoicesArchiveFileName2=Oblivion - Voices2.bsa
SMasterVoicesArchiveFileName1=Oblivion - Voices1.bsa
SMasterSoundsArchiveFileName=Oblivion - Sounds.bsa
SMasterTexturesArchiveFileName1=Oblivion - Textures - Compressed.bsa
SMasterMeshesArchiveFileName=Oblivion - Meshes.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
SArchiveList=Oblivion - Meshes.bsa, Oblivion - Textures - Compressed.bsa, Oblivion - Sounds.bsa, Oblivion - Voices1.bsa, Oblivion - Voices2.bsa, Oblivion - 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
[OPENMP]
iThreads=3
iOpenMPLevel=10
[TestAllCells]
bFileShowTextures=1
bFileShowIcons=1
bFileSkipIconChecks=0
bFileTestLoad=0
bFileNeededMessage=1
bFileGoneMessage=1
bFileSkipModelChecks=0
bFileCheckModelCollision=0
[CopyProtectionStrings]
SCopyProtectionMessage2=Insert the Oblivion Disc.
SCopyProtectionTitle2=Oblivion Disc Not Found
SCopyProtectionMessage=Unable to find a CD-ROM/DVD drive on this computer.
SCopyProtectionTitle=CD-ROM Drive Not Found
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Modding and screenshot gallery
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Oblivion is one of those games, where modding is essential.
The overall quality of the texture work is not great in the vanilla game, and the viewing distance for most objects is severely limited by the LOD system of the older iteration of Bethesda's gamebryo (http://en.wikipedia.org/wiki/Gamebryo) engine.
Here is a complete list of the all the mods I'm using (installed in this specific order):
[B]Base installation
1) Install retail game and patch to version 1.2.0416
2) Use the 3gb enabler (http://www.nexusmods.com/oblivion/mods/23254/) mod to make Oblivion.exe large address aware
3) Install Immersive Interface (http://www.nexusmods.com/oblivion/mods/4109)
4) Set the HUD orientation to "Center Compass" and spell effect timer to "Graphical Timer"
Mikal33's Textures
1) Improved Doors and Flora (http://www.nexusmods.com/oblivion/mods/8298)
2) Improved Trees and Flora 1 (http://www.nexusmods.com/oblivion/mods/8500)
3) Improved Trees and Flora 2 (http://www.nexusmods.com/oblivion/mods/11891)
4) Improved Signs (http://www.nexusmods.com/oblivion/mods/9498)
5) Improved Fruits, Vegetables and Meats (http://www.nexusmods.com/oblivion/mods/10487)
6) Improved Amulets and Rings (http://www.nexusmods.com/oblivion/mods/17147)
Characters
1) Improved Facial Textures (http://www.nexusmods.com/oblivion/mods/5643)
2) New Face Textures (http://www.nexusmods.com/oblivion/mods/14805)
3) Improved Argonian Facial Textures 1.1 (http://www.nexusmods.com/oblivion/mods/6611)
4) Improved Argonian Body Textures (http://www.strategyinformer.com/pc/theelderscrollsivoblivion/mod/17909.html)
5) Tamriel NPCs Revamped (http://www.nexusmods.com/oblivion/mods/39872) (Place right after Oblivion.esm in the load order)
6) Passive Beasts (http://www.nexusmods.com/oblivion/mods/1845)
Environment
1) Beaming Sunglare (http://www.nexusmods.com/oblivion/mods/16533)
2) Phinix Waterfix v2 (http://www.nexusmods.com/oblivion/mods/6680/)
3) Real Night Sky (http://www.nexusmods.com/oblivion/mods/16617/)
4) Night Sky Fire and Ice (http://www.nexusmods.com/oblivion/mods/3787) (Only install Blue Masser and New Secunda)
Landscape LOD
1) Koldorn's LOD Noise Replacer (http://www.nexusmods.com/oblivion/mods/9952) (Use medium version)
2) Better Tiling textures for Qarl pack 4096 (http://www.nexusmods.com/oblivion/mods/6996/?)
3) Qarl's LOD normals 4096 compressed (http://www.strategyinformer.com/pc/theelderscrollsivoblivion/mod/18143.html)
Sound
1) Oblivion Stereo Sound Overhaul (http://www.nexusmods.com/oblivion/mods/5861)
2) Better Storms and Weather (http://www.nexusmods.com/oblivion/mods/6306) (Only install sound files)
Qarl's Texture Pack 3 (QTP3)
1) QTP3 (http://elderscrolls.filefront.com/file/Qarls_Texture_Pack_3;83706)
2) QTP3 Patch 1.3 (http://elderscrolls.filefront.com/file/Qarls_Texture_Pack_3_Patch1;85429)
Really Almost Everything Visible When Distant (RAEVWD)
1) RAEVWD (http://www.nexusmods.com/oblivion/mods/20053)
2) RAEVWD QTP3 Texture pack (http://www.nexusmods.com/oblivion/mods/20053) by "Brumbek"
3) TES4LODGen (http://www.nexusmods.com/oblivion/mods/15781)
As you see, my game is quite heavily modded, and almost all aspects of vanilla Oblivion are improved upon, not just the graphics ;)
Here are some screenshots of the final result with both 8xSGSSAA and "Quality" HBAO+ forced:
http://abload.de/thumb/oblivion_2014_05_12_175zee.png (http://abload.de/image.php?img=oblivion_2014_05_12_175zee.png) http://abload.de/thumb/oblivion_2014_05_12_12kyme.png (http://abload.de/image.php?img=oblivion_2014_05_12_12kyme.png) http://abload.de/thumb/oblivion_2014_05_12_1g1awm.png (http://abload.de/image.php?img=oblivion_2014_05_12_1g1awm.png) http://abload.de/thumb/oblivion_2014_05_12_10mxb7.png (http://abload.de/image.php?img=oblivion_2014_05_12_10mxb7.png) http://abload.de/thumb/oblivion_2014_05_12_1ilb21.png (http://abload.de/image.php?img=oblivion_2014_05_12_1ilb21.png) http://abload.de/thumb/oblivion_2014_05_12_1ffbny.png (http://abload.de/image.php?img=oblivion_2014_05_12_1ffbny.png) http://abload.de/thumb/oblivion_2014_05_12_17zlj3.png (http://abload.de/image.php?img=oblivion_2014_05_12_17zlj3.png)
A modded Oblivion is still very demanding with 8xSGSSAA and HBAO+ forced at 1920x1200, even for my 780 GTX SLI setup.
For that reason I'm only using 8xSGSSAA when playing the game, but with everything else set up exactly like described above.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Other Bethesda RPG games
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Ever since I bought Oblivion back in 2006, I have loved Bethesda's singleplayer RPG games.
That is why I also wrote tweakguides for Fallout 3, Fallout: New Vegas and Skyrim, which can be found here:
Fallout 3 tweakguide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10157672&postcount=5668)
Fallout: New Vegas tweakguide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10158868&postcount=5672)
The Elder Scrolls V: Skyrim tweakguide (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10184469&postcount=5756)
SLIKnight
2014-05-19, 22:45:57
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Batman: Arkham Asylum & City SGSSAA/HBAO+ bits information
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I tested "0x080000C1" successfully for SGSSAA in Batman: Arkham Asylum and Batman: Arkham City.
In both games I set maximum settings in the "Launcher", and then perform various .ini tweaks.
The purpose of the tweaks is to reduce stuttering and stabilize FPS, and at the same time increase image quality.
I also found a very nice HBAO+ flag "0x00000024" for Arkham Asylum (capped at 62 FPS):
8xSGSSAA (No AO)|8xSGSSAA (SSAO)|8xSGSSAA (HBAO+)|NVIDIA Inspector
http://abload.de/thumb/baa_noaodujna.png (http://abload.de/image.php?img=baa_noaodujna.png)|http://abload.de/thumb/baa_ssaofrkor.png (http://abload.de/image.php?img=baa_ssaofrkor.png)|http://abload.de/thumb/baa_0x0000002459jsg.png (http://abload.de/image.php?img=baa_0x0000002459jsg.png)|http://abload.de/thumb/baa_inspectorzbjlz.png (http://abload.de/image.php?img=baa_inspectorzbjlz.png)
UserInput.ini/bminput.ini/DefaultInput.ini:
[Engine.PlayerInput]
MouseSensitivity=15.0
bEnableMouseSmoothing=false
UserEngine.ini/bmengine.ini/DefaultEngine.ini:
[SystemSettings]
UseVSync=False
AllowD3D10=False
DepthOfField=False
MotionBlur=False
MaxAnisotropy=16
MaxMultisamples=1
AmbientOcclusion=False
MaxShadowResolution=2048
[Engine.GameEngine]
bSmoothFrameRate=FALSE
[WinDrv.WindowsClient]
AllowJoystickInput=0
[FMODAudio.FMODAudioDevice]
MaxChannels=128
Despite my best efforts, I didn't manage to find a perfect HBAO+ flag for Arkham City.
Some combinations of AO bits applied a quite nice HBAO+ effect, but these either reduced GPU usage significantly compared to using ingame SSAO and/or caused various graphical glitches.
Fortunately the ingame DX9 SSAO isn't too bad in Arkham City:
8xSGSSAA (No AO)|8xSGSSAA (SSAO)|NVIDIA Inspector
http://abload.de/thumb/bac_noaod2jvg.png (http://abload.de/image.php?img=bac_noaod2jvg.png)|http://abload.de/thumb/bac_ssaohcjgm.png (http://abload.de/image.php?img=bac_ssaohcjgm.png)|http://abload.de/thumb/bac_inspectorlik1r.png (http://abload.de/image.php?img=bac_inspectorlik1r.png)
UserInput.ini/bminput.ini/DefaultInput.ini:
[Engine.PlayerInput]
MouseSensitivity=15.0
bEnableMouseSmoothing=false
UserEngine.ini/bmengine.ini/DefaultEngine.ini:
[SystemSettings]
UseVSync=False
AllowD3D10=False
AllowD3D11=False
MultisampleMode=1xMSAA
DepthOfField=False
MotionBlur=False
MaxAnisotropy=16
AmbientOcclusion=True
MaxShadowResolution=2048
[Engine.Engine]
bSmoothFrameRate=FALSE
[Engine.GameEngine]
bSmoothFrameRate=FALSE
[Core.System]
SizeOfPermanentObjectPool=19600000
[WinDrv.WindowsClient]
AllowJoystickInput=0
[TextureStreaming]
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=10
[FullscreenMovie]
bForceNoMovies=FALSE
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Batman: Arkham Origins & BioShock Infinite tweaking
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I have prepared an AA/tweaking guide for Batman: Arkham Origins.
As found by "BR4DDERS", the standard UE3 AA flag "0x080000C1" can also be used to force DX9 SGSSAA in the third installment of the Batman games: #5132 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9973289&postcount=5132), Guru3D (#1497) (http://forums.guru3d.com/showpost.php?p=4684610&postcount=1497)
But "Dynamic Shadows" needs to be disabled ingame when using SGSSAA in B:AO, whether it is being enhanced/forced in DX9 or enhanced in DX11.
Otherwise SGSSAA won't be applied properly around areas/objects affected by dynamic shadows.
Due to these complications with forced/enhanced SGSSAA, I'm instead using a combination of 1.5x1.5 downsampling from 2880x1800 to 1920x1200 and 4xTXAA, which produces a very good result IMO.
Fortunately the TXAA implementation in B:AO is not nearly as blurry as in some games.
My ingame settings and .ini file tweaks can be summarized like this:
Game Options:
Camera Assist: Off
Hints: Off
Vibration: Off
Audio Options:
Sound Output Selection: Headphones
Subtitles: Off
Video Options:
Resolution: 2880x1800
V-Sync: Off
Anti-Aliasing: GeForce TXAA High
Geometry Detail: DX11 Enhanced
Dynamic Shadows: DX11 Enhanced
Motion Blur: Off
Depth of Field: DX11 Enhanced
Distortion: On
Lens Flares: On
Light Flares: On
Reflections: On
Ambient Occlusion: DX11 Enhanced
Hardware Accelerated PhysX: High
bminput.ini:
[Engine.PlayerInput]
MouseSensitivity=25.0
bEnableMouseSmoothing=false
bmengine.ini/DefaultEngine.ini:
[Engine.Engine]
bSmoothFrameRate=FALSE
[Engine.GameEngine]
bSmoothFrameRate=FALSE
[WinDrv.WindowsClient]
AllowJoystickInput=0
[SystemSettings]
MaxAnisotropy=16
bAllowOQFixForSLI=True
[VOIP]
bHasVoiceEnabled=false
All the relevant .ini files for the single player part of B:AO can be found in "\Steam\steamapps\common\Batman Arkham Origins\SinglePlayer\BMGame\Config".
As you see, I'm using "bAllowOQFixForSLI=True" in "bmengine.ini".
This variable fixes SLI scaling in indoor locations, but may cause some minor texture flickering: #1211 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9978590&postcount=1211)
Finally I strongly recommend deleting the "_CommonRedist\DotNet" and "_CommonRedist\PhysX" folders before launching the game for the first time.
Doing so will prevent Steam from installing .NET 4.0 and PhysX 9.12.1031 on your system, and will save you the inconvenience of reinstalling the latest PhysX 9.13.1220 (http://www.nvidia.com/object/physx-9.13.1220-driver.html).
I'm also using the "-nostartupmovies" Steam launch parameter to skip all the annoying introductory movies.
In case anyone is interested, I have also written an optimization guide for another DX11 UE3 title, namely BioShock Infinite: #5950 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10293005&postcount=5950)
Hübie
2014-05-20, 03:06:53
*Abo* ;D
SLIKnight
2014-05-23, 16:54:57
I did some extensive HBAO+ testing in Just Cause 2.
Since JC2 is DX10-only game, I worked my way through various relevant combinations of DX10+ AO bits.
Unfortunately I didn't find anything useful, since everything I tried either resulted in slowdowns with low GPU usage and/or no AO being applied at all.
For reference I will include a few examples of some of the AO bits I tried, and the behavior of the game with "Quality" HBAO+ forced using these bits:
0x000E0000
Severe slowdown and no AO
0x00060000
Severe slowdown and no AO
0x00040000
Severe slowdown and no AO
0x000A0000
Subtle AO effect being applied to grass, but low GPU usage and bad performance
0x00020000
No slowdowns but no AO either
0x00080000
Severe slowdown and no AO
0x000B0000
No slowdowns but no AO either
0x00010000
No slowdowns but no AO either
0x00090000
Severe slowdown and no AO
But then again, there is really no need to use driver-forced HBAO+ in JC2 anyway, since the ingame "SSAO=High" setting does a beautiful job IMO.
Here are some comparison screenshots taken at 2880x1800 downsampled to 1920x1200 with ingame 4xMSAA enhanced to 4xSGSSAA through the driver profile:
DS+4xSGSSAA (No AO)|DS+4xSGSSAA (SSAO)|Display Settings|Advanced Display|Resolution Settings|NVIDIA Inspector
http://abload.de/thumb/jc2_noao_resizedr0kxa.png (http://abload.de/image.php?img=jc2_noao_resizedr0kxa.png)|http://abload.de/thumb/jc2_ssao_high_resizede4k07.png (http://abload.de/image.php?img=jc2_ssao_high_resizede4k07.png)|http://abload.de/thumb/jc2_displaysettings_rq1jth.png (http://abload.de/image.php?img=jc2_displaysettings_rq1jth.png)|http://abload.de/thumb/jc2_advanceddisplayse2ukla.png (http://abload.de/image.php?img=jc2_advanceddisplayse2ukla.png)|http://abload.de/thumb/jc2_resolutionsettingh2j4m.png (http://abload.de/image.php?img=jc2_resolutionsettingh2j4m.png)|http://abload.de/thumb/jc2_inspector94ky8.png (http://abload.de/image.php?img=jc2_inspector94ky8.png)
Ingame SSAO in JC2 is almost the same quality as driver-forced HBAO+ in other games, and the performance hit in this particular scene is around 17% on my 780 GTX SLI setup.
Finally it should be noted, that there are some issues with black flickering textures around leaves with the 337.50 driver, which will be corrected by NVIDIA in the next driver update:
Official NVIDIA 337.50 Beta Performance Display Driver Feedback Thread (https://forums.geforce.com/default/topic/720880/geforce-drivers/official-nvidia-337-50-beta-performance-display-driver-feedback-thread-4-7-14-/post/4181584/#4181584)
KILLER IS DEAD
0x00000024
HBAO+
http://www.bilder-upload.eu/upload/b76923-1400971987.jpg
NO HBAO+
http://www.bilder-upload.eu/upload/4c336a-1400972038.jpg
I tested over 30 bits and these are the only ones that work properly, no flickering, ghosting etc.
The game looks so much better with HBAO+:)
Testing Period ; 4 Hours.... as I said no errors.
Next Week i post perfect working bits for COD BO 1+2 and DMC5. Sry for my english.
Cyaa:smile:
SLIKnight
2014-06-13, 15:12:03
I have been doing some tweaking in Painkiller: Hell & Damnation, and would like to post my results.
Furthermore I also found a nice HBAO+ flag "0x0000002F" for the game.
Here is a set of comparison screenshots taken at 1920x1200 with 8xSGSSAA forced using "0x080000C1":
8xSGSSAA (No AO)|8xSGSSAA (SSAO)|8xSGSSAA (HBAO+)|Advanced Video|Gameplay Settings|NVIDIA Inspector
http://abload.de/thumb/pkhd_8xsgssaa_noaoozu0g.png (http://abload.de/image.php?img=pkhd_8xsgssaa_noaoozu0g.png)|http://abload.de/thumb/pkhd_8xsgssaa_ssaotzuyz.png (http://abload.de/image.php?img=pkhd_8xsgssaa_ssaotzuyz.png)|http://abload.de/thumb/pkhd_8xsgssaa_0x00000bguha.png (http://abload.de/image.php?img=pkhd_8xsgssaa_0x00000bguha.png)|http://abload.de/thumb/pkhd_advanced_video_ofzu5f.png (http://abload.de/image.php?img=pkhd_advanced_video_ofzu5f.png)|http://abload.de/thumb/pkhd_gameplay_settingf4uvi.png (http://abload.de/image.php?img=pkhd_gameplay_settingf4uvi.png)|http://abload.de/thumb/pkhd_inspector_part1qbpud.png (http://abload.de/image.php?img=pkhd_inspector_part1qbpud.png) http://abload.de/thumb/pkhd_inspector_part2k4qnx.png (http://abload.de/image.php?img=pkhd_inspector_part2k4qnx.png)
PKHDEngine.ini
[Engine.Engine]
bSmoothFrameRate=FALSE
[WinDrv.WindowsClient]
AllowJoystickInput=0
[FullScreenMovie]
;StartupMovies=Nordic_Games_Logo
;StartupMovies=The_Farm_51_logo
;StartupMovies=UE3_logo
;StartupMovies=Plays_best_HD_AW_1
StartupMovies=PKHD_LoadingMovie
PKHDGame.ini
[EvilGame.UTPawn]
bWeaponBob=false
PKHDInput.ini
[Engine.PlayerInput]
bEnableMouseSmoothing=false
[EvilGame.UTconsolePlayerInput]
bViewAccelerationEnabled=FALSE
DefaultCompat.ini (steamapps\common\Painkiller Hell & Damnation\PKHDGame\Config)
[AppCompatBucket4]
MotionBlur=False
AmbientOcclusion=False
[AppCompatBucket5]
MotionBlur=False
AmbientOcclusion=False
All of the .ini files mentioned above can be found in "\My Games\Painkiller Hell and Damnation\PKHDGame\Config", except "DefaultCompat.ini".
This file is located in "steamapps\common\Painkiller Hell & Damnation\PKHDGame\Config", and should be edited to "safely" turn off ingame SSAO.
Simply setting "AmbientOcclusion=False" in PKHDEngine.ini can't be recommended, since this will cause the game to default to "Postprocessing Quality=Low" ingame, causing other effects to be turned off along with SSAO ;)
Finally I will include a small screenshot comparison gallery from the "Cemetary" level of PKHD:
8xSGSSAA (No AO)|8xSGSSAA (HBAO+)
http://abload.de/thumb/pkhd1_8xsgssaa_noaod2u72.png (http://abload.de/image.php?img=pkhd1_8xsgssaa_noaod2u72.png)|http://abload.de/thumb/pkhd1_8xsgssaa_2fm6uxd.png (http://abload.de/image.php?img=pkhd1_8xsgssaa_2fm6uxd.png)
http://abload.de/thumb/pkhd3_8xsgssaa_noaoghu7k.png (http://abload.de/image.php?img=pkhd3_8xsgssaa_noaoghu7k.png)|http://abload.de/thumb/pkhd3_8xsgssaa_2fvxuw6.png (http://abload.de/image.php?img=pkhd3_8xsgssaa_2fvxuw6.png)
http://abload.de/thumb/pkhd4_8xsgssaa_noao6euwp.png (http://abload.de/image.php?img=pkhd4_8xsgssaa_noao6euwp.png)|http://abload.de/thumb/pkhd4_8xsgssaa_2fpuu0i.png (http://abload.de/image.php?img=pkhd4_8xsgssaa_2fpuu0i.png)
SLIKnight
2014-06-20, 17:18:29
I have been doing some more HBAO+ testing in the DX9 versions of Crysis and Crysis: Warhead, and have finally discovered that "0x0000000D" is the only real driver AO solution for these games.
"0x0000002D" also works in both Crysis and Warhead, but applies a very strong AO effect, which makes the grass look very "fuzzy" and rather unappealing IMO.
Initially I found, that "0x00000018" worked reasonably well in both games.
But unfortunately I later discovered, that this flag doesn't apply any AO effect indoors, flickers on and off on occasion and bleeds through various game elements such as the HUD, smoke, water etc.
"0x0000000A" works slightly better than "0x00000018" in Crysis, but still flickers on and off in grassy areas.
Furthermore the "0A" flag causes very rapid flickering on/off in Warhead.
Here are some comparison screenshots at 1920x1200 with 4xSGSSAA forced using "0x000002C1":
Crysis|Crysis: Warhead
http://abload.de/thumb/crysis1_4xsgssaa_nohba0f4w.jpg (http://abload.de/image.php?img=crysis1_4xsgssaa_nohba0f4w.jpg) http://abload.de/thumb/crysis1_4xsgssaa_0da0iav.jpg (http://abload.de/image.php?img=crysis1_4xsgssaa_0da0iav.jpg)|http://abload.de/thumb/warhead1_4xsgssaa_nohhocoe.jpg (http://abload.de/image.php?img=warhead1_4xsgssaa_nohhocoe.jpg) http://abload.de/thumb/warhead1_4xsgssaa_0dmqfon.jpg (http://abload.de/image.php?img=warhead1_4xsgssaa_0dmqfon.jpg)
http://abload.de/thumb/crysis2_4xsgssaa_nohb1kdof.jpg (http://abload.de/image.php?img=crysis2_4xsgssaa_nohb1kdof.jpg) http://abload.de/thumb/crysis2_4xsgssaa_0d62i2t.jpg (http://abload.de/image.php?img=crysis2_4xsgssaa_0d62i2t.jpg)|http://abload.de/thumb/warhead2_4xsgssaa_nohcddgq.jpg (http://abload.de/image.php?img=warhead2_4xsgssaa_nohcddgq.jpg) http://abload.de/thumb/warhead2_4xsgssaa_0dgvc1o.jpg (http://abload.de/image.php?img=warhead2_4xsgssaa_0dgvc1o.jpg)
http://abload.de/thumb/crysis3_4xsgssaa_nohbyhem2.jpg (http://abload.de/image.php?img=crysis3_4xsgssaa_nohbyhem2.jpg) http://abload.de/thumb/crysis3_4xsgssaa_0d4vdcg.jpg (http://abload.de/image.php?img=crysis3_4xsgssaa_0d4vdcg.jpg)|http://abload.de/thumb/warhead3_4xsgssaa_nohdlfj0.jpg (http://abload.de/image.php?img=warhead3_4xsgssaa_nohdlfj0.jpg) http://abload.de/thumb/warhead3_4xsgssaa_0disiak.jpg (http://abload.de/image.php?img=warhead3_4xsgssaa_0disiak.jpg)
http://abload.de/thumb/crysis_inspectorq1egp.png (http://abload.de/image.php?img=crysis_inspectorq1egp.png)
----------------- Crysis Custom Configuration ------------------
con_restricted=0
r_ShadowJittering=1.5
---------- Gameplay
cl_fov=70
g_enableAutoSave=0
i_forcefeedback=0
i_mouse_accel=0
i_mouse_smooth=1
---------- Object details
e_detail_materials_view_dist_xy=4096
e_detail_materials_view_dist_z=256
e_terrain_occlusion_culling_max_dist=1000
e_vegetation_sprites_distance_ratio=1.7
e_view_dist_ratio=80
e_view_dist_ratio_detail=60
e_view_dist_ratio_vegetation=50
sys_flash_curve_tess_error=1
---------- Post processing
r_DepthOfField=0
r_MotionBlur=0
r_UseEdgeAA=0
---------- Shaders and Lighting
r_HDRBrightOffset=8
r_HDRlevel=0.75
r_SSAO_amount=0.4
r_SSAO_blur=4
r_SSAO_blurriness=1
r_SSAO_darkening=1.1
r_TerrainAO_FadeDist=3
---------- Sounds
s_CacheSize=110
s_MaxChannels=128
g_useHitSoundFeedback=0
---------- Textures
r_DetailDistance=20
r_DynTexMaxSize=140
r_EnvTexUpdateInterval=0.025
r_TexAtlasSize=2048
r_DynTexAtlasCloudsMaxSize=32
r_TexResolution=0
r_TextureLodDistanceRatio=0
r_TextureLodMaxLod=0
r_TexMaxAnisotropy=16
r_VegetationSpritesTexRes=128
---------- Volumetric effects
r_BeamsDistFactor=0.01
r_BeamsMaxSlices=300
---------- Mountains
e_terrain_lod_ratio=1
e_terrain_normal_map=0
e_terrain_texture_lod_ratio=1
r_TexturesStreaming = 0
----------------- Crysis Warhead Custom Configuration ------------------
con_restricted=0
r_ShadowJittering=2.0
---------- Gameplay
cl_fov=70
g_enableAutoSave=0
i_forcefeedback=0
i_mouse_accel=0
i_mouse_smooth=1
---------- Objects
e_detail_materials_view_dist_xy=4096
e_detail_materials_view_dist_z=256
e_vegetation_sprites_distance_ratio=1.7
e_view_dist_ratio=70
e_view_dist_ratio_detail=60
---------- Post processing
r_DepthOfField=0
r_MotionBlur=0
r_UseEdgeAA=0
---------- Shaders and Lighting
r_HDRlevel=0.7
r_SSAO_amount=0.3
r_SSAO_darkening=1.1
---------- Sounds
s_CacheSize=110
s_MaxChannels=128
g_useHitSoundFeedback=0
---------- Textures
r_DynTexMaxSize=150
r_TexMaxAnisotropy=16
---------- Volumetric effects
r_BeamsDistFactor=0.01
r_BeamsMaxSlices=300
---------- Mountains
e_terrain_lod_ratio=1
e_terrain_normal_map=0
e_terrain_texture_lod_ratio=1
r_TexturesStreaming = 0
Crysis
1) Crysis - Rygel High Texture Mod (http://www.fileplanet.com/194825/190000/fileinfo/Crysis---Rygel-High-Texture-Mod) (delete "zzNanoSuit.pak" and "\zzTexturesupdatepart1.pak\Objects\natural\Bushes\RoundLeafBush\Leaves_a.dds")
2) Silent's High Resolution Foliage (http://www.crydev.net/viewtopic.php?f=280&t=58308&sid=6a58867d9724c2f627329ed437c29e63) (overwrite Rygel's files with these)
3) Chrome235's Nanosuit Ultra Customizable (http://www.crydev.net/viewtopic.php?f=280&t=51969)
4) slicer91's Ultra High Quality Weapons (http://www.crydev.net/viewtopic.php?t=62272)
5) Xzero's Parallax Occlusion Mapping with anisotropic filtering (http://www.forum-3dcenter.org/vbulletin/attachment.php?attachmentid=45884&d=1370727435) (Extract "ZPOMAF.zip" and place "ZPOMAF.pak" in your "\Crysis\Game" folder)
Crysis: Warhead
1) Crysis Warhead - Rygel High-Res Texture mod (http://www.fileplanet.com/194747/190000/fileinfo/Crysis-Warhead---Rygel-High-Res-Texture-mod)
"0x0000000D" doesn't apply the strongest AO effect in Crysis and Warhead, but it is the best possible compromise with the current driver HBAO+ implementation.
Additional information about my settings, tweaks and mods can be found in this Crysis and Warhead tweaking guide: #4351 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4351)
SLIKnight
2014-06-24, 21:50:21
I found a reasonably well functioning HBAO+ flag "0x00000010" for The Wolf Among Us.
This flag applies a subtle effect on characters, staircase railings etc.
Unfortunately it bleeds slightly through the ingame menu, but there are no better alternatives for this game.
"0x0000002D" applies a stronger and more uniform effect than "10", but is useless since it causes severe drops in GPU usage :(
"0x00000026" results in an even more subtle effect than "10", and has absolutely no effect indoors, so it can't be recommended either.
Here are some comparison screenshots at 1920x1080 with 8xSGSSAA forced using "0x204002C1" (Ingame AA disabled):
No AO|0x00000026|0x00000010
http://abload.de/thumb/wolf1_8xsgssaa_noaohmk68.png (http://abload.de/image.php?img=wolf1_8xsgssaa_noaohmk68.png)|http://abload.de/thumb/wolf1_8xsgssaa_0x0000c8kb2.png (http://abload.de/image.php?img=wolf1_8xsgssaa_0x0000c8kb2.png)|http://abload.de/thumb/wolf1_8xsgssaa_0x00002fk5c.png (http://abload.de/image.php?img=wolf1_8xsgssaa_0x00002fk5c.png)
http://abload.de/thumb/wolf3_8xsgssaa_noaojuj5q.png (http://abload.de/image.php?img=wolf3_8xsgssaa_noaojuj5q.png)|http://abload.de/thumb/wolf3_8xsgssaa_0x000029kci.png (http://abload.de/image.php?img=wolf3_8xsgssaa_0x000029kci.png)|http://abload.de/thumb/wolf3_8xsgssaa_0x0000ehku8.png (http://abload.de/image.php?img=wolf3_8xsgssaa_0x0000ehku8.png)
http://abload.de/thumb/wolf_inspector9ej0q.png (http://abload.de/image.php?img=wolf_inspector9ej0q.png) http://abload.de/thumb/wolf1_noaa_0x0000002dirkxy.png (http://abload.de/image.php?img=wolf1_noaa_0x0000002dirkxy.png)
"The Wolf Among Us" doesn't have an official SLI profile, and I didn't bother looking for one either, since the game runs at a solid 60 FPS with 8xSGSSAA and "Quality" HBAO+ forced at 1080P on only one of my 780 GTX's ;)
Blade II
2014-07-10, 19:45:52
The Bureau: XCOM Declassified (http://pcgamingwiki.com/wiki/The_Bureau:_XCOM_Declassified)
HBAO: 0x0000002F
Disable ingame SSAO!
no AO|ingame SSAO|HBAO
http://abload.de/thumb/thebureau_2014_07_10_fzubz.png (http://abload.de/image.php?img=thebureau_2014_07_10_fzubz.png)|sorry, no shot|http://abload.de/thumb/thebureau_2014_07_10_44ubv.png (http://abload.de/image.php?img=thebureau_2014_07_10_44ubv.png)
SLIKnight
2014-07-11, 00:38:52
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
HBAO+ bits information in Tribes: Ascend
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
I have been doing extensive HBAO+ testing in Tribes: Ascend (http://www.hirezstudios.com/tribesascend/home/sidebar/tribes-download).
As is often the case with many recent UE3 titles, only "0x0000002F" gives an overall satisfactory result in Tribes.
Alternatively does "0x00000020" apply a very strong effect in this game, but unfortunately it bleeds through several game elements such as fog, smoke etc.
The only other useful DX9 AO flag in this game is "0x00000024", which results in a quite nice and subtle HBAO+ effect especially on distant terrain.
Sadly "24" can't be recommended either as a "complete" HBAO+ solution, since it doesn't apply any AO effect indoors.
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Comparison screenshots and settings
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Here are some comparison screenshots taken at 1920x1200 with 8xSGSSAA forced using the "0x000000C1" AA flag:
No AO|0x00000020|0x00000024|0x0000002F
http://abload.de/thumb/tribesascend1_8xsgssavvuiw.png (http://abload.de/image.php?img=tribesascend1_8xsgssavvuiw.png)|http://abload.de/thumb/tribesascend1_8xsgssa4sutq.png (http://abload.de/image.php?img=tribesascend1_8xsgssa4sutq.png)|http://abload.de/thumb/tribesascend1_8xsgssaj0uhk.png (http://abload.de/image.php?img=tribesascend1_8xsgssaj0uhk.png)|http://abload.de/thumb/tribesascend1_8xsgssa0au16.png (http://abload.de/image.php?img=tribesascend1_8xsgssa0au16.png)
http://abload.de/thumb/tribesascend2_8xsgssa9lu2m.png (http://abload.de/image.php?img=tribesascend2_8xsgssa9lu2m.png)|http://abload.de/thumb/tribesascend2_8xsgssa4zu1q.png (http://abload.de/image.php?img=tribesascend2_8xsgssa4zu1q.png)|http://abload.de/thumb/tribesascend2_8xsgssa5euuf.png (http://abload.de/image.php?img=tribesascend2_8xsgssa5euuf.png)|http://abload.de/thumb/tribesascend2_8xsgssai9uls.png (http://abload.de/image.php?img=tribesascend2_8xsgssai9uls.png)
http://abload.de/thumb/tribesascend3_8xsgssawrujd.png (http://abload.de/image.php?img=tribesascend3_8xsgssawrujd.png)|http://abload.de/thumb/tribesascend3_8xsgssah0u2a.png (http://abload.de/image.php?img=tribesascend3_8xsgssah0u2a.png)|http://abload.de/thumb/tribesascend3_8xsgssarvuii.png (http://abload.de/image.php?img=tribesascend3_8xsgssarvuii.png)|http://abload.de/thumb/tribesascend3_8xsgssap4u8a.png (http://abload.de/image.php?img=tribesascend3_8xsgssap4u8a.png)
http://abload.de/thumb/tribesascend_inspectomsuif.png (http://abload.de/image.php?img=tribesascend_inspectomsuif.png)
[SystemSettings]
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.000000
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=False
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True
AmbientOcclusion=False
Bloom=True
bAllowLightShafts=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
LensFlares=True
UseVsync=False
Fullscreen=True
AllowD3D10=False
AllowD3D11=False
AllowRadialBlur=True
AllowSubsurfaceScattering=False
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
ShadowFilterQualityBias=1
MaxAnisotropy=16
MaxMultisamples=1
MinShadowResolution=32
MinPreShadowResolution=8
MaxShadowResolution=512
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=0.250000
PlayerShadowFadeResolution=16
ResX=1920
ResY=1200
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=3.000000
PreShadowResolutionFactor=1.000000
bAllowBetterModulatedShadows=False
bAllowWholeSceneDominantShadows=True
Borderless=false
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso, MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilte r=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=An iso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMag Filter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagF ilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso ,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Anis o,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFi lter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=An iso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Anis o,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMag Filter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso ,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,Mip Filter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Ani so,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=An iso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=A niso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0,MinMagFilter =Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMa gFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFil ter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinM agFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilt er=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
m_TrShadowLODGroup=4
m_TrTextureLODGroup=5
[TribesGame.TrGameEngine]
bSmoothFrameRate=False
MaxSmoothedFrameRate=122.000000
AllowScreenDoorFade=False
AllowNvidiaStereo3d=False
bForceStaticTerrain=False
[TribesGame.TrDevice]
m_bTinyWeaponsEnabled=True
[TribesGame.TrPlayerController]
m_bEnableChatFilter=true
m_bShowHUDObjectives=true
m_bShowHUDNotifications=true
m_bShowHUDFriendStateNotifications=False
m_bEnableOverheadDamageIndicators=true
m_bShowHUDObjectives=true
m_bShowHUDReticule=true
m_bShowHUDCredits=true
m_bShowHUDAccolades=true
m_bShowHUDBadges=true
m_bShowHUDScores=true
m_bShowHUDHealthBar=true
m_bShowHUDVisor=False
m_bShowHUDChat=true
m_bShowHUDCombatLog=true
m_bShowHUDKillbox=true
m_bShowHUDDeathcam=true
m_bShowHUDHeroText=true
m_bShowHUDPromptPanel=true
m_bShowHUDRespawnTimer=true
m_bShowHUDSkiBars=true
m_bShowHUDFriendColoring=true
m_bShowHUDCracks=False
m_WhisperFilter=2
EnableAlienFX=false
m_bAnimMenu=true
m_bAllowSimulatedProjectiles=true
[Engine.PlayerInput]
bEnableMouseSmoothing=false
bEnableFOVScaling=true
FOVSetting=100
[TribesGame.TrConsolePlayerInput]
bViewAccelerationEnabled=FALSE
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Final notes
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"0x0000002F" is by far the best AO solution in Tribes: Ascend.
It applies a decent AO effect both indoors and outdoors, without flickering on/off or causing any significant bleeding issues.
I have also included relevant sections of my "tribes.ini" and "TribesInput.ini" files, which can be found in your "\My Documents\My Games\Tribes Ascend\TribesGame\Config" folder.
Please ensure, that you have "AmbientOcclusion=False" set in the [SystemSettings] section of tribes.ini to disable ingame SSAO ;)
MadManniMan
2014-07-11, 01:06:31
Thanks for all your work :)
SLIKnight
2014-07-15, 18:02:38
MrBonk did some HBAO+ (http://forums.guru3d.com/showpost.php?p=4873613&postcount=662) and SGSSAA (http://forums.guru3d.com/showpost.php?p=4873550&postcount=661) testing in the DX9 mode of Far Cry 3.
Today I continued this work, and found that "0x004010C1" is sufficient for beautiful SGSSAA in this game.
I noticed no visual or performance differences between "0x004010C1" and "0x004012C1" ;)
The "0x004010C1" flag is not suitable when using "Post FX=Low" ingame, since this preset uses a reduced backbuffer resolution (DepthDownsample="1").
In this scenario, 0x004010C5 (https://forums.geforce.com/default/topic/544701/geforce-drivers/petition-for-directx-11-anti-aliasing-driver-profiles/post/4264995/#4264995) is the only option for SGSSAA.
Regarding HBAO+, your best options in this game are "0x00000019" or "0x0000001F".
Unfortunately these profiles have certain issues, especially when looking through the ingame camera.
Instead of using driver-forced AO in FC3, I recommend setting SSAOLevel="6" in your GamerProfile.xml file, which is located in "\My Documents\My Games\Far Cry 3".
This will provide DX9 AO quality equal or superior to DX11 HDAO, and is the best and least problematic solution in FC3 IMO.
In order to avoid blurring and other issues with forced DX9 SGSSAA, it is important disable certain visual effects such as "Motion Blur", "Depth of Field", "FXAA" and so on.
The only way of accomplishing this is to manually edit GamerProfile.xml, and make the file "Read-only" afterwards.
Here are my full settings, including ingame settings, GamerProfile.xml and NVIDIA Inspector:
Video|Video Quality|GamerProfile.xml| Launch options|NVIDIA Inspector
http://abload.de/thumb/fc3_video_optionsdoian.png (http://abload.de/image.php?img=fc3_video_optionsdoian.png)|http://abload.de/thumb/fc3_videoquality_optikkfvn.png (http://abload.de/image.php?img=fc3_videoquality_optikkfvn.png)|http://abload.de/thumb/fc3_gamerprofilelbfbz.png (http://abload.de/image.php?img=fc3_gamerprofilelbfbz.png)|http://abload.de/thumb/fc3_shortcut3td74.png (http://abload.de/image.php?img=fc3_shortcut3td74.png)|http://abload.de/thumb/fc3_inspectorbrdye.png (http://abload.de/image.php?img=fc3_inspectorbrdye.png)
Please note, that I'm using the "0x02502C05" DX9 SLI profile in FC3, since SLI bit #20 is needed to get full scaling: Far Cry 3 performance issues! (GeForce forums) (https://forums.geforce.com/default/topic/525060/pc-games/far-cry-3-performance-issues-/2/)
I have also manually added these lines of code to GamerProfile.xml:
<Post>
<quality GameDepthOfField="0" CinematicDepthOfField="0" FXAALevel="0" MotionBlur="0" id="ultrahigh" />
</Post>
This tells the game to disable FXAA, motion blur and all types of DoF under the "Post FX=Ultra" preset.
Here are some comparison screenshots taken at 1920x1200 with Ceano's FC3 Compilation (http://forums.ubi.com/showthread.php/734046-Mods-for-Far-Cry-3?p=8834721&viewfull=1#post8834721) installed:
No AA|4xSGSSAA
http://abload.de/thumb/farcry33_noaaireh6.png (http://abload.de/image.php?img=farcry33_noaaireh6.png)|http://abload.de/thumb/farcry33_0x004010c1x6fom.png (http://abload.de/image.php?img=farcry33_0x004010c1x6fom.png)
http://abload.de/thumb/farcry31_noaafbcnr.png (http://abload.de/image.php?img=farcry31_noaafbcnr.png)|http://abload.de/thumb/farcry31_0x004010c11geje.png (http://abload.de/image.php?img=farcry31_0x004010c11geje.png)
http://abload.de/thumb/farcry32_noaaukchl.png (http://abload.de/image.php?img=farcry32_noaaukchl.png)|http://abload.de/thumb/farcry32_0x004010c1wmedf.png (http://abload.de/image.php?img=farcry32_0x004010c1wmedf.png)
A while back I also wrote an extensive tweaking guide for Far Cry 2 and the DX11 version of FC3.
It explains a few more subtleties, which I believe to be a little off-topic to include in the current post: #4636 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9869119&postcount=4636)
SLIKnight
2014-08-19, 17:59:06
I did some extensive HBAO+ testing in Mirror's Edge.
The official AO profile "0x00000002" does a reasonably good job without any side effects.
However it only applies a very subtle shadow depth effect to the bright outdoor scenes of ME.
I found a stronger HBAO+ alternative "0x00000030", which compensates for these shortcomings.
In order to avoid any confusion, I will include my full ingame "Video", "Audio" and "Game Settings" menus, as well as my NVIDIA Inspector profile and a few relevant .ini file tweaks:
Video|Audio|Game Settings|NVIDIA Inspector
http://abload.de/thumb/mirrorsedge_videodmu7f.png (http://abload.de/image.php?img=mirrorsedge_videodmu7f.png)|http://abload.de/thumb/mirrorsedge_audioz5uct.png (http://abload.de/image.php?img=mirrorsedge_audioz5uct.png)|http://abload.de/thumb/mirrorsedge_gamesettiwiung.png (http://abload.de/image.php?img=mirrorsedge_gamesettiwiung.png)|http://abload.de/thumb/mirrorsedge_inspectorztub3.png (http://abload.de/image.php?img=mirrorsedge_inspectorztub3.png)
TdEngine.ini
[Engine.GameEngine]
bSmoothFrameRate=FALSE
TdInput.ini
[Engine.PlayerInput]
bEnableMouseSmoothing=false
The two .ini files mentioned above can be found in your "\My Documents\EA Games\Mirror's Edge\TdGame\Config" folder.
Please note, that I'm using the custom "0x02C06405" SLI profile to avoid performance slowdowns with forced SGSSAA in Mirror's Edge: #775 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9606247&postcount=775)
I also highly recommend following these steps to improve performance in scenes with heavy amounts of PhysX effects (Physx performance improvement for nvidia users (http://forums.steampowered.com/forums/showpost.php?p=12287460&postcount=1)):
1) Delete or rename PhysXCore.dll and PhysXDevice.dll in the "\steamapps\common\mirrors edge\Binaries" folder.
2) Delete the "\steamapps\common\mirrors edge\Binaries\PhysXLocal" folder
With all that background information settled, I will finally post some HBAO+ comparison screenshots taken at 1920x1080 with 8xSGSSAA forced using the "0x000000C1" AA flag:
No AO|0x00000002|0x00000030
http://abload.de/thumb/mirrorsedge1_8xsgssaak7uyi.png (http://abload.de/image.php?img=mirrorsedge1_8xsgssaak7uyi.png)|http://abload.de/thumb/mirrorsedge1_8xsgssaapzuej.png (http://abload.de/image.php?img=mirrorsedge1_8xsgssaapzuej.png)|http://abload.de/thumb/mirrorsedge1_8xsgssaa4au5j.png (http://abload.de/image.php?img=mirrorsedge1_8xsgssaa4au5j.png)
http://abload.de/thumb/mirrorsedge2_8xsgssaakmuvf.png (http://abload.de/image.php?img=mirrorsedge2_8xsgssaakmuvf.png)|http://abload.de/thumb/mirrorsedge2_8xsgssaakiu0k.png (http://abload.de/image.php?img=mirrorsedge2_8xsgssaakiu0k.png)|http://abload.de/thumb/mirrorsedge2_8xsgssaadmurg.png (http://abload.de/image.php?img=mirrorsedge2_8xsgssaadmurg.png)
http://abload.de/thumb/mirrorsedge3_8xsgssaaeoufb.png (http://abload.de/image.php?img=mirrorsedge3_8xsgssaaeoufb.png)|http://abload.de/thumb/mirrorsedge3_8xsgssaajguo7.png (http://abload.de/image.php?img=mirrorsedge3_8xsgssaajguo7.png)|http://abload.de/thumb/mirrorsedge3_8xsgssaas8ui6.png (http://abload.de/image.php?img=mirrorsedge3_8xsgssaas8ui6.png)
Blade II
2014-08-20, 12:01:51
Has anyone ever tried to force HBAO on RenderWare powered games (http://en.wikipedia.org/wiki/List_of_RenderWare_games)?
Especially Burnout Paradise would benefit of it since its built in SSAO has a horrible performance and a quite low quality.
I did some extensive HBAO+ testing in Mirror's Edge.
The official AO profile "0x00000002" does a reasonably good job without any side effects.
However it only applies a very subtle shadow depth effect to the bright outdoor scenes of ME.
I found a stronger HBAO+ alternative "0x00000030", which compensates for these shortcomings.
In order to avoid any confusion, I will include my full ingame "Video", "Audio" and "Game Settings" menus, as well as my NVIDIA Inspector profile and a few relevant .ini file tweaks:
Really nice work, thanks a lot :)
I'm quite keen on the successor, hopefully it will feature good anti-aliasing and ambient occlusion as well.
SLIKnight
2014-08-21, 20:01:05
Mirror's Edge 2 is running on the FrostBite engine, so most likely AO implementation will be similar to BF3/4.
Personally I'm hoping for ingame HBAO+ in ME2 though :)
SLIKnight
2014-08-21, 20:01:59
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
AA options and tweaking in Witcher 2
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
It is actually possible to force both MSAA and SGSSAA in The Witcher 2: Assassins of Kings using respectively "0x000032C1" and "0x000012C1": #1459 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=8962597&postcount=1459)
Unfortunately MSAA causes artifacts, and SGSSAA is very blurry.
Personally I'm not willing to live with either of these rather serious AA related problems.
Instead of forcing AA in Witcher 2, I'm using the following tweaked settings in my "User.ini" file:
[MouseInput]
SensitivityX=0.5
SensitivityY=0.5
Smoothness=0
[Rendering]
AllowAntialias=1
AllowBloom=0
AllowBlur=0
AllowCutsceneDOF=1
AllowDOF=0
AllowDecals=1.0
AllowMotionBlur=1
AllowRain=0
AllowSSAO=1
AllowScatterDOF=0
AllowShafts=1
AllowSharpen=1
AllowVignette=1
AspectRatio=3
AtlasTextureDownscale=0
CharacterLodGameplayDownscale=0
DanglesLimiter=0
DetailTextureDownscale=0
FoliageDistanceScale=1.2
Fullscreen=1
MaxAtlasTextureSize=4096
MaxCubeShadowCount=3
MaxCubeShadowSize=2048
MaxSpotShadowCount=3
MaxSpotShadowSize=2048
MaxTextureSize=2048
MeshDistanceScale=1.2
ShadowQuality=3
ShadowedLights=3
TextureDownscale=0
TextureMemoryBudget=1500 (Set to no more than around half your VRAM)
Ubersampling=0
Vsync=0
[Viewport]
Height=2400
Width=3840
My User.ini is tweaked for "true" ULTRA settings, since the configurator is still semi-broken and doesn't put all the correct variables in this file: The Witcher 2: Performance Thread (#2825) (http://www.neogaf.com/forum/showpost.php?p=28106991&postcount=2825)
As you see, I'm using 2x2 driver downsamping from 3840x2400 to 1920x1200 combined with ingame MLAA (AllowAntialias=1) as my AA solution in Witcher 2.
The ingame "Ubersampling" setting is very demanding and produces a subpar result, unless it is increased to ridiculous and unplayable levels: #5916 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10262070&postcount=5916)
I disabled "Bloom", "Blur Effects", "Depth of Field - Gameplay", "Wet Surfaces Rain Effect" and "Cinematic Depth of Field", since these effects mostly just ruin IQ and performance, and blur away details in an otherwise beautiful game.
Furthermore I slightly increased "MeshDistanceScale" and "FoliageDistanceScale" from the default Ultra values (1.0) to 1.2.
To reduce ingame stuttering, I increased the texture cache to "TextureMemoryBudget=1500".
Additionally I found, that setting "Smoothness=0" under the [MouseInput] section of User.ini helps in reducing the "floaty" feeling of the mouse in Witcher 2 (this is particularly noticeable in cutscenes and in the menu).
Remember to make User.ini "Read-only" after performing the tweaking, or the game configurator might reset them.
The REDengine 2 (http://en.wikipedia.org/wiki/REDengine) used in Witcher 2 can be quite prone to frame skipping or stuttering in certain parts of the game, both for SLI and single GPU setups.
For this reason, I recommend reducing "Maximum pre-rendered frames" to "2" in your Witcher 2 NVIDIA profile.
Some users claim, that disabling "Threaded optimization" might also help smooth out gameplay in Witcher 2: Mouse issues and jerky walking (Steam Users' Forums) (http://forums.steampowered.com/forums/showthread.php?t=2808102)
However I noticed no difference in smoothness between "Threaded optimization" at its default setting (Auto) and "Off".
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
HBAO+ and SSAO investigation
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
In the process of writing this tweak guide, I also tried experimenting with forced HBAO+ and anisotropic filtering.
Due to the way the game is rendered, driver forced AF only gets applied to certain parts of the image, and doesn't affect ground textures at all: HBAO+ Compatibility Flags Thread (#717) (http://forums.guru3d.com/showpost.php?p=4892730&postcount=717)
And I wasn't able to find a working HBAO+ flag, which didn't either bleed through elements of the scene or flickered on and off.
HBAO+ can also seriously reduce GPU usage in Witcher 2 from 98-99% with ingame SSAO to only 65-70% with HBAO+ forced.
Luckily, the ingame SSAO implementation is quite decent and really looks excellent when combined with downsampling.
I even tried the "0x00000033" AO flag suggested by "Dictator93" from the Guru3D Forums: HBAO+ Compatibility Flags Thread (#764) (http://forums.guru3d.com/showpost.php?p=4896198&postcount=764)
Unfortunately this flag has absolutely no impact on image quality, FPS or GPU usage at 3840x2400.
Possibly this is some sort of resolution or aspect ratio limitation, but with the above mentioned User.ini settings, ingame SSAO remains the only viable AO solution in Witcher 2.
Here are some comparison screenshots at 3840x2400 without any AO (AllowSSAO=0), HBAO+ forced using "0x00000033" and finally with ingame SSAO enabled (AllowSSAO=1):
No AO|HBAO+ (0x00000033)|SSAO|Performance loss from SSAO
81.9 FPS (1050 MB)|81.8 FPS (1046 MB)|65.7 FPS (1135 MB)|19.8%
http://abload.de/thumb/witcher21_noaoaoj0m.png (http://abload.de/image.php?img=witcher21_noaoaoj0m.png)|http://abload.de/thumb/witcher21_0x00000033x7j1i.png (http://abload.de/image.php?img=witcher21_0x00000033x7j1i.png)|http://abload.de/thumb/witcher21_ingamessao4zkia.png (http://abload.de/image.php?img=witcher21_ingamessao4zkia.png)
77.6 FPS (1128 MB)|77.6 FPS (1148 MB)|63.4 FPS (1213 MB)|18.3%
http://abload.de/thumb/witcher22_noao7ikia.png (http://abload.de/image.php?img=witcher22_noao7ikia.png)|http://abload.de/thumb/witcher22_0x00000033t7k6z.png (http://abload.de/image.php?img=witcher22_0x00000033t7k6z.png)|http://abload.de/thumb/witcher22_ingamessaop9kt2.png (http://abload.de/image.php?img=witcher22_ingamessaop9kt2.png)|
70.9 FPS (1254 MB)|70.5 FPS (1264 MB)|55.6 FPS (1340 MB)|21.6%
http://abload.de/thumb/witcher23_noaozjjdg.png (http://abload.de/image.php?img=witcher23_noaozjjdg.png)|http://abload.de/thumb/witcher23_0x00000033hokv9.png (http://abload.de/image.php?img=witcher23_0x00000033hokv9.png)|http://abload.de/thumb/witcher23_ingamessaorpk4e.png (http://abload.de/image.php?img=witcher23_ingamessaorpk4e.png)|
106.6 FPS (1272 MB)|105.7 FPS (1280 MB)|79.4 FPS (1390 MB)|25.5%
http://abload.de/thumb/witcher24_noaoylj6o.png (http://abload.de/image.php?img=witcher24_noaoylj6o.png)|http://abload.de/thumb/witcher24_0x00000033jtjpr.png (http://abload.de/image.php?img=witcher24_0x00000033jtjpr.png)|http://abload.de/thumb/witcher24_ingamessaowlj90.png (http://abload.de/image.php?img=witcher24_ingamessaowlj90.png)|
http://abload.de/thumb/witcher2_inspector64km8.png (http://abload.de/image.php?img=witcher2_inspector64km8.png)
Ingame SSAO isn't perfect in Witcher 2, and does suffer from a bit of haloing.
But at high levels of downsampling it is a very acceptable solution IMO.
The performance hit is also within acceptable limits, and is typically around 20-25% at 3840x2400 on my 2-way GTX 780 system.
SLIKnight
2014-08-26, 20:29:28
Out of curiosity, did anyone ever test for HBAO+ in the original Far Cry from 2004?
It is one of those games, that could really benefit from the shadow depth effect provided by driver AO.
I don't have the game anymore, so maybe someone else could do the work?
Since it runs on the original CryEngine 1, a good starting point might be "0x00000018", "0x0000000A" or "0x0000000D".
Blade II
2014-09-07, 22:53:20
Brothers - A Tale of Two Sons
HBAO: 0x00000030
The game looks absolutely fantastic with Ambient Occlusion. The bit works, but flickers sometimes which can be very annoying. Hopefully someone else will find a better one.
HBAO off|HBAO on
http://abload.de/thumb/brothers_2014_09_07_2qhsjq.png (http://abload.de/image.php?img=brothers_2014_09_07_2qhsjq.png)|http://abload.de/thumb/brothers_2014_09_07_2slsbr.png (http://abload.de/image.php?img=brothers_2014_09_07_2slsbr.png)
1. Open P13Engine.ini in C:\Users\[...]\Documents\My Games\UnrealEngine3\P13\Config
2. Change the following values for disabled VSync and better shadows
UseVsync=false
ForceVsync=false
ShadowFilterQualityBias=4
MinShadowResolution=1024
MinPreShadowResolution=16
MaxShadowResolution=4096
ShadowDepthBias=0.008000
kruemelmonster
2014-09-13, 01:58:27
Colin McRae DiRT 1 (http://pcgamingwiki.com/wiki/Colin_McRae:_DiRT)
0x0000000E
As the game uses an older build of the engine used in Race Driver Grid, the official AO Bits for Grid do work pretty well, adding a lot of depth to the scene.
AO off|AO on
http://abload.de/thumb/dirt1noaoq3jwe.jpg (http://abload.de/image.php?img=dirt1noaoq3jwe.jpg)http://abload.de/thumb/dirt2noaojjkve.jpg (http://abload.de/image.php?img=dirt2noaojjkve.jpg)|http://abload.de/thumb/dirt1ao4tjcm.jpg (http://abload.de/image.php?img=dirt1ao4tjcm.jpg)http://abload.de/thumb/dirt2aon9ku4.jpg (http://abload.de/image.php?img=dirt2aon9ku4.jpg)
Base performance was 60-70 fps running at 2400x1500 DS with 4x ingame MSAA enhanced to 4x MSAA /w 12x CSAA and 4x SGSSAA. With AO enabled the framerate dropped to 40-50 fps, returning to the native resolution of 1920x1200 brought the fps back into the 60-70 range.
The AO doesn't work flawless 100% all the time, very rarely the AO effect flickers for a fraction of a second. It may be related to the older engine build or the CSAA or SGSSAA, i'll look into this in the next days.
SLIKnight
2014-10-02, 03:07:43
AA and AO options in Hitman: Absolution
The DX11 Glacier 2 engine used in Hitman: Absolution has ingame MSAA, FXAA and SSAO settings.
Unfortunately the MSAA setting is quite low quality, demanding and uses tons of VRAM.
Enhancing it with SGSSAA or TrSSAA does very little to improve IQ, and on top of that enhanced SGSSAA causes graphics glitches and white outline issues.
Your best AA option in this game is downsampling combined with either ingame FXAA or injected FXAA/SMAA.
2x2 DS + FXAA (No AO)|2x2 DS + FXAA (SSAO)|Display|Quality|NVIDIA Inspector|Performance loss from SSAO
http://abload.de/thumb/hma_3840x2400_fxaa_noc1exz.png (http://abload.de/image.php?img=hma_3840x2400_fxaa_noc1exz.png)|http://abload.de/thumb/hma_3840x2400_fxaa_ss9nej4.png (http://abload.de/image.php?img=hma_3840x2400_fxaa_ss9nej4.png)|http://abload.de/thumb/hitmanabsolution_dispmiida.png (http://abload.de/image.php?img=hitmanabsolution_dispmiida.png)|http://abload.de/thumb/hitmanabsolution_qualh6e52.png (http://abload.de/image.php?img=hitmanabsolution_qualh6e52.png)|http://abload.de/thumb/hitmanabsolution_inspqddh6.png (http://abload.de/image.php?img=hitmanabsolution_inspqddh6.png)|16.0%
The ingame SSAO=High setting in Absolution on the other hand is very nice and subtle IMO.
I tried forcing HBAO+ (SSAO disabled), but all combinations of DX11 AO bits resulted in no shadow depth effect being applied and/or massive drops in GPU usage.
Drivers and SLI performance
Since release the game has needed the custom "0x080040F5" DX11 SLI profile to scale optimally in all scenes.
This longstanding issue was however recently fixed in the 344.11 WHQL driver: #1695 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10365200&postcount=1695)
As of this driver build, the official "0x080000F5" profile is sufficient ;)
Additional tweaking
Overall Hitman: Absolution is a gorgeous and very well optimized game, which doesn't need much tweaking.
I only recommend disabling MSAA and "Depth of Field", which are both poorly implemented.
The DoF completely ruins IQ and blurs away detail: Hitman Absolution Performance and IQ Review (HardOCP) (http://www.hardocp.com/image.html?image=MTM1NTk2NjM1NzMzM0xpa294ak1fNV85X2wuanBn)
It is also important to enable "Exclusive Fullscreen" to ensure optimal SLI scaling.
Finally I recommend permanently disabling the annoying introductory movies played each time the game launches.
This can be done by simply downloading the HitmanAbsolution_NoIntro.zip (http://www.forum-3dcenter.org/vbulletin/attachment.php?attachmentid=49709&d=1412209496) attachment, and extracting the contents in your "steamapps\common\Hitman Absolution" folder.
Small screenshot gallery
http://abload.de/thumb/hma_2014_10_01_22_35_xfe82.png (http://abload.de/image.php?img=hma_2014_10_01_22_35_xfe82.png) http://abload.de/thumb/hma_2014_10_01_22_37_qifzv.png (http://abload.de/image.php?img=hma_2014_10_01_22_37_qifzv.png) http://abload.de/thumb/hma_2014_10_01_22_37_pfe6o.png (http://abload.de/image.php?img=hma_2014_10_01_22_37_pfe6o.png) http://abload.de/thumb/hma_2014_10_01_22_43_92d97.png (http://abload.de/image.php?img=hma_2014_10_01_22_43_92d97.png) http://abload.de/thumb/hma_2014_10_01_22_46_61inp.png (http://abload.de/image.php?img=hma_2014_10_01_22_46_61inp.png) http://abload.de/thumb/hma_2014_10_01_22_47_waey9.png (http://abload.de/image.php?img=hma_2014_10_01_22_47_waey9.png) http://abload.de/thumb/hma_2014_10_01_22_47_j0cov.png (http://abload.de/image.php?img=hma_2014_10_01_22_47_j0cov.png)
DrFreaK666
2014-10-12, 17:45:17
Darksiders
no AO
http://abload.de/thumb/noh7qye.jpg (http://abload.de/image.php?img=noh7qye.jpg)
D3-bits
http://abload.de/thumb/d3pqq3b.jpg (http://abload.de/image.php?img=d3pqq3b.jpg)
Mechwarrior online-bits
http://abload.de/thumb/mechonline7rpmb.jpg (http://abload.de/image.php?img=mechonline7rpmb.jpg)
SLIKnight
2014-11-01, 22:29:07
General AA and AO information in Sleeping Dogs
Sleeping Dogs is a very special case regarding both AA and AO.
Neither SSAO nor AA can be completely disabled in this game.
And it really can't be recommended to set the ingame AA setting below "High", since a very blurry and low quality implementation of FXAA is used in the "Normal" AA mode.
"High" and "Extreme" AA supposedly enables respectively 1.5x1.5 and 2x2 OGSSAA, along with a higher quality FXAA mode.
But I found, that 1.5x1.5 downsampling (2.25xDS) combined with "High" AA produces much better overall IQ than simply using "Extreme" AA on its own.
In terms of AO, the game only has "Normal" and "High" settings, and the "Normal" variant looks terrible IMO.
Even though ingame AO can't be disabled, I still tried to enhance it with driver forced HBAO+.
Unfortunately no official or custom DX11 AO profile has any effect in SD :(
Tweaking and driver profile settings
Sleeping Dogs is in my opinion very reminiscent of the GTA series, in the sense that it is an open world driving game.
But the open nature of this game is also what can cause certain issues with stuttering and fluctuating frame rate.
For me these issues were almost completely eliminated with the CPU optimizations introduced in the 337.50 BETA driver, but there are still room for improvement in terms of tweaking and driver profile customization.
To get things out of the way, these are my tweaked settings in SD:
Display Options
UI Scale: 10
Resolution: 2880x1800x60Hz 16:10
Enable 3D Display: Off
Graphics Level: Custom
Advanced Display Options
Enable Quality Anti-Aliasing: High
Enable High-Res Textures: On
Enable V-Sync: Off
Enable Quality Motion Blur: Off
FPS Limiter: 60.0 FPS
Game and Controls Options
Subtitles: Cantonese
Vibration: Off
Hints Enabled: Off
Contextual Help: Off
Enable HUD: On
Soft-Lock Aiming: Off
Hide Social Popups: On
GPS Arrows: Off
Game Input: Keyboard/Mouse
Raw Mouse Input: On
Mouse Sensitivity: 8
Everything not mentioned in the above spoiler is set at maximum possible graphics quality.
With these settings I get a smooth, locked 60 FPS with my 780 GTX SLI setup, even when trying to escape the cops in a high speed chase.
A very important tip is to completely disable motion blur.
This one setting can really cause a lot of stuttering when driving, as well as fluctuating GPU usage in SLI mode.
In addition to adjusting my ingame graphics and control settings in SD for optimal IQ and smoothness, I have also discovered a few important tweaks for the NVIDIA driver profile.
There is no ingame setting for anisotropic filtering, and the game doesn't appear to have any AF applied even at maximum settings.
For this reason, I highly recommend forcing 16xAF through the driver profile.
After much testing I also realized, that setting "Threaded optimization" to "On" and "Power management mode" to "Prefer maximum performance" can further smooth out performance and reduce input lag when driving.
Comparison screenshots
Extreme AA|Extreme AA|2.25xDS + High AA|NVIDIA Inspector
Normal AO|High AO|High AO|
http://abload.de/thumb/hkship_aonormal_extrejnu4i.png (http://abload.de/image.php?img=hkship_aonormal_extrejnu4i.png)|http://abload.de/thumb/hkship_aohigh_extreme7due4.png (http://abload.de/image.php?img=hkship_aohigh_extreme7due4.png)|http://abload.de/thumb/hkship_aohigh_highaa_gpuss.png (http://abload.de/image.php?img=hkship_aohigh_highaa_gpuss.png)|http://abload.de/thumb/sd_inspectorx3uix.png (http://abload.de/image.php?img=sd_inspectorx3uix.png)
SLIKnight
2014-11-07, 03:16:11
HBAO+ and AA information in Company of Heroes
I found a nice HBAO+ flag "0x0002002C" for Company of Heroes.
This flag applies a nice subtle AO effect in both DX9 and DX10 mode of the game.
The official AO flag "0x00070000" only works in DX10, and bleeds heavily through particle effects and fog.
Alternatively "0x00060000" can be used to achieve a stronger AO effect in DX10, but unfortunately this flag also bleeds slightly through fog.
Your best AA option in DX9 is SGSSAA forced with "0x000000C1": #3160 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9440421&postcount=3160)
I recommend combining this with moderate downsampling for even better IQ.
Keep in mind, that the only way of forcing CoH to run in DX9 is to reduce the "Shader Quality" setting from Ultra to High.
Finally it should be noted, that "2.25xDS" and "4xDS" are used as a shorthand descriptions for respectively 1.5x1.5 and 2x2 downsampling in the screenshots below.
DX9 screenshots
2.25xDS|2.25xDS + 8xSGSSAA|2.25xDS + 8xSGSSAA|DX9 Settings|Launch Options|NVIDIA Inspector
No AO|No AO|HBAO+||
http://abload.de/thumb/coh1_dx9_noaa_noao4cs5s.png (http://abload.de/image.php?img=coh1_dx9_noaa_noao4cs5s.png)|http://abload.de/thumb/coh2_dx9_8xsgssaa_noam6s0n.png (http://abload.de/image.php?img=coh2_dx9_8xsgssaa_noam6s0n.png)|http://abload.de/thumb/coh3_dx9_8xsgssaa_0x0jus8j.png (http://abload.de/image.php?img=coh3_dx9_8xsgssaa_0x0jus8j.png)|http://abload.de/thumb/coh4_dx9_settings_respesml.png (http://abload.de/image.php?img=coh4_dx9_settings_respesml.png)|http://abload.de/thumb/coh_launch_optionsxsrei.png (http://abload.de/image.php?img=coh_launch_optionsxsrei.png)|http://abload.de/thumb/coh5_dx9_inspectorh2s04.png (http://abload.de/image.php?img=coh5_dx9_inspectorh2s04.png)
DX10 screenshots
4xDS + 4xMSAA|4xDS + 4xMSAA|4xDS + 4xMSAA|4xDS + 4xMSAA|DX10 Settings
No AO|0x00020000|0x00060000|0x00070000|
http://abload.de/thumb/reliccoh1_dx10_4xmsaattsf1.png (http://abload.de/image.php?img=reliccoh1_dx10_4xmsaattsf1.png)|http://abload.de/thumb/reliccoh2_dx10_4xmsaauts2v.png (http://abload.de/image.php?img=reliccoh2_dx10_4xmsaauts2v.png)|http://abload.de/thumb/reliccoh3_dx10_4xmsaanusy9.png (http://abload.de/image.php?img=reliccoh3_dx10_4xmsaanusy9.png)|http://abload.de/thumb/reliccoh4_dx10_4xmsaawhsvn.png (http://abload.de/image.php?img=reliccoh4_dx10_4xmsaawhsvn.png)|http://abload.de/thumb/reliccoh5_dx10_settindfss2.png (http://abload.de/image.php?img=reliccoh5_dx10_settindfss2.png)
Rampage 2
2014-11-12, 15:04:57
I have been doing some more HBAO+ testing in the DX9 versions of Crysis and Crysis: Warhead, and have finally discovered that "0x0000000D" is the only real driver AO solution for these games.
"0x0000002D" also works in both Crysis and Warhead, but applies a very strong AO effect, which makes the grass look very "fuzzy" and rather unappealing IMO.
Initially I found, that "0x00000018" worked reasonably well in both games.
"0x0000000A" works slightly better than "0x00000018" in Crysis, but still flickers on and off in grassy areas.
Are you sure "0x0000000D" is DX9-only? Can you try it out in DX10 mode?
Are "0x00000018" and "0x0000000A" for both DX9 and DX10 mode?
@Blaire:
Die Bits, die du genannt hast funktionieren bei mir irgendwie nicht (spiele Crysis im DX10-Modus; im Treiber SSAO usage/setting auf "Enabled" bzw. "High Quality") - muss ich dass ingame-SSAO abstellen? Ist das treiberseitige AO überhaupt besser als das Crysis-eigene SSAO? Und was ist performancetechnisch besser, Treiber- oder Ingame-AO?
SLIKnight
2014-11-12, 15:47:54
Are you sure "0x0000000D" is DX9-only? Can you try it out in DX10 mode?
Are "0x00000018" and "0x0000000A" for both DX9 and DX10 mode?
@Blaire:
Die Bits, die du genannt hast funktionieren bei mir irgendwie nicht (spiele Crysis im DX10-Modus; im Treiber SSAO usage/setting auf "Enabled" bzw. "High Quality") - muss ich dass ingame-SSAO abstellen? Ist das treiberseitige AO überhaupt besser als das Crysis-eigene SSAO? Und was ist performancetechnisch besser, Treiber- oder Ingame-AO?
Of course I'm sure :)
Any AO flag of the form "0x000000XY" is always DX9 only, since it only contains DX9 AO bits.
A flag of the type "0x00ZT0000" on the other hand will only function in DX10 and DX11.
Rampage 2
2014-11-12, 16:22:49
Of course I'm sure :)
Any AO flag of the form "0x000000XY" is always DX9 only, since it only contains DX9 AO bits.
A flag of the type "0x00ZT0000" on the other hand will only function in DX10 and DX11.
So, which DX10 flag is the best for AO in Crysis/Warhead? Is driver AO any better (Quality and/or Performance) than ingame AO??? (that's a general question - not just Crysis-related)
And do I need to turn off all ingame AO settings in order to driver AO work properly?
OT: I made a reply about ingame AF in the "Crysis Tweaks" thread - I'd be glad if you can help:)
*solved*
R2
SLIKnight
2014-11-12, 16:51:57
Actually I never tested DX10 HBAO+ in Crysis or Warhead.
There is almost no visual difference between DX9 and DX10 in these games, and in DX9 you can force SGSSAA with "0x000002C1".
But any of the DX10+ AO flags might work, such as "0x00070000", "0x00020000", "0x00110000", "0x000E0000" and so on.
Regarding ingame SSAO, you can either reduce it to a minimum by adding the line "r_SSAO_amount=0.3" (without quotes) to your autoexec.cfg files or simply turn it off completely.
Your choice really, but ingame SSAO can cause quite a bit of "haloing" around the character and weapon if "r_SSAO_amount" is increased too much ;)
Currently I'm just running Crysis and Warhead at 1920x1200 with 8xSGSSAA forced in DX9 mode without HBAO+:
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9796209&postcount=4352
Blaire
2014-11-12, 18:02:42
@Blaire:
Die Bits, die du genannt hast funktionieren bei mir irgendwie nicht (spiele Crysis im DX10-Modus; im Treiber SSAO usage/setting auf "Enabled" bzw. "High Quality") - muss ich dass ingame-SSAO abstellen? Ist das treiberseitige AO überhaupt besser als das Crysis-eigene SSAO? Und was ist performancetechnisch besser, Treiber- oder Ingame-AO?
Ist klar, die alten Bits sind schon länger nicht mehr funktionabel, das alte SSAO wurde später durch HBAO+ komplett ersetzt (seit dem 331.41 GeForce-Treiber)
Speziell in Crysis (DX10) waren die Bits sehr hardwarehungrig, Ingame SSAO definitiv schneller, ob besser oder schlechter ist dann wohl Geschmacksache, HBAO+ kann schon sehr hübsch wirken.
Hab da aber auch schon mehr oder weniger aufgegeben, selbst nach passenden Varianten zu suchen, da es immer irgendwelche Nachteile gab, in Crysis3 z.b. funktioniert offizielles Treiber HBAO+ nur Indoor, für Außenbereiche praktisch garnicht, es gäbe zwar Alternativ-Bits doch beides zu vereinen ist unmöglich. Das ergibt dann wenig Sinn...
Treiber HBAO+ unterscheidet nur noch zwischen Performance- und Quality, der HQ-Mode ist lediglich ein überbleibsel der alten SSAO-Methode, ohne Funktion.
Mars81
2014-11-12, 19:31:10
Für Enslaved funktionieren die Bits für Mass Effect (0x00000020):
ohne AO
http://abload.de/thumb/enslaved_2014_11_12_137shj.png (http://abload.de/image.php?img=enslaved_2014_11_12_137shj.png)
mit AO
http://abload.de/thumb/enslaved_2014_11_12_1gssu4.png (http://abload.de/image.php?img=enslaved_2014_11_12_1gssu4.png)
Blaire
2014-11-12, 20:57:30
Hatte ich damals auch erst genommen, aber die Bits sind zu intensiv, Fogging-Artifakts gibts damit leider zu Hauf bzw. HBAO+ wird nicht korrekt appliziert.
Schau mal, Default vs. Bits:
http://abload.de/thumb/enslaved_defaultsqpar.png (http://abload.de/image.php?img=enslaved_defaultsqpar.png) http://abload.de/thumb/enslaved_fog...4wr2c.png (http://abload.de/image.php?img=enslaved_fog...4wr2c.png)
Probier mal die "0x0000030" die sind etwas dezenter, vorher aber das Ingame-AO deaktivieren in der baseengine.ini "AmbientOcclusion=False" um Flickerprobleme zu vermeiden.
http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10142720&postcount=1350
Rampage 2
2014-11-12, 21:26:42
There is almost no visual difference between DX9 and DX10 in these games, and in DX9 you can force SGSSAA with "0x000002C1".
Well, I still want to use Motion Blur, DoF and other effects in Crysis/Warhead - therefore switching to DX9 doesn't make sense;)
Since driver AO in DX10 mode is very performance-hungry in these games (as Blaire told me), I'll stick to ingame-SSAO.
But I have two issues with the shadows in Crysis:
1.) Some shadows are flickering/flashing (despite I set r_DynTexMaxSize high enough)
2.) There are pitch black / abnormally dark areas in the foliage where the sun casts shadows - I'm sure it's related to my ingame AO/SSAO and shadow settings. These are as follows:
e_ambient_occlusion = 0
e_terrain_ao = 1
r_SSAO = 1
r_SSAO_quality = 3
r_SSAO_depth_range = 1
r_SSAO_radius = 2.5
r_SSAO_amount = 2
r_SSAO_darkening = 0.15
r_TerrainAO = 7
r_TerrainAO_FadeDist = 0
r_ShadowTexFormat = 3
r_ShadowJittering = 2
r_ShadowBlur = 3
r_ShadowBluriness = 1
e_shadows_from_terrain_in_all_lods = 0
e_shadows_max_texture_size = 4096
r_DynTexMaxSize = 320 (required for e_shadows_max_texture_size)
How can I fix these issues?
R2
Just saw that nividia added an official AO bit for the Dragon Age: Origins
0x0000001C. Would somebody bother to test? Don´t have the game at the moment.
Hübie
2014-11-27, 12:40:47
DA: O or DA: I? DAO is the first title ;)
Match-Maker
2014-11-27, 22:03:23
HBAO+ führt zu relativ stark flimmerndem Bleeding in Call of Duty: World at War. Sollte man generell nicht nutzen (es sei denn, jemand findet andere, bessere Bits).
Video (http://filehorst.de/download.php?file=bIoDfxuu) (1920x1080, 2xSGSSAA "0x000010C1", LoD 0, 16xHQ-AF, "0x00000028 (Call of Duty: Modern Warfare 3)")
Die originalen 0x00000005 (Call of Duty: World at War) sehen noch schlechter aus.
SLIKnight
2014-11-28, 20:51:44
Never mind.
SLIKnight
2014-12-11, 03:48:28
I did some HBAO+ testing in XCOM: Enemy Unknown, and found that only "0x00000020" produces an acceptable result.
Every other combination of DX9 AO bits either doesn't apply any effect at all, or causes a significant drop in GPU usage.
No AO|"Quality" HBAO+|Performance loss
262.2 FPS|124.7 FPS|52.4%
http://abload.de/thumb/xcomgame1_noaov8jaf.png (http://abload.de/image.php?img=xcomgame1_noaov8jaf.png)|http://abload.de/thumb/xcomgame1_0x00000020d0j42.png (http://abload.de/image.php?img=xcomgame1_0x00000020d0j42.png)
131.0 FPS|91.1 FPS|30.5%
http://abload.de/thumb/xcomgame2_noao7qklm.png (http://abload.de/image.php?img=xcomgame2_noao7qklm.png)|http://abload.de/thumb/xcomgame2_0x00000020v2jzb.png (http://abload.de/image.php?img=xcomgame2_0x00000020v2jzb.png)
Instead of forcing SGSSAA, I'm simply using the ingame "High" AA setting combined with 2x2 downsampling from 3840x2400 to 1920x1200.
The official SLI profile "0x02402005" scales beautifully at 3840x2400 even with forced HBAO+, so there is no need to modify it ;)
By the way, Blade II wrote a nice "AA guide" for XCOM, which is very useful reading IMO: #5037 (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=9946240&postcount=5037)
SLIKnight
2014-12-12, 03:50:28
AA, HBAO+ and SLI information for Brothers in Arms: Hell's Highway
SGSSAA can be forced with the "0x000010C1" flag in Brothers in Arms: Hell's Highway.
Due to the post processing the game uses, I recommend a combination of moderate downsampling and 4xSGSSAA rather than simply 8xSGSSAA at native resolution.
The "0x00000010" flag is the only useful solution for HBAO+.
Other AO flags also apply a decent effect, such as "0x00000030" and "0x0000002F".
But unfortunately "0x0000002F" causes weird artifacts around characters due to the "intense" DoF implementation used in the game, and "0x00000030" causes input lag and stuttering.
Finally a custom SLI profile "0x02406405" is also needed in BiA:HH to avoid performance slowdowns with the official "0x02400005" profile: Brothers In Arms Hells Highway Sli Fix (GeForce Forums) (https://forums.geforce.com/default/topic/440290/sli/brothers-in-arms-hells-highway-sli-fix/)
Field of View and .ini tweaking
By default BiA:HH doesn't have proper widescreen support, and less is visible on a widescreen monitor than on a standard 4:3 monitor.
This can be "fixed" by adding a script to the "ZoomHold" command in your SumacInput.ini file, and then binding "Zoom (Hold)" to the right mouse button ingame.
In this process the "ZoomHold" command is modified to apply a higher horizontal field of view, when holding and releasing the right mouse button.
The custom FOV will need to be reapplied after cutscenes etc.
This is not really a big deal IMO, since you will frequently use the right mouse button anyway to look down the weapon sight ;)
SumacEngine.ini
[WinDrv.WindowsClient]
AllowJoystickInput=0
[SystemSettings]
Trilinear=True
OneFrameThreadLag=True
MaxAnisotropy=16
[FullScreenMovie]
;StartupMovies=Ubisoft_logo
;StartupMovies=Gearbox_logo
SumacInput.ini
[Engine.PlayerInput]
bEnableMouseSmoothing=false
[Engine.InputActionDefinition]
Actions=(Id=IA_ZoomHold,Alias=".ZOOMHOLD",Names=("Zoom"),Command="ZoomIn | FOV 40 | OnRelease ZoomOut | OnRelease FOV 100")
[SumacGame.SumacPlayerInput]
bViewAccelEnabled=False
Bindings=(Name="G",Command="fov 10",Control=False,Shift=False,Alt=False,Chord=False)
Final settings and screenshots
Here are some HBAO+ comparison screenshots taken at 2880x1800 downsampled to 1920x1200, with 4xSGSSAA forced and a FOV of 100 degrees:
2.25xDS + 4xSGSSAA|2.25xDS + 4xSGSSAA|NVIDIA Inspector
No AO|HBAO+|
http://abload.de/thumb/biahh1_noao7tjdj.png (http://abload.de/image.php?img=biahh1_noao7tjdj.png)|http://abload.de/thumb/biahh1_0x00000010vyj8b.png (http://abload.de/image.php?img=biahh1_0x00000010vyj8b.png)|http://abload.de/thumb/biahh_inspectorl2j78.png (http://abload.de/image.php?img=biahh_inspectorl2j78.png)
SLIKnight
2014-12-28, 21:40:59
I did some SGSSAA and HBAO+ testing in Lara Croft and the Guardian of Light.
The "0x004000C0" flag applies perfect SGSSAA, and uses the minimum number of AA bits needed for any AA to be applied.
"0x00000000" and "0x000000C0" doesn't apply AA at all, but "C0" does increase VRAM usage somewhat.
Regarding HBAO+, the "0x00000026" AO profile is the only real solution.
It applies a quite strong shadow depth effect and causes some minor "haloing" around characters, but doesn't flicker on and off or bleed through anything :)
Here are some screenshot comparisons taken with 1.5x1.5 downsampling (2.25xDS) from 2880x1800 to 1920x1200:
2.25xDS|2.25xDS + 8xSGSSAA|2.25xDS + 8xSGSSAA|Display Mode Selection|Display Settings|Gameplay|NVIDIA Inspector|Performance loss from HBAO+
No AO|No AO|HBAO+|||||
http://abload.de/thumb/lcgol1_noaa_noao92saj.png (http://abload.de/image.php?img=lcgol1_noaa_noao92saj.png)|http://abload.de/thumb/lcgol4_8xsgssaa_0x0042vssl.png (http://abload.de/image.php?img=lcgol4_8xsgssaa_0x0042vssl.png)|http://abload.de/thumb/lcgol5_8xsgssaa_0x0049essz.png (http://abload.de/image.php?img=lcgol5_8xsgssaa_0x0049essz.png)|http://abload.de/thumb/lcgol_display_mode_sefps0n.png (http://abload.de/image.php?img=lcgol_display_mode_sefps0n.png)|http://abload.de/thumb/lcgol_display_settingh1sxh.png (http://abload.de/image.php?img=lcgol_display_settingh1sxh.png)|http://abload.de/thumb/lcgol_gameplay_cropybs42.png (http://abload.de/image.php?img=lcgol_gameplay_cropybs42.png)|http://abload.de/thumb/lcgol_inspectorjusy7.png (http://abload.de/image.php?img=lcgol_inspectorjusy7.png)|20.9%
DrFreaK666
2014-12-29, 01:59:20
I have found new bits for Titan Quest - Immortal Throne
0x00000000 (Dragon Age 2) - no HBAO
http://abload.de/thumb/0x00000000dragonage2ttku9.jpg (http://abload.de/image.php?img=0x00000000dragonage2ttku9.jpg)
0x00000003 (Fallout 3) - weak effect (the bits from Guru3D)
http://abload.de/thumb/0x00000003fallout3gmk8p.jpg (http://abload.de/image.php?img=0x00000003fallout3gmk8p.jpg)
0x0000002D (MechWarrior Online) - stronger effect (found by me (I think )) :smile:
http://abload.de/thumb/0x0000002dmechwarrioreskqt.jpg (http://abload.de/image.php?img=0x0000002dmechwarrioreskqt.jpg)
SLIKnight
2014-12-30, 00:06:16
I have found new bits for Titan Quest - Immortal Throne
0x0000002D (MechWarrior Online) - stronger effect (found by me (I think )) :smile:
Thanks for this, I have added it to my spreadsheet ;)
http://www.forum-3dcenter.org/vbulletin/showthread.php?t=556672
SLIKnight
2015-01-16, 23:15:26
SLI and HBAO+ information for Lara Croft and the Temple of Osiris
A while ago I already proved, that the "0x080000F5" profile is sufficient for perfect SLI scaling in Lara Croft and the Temple of Osiris: 3DCenter SLI thread (#1854) (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10466902&postcount=1854)
However this exact profile has now been included in the latest official 347.09 WHQL driver :D
But I have recently discovered a decent HBAO+ profile "0x00130000" for the game as well, as an alternative to the ingame SSAO setting.
After writing the above post in the 3DCenter SLI thread, I also did some more experimenting with different AA modes, and finally came to the conclusion that the ingame "SSAAx2" and "SSAAx4" options doesn't look nearly as good as equivalent levels of driver downsampling or DSR.
For this reason, I'm now simply using 2x2 downsampling (4xDS) from 3840x2400 to 1920x1200 combined with ingame FXAA as my AA solution in Temple of Osiris.
Comparison screenshots and settings
Launcher settings|NVIDIA Inspector
http://abload.de/thumb/lc24_display_settings1ikyl.png (http://abload.de/image.php?img=lc24_display_settings1ikyl.png) http://abload.de/thumb/lc25_graphics_settingeujxd.png (http://abload.de/image.php?img=lc25_graphics_settingeujxd.png)|http://abload.de/thumb/lc26_inspector_settink0jqd.png (http://abload.de/image.php?img=lc26_inspector_settink0jqd.png) http://abload.de/thumb/lc26_inspector_settina1je0.png (http://abload.de/image.php?img=lc26_inspector_settina1je0.png)
4xDS + FXAA (No AO)|4xDS + FXAA (SSAO)|4xDS + FXAA (HBAO+)
http://abload.de/thumb/lc21_noao3pjc6.png (http://abload.de/image.php?img=lc21_noao3pjc6.png)|http://abload.de/thumb/lc22_ingameaovmj6r.png (http://abload.de/image.php?img=lc22_ingameaovmj6r.png)|http://abload.de/thumb/lc23_0x00000013lhjru.png (http://abload.de/image.php?img=lc23_0x00000013lhjru.png)
Aspect ratio and widescreen support
Lara Croft and the Temple of Osiris has native support for all widescreen resolutions up to and including 16:9.
But anything wider (e.g. 21:9 or Triple Head) will need a special customized version of the LC2.exe executable, as explained by "jackfuste" from the WSGF forums in this thread:
Lara Croft and the Temple of Osiris really wants to be Hor+ (WSGF Forums) (http://www.wsgf.org/forums/viewtopic.php?f=64&t=27765)
SLIKnight
2015-01-18, 01:32:57
Updated SLI information for Verdun
I have a few important updates to my original SLI and SGSSAA post for Verdun: 3DCenter SLI thread (#1603) (http://www.forum-3dcenter.org/vbulletin/showpost.php?p=10304595&postcount=1603)
Since I wrote this post, the game has been upgraded to a newer version of the Unity engine, which slightly changes SLI behavior.
With the latest build 213, the "0x02400005" profile is the limit for trouble-free SLI scaling.
Also Verdun has a DX11 mode now, which is used by default.
So you will have to use the -force-d3d9 parameter in your Steam launch options to force DX9 mode.
http://abload.de/img/verdun31_launch_optioghspc.png
SSAA and HBAO+ investigation
As already explained in my earlier post for Verdun, SGSSAA can be forced with the "0x004000C1" profile like in most other Unity engine games.
However upon further investigation, I discovered that this results in a quite blurry image.
8xSGSSAA is less blurry than 4xSGSSAA, but still far too blurry to be useful IMO.
Luckily perfect OGSSAA and OGSSAA+MSAA hybrid modes can also be forced with "0x004000C1", without any blurring or other downsides.
Personally I recommend "16xS" or "8xSQ" for the optimal balance between IQ and performance in Verdun :)
3x3 OGSSAA also looks great, but is simply too much for albut the most powerful SLI systems.
Regarding HBAO+, I found the "0x00000019" AO profile to be very suitable.
It applies a nice strong shadow depth effect without any bleeding issues.
Unfortunately it does occasionally flicker on and off on vegetation on some maps, but I found no better alternatives :(
Final remarks and comparison screenshots
I'm using full "Ultra" settings in Verdun combined with HDR, sun shafts and water reflections.
After much testing I have also finally settled on forced 16xS, which I consider to be the limit for smooth multiplayer gameplay on my current GTX 780 2-way SLI system.
It is very important to note, that there is currently a bug in the graphics presets of the game.
The only way to enable full "Ultra" graphics is by clicking through all the presets under "Graphics Quality" in the top left corner of the graphics menu.
Otherwise the game will actually be running on "Low" settings, no matter what you adjust the 11 settings from "Particles Quality" through "Water/Mud Quality" to.
But once "Graphics Quality" has been properly saved, the remaining settings can then be tweaked individually.
The "Field of View" setting also appears to be broken, and setting this above the default value (60.0) makes no difference ingame.
No AA|8xSGSSAA|2x2 OGSSAA|16xS|3x3 OGSSAA|3x3 OGSSAA
No AO|No AO|No AO|No AO|HBAO+|HBAO+ (Single GPU)
http://abload.de/thumb/verdun11_noaazgspo.png (http://abload.de/image.php?img=verdun11_noaazgspo.png)|http://abload.de/thumb/verdun12_8xsgssaaz2sjh.png (http://abload.de/image.php?img=verdun12_8xsgssaaz2sjh.png)|http://abload.de/thumb/verdun13_2x2ogssaavjs38.png (http://abload.de/image.php?img=verdun13_2x2ogssaavjs38.png)|http://abload.de/thumb/verdun13_16xs_newnduco.png (http://abload.de/image.php?img=verdun13_16xs_newnduco.png)|http://abload.de/thumb/verdun15_3x3ogssaa_hbrusnd.png (http://abload.de/image.php?img=verdun15_3x3ogssaa_hbrusnd.png)|http://abload.de/thumb/verdun16_3x3ogssaa_hbztsoq.png (http://abload.de/image.php?img=verdun16_3x3ogssaa_hbztsoq.png)
http://abload.de/thumb/verdun21_noaar5s93.png (http://abload.de/image.php?img=verdun21_noaar5s93.png)|http://abload.de/thumb/verdun22_8xsgssaakusl2.png (http://abload.de/image.php?img=verdun22_8xsgssaakusl2.png)|http://abload.de/thumb/verdun23_2x2ogssaaz2s4i.png (http://abload.de/image.php?img=verdun23_2x2ogssaaz2s4i.png)|http://abload.de/thumb/verdun23_16xs_newt6ugf.png (http://abload.de/image.php?img=verdun23_16xs_newt6ugf.png)|http://abload.de/thumb/verdun25_3x3ogssaa_hbjnsdq.png (http://abload.de/image.php?img=verdun25_3x3ogssaa_hbjnsdq.png)|http://abload.de/thumb/verdun26_3x3ogssaa_hbsvspw.png (http://abload.de/image.php?img=verdun26_3x3ogssaa_hbsvspw.png)
Blade II
2015-02-19, 22:59:22
Just some notes on Unreal Tournament 2004:
MrBonk found a semi-working flag for Killing Floor (http://forums.guru3d.com/showpost.php?p=4977919&postcount=1330) a few month ago. The 0x0000000F flag does also apply some nice and very subtile ambient occlusion in UT2004. However it also suffers from the same problems: slight bleeding (which isn't very noticable), as well as quite annoying, occasional flickering. Using the DX9/x64 renderer (http://www.utzone.de/forum/downloads.php?do=file&id=1192) doesn't make any difference. Quite sad, I hoped to get it working in my favourite game. :(
DX9|DX9 + AO|DX8 + AO
http://abload.de/thumb/dx9h9snc.png (http://abload.de/image.php?img=dx9h9snc.png)|http://abload.de/thumb/dx9_aoems4w.png (http://abload.de/image.php?img=dx9_aoems4w.png)|http://abload.de/thumb/dx8_aoows4p.png (http://abload.de/image.php?img=dx8_aoows4p.png)
SLIKnight
2015-02-20, 13:53:42
Yes, UT2004 and BF2 are also my favorite MP games in the last 10+ years :)
The original UT99 was best IMO, but UT2004 is almost up there.
Which other AO flags did you try?
Perhaps "0x0000001F" can prevent the flickering at least?
Blade II
2015-02-20, 15:52:56
Absolutely! Personally I prefer the style of UT2004 over UT99. The high detailed but yet simple game design is absolutely perfect for fast-paced shooters.
Regarding HBAO, I tried these combinations:
0x0000000E: flickering, like 0F
0x0000000F: flickering, suggested flag by MrBonk
0x00000010: no AO, heavy graphical glitches
0x0000001F: no AO
0x00000020: no AO
0x0000002F: no AO
0x00000030: no AO
0x0000003F: no AO
Blade II
2015-04-15, 13:28:38
I've tested a few older DX8 games and found some working HBAO flags for them.
Command & Conquer Generals (Profile: Command & Conquer - Generals)
HBAO: 0x0000000F
Note: Works and looks great, barely bleeds through the UI.
no AO|HBAO
http://abload.de/thumb/generals_normalh9pht.png (http://abload.de/image.php?img=generals_normalh9pht.png)|http://abload.de/thumb/generals_hbaoy8oow.png (http://abload.de/image.php?img=generals_hbaoy8oow.png)
Grand Theft Auto Vice City
HBAO: 0x00000010
Note: Same flag as GTA:SA, very strong, occasionally flickers; Artifacts in combination with MSAA, use pure SSAA instead.
no AO|HBAO|HBAO + MSAA
http://abload.de/thumb/gtavc_normalpgrl6.png (http://abload.de/image.php?img=gtavc_normalpgrl6.png)|http://abload.de/thumb/gtavc_hbaopvq3b.png (http://abload.de/image.php?img=gtavc_hbaopvq3b.png)|http://abload.de/thumb/gtavc_hbao_msaawjpbr.png (http://abload.de/image.php?img=gtavc_hbao_msaawjpbr.png)
No One Lives Forver 2 (Profile: LithTech)
HBAO: 0x00000010
Note: Minor bleeding issues (e.g. water); Does not work with NOLF1
no AO|HBAO|bleeding
http://abload.de/thumb/nolf2_normalc4s8m.png (http://abload.de/image.php?img=nolf2_normalc4s8m.png)|http://abload.de/thumb/nolf2_hbaoh7s8h.png (http://abload.de/image.php?img=nolf2_hbaoh7s8h.png)|http://abload.de/thumb/nolf2_hbao_bleedingj6s6r.png (http://abload.de/image.php?img=nolf2_hbao_bleedingj6s6r.png)
Star Wars: Battlefront II (Profile: StarWars: Battlefront II)
HBAO: 0x0000001F
Note: occasionally flickers
no AO #1|HBAO #1|no AO #2|HBAO #2
http://abload.de/thumb/bf2_normal-1h6uu4.png (http://abload.de/image.php?img=bf2_normal-1h6uu4.png)|http://abload.de/thumb/bf2_hbao-18cu6q.png (http://abload.de/image.php?img=bf2_hbao-18cu6q.png)|http://abload.de/thumb/bf2_normal-2gdumm.png (http://abload.de/image.php?img=bf2_normal-2gdumm.png)|http://abload.de/thumb/bf2_hbao-2feuu9.png (http://abload.de/image.php?img=bf2_hbao-2feuu9.png)
OpenMW Engine (http://openmw.org/en/) (DX9) [The Elder Scrolls: Morrowind]
HBAO: 0x0000000E outdated, since the new OSG-branch only uses OpenGL.
Note: Minor bleeding issues (distance LOD)
no AO|HBAO|bleeding
http://abload.de/thumb/openmw_normalvnjgd.png (http://abload.de/image.php?img=openmw_normalvnjgd.png)|http://abload.de/thumb/openmw_hbaox9kwx.png (http://abload.de/image.php?img=openmw_hbaox9kwx.png)|http://abload.de/thumb/openmw_bleed1tkgc.png (http://abload.de/image.php?img=openmw_bleed1tkgc.png)
MrBonk
2015-04-18, 08:39:56
Pictures please? :D
Blade II
2015-04-20, 20:00:12
Updated the post and added comparison shots.
--
Flatout 2
HBAO: 0x0000001F
Note: Set Power management mode to "Prefer maximum performance", disable Post-Process effects in order to get proper anti-aliasing.
no AO #1|HBAO #1|no AO #2|HBAO #2
http://abload.de/thumb/fo2_normal-1nsoed.png (http://abload.de/image.php?img=fo2_normal-1nsoed.png)|http://abload.de/thumb/fo2_hbao-1y8pk2.png (http://abload.de/image.php?img=fo2_hbao-1y8pk2.png)|http://abload.de/thumb/fo2_normal-26rokv.png (http://abload.de/image.php?img=fo2_normal-26rokv.png)|http://abload.de/thumb/fo2_hbao-2fype7.png (http://abload.de/image.php?img=fo2_hbao-2fype7.png)
Toxikk (UE3)
HBAO: 0x0000002F
Note: Minor bleeding issues, quite noticeable performance impact
no AO|SSAO|HBAO
http://abload.de/thumb/8xsgqtj83.png (http://abload.de/image.php?img=8xsgqtj83.png)|http://abload.de/thumb/ssaokajjy.png (http://abload.de/image.php?img=ssaokajjy.png)|http://abload.de/thumb/hbaoytk9z.png (http://abload.de/image.php?img=hbaoytk9z.png)
Activating ingame SSAO doesn't seem to make any difference, dunno if it's even working. I would recommend to disable it though.
Blade II
2015-04-25, 11:17:06
In addition to my Portal 2 HBAO post (https://www.forum-3dcenter.org/vbulletin/showpost.php?p=10253514&postcount=5912):
Portal 1
There a multiple HBAO flags working for the source engine. From left to right, occlusion strength increases:
no AO|0x00000014 (L4D 2)|0x0000002C (CS: GO)|0x00000006 (L4D 1)|0x00000008 (HL2: EP2)
http://abload.de/thumb/0.hbao_nomfut4.png (http://abload.de/image.php?img=0.hbao_nomfut4.png)|http://abload.de/thumb/1.hbao_14q6uxg.png (http://abload.de/image.php?img=1.hbao_14q6uxg.png)|http://abload.de/thumb/2.hbao_2cqzuxu.png (http://abload.de/image.php?img=2.hbao_2cqzuxu.png)|http://abload.de/thumb/3.hbao_068jupx.png (http://abload.de/image.php?img=3.hbao_068jupx.png)|http://abload.de/thumb/4.hbao_08uwu6p.png (http://abload.de/image.php?img=4.hbao_08uwu6p.png)
SLIKnight
2015-04-25, 14:24:49
Thank you very much for all the work Blade II :)
I will add this stuff to my spreadsheet as soon as possible.
Blade II
2015-04-29, 22:25:33
Thank you very much for all the work Blade II :)
I will add this stuff to my spreadsheet as soon as possible.
Thanks a lot!
---
Overlord (Raising Hell)
HBAO: 0x0000001F
Issues: Heavy bleeding (Distance fog, particles, Bloom, etc); occasional flickers; not compatible with driver forced AA, ingame AA and DSR works fine.
no AO|subtile (1E)|strong (1F)|bleeding
http://abload.de/thumb/noaouyucp.png (http://abload.de/image.php?img=noaouyucp.png)|http://abload.de/thumb/1ea7uou.png (http://abload.de/image.php?img=1ea7uou.png)|http://abload.de/thumb/1fvuub7.png (http://abload.de/image.php?img=1fvuub7.png)|http://abload.de/thumb/overlord_2015_04_29_2yjuvi.png (http://abload.de/image.php?img=overlord_2015_04_29_2yjuvi.png)
I wouldn't rather recommend using HBAO in Overlord. The AO effect doesn't outweigh the many disadvantages.
Working with issues: 1E, 1F
Not working: 0F, 10, 16, 1A, 1C, 20, 2E, 3E, 3F
Psychonauts
HBAO: 0x0000001F
Notes: Works flawlessly and applies a great AO effect (y)
no AA|no AO #1|HBAO #1|no AO #2|HBAO #2|NVInspector
http://abload.de/thumb/noaanduum.png (http://abload.de/image.php?img=noaanduum.png)|http://abload.de/thumb/noao_1szuhz.png (http://abload.de/image.php?img=noao_1szuhz.png)|http://abload.de/thumb/ao_1jfu98.png (http://abload.de/image.php?img=ao_1jfu98.png)|http://abload.de/thumb/noao_297uo0.png (http://abload.de/image.php?img=noao_297uo0.png)|http://abload.de/thumb/ao_2lau2m.png (http://abload.de/image.php?img=ao_2lau2m.png)|http://abload.de/thumb/inspectore1u8u.png (http://abload.de/image.php?img=inspectore1u8u.png)
---
Has anyone ever tried to find flags for Beyond Good & Evil?
Blade II
2015-05-05, 18:56:31
Command and Conquer 3: Tiberium Wars (probably also Kane's Wrath)
HBAO: 0x0000001B
Notes: Adds a subtile AO effect to the game. Bleeds slightly in distance (fog). 1F does also work, but occlusion is way to strong.
no AO #1|HBAO #1|no AO #2|HBAO #2|bleeding
http://abload.de/thumb/hbao_off-1owug2.png (http://abload.de/image.php?img=hbao_off-1owug2.png)|http://abload.de/thumb/hbao_on-1qeuzo.png (http://abload.de/image.php?img=hbao_on-1qeuzo.png)|http://abload.de/thumb/hbao_off-2pfuz3.png (http://abload.de/image.php?img=hbao_off-2pfuz3.png)|http://abload.de/thumb/hbao_on-2vtuhj.png (http://abload.de/image.php?img=hbao_on-2vtuhj.png)|http://abload.de/thumb/hbao_bleedd6ugb.png (http://abload.de/image.php?img=hbao_bleedd6ugb.png)
Command and Conquer: Red Alert 3 (probably also RA3 Uprising)
HBAO: 0x0000001B, 0x0000001F
Note: 1B for subtile AO, 1F for (very) strong AO. Minor bleeding in distance (fog).
no AO|HBAO (1B; subtile)|HBAO (1F; strong)
http://abload.de/thumb/1-noao5aaww.png (http://abload.de/image.php?img=1-noao5aaww.png)|http://abload.de/thumb/2-subtile7zlys.png (http://abload.de/image.php?img=2-subtile7zlys.png)|http://abload.de/thumb/3-strongdkx84.png (http://abload.de/image.php?img=3-strongdkx84.png)
Blade II
2015-05-22, 14:19:41
Here's a quick one:
Battlefield 1942 (free version)
HBAO: 0x0000000F (very subtile)
Anti-Aliasing: No bit needed
Issues: occasionally flickers, bleeds through distance fog
no AO|HBAO|NVInspector
http://abload.de/thumb/1.noao3gu6z.png (http://abload.de/image.php?img=1.noao3gu6z.png)|http://abload.de/thumb/2.0fsquhg.png (http://abload.de/image.php?img=2.0fsquhg.png)|http://abload.de/thumb/inspectoralkgg.png (http://abload.de/image.php?img=inspectoralkgg.png)
Blade II
2015-05-29, 15:28:40
Enclave (DX8)
HBAO: 0x0000001F
AA: No bit needed
Notes: works fine, except that it bleeds through water; screenshots are pretty dark, dunno why
no AA|8x SGSSAA|HBAO|NV Inspector
http://abload.de/thumb/1.noaa05z51.png (http://abload.de/image.php?img=1.noaa05z51.png)|http://abload.de/thumb/2.sgssaaznuyp.png (http://abload.de/image.php?img=2.sgssaaznuyp.png)|http://abload.de/thumb/3.hbaontlb1.png (http://abload.de/image.php?img=3.hbaontlb1.png)|http://abload.de/thumb/enclavefysuc.png (http://abload.de/image.php?img=enclavefysuc.png)
aufkrawall
2015-05-29, 15:32:58
:up:
Blade II
2015-06-22, 21:11:32
Tomb Raider (2013)
HBAO: 0x00000026 (DX9)
Notes: Like TR: Underworld, "26" is also working pretty well for the 2013 reboot. I couldn't notice any glitches or drawbacks in comparison to the built in SSAO. Except that you have to use the DX9 renderer (http://pcgamingwiki.com/wiki/Tomb_Raider_(2013)#Force_DirectX_9_renderer_on_DirectX_11_systems)! Couldn't find any working DX10 HBAO flags without major issues.
no AO|SSAO (normal, DX9)|SSAO (Ultra, DX11)|HBAO
http://abload.de/thumb/1.noaoripwe.png (http://abload.de/image.php?img=1.noaoripwe.png)|http://abload.de/thumb/2.ssaonormal35ppf.png (http://abload.de/image.php?img=2.ssaonormal35ppf.png)|http://abload.de/thumb/4.ssaoultravhr5d.png (http://abload.de/image.php?img=4.ssaoultravhr5d.png)|http://abload.de/thumb/3.hbaow5qhp.png (http://abload.de/image.php?img=3.hbaow5qhp.png)
Anti aliasing: You can force very low quality MSAA, TrSSAA and SGSSAA with the 0x004010C0 flag. A lot of edges aren't getting anti-aliased, but it helps at some geometry and transparent textures. To make things complicated, you even have to turn off & on SSAO or DOF each time you run the game. This resets the renderer and fixes heavy lightning issues.
A far better alternative is the built-in FXAA combined with DSR and a high smoothness level (~40%).
BeetleatWar1977
2015-07-05, 14:44:21
World of Warships: 0x00000031
hat aber leichtes Bleeding beim Distanznebel, ich schieb nachher ein Bild hoch.....
Rampage 2
2016-10-25, 12:28:34
Crysis Ambient Occlusion-Bits
Da hab ich zwei verschiedene AO-Settings gefunden, die Gräser,Palmen etc. wirken damit natürlicher und voller. Allerdings geht dafür auch gut Performance drauf. Verglichen wurde mit High Quality, es gibt noch das Performance und Quality-Setting was etwas schneller sein sollte.
Default-Settings:
http://www.abload.de/thumb/crysis_defqk4dw.png (http://www.abload.de/image.php?img=crysis_defqk4dw.png)
"0x00060000" AO-Bits
http://www.abload.de/thumb/crysis_ao2aivpj.png (http://www.abload.de/image.php?img=crysis_ao2aivpj.png)
"0x00020000" AO-Bits
http://www.abload.de/thumb/crysis_ao13pv4v.png (http://www.abload.de/image.php?img=crysis_ao13pv4v.png)
Hat das denn irgendwelche Vorteile ggü. dem internen SSAO (r_SSAO)? Ich habe einfach die internen SSAO-Cvars getweakt:
r_TerrainAO = 7
r_TerrainAO_FadeDist = 0
r_SSAO = 1
r_SSAO_quality = 3
r_SSAO_depth_range = 0.999999
r_SSAO_radius = 5
r_SSAO_amount = 1.25
r_SSAO_darkening = 0.15
R2
Rampage 2
2016-10-25, 12:32:24
Für Deus Ex: Human Revolution (DC) benutze ich derzeit den 0x0016000 (Project CARS) Bit zusammen mit Treiber-AO (Usage: "Enabled", Setting: "High Quality") - Ingame-SSAO habe ich deswegen deaktiviert. Alternativ wurde im G3D-Forum auch 0x0013000 genannt, aber anscheinend mittlerweile wegrationalisiert.
Habt ihr irgendwelche Bits für DX:HR (DC) gefunden, die ein noch besseres Ergebnis liefern?
R2
Blade II
2016-10-25, 15:20:50
Für Deus Ex: Human Revolution (DC) benutze ich derzeit den 0x0016000 (Project CARS) Bit zusammen mit Treiber-AO (Usage: "Enabled", Setting: "High Quality") - Ingame-SSAO habe ich deswegen deaktiviert. Alternativ wurde im G3D-Forum auch 0x0013000 genannt, aber anscheinend mittlerweile wegrationalisiert.
Habt ihr irgendwelche Bits für DX:HR (DC) gefunden, die ein noch besseres Ergebnis liefern?
R2
Human Revolution leidet mit treiberforciertem AO sehr stark unter Bleeding. Das bekommst du nur unter DX9 mit modifizierten Treiber-Dateien in den Griff und muss nach jedem Update des Treibers wiederholt werden. Ab Windows 10 Anniversary funktioniert die Methode afaik aufgrund Eingeführter Dateisignierungen jedoch nicht mehr.
Mehr dazu:
Modifizierte HEX-Werte für SSAO in DX:HR (http://forums.guru3d.com/showpost.php?p=5181240&postcount=1877)
Anleitung zum Einfügen der Werte (http://u.cubeupload.com/MrBonk/HEXcodpycopy.jpg) (siehe Guru3D HBAO Guide Startseite (http://forums.guru3d.com/showthread.php?t=387114))
Vergleich zwischen HBAO und DX11 SSAO (http://forums.guru3d.com/showpost.php?p=5157734&postcount=1789)
Rampage 2
2016-10-25, 20:23:09
Mehr dazu:
Modifizierte HEX-Werte für SSAO in DX:HR (http://forums.guru3d.com/showpost.php?p=5181240&postcount=1877)
Anleitung zum Einfügen der Werte (http://u.cubeupload.com/MrBonk/HEXcodpycopy.jpg) (siehe Guru3D HBAO Guide Startseite (http://forums.guru3d.com/showthread.php?t=387114))
Vergleich zwischen HBAO und DX11 SSAO (http://forums.guru3d.com/showpost.php?p=5157734&postcount=1789)
Ich hatte im G3D Forum bereits mehrfach wegen DX:HR rumgestöbert - wurden denn schon alle erdenklichen oder gängigen DX11 Bits erfolglos ausprobiert (gegen das Bleeding)?
Wenn ja, dann ist da nichts zu machen und ich werde wieder das Spiel-eigene SSAO anschalten und das Treiber-AO abschalten...
Ansonsten habe ich noch das hier gefunden (für DX11):
SweetFX for Deus Ex: Human Revolution - Director's Cut (https://sfx.thelazy.net/games/game/311/)
Damit kann man auch andere Spielereien machen - etwa z.B. den Gold-Filter entfernen oder den ENB-Mod nachahmen, welches angeblich nur für den DX9-Modus verfügbar ist... (ist das immer noch so?)
Ich höre und lese immer wieder von "SweetFX" - was ist das eigentlich? AFAIK ist das etwas von AMD - daher habe ich mich als NV-Besitzer nie damit beschäftigt... funzt das auch bei Nvidia-GPUs?
R2
Blade II
2016-10-25, 21:42:59
Ich hatte im G3D Forum bereits mehrfach wegen DX:HR rumgestöbert - wurden denn schon alle erdenklichen oder gängigen DX11 Bits erfolglos ausprobiert (gegen das Bleeding)?
Wenn ja, dann ist da nichts zu machen und ich werde wieder das Spiel-eigene SSAO anschalten und das Treiber-AO abschalten...
Ansonsten habe ich noch das hier gefunden (für DX11):
SweetFX for Deus Ex: Human Revolution - Director's Cut (https://sfx.thelazy.net/games/game/311/)
Damit kann man auch andere Spielereien machen - etwa z.B. den Gold-Filter entfernen oder den ENB-Mod nachahmen, welches angeblich nur für den DX9-Modus verfügbar ist... (ist das immer noch so?)
Ich höre und lese immer wieder von "SweetFX" - was ist das eigentlich? AFAIK ist das etwas von AMD - daher habe ich mich als NV-Besitzer nie damit beschäftigt... funzt das auch bei Nvidia-GPUs?
R2
Ein User hat sich einmal die Mühe gemacht und alle Bit-Kombinationen durchprobiert, leider ohne Erfolg. Auf die Schnelle finde ich den Beitrag dazu leider nicht.
Zu SweetFX: Das ist eine Shader-Bibliothek, die in die Renderer-Pipeline von Spielen injiziert werden kann. Mittlerweile ist das Projekt in das deutlich ambitioniertere Reshade (http://reshade.me/) aufgegangen, welches neben einfachen Post-Process Shadern wie Tonemapping, Bloom, HDR, etc. auch den Einsatz von komplexeren Shadern mit Tiefeninformationen wie Ambient Occlusion oder Depth of Field zulässt. AMD exklusiv sind beide nicht, SweetFX wurde (wird?) nur in dem RadeonPro Tool integriert, vielleicht kommt daher deine Annahme? ;-)
Mit der SweetFX Datenbank hast du bereits eine sehr gute Anlaufstelle gefunden. Du wirst unter Umständen auf ältere Presents stoßen, die noch für SweetFX oder eine der älteren ReShade-Versionen erstellt wurden und mit der aktuellen Struktur von ReShade (glaube ich) nicht mehr kompatibel sind. Einzelne Shader wirst du aber problemlos wiederfinden und du musst dann nur die jeweiligen Parameter vom Preset in die Konfigurationsdateien von Reshade übertragen.
Einen Haken hat die Sache noch: Bei einigen Spielen hat Reshade keinen Zugriff auf die Tiefeninformationen (Depth Buffer), daher kann Reshade z.B. kein eigenes SSAO in dieses injizieren. DX:HR gehört auch dazu, die simpleren Shader funktionieren aber problemlos ;-)
Bei ENB hat sich bezüglich der DX11-Kompatibilität für DX:HR afaik nichts getan. Da kommt bestimmt auch nichts mehr.
Rampage 2
2016-10-25, 23:03:02
AMD exklusiv sind beide nicht, SweetFX wurde (wird?) nur in dem RadeonPro Tool integriert, vielleicht kommt daher deine Annahme? ;-)
Mann, Mann, Mann - da bin ich ja aufgrund eines Irrtums jahrelang an einer echten Perle vorbeigefahren:mad::rolleyes:
Kann man auch eigene Presets kreieieren bzw. SFX/ReShade für jedes Spiel vollständig selber konfigurieren=)
Einen Haken hat die Sache noch: Bei einigen Spielen hat Reshade keinen Zugriff auf die Tiefeninformationen (Depth Buffer), daher kann Reshade z.B. kein eigenes SSAO in dieses injizieren. DX:HR gehört auch dazu, die simpleren Shader funktionieren aber problemlos ;-)
Kurzgefasst: unter DX11 wird man in DX:HR kein brauchbares HBAO hinbekommen; auch mit SFX/ReShade nicht?:eek::frown:
Kann sich das in Zukunft noch ändern? (Zugriff auf Tiefeninformationen)
Ansonsten zum Director's Cut: Ich hab die Vanilla-Version noch nie gespielt und nach allem was ich erfahren habe, will ich es auch nicht: die grafischen Verbesserungen aus "The Missing Link" wurden in der DC auf alle Levels ausgeweitet, der Story-Inhalt aus TML wurde nahtlos in die Haupt-Story integriert, Gameplay & KI wurden verbessert und allgemein wurden zahlreiche Schönheitsfehler beseitigt - kurz: die DC ist kein völlig neues Spiel sondern ein gründlich generalüberholtes und aufpoliertes DX:HR:)
Und ja, von den zahlreichen Bugs habe ich auch schon gehört - aber das war, als die DC neu in den Handel kam; mittlerweile sinds fast 3 Jahre her und mit Sicherheit ist Vieles gefixt worden:)
Bei ENB hat sich bezüglich der DX11-Kompatibilität für DX:HR afaik nichts getan. Da kommt bestimmt auch nichts mehr.
Welche Features bietet der DX11-Modus und wieviel letztendlichen Mehrwert bringt es unterm Strich ggü. DX9?
R2
Blade II
2016-10-26, 13:26:37
Kurzgefasst: unter DX11 wird man in DX:HR kein brauchbares HBAO hinbekommen; auch mit SFX/ReShade nicht?:eek::frown:
Kann sich das in Zukunft noch ändern? (Zugriff auf Tiefeninformationen)
Im Guru3D Forum gab es doch noch einen Eintrag: Guru3D: Deus Ex: Human Revolution Director's Cut (DX11) (http://forums.guru3d.com/showthread.php?p=5219026&highlight=human+revolution#post5219026). Der Post erläutert sehr gut wie du die Treiber-Dateien ändern musst, die Screenshots sehen sogar sehr vielversprechend aus (y).
Was die zukünftigen Möglichkeiten von Reshade angeht, habe ich keine Ahnung. Dafür kenne ich mich mit der Materie nicht genug aus ;-)
Ansonsten zum Director's Cut: Ich hab die Vanilla-Version noch nie gespielt und nach allem was ich erfahren habe, will ich es auch nicht: die grafischen Verbesserungen aus "The Missing Link" wurden in der DC auf alle Levels ausgeweitet, der Story-Inhalt aus TML wurde nahtlos in die Haupt-Story integriert, Gameplay & KI wurden verbessert und allgemein wurden zahlreiche Schönheitsfehler beseitigt - kurz: die DC ist kein völlig neues Spiel sondern ein gründlich generalüberholtes und aufpoliertes DX:HR:)
Und ja, von den zahlreichen Bugs habe ich auch schon gehört - aber das war, als die DC neu in den Handel kam; mittlerweile sinds fast 3 Jahre her und mit Sicherheit ist Vieles gefixt worden:)
Welche Features bietet der DX11-Modus und wieviel letztendlichen Mehrwert bringt es unterm Strich ggü. DX9?
Interessant zu hören, dass der Director's Cut tatsächlich Verbesserungen zum originalen DX:HR bringt. Ich dachte bislang immer, die hätten maßgeblich die Level aneinander geflanscht :biggrin:. Hast du dazu evtl. einen Artikel?
Laut Optionsmenü sind das die DX11 Features:
Bessere/Weiche Schatten
Höherwertiges SSAO
Höherwertiges DOF
Tesselierung
Diverse Performance-Verbesserungen (kein Micro-Stuttering)
Es gibt übrigens einen sehr interessanten Artikel zur Rendering Pipeline von Deus Ex: Deus Ex: Human Revolution - Graphics Study (http://www.adriancourreges.com/blog/2015/03/10/deus-ex-human-revolution-graphics-study/)
N0Thing
2016-10-26, 13:52:18
Ansonsten zum Director's Cut: Ich hab die Vanilla-Version noch nie gespielt und nach allem was ich erfahren habe, will ich es auch nicht: die grafischen Verbesserungen aus "The Missing Link" wurden in der DC auf alle Levels ausgeweitet, der Story-Inhalt aus TML wurde nahtlos in die Haupt-Story integriert, Gameplay & KI wurden verbessert und allgemein wurden zahlreiche Schönheitsfehler beseitigt - kurz: die DC ist kein völlig neues Spiel sondern ein gründlich generalüberholtes und aufpoliertes DX:HR:)
Und ja, von den zahlreichen Bugs habe ich auch schon gehört - aber das war, als die DC neu in den Handel kam; mittlerweile sinds fast 3 Jahre her und mit Sicherheit ist Vieles gefixt worden:)
Nichts für ungut, aber das klingt für mich einfach wie eine Wiedergabe des Wiki-Artikels zum Spiel (https://de.wikipedia.org/wiki/Deus_Ex:_Human_Revolution#Director.E2.80.99s_Cut), bzw. nach den Ankündigungen von Sqare Enix (http://www.eurogamer.net/articles/2013-03-20-deus-ex-human-revolution-directors-cut-for-wii-u-confirmed-and-yes-theyve-fixed-the-boss-battles) vor dem Release der Wii U Version.
Welche Bugs auch heute noch den Directors Cut plagen, kann man ganz gut bei PCGamingWiki (http://pcgamingwiki.com/wiki/Deus_Ex:_Human_Revolution_-_Director's_Cut) nachlesen.
Rampage 2
2016-11-12, 22:25:53
Bei welchen Spielen funzt SSAO/HBAO denn tadellos/absolut korrekt und bringt gleichzeitig auch einen sichtbaren Mehrwert an Grafikpracht? Könnt ihr mir Paradebeispiele nennen, die selber ausprobieren kann?
Ich will mir mit eigenen Augen ein Bild davon machen bzw. eine Vorstellung von AO bekommen...
Folgende Spiele besitze ich, die für einen Test in Frage kämen:
- UT1 ( :freak: )
- UT2004
- UT3 (<- das wäre z.B. für mich ein heißer Kandidat:))
- DX1 (mit D3D9-Renderer, wie UT1)
- DX2
- DX:HR (DC)
- Doom 3
- Quake 4
- Prey
- Far Cry 1
- die gesamte Crysis-Reihe
- die STALKER-Trilogie
- die gesamte CoD-Reihe bis BO2
- zahlreiche Valve-Games (Sollte-Engine)
Thx,
R2
aufkrawall
2016-11-12, 22:55:29
Injizierte SSAO ist prinzipbedingt nie ganz korrekt, weil die Verdunkelung durch alle Effekte durchscheint, die nicht als Information im depth buffer vorhanden sind, also z.B. Wasseroberflächen oder Nebel. Je nachdem kann das wenig auffallen oder umgekehrt die Grafik komplett entstellen, reiner Zufall. Es gibt aber in fast jedem Spiel solche Effekte, die kritisch sind.
Zumindest ist das mit einem generellen Ansatz wie ReShade und offenbar auch dem Features des NV-Treibers so. Mit ENB ist das vielleicht anders.
Rampage 2
2016-11-12, 23:31:22
Injizierte SSAO ist prinzipbedingt nie ganz korrekt, weil... [...]
Ich meinte ja auch Paradebeispiele nur für Treiber-/GPU-seitig erzwungenes AO und nicht ReShade/SweetFX;)
R2
aufkrawall
2016-11-13, 00:29:50
Der Treiber greift auch nur den depth buffer ab und injected, die Treiber-HBAO+ für Skyrim verdeckt munter durch Nebelschwaden und Wasser hindurch...
Blade II
2016-11-13, 00:30:15
- UT1 ( :freak: )
- UT2004
- UT3 (<- das wäre z.B. für mich ein heißer Kandidat:))
- DX1 (mit D3D9-Renderer, wie UT1)
- DX2
- DX:HR (DC)
- Doom 3
- Quake 4
- Prey
- Far Cry 1
- die gesamte Crysis-Reihe
- die STALKER-Trilogie
- die gesamte CoD-Reihe bis BO2
- zahlreiche Valve-Games (Sollte-Engine)
Unreal Engine 1: Keine Chance
UT2004: 0x0000000F geht tendenziell gut, schaltet sich aber bei bestimmten Winkel ab
UT03 (und UE3-Games): Geht idR sehr gut
DX1: Da UE1 keine Chance
DX2: läuft (http://forums.guru3d.com/showpost.php?p=5014022&postcount=1463)
DX:HR: hacky (http://forums.guru3d.com/showpost.php?p=5181240&postcount=1877)
Doom 3, Quake 4 & andere OpenGL Games: nöp.
Crysis 1: Laut Masterlist (https://docs.google.com/spreadsheets/d/15UvZ6COCpaD8JJkMqB4KMTxBXoEfDuaDiiP--H4BJ-U/edit#gid=1911323755) geht es
CoD: Unterschiedlich, s. Master-List (https://docs.google.com/spreadsheets/d/15UvZ6COCpaD8JJkMqB4KMTxBXoEfDuaDiiP--H4BJ-U/edit#gid=1911323755)
Valve-Games: Sehr gut mit Große Auswahl
Thunder99
2016-11-13, 10:22:59
Gute Frage gerade bei Deus EX: HR. Ist SSAO intern vom Spiel oder HBAO+ besser? Bits dazu gibt es ja im Master-Thread von SLI Knight :up:
@Rampage 2:
Bei Deus EX. HR sieht es besser aus, ist aber nicht physikalisch korrekt. Selbst gerade getestet.
DrFreaK666
2016-12-29, 00:57:31
Bei Titan Quest ist mir aufgefallen dass es willkürlich an und aus geht.
Wieso ist das so??
https://abload.de/thumb/20161228235933_15qs0z.jpg (http://abload.de/image.php?img=20161228235933_15qs0z.jpg)
https://abload.de/thumb/20161228235935_179s6i.jpg (http://abload.de/image.php?img=20161228235935_179s6i.jpg)
aufkrawall
2017-01-23, 00:19:40
Hier ist veranschaulicht, was das Problem bei injecteter SSAO ist:
http://blog.metaclassofnil.com/?p=821
blaidd
2017-01-26, 21:15:34
Injizierte SSAO ist prinzipbedingt nie ganz korrekt, weil die Verdunkelung durch alle Effekte durchscheint, die nicht als Information im depth buffer vorhanden sind, also z.B. Wasseroberflächen oder Nebel. Je nachdem kann das wenig auffallen oder umgekehrt die Grafik komplett entstellen, reiner Zufall. Es gibt aber in fast jedem Spiel solche Effekte, die kritisch sind.
Zumindest ist das mit einem generellen Ansatz wie ReShade und offenbar auch dem Features des NV-Treibers so. Mit ENB ist das vielleicht anders.
Wobei das in Reshade integrierte MXAO sich schon wirklich, wirklich gut abmischen lässt. Ich hab's hier in Metro 2033 Redux injiziert (https://www.flickr.com/photos/127773964@N03/albums/72157675832714313), zusammen mit der indirekten Beleuchtung lässt sich das selbst bei Nebeleffekte und so schon sehr, sehr ordentlich abstimmen, wie ich finde... und ich hätte da bestimmt auch noch mehr rausholen können, hat mir halt erstmal gereicht... Irgendwann im Leben will selbst ich halt einfach mal spielen ;).
EDIT: Bei den ersten Shots ist es noch stärker zu sehen, da hab ich den Schwellenwert noch nicht angepasst (ab welcher Helligkeit die Umgebungsverdeckung sichtbar bzw. weniger deutlich sichtbar ist; wichtig, um die bei relativ deutlich helleren Bildschirmelementen wie Nebel auszublenden. Bei späteren Bildern [ab dem Tunnel mit den Pilzen] angepasst)
aufkrawall
2017-01-26, 21:21:43
Not bad. :cool:
Bedauerlicherweise bekommen das selbst Spiele-Entwickler nicht immer perfekt hin. Der Innenraum-Nebel in Skyrim: SE ist dafür ein Beispiel, viel auffälliger ist es aber noch bei Witcher 3 mit HBAO+.
Rampage 2
2017-08-20, 01:31:21
Ich weiß zwar nicht, ob das hier schon geklärt wurde, aber kann man in Battlefield 3 (nicht 4, Frostbite 2.0) das Spiel-eigene HBAO zu HBAO+ aufwerten? (hab's bereits gegoogelt, aber nichts Schlüssiges gefunden;))
Bringt es was, wenn ich einfach im NVI "AO" auf "Enabled" und "AO Setting" auf "High Quality" setze (um das Spiel-HBAO zu HBAO+ aufzuwerten) oder wird es einfach vom Spiel ignoriert? Oder geht nur über die Config? (Bei BF4 habe ich über die Spiel-Config "echtes" HBAO+ erzwungen...)
R2
SLIKnight
2019-02-04, 18:37:17
DSR and HBAO+ information for Mad Max
I did some extensive driver HBAO+ testing in Mad Max, and really there are absolutely no proper solutions in this particular title :(
Only 0x00150000 provides a somewhat decent effect, and then again only in some scenes.
But the main issue is, that all working HBAO+ profiles completely ruin GPU usage and performance in both single GPU and SLI mode.
An overall better solution is to simply combine the ingame SSAO with DSR.
In the process of testing I discovered, that Mad Max has certain display scaling issues when using DSR resolutions.
The only permanent fix is to open settings.ini in the install directory, manually enter your desired refresh rate (e.g. RefreshHertz=60) and make the file Read-only afterwards.
All testing was done at 5120x2880 resolution using maximum settings (3840x2160 combined with 1.78xDSR and 22% smoothness).
I did disable Motion Blur and Heat Haze for personal preference though.
For the sake of completeness I will include the most important sections of my own settings.ini file in the spoiler below.
[Audio]
Cutscenes=100
Dialog=100
Music=100
SFX=100
Setup=0
SpeakerSettings=0
Driver=0
[Display]
FloatingButtons=1
Fullscreen=2
FullscreenHeight=2880
FullscreenWidth=5120
Gamma=50
HUDOpacity=100
Language=0
MissionObjective=1
RefreshHertz=60 (Must be set manually for DSR resolutions)
StaticButtons=1
Subtitles=0
Tutorials=0
VSync=0 (60Hz G-Sync is used when playing)
WindowedHeight=2880
WindowedWidth=5120
[Graphics]
Aniso=7
Decals=2
EdgeFade=1
FXAA=1
LandscapeDebris=5
LodFactor=4
MotionBlur=0 (Disabled for personal preference)
PointLightSpecular=1
PostEffects=1
SSAO=1 (Disabled in the HBAO+ screenshots)
ShadowsQuality=1
ShadowsResolution=2
SoftParticles=1
TextureDetail=1
DynamicShadows=4
TerrainParallax=1
Heathaze=0 (Disabled for personal preference)
HQUpscale=1
HQDof=1
Bloom=1
VolumeFogQuality=2
[Hud]
HudHud=0
HudMiniMap=0
HudHealthBars=0
HudLootIcons=0
HudCombatPrompts,=0
HudFuryMeter=0
HudEnemyHealthbars=0
HudMissionWaypointMarkers=0
HudMissionObjectiveNotifications,=0
HudGeneralNotifications=0No AO|SSAO|HBAO+
79 FPS|70 FPS|79 FPS
https://abload.de/thumb/mad_max_11_no_ao_resixjjji.jpg (http://abload.de/image.php?img=mad_max_11_no_ao_resixjjji.jpg)|https://abload.de/thumb/mad_max_12_ssao_resiz4rjl8.jpg (http://abload.de/image.php?img=mad_max_12_ssao_resiz4rjl8.jpg)|https://abload.de/thumb/mad_max_13_0x0015000066kdz.jpg (http://abload.de/image.php?img=mad_max_13_0x0015000066kdz.jpg)
93 FPS|76 FPS|43 FPS
https://abload.de/thumb/mad_max_21_no_ao_resirgjrl.jpg (http://abload.de/image.php?img=mad_max_21_no_ao_resirgjrl.jpg)|https://abload.de/thumb/mad_max_22_ssao_resizw2jmt.jpg (http://abload.de/image.php?img=mad_max_22_ssao_resizw2jmt.jpg)|https://abload.de/thumb/mad_max_23_0x00150000x5j9s.jpg (http://abload.de/image.php?img=mad_max_23_0x00150000x5j9s.jpg)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Test system: Intel Core i7-5930K, 16GB DDR4, Asus Rampage V, Zotac GTX 980 Ti AMP! Extreme 2-way SLI, Acer Predator XB321HK, 397.64 WHQL, Windows 10 Pro 64-bit
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
vBulletin®, Copyright ©2000-2025, Jelsoft Enterprises Ltd.