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Old 01-24-04, 06:39 PM   #193
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Quote:
Originally posted by indio
no!!!!!!!!!!!!!!! some commands can't be executed in the console because they are locked. You have to active devmode
like this

then you can execute all console commands
oops sorry , its my first time to use a DEV .
anyway i'm getting the same , nothing changed .
it just keep telling me that its set to "0" .

on the same matter .. i can see the diffrenece between the PS1.1 & PS2.0 clearly in the corridor with pipes . when you turn on the flashlight on the pipe on the dark corridor the PS2.0 shows the light reflections in a quite immprsive way , while the 1.1 dosent show any true reflections on the pipe!

i can post some screenshots if someone can help me uploading them .

btw the sand looks overbrightend to me on both the LCD & CRT monitors , is there anyway to fix that ??
i tried from the video setting but its dosent change it!
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Old 01-24-04, 07:08 PM   #194
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Downloaded today, finished once, and well what to say but WOW!

Excellent!

I was playing @ 1280*1024 on medium quality on a XP2600+ equivalent and there were a hickup or two (that's with a Radeon 9800) but I consider it very playable.
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Old 01-24-04, 07:11 PM   #195
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Quote:
Originally posted by MikeC
Send them to mikec@nvnews.net. I'll be glad to host them for you.
i sent the screenshots .. thank you!
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Old 01-24-04, 07:52 PM   #196
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Ok here 2 screenshots . one taken from a 9800xt with 3.7 & the other from 5950u 53.03 .
the system specs are the same & so the video settings . [P4:3GHz ,1gb ram]

1) Nvidia which seems to use PS_1.1


2)ATI which seems to use PS_2.0 ( The light reflection is more detailed!)


also note how the framrate is higher on the ATI drivers!

Thanks to MikeC for hosting

Last edited by SH64; 01-24-04 at 08:18 PM.
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Old 01-24-04, 09:36 PM   #197
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Quote:
Originally posted by SH64
also note how the framrate is higher on the ATI drivers!
I noticed something missing on ATI screenshot, here seem not any or not enough lighting on the floor, on Nvidia screenshot, here are lots lighting on the floor, it explained 5fps drop.
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Old 01-24-04, 09:49 PM   #198
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Quote:
Originally posted by AthlonXP1800
I noticed something missing on ATI screenshot, here seem not any or not enough lighting on the floor, on Nvidia screenshot, here are lots lighting on the floor, it explained 5fps drop.
Don't really want to get into a nVidia vs. ATi battle...

However, I believe that the "less lighting on the floor" is due to the the flashlight using PS 2.0 being more constrained / focused. Also the ATI shot is closer in, so the "cone" of the flashlight wouldn't be hitting the floor as much.

Unfortunately, we don't have a Raster Image from a Dev, to compare what it's SUPPOSED to look like... so who knows?

Regards,

Taz
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Old 01-24-04, 09:55 PM   #199
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Quote:
Originally posted by TheTaz
However, I believe that the "less lighting on the floor" is due to the the flashlight using PS 2.0 being more constrained / focused.
Yep that what I thought, PS 2.0 lighting seem more focused on the centre.
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Old 01-24-04, 10:10 PM   #200
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Quote:
Originally posted by MikeC
The log file reports that PS1.1 was being used.
Thanks MikeC.
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Old 01-24-04, 11:40 PM   #201
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For those with NV3x's try this:

d3d9_NV30_PS20

default is 0, set to 1.

so thats:

\d3d9_NV30_PS20 1

Obviously i can't try it myself.

If that doesnt work try setting this to 0 also:

d3d9_PSforce11

so:

\d3d9_PSforce11 0
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Old 01-25-04, 12:20 AM   #202
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Some other interesting/useful commands:

\d3d9_TripleBuffering
default 0, set to 1 for tripplebuffering

\e_deformable_terrain 1

havent tried it, but apparently it wont work.. i have seen terrain deformation in far cry videos.. so hopefully it will be in the full game.

\e_detail_texture_min_fov
default 0.550000

I have a feeling this changes texture quality to the lower quality alternative when they are not in your angle of view.. i will try it however to see if i can get rid of the distance low detail textures.

\e_lod_ratio
default=1.000
It's a level of detail ratio, like the terrain one i tried earlier (which causes quite a frame rate drop when looking at distant terrain i should add) i'm hoping it will change the level of detail of something else.. textures, vegetation? or perhaps all of these things including terrain.. and other commands change the lod seperately. Anyway, like the terrain LOD, anything below 1 should enable the highest detail.

\e_motion_blur
default=0
values from 1-7 change blur type

\e_obj_lod_ratio
default=10.00000
YESSS!!! FOUND IT!! this is for vegetation lod ratio!! aha! lowering the value should make vegetation stay high detail at further distances.. so no annoying pixelated trees 60m away

\e_obj_view_dist_ratio
default=55.000
similar thing.. perhaps this has more to do with what i want, and the obj_lod_ratio makes them the highest detail 100% of the time.. this looks like it can just adjust what distance objects go low detail at.. strange seeing when using my binoculars i found trees usually went low detail at around 55m.

\e_objects_fade_on_distance
default=1.000
i guess on 0 objects will remain visible all the time.. that's gotta hurt performance at long range distances

\e_rain_amount
default=0.00000
amounts between 0-1 controls the density of the rain.. i wonder if setting a value will cause it to rain where it's not meant ot doubt it, but would be great if true.

\e_sprite_min_distance
default=8.00000
another vegetation related one.. this should set the distance at which objects turn into sprites.. which is probably for me the most annoying thing about the vegetation.. some sprites are hirrobly low detail, and objects can change to sprites at like 50-60m.. which is very noticable.

\e_terrain_lod_ratio
default=2.0
i posted this before.. but i wasn't sure of the default.. setting to 1 will dramatically increase the LOD of terrain at distances.. but it will cost you

\e_terrain_merge_far_sectors
default=1.000000
Render far heightmap sectors as one mesh.. i guess turning this off could increase visuals of distant terrain.. only, with the above command, poly count is certaintly high enough.. hell my frame rate drops to 25FPS when looking at distant terrain with the ratio below 1.

\e_terrain_single_pass_vol_fog
default=0.000000
Use single pass volumetric fog on terrain where possible.. could up fog amount if you want to increase performance.. looks like there is no fog by default. That's gotta be a first for games like this!

\e_terrain_texture_mip_offset
default=0.000000
Allows to reduce terrain texture resolution by selecting more low mips from texture file.. i would have thought this was on by default.. maybe texture detail is a seperate thing. hopefully i can turn that off too.. as terrain 70-100m away looks like a game from 1997;p

\e_vegetation_sprites
default=1.000000
Activates drawing of sprites instead of distributed objects at far distance (just brilliant ) will try deactivating this! can see my frame rate now

\e_vegetation_bending
default=2.000000
hmmmm, havent seen any trees bend myself.. in a video i did, from rocket..

\e_vegetation_sprites_slow_switch
default=1.000000
Orient 3d vegetations and sprites to much each other.. not exactly sure on this.. i guess it has something to do with the switching between objects and sprites.

\e_vegetation_sprites_texres
default=0
Sprite texture size modifier. 0 - no scale, 1 - scale 2 times down and so on

\e_water_ocean_tesselation
default=0
0 - default tesselation, 2 - high tesselation, -1 - select automatically depends on per pixel projection support ... tesselation, that have something to do with refraction? or more of the roughness of the water on the surface.. hehe surfs up!

Still many more i have to filter through.. in the meantime im going to test these and see how pretty i can make far cry while slowing my frame rate to a halt in the process Well.. at least i know this game will test future hardware for years to come i dont even thing next gen cards will allow me to enable all this and run the game smooth, even with my current settings.
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Old 01-25-04, 06:11 AM   #203
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Quote:
Originally posted by Viral
For those with NV3x's try this:

d3d9_NV30_PS20

default is 0, set to 1.

so thats:

\d3d9_NV30_PS20 1

i did set it to "1" , but i cant see anything changed or any PS2.0 effects.
also i get some error msgs :
Quote:
- Warning : Coulden't find parameter Ambient for pixel shader CGRCOutdoor Water Refraction (0)
- Warning : Coulden't find parameter Watercolor for pixel shader CGRCOutdoor Water Refraction (0)
- Warning : Coulden't find parameter Watercolor for pixel shader CGRCWater (0)
- Warning : Coulden't find parameter Reflect add amount for pixel shader CGRWater (0)
so obviously forcing PS_2.0 on NV3x hardware wont change the situation .

Last edited by SH64; 01-25-04 at 06:30 AM.
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Old 01-25-04, 06:25 AM   #204
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Quote:
Originally posted by AthlonXP1800
I noticed something missing on ATI screenshot, here seem not any or not enough lighting on the floor, on Nvidia screenshot, here are lots lighting on the floor, it explained 5fps drop.
the ATi shot is closer in & thats what caused the fps increase as i tested just now .
but still even at same distance the nv is less 2-3 fps or so ...
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