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Guide On Min-Maxing Graphic Settings, Invisible Walls And Seeing Through Walls

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#41 Eglar

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Posted 09 October 2014 - 10:59 AM

View PostVoid Angel, on 09 October 2014 - 10:45 AM, said:

Great post! There's a typo under Particle Settings, though - "how" instead of "low."

Thank you, fixed it. Also updated some content.

Edited by Eglar, 09 October 2014 - 11:22 AM.


#42 SgtKinCaiD

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Posted 09 October 2014 - 11:05 AM

Thanks for the guide. !

Edited by SgtKinCaiD, 09 October 2014 - 11:05 AM.


#43 cSand

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Posted 09 October 2014 - 11:10 AM

View PostReno Blade, on 09 October 2014 - 02:57 AM, said:

Hey,
it's been a while since i checked graphic settings, since I try to get everything as high as possible.
Now using a GTX 770 2GB OC at 50-70fps and even tried 3-monitor setup with 30-40fps.

How do you see Alcatraz on RC?
I noticed (back then) that the user config with extra high details gave me way better building LOD than just putting everything higher ingame.
Please see these screens for what I mean:


Hey is there somewhere I can see the contents of your user.cfg?

#44 TygerLily

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Posted 09 October 2014 - 11:11 AM

View PostEglar, on 09 October 2014 - 10:36 AM, said:

:o did you change the settings ingame? If nothing works, close your client, delete the shaders folder, restart your client and check again.


I'm sorry that you see it that way, but in my opinion there is simply nothing to be ashamed of. If I was sneaky, I wouldn't be making this guide.


I agree...this sort of thing isn't necessarily underhanded. But it is a kind of silly how competitive players, willing science the game to these lengths, still play with everyone else and claim superiority. Like a college basketball player who like to smash...erm, pugs at a local park. I take their public play exploits with a grain of salt.

...competitive leagues and ladders are the places where wins mean something.

#45 HUBA

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Posted 09 October 2014 - 11:22 AM

Thanks nice post ;)
You might consider this as bug using and everyone who is changing the settings now is a cheater :D

#46 Reno Blade

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Posted 09 October 2014 - 11:27 AM

View PostcSand, on 09 October 2014 - 11:10 AM, said:


Hey is there somewhere I can see the contents of your user.cfg?

You could click the little arrow on the top left of my first quote (with the images) to get to the original post in the High user.cfg thread.
It might be that some/most of the commands are no longer working, but I just kept them as they were.

Here is the post again:
http://mwomercs.com/...ost__p__3339323

#47 Eglar

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Posted 09 October 2014 - 01:29 PM

View PostTygerLily, on 09 October 2014 - 11:11 AM, said:


I agree...this sort of thing isn't necessarily underhanded. But it is a kind of silly how competitive players, willing science the game to these lengths, still play with everyone else and claim superiority. Like a college basketball player who like to smash...erm, pugs at a local park. I take their public play exploits with a grain of salt.

...competitive leagues and ladders are the places where wins mean something.

apart from moral discussions, you can also see it as a way to equalize the chances for everyone. Knowing it is one thing, using it is a different story and entirely up to you. But anything is better than not knowing at all.

#48 Bigbacon

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Posted 09 October 2014 - 01:41 PM

:( and here i am wishing SLI and DX11 worked because i want better visuals and more fps

Edited by Bigbacon, 09 October 2014 - 01:43 PM.


#49 GM Patience

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Posted 09 October 2014 - 02:26 PM

Adjusting your in-game quality settings specifically to try and gain a tactical advantage, while devious, does not technically fall under the rules we have in place regarding the use of restricted config file tweaks, third-party tools, or other changes to MWO game files.

Practically speaking, the circumstances under which these specific adjustments will actually translate to a measurable and reliable increase in score or game performance are rather limited, and any players relying solely on these methods are going to be limited to a very narrow range of play styles.

As has been mentioned, it is on us to fix any clipping or rendering issues that make these kinds of techniques viable. Be assured that we continue to monitor these types of situations, and will continue to make appropriate changes.

#50 990Dreams

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Posted 09 October 2014 - 02:36 PM

Translating Patience's post:

Whatever you post here is essentially telling PGI what to fix.

#51 Kain Demos

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Posted 09 October 2014 - 02:43 PM

So if you don't clear your shader folder then the changes don't actually change anything?

I tried the "low particle PPCs" to see what all the fuss is about and damn, you guys are right. They feel much more "loretastic" this way but I can't always tell if I miss or not and can't correct aim as well so will still leave particles on very high.

#52 Kageru Ikazuchi

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Posted 09 October 2014 - 03:19 PM

View PostGM Patience, on 09 October 2014 - 02:26 PM, said:

Practically speaking, the circumstances under which these specific adjustments will actually translate to a measurable and reliable increase in score or game performance are rather limited, and any players relying solely on these methods are going to be limited to a very narrow range of play styles.

One of those play styles ... specifically long-range direct fire (with either ERLL or Gauss, or both) ... is fairly dominant on some maps and visibility can mean the difference between an isolated, ineffective group camping in the corner or a group of guys poking and picking away armor and legs at extremely long range and winning the game.

#53 TygerLily

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Posted 09 October 2014 - 03:26 PM

View PostEglar, on 09 October 2014 - 01:29 PM, said:

apart from moral discussions, you can also see it as a way to equalize the chances for everyone. Knowing it is one thing, using it is a different story and entirely up to you. But anything is better than not knowing at all.


Right, like I said: I agree that it's not unfair or underhanded.

Edited by TygerLily, 09 October 2014 - 03:26 PM.


#54 Bigbacon

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Posted 09 October 2014 - 03:48 PM

just cause you can see through certain things doesn't mean you can still hit them right? Like the boxes or the parts hills and rocks?

#55 Eglar

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Posted 09 October 2014 - 03:53 PM

View PostKain Thul, on 09 October 2014 - 02:43 PM, said:

So if you don't clear your shader folder then the changes don't actually change anything?

I tried the "low particle PPCs" to see what all the fuss is about and damn, you guys are right. They feel much more "loretastic" this way but I can't always tell if I miss or not and can't correct aim as well so will still leave particles on very high.

Yes it changes some things but afaik does not alter the drawing distance. Especially for particles, if you want to be very sure:
Change the settings, Close your client, delete the Shaders Folders, restart MWO, see if all the smoke is gone (pretty sure it will be.)

View PostDavidHurricane, on 09 October 2014 - 02:36 PM, said:

Translating Patience's post:
Whatever you post here is essentially telling PGI what to fix.

It's certainly not what he said, but rather what you would like to see?

View PostGM Patience, on 09 October 2014 - 02:26 PM, said:

Practically speaking, the circumstances under which these specific adjustments will actually translate to a measurable and reliable increase in score or game performance are rather limited, and any players relying solely on these methods are going to be limited to a very narrow range of play styles.

This. While I agree with what agree with what Kageru posted

View PostKageru Ikazuchi, on 09 October 2014 - 03:19 PM, said:

One of those play styles ... specifically long-range direct fire (with either ERLL or Gauss, or both) ... is fairly dominant on some maps and visibility can mean the difference between an isolated, ineffective group camping in the corner or a group of guys poking and picking away armor and legs at extremely long range and winning the game.

Changing graphic settings alone can not win a game, it only enhances game performance by increasing situational awareness. Apart from the obvious factors such as aiming, movement and teamplay that was mentioned here can only improve your performance if utilized in a correct way, which takes quite some practise. If i was to put it all in a mathematical way I'd say that it probably enhances your final performance on a long-range scouting/sniping build for about 3%.

While 3% is not significant, we're talking about min-maxing performance here, so everything matters.Although I would be glad if your map-designers looked into this matter and did some corrections at some points, including the real invisible walls.

People, especially competitive players want to hit what they see.

View PostBigbacon, on 09 October 2014 - 03:48 PM, said:

just cause you can see through certain things doesn't mean you can still hit them right? Like the boxes or the parts hills and rocks?

Correct, you won't be able to shoot them.

Edited by Eglar, 09 October 2014 - 03:57 PM.


#56 990Dreams

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Posted 09 October 2014 - 05:07 PM

View PostEglar, on 09 October 2014 - 03:53 PM, said:

It's certainly not what he said, but rather what you would like to see?


For one, I don't really care or would "like to see" anything.

For another, you're feeding PGI information on graphic glitches/exploiting the games graphic flaws. They're obviously aware of this thread and they're not stupid. You're practically telling them what to fix. Anyone could see that.

#57 DONTOR

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Posted 09 October 2014 - 05:58 PM

View PostSoulscour, on 08 October 2014 - 10:53 PM, said:

I am not opposed to a snobish response. Whenever I hear someone talk about thier next gen console graphics, I have to roll my eyes.

true story I suppose, I'm more about that N64 tho.

#58 TVMA Doc

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Posted 09 October 2014 - 09:20 PM

It's in my opinion rather a glitch than dependant on a certain graphic setting. What you described has never occurred to me before. Graphic glitches are too unpredictable to rely on as a performance-enhancing method. But it's funny that to me Crimson Straights seems to cause more trouble than any other map. Maybe PGI should look into this.


Hmm, I don't see what the glitch is in that frame. It must be rather subtle...

Edited by TVMA Doc, 09 October 2014 - 09:21 PM.


#59 Eglar

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Posted 09 October 2014 - 11:15 PM

View PostTVMA Doc, on 09 October 2014 - 09:20 PM, said:

Hmm, I don't see what the glitch is in that frame. It must be rather subtle...

Not subtile at all:

How it´s glitched:
Posted Image

How it´s supposed to be:
Posted Image

#60 Eglar

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Posted 09 October 2014 - 11:19 PM

View PostDavidHurricane, on 09 October 2014 - 05:07 PM, said:


For one, I don't really care or would "like to see" anything.

For another, you're feeding PGI information on graphic glitches/exploiting the games graphic flaws. They're obviously aware of this thread and they're not stupid. You're practically telling them what to fix. Anyone could see that.

like I mentioned before, that´s not what he said. You´re tying to read between the lines where there is only empty spaces. Whatever I am pointing out, he basically said that it´s not "worth" fixing for now.

As I am sure that PGI has their own agendas, this does not seem to have a very high priority.





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