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High-End User.cfg File


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#39 Scope666

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Posted 03 April 2013 - 09:50 AM

View PostArmageddonKnight, on 03 April 2013 - 09:45 AM, said:

Noob question time. Im usless when it comes to editing config files, dunno what half the stuff does lol. Really should learn ..i love tweeking :(

Anyway. I used the files from the website and have used the seetings from Colonel Pada Vinson 's april 1st post.

Iv already sorted the mouse speed, was way to slow for me.

What i want now is.

Its to bright
to much tunnel vision
could use a little more AA

What do i need to change ?

Also, since the settings r meant to be ultra ultra settings, r u sure everything that can be on to improve quality is on ? ..without that graining and blur for long distance ..the game looks a bit ...well..sparse..like there is no dust clouds and such now.



If you change r_DepthOfField = 2 to r_DepthOfField = 0 that will get rid of the distant blur. You also want to use the film grain removal trick that Colonel Pada has in his archive.

#40 ArmageddonKnight

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Posted 03 April 2013 - 09:59 AM

Sorry if i didnt make myself clear. I have the grain removal trick done, and distance blur is gone with the setitng at DOF = 2 it seems. My comment was the fact that, withotu the grain and blur ..u can see more clearly and the game looks alot sparser(empty) than it used to.

#41 Scope666

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Posted 03 April 2013 - 10:08 AM

View PostArmageddonKnight, on 03 April 2013 - 09:59 AM, said:

Sorry if i didnt make myself clear. I have the grain removal trick done, and distance blur is gone with the setitng at DOF = 2 it seems. My comment was the fact that, withotu the grain and blur ..u can see more clearly and the game looks alot sparser(empty) than it used to.



Ah, perhaps try some of the other user.cfg's in the archive located here: http://terrantitans.com/mwo-user-cfg

SweetFX also makes things look a LOT better IMHO.

#42 Corvus Antaka

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Posted 03 April 2013 - 10:53 AM

Guys with this most recent patch you'll need to lower HDR brightness somewhat and adjust the values down a little bit.

#43 ArmageddonKnight

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Posted 03 April 2013 - 10:57 AM

Which of these do u sugest chaning ?
r_HDRBloomMul = 0.6
r_HDRBlueShift = 1.0
r_HDRBrightLevel = 0.75
r_HDRBrightOffset = 5
r_HDRBrightThreshold = 6

#44 Scope666

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Posted 03 April 2013 - 11:50 AM

These are the "stock" values of "High" from the latest patch, I would try these:



r_HDRBloomMul = 0.7
r_HDRBlueShift = 0
r_HDRBrightLevel = 0.85
r_HDRBrightOffset = 5
r_HDRBrightThreshold = 6

#45 ArmageddonKnight

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Posted 03 April 2013 - 12:26 PM

Ok i think i can sort out the brightness now.
but

Is there anyway to add or increase the level of AA using the config file
aswell as
Stop/reduce terrain quality pop in ..maybe make it render full detail terrain at a much greater distance, atm the terrain changes shape and quality as close as 150/200m which sucks as u constantly see the image chanigng as ur moving.

#46 Scope666

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Posted 03 April 2013 - 12:29 PM

View PostArmageddonKnight, on 03 April 2013 - 12:26 PM, said:

Ok i think i can sort out the brightness now.
but

Is there anyway to add or increase the level of AA using the config file
aswell as
Stop/reduce terrain quality pop in ..maybe make it render full detail terrain at a much greater distance, atm the terrain changes shape and quality as close as 150/200m which sucks as u constantly see the image chanigng as ur moving.



They recently added this line to Environment, seems to help with the draw distance / popping textures:


[3]
; For high/very high spec, make this number large enough for large maps to avoid terrain texture popping
; For medium/low spec, increasing e_TerrainTextureLodRatio would fix the issue too but will sacrifice texture quality
e_TerrainTextureStreamingPoolItemsNum = 256

#47 ArmageddonKnight

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Posted 03 April 2013 - 01:08 PM

IM not sure if half of these cfg options r even working tbh. I tried the one above and it didnt help. Ground is still pop and shifting and changing shape as u move closer.

Think i might forget changing the cfg and put up with bog standard settings, the removal of the grain and the depth blur just makes certain low quality things stick out more, like lack of AA and lack of long distance object/groudn clutter.

#48 Scope666

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Posted 03 April 2013 - 01:23 PM

View PostArmageddonKnight, on 03 April 2013 - 01:08 PM, said:

IM not sure if half of these cfg options r even working tbh. I tried the one above and it didnt help. Ground is still pop and shifting and changing shape as u move closer.

Think i might forget changing the cfg and put up with bog standard settings, the removal of the grain and the depth blur just makes certain low quality things stick out more, like lack of AA and lack of long distance object/groudn clutter.



Yeah, I've always felt the film grain and DOF is meant to hide some things. ;-)

#49 ArmageddonKnight

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Posted 03 April 2013 - 01:36 PM

Ill be honest.. when i first heared about MWO and that it was using CryEngine ..i was excited, knowing how awsome crysis looked using the same engine i expected great things.
Alass, a small company has to cater to the lowest common denominator aka, people with old rigs. usualy companies say 'we desing a game to run with equipement of the last 5 years,...which lets face it ..is a long *** time for computers.
Which means low quality graphics. You can add on the eye candy all u like but if the base is made at low quality, ur just putting makeup on it can only help to a certain degree ;)

I hope we can sort out some cfg tweeks to get rid of some of the issues, but atm for meatleast ..thats failed. i'll put back on the beer goggles (film grain effect & depth blur) and deal with it lol

#50 Corvus Antaka

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Posted 04 April 2013 - 07:59 AM

my current user.cfg file. this seems to have helped me with both lag and visuals. please try this out and report. this is for medium - higher end rigs - use it with the package found at www.terrantitans.com/mwo-user-cfg

Spoiler

Edited by Colonel Pada Vinson, 04 April 2013 - 08:00 AM.


#51 Kamelkaze

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Posted 04 April 2013 - 10:08 AM

Does the modified user.cfg helping against the rainbow polygons?

#52 Corvus Antaka

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Posted 04 April 2013 - 11:37 AM

View PostKamelkaze, on 04 April 2013 - 10:08 AM, said:

Does the modified user.cfg helping against the rainbow polygons?


no idea. i have no reason to think it does, but its worth a try :D

#53 Kamelkaze

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Posted 05 April 2013 - 02:57 PM

View PostColonel Pada Vinson, on 04 April 2013 - 11:37 AM, said:


no idea. i have no reason to think it does, but its worth a try ;)


with the "medium shadow on user cfg" from your download i had no rainbow polygons in the last hour. but i will continue testing. :(

but now i have big snapping problems and a lot of server connection losts.. hmmmmpfff :huh:

Edited by Kamelkaze, 05 April 2013 - 03:28 PM.


#54 Corvus Antaka

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Posted 05 April 2013 - 03:35 PM

View PostKamelkaze, on 05 April 2013 - 02:57 PM, said:


with the "medium shadow on user cfg" from your download i had no rainbow polygons in the last hour. but i will continue testing. ;)

but now i have big snapping problems and a lot of server connection losts.. hmmmmpfff :(


haha my snapping 7 rubberbanding went away when i put the custom files back inplace on a clean re-install..today it came back a little bit here and there though..and my ping is like 10ms.

#55 Kamelkaze

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Posted 06 April 2013 - 01:16 AM

At the moment it works fine. Funny... :)

#56 Kamelkaze

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Posted 06 April 2013 - 04:15 AM

damnit, still have the bug :)

#57 Lightfoot

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Posted 07 April 2013 - 07:41 AM

View PostColonel Pada Vinson, on 20 March 2013 - 11:52 AM, said:

go into attributes.xml and change brightness/contrast from 0.5 to a higher value. I use 0.6.



With the patch that added the new version of the vision modes, Contrast and Brightness were set to 0.0 and no longer seem to work. Any workaround?

#58 Corvus Antaka

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Posted 07 April 2013 - 10:35 AM

View PostLightfoot, on 07 April 2013 - 07:41 AM, said:



With the patch that added the new version of the vision modes, Contrast and Brightness were set to 0.0 and no longer seem to work. Any workaround?


I noticed this too Lightfoot. I assume PGI locked this down to prevent vision abuse? The sliders shifted as well. Lets wait a patch or 2 and go from there :P





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