After hours testing... Watch Dogs (E3 Bloom effect working)

Discussion in 'Game Tweaks and Modifications' started by TheWorse, Jun 12, 2014.

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  1. Nuk1e

    Nuk1e Guest

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    The file already has the update + the mod in it.
     
  2. GODzillaGSPB

    GODzillaGSPB Guest

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    I was wondering how quick time was flowing with the mod installed. You could watch shadows racing over the streets and buildings. Thought it was vanilla, thought Ubisoft in their usual very casual approach to games set it up that way. "Stupid" I thought.

    But it was the mod. Strange decision to speed the day-night-cycle up. It is too fast even in the vanilla game, but to double the speed doesn't really make sense. At least not to me.

    Thanks for your find though. Did you experiment with lower values? Any disadvantages?
     
  3. Omerta

    Omerta Guest

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    :thumbup:

    :thumbup:
    Remember this comment TheWorse..

    :thumbup:


    TheWorse - As I said at the beginning of my visit to this forum, thank you for this MOD, but you must be prepared to criticism, positive or negative..

    We are a community here, and it needs to listen..
     
  4. MyFarewell

    MyFarewell Guest

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    But how can we edit those .lib files? :confused:

    So we can get exactly the dof we want.
     

  5. Quentin's_SweetFX

    Quentin's_SweetFX Guest

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  6. Grestorn

    Grestorn Guest

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    To change the shadow settings add the following code INSIDE the <RenderProfile>...</RenderProfile> tag:

    Code:
    		<Shadow>
    			<quality id="ultra"
    					 SunShadowFadeRange="25"
    					 EnableCSMShadows="0"
    					 SunShadowRange0="25"
    					 SunShadowRange1="75"
    					 SunShadowRange2="355"
    					 ShadowMapSize="4096"
    					 CascadedShadowMapSize="4096"
    					 RainShadowMapSize="4096"
    					 SoftShadows="0"
    					 Use16BitFormat="0"
    					 DisableShadow="0"
    					 SunShadowSnap="1"
    					 DisableShadowGeneration="0"
    					 DisableShadowGenTerrain="0"
    					 LeavesShadowRatio="1.0f"
    					 MinProjectedRatio="0.02"
    					 ForceLeafSingleSlice="0"
    					 DepthBiasCSM0="0.002"
    					 DepthBiasCSM1="0.002"
    					 DepthBiasCSM2="0.001"
    					 SlopeScaleDepthBiasCSM0="1"
    					 SlopeScaleDepthBiasCSM1="1"
    					 SlopeScaleDepthBiasCSM2="1"
    					 SpotDepthBias="0.001"
    					 SpotSlopeScaleDepthBias="30"
    					 CharacterSpotDepthBias="0.0009"
    					 SpotsCastShadows="1"
    					 ReflectionShadowZBias="1.0f"
    					 FSMShadowMapSize="4098"
    					 FSMDepthBias="0.0001"
    					 FSMSlopeScaleDepthBias="2.5"
    					 FSMShadowRange="600.0"
    					 FSMShadowQuality="30.0"
    					 FSMShadowFadeStart="0.25"
    					 FSMShadowFadeEnd="0.85"
    					 FSMShadowCameraSnap="2.35"
    					 MinObjectSizeCSM0="0.0"
    					 MinObjectSizeCSM1="0.0"
    					 MinObjectSizeCSM2="0.0"
    					 MinRealTreeSizeCSM0="0.0"
    					 MinRealTreeSizeCSM1="0.0"
    					 MinRealTreeSizeCSM2="0.0"
    					 LRShadowDisable="0"
    					 LRShadowZBias="1.0"
    					 LRShadowXYBias="2.5"
    					 LRShadowDensity="0.5"
    					 LRShadowNumSamples="8"
    					 LRShadowMinHeight="0.0"
    					 LRShadowMaxHeight="500.0"
    					 LRShadowTileSize="128"
    					 LRShadowCullMinObjectRadius="6.0"
    					 LRShadowCullViewDistance="250.0"
    					 LRShadowCullMinProjectedSize="0.1"
    					 LRShadowTileUpdateFlipCount="150"
    					 LRShadowKillDistanceScale="1.0"
    					 LRShadowHighPriorityNearDistance="200"
    					 LRShadowCoverOnlyTerrainArea="1"
    					 ShadowBilateralBlur="1"
    					 ShadowBilateralBlurDepthThreshold="0.09"
    					 ShadowBilateralBlurNumSamples="9"
    					 ShadowBilateralBlurNumPasses="4"
    					 MaxStaticShadowMaps="4"
    					 StaticShadowMapSize="2048"
    					 ShadowOmniSpotMinCoverage="0.0001"
    				/>
    		</Shadow>
    
    For this to work, make sure that you also have ShadowQuality="ultra" in the CustomQuality section or just select "ultra" as the overall preset (Quality="ultra" in the RenderProfile tag)

    In this example, I've increased the shadow map resolution to 4096 and the static to 2048. That might be a bit over the top, but it's working fine for me.

    The default values for ultra are:

    ShadowMapSize="3072"
    CascadedShadowMapSize="3072"
    RainShadowMapSize="2048"
    FSMShadowMapSize="3584"
    StaticShadowMapSize="512"

    There are many values to play with, but I didn't have the time to do that yet. The effect of the shadow resolution is very apparent, though, just try to reduce it to like 256 and you can see the difference right away.

    As a reference, here my complete GamerProfile.xml:

    Code:
    <GamerProfile bFirstUplayBoot="1" bFirstMPBoot="1" bNeverShowUplayFlow="0" bAskAgainLaterToS="0">
    	<SoundProfile MusicEnabled="1" GlobalVolume="100" MusicVolume="100" LicencedMusicVolume="100" SFXVolume="100" VoiceVolume="100" AutoplayMusicInVehicles="1" VoiceChatEnabled="0" VoiceChatPlaybackVolume="50" />
    	<RenderProfile PCCustomTextureQuality="high" PCCustomAntialiasingQuality="temporalsmaa" RAWCPUScore="903.858" AlphaToCoverage="0" ResolutionX="1920" ResolutionY="1200" Quality="ultra" QualityEditor="pc_editor" WindowMode="2" WindowPosX="-1" WindowPosY="-1" Force16_9="0" ForceWidescreen="0" WidescreenFOV="0" OutputScalingFactor="1" AspectRatio="0" VSync="1" MaxPrerenderedFrames="1" RefreshRate="60" MaxDriverBufferedFrames="0" ShowFPS="0" IsCalibrationSetup="1" ClustersZPassMaxLOD="1" NewBrightness="1" Contrast_v3="1" NewGammaRamp="1" GammaRampR="1" GammaRampG="1" GammaRampB="1" AllowAsynchShaderLoading="1">
    		<CustomQuality>
    			<quality ResolutionX="1280" ResolutionY="720" EnvironmentQuality="ultra" AntiPortalQuality="pc" PostFxQuality="ultra" TextureQuality="pc" TextureResolutionQuality="high" WaterQuality="ultra" ParaboloidReflectionQuality="ultra" DepthPassQuality="pc" VegetationQuality="ultra" TerrainQuality="ultra" GeometryQuality="ultra" LodDitheringQuality="pc" ShadowQuality="ultra" ShadingQuality="high" RoadQuality="pc" EditorQuality="pc" ParticlesQuality="ultra" DeferredFxQuality="console" HDR="1" SuperSampling="0" HighPrecisionNormal="1" RenderSplashes="1" RenderRain="0" MotionBlurQuality="pc" SSAOQuality="hbao+_high" DepthOfFieldQuality="pc" AntiAliasingQuality="temporalsmaa" id="_runtime" />
    		</CustomQuality>
    		<Shadow>
    			<quality id="ultra"
    					 SunShadowFadeRange="25"
    					 EnableCSMShadows="0"
    					 SunShadowRange0="25"
    					 SunShadowRange1="75"
    					 SunShadowRange2="355"
    					 ShadowMapSize="4098"
    					 CascadedShadowMapSize="4098"
    					 RainShadowMapSize="4098"
    					 SoftShadows="0"
    					 Use16BitFormat="0"
    					 DisableShadow="0"
    					 SunShadowSnap="1"
    					 DisableShadowGeneration="0"
    					 DisableShadowGenTerrain="0"
    					 LeavesShadowRatio="1.0f"
    					 MinProjectedRatio="0.02"
    					 ForceLeafSingleSlice="0"
    					 DepthBiasCSM0="0.002"
    					 DepthBiasCSM1="0.002"
    					 DepthBiasCSM2="0.001"
    					 SlopeScaleDepthBiasCSM0="1"
    					 SlopeScaleDepthBiasCSM1="1"
    					 SlopeScaleDepthBiasCSM2="1"
    					 SpotDepthBias="0.001"
    					 SpotSlopeScaleDepthBias="30"
    					 CharacterSpotDepthBias="0.0009"
    					 SpotsCastShadows="1"
    					 ReflectionShadowZBias="1.0f"
    					 FSMShadowMapSize="4098"
    					 FSMDepthBias="0.0001"
    					 FSMSlopeScaleDepthBias="2.5"
    					 FSMShadowRange="600.0"
    					 FSMShadowQuality="30.0"
    					 FSMShadowFadeStart="0.25"
    					 FSMShadowFadeEnd="0.85"
    					 FSMShadowCameraSnap="2.35"
    					 MinObjectSizeCSM0="0.0"
    					 MinObjectSizeCSM1="0.0"
    					 MinObjectSizeCSM2="0.0"
    					 MinRealTreeSizeCSM0="0.0"
    					 MinRealTreeSizeCSM1="0.0"
    					 MinRealTreeSizeCSM2="0.0"
    					 LRShadowDisable="0"
    					 LRShadowZBias="1.0"
    					 LRShadowXYBias="2.5"
    					 LRShadowDensity="0.5"
    					 LRShadowNumSamples="8"
    					 LRShadowMinHeight="0.0"
    					 LRShadowMaxHeight="500.0"
    					 LRShadowTileSize="128"
    					 LRShadowCullMinObjectRadius="6.0"
    					 LRShadowCullViewDistance="250.0"
    					 LRShadowCullMinProjectedSize="0.1"
    					 LRShadowTileUpdateFlipCount="150"
    					 LRShadowKillDistanceScale="1.0"
    					 LRShadowHighPriorityNearDistance="200"
    					 LRShadowCoverOnlyTerrainArea="1"
    					 ShadowBilateralBlur="1"
    					 ShadowBilateralBlurDepthThreshold="0.09"
    					 ShadowBilateralBlurNumSamples="9"
    					 ShadowBilateralBlurNumPasses="4"
    					 MaxStaticShadowMaps="4"
    					 StaticShadowMapSize="2048"
    					 ShadowOmniSpotMinCoverage="0.0001"
    				/>
    		</Shadow>
    	</RenderProfile>
    	<NetworkProfile EnableNatTraversal="1" VoiceChatEnabled="1" OnlineEnginePort="9000" OnlineServicePort="9001" LanHostBroadcastPort="9004" LanClientBroadcastPort="9005" ScanFreePorts="1" ScanPortRange="1000" ScanPortStart="9000" />
    	<GameProfile Hour = "20" Minutes = "0" Seconds = "0" TimeScale = "30" Sensitivity="0.9" MouseLookSensitivityX="70" MouseLookSensitivityY="70" MouseInvertX="0" MouseInvertY="0" MouseMenuSensitivity="50" UseMouseSmooth="0" Smoothness="0" DisableMouseDamping="0" SecurityCamTweak="0" SecurityCamSensitivityX="1.5" SecurityCamSensitivityY="1.5" Sprint_UseToggle="0" Stroll_UseToggle="0" Gamepad_vibration="1" UseCompassMiniMap="1" UseRoadSignHilight="1" UseSubtitles="1" UseReticle="1" UseWaypoint="1" UseHintsAndTutorial="1" UsePdaNotification="1" UseMinimap="1" UseDynamicMission="1" UseItemAndRewards="1" UseMissionUpdate="1" UseFelony="1" UseEquipmentAndTools="1" UseAmbx="0" DifficultyLevel="1" IEn="0" NeutralFireEnabled="0" FriendlyFireEnabled="0" selGamepadControlScheme="0" CameraSpeedCoefficient="1" CameraSensitivityCoefficient="1" CameraInvertX="0" CameraInvertY="0" selAimAssist="1" selDifficulty="1">
    		<FireConfig QualitySetting="VeryHigh" />
    		<AutoConsoleCommands />
    	</GameProfile>
    	<RealTreeProfile />
    	<EngineProfile>
    		<PhysicConfig QualitySetting="VeryHigh" />
    	</EngineProfile>
    	<ControlMapProfile>
    		<Action_Hack Device="%$646CA0E7" Control="%$F500AE27" />
    		<Action_Interact Device="%$646CA0E7" Control="%$EFDA7A5A" />
    		<Tool_Profiler Device="%$646CA0E7" Control="%$62D277AF" />
    		<Tool_Focus Device="%$646CA0E7" Control="%$B986C337" />
    		<Tool_Smartphone Device="%$AF35B6ED" Control="%$32360761" />
    		<Map_Open Device="%$646CA0E7" Control="%$E101F268" />
    		<SetWaypoint Device="%$646CA0E7" Control="%$8CDC1683" />
    		<Inventory_Open Device="%$646CA0E7" Control="%$73E3430C" />
    		<Inventory_EquipPrimary Device="%$646CA0E7" Control="%$83DCEFB7" />
    		<Inventory_EquipSecondary Device="%$646CA0E7" Control="%$1AD5BE0D" />
    		<Inventory_EquipTertiary Device="%$646CA0E7" Control="%$6DD28E9B" />
    		<Inventory_EquipSpecial Device="%$646CA0E7" Control="%$F3B61B38" />
    		<Inventory_CycleProjectiles Device="%$646CA0E7" Control="%$84B12BAE" />
    		<Nav_Up Device="%$646CA0E7" Control="%$1C630B12" />
    		<Nav_Down Device="%$646CA0E7" Control="%$1B0ECF0B" />
    		<Nav_Left Device="%$646CA0E7" Control="%$E8B7BE43" />
    		<Nav_Right Device="%$646CA0E7" Control="%$98DD4ACC" />
    		<Nav_Stroll Device="%$646CA0E7" Control="%$8781A73E" />
    		<Nav_Sprint Device="%$646CA0E7" Control="%$ADDDA2DA" />
    		<Nav_Climb Device="%$646CA0E7" Control="%$2972C13A" />
    		<Nav_EnterCover Device="%$646CA0E7" Control="%$06B9DF6F" />
    		<Nav_ExitCover Device="%$646CA0E7" Control="%$6B643B84" />
    		<Combat_DrawWeapon Device="%$646CA0E7" Control="%$856A5AA8" />
    		<Combat_Aim Device="%$AF35B6ED" Control="%$FF6C09FF" />
    		<Combat_Shoot Device="%$AF35B6ED" Control="%$2B2D3620" />
    		<Combat_Projectile Device="%$646CA0E7" Control="%$01D41B76" />
    		<Combat_Takedown Device="%$646CA0E7" Control="%$76D32BE0" />
    		<Combat_Reload Device="%$646CA0E7" Control="%$6C09FF9D" />
    		<Vehicle_Accelerate Device="%$646CA0E7" Control="%$1C630B12" />
    		<Vehicle_Brake Device="%$646CA0E7" Control="%$1B0ECF0B" />
    		<Vehicle_SteerLeft Device="%$646CA0E7" Control="%$E8B7BE43" />
    		<Vehicle_SteerRight Device="%$646CA0E7" Control="%$98DD4ACC" />
    		<Vehicle_ChangeCam Device="%$646CA0E7" Control="%$06B9DF6F" />
    		<Vehicle_RadioOnOff Device="%$646CA0E7" Control="%$71BEEFF9" />
    		<Vehicle_RadioSkip Device="%$646CA0E7" Control="%$7808A3D2" />
    		<Vehicle_Handbrake Device="%$646CA0E7" Control="%$2972C13A" />
    		<Vehicle_LookBack Device="%$646CA0E7" Control="%$ADDDA2DA" />
    		<Vehicle_Horn Device="%$646CA0E7" Control="%$8781A73E" />
    		<Vehicle_HideInCar Device="%$646CA0E7" Control="%$76D32BE0" />
    	</ControlMapProfile>
    	<AlternateControlMapProfile>
    		<Action_Hack Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Action_Interact Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Tool_Profiler Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Tool_Focus Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Tool_Smartphone Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Map_Open Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<SetWaypoint Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Inventory_Open Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Inventory_EquipPrimary Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Inventory_EquipSecondary Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Inventory_EquipTertiary Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Inventory_EquipSpecial Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Inventory_CycleProjectiles Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Nav_Up Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Nav_Down Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Nav_Left Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Nav_Right Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Nav_Stroll Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Nav_Sprint Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Nav_Climb Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Nav_EnterCover Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Nav_ExitCover Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Combat_DrawWeapon Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Combat_Aim Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Combat_Shoot Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Combat_Projectile Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Combat_Takedown Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Combat_Reload Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_Accelerate Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_Brake Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_SteerLeft Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_SteerRight Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_ChangeCam Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_RadioOnOff Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_RadioSkip Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_Handbrake Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_LookBack Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_Horn Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    		<Vehicle_HideInCar Device="%$FFFFFFFF" Control="%$FFFFFFFF" />
    	</AlternateControlMapProfile>
    </GamerProfile>
    
     
  7. Lumicko

    Lumicko Guest

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    So I used the TheWorse (DoF by Vaas ) combined with 1,03 patch (WD) and im using quality settings as _runtime ( everything is on ultra anyway..) in game i can see the special DoF so I guess that means that its working correctly? Also how to install SweetFX without RadeonPRO?
     
  8. FriskyNoodle

    FriskyNoodle Guest

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    Thats the tricky part.



    You have to drag the lib file to the Gibbed.Disrupt.ConvertBinaryObject.exe you obtained from ricks tools, but dont blame me or anyone else for messing anything up. Just do what I said in my first reply, its easier.
     
  9. Grestorn

    Grestorn Guest

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    Sorry, I didn't have the time, I had to watch today's World Cup games... Germany just barely saved the tie against Ghana. What a game... :)

    But since the game doesn't depend on the time of day for anything BUT graphics, I'm pretty sure that you can set the TimeScale to whatever value you like. Maybe even to 0, this way the game might be fixed at the time of day set in the Hour and Minutes settings.
     
  10. FriskyNoodle

    FriskyNoodle Guest

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    If you have a nvidia card drag and drop all the files from sweetfx archive to WD bin folder, then grab dxgi.dll from sweetfx folder after extraction along with the dxgi.fx file.

    AMD, Im pretty sure you have to use RadeonPro. Look up a how to on google.


    **UPDATE**
    Can't PM yet, only have 8 posts Lumicko.

    Its simple

    If you have a 32bit operating system use the dll present in the main archive with everything the way it is

    If you have a 64bit operating system you still extract everything the same, but after extraction to bin folder in Watch Dogs directory you go to x64dll's folder and the dxgi.dll, right click>copy>paste in WD bin directory>replace existing

    Bam done.

    Now, the file "Watch Dogs Realistic by Piterrrxd [Modified by JeZ].txt" and the file "SweetFX_settings.txt" have the same exact structure

    So what you need to do here is rename "SweetFX_settings.txt" to "SweetFX_settingsBACKUP.txt" and rename "Watch Dogs Realistic by Piterrrxd [Modified by JeZ].txt" to "SweetFX_settings.txt" (obviously without the quotes)

    Load game up, bam done easy.
     
    Last edited: Jun 21, 2014

  11. jdwohlever

    jdwohlever Guest

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    Thanks for your info.
    Is there somewhere where I can find all the commands and variables that can be changed/added to the gamerprofile.xml?
     
  12. FriskyNoodle

    FriskyNoodle Guest

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    Use Gibbed.Disrupt unpacker, then repack after referring to post below.
     
    Last edited: Jun 21, 2014
  13. Grestorn

    Grestorn Guest

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    You can unpack the files using the Gibbed.Disrupt tools and check the files as a reference.

    To make it easier, I'll just post the config files here...

    The difficulty is how to add the options to the GamerProfile so they're actually accepted and make a difference. There's a simple logic to it, my previous example for the ShadowMaps should help for that.

    defaultEngineConfig.xml (options can be used in the tag <EngineProfile>)
    Code:
    <Profile>
    	<QcConfig 
    		GatherFPS="1" 
    		GatherAICnt="1" 
    		GatherDialogs="0"
    		IsQcTester="0" />
    
      <!-- LoadingRingSizes: World, Far, Near, MediumQuality, HighQuality, Interior, Sas, Preload, AlwaysLoaded -->
    	<WorldConfig 
        LoadingRingSizes="0.0, 5120.0, 192.0, 192.0, 32.0, 64.0, 128.0, 0.0, 0.0"> 
    	</WorldConfig>
    
        <ZoneConfig
            Density_Clear="2.5"
            Density_Light="3.5"
            Density_Medium="4.5"
            Density_Dense="5.0" >
    	</ZoneConfig>
    
        <PhysicConfig
    		QualitySetting = "VeryHigh"
            SplineLoftSubdivTolerance= "0.01"
            >
            <Qualities>
              <quality id="VeryHigh"
              fNormalLoadPhysicsTimeMilliSeconds="5.0"
              fHeavyLoadPhysicsTimeMilliSeconds="7.0"
              MaxSimplePhysObjectNormal="55"
              MaxSimplePhysObjectHeavy="35"
              MaxPawnRagdollNormal="25"
              MaxPawnRagdollHeavy="10"
              MaxPickupNormal="35"
              MaxPickupHeavy="25"
              MaxBreakableStaticObjectsNormal="30"
              MaxBreakableStaticObjectsHeavy="30"
              MaxBreakableDynamicObjectsNormal="100"
              MaxBreakableDynamicObjectsHeavy="50"/>
              <quality id="High"
              fNormalLoadPhysicsTimeMilliSeconds="5.0"
              fHeavyLoadPhysicsTimeMilliSeconds="7.0"
              MaxSimplePhysObjectNormal="40"
              MaxSimplePhysObjectHeavy="20"
              MaxPawnRagdollNormal="15"
              MaxPawnRagdollHeavy="5"
              MaxPickupNormal="30"
              MaxPickupHeavy="20"
              MaxBreakableStaticObjectsNormal="30"
              MaxBreakableStaticObjectsHeavy="30"
              MaxBreakableDynamicObjectsNormal="100"
              MaxBreakableDynamicObjectsHeavy="50"/>
                <quality id="Medium"
              fNormalLoadPhysicsTimeMilliSeconds="5.0"
              fHeavyLoadPhysicsTimeMilliSeconds="7.0"
              MaxSimplePhysObjectNormal="40"
              MaxSimplePhysObjectHeavy="20"
              MaxPawnRagdollNormal="10"
              MaxPawnRagdollHeavy="5"
              MaxPickupNormal="30"
              MaxPickupHeavy="20"
              MaxBreakableStaticObjectsNormal="30"
              MaxBreakableStaticObjectsHeavy="30"
              MaxBreakableDynamicObjectsNormal="100"
              MaxBreakableDynamicObjectsHeavy="50"/>
                <quality id="Low"
              fNormalLoadPhysicsTimeMilliSeconds="5.0"
              fHeavyLoadPhysicsTimeMilliSeconds="7.0"
              MaxSimplePhysObjectNormal="20"
              MaxSimplePhysObjectHeavy="10"
              MaxPawnRagdollNormal="5"
              MaxPawnRagdollHeavy="5"
              MaxPickupNormal="30"
              MaxPickupHeavy="20"
              MaxBreakableStaticObjectsNormal="20"
              MaxBreakableStaticObjectsHeavy="20"
              MaxBreakableDynamicObjectsNormal="50"
              MaxBreakableDynamicObjectsHeavy="25"/>                     
            </Qualities>
        </PhysicConfig>
    	
    	<BinkAudioConfig>
    		<Languages>
    			<language TrackID="0" name="english" />
    			<language TrackID="1" name="french" />
    			<language TrackID="2" name="spanish" />
    			<language TrackID="3" name="german" />
    			<language TrackID="4" name="italian" />
    			<language TrackID="5" name="japanese" />
    			<language TrackID="9" name="russian" />
    			<language TrackID="10" name="brazilian" />
    		</Languages>
    	</BinkAudioConfig>
    	
    </Profile>
    
     
  14. Grestorn

    Grestorn Guest

    Messages:
    117
    Likes Received:
    0
    GPU:
    GeForce 680 / 4 GB
    defaultgameconfig.xml (options can be used in the tag <GameProfile>):
    Code:
    <Profile
    	Hour = "14"
    	Minutes = "0"
    	Seconds = "0"
    	TimeScale = "65"
    	WindForce = "95"
    	WindDir = "215"
    	DelayShadowMovement = "0"
    	GodMode = "0"
    	UnlimitedAmmo = "0"
    	Sensitivity_x = "1.0"
    	Sensitivity_y = "1.0"
    	Sensitivity = "0.9"
    	Invert_x = "0"
    	Invert_y = "0"
    	DefaultLoadingScreen = "UI\\fire\\bin\\Menu_Loading.feu"
    	DefaultPauseMenu = "UI\\fire\\bin\\Menu_Pause.feu"
    	FireMovieTest = "UI\\fire\\bin\\Menu_Pause.feu"
    	Gamepad_vibration = "1"
    	IgnorePlayer = "0"
    	GatherEntitiesForMap = "0"
    	ShowAIInMap = "0"
    	ShowDiamondsInMap = "0"
        UseMouseSmooth = "0"
        DifficultyLevel = "1"
        Machete = "0"
        UseAmbx = "0"
        UseSubtitles = "1"    
        padSensor = "0"
        UseAimingHelpers = "1"
        HelpCrosshair = "0"
        BrightnessCalibrated = "0"
    
    	>
    	<FireConfig 
    		QualitySetting = "VeryHigh">
    		<Qualities>
    			<quality id="VeryHigh"
    				FireEnabled="1"
        		MultiCellArraySize="100"
        		FireSmokeEnabled="1"
        		/>
        	<quality id="High"
    				FireEnabled="1"
        		MultiCellArraySize="100"
        		FireSmokeEnabled="1"
        		/>
        	<quality id="Medium"
    				FireEnabled="1"
        		MultiCellArraySize="100"
        		FireSmokeEnabled="0"
        		/>
        	<quality id="Low"
    				FireEnabled="1"
        		MultiCellArraySize="100"
        		FireSmokeEnabled="0"
        		/>
        	</Qualities>
      </FireConfig>
    </Profile>
    
     
  15. Xilandro

    Xilandro Guest

    Messages:
    56
    Likes Received:
    0
    GPU:
    GTX 780 DC2
    @Grestorn
    Thank you very much for info!
     

  16. MyFarewell

    MyFarewell Guest

    Messages:
    13
    Likes Received:
    0
    GPU:
    Gtx 670
    Ahh, it was this post. Thanks :)
     
  17. Grestorn

    Grestorn Guest

    Messages:
    117
    Likes Received:
    0
    GPU:
    GeForce 680 / 4 GB
    defaultrenderconfig.xml (options can be used in the <RenderProfile> tag, I stripped some parts so I can post the file here):
    Code:
    <Profile
        Quality="optimal"
        QualityEditor="pc_editor"
        ResolutionX="800"
        ResolutionY="600"
        WindowMode="2"
        Maximized="0"
    	UseDesktopAspectRatioInFullscreen="0"
        ForceWidescreen="0"
        VSync="0"
        RefreshRate="0"
        AllowAsynchShaderLoading="1"
        NearPassZMin="0.01"
        NearPassZMax="5"
        DisableVehicleDamage="0"
        DisableTerrain="0"
        DisableParticles="0"
        DisableObjects="0"
        DisablePrimitives="0"
        DisableClusters="0"
        DisableRealtrees="0"
        DisableAntiPortals="0"
        SkipMipLevelLoading="0"
        GrassWindFactor="0.1714"
        GrassWindFactorLerpTime="1"
        GrassWindMin="0.4"
        GrassWindMax="2"
        MaxDriverBufferedFrames="0"
        GammaRamp="1.0"
        DisableMeshMerging="1"
        ClusterInstancing="2"
        DisableRealtreesNotInstanced="0"
        DisableRealtreesInstanced="0"
        DisableRealtreesCluster="0"
        Platform="d3d9"
        GrassMotionFrenquency="7"
        GrassMotionFrenquency2="3"
        GrassMotionOnSlope="1.5"
        GrassMotionPerturbationSin1="0.1"
        GrassMotionPerturbationSin2="0.3"
        GrassMotionPerturbationRadius1="0.1"
        GrassMotionPerturbationRadius2="0.1"
        ShowFPS="0"
        TerrainCompilerLOD1Tolerance="1.5"
        TerrainCompilerLOD2Tolerance="3.0"
        TerrainCompilerLOD3Tolerance="7.0"
        AmbientSkyOcclusionTreeOpacityR="0.95"
        AmbientSkyOcclusionTreeOpacityG="0.9"
        AmbientSkyOcclusionTreeOpacityB="0.98"
        AmbientSkyOcclusionMinVisibility="0.45"
        AmbientSkyOcclusionDynamicMinVisibility="0.3"
        MultiSampleMode="0"
        MultiSampleLevel="0"
        AlphaToCoverage="0"
        MaxShadersToPreload="4500"
        MaxShadersToPreloadPerFrame="200"
        MaxShaderObjectToCreateRuntime="5"
        MaxShaderObjectToCreateLoadtime="10"
        MaxShaderObjectToProcessLoadtime="100"
        LightProbesMinAmbient="0.0025"
        LightProbesMinAmbientShades="0.45, 0.5, 0.55, 0.4"
        SnapDecalOffset="0.02"
        >
        <RenderQuality>
            <!-- PC default config -->
            <quality id="pc"
                     ResolutionX="1680"
                     ResolutionY="1050"
                     HighPrecisionNormal="1"
                     HDR="1"
                     Bloom="1"
                     EnvironmentQuality="pc"
                     AntiPortalQuality="pc"
                     PostFxQuality="pc"
                     TextureQuality="pc"
                     TextureResolutionQuality="pc"
                     WaterQuality="pc"
                     ParaboloidReflectionQuality="pc"
                     VegetationQuality="pc"
                     TerrainQuality="pc"
                     GeometryQuality="pc"
                     LodDitheringQuality="pc"
                     DepthPassQuality="pc"
                     ShadowQuality="pc"
    				 ShadingQuality="high"
                     RoadQuality="pc"
                     ParticlesQuality="pc"
                     RenderRain="0"
    				 AntiAliasingQuality="pc"
    				 SSAOQuality="pc"
    				 DepthOfFieldQuality="pc"
    				 MotionBlurquality="pc"
                />
            <quality id="high"
                     ResolutionX="1920"
                     ResolutionY="1080"
                     HighPrecisionNormal="1"
                     HDR="1"
                     Bloom="1"
                     EnvironmentQuality="high"
                     AntiPortalQuality="pc"
                     PostFxQuality="high"
                     TextureQuality="pc"
                     TextureResolutionQuality="high"
                     WaterQuality="high"
                     ParaboloidReflectionQuality="high"
                     DeferredFxQuality="pc"
                     VegetationQuality="high"
                     TerrainQuality="high"
                     GeometryQuality="high"
                     LodDitheringQuality="pc"
                     DepthPassQuality="pc"
                     ShadowQuality="high"
    		 ShadingQuality="high"
                     RoadQuality="pc"
                     RenderRain="1"
                     ParticlesQuality="high"
                     AntiAliasingQuality="temporalsmaa"
                     SSAOQuality="hbao+_high"
    				 DepthOfFieldQuality="pc"
    				 MotionBlurQuality="pc"
                />
            <quality id="ultra"
                     ResolutionX="1920"
                     ResolutionY="1080"
                     HighPrecisionNormal="1"
                     HDR="1"
                     Bloom="1"
                     EnvironmentQuality="ultra"
                     AntiPortalQuality="pc"
                     PostFxQuality="ultra"
                     TextureQuality="pc"
                     TextureResolutionQuality="high"
                     WaterQuality="ultra"
                     DeferredFxQuality="pc"
                     ParaboloidReflectionQuality="ultra"
                     VegetationQuality="ultra"
                     TerrainQuality="ultra"
                     GeometryQuality="ultra"
                     LodDitheringQuality="pc"
                     DepthPassQuality="pc"
                     ShadowQuality="ultra"
    		 ShadingQuality="high"
                     RoadQuality="pc"
                     RenderRain="1"
                     ParticlesQuality="ultra"
                     AntiAliasingQuality="temporalsmaa"
    		 SSAOQuality="hbao+_high"
    		 DepthOfFieldQuality="pc"
    		 MotionBlurQuality="pc"
                />
    
        </RenderQuality>
    
        <CustomQuality>
        </CustomQuality>
    
        <Environment>
            <quality id="pc"
                     DisableSky="0"
                     RainNumSplashesPerSecond="35"
                     RainDensityFactor="1.0"
    				 RainOccluderLength="96.0"
                     ParticleUniformFogRangeThreshold="0.15"
                     DisableGodRayCloudMasking="0"
                     HighQualityParticles="1"
                     HighQualityEnvironmentDOF="1"
                     HairSpecularMinNumLights="0"
                     HairSpecularMaxNumLights="4"
                     HairSpecularFadeDistance="25"
                     SkinSpecularMinNumLights="0"
                     SkinSpecularMaxNumLights="4"
                     SkinSpecularFadeDistance="15"
                     ParticlesMinNumLights="0"
                     ParticlesMaxNumLights="4"
                     ParticlesLightsFadeDistance="150"
                     PhysicsQuality="VeryHigh">
            </quality>
            <quality id="high"
                     DisableSky="0"
                     RainNumSplashesPerSecond="100"
                     RainDensityFactor="1.15"
    				 RainOccluderLength="96.0"
                     ParticleUniformFogRangeThreshold="0.1"
                     DisableGodRayCloudMasking="0"
                     HighQualityParticles="1"
                     HighQualityEnvironmentDOF="1"
                     HairSpecularMinNumLights="0"
                     HairSpecularMaxNumLights="4"
                     HairSpecularFadeDistance="25"
                     SkinSpecularMinNumLights="0"
                     SkinSpecularMaxNumLights="4"
                     SkinSpecularFadeDistance="15"
                     MeshMaxNumLights="25"
                     SpotMaxNumLights="25"
                     ParticlesMinNumLights="0"
                     ParticlesMaxNumLights="35"
                     PhysicsQuality="VeryHigh"
                     ParticlesLightsFadeDistance="150">
            </quality>
            <quality id="ultra"
                     DisableSky="0"
                     RainNumSplashesPerSecond="275"
                     RainDensityFactor="1.45"
    				 RainOccluderLength="96.0"
                     ParticleUniformFogRangeThreshold="0.05"
                     DisableGodRayCloudMasking="0"
                     HighQualityParticles="1"
                     HighQualityEnvironmentDOF="1"
                     HairSpecularMinNumLights="0"
                     HairSpecularMaxNumLights="25"
                     HairSpecularFadeDistance="30"
                     SkinSpecularMinNumLights="0"
                     SkinSpecularMaxNumLights="25"
                     SkinSpecularFadeDistance="25"
                     MeshMaxNumLights="25"
                     SpotMaxNumLights="25"
                     ParticlesMinNumLights="0"
                     ParticlesMaxNumLights="35"
                     PhysicsQuality="VeryHigh"
                     ParticlesLightsFadeDistance="150">
            </quality>
        </Environment>
    
        <AntiPortal>
            <quality id="pc"
                     AntiPortalUseBoxTest="1"
                     AntiPortalKillDistanceScale="2.0"
                     AntiPortalKillDistanceFromCenter="1"
                     AntiPortalMaxTestPlanes="1000"
                     AntiPortalSelfCulling="1"
    				 AntiPortalMinSizeShadows="0.1"
                     AntiPortalMinSizeMainViewport="0.1"
    		    />
    		<quality id="nextgen"
                     AntiPortalUseBoxTest="1"
                     AntiPortalKillDistanceScale="2.0"
                     AntiPortalKillDistanceFromCenter="1"
                     AntiPortalMaxTestPlanes="1000"
                     AntiPortalSelfCulling="1"
    				 AntiPortalMinSizeShadows="0.1"
                     AntiPortalMinSizeMainViewport="0.1"
    		    />
        </AntiPortal>
    
        <!-- Post effects -->
    
        <Post>
            <!-- "editor_postfx" should match "pc", but without the temporal antialiasing. -->
            <quality id="pc"
                     Post="1"
                     ArtisticPost="1"
                     PostFxHDR="1"
                     UseCompositePostFx="0"
                     UseCompactFPRenderTarget="0"
                     UseHalfSizeSceneTexture="0"
                     DelayDownsampleSceneTexture="0"
                     UpdatePostFxMaskInGbuffer="0"
                     UseColorGrading="1"
                     ProjectedClouds="1"
    			/>
            <quality id="xenon"
                     Post="1"
                     ArtisticPost="1"
                     PostFxHDR="0"
                     UseCompositePostFx="1"
                     UseCompactFPRenderTarget="1"
                     UseHalfSizeSceneTexture="1"
                     DelayDownsampleSceneTexture="0"
                     UpdatePostFxMaskInGbuffer="1"
                     UseColorGrading="0"
                     ProjectedClouds="0"
    			/>
            <quality id="high"
                     Post="1"
                     ArtisticPost="1"
                     PostFxHDR="1"
                     UseCompactFPRenderTarget="0"
                     UseHalfSizeSceneTexture="0"
                     DelayDownsampleSceneTexture="0"
                     UpdatePostFxMaskInGbuffer="0"
                     UseColorGrading="1"
                     ProjectedClouds="1"
    			/>
    		<quality id="ultra"
                     Post="1"
                     ArtisticPost="1"
                     PostFxHDR="1"
                     VelocityMotionBlur="1"
                     DepthOfField="1"
                     UseCompactFPRenderTarget="0"
                     UseHalfSizeSceneTexture="0"
                     DelayDownsampleSceneTexture="0"
                     UpdatePostFxMaskInGbuffer="0"
                     UseColorGrading="1"
                     ProjectedClouds="1"
    			/>
    
        </Post>
    
        <Texture>
            <quality id="pc"
            		 TextureFilteringQuality="3"> <!-- ETextureFilteringQualityLevel_Medium -->
                <Shaders>
                    <shader name="Mesh_Weapon" add="QUALITYHIGH" remove=""/>
                </Shaders>
            </quality>
            <quality id="console"
            		 TextureFilteringQuality="4">  <!-- ETextureFilteringQualityLevel_Low -->
            </quality>
        </Texture>
    
        <TextureResolution>
            <quality id="pc"
            		 SkipMips="0"
    				 SkipMipFiles="0"
                     MaterialTexturePriority="5"
                     AlwaysMip0Loading="0"
    			/>
            <quality id="console"
            		 SkipMips="0"
    				 SkipMipFiles="0"
                     MaterialTexturePriority="5"
                     AlwaysMip0Loading="0"
    			/>
            <quality id="low"
            		 SkipMips="1"
    				 SkipMipFiles="1"
                     MaterialTexturePriority="5"
                     AlwaysMip0Loading="0"
    				 AgressiveSkipMipsFile="0"
    				 SkipHighQualityGeometry="1"
    			/>
            <quality id="medium"
            		 SkipMips="0"
    				 SkipMipFiles="1"
                     MaterialTexturePriority="5"
                     AlwaysMip0Loading="0"
    			/>
            <quality id="high"
                     SkipMips="0"
    				 SkipMipFiles="0"
                     MaterialTexturePriority="5"
                     AlwaysMip0Loading="0"
    			/>
        </TextureResolution>
    
        <Water>
            <quality id="pc"
                     DisableSplinesInReflection="0"
                     ReflectionMaxDistanceScaleModifier="1.0"
                     WaterRefraction="1"
                     WaterReflectionSizeThreshold="3"
                     WaterReflectionQuality="7"
                     ReflectionTextureSizeX="1024"
                     ReflectionTextureSizeY="1024"
                     ReflectionMultiSampleMode="4"
                     DisableWater="0"
    				 WaterNextGenQuality="768"
    			/>
    		<quality id="high"
    				 DisableScreenSpaceReflection="0"
    				 DisableSplinesInReflection="0"
    				 ReflectionMaxDistanceScaleModifier="1.0"
    				 WaterRefraction="1"
    				 WaterReflectionSizeThreshold="3"
    				 WaterReflectionQuality="7"
    				 ReflectionTextureSizeX="1024"
    				 ReflectionTextureSizeY="1024"
    				 ReflectionMultiSampleMode="4"
    				 DisableWater="0"
    				 WaterNextGenQuality="768"
    			/>
    					
    		<quality id="ultra"
    				 DisableScreenSpaceReflection="0"
    				 DisableSplinesInReflection="0"
    				 ReflectionMaxDistanceScaleModifier="1.0"
    				 WaterRefraction="1"
    				 WaterReflectionSizeThreshold="3"
    				 WaterReflectionQuality="7"
    				 ReflectionTextureSizeX="1536"
    				 ReflectionTextureSizeY="1536"
    				 ReflectionMultiSampleMode="4"
    				 DisableWater="0"
    				 WaterNextGenQuality="1536"
    			/>
        </Water>
    
        <ParaboloidReflection>
            <quality id="off"
                    DisableParaboloidReflection="1"
    			/>
            <quality id="pc"
                     DisableParaboloidReflection="0"
                     ParaboloidReflectionGeometryLevel="2"
                     ParaboloidReflectionSizeThreshold="1.5"
                     ParaboloidReflectionMaxDistanceScaleModifier="1"
                     ParaboloidReflectionTextureSize="512"
                     ParaboloidReflectionMultiSampleMode="4"
                     ParaboloidReflectionCullingSize="300"
                     ParaboloidReflectionBuildingCullingSize="400"
                     ParaboloidReflectionTextureNbrMips="3"
                     ParaboloidReflectionBlurFactor="0.0"
                     ParaboloidReflectionRenderDownward="0"
                     ParaboloidReflectionCullingProjectionScale="0.05"
                     ParaboloidReflectionSampleShadow="1"
    			/>
            <quality id="high"
                     DisableParaboloidReflection="0"
                     ParaboloidReflectionGeometryLevel="2"
                     ParaboloidReflectionSizeThreshold="1.5"
                     ParaboloidReflectionMaxDistanceScaleModifier="1"
                     ParaboloidReflectionTextureSize="768"
                     ParaboloidReflectionMultiSampleMode="4"
                     ParaboloidReflectionCullingSize="300"
    				 ParaboloidReflectionBuildingCullingSize="400"
                     ParaboloidReflectionTextureNbrMips="3"
                     ParaboloidReflectionBlurFactor="0.0"
                     ParaboloidReflectionRenderDownward="0"
                     ParaboloidReflectionCullingProjectionScale="0.01"
    				 ParaboloidReflectionSampleShadow="1"
    			/>
            <quality id="ultra"
                     DisableParaboloidReflection="0"
                     ParaboloidReflectionGeometryLevel="10"
                     ParaboloidReflectionSizeThreshold="1.5"
                     ParaboloidReflectionMaxDistanceScaleModifier="1"
                     ParaboloidReflectionTextureSize="1536"
                     ParaboloidReflectionMultiSampleMode="4"
                     ParaboloidReflectionCullingSize="400"
                     ParaboloidReflectionBuildingCullingSize="500"
                     ParaboloidReflectionTextureNbrMips="4"
                     ParaboloidReflectionBlurFactor="0.0"
                     ParaboloidReflectionRenderDownward="0"
                     ParaboloidReflectionCullingProjectionScale="0.08"
    				 ParaboloidReflectionSampleShadow="1"
    			/>
        </ParaboloidReflection>
    
        <Vegetation>
            <quality id="pc"
            		 RealTreeCsmExcludeMask="0"
                     ClusterCsmExcludeMask="0"
                     VegetationDisplacementEnabled="1"
                     VegetationDisplacementTextureSize="512"
                     VegetationDisplacementCellSize="0.25"
                     VegetationDisplacementUse16Bit="1"
                     VegetationCollisionSphereMaxCount="4"
                     VegetationCollisionSphereMaxDistance="20.0"
                     VegetationWindDistanceScale="1.0"
                     VegetationCollisionSphereDistanceScale="1.0"
                     VegetationDisplacementTextureDistanceScale="1.0"
    			/>
            <quality id="low"
            		 RealTreeCsmExcludeMask="0"
                     ClusterCsmExcludeMask="0"
                     VegetationDisplacementEnabled="0"
                     VegetationDisplacementTextureSize="256"
                     VegetationDisplacementCellSize="0.5"
    				 VegetationDisplacementUse16Bit="0"
                     VegetationCollisionSphereMaxCount="1"
                     VegetationCollisionSphereMaxDistance="20.0"
    				 VegetationWindDistanceScale="0.6"
                     VegetationCollisionSphereDistanceScale="0.6"
                     VegetationDisplacementTextureDistanceScale="0.8"
    			/>
    		<quality id="high"
            		 RealTreeCsmExcludeMask="0"
                     ClusterCsmExcludeMask="0"
                     VegetationDisplacementEnabled="1"
                     VegetationDisplacementTextureSize="512"
                     VegetationDisplacementCellSize="0.25"
                     VegetationDisplacementUse16Bit="1"
                     VegetationCollisionSphereMaxCount="4"
                     VegetationCollisionSphereMaxDistance="20.0"
                     VegetationWindDistanceScale="1.0"
                     VegetationCollisionSphereDistanceScale="1.0"
                     VegetationDisplacementTextureDistanceScale="1.0"
    			/>
    		<quality id="ultra"
            		 RealTreeCsmExcludeMask="0"
                     ClusterCsmExcludeMask="0"
                     VegetationDisplacementEnabled="1"
                     VegetationDisplacementTextureSize="1024"
                     VegetationDisplacementCellSize="0.25"
    				 VegetationDisplacementUse16Bit="1"
                     VegetationCollisionSphereMaxCount="4"
                     VegetationCollisionSphereMaxDistance="20.0"
                     VegetationWindDistanceScale="1.0"
                     VegetationCollisionSphereDistanceScale="1.0"
                     VegetationDisplacementTextureDistanceScale="1.0"
    			/>
        </Vegetation>
    
        <Terrain>
            <quality id="pc"
                     TerrainLodScale="1.0"
                     TerrainDetailViewDistance="512"
                     TerrainDetailBlendViewDistance="128"
                     TerrainComputeMaxErrorLODs="1"
                     TerrainAffectedByMuzzleFlash="1"
                     TerrainMaxErrorTolerance="0.02f"
    			/>
            <quality id="high"
                     TerrainLodScale="1.05"
                     TerrainDetailViewDistance="560"
                     TerrainDetailBlendViewDistance="135"
                     TerrainComputeMaxErrorLODs="1"
                     TerrainAffectedByMuzzleFlash="1"
                     TerrainMaxErrorTolerance="0.02f"
    			/>
            <quality id="ultra"
                     TerrainLodScale="0.9"
                     TerrainDetailViewDistance="580"
                     TerrainDetailBlendViewDistance="140"
                     TerrainComputeMaxErrorLODs="1"
                     TerrainAffectedByMuzzleFlash="1"
                     TerrainMaxErrorTolerance="0.02f"
    			/>
        </Terrain>
    
        <Geometry>
            <quality id="pc"
                     DetailDistanceScaleModifier="1.0"
                     KillLodScale="1.0"
                     LodScale="1.0"
                     ClustersLodScale="1.0"
                     RealTreesLodScale="1.0"
                     LeavesRatio="1.0"
                     ClusterZoomFactorScale="1.0"
                     RealTreeCapsMaxDistance="100.0f"
                     TerrainLodScale="1.0"
                     RealTreeLeafMinSize="0.001"
                     RealTreeHLeafMinSize="0.001"
                     RealTreeNodeMinSize="0.001"
                     RealTreeMinSizeShadowScale="1.0"
                     ClusterObjectMinSize="0.001"
                     ClusterObjectMinSizeShadowScale="1.0"
                     ClusterObjectMinSizeDetail="0.001"
                     SceneObjectMinSize="0.001"
                     SceneObjectMinSizeShadowScale="1.0"
                     SceneObjectMinSizeDetail="0.001"
                     RealtreeReflectionMinLODLeaf="3"
                     RealtreeReflectionMinLODTrunk="4"
                     MaxDecalCount="200"
                     MaxDecalCountPerType="50"
                     DisableGraphicObjectInstancing="1"
                     MinZoomFactor="0.10"
                     FSMObjectMinSize="4.0"
                     FSMRealTreeMinSize="6.0"
                     FSMObjectFadeRange="5.0"
                     BuildingKillDistance="1900"
                     BuildingWorldKillDistance="6000"
                     BuildingSwitchDistance="150"
                     BuildingRoofSwitchDistance="400"
                     VegetationLodScale="1.0"
    			/>
            <quality id="high"
                     DetailDistanceScaleModifier="1.0"
                     LodScale="1.0"
                     KillLodScale="1.0"
                     BuildingKillLodScale="1.0"
                     ClustersLodScale="1.0"
                     RealTreesLodScale="1.0"
                     LeavesRatio="1.0"
                     ClusterZoomFactorScale="1.0"
                     RealTreeCapsMaxDistance="100.0f"
                     TerrainLodScale="1.0"
                     RealTreeLeafMinSize="0.001"
                     RealTreeHLeafMinSize="0.001"
                     RealTreeNodeMinSize="0.001"
                     RealTreeMinSizeShadowScale="1.0"
                     ClusterObjectMinSize="0.001"
                     ClusterObjectMinSizeShadowScale="1.0"
                     ClusterObjectMinSizeDetail="0.001"
                     SceneObjectMinSize="0.001"
                     SceneObjectMinSizeShadowScale="1.0"
                     SceneObjectMinSizeDetail="0.001"
                     RealtreeReflectionMinLODLeaf="3"
                     RealtreeReflectionMinLODTrunk="4"
                     MaxDecalCount="200"
                     MaxDecalCountPerType="50"
                     DisableGraphicObjectInstancing="1"
                     MinZoomFactor="0.10"
                     FSMObjectMinSize="4.0"
                     FSMRealTreeMinSize="6.0"
                     FSMObjectFadeRange="5.0"
                     BuildingKillDistance="1700"
                     BuildingWorldKillDistance="6500"
                     BuildingSwitchDistance="150"
                     BuildingRoofSwitchDistance="400"
                     VegetationLodScale="1.0"
    			/>
            <quality id="ultra"
                     DetailDistanceScaleModifier="1.0"
                     LodScale="0.9"
                     KillLodScale="0.8"
                     BuildingKillLodScale="0.8"
                     ClustersLodScale="1.0"
                     RealTreesLodScale="1.0"
                     LeavesRatio="1.15"
                     ClusterZoomFactorScale="1.0"
                     RealTreeCapsMaxDistance="100.0f"
                     TerrainLodScale="1.0"
                     SceneObjectDepthPassMinSize="0.001"
                     RealtreeReflectionMinLODLeaf="3"
                     RealtreeReflectionMinLODTrunk="4"
                     MaxDecalCount="300"
                     MaxDecalCountPerType="60"
                     DisableGraphicObjectInstancing="1"
    				 MinZoomFactor="0.10"
    				 ClusterObjectMinSize="0.001"
                     ClusterObjectMinSizeDetail="0.001"
                     SceneObjectMinSize="0.001"
                     SceneObjectMinSizeShadowScale="1.0"
                     SceneObjectMinSizeDetail="0.001"
                     FSMObjectMinSize="4.0"
                     FSMRealTreeMinSize="6.0"
                     FSMObjectFadeRange="5.0"
                     BuildingKillDistance="1900"
                     BuildingWorldKillDistance="6800"
                     BuildingSwitchDistance="150"
                     BuildingRoofSwitchDistance="400"
                     VegetationLodScale="1.0"
    			/>
        </Geometry>
    
        <LodDithering>
            <quality id="pc"
                      DisableLODDithering="0"
                      DitherRingDistance="18.0"
                      DitherMinDistanceToViewpoint="35.0"
                      DitherAnimTime="0.65"
                      DitherEnableTimeDelta="3.15"
                      DitherInvalidateCameraPosDiff="5.0"
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                     ShadowBilateralBlur="1"
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                     ShadowOmniSpotMinCoverage="0.0001"
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                     SunShadowFadeRange="25"
                     EnableCSMShadows="0"
                     SunShadowRange0="25"
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                     ShadowMapSize="3072"
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                     Use16BitFormat="0"
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                     DisableShadowGenTerrain="0"
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                     DepthBiasCSM0="0.002"
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                     FSMDepthBias="0.0001"
                     FSMSlopeScaleDepthBias="2.5"
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                     FSMShadowQuality="30.0"
                     FSMShadowFadeStart="0.25"
                     FSMShadowFadeEnd="0.85"
                     FSMShadowCameraSnap="2.35"
                     MinObjectSizeCSM0="0.0"
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                     MinRealTreeSizeCSM0="0.0"
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                     LRShadowDisable="0"
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                     LRShadowXYBias="2.5"
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                     LRShadowMinHeight="0.0"
                     LRShadowMaxHeight="500.0"
                     LRShadowTileSize="128"
                     LRShadowCullMinObjectRadius="6.0"
                     LRShadowCullViewDistance="250.0"
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                     LRShadowTileUpdateFlipCount="150"
                     LRShadowKillDistanceScale="1.0"
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                     ShadowBilateralBlurNumPasses="4"
                     MaxStaticShadowMaps="4"
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    				 ShadowOmniSpotMinCoverage="0.0001"
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                <LODDistances>
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                    <LOD Distance="32" />
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    			    <LOD Distance="256" />
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                     AllowScreenResolution="1"
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                     ClampMipLevels="1"
                     AllowScreenResolution="1"
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    			MultiSampleMode="0"
    			MultiSampleQualityLevel="0"
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                SSAODownsample="4"
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    </Profile>
    
     
  18. TheWorse

    TheWorse Guest

    Messages:
    551
    Likes Received:
    0
    GPU:
    Nvidia GTX680@1300/6900
    Update:

    Headlights flickering have been fully fixed.
    You'll be able to choose Spotlight volumes, anamorphic lensflares or default.
    You'll be able to choose if you want colorgrading or not.
    Stuttering and performance should be improved since last version.
    Lighting changes are added and will not be removed.
    Wind Environment changed for E3 one.
    Reduced the ammount of time of particles to be able to see more of them on street and such.
    Clouds, rain, smoke, fog, and other effects are now correctly using their high textures instead of the low ones.
    Fully integrated to ubisoft's patch.
    Other bugs or problems related to HDR should now be fixed.
    Lighting for the pharmacy changed.
    Rain changes.
    Bloom changes.

    And many more things. All of this avaialable for 0.8 version.​
     
  19. Nuk1e

    Nuk1e Guest

    Messages:
    177
    Likes Received:
    1
    GPU:
    Asus GTX980Ti Strix
    Any ETA on ver 0.8 ?
     
  20. rubenmartin

    rubenmartin Guest

    Messages:
    25
    Likes Received:
    0
    GPU:
    Asus GTX770 @1320mhz
    good work dude, u're completely changin this damn game visual...
     
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