Far Cry 3 - Graphical Tweaks & Problem Solving

Discussion in 'Games, Gaming & Game-demos' started by NeoEnigma, Dec 3, 2012.

  1. milamber

    milamber Maha Guru

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    Any way to disable radial blur/dof (not sure what it is but it's not GameDepthOfField, CinematicDepthOfField or MotionBlur because I already have them disabled)? It shows up in cutscenes, driving (vhicle, NPC passenger and screen edge are blurred), when sliding down a hill, and using iron sights on certain weapons.
     
    Last edited: Dec 4, 2012
  2. JonasBeckman

    JonasBeckman Ancient Guru

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    The only other options then are either to set motion blur ( MotionBlur="0" ) or changing this setting to 0 if it controls the rest of the post process effects. ( PostFXLevel="2" )

    EDIT: There's this as well for the Ambient section after checking the xml file for blur commands.
    BlurQuality="2"
    (0 is used on console hardware which I guess disables it and then a value of 1 is used on PC on most settings with a value of 2 on the highest one.)
     
    Last edited: Dec 4, 2012
  3. jesteves

    jesteves Member Guru

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    I noted Nvidia lauched today a new sli profile via nvidia driver update...
    I think that the only thing that changed (and i already have it)
    it's the sli bits, that nvidia copy from Maldo's work...
     
  4. NeoEnigma

    NeoEnigma Master Guru

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    Good for you. If it actually works in DX11, you're probably the only person on the internet to get it to work (with an nvidia card). Which is why people are asking you how you did it. Me? I'm still skeptical. The only way to play the game in DX11 with SweetFX is to toggle it OFF once in-game (which does no good). Otherwise... black screen.
     
    Last edited: Dec 4, 2012

  5. afx01

    afx01 Member

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    Game updated to 1.02

    Here's what the patch fixes:

    MULTIPLAYER

    PVP
    Fixed some issues with user created maps when more than 8 players were playing them.
    Improved matchmaking for both Multiplayer and Co-op modes.
    Improved team balancing when playing in party.
    Fixed issues with Live balancing patch system.

    MAP EDITOR
    Fix for the Map Editor crash at launch when the PC user contains language-specific characters.

    SINGLE PLAYER
    Fixed issue where players fall through the world when not connected to the Ubisoft servers.
    Fixed the "View Leaderboard" and "Start Trial" buttons in the World Map.
    Improved stability when quitting to desktop.
    Fixed issue with leaderboards.
     
  6. Tom Yum 72

    Tom Yum 72 Active Member

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    Last edited: Dec 4, 2012
  7. Wanny

    Wanny Guest

  8. mad0

    mad0 New Member

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    Hello, first post here but long time reader. Was wondering if JonasBeckman has had any luck repacking the .dat files..

    It's a shame the console commands are only available in dev mode.. If you run the command 'strings' on the FC3*.dll files you find some interesting gfx_ commands along with other goodies..

    gfx_disable_dof
    gfx_disable_motion_blur
    gfx_artistic_post_fx
    gfx_disable_water_reflection
    gfx_disable_shadow
    gfx_disable_ambient
    gfx_disable_ssao
    cheat_UnlimitedAmmo 1
    --
    gfx_ShowFPS
    evict_resources
    --
    gfx_disable_DOF
    Disable depth of field.
    --
    gfx_disable_artistic_post_fx
    Disable artistic post effects.
    --
    gfx_showfps
    Set realtree leaves shadow ratio
    --
    gfx_FOVOverride
    Field of View Override (Degrees)
    gfx_FOVNearOverride
    Near Field of View Override (Degrees)
    gfx_FOVScaleFactorBlendTimeActivate
    FOV Scale activation blend time (sec)
    gfx_FOVScaleFactorBlendTimeDeactivate
    FOV Scale deactivation blend time (sec)
    --
    ?gfx_LockFrameRate
    Use a constant delta time in the engine update.
    --
    gfx_DrawOccludingTerrain
    gfx_HighEndBlurShadow
    Override high end blur shadow mode
    --
    gfx_CullParticles
    Cull particles
    gfx_CullParticlesDistance
    Cull particles distance
    --
    .:=gfx_enableVistaClusters
    Enable vista clusters (collections outside loading rings)
    gfx_forceLoadingRingsOnVistaClusters
    Disables vista clusters outside loading rings
    gfx_enableVistaClustersMetrics
    Enables vista cluster metrics (0 = none, 1 = metrics, 2 = draw new/old cluster locations, 3 = draw all cluster locations)
    gfx_vistaClusterLoadSize
    Sets how many maps to load in a single frame
    gfx_forceVistaClusterRefresh
    Forces an update on vista vegetation
    gfx_printVistaTreeInfo
    Prints all kinds of crazy info! (in log file and text output)
    --
    gfx_DisableVistas
    Disable vistas
    gfx_DrawVistaSectorInfo
    Debug: gfx_DrawVistaSectorInfo
    gfx_vista_forceUpdate
    Debug: gfx_vista_forceUpdate
    vista_debug
    --
    gfx_drawVistaBBox
    Debug: gfx_drawVistaBBox
    CGeometryResourceStreamable::ResourceNotifier
    --
    ?gfx_underwaterBlendFactor
    CIBLAmbientManager
    --
    Egfx_enableWaterLevelValidation
    Enable water level validation rendering
    --
    gfx_recordDepthOption
    Record movie frames in .png format in C:\DuniaMovie
    gfx_ForceCullingFarPlane
    Force culling view distance
    gfx_Wireframe
    Enable/disable wireframe
    gfx_SolidWireframe
    Enable/disable solid wireframe
    gfx_disableDeferredLighting
    Enable/Disable deferred lighting pipeline
    --
    gfx_useFastHiZStencilReload
    Use a color buffer alias to reload Depth/Stencil buffer into EDRAM.
    gfx_distoHalfResolution
    render disto in half resolution
    gfx_drawDeferredAmbientBuffer
    Draw Deferred Ambient Buffer
    gfx_drawDeferredBuffers
    Draw Deferred Buffers
    gfx_enableSkinCinematicShader
    Enable Skin Cinematic shader
    gfx_enableBlurredObjects
    Enable Blurred Objects
    gfx_drawSSAOBuffer
    Draw SSAO Buffer
    gfx_drawBlitBuffer
    Draw Scene Blit buffer result
    gfx_usePrimaryVisibleLights
    gfx_enableOcclusionZFill
    Enable/disable prefilling from occlusion mesh raster
    gfx_enableTerrainDecalDepthPass
    Enable HiStencil masking on the terrain decals
    gfx_displayInfoReflectionIndex
    Display info of this reflection plane index (if multimple planes)
    gfx_HiStencilFXAA
    gfx_disableBackDropCulling
    gfx_useBackDropCullingCamera
    ?*8-
    --
    ?gfx_oceanDepth
    Display ocean depths
    gfx_oceanEnabled
    Enables/disables ocean processing
    gfx_OceanVertexRedistrPow
    gfx_oceanUseTerrainData
    gfx_oceanCullingThreshold
    gfx_oceanProjectorFixedFOV
    gfx_oceanLODDistance0
    gfx_oceanLODDistance1
    gfx_oceanMaxXYAdd
    gfx_oceanMaxProjectorElevation
    gfx_oceanEnableOcclusionPredication
    gfx_oceansetx
    gfx_oceansety
    gfx_oceanEnableOcclusionOptimisation
    *Cgfx_oceanDistanceToStartUsingUnderTerrainTest
    gfx_oceanCheckNearestSectorForShallowWater
    gfx_vistaDisplayMetrics
    displays vista memory & time metrics
    --
    gfx_EnableOccludingTerrain
    Include/Exclude terrain heightmaps in occlusion buffer
    --
    8gfx_gpuWaitOnMain
    gfx_gpuWaitOnMainDraw
    --
    gfx_disableFog
    Allow disabling of fog (by forcing amount to 0.0)
    gfx_overrideFogDensity
    Override fog density
    gfx_overrideFogZMin
    Override fog z min
    gfx_overrideFogZMax
    Override fog z max
    gfx_scaleFogBaseBrightness
    Base fog brighness
    gfx_scaleFogSunBrightness
    Additional sun brightness
    --
    gfx_DebugAmbientTexture
    Display dynamic ambient texture on screen
    gfx_sectorAmbientShadowCameraDistance
    Sector ambience shadow camera distance
    gfx_longRangeShadowBlur
    0 no blur - 1 blur - 2 blur twice
    gfx_longRangeShadowSector
    Force single sector to update for long range shadow
    gfx_longRangeShadowEnableSectorFading
    gfx_longRangeShadowDistanceBlendMax
    Distance from camera to sector when gfx_longRangeShadowBlendMax value is used for blending
    gfx_longRangeShadowBlendMin
    Blending value when sector distance from camera is lower than gfx_longRangeShadowDistanceBlendMax
    Y?gfx_longRangeShadowBlendMax
    Blending value when sector distance from camera is higher than gfx_longRangeShadowDistanceBlendMax
    CResolveBlitParameterProvider
    --
    gfx_GBufferMSAA_FullSample
    Only use per-sample frequency pixel shader (for quality comparison)
    --
    #=gfx_disableLighting
    Allow disabling lighting (sun and lights) and force ambient to white
    gfx_waterReflectionStartFadeOutDistance
    Water reflection fadeout
    gfx_waterReflectionFadeOutDistance
    Water reflection fade distance
    --
    gfx_addInfiniteClipPlane
    Add an infinite clipping plane at the lowest visible water level
    gfx_addSectorClipPlane
    Add a clipping plane at the current sector level
    --
    gfx_disablePostAtmosphericScattering
    Disable AtmosphericScattering post effect
    --
    gfx_ForceLastLODonLastCascade
    Force last LOD on the last shadow cascade
    --
    gfx_overrideExposure
    Override exposure if positive
    gfx_exposureTargetPercentile
    Exposure target percentile, usually 0.5, the median
    gfx_exposureLowerBoundPercentile
    Exposure lower bound target percentile
    ;gfx_luminanceLowerBound
    Minimum luminance for the lower bound percentile
    gfx_enableExposureDebug
    Show exposure debug information
    gfx_bloomForceRTFormat
    0- no force, 1- fp16 - 2- rgbm
    gfx_bloomLinear2x2
    bloom is 2x2 downsample then 2x2 then blur otherwise 4x4 in point
    gfx_bloomSkipFirstBlur
    when set to 1, blur start at 160p
    gfx_enableCubemapCapture
    Enable cubemap capture mode
    gfx_cubemapSaturation
    Cubemap saturation
    gfx_SolidWireFrameDepthBias
    Depth Bias for solid wire frame overlay
    gfx_SolidWireSwitchColor
    Switch Color for solid wire frame overlay (red, green, blue, black)
    --
    gfx_disablePost
    Disable Post Effects without changing the config
    --
    gfx_enableSkyCIELuminance
    Use CIE sky luminance instead of artist sky luminance
    --
    4gfx_drawTileLightShape
    Draw light shape (tile)
    gfx_activateTileRendering
    Activate tile rendering
    gfx_tileRenderingCascadeBias
    gfx_tileRenderingLongRangeBias
    gfx_tileRenderingMaxOmniNormal
    Maximum omni count per normal draw call
    gfx_tileRenderingMaxSpotNormal
    Maximum spot count per normal draw call
    gfx_tileRenderingMaxOmniOther
    Maximum omni count per skin, hair & high quality shadows draw call
    gfx_tileRenderingMaxSpotOther
    Maximum spot count per skin, hair & high quality shadows draw call
    gfx_tileRenderingEnableSingleCascade
    Enable render jobs with a single shadow map cascade
    gfx_tileRenderingMinDepthScale
    Multiplier applied on the min depth during single cascade classification
    gfx_tileRenderingMaxDepthScale
    Multiplier applied on the max depth during single cascade classification
    --
    gfx_drawGFXClusterBoundingVolumes
    Draws gfx cluster bounding volumes( 0 = no show, 1 = show all, 2 = show on center pix)
    gfx_DisableClusterDithering
    Disable cluster dithering
    gfx_DisableObjectDithering
    Disable object dithering
    gfx_DitheringTransitionDuration1
    Duration in seconds when enough animation slot
    gfx_DitheringTransitionDuration2
    Duration in seconds when near missing animation slots
    gfx_DitheringMaxSmallObjectCount
    gfx_DitheringMaxBigObjectCount
    gfx_DitheringOverrideEnablePopIn
    BurnNoiseSampler
    --
    gfx_enablePartialDepthPass
    Enable/disable a partial depth prepass
    --
    gfx_drawRealTreeClusterBoundingVolumes
    Draws RT cluster bounding volumes( 0 = no show, 1 = show all, 2 = show on center pix)
    --
    gfx_deferredShadowDisableUpdate
    @HAIR_MASK
    --
    gfx_GBufferMSAA_SkinPixelSelect
    0 = all, 1 = normal pixel, 2 = edge pixel, 3 = none
    gfx_GBufferMSAA_TwoPassSkin
    Enable/disable two-pass skin to MSAA edge pixels.
    gfx_GBufferMSAA_TwoPassHair
    ?DO_SCREEN_SPACE_BLUR
    --
    gfx_postFxHelperDownscaleMul
    Bleh.
    gfx_postFxHelperBlurDeviation
    ClearBorderFJ3
    --
    gfx_enableDepth2D
    Enable depth prepass of the 2D interfaces
    --
    Egfx_backDropFarPlaneAddition
    ?EdgeDetection
    --
    gfx_DesaturationScaleOverride
    Override scale for desaturation fog.
    --
    gfx_forceSoftParticles
    Force soft particles.
    gfx_beforeWaterClipJob
    Duplicate the clipjob.
    gfx_particleTrimming
    Use trimmed vb for particles.
    gfx_particleHiResInCinematic
    particle HiRes In Cinematic
    --
    gfx_GBufferMSAA_PixelSelect
    0 = all, 1 = normal pixel, 2 = edge pixel
    --
    ?gfx_drawTopDownTexture
    1-occlusion/ 2-ground color / 3-Terrain self shadow
    --
    gfx_oceanOnGpu
    Use gpu VS to render ocean.
    gfx_oceanEnableLOD
    ?M);
    --
    ?gfx_uploadSlicesAmbientVolumeMap
    Number of volume map slices to upload to GPU every frame (0 is all)
    gfx_profileProbeVMUpdate
    Enable profiling for probe vm update
    gfx_blurAmbientProbes
    Blur ambient probes
    gfx_displayAmbientVolumeMap
    Display Ambient Volume Map
    gfx_probeMinimum
    Minimum ambient luminance in the probes
    gfx_distantAmbientGroundColour
    Controls the ground colour used in the distant ambient
    gfx_distantAmbientSunBounceScale
    Controls the amount of sun bounce in the distance
    gfx_flushAmbientVolumeMap
    Flush volume map every frame
    --
    gfx_DisableInteriorAmbient
    Enable/disable interior ambient
    gfx_InteriorAmbientMaxDistance
    Max Distance (kill distance depends of the radius volume)
    gfx_UseInteriorAmbientOcclusionQueries
    Use software occlusion queries for the interior ambient volumes
    gfx_BlurInteriorAmbient
    Enable interior volume blur
    --
    gfx_drawDeferredLightShape
    Draw light shape (grid)
    gfx_drawGridManagerGeometries
    Draw grid cells geometry
    --
    gfx_GBufferMSAA_DeferredShadowPerSample
    0 = deferred shadow per pixel, 1 = deferred shadow per sample
    --
    tZ<gfx_forceIntuition
    Force render in intuition mode all objects
    gfx_disableIntuition
    Disable render in intuition mode all objects
    gfx_shlighting
    Use SH lighting for effectlit objects
    gfx_forwardRenderingBlended
    Use forward rendering lighting for blended objects
    gfx_characterDistanceBoostFactor
    Character distance boost factor
    gfx_characterDistanceBoostStart
    Start of character distance boost
    Agfx_characterDistanceBoostEnd
    End of character distance boost
    gfx_DisableBlendedInteriorAmbient
    Disable interior ambient on blended meshes
    --
    gfx_deferredShadow
    EnableDeferredShadows
    gfx_
    Use deferred shadows [1=old style, 2=new dx11 style].
    --
    gfx_DensityLodScale
    Change a density lod scale.
    Usage: gfx_DensityLodScale name scale.
    gfx_ShowResolutions
    Lists all available resolutions.
    Usage: gfx_ShowResolutions
    gfx_SetResolution
    Changes the render resolution.
    Usage: gfx_SetResolution resX resY
    gfx_ConfigChangeShadow
    Changes the shadow render configuration.
    Usage: gfx_ConfigChangeShadow configname
    gfx_ConfigChange
    Changes the render configuration.
    Usage: gfx_ConfigChange configname
    gfx_ShowConfig
    Prints the render configuration in the console.
    --
    gfx_shaderQuarantineReleaseCount
    Number of shaders to release from quarantine each frame.
    gfx_shadersInQuarantine
    Number of shaders currently quarantined. (readonly)
    --
    gfx_D3D11TexKeepAlive
    Keepalive time for reusable textures.
    gfx_D3D11TexKeepAliveMaxRelease
    Max textures to release each frame.
    gfx_D3D11TexKeepAliveStage
    Keepalive time for reusable staging textures.
    gfx_D3D11TexKeepAliveMaxReleaseStage
    Max staging textures to release each frame.
    gfx_D3D11TexturesInReusePool
    Textures currently in reuse pool (readonly)
    gfx_D3D11TexturesInReusePoolStage
    Staging textures currently in reuse pool (readonly)
    gfx_D3D11ForceFlush
    Force flush the D3D11 DC frequently for debugging purpose
    gfx_D3D11useMainDeferredContext
    Using the deferred context within the main device
    gfx_D3D11DumpLiveObjects
    Dump live D3D objects
    gfx_D3D11DumpConstantBufferPoolStats
    Dump stats on the constant buffer pool usage
    gfx_HardVSync
    Force VSync
    --
    gfx_particleLightMaxPerPixel
    the particle light manager will try to limit the particle ligts to the amount per pixel
    gfx_particleLightBoundingBoxTestAdditionnalOffset
    the particle light manager will not test for systems that are farther than that number
    gfx_particleLightFadeInSpeed
    the speed a which the particle light manager will fade the lights due to limiting
    gfx_particleLightFadeOutSpeed
    gfx_particleLightDelayForFadeIn
    after being limited, a particle must wait that amount of time to be allowed to fade back in
    --
    Bgfx_rainLightZFarOffset
    gfx_rainLightZNearScale
    gfx_rainLightShadowDistanceScale
    CFCXRepairMemento
    --
    >gfx_SunShadow_InertiaEndAngle
    gfx_SunShadow_InertiaStartAngle
    Angle in degrees
    --
    gfx_NoPreRoundTimeOut 1
    gfx_NoPostRoundCountdown 1
    gfx_NoLaunchCountdown 1
    -quickstartup
    --
    gfx_LockFrameRate 0
    gfx_LockFrameRate 30
    enable_observerCams
    --
    gfx_binocUpdateDOF
    gfx_binocFocusDistance
    gfx_binocFarDistance
    gfx_binocNearDistance
    CFCXSaveGameProvider
    --
    fCgfx_DisableParticles 1
    gfx_disableFog 1
    gfx_DisableClusters 1
    gfx_DisableShadow 1
    gfx_LodScale 0.3
    gfx_KillLodScale 0.3
    gfx_DisableParticles 0
    gfx_disableFog 0
    gfx_DisableClusters 0
    gfx_DisableShadow 0
    gfx_oceanEnabled 0
    gfx_overrideExposure 2.0
    gfx_enableSSAO 0
    gfx_disablePostDepthOfField 1
    gfx_disablePostMotionBlur 1
    Cgfx_enableLodDithering 0
    gfx_SceneObjectMinSize 0
    gfx_RealTreeNodeMinSize 0
    gfx_RealTreeLeafMinSize 0
    gfx_RealTreeHLeafMinSize 0
    gfx_ClusterObjectMinSize 0
    gfx_RealTreesLodScale 0.001
    gfx_KillLodScale 0.001
    gfx_LodScale 0.001
    gfx_ClustersLodScale 0.001
    gfx_overrideExposure 1.25
    gfx_distanceBasedLodDithering
    Set lod dithering transition mode to distance based, otherwise its time based
    gfx_percentageDistanceLodDithering
    percentage of distance to next lod to fade.
     
  9. NeoEnigma

    NeoEnigma Master Guru

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    Thanks for pointing that out. Obviously, not an ideal solution. Turns it off permanently.

    I'll give it a shot.... and hope that someone comes up with a way to toggle it.

    No. This straight up removes the HUD from the game. You'd need to exit and undo this change to get the HUD back.
     
  10. NadaJohna

    NadaJohna Member

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    I wanted to say thanks to Neo and Jonas! Due explicitly to this thread and their help (along with others who aren't relevant) I have found the best settings, at least for my rig. (3770k @ 4.2, gtx 680 lightning, 16gb 1600 ram at 8-8-8-24 and Samsung 830)

    I mostly copied Jonas XML settings, except all LOD's are at 0.5 due to foliage disappearing up close when looking far away, all blur at 0, 1920x1080 and MSAA at 8x

    My Nvidia inspector stats for this game are, AO at high quality, AA to enhance, SSAA 4x4, TRSSAA at 8x, clamp, and triple buffer on.

    I have fixed every graphical glitch and wouldn't mind uploading a screenshot but I've got a very stable 60fps at 1080p (some drops to low 50's). I really appreciate your work and if I can help contribute, just ask.
     

  11. JonasBeckman

    JonasBeckman Ancient Guru

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    Nice to have a more complete list of commands, also yes the unpacker can now repack files (I tried it myself with a custom xml and logo video replacement.) but the file format is not fully decoded yet and there are some limitations.

    The order the .dat/.fat archives are loaded in is defined in the .dll file with patch.dat being the ideal one to use aside from replacing the entire common.dat archive.

    It's about 93% decoded but it will miss eleven files, some related to scripts from what I can tell by viewing them in a simple text program like notepad (lua or xml maybe?) so those changes will be lost until the program has advanced enough to cover 100% of the archive one wants to repack.

    It's fairly simple as it works via drag & drop, just drop the (for example) common.dat file on the unpacker exe and it'll create a common_unpack folder in the data_win32 directory with all files extracted, make whatever changes you want and then you can simply drop the folder onto the pack exe file and it'll create the common_unpacked.dat file, as said though you have to replace a existing file so ideally you unpack the common and patch .dat files and then repack the patch.dat file with the altered data. :)
    ( http://svn.gib.me/builds/dunia2/ )
     
  12. ergalle

    ergalle Active Member

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    According to this, my graphic card is enough to play the game at +50FPS:

    [​IMG]

    But i have massive stutteting playing in DirectX 11... any fix?

    Thanks.
     
  13. JonasBeckman

    JonasBeckman Ancient Guru

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    Some Crossfire anomaly perhaps, that 6990 is a dual-GPU card is it not?

    Unsure if the frames rendered ahead option would help (Some buffer if you increased this.), enabling VSync (Some way for tripple buffering too maybe.) or capping framerate (Config file altering for example.) further might also make the problem less noticeable albeit neither is a full solution.
     
  14. Dorak

    Dorak Member Guru

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    edit : nevermind, according to their settings the game wasn't running in ULTRA but in VERY HIGH with MSAA X2, SSAO only and alpha to coverage standard.

    Yeah nevermind it's legit. Don't mind me.
     
    Last edited: Dec 4, 2012
  15. Saad

    Saad Master Guru

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    changing crossfire mode to afr friendly fixed the stuttering i was getting while looking at the sky/water..1080p..dx11..ultra
     

  16. Wanny

    Wanny Guest

    Can anyone upload the DLLs without HUD?
     
  17. GrimJimSlim

    GrimJimSlim New Member

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    ahhhh bugger.

    I reckon I loaded up in DX9, then tried to change it in the options, forgetting that I set my XML to read-only (so the change didn't occur)

    Sorry chaps... =[
     
  18. Mikedogg

    Mikedogg Banned

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    Look, all I want to know is how to get rid of some of the blur. I climb a hill and it just kills my eyes.
     
  19. Tom Yum 72

    Tom Yum 72 Active Member

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    Last edited: Dec 5, 2012
  20. AbjectBlitz

    AbjectBlitz Ancient Guru

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    I get massive stuttering my 5970, nothing works. Just have to run the game DX9 until AMD release some good crossfire drivers.
     

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