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chiv
Posts: 27530
Location: Behind You...
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Posted: Fri, 30th Nov 2012 06:49 Post subject: |
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switching uplay to offline worked for me, but i still say its shitty design to have the game fall apart like this and become unplayable every time their servers have a hiccup.
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mole
Posts: 154
Location: Sweden
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Posted: Fri, 30th Nov 2012 06:56 Post subject: |
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I wanna try my cannon and I cant cos the servers out.....
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Posted: Fri, 30th Nov 2012 07:01 Post subject: |
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Pretty nice game. Everything runs smooth as butter (QX6850, 4gb ram, gtx470) on dx11 everything high. But what`s with the handholding? It`s like "hey, you pressed "W" to walk, have a few skill points". Apart from that, seems like a nice game.
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Posted: Fri, 30th Nov 2012 07:04 Post subject: |
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chiv wrote: | switching uplay to offline worked for me, but i still say its shitty design to have the game fall apart like this and become unplayable every time their servers have a hiccup. |
It doesn't. Their servers were having downtime issues for a day or so after Australian release, and apart from the occasional ~20 second wait when it tried to reconnect now and then, I could play just fine.
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chiv
Posts: 27530
Location: Behind You...
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Posted: Fri, 30th Nov 2012 07:23 Post subject: |
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game was totally unplayable for me until i switched uplay to offline mode... waiting didnt fix anything, neither did restarting the game.
here the thing though... why should the games cash, loot and gameworld all fail to work when their servers fail? i understand that online features and cloud-based shit shouldnt work, but why design the game to cut off money and loot and make the terrain fuck up whenever the servers go down? how is that not dumb design?
ubisoft being ubisoft aside, im actually starting to enjoy the game more and more now. i was kinda eh about it originally, but the stealth is fun, the crafting thing is kinda interesting (where the fuck are the pigs and dingos?) and the leveling up is kinda cool too.
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Fri, 30th Nov 2012 07:28 Post subject: |
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JB, I wish you could put all this information into one big post/thread. All of this useful config information is getting lost in the pages of the thread
ASUS Maximus XII Formula | Core i9 10900k @ 5.2Ghz | 32GB G.Skill DDR4 4200Mhz | EVGA RTX 3080 Ti FTW3 Ultra Hydro Copper | ASUS ROG PG35VQ
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Fri, 30th Nov 2012 07:33 Post subject: |
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That would be a really big post.
But OK.
Basically after using the unpack utility from http://svn.gib.me/builds/dunia2/ you can use (Drag&Drop) it to unpack the common.dat / common.fat archive and get access to a number of XML files, we're skipping that part by doing this:
Spoiler: |
<Profile
Quality="high"
QualityEditor="editor_ps3"
ResolutionX="1280"
ResolutionY="720"
Fullscreen="1"
Maximized="0"
ForceWidescreen="0"
VSync="0"
RefreshRate="0"
AllowAsynchShaderLoading="1"
NearPassZMin="0.01"
NearPassZMax="5"
DisableTerrain="0"
DisableParticles="0"
DisableObjects="0"
DisablePrimitives="0"
DisableClusters="0"
DisableRealtrees="0"
DisableAntiPortals="0"
DisablePortalSystem="1"
DisableMip0Loading="0"
GrassWindFactor="0.1714"
GrassWindFactorLerpTime="1"
GrassWindMin="0.4"
GrassWindMax="2"
MaxDriverBufferedFrames="0"
MaxFps="9999"
GammaRamp="1.0"
DisableMeshMerging="0"
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"
MSAALevel="0"
AlphaToCoverage="1"
SDSM="0"
SSAOLevel="1"
MaxShadersToPreload="2000"
MaxShadersToPreloadPerFrame="200"
MaxShaderObjectToCreateRuntime="5"
MaxShaderObjectToCreateLoadtime="10"
MaxShaderObjectToProcessLoadtime="100"
>
<RenderQuality>
<quality
id="ultrahigh"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="high"
PostFxQuality="ultrahigh"
TextureQuality="high"
TextureResolutionQuality="high"
WaterQuality="veryhigh"
VegetationQuality="veryhigh"
TerrainQuality="high"
GeometryQuality="ultrahigh"
AmbientQuality="high"
DeferredAmbientQuality="high"
DepthPassQuality="high"
ShadowQuality="ultrahigh"
/>
<quality
id="ultrahigh_splitscreen"
ResolutionX="800"
ResolutionY="600"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="medium"
PostFxQuality="medium"
TextureQuality="high"
TextureResolutionQuality="high"
WaterQuality="splitscreen"
VegetationQuality="medium"
TerrainQuality="low"
GeometryQuality="high"
AmbientQuality="splitscreen"
DeferredAmbientQuality="off"
DepthPassQuality="high"
ShadowQuality="low"
/>
<quality
id="veryhigh"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="high"
PostFxQuality="veryhigh"
TextureQuality="high"
TextureResolutionQuality="high"
WaterQuality="high"
VegetationQuality="veryhigh"
TerrainQuality="high"
GeometryQuality="veryhigh"
AmbientQuality="medium"
DeferredAmbientQuality="medium"
DepthPassQuality="high"
ShadowQuality="veryhigh"
/>
<quality
id="veryhigh_splitscreen"
ResolutionX="800"
ResolutionY="600"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="medium"
PostFxQuality="medium"
TextureQuality="high"
TextureResolutionQuality="high"
WaterQuality="splitscreen"
VegetationQuality="medium"
TerrainQuality="low"
GeometryQuality="medium"
AmbientQuality="splitscreen"
DeferredAmbientQuality="off"
DepthPassQuality="high"
ShadowQuality="low"
/>
<quality
id="high"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="high"
PostFxQuality="high"
TextureQuality="high"
TextureResolutionQuality="high"
WaterQuality="high"
VegetationQuality="high"
TerrainQuality="high"
GeometryQuality="high"
AmbientQuality="medium"
DeferredAmbientQuality="medium"
DepthPassQuality="high"
ShadowQuality="high"
/>
<quality
id="high_splitscreen"
ResolutionX="800"
ResolutionY="600"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="medium"
PostFxQuality="medium"
TextureQuality="high"
TextureResolutionQuality="high"
WaterQuality="splitscreen"
VegetationQuality="medium"
TerrainQuality="low"
GeometryQuality="medium"
AmbientQuality="splitscreen"
DeferredAmbientQuality="off"
DepthPassQuality="high"
ShadowQuality="low"
/>
<quality
id="medium"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="medium"
PostFxQuality="medium"
TextureQuality="low"
TextureResolutionQuality="low"
WaterQuality="medium"
VegetationQuality="medium"
TerrainQuality="medium"
GeometryQuality="medium"
AmbientQuality="low"
DeferredAmbientQuality="low"
DepthPassQuality="low"
ShadowQuality="medium"
/>
<quality
id="medium_splitscreen"
ResolutionX="800"
ResolutionY="600"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="medium"
PostFxQuality="medium"
TextureQuality="low"
TextureResolutionQuality="low"
WaterQuality="splitscreen"
VegetationQuality="low"
TerrainQuality="low"
GeometryQuality="low"
AmbientQuality="splitscreen"
DeferredAmbientQuality="off"
DepthPassQuality="low"
ShadowQuality="low"
/>
<quality
id="low"
ResolutionX="800"
ResolutionY="600"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="low"
PostFxQuality="low"
TextureQuality="low"
TextureResolutionQuality="low"
WaterQuality="low"
VegetationQuality="low"
TerrainQuality="low"
GeometryQuality="low"
AmbientQuality="low"
DeferredAmbientQuality="low"
DepthPassQuality="low"
ShadowQuality="low"
/>
<quality
id="low_splitscreen"
ResolutionX="800"
ResolutionY="600"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="low"
PostFxQuality="low"
TextureQuality="low"
TextureResolutionQuality="low"
WaterQuality="splitscreen"
VegetationQuality="low"
TerrainQuality="low"
GeometryQuality="low"
AmbientQuality="splitscreen"
DeferredAmbientQuality="low"
DepthPassQuality="low"
ShadowQuality="low"
/>
<quality
id="xenon"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="0"
HdrFP32="0"
ReflectionHdr="0"
Bloom="1"
VolatileTextureSize="26368"
AntiPortalQuality="default"
EnvironmentQuality="console"
PostFxQuality="xenon"
TextureQuality="xenon"
TextureResolutionQuality="console"
WaterQuality="xenon"
VegetationQuality="console"
TerrainQuality="medium"
GeometryQuality="xenon"
AmbientQuality="xenon"
DeferredAmbientQuality="low"
DepthPassQuality="xenon"
ShadowQuality="xenon"
/>
<quality
id="xenon_splitscreen"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="0"
HdrFP32="0"
ReflectionHdr="0"
Bloom="1"
EnableVertexBinding="0"
VolatileTextureSize="26368"
AntiPortalQuality="default"
EnvironmentQuality="console"
PostFxQuality="xenon_splitscreen"
TextureQuality="xenon"
TextureResolutionQuality="console"
WaterQuality="xenon_multiplayer"
VegetationQuality="console"
TerrainQuality="medium"
GeometryQuality="xenon_multiplayer"
AmbientQuality="splitscreen"
DeferredAmbientQuality="splitscreen"
DepthPassQuality="xenon"
ShadowQuality="off"
/>
<quality
id="xenon_multiplayer"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="0"
HdrFP32="0"
ReflectionHdr="0"
Bloom="1"
EnableVertexBinding="0"
VolatileTextureSize="26368"
AntiPortalQuality="default"
EnvironmentQuality="console"
PostFxQuality="xenon_multiplayer"
TextureQuality="xenon"
TextureResolutionQuality="console"
WaterQuality="xenon_multiplayer"
VegetationQuality="console"
TerrainQuality="medium"
GeometryQuality="xenon_multiplayer"
AmbientQuality="xenon_multiplayer"
DeferredAmbientQuality="low"
DepthPassQuality="xenon"
ShadowQuality="xenon_multiplayer"
/>
<quality
id="ps3"
ResolutionX="1280"
ResolutionY="1024"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="0"
Bloom="1"
VolatileTextureSize="23040"
AntiPortalQuality="default"
EnvironmentQuality="console"
PostFxQuality="ps3"
TextureQuality="ps3"
TextureResolutionQuality="console"
WaterQuality="ps3"
VegetationQuality="console"
TerrainQuality="medium"
GeometryQuality="ps3"
AmbientQuality="console"
DeferredAmbientQuality="low"
ShadowQuality="ps3"
DepthPassQuality="ps3"
/>
<quality
id="ps3_multiplayer"
ResolutionX="1280"
ResolutionY="1024"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="0"
Bloom="1"
VolatileTextureSize="23040"
AntiPortalQuality="default"
EnvironmentQuality="console"
PostFxQuality="ps3_multiplayer"
TextureQuality="ps3"
TextureResolutionQuality="console"
WaterQuality="ps3_multiplayer"
VegetationQuality="console"
TerrainQuality="medium"
GeometryQuality="ps3_multiplayer"
AmbientQuality="ps3_multiplayer"
DeferredAmbientQuality="low"
ShadowQuality="ps3_multiplayer"
DepthPassQuality="ps3"
/>
<quality
id="ps3_splitscreen"
ResolutionX="1280"
ResolutionY="1024"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="0"
Bloom="1"
VolatileTextureSize="23040"
AntiPortalQuality="default"
EnvironmentQuality="console"
PostFxQuality="ps3_splitscreen"
TextureQuality="ps3"
TextureResolutionQuality="console"
WaterQuality="ps3_multiplayer"
VegetationQuality="low"
TerrainQuality="medium"
GeometryQuality="ps3_splitscreen"
AmbientQuality="splitscreen"
DeferredAmbientQuality="splitscreen"
ShadowQuality="off"
DepthPassQuality="ps3"
/>
<quality
id="editor_ps3"
ResolutionX="1280"
ResolutionY="1024"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="0"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="console"
PostFxQuality="ps3"
TextureQuality="ps3"
TextureResolutionQuality="console"
WaterQuality="ps3"
VegetationQuality="console"
TerrainQuality="medium"
GeometryQuality="ps3"
AmbientQuality="console"
DeferredAmbientQuality="low"
DepthPassQuality="ps3"
ShadowQuality="high"
EditorQuality="ps3"
/>
<quality
id="editor_xenon"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="0"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="console"
PostFxQuality="xenon"
TextureQuality="xenon"
TextureResolutionQuality="console"
WaterQuality="xenon"
VegetationQuality="console"
TerrainQuality="medium"
GeometryQuality="xenon"
AmbientQuality="console"
DeferredAmbientQuality="low"
DepthPassQuality="xenon"
ShadowQuality="high"
EditorQuality="xenon"
/>
<quality
id="editor_pc_ultrahigh"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
WaterDisableVisibilityTest="1"
AntiPortalQuality="default"
EnvironmentQuality="high"
PostFxQuality="veryhigh"
TextureQuality="high"
TextureResolutionQuality="high"
WaterQuality="veryhigh"
VegetationQuality="veryhigh"
TerrainQuality="high"
GeometryQuality="veryhigh"
AmbientQuality="high"
DeferredAmbientQuality="high"
DepthPassQuality="high"
ShadowQuality="veryhigh"
EditorQuality="pc"
/>
</RenderQuality>
<CustomQuality>
<quality
id="custom"
ResolutionX="1280"
ResolutionY="720"
ShaderModel="30"
Hdr="1"
HdrFP32="0"
ReflectionHdr="1"
Bloom="1"
AntiPortalQuality="default"
EnvironmentQuality="high"
PostFxQuality="high"
TextureQuality="high"
TextureResolutionQuality="high"
WaterQuality="high"
VegetationQuality="high"
TerrainQuality="high"
GeometryQuality="high"
AmbientQuality="high"
DepthPassQuality="high"
ShadowQuality="high"
/>
</CustomQuality>
<AntiPortal>
<quality
id="default"
AntiPortalUseBoxTest="1"
AntiPortalKillDistanceScale="2.0"
AntiPortalKillDistanceFromCenter="1"
AntiPortalMaxTestPlanes="1000"
AntiPortalSelfCulling="0"
/>
</AntiPortal>
<Environment>
<quality
id="low"
DisableSky="0"
DisableRain="0"
RainNumSplashesPerSecond="25"
ParticleUniformFogRangeThreshold="0.25"
DisableGodRayCloudMasking="0"
>
<Shaders>
<shader
name="CloudLayer"
add="CLOUD_QUALITY_MEDIUM"
remove=""
/>
</Shaders>
</quality>
<quality
id="medium"
DisableSky="0"
RainNumSplashesPerSecond="25"
ParticleUniformFogRangeThreshold="0.15"
DisableGodRayCloudMasking="0"
>
<Shaders>
<shader
name="CloudLayer"
add="CLOUD_QUALITY_MEDIUM"
remove=""
/>
</Shaders>
</quality>
<quality
id="high"
DisableSky="0"
RainNumSplashesPerSecond="30"
ParticleUniformFogRangeThreshold="0.15"
DisableGodRayCloudMasking="0"
HighQualityParticles="1"
>
<Shaders>
<shader
name="CloudLayer"
add="CLOUD_QUALITY_MEDIUM"
remove=""
/>
</Shaders>
</quality>
<quality
id="console"
DisableSky="0"
RainNumSplashesPerSecond="25"
ParticleUniformFogRangeThreshold="0.2"
DisableGodRayCloudMasking="0"
>
<Shaders>
<shader
name="CloudLayer"
add="CLOUD_QUALITY_MEDIUM"
remove=""
/>
</Shaders>
</quality>
</Environment>
<Post>
<quality
id="low"
FXAALevel="0"
SSAO="1"
SSAOMaxDistance="50"
GameDepthOfField="1"
CinematicDepthOfField="0"
MotionBlur="0"
DepthDownsample="1"
CloudShadows="0"
/>
<quality
id="medium"
PostFXLevel="2"
FXAALevel="1"
SSAO="1"
SSAOMaxDistance="50"
GameDepthOfField="1"
CinematicDepthOfField="1"
MotionBlur="0"
DepthDownsample="1"
CloudShadows="0"
/>
<quality
id="high"
PostFXLevel="2"
FXAALevel="1"
SSAO="1"
SSAOMaxDistance="100"
GameDepthOfField="1"
CinematicDepthOfField="1"
MotionBlur="0"
DepthDownsample="0"
CloudShadows="0"
/>
<quality
id="veryhigh"
PostFXLevel="2"
FXAALevel="1"
SSAO="1"
SSAOMaxDistance="100"
GameDepthOfField="1"
CinematicDepthOfField="1"
MotionBlur="1"
DepthDownsample="0"
CloudShadows="0"
/>
<quality
id="ultrahigh"
PostFXLevel="2"
FXAALevel="2"
SSAO="1"
SSAOMaxDistance="100"
GameDepthOfField="1"
CinematicDepthOfField="1"
MotionBlur="1"
DepthDownsample="0"
CloudShadows="1"
/>
<quality
id="ps3"
FXAALevel="1"
SSAO="1"
SSAOMaxDistance="30"
GameDepthOfField="1"
CinematicDepthOfField="1"
MotionBlur="0"
DepthDownsample="1"
CloudShadows="0"
/>
<quality
id="ps3_multiplayer"
FXAALevel="0"
SSAO="0"
SSAOMaxDistance="30"
GameDepthOfField="0"
CinematicDepthOfField="1"
MotionBlur="0"
DepthDownsample="1"
CloudShadows="0"
/>
<quality
id="ps3_splitscreen"
FXAALevel="0"
SSAO="0"
SSAOMaxDistance="30"
GameDepthOfField="1"
CinematicDepthOfField="1"
MotionBlur="0"
DepthDownsample="1"
CloudShadows="0"
EnableAdaptiveExposure="0"
/>
<quality
id="xenon"
FXAALevel="1"
SSAO="1"
SSAOMaxDistance="30"
GameDepthOfField="1"
CinematicDepthOfField="1"
MotionBlur="0"
DepthDownsample="1"
CloudShadows="0"
/>
<quality
id="xenon_multiplayer"
FXAALevel="0"
SSAO="0"
SSAOMaxDistance="30"
GameDepthOfField="0"
CinematicDepthOfField="1"
MotionBlur="0"
DepthDownsample="1"
CloudShadows="0"
/>
<quality
id="xenon_splitscreen"
FXAALevel="0"
SSAO="0"
SSAOMaxDistance="30"
GameDepthOfField="0"
CinematicDepthOfField="1"
MotionBlur="0"
DepthDownsample="1"
CloudShadows="0"
EnableAdaptiveExposure="0"
/>
</Post>
<Texture>
<quality
id="low"
TextureFilteringQuality="2"
>
<Shaders>
<shader
name="Mesh_Weapon"
add="QUALITYLOW"
remove=""
/>
<shader
name="Mesh_Vehicle"
remove="DIRT"
/>
</Shaders>
</quality>
<quality
id="high"
TextureFilteringQuality="0"
UseParallaxOcclusionMapping="1"
>
<Shaders>
<shader
name="Mesh_Weapon"
add="QUALITYHIGH"
remove=""
/>
</Shaders>
</quality>
<quality
id="xenon"
TextureFilteringQuality="2"
>
<Shaders>
<shader
name="Mesh_Weapon"
add="QUALITYHIGH"
remove=""
/>
</Shaders>
</quality>
<quality
id="ps3"
TextureFilteringQuality="2"
>
<Shaders>
<shader
name="Mesh_Weapon"
add="QUALITYHIGH"
remove=""
/>
</Shaders>
</quality>
</Texture>
<TextureResolution>
<quality
id="low"
SkipMips="1"
MaterialTexturePriority="5"
AlwaysMip0Loading="0"
/>
<quality
id="high"
SkipMips="0"
MaterialTexturePriority="5"
AlwaysMip0Loading="0"
/>
<quality
id="console"
SkipMips="0"
MaterialTexturePriority="5"
AlwaysMip0Loading="0"
/>
</TextureResolution>
<Water>
<quality
id="low"
DisableSplinesInReflection="1"
ReflectionMaxDistanceScaleModifier="2.0"
WaterReflectionSizeThreshold="3"
WaterReflectionQuality="4"
ReflectionTextureSizeX="512"
ReflectionTextureSizeY="512"
DisableWater="0"
NumWaterReflectionPlanes="1"
>
<Shaders>
<shader
name="Water"
add=""
remove="HIGHQUALITYNORMALS"
/>
<shader
name="WaterRiver"
add=""
remove="HIGHQUALITYNORMALS"
/>
</Shaders>
</quality>
<quality
id="medium"
DisableSplinesInReflection="0"
ReflectionMaxDistanceScaleModifier="1.0"
WaterReflectionSizeThreshold="3"
WaterReflectionQuality="6"
WaterRefraction="1"
ReflectionTextureSizeX="512"
ReflectionTextureSizeY="512"
DisableWater="0"
NumWaterReflectionPlanes="1"
>
<Shaders>
<shader
name="Water"
add=""
remove="HIGHQUALITYNORMALS"
/>
<shader
name="WaterRiver"
add=""
remove="HIGHQUALITYNORMALS"
/>
</Shaders>
</quality>
<quality
id="high"
DisableSplinesInReflection="0"
ReflectionMaxDistanceScaleModifier="1.0"
WaterReflectionSizeThreshold="3"
WaterReflectionQuality="7"
WaterRefraction="1"
ReflectionTextureSizeX="512"
ReflectionTextureSizeY="512"
OceanRealReflection="1"
DisableWater="0"
NumWaterReflectionPlanes="1"
></quality>
<quality
id="veryhigh"
DisableSplinesInReflection="0"
ReflectionMaxDistanceScaleModifier="1.0"
WaterRefraction="1"
OceanShoreEffect="1"
WaterReflectionSizeThreshold="3"
WaterReflectionQuality="7"
ReflectionTextureSizeX="1024"
ReflectionTextureSizeY="1024"
ProtoDisplacement="1"
OceanRealReflection="1"
DisableWater="0"
NumWaterReflectionPlanes="2"
></quality>
<quality
id="splitscreen"
DisableSplinesInReflection="1"
ReflectionMaxDistanceScaleModifier="1.5"
WaterReflectionSizeThreshold="3"
WaterReflectionQuality="0"
ReflectionTextureSizeX="256"
ReflectionTextureSizeY="256"
DisableWater="0"
NumWaterReflectionPlanes="1"
></quality>
<quality
id="ps3"
DisableSplinesInReflection="1"
ReflectionMaxDistanceScaleModifier="1.5"
WaterReflectionSizeThreshold="3"
WaterReflectionQuality="4"
ReflectionTextureSizeX="640"
ReflectionTextureSizeY="360"
DisableWater="0"
NumWaterReflectionPlanes="1"
OceanLODDistance0="0"
OceanLODDistance1="30"
></quality>
<quality
id="ps3_multiplayer"
DisableSplinesInReflection="1"
ReflectionMaxDistanceScaleModifier="1.5"
WaterReflectionSizeThreshold="3"
WaterReflectionQuality="2"
ReflectionTextureSizeX="256"
ReflectionTextureSizeY="256"
DisableWater="0"
NumWaterReflectionPlanes="1"
OceanLODDistance0="0"
OceanLODDistance1="30"
></quality>
<quality
id="xenon"
DisableSplinesInReflection="1"
ReflectionMaxDistanceScaleModifier="1.5"
WaterReflectionSizeThreshold="3"
WaterReflectionQuality="4"
ReflectionTextureSizeX="640"
ReflectionTextureSizeY="360"
DisableWater="0"
NumWaterReflectionPlanes="1"
OceanLODDistance0="0"
OceanLODDistance1="30"
></quality>
<quality
id="xenon_multiplayer"
DisableSplinesInReflection="1"
ReflectionMaxDistanceScaleModifier="1.5"
WaterReflectionSizeThreshold="3"
WaterReflectionQuality="2"
ReflectionTextureSizeX="256"
ReflectionTextureSizeY="256"
DisableWater="0"
NumWaterReflectionPlanes="1"
OceanLODDistance0="0"
OceanLODDistance1="30"
></quality>
</Water>
<Vegetation>
<quality
id="low"
RealTreeCsmExcludeMask="3"
ClusterCsmExcludeMask="3"
UsePixelLeafNormals="0"
UseRealTreeHD="0"
>
<Shaders>
<shader
name="Realtree_Leaf"
csmExcludeMask="3"
/>
<shader
name="Realtree_BigLeaf"
csmExcludeMask="3"
remove="PERPIXEL,TRANSLUCENCY,TRANSLUCENCY_MASK,SPECULAR,SPECULAR_MASK"
/>
<shader
name="Realtree_Trunk"
add=""
remove="AMBIENT_SPECULAR"
/>
<shader
name="Mesh_Generic_FC3"
add=""
remove="SPECULARMAP"
/>
<shader
name="Mesh_Grass"
add="GRASSQUALITYCONSOLE"
remove=""
/>
</Shaders>
</quality>
<quality
id="medium"
RealTreeCsmExcludeMask="1"
ClusterCsmExcludeMask="1"
UsePixelLeafNormals="0"
UseRealTreeHD="0"
>
<Shaders>
<shader
name="Realtree_Leaf"
csmExcludeMask="1"
/>
<shader
name="Realtree_BigLeaf"
csmExcludeMask="1"
remove="PERPIXEL,TRANSLUCENCY,TRANSLUCENCY_MASK"
/>
<shader
name="Realtree_Trunk"
add=""
remove="AMBIENT_SPECULAR"
/>
<shader
name="Mesh_Grass"
add="GRASSQUALITYCONSOLE"
remove=""
/>
</Shaders>
</quality>
<quality
id="high"
RealTreeCsmExcludeMask="0"
ClusterCsmExcludeMask="0"
UsePixelLeafNormals="0"
UseRealTreeHD="0"
>
<Shaders>
<shader
name="Mesh_Grass"
add="GRASSQUALITYCONSOLE"
remove=""
/>
</Shaders>
</quality>
<quality
id="veryhigh"
RealTreeCsmExcludeMask="0"
ClusterCsmExcludeMask="0"
UsePixelLeafNormals="1"
UseRealTreeHD="1"
>
<Shaders>
<shader
name="Mesh_Grass"
add="GRASSQUALITYHIGH"
remove=""
/>
</Shaders>
</quality>
<quality
id="console"
RealTreeCsmExcludeMask="0"
ClusterCsmExcludeMask="0"
UsePixelLeafNormals="0"
UseRealTreeHD="0"
>
<Shaders>
<shader
name="Road"
add=""
remove="PARALLAX,PARALLAX_OCCLUSION"
/>
<shader
name="Mesh_Grass"
add="GRASSQUALITYCONSOLE"
remove=""
/>
</Shaders>
</quality>
</Vegetation>
<Terrain>
<quality
id="low"
TerrainLodScale="1.7"
TerrainDetailViewDistance="100"
TerrainDetailBlendViewDistance="32"
TerrainComputeMaxErrorLODs="1"
TerrainAffectedByMuzzleFlash="1"
TerrainMaxErrorTolerance="0.03f"
>
<Shaders>
<shader
name="Terrain"
add=""
remove="PER_PIXEL"
/>
<shader
name="Road"
add=""
remove="SPECULARMAP,NORMALMAP,PARALLAX,PARALLAX_OCCLUSION"
/>
</Shaders>
</quality>
<quality
id="medium"
TerrainLodScale="1.5"
TerrainDetailViewDistance="200"
TerrainDetailBlendViewDistance="64"
TerrainComputeMaxErrorLODs="1"
TerrainAffectedByMuzzleFlash="1"
TerrainMaxErrorTolerance="0.025f"
>
<Shaders>
<shader
name="Road"
add=""
remove="PARALLAX,PARALLAX_OCCLUSION"
/>
</Shaders>
</quality>
<quality
id="high"
TerrainLodScale="1.0"
TerrainDetailViewDistance="512"
TerrainDetailBlendViewDistance="64"
TerrainComputeMaxErrorLODs="1"
TerrainAffectedByMuzzleFlash="1"
TerrainMaxErrorTolerance="0.02f"
>
</quality>
</Terrain>
<Geometry>
<quality
id="low"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
DetailDistanceScaleModifier="1.0"
KillLodScale="1.0"
LodScale="1.0"
ClustersLodScale="1.0"
RealTreesLodScale="1.0"
ClusterZoomFactorScale="1.0"
RealTreeCapsMaxDistance="90.0f"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
TerrainLodScale="1.0"
RealTreeLeafMinSize="0.04"
RealTreeHLeafMinSize="0.04"
RealTreeNodeMinSize="0.005"
RealTreeMinSizeShadowScale="3.0"
ClusterObjectMinSize="0.04"
ClusterObjectMinSizeShadowScale="3.0"
SceneObjectMinSize="0.01"
SceneObjectMinSizeShadowScale="3.0"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="0"
MinZoomFactor="0.0"
>
<DensityLodScales>
<DensityLodScale
id="Logic.LightJungle"
scale="1.0"
/>
<DensityLodScale
id="Logic.Savannah"
scale="1.0"
/>
<DensityLodScale
id="Logic.Woodland"
scale="1.0"
/>
</DensityLodScales>
</quality>
<quality
id="medium"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
DetailDistanceScaleModifier="1.0"
KillLodScale="1.0"
LodScale="1.0"
ClustersLodScale="1.0"
RealTreesLodScale="1.0"
RealTreeCapsMaxDistance="100.0f"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
TerrainLodScale="1.0"
ClusterZoomFactorScale="1.0"
RealTreeLeafMinSize="0.02"
RealTreeHLeafMinSize="0.015"
RealTreeNodeMinSize="0.002"
RealTreeMinSizeShadowScale="1.25"
ClusterObjectMinSize="0.02"
ClusterObjectMinSizeShadowScale="1.50"
SceneObjectMinSize="0.01"
SceneObjectMinSizeShadowScale="1.50"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="0"
MinZoomFactor="0.0"
>
<DensityLodScales>
<DensityLodScale
id="Logic.LightJungle"
scale="1.0"
/>
<DensityLodScale
id="Logic.Savannah"
scale="1.0"
/>
<DensityLodScale
id="Logic.Woodland"
scale="1.0"
/>
</DensityLodScales>
</quality>
<quality
id="high"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
DetailDistanceScaleModifier="1.0"
KillLodScale="1.0"
LodScale="1.0"
ClustersLodScale="1.0"
ClustersMaxCountMultiplier="2"
RealTreesLodScale="1.0"
RealTreeCapsMaxDistance="100.0f"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
TerrainLodScale="1.0"
ClusterZoomFactorScale="1.0"
RealTreeLeafMinSize="0.02"
RealTreeHLeafMinSize="0.015"
RealTreeNodeMinSize="0.002"
RealTreeMinSizeShadowScale="1.0"
ClusterObjectMinSize="0.02"
ClusterObjectMinSizeShadowScale="1.25"
SceneObjectMinSize="0.01"
SceneObjectMinSizeShadowScale="1.25"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="0"
MinZoomFactor="0.0"
>
<DensityLodScales>
<DensityLodScale
id="Logic.LightJungle"
scale="1.0"
/>
<DensityLodScale
id="Logic.Savannah"
scale="1.0"
/>
<DensityLodScale
id="Logic.Woodland"
scale="1.0"
/>
</DensityLodScales>
</quality>
<quality
id="veryhigh"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
DetailDistanceScaleModifier="1.0"
KillLodScale="0.8"
LodScale="0.8"
ClustersLodScale="1.0"
ClustersMaxCountMultiplier="2"
RealTreesLodScale="0.7"
RealTreesVistaMinViewDistanceScale="0.7"
ClusterZoomFactorScale="1.0"
RealTreeCapsMaxDistance="100.0f"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
TerrainLodScale="1.0"
RealTreeLeafMinSize="0.02"
RealTreeHLeafMinSize="0.015"
RealTreeNodeMinSize="0.002"
RealTreeMinSizeShadowScale="1.0"
ClusterObjectMinSize="0.02"
ClusterObjectMinSizeShadowScale="1.25"
SceneObjectMinSize="0.01"
SceneObjectMinSizeShadowScale="1.25"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="0"
MinZoomFactor="0.0"
>
<DensityLodScales>
<DensityLodScale
id="Logic.LightJungle"
scale="1.0"
/>
<DensityLodScale
id="Logic.Savannah"
scale="1.0"
/>
<DensityLodScale
id="Logic.Woodland"
scale="1.0"
/>
</DensityLodScales>
</quality>
<quality
id="ultrahigh"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
DetailDistanceScaleModifier="1.0"
KillLodScale="0.5"
LodScale="0.5"
ClustersLodScale="1.0"
ClustersMaxCountMultiplier="2"
RealTreesLodScale="0.7"
RealTreesVistaMinViewDistanceScale="0.7"
ClusterZoomFactorScale="1.0"
RealTreeCapsMaxDistance="100.0f"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
TerrainLodScale="1.0"
RealTreeLeafMinSize="0.02"
RealTreeHLeafMinSize="0.015"
RealTreeNodeMinSize="0.002"
RealTreeMinSizeShadowScale="1.0"
ClusterObjectMinSize="0.02"
ClusterObjectMinSizeShadowScale="1.25"
SceneObjectMinSize="0.01"
SceneObjectMinSizeShadowScale="1.25"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="0"
MinZoomFactor="0.0"
>
<DensityLodScales>
<DensityLodScale
id="Logic.LightJungle"
scale="1.0"
/>
<DensityLodScale
id="Logic.Savannah"
scale="1.0"
/>
<DensityLodScale
id="Logic.Woodland"
scale="1.0"
/>
</DensityLodScales>
</quality>
<quality
id="xenon"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
DetailDistanceScaleModifier="1.0"
KillLodScale="1.0"
LodScale="1.0"
ClustersLodScale="1.0"
ClustersMaxCountMultiplier="1"
RealTreesLodScale="1.0"
RealTreeCapsMaxDistance="100.0f"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
ClusterZoomFactorScale="1.0"
SceneObjectDepthPassMinSize="0.085"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
RealTreeLeafMinSize="0.02"
RealTreeHLeafMinSize="0.015"
RealTreeNodeMinSize="0.002"
ClusterObjectMinSize="0.02"
SceneObjectMinSize="0.01"
RealTreeMinSizeShadowScale="5.0"
ClusterObjectMinSizeShadowScale="5.0"
SceneObjectMinSizeShadowScale="5.0"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="1"
MinZoomFactor="0.0">
</quality>
<quality
id="xenon_multiplayer"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
DetailDistanceScaleModifier="1.0"
KillLodScale="1.0"
LodScale="1.0"
ClustersLodScale="1.0"
ClustersMaxCountMultiplier="1"
RealTreesLodScale="1.0"
RealTreeCapsMaxDistance="100.0f"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
ClusterZoomFactorScale="1.0"
SceneObjectDepthPassMinSize="0.085"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
RealTreeLeafMinSize="0.02"
RealTreeHLeafMinSize="0.015"
RealTreeNodeMinSize="0.002"
ClusterObjectMinSize="0.02"
SceneObjectMinSize="0.01"
RealTreeMinSizeShadowScale="5.0"
ClusterObjectMinSizeShadowScale="5.0"
SceneObjectMinSizeShadowScale="5.0"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="1"
MinZoomFactor="0.0"
EnableLowQualityCharacterFakeSSS="0">
</quality>
<quality
id="ps3"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
LodScale="1.0"
KillLodScale="1.0"
ClustersLodScale="1.0"
RealTreesLodScale="1.0"
ClusterZoomFactorScale="0.5"
TerrainLodScale="1.0"
SceneObjectDepthPassMinSize="0.085"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
RealTreeLeafMinSize="0.02"
RealTreeHLeafMinSize="0.015"
RealTreeNodeMinSize="0.002"
ClusterObjectMinSize="0.02"
SceneObjectMinSize="0.01"
RealTreeMinSizeShadowScale="5.0"
ClusterObjectMinSizeShadowScale="5.0"
SceneObjectMinSizeShadowScale="5.0"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="1"
> </quality>
<quality
id="ps3_multiplayer"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
LodScale="1.0"
KillLodScale="1.0"
ClustersLodScale="1.0"
RealTreesLodScale="1.0"
ClusterZoomFactorScale="0.5"
TerrainLodScale="1.0"
SceneObjectDepthPassMinSize="0.085"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
RealTreeLeafMinSize="0.02"
RealTreeHLeafMinSize="0.015"
RealTreeNodeMinSize="0.002"
ClusterObjectMinSize="0.02"
SceneObjectMinSize="0.01"
RealTreeMinSizeShadowScale="5.0"
ClusterObjectMinSizeShadowScale="5.0"
SceneObjectMinSizeShadowScale="5.0"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="1"
EnableLowQualityCharacterFakeSSS="0"
> </quality>
<quality
id="ps3_splitscreen"
RimLightAmbientBoostStart="-8.0"
RimLightAmbientBoostDistance="24.0"
RimLightAmbientBoostMultiplier="2.0"
LodScale="1.0"
KillLodScale="1.0"
ClustersLodScale="1.0"
RealTreesLodScale="1.0"
ClusterZoomFactorScale="0.5"
RealTreeCapsMaxDistance="90.0f"
RealTreeOcclusionMeshNearDistanceScale="10.0f"
RealTreeOcclusionMeshFarDistanceScale="25.0f"
RealTreeOcclusionMeshNearScale="1.0f"
RealTreeOcclusionMeshFarScale="1.0f"
TerrainLodScale="1.0"
RealTreeLeafMinSize="0.1"
RealTreeHLeafMinSize="0.1"
RealTreeNodeMinSize="0.1"
RealTreeMinSizeShadowScale="5.0"
ClusterObjectMinSize="0.05"
ClusterObjectMinSizeShadowScale="5.0"
SceneObjectMinSize="0.025"
SceneObjectMinSizeShadowScale="3.0"
SceneObjectDepthPassMinSize="0.085"
RealtreeReflectionMinLODLeaf="3"
RealtreeReflectionMinLODTrunk="4"
MaxDecalCount="200"
MaxDecalCountPerType="50"
DisableGraphicObjectInstancing="1"
EnableLowQualityCharacterFakeSSS="0"
>
<DensityLodScales>
<DensityLodScale
id="Logic.LightJungle"
scale="1.2"
/>
<DensityLodScale
id="Logic.Savannah"
scale="1.15"
/>
<DensityLodScale
id="Logic.Woodland"
scale="1.25"
/>
</DensityLodScales>
</quality>
</Geometry>
<Ambient>
<quality
id="low"
HemiQuality="2"
MaxHemiMapDistance="128"
DisableSectorAmbient="0"
ShadowMapSize="256"
SectorCountX="16"
SectorCountY="16"
SectorTextureSize="32"
BlurQuality="1"
/>
<quality
id="medium"
HemiQuality="2"
MaxHemiMapDistance="160"
DisableSectorAmbient="0"
ShadowMapSize="512"
SectorCountX="16"
SectorCountY="16"
SectorTextureSize="64"
BlurQuality="1"
/>
<quality
id="high"
HemiQuality="2"
MaxHemiMapDistance="160"
DisableSectorAmbient="0"
ShadowMapSize="512"
SectorCountX="16"
SectorCountY="16"
SectorTextureSize="64"
BlurQuality="2"
/>
<quality
id="console"
HemiQuality="2"
MaxHemiMapDistance="160"
DisableSectorAmbient="0"
ShadowMapSize="256"
SectorCountX="16"
SectorCountY="16"
SectorTextureSize="48"
BlurQuality="0"
/>
<quality
id="xenon"
HemiQuality="2"
MaxHemiMapDistance="160"
DisableSectorAmbient="0"
ShadowMapSize="256"
SectorCountX="16"
SectorCountY="16"
SectorTextureSize="64"
BlurQuality="0"
/>
<quality
id="xenon_multiplayer"
HemiQuality="2"
MaxHemiMapDistance="160"
DisableSectorAmbient="1"
ShadowMapSize="256"
SectorCountX="16"
SectorCountY="16"
SectorTextureSize="32"
BlurQuality="1"
/>
<quality
id="ps3_multiplayer"
HemiQuality="2"
MaxHemiMapDistance="160"
DisableSectorAmbient="1"
ShadowMapSize="256"
SectorCountX="16"
SectorCountY="16"
SectorTextureSize="48"
BlurQuality="0"
/>
<quality
id="splitscreen"
HemiQuality="2"
MaxHemiMapDistance="160"
DisableSectorAmbient="1"
ShadowMapSize="256"
SectorCountX="16"
SectorCountY="16"
SectorTextureSize="32"
BlurQuality="0"
/>
</Ambient>
<DeferredAmbient>
<quality
id="off"
Enable="0"
NumTexelsPerEdgeXY="96"
NumTexelsPerEdgeZ="16"
TessellationXY="2"
TessellationZ="2"
EnableDeferredReflectedAmbient="0"
/>
<quality
id="low"
Enable="1"
NumTexelsPerEdgeXY="96"
NumTexelsPerEdgeZ="16"
TessellationXY="2"
TessellationZ="2"
EnableDeferredReflectedAmbient="0"
/>
<quality
id="medium"
Enable="1"
NumTexelsPerEdgeXY="96"
NumTexelsPerEdgeZ="16"
TessellationXY="2"
TessellationZ="2"
EnableDeferredReflectedAmbient="1"
/>
<quality
id="high"
Enable="1"
NumTexelsPerEdgeXY="128"
NumTexelsPerEdgeZ="32"
TessellationXY="2"
TessellationZ="2"
EnableDeferredReflectedAmbient="1"
/>
<quality
id="splitscreen"
Enable="1"
NumTexelsPerEdgeXY="96"
NumTexelsPerEdgeZ="16"
TessellationXY="2"
TessellationZ="2"
EnableDeferredReflectedAmbient="0"
OnlyGlobalAmbient="1"
/>
</DeferredAmbient>
<DepthPass>
<quality
id="low"
DepthPassMode="full"
DepthPassPartial="50"
DepthPassNoPixel="1"
DepthPassXenonAuto="0"
/>
<quality
id="high"
DepthPassMode="full"
DepthPassPartial="0"
DepthPassNoPixel="1"
DepthPassXenonAuto="0"
/>
<quality
id="ps3"
DepthPassMode="full"
DepthPassPartial="100"
DepthPassNoPixel="1"
DepthPassXenonAuto="0"
/>
<quality
id="xenon"
DepthPassMode="full"
DepthPassPartial="0"
DepthPassNoPixel="1"
DepthPassXenonAuto="0"
/>
</DepthPass>
<Shadow>
<quality
id="off"
SunShadowFadeRange="5"
SunShadowRange0="4"
SunShadowRange1="8"
SunShadowRange2="20"
ShadowMapSize="16"
CascadedShadowMapSize="16"
RainShadowMapSize="16"
SoftShadows="0"
Use16BitFormat="1"
DisableShadow="1"
SunShadowSnap="1"
DisableShadowGeneration="1"
DisableShadowGenTerrain="1"
ForceLeafSingleSlice="1"
DepthBiasCSM0="0.0005"
DepthBiasCSM1="0.0005"
DepthBiasCSM2="0.0005"
DepthBiasCSM0_PCSS="0.0005"
DepthBiasCSM1_PCSS="0.0005"
DepthBiasCSM2_PCSS="0.0005"
SlopeScaleDepthBiasCSM0="4"
SlopeScaleDepthBiasCSM1="4"
SlopeScaleDepthBiasCSM2="4"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="0"
ReflectionShadowZBias="1.0f"
/>
<quality
id="low"
SunShadowFadeRange="10"
SunShadowRange0="8"
SunShadowRange1="18"
SunShadowRange2="40"
ShadowMapSize="256"
CascadedShadowMapSize="512"
RainShadowMapSize="32"
SoftShadows="1"
Use16BitFormat="0"
DisableShadow="0"
SunShadowSnap="1"
DisableShadowGeneration="0"
DisableShadowGenTerrain="1"
ForceLeafSingleSlice="1"
DepthBiasCSM0="0.0005"
DepthBiasCSM1="0.0005"
DepthBiasCSM2="0.0005"
DepthBiasCSM0_PCSS="0.0005"
DepthBiasCSM1_PCSS="0.0005"
DepthBiasCSM2_PCSS="0.0005"
SlopeScaleDepthBiasCSM0="4"
SlopeScaleDepthBiasCSM1="4"
SlopeScaleDepthBiasCSM2="4"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="0"
ReflectionShadowZBias="1.0f"
/>
<quality
id="medium"
SunShadowFadeRange="10"
SunShadowRange0="4"
SunShadowRange1="14"
SunShadowRange2="40"
ShadowMapSize="720"
CascadedShadowMapSize="1024"
RainShadowMapSize="64"
SoftShadows="1"
Use16BitFormat="0"
DisableShadow="0"
SunShadowSnap="1"
DisableShadowGeneration="0"
DisableShadowGenTerrain="0"
ForceLeafSingleSlice="1"
DepthBiasCSM0="0.0005"
DepthBiasCSM1="0.0005"
DepthBiasCSM2="0.0005"
DepthBiasCSM0_PCSS="0.0005"
DepthBiasCSM1_PCSS="0.0005"
DepthBiasCSM2_PCSS="0.0005"
SlopeScaleDepthBiasCSM0="4"
SlopeScaleDepthBiasCSM1="4"
SlopeScaleDepthBiasCSM2="4"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="1"
ReflectionShadowZBias="1.0f"
/>
<quality
id="high"
SunShadowFadeRange="10"
SunShadowRange0="4"
SunShadowRange1="14"
SunShadowRange2="40"
ShadowMapSize="1364"
CascadedShadowMapSize="1364"
RainShadowMapSize="256"
SoftShadows="1"
Use16BitFormat="0"
DisableShadow="0"
SunShadowSnap="1"
DisableShadowGeneration="0"
DisableShadowGenTerrain="0"
ForceLeafSingleSlice="0"
DepthBiasCSM0="0.0005"
DepthBiasCSM1="0.0005"
DepthBiasCSM2="0.0005"
DepthBiasCSM0_PCSS="0.0005"
DepthBiasCSM1_PCSS="0.0005"
DepthBiasCSM2_PCSS="0.0005"
SlopeScaleDepthBiasCSM0="4"
SlopeScaleDepthBiasCSM1="4"
SlopeScaleDepthBiasCSM2="4"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="1"
ReflectionShadowZBias="1.0f"
/>
<quality
id="veryhigh"
SunShadowFadeRange="10"
SunShadowRange0="3"
SunShadowRange1="12"
SunShadowRange2="40"
ShadowMapSize="1364"
CascadedShadowMapSize="2048"
RainShadowMapSize="512"
SoftShadows="1"
EnablePCSS="1"
Use16BitFormat="0"
DisableShadow="0"
SunShadowSnap="1"
DisableShadowGeneration="0"
DisableShadowGenTerrain="0"
ForceLeafSingleSlice="0"
DepthBiasCSM0="0.0005"
DepthBiasCSM1="0.0005"
DepthBiasCSM2="0.0005"
DepthBiasCSM0_PCSS="0.0005"
DepthBiasCSM1_PCSS="0.0005"
DepthBiasCSM2_PCSS="0.0005"
SlopeScaleDepthBiasCSM0="4"
SlopeScaleDepthBiasCSM1="4"
SlopeScaleDepthBiasCSM2="4"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="1"
ReflectionShadowZBias="1.0f"
/>
<quality
id="ultrahigh"
SunShadowFadeRange="10"
SunShadowRange0="3"
SunShadowRange1="12"
SunShadowRange2="60"
ShadowMapSize="2048"
CascadedShadowMapSize="2048"
RainShadowMapSize="512"
SoftShadows="1"
EnablePCSS="1"
Use16BitFormat="0"
DisableShadow="0"
SunShadowSnap="1"
DisableShadowGeneration="0"
DisableShadowGenTerrain="0"
ForceLeafSingleSlice="0"
DepthBiasCSM0="0.0005"
DepthBiasCSM1="0.0005"
DepthBiasCSM2="0.0005"
DepthBiasCSM0_PCSS="0.0005"
DepthBiasCSM1_PCSS="0.0005"
DepthBiasCSM2_PCSS="0.0005"
SlopeScaleDepthBiasCSM0="4"
SlopeScaleDepthBiasCSM1="4"
SlopeScaleDepthBiasCSM2="4"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="1"
ReflectionShadowZBias="1.0f"
/>
<quality
id="xenon"
SunShadowFadeRange="8"
SunShadowRange0="4"
SunShadowRange1="14"
SunShadowRange2="40"
DisableShadowNightRange="0"
SunShadowNightRange="20"
ShadowMapSize="320"
CascadedShadowMapSize="768"
RainShadowMapSize="64"
SoftShadows="0"
Use16BitFormat="0"
DisableShadow="0"
SunShadowSnap="1"
DisableShadowGeneration="0"
DisableShadowGenTerrain="0"
ForceLeafSingleSlice="0"
DepthBiasCSM0="0.00075"
DepthBiasCSM1="0.00075"
DepthBiasCSM2="0.00075"
SlopeScaleDepthBiasCSM0="2"
SlopeScaleDepthBiasCSM1="2"
SlopeScaleDepthBiasCSM2="2"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="1"
ReflectionShadowZBias="1.0f"
/>
<quality
id="xenon_multiplayer"
SunShadowFadeRange="8"
SunShadowRange0="7"
SunShadowRange1="18"
SunShadowRange2="50"
DisableShadowNightRange="1"
SunShadowNightRange="20"
ShadowMapSize="320"
CascadedShadowMapSize="768"
RainShadowMapSize="64"
SoftShadows="0"
Use16BitFormat="0"
DisableShadow="0"
SunShadowSnap="1"
DisableShadowGeneration="0"
DisableShadowGenTerrain="0"
ForceLeafSingleSlice="0"
DepthBiasCSM0="0.00075"
DepthBiasCSM1="0.00075"
DepthBiasCSM2="0.00075"
SlopeScaleDepthBiasCSM0="2"
SlopeScaleDepthBiasCSM1="2"
SlopeScaleDepthBiasCSM2="2"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="1"
ReflectionShadowZBias="1.0f"
EnableStaticShadow="1"
StaticShadowRadius="64"
LongRangeShadowBlendScale="0.9"
/>
<quality
id="ps3"
SunShadowFadeRange="8"
SunShadowRange0="5"
SunShadowRange1="14"
SunShadowRange2="40"
DisableShadowNightRange="0"
SunShadowNightRange="20"
ShadowMapSize="320"
CascadedShadowMapSize="768"
RainShadowMapSize="64"
SoftShadows="0"
Use16BitFormat="0"
DisableShadow="0"
SunShadowSnap="1"
DisableShadowGeneration="0"
DisableShadowGenTerrain="0"
ForceLeafSingleSlice="1"
DepthBiasCSM0="0.002"
DepthBiasCSM1="0.002"
DepthBiasCSM2="0.002"
SlopeScaleDepthBiasCSM0="2"
SlopeScaleDepthBiasCSM1="2"
SlopeScaleDepthBiasCSM2="2"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="1"
ReflectionShadowZBias="1.0f"
/>
<quality
id="ps3_multiplayer"
SunShadowFadeRange="8"
SunShadowRange0="7"
SunShadowRange1="18"
SunShadowRange2="50"
DisableShadowNightRange="1"
SunShadowNightRange="20"
ShadowMapSize="320"
CascadedShadowMapSize="768"
RainShadowMapSize="64"
SoftShadows="0"
Use16BitFormat="0"
DisableShadow="0"
SunShadowSnap="1"
DisableShadowGeneration="0"
DisableShadowGenTerrain="0"
ForceLeafSingleSlice="1"
DepthBiasCSM0="0.002"
DepthBiasCSM1="0.002"
DepthBiasCSM2="0.002"
SlopeScaleDepthBiasCSM0="2"
SlopeScaleDepthBiasCSM1="2"
SlopeScaleDepthBiasCSM2="2"
SpotDepthBias="0.005"
SpotSlopeScaleDepthBias="20"
SpotsCastShadows="1"
ReflectionShadowZBias="1.0f"
EnableStaticShadow="1"
StaticShadowRadius="64"
LongRangeShadowBlendScale="0.9"
/>
</Shadow>
<DeferredShadows>
<quality
id="pc"
EnableDeferredShadows="0"
BlurKernelSize="0.0"
/>
<quality
id="ps3"
EnableDeferredShadows="1"
BlurKernelSize="0.0"
/>
<quality
id="xenon"
EnableDeferredShadows="0"
BlurKernelSize="0.0"
/>
</DeferredShadows>
<Editor>
<quality
id="pc"
ClampMipLevels="0"
AllowScreenResolution="0"
/>
<quality
id="xenon"
ClampMipLevels="1"
AllowScreenResolution="1"
/>
<quality
id="ps3"
ClampMipLevels="1"
AllowScreenResolution="1"
/>
</Editor>
</Profile>
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Commands in here must match the layout C:\Users\Jonas\Documents\My Games\Far Cry 3\GamerProfile.xml
For example:
<RenderProfile MSAALevel="2" AlphaToCoverage="2" SSAOLevel="6" SDSM="0" ResolutionX="1920" ResolutionY="1200" Quality="custom" QualityEditor="editor_ps3" Fullscreen="1" Borderless="0" UseD3D11="1" D3D11MultithreadedRendering="1" WidescreenLetterbox="0" UseWidescreenFOV="1" FOVScaleFactor="1.095" EnableSubResolution="0" SubResolutionX="1920" SubResolutionY="1200" VSync="0" RefreshRate="0" DisableMip0Loading="0" GPUMaxBufferedFrames="1" ShowFPS="0" Brightness="1" Contrast="1" GammaRamp="1" AllowAsynchShaderLoading="1" >
<CustomQuality>
<quality ResolutionX="1920" ResolutionY="1200" EnvironmentQuality="high" AntiPortalQuality="default" PortalQuality="high" PostFxQuality="ultrahigh" TextureQuality="high" TextureResolutionQuality="high" WaterQuality="veryhigh" DepthPassQuality="high" VegetationQuality="veryhigh" TerrainQuality="high" GeometryQuality="ultrahigh" AmbientQuality="high" DeferredAmbientQuality="high" ShadowQuality="ultrahigh" EditorQuality="" Hdr="1" HdrFP32="1" ReflectionHdr="1" EnableVertexBinding="1" id="custom" />
</CustomQuality>
to
<RenderProfile MSAALevel="2" AlphaToCoverage="2" SSAOLevel="6" SDSM="0" ResolutionX="1920" ResolutionY="1200" Quality="custom" QualityEditor="editor_ps3" Fullscreen="1" Borderless="0" UseD3D11="1" D3D11MultithreadedRendering="1" WidescreenLetterbox="0" UseWidescreenFOV="1" FOVScaleFactor="1.095" EnableSubResolution="0" SubResolutionX="1920" SubResolutionY="1200" VSync="0" RefreshRate="0" DisableMip0Loading="0" GPUMaxBufferedFrames="1" ShowFPS="0" Brightness="1" Contrast="1" GammaRamp="1" AllowAsynchShaderLoading="1" MaxFPS="120" >
<CustomQuality>
<quality ResolutionX="1920" ResolutionY="1200" EnvironmentQuality="high" AntiPortalQuality="default" PortalQuality="high" PostFxQuality="ultrahigh" TextureQuality="high" TextureResolutionQuality="high" WaterQuality="veryhigh" DepthPassQuality="high" VegetationQuality="veryhigh" TerrainQuality="high" GeometryQuality="ultrahigh" AmbientQuality="high" DeferredAmbientQuality="high" ShadowQuality="ultrahigh" EditorQuality="" Hdr="1" HdrFP32="1" ReflectionHdr="1" EnableVertexBinding="1" id="custom" />
</CustomQuality>
<Post>
<quality GameDepthOfField="1" CinematicDepthOfField="1" MotionBlur="1" SSAO="1" id="ultrahigh" />
</Post>
The file is fairly self explanatory but the id="ultrahigh" thing must match what you are using in-game for that preset.
This way you can just keep adding, also remember to take a backup of the file as any mistake will cause the config file to reset and you'll lose all custom commands.
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Posted: Fri, 30th Nov 2012 07:43 Post subject: |
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Thank you very very much! 
ASUS Maximus XII Formula | Core i9 10900k @ 5.2Ghz | 32GB G.Skill DDR4 4200Mhz | EVGA RTX 3080 Ti FTW3 Ultra Hydro Copper | ASUS ROG PG35VQ
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Aeon
Posts: 8700
Location: Netherlands
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Posted: Fri, 30th Nov 2012 07:52 Post subject: |
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Last edited by Interinactive on Tue, 5th Oct 2021 03:45; edited 1 time in total
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Posted: Fri, 30th Nov 2012 07:53 Post subject: |
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And that file doesn't reset itself anymore if you do it like that?
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Posted: Fri, 30th Nov 2012 08:04 Post subject: |
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Ok so anyone able to play multiplayer with reloaded version?
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logimen
Posts: 83
Location: Warsaw, Poland
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Posted: Fri, 30th Nov 2012 08:35 Post subject: |
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Stormwolf wrote: | Interinactive wrote: | Can you run it in an offline mode? |
That gear button in uplay. Press it and set it to always start in offline mode and it was fine in SP for me. |
Exactly, im playing SP perfectly with no problems as well.
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Posted: Fri, 30th Nov 2012 08:38 Post subject: |
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Pfff... invested yesterday lots of hours to make this game working and visting many forum threads about the issues, but now, after playing a bit, I feel more than slightly disappointed.
Somehow it does not really "feel" like a wilderness survival game/stealth shooter, but more like a visit to a tourist safari park with guaranteed harmless adventure. Nothing feels "natural", everything feels "artificial".
Too much loot, too easy, shitty save system, annoying map killing every exploration feeling, graphics look worse than good old Crysis in my opinion (cloned trees, uniform landscape), the game design reminds of recent Ubisoft crap (far too many cinematic sequences making the game to a more interactive movie like Assassins Creed 3), for the missions there is too often exactly one pre-designed way to follow and to solve (crap like this point where the mission failed if you did not use the "quick travel" option I have never seen before) and so on.
This idea that you have to make bags and equipment from animal hide - on an island where you can obviously buy every modern equipment like guns in stores is so absurd, I dont know what to say .. I will continue playing but for me its really not what the hype did promise...
Just my 2 cents...
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Aeon
Posts: 8700
Location: Netherlands
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Posted: Fri, 30th Nov 2012 08:43 Post subject: |
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What did they promise is my question to you ^^
Intel i7 6700K, RTX470 Super, Kingston HyperX Fury 32GB
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Posted: Fri, 30th Nov 2012 08:48 Post subject: |
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Doh wtf is this unable to connect shit? I certainly hope my save games arent going to be fucked after this, or Ill be very upset.
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Posted: Fri, 30th Nov 2012 08:51 Post subject: |
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Wonder what year they plan on bringing the servers back on. I just bought a key cause i think this game deserves it, and i cannot play it :@
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Posted: Fri, 30th Nov 2012 08:55 Post subject: |
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Posted: Fri, 30th Nov 2012 08:56 Post subject: |
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And I've lost all my money and items, fuck you ubisoft. I hope you go bankrupt
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Posted: Fri, 30th Nov 2012 08:57 Post subject: |
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Aeon wrote: | What did they promise is my question to you ^^ |
Well, maybe "promise" was the wrong word, but the previews may have suggested that this game would be closer again (than FC2) to the first FarCry game, which was a really hard survival adventure (and is still by far the best of the three FarCry games until now, isnt it?).
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couleur
[Moderator] Janitor
Posts: 14327
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Fri, 30th Nov 2012 09:12 Post subject: |
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mole
Posts: 154
Location: Sweden
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Posted: Fri, 30th Nov 2012 09:15 Post subject: |
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Does this game work with FXAA-injector?
I cant make it work, I use FXAA_Tool
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Posted: Fri, 30th Nov 2012 09:24 Post subject: |
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JBeckman wrote: |
It's trial and error I suppose, shame one can't edit some other file to just override those commands but I've tried and that didn't work at all.
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I just wanted to comment that I tried several tweaks directly in "MyDocuments\Far Cry3\GamerProfile.xml" and they had a real impact on my fps value, nearly halving it. I wonder, why is it that you need to uncompress those .dat files?
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