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PhantomShade

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Posts posted by PhantomShade

  1. I was wondering if I should upgrade from my i5-2500K and Gigabyte P67A-UD3R-B3 rig? It's almost running for a good 3 years now. Would like to keep the proccy and mobo under 20-22k combined.

    wait for Broadwell chips bruddah

    its only months now

  2. its a catch 22 situation

    somebody makes a good port,it doesnt meet sales expectations.Suits decide to allocate less money for next porting job :doh:

    somebody makes a sh*t port,people go bonkers obviously,gamers then refuse to buy games at launch instead at steam chawwani sales :rofl:

     

     

     

    You don't have to pre-order, you can pick it up day one or not pick it up at all. But its a vicious cycle, publisher's see only 10% sales from certain version, they spend less time on it which means terrible ports (and now refunds), which leads to even less sales and the cycle continues. Not too long ago we didn't even get PC versions of most games, only those that already had PC versions and jumped to consoles.

     

    great minds think alike

  3. There's no shame in spending 60$ on a game day one, publishers might even start taking PC gamers seriously if they do.

    its a catch 22 situation

    somebody makes a good port,it doesnt meet sales expectations.Suits decide to allocate less money for next porting job :doh:

    somebody makes a sh*t port,people go bonkers obviously,gamers then refuse to buy games at launch instead at steam chawwani sales :rofl:

  4. Unity looks better on PC but on consoles it runs like crap at lower res.

     

    Also Crysis 3 at 1440p/4K maxed out is still jaw dropping after what, 3 years?

    A rig to play it at that res and settings would cost 2 or 3 times the cost of current gen consoles :rofl:

    also Crysis 3 is a last gen game at its core.The LCD drags it down.Meanwhile UC4 is a game made with PS4 in Mind with possibly the most talented development team in the world If you want to compare C3 to something,compare it to The Order coz both are not games,but Tech Demos :lol:

  5. hey guys,

    can anyone guide me if fx8320 is a good cpu or not.

    planning to build a new system.after a longgggg time,my current system is ages old core2duo.

    want it to be in budget hence not going for i5 k series.

    also want overclockablity in future.

    This is what i have in mind.

     

    AMD FX 8320 black edition

    MSI 990FXA-GD65

    Corsair VS650 650 W

    WD Caviar Green WD20EZRX 2 TB

    ASUS DRW-24B5ST

    Deepcool Gammaxx 300 Cooler(cpu cooler)

    Kingston HyperX (KHX1600C9D3B1K2) 8 GB (2x4 GB)1600 MHz DDR3 (or corsair/gskillz)

     

    I dont want mobo to be too costly but dont want it to be basic as well,as i wana OC in future,so CLICK BIOS is preffered.

    Also I want a gpu but i will be buying it next year.so mobo has to be compatible with current gen gpus as well(I have thought of 2gig ddr5 gpu as of yet,can change in future though)

    So suggest me if the rig is good to go or theres some room for correction?

     

    Also if anybody is using 8320 or 8350,can they tell if I can play most of the current gen games without GPU on it,on normal settings at 720p or 1080p.

     

    Thanks in advance guys :notangel:

    get a seasonic PSU and i5 instead.OC is a waste for gaming.Also Get WD Blue 1TB.WD Greens are less reliable

  6. Sala Pc gamer log ka izzat hi nahi.....can't believe they let it happen...should have delayed pc version alteast to sort it out.

    :rofl:

    You know,some people get errors,and they see BUILD_JULY_2012 in the error box sometimes :giggle:

    Which means WB just sat on the issue,knowing that it will be a shite port

    WB is officially more evil than Ubilol

  7. This game has a little bit of sony's backing and everyone says "It's a Con job"
    Meanwhile the same category of people drop $2500 on imaginary space ships :rofl: For a game that was announced in 2012 and only buggy alpha versions have been released of said game :rofl: maybe because this does not have PC Mastr-Bater race plastered all over it. :giggle:

    Folks on the internet disgust me sometimes

  8. So there is a gamer who got the retail disc and found that there was only 7.7 GB of data so he raised a ticket to WB and this is the reply that he got from them..Found this on Steam discussion

     

    https://scontent-hkg3-1.xx.fbcdn.net/hphotos-xft1/v/t1.0-9/11665705_864095637002050_2231505552005468344_n.jpg?oh=e925972976954375f7b9884188026621&oe=561CC10C

     

    This is really bad...

     

    Reason 1 is what i've bolded and underlined

    Reason 2 Is that neither Steam or WB give a sht because of Reason 1.A guy on BAK forums talked to a WB cs rep,and she told him that the 30 GB is an update :rofl: .At this very moment there are 1-2 fresh threads on steam forums of BAK about this issue.Usually replies like "get better internet skrub" or linking to the .bat file i mentioned

    Just because a minority buy games on Disc,They are told "We have your money,Now shove those 5 discs and f*ck off"
  9.  

    No, fps is locked to 30..It's quite stable now for me. Playing on all settings normal with MSAA OFF.

    I have also disabled lot of fancy effects from BMSystemSettings.ini file. :P

     

     

    60fps par stable nahi bikhul game....Game goes to 30 moment you are out in open world :|

    btw retail laya ya key site se?

  10. Placed order for S5 on 24th, the delivery date was expected by 1st July. The product is still stuck in transportation. This is why i like Amazon, they delivery much earlier than the expected delivery date. Flipkart is going the Snapdeal way lately

     

    courier wala is BlueDart? then it is expected :lol:

    My Zenfone 5 was shutlling for 2 weeks between banglore and nagpur for some reason.BlueFart people were like contact fk.I spammed FK's FB and Mail with angry letters and even called their CS :rofl: bc with in 5 days it came to Mumbai and got delivered to me :rofl:

  11. :O

     

    xZ2sEbd.gif

     

    Dark Souls 1 and 2 at 8m. 950k in Japan , 7m Worldwide. 3.52m on PC . Freaking amazing for such a genre , now I hope Sega and Capcom realize how popular Action RPGs are in the west. A real Monster Hunter game needs to come to Steam.

     

    l_5591551900861crabc.jpg

    It won't come *just* to Steam.

    Maybe Xbone and PS4 first then

    *some days of port begging later*

    "Capcom is pleased to announce MH for PC"

    All this assumin Capcom can tear itself away from Nintendo dollas

  12. Tweaks to improve texture quality and uncapped framerate performance

    Beware : Long a*s complicated post.Contents of link in spoiler

     


    I'd like to get some comments on how effectively it works before I go through all that trouble. I focused primarily on the technical info so you can make adjustments yourself as need be, rather than trying to pass this off as a one-size-fits-all sort of quick fix. I left the original tweak, which has been shown effective on a lot of computers in place in case these new changes only work on my machines. But I think this is all around a better choice. I've attempted to balance fast texture load times with throttling to avoid hitching, unfortunately the highest texture LODs will visibly pop-in, but I think that's a fair price to pay for playable framerates while flying around or driving in the Batmobile.

    Texture and Performance Tweaks

    So, you uncapped the framerate and probably noticed things got a little weird? Yeah, so did Iron Galaxy and that's why they limited the PC version to 30 FPS (crazy bunch of cooks if you ask me).

    The fundamental problem is actually the sheer volume of texture data in this game, and the game's design decision to "never show loading screens." Slower hard drives such as those found in consoles or many PCs will feed the engine texture data at a reasonably managable rate, but new fangled SSDs can overwhelm the engine with textures and cause hitching and crashing if something's not slowed down.

    The solution that was rushed out the door, was rather brash, and it limits the frame rate to 30 FPS. This works most of the time, but texture loading can still beat the hell out of the game engine once you hop into the batmobile and start driving around at high speed.

    ---

    I've spent a good 10+ hours debugging the problem with my limited toolset and I believe I have a solution that's altogether better than the 30 FPS cap. Shockingly, the actual developers of this game, with their full blown toolset should have arrived at this same solution if not something altogether better, but I guess their priorities were elsewhere. A lot of people have had their hands on the PC version of this game, from several parties at NVIDIA who integrated the GameWorks stuff, to Rocksteady and of course Iron Galaxy. It boggles the mind that not one of them ever considered capping the framerate to 30 FPS a strange thing to do in a AAA game that's bundled with NVIDIA's flagship GPUs as a selling point!

    We've established that the problem is too much texture data... that's not an uncommon problem in modern games. The real kicker here is what happens when VRAM fills up and the engine's supposed to prioritize which textures to remove from VRAM and needs to do so very quickly because you're zipping through the city at 50 mph. The default engine configuration is not doing this adequately, in most cases you will get hitching while it takes multiple frames to sort out VRAM full issues, in the worst case you'll flat out crash (and _this_ is what prompted the 30 FPS cap, not so much the hitching). The takeway here is that to make this game as smooth as possible, you want as much RAM and VRAM as possible. Consoles are better built to handle a game that works the way this one does since VRAM is not separate from system RAM, but on the PC you're going to need a lot more RAM on both sides of the equation (CPU and GPU) to avoid the wrath of texture memory swapping.

    ---

    My solution to frequent hitching is to keep fewer mipmap levels resident, evict smaller chunks of memory more frequently, commit smaller batches of texture updates per-frame and keep a longer hystersis to reduce heavy load/unload patterns.

    BmEngine.ini:
    [TextureStreaming]
    MinTextureResidentMipCount=7
    PoolSize=768
    MemoryMargin=128
    MemoryLoss=0
    HysteresisLimit=24
    DropMipLevelsLimit=20
    StopIncreasingLimit=12
    StopStreamingLimit=8
    MinEvictSize=1
    MinFudgeFactor=1
    FudgeFactorIncreaseRateOfChange=0.5
    FudgeFactorDecreaseRateOfChange=-0.7
    MinRequestedMipsToConsider=10
    MinTimeToGuaranteeMinMipCount=4
    MaxTimeToGuaranteeMinMipCount=9
    UseTextureFileCache=False
    LoadMapTimeLimit=0
    LightmapStreamingFactor=0.04
    ShadowmapStreamingFactor=0.04
    MaxLightmapRadius=2000.0
    AllowStreamingLightmaps=False
    TextureFileCacheBulkDataAlignment=1
    UsePriorityStreaming=True
    bAllowSwitchingStreamingSystem=True
    UseDynamicStreaming=True
    bEnableAsyncDefrag=False
    bEnableAsyncReallocation=False
    MaxDefragRelocations=256
    MaxDefragDownShift=128
    BoostPlayerTextures=5.0
    TemporalAAMemoryReserve=4.0
    ReflectionTexturePoolSize=72

    Incidentally, the game appears to have a built-in countermeasure that will throttle texture loads rather stupidly if the game crashes enough times. It alters the engine settings to compute mipmaps rather than load them from disk, which slows down texture loads on slower processors but has questionable effectiveness on higher-end CPUs. This solution drives me nuts, and you're going to want to set your BmSystemSettings.ini to read-only after you setup graphics options you like in order to prevent it from happening (because it will bring texture load performance to a grinding halt on slower CPUs).

    This solution will create a lot of constant I/O load, so you probably don't want to try this on a non-SSD. (I've yet to test these tweaks on a mechanical hard drive.)

    -----

    With the hitching issue out of the way, I'd like to address another issue I've seen a lot of people discussing - triple buffering and pre-rendered frames.

    These things sound nice on paper, and will smooth out framerate variability at the cost of input latency. During most gameplay added input latency's not a problem (combat is largely rythm based and you just need to intuitively feel the flow of action), but the Batmobile and swinging around with the batclaw can be miserable experiences if you use triple buffering and pre-rendered frames. Triple buffering in Direct3D works differently than other places, it's basically a 3 frame render queue - all 3 frames have to be rendered and then all 3 frames have to be presented (when VSYNC is on, this means you add an extra frame of latency before any update shows up on screen). OpenGL doesn't actually define triple buffering and when you force it on in the driver, some drivers do something altogether smarter where they drop that 3rd frame when it makes sense to do so. I don't trust triple buffering in any API though, there's not enough control over how it works at the application level, and I strongly suggest you avoid it in this game.

    There's a little known solution that will get you the benefits of both of these things with a lot less added input latency. Without discussing how Window Vista+'s desktop window manager works in depth, let me just say that its effective behavior in windowed mode is to drop early/late frames to eliminate tearing without triple buffered VSYNC.

    It's worth mentioning that if you don't enable VSYNC in windowed mode you'll avoid tearing but you'll be allowed to render at an unlimited framerate and that will really screw up smooth motion perception on most display devices as framerate starts to fluctuate especially for the brief periods where you're drawing above your refresh rate and those frames are inevitably dropped. That's why the Unreal Engine has options to artificially cap and smooth framerate, and this is when you want those things.

    BmSystemSettings.ini:

    [systemSettings]
    ...
    OneFrameThreadLag=True
    UseVsync=False
    MaxFPS=60
    UpscaleScreenPercentage=True
    Fullscreen=False
    ...
    ResX=
    ResY=
    ...
    WindowDisplayMode=1 ; Fullscreen borderless window

    BmEngine.ini:

    [Engine.Engine]
    ...
    bSmoothFrameRate=TRUE
    MinSmoothedFrameRate=58
    MaxSmoothedFrameRate=62

    [Engine.Client]
    ...
    ; This is actually your refresh rate, set it to match your desktop's refresh rate and ignore what its name seems to imply
    MinDesiredFrameRate=60.0


    These are the NVIDIA driver settings I use to take best advantage of this:

    Maximum pre-rendered frames: 1
    Power management mode: Prefer maximum performance
    SLI rendering mode: Single-GPU

    Threaded optimization: On
    Vertical Sync: OFF


    By the way, if you have an SLI system don't use it (dedicate 1 GPU to PhysX instead). Even when both GPUs are rendering (current NV drivers have no support for 3 or 4-way SLI in this game), you get no tangible benefits from this, only increased frame latency.


    ----


    Maximum anisotropy in this game defaults to 4x, which is practically free on most modern GPUs. There's a catch though, anisotropy is only applied to a handful of textures given the default settings in the engine configuration. To fix this, use the following TextureGroup settings.

    BmSystemSettings.ini:

    [systemSettings]
    ...
    MaxAnisotropy=16
    TEXTUREGROUP_World=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_WorldNormalMap=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_WorldSpecular=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Character=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_CharacterNormalMap=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_CharacterSpecular=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Weapon=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_WeaponNormalMap=(MinLODSize=128,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_WeaponSpecular=(MinLODSize=128,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Vehicle=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Vehicle_Low=(MinLODSize=128,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Vehicle_High=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_VehicleNormalMap=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_VehicleSpecular=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Cinematic=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Skybox=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Lightmap=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Shadowmap=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=Linear,MipGenSettings=TMGS_Sharpen5)
    TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=128,MaxLODSize=4096,LODBias=-1,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Point,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Point,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_Blur5)
    TEXTUREGROUP_Bokeh=(MinLODSize=128,MaxLODSize=512,LODBias=1,MinMagFilter=Ansio,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_LOD1_RRM_Mask=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_LOD1_Opacity_Mask=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
    TEXTUREGROUP_LOD1_Emissive=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
    ...
    TEXTUREGROUP_CharacterLow=(MinLODSize=128,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_CharacterHigh=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_CharacterSpecPower=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_World_Low=(MinLODSize=128,MaxLODSize=512,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_World_Hi=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_WorldNormalMap_Hi=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_WorldSpecular_Hi=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_Interior_High=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_InteriorNormalMap_High=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_InteriorSpec_High=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_LeaveExistingMips)
    TEXTUREGROUP_LightAndShadowMap=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)

    Now every texture where anisotropic filtering is appropriate will use it. There are certain types of textures (atlases and lightmaps) where anisotropic filtering (especially at levels > 4x) will cause things like light bleeding, so you don't want to liberally apply anisotropic filtering to every type of texture. That's why I left some of the textures setup to use bi/trilinear filtering.

    In addition to enabling anisotropic filtering across the board, this also disables sharpening on certain textures that I honestly think should never have been sharpened. For instance, the batmobile's normal maps were being sharpened and this made the interior look blocky and altogether like it was made of plastic in a lot of cinematic cutscenes. It's possible that was the art style they were going for, but I have my doubts.


    ---


    Shadow map resolution scales with render resolution, and this makes rendering at resolutions > 1080p a hell of a lot more expensive than they ought to be. I suggest the following changes to get acceptable performance at max settings when running at 1440p or 2160p (4K UHD):

    BmSystemSettings.ini:
    ShadowTexelsPerPixel=0.250000 ; Match shadow map resolution to 1080p when rendering at 4K
    ShadowTexelsPerPixel=0.66666 ; Match shadow map resolution to 1080p when rendering at 1440p

    ---


    To make the Batmobile more drivable, especially if you've enabled multiple pre-rendered frames in your driver:

    [Engine.GameEngine]
    ; Latency goes through the roof on occasion, and this keeps the batmobile from speeding up and slowing down during render lag spikes
    MaxDeltaTime=0.0832222

    [Engine.Engine]
    ...
    ; It's not clear exactly what this setting is (e.g. if it's a bitmask or integer), but it's tied to changes NVIDIA made when integrating their GameWorks stuff and seems to help Batmobile physics when the framerate's uncapped. _(This needs more testing)_
    FrameRateLimitingSetting=15

    --

    IMPORTANT NOTE REGARDING PATCHES: It's also come to my attention that as the game is patched, these INI tweaks are going to be reset by the game. Moreover, if you set your INI files to read-only and then make chganges to graphics settings from the menu the game will usually reset your INI file everytime it starts.

    To work around this problem, if you make changes from the user menu or if the game is patched, delete BmSystemSettings.ini run the game once and then apply changes to the new ini file.

    ----------

    EDIT 5: Removed the original text, it's quoted in a few posts if you want the original settings... added details about patching.

    EDIT 6: Minor corrections to TextureGroup definitions, may give better performance, will definitely imporve mipmap image quality.

     

  13. Similar to Mass Effect combat...?

     

     

    That's kinda discouraging ... I loved Mass Effect... Any better?

    I guess I should have played DA:I before Witcher 3... Let's see...

     

     

    Sent from my iPad using Tapatalk

    Nope ME combat was shooting,this is standard rpg gameplay,swords,shields all that stuff

    Yea if you like ME you will like this.The dialogue system is a complete Rip from ME

  14. I will have to get invested into the lore to actually play this game to its conclusion.. might pick it up some other time. just cant seem to like this weird mix of RTS and third person action

    wat

    do you mean tactics mode?

  15. Gotto start playing this game. Will start once I complete Witcher 3.

    So how is DA:I different from Witcher 3? I havent played any game in this series.

    Following,

     

    • Boring,Bland main character,who can be any of the four races,Human,Qunari,Elf or Dwarf and Either Male or Female #YourChoice. No Trannies though, considering EQUALITY thing going on
    • 3 character classes,Warrior,Mage,Rogue,Again #YourChoice
    • You can have upto 3 companions at a time,So 4 people in your squad all together.Companions are decent and make for some intresting banter,Only reason to sit through this
    • Crappy dialogue wheel based Red/Blue Morality system like a*s Effect(i.e red = bad,blue = good :rofl: )
    • Your "choices" are mostly arbitrary and make no difference to the events in Sequels or not much of a difference in the final battles :lol:
    • Sexy Time with Dudes or Girls,EQUALITY!!!!!!!
    • Generic dull open world with fetch quests
    • Boring dumbed down combat
    • Lots of Weapon variety,Swords,Shields,Daggers,Long swords/Axe/Hammers,Bow and Arrow,Mage's Staff
    • Medival heavy armor,because mere mortals are not Badarse Superhuman 100 yr old monster killers for hire,aside from Leather armor for Rogues,or "Robes" for Mages
    • Some silly dimension ripping shtick that suffices for "Plot"
    • No hot women to do like Yenn or Triss,You can do some weird acented ugly chicks or a British Gay mage complete w/ handle-bar moustache
    • Graphics inferior to W3 by a mile

     

    TLDR just play this for the character race & class variety,companions & squad tactics and weapon variety.Baaki kuch rakha nhi isme :lol:

  16. f**ckin sh*t is a mess.. Runs fine for 15-20mins then fps starts dropping to single digit even on low settings.. Batmobile sections are unplayable.. :|

     

    Also, do not install New Nvidia AK game ready drivers...They are crap.Stick to old GTA V or W3 game readydrivers

    :rofl:

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