Skullharvest
Semiprofi
Gibts iwo Vergleiche zwischen DX9 vs DX10,weil ich seh da eigentlich kein Unterschied?
Den sehe ich allerdings auch nicht !
Skull
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Gibts iwo Vergleiche zwischen DX9 vs DX10,weil ich seh da eigentlich kein Unterschied?
Hier nochmal der Link zum Editor eventuell könnte ja mal der Threaderöffner seinen Startpost aktualisieren oder an jemanden abgeben der das übernehmen will.
Editor:
BulletstormINIeditor_v1.1
StaticDecals - True/False
Static decals are markings or posters in the game world which are placed on surfaces as decoration by the map designer, and are not created by players. Setting this option to False removes these, and depending on the map the visual and performance difference may or may not be noticeable.
DynamicDecals - True/False
Dynamic decals are the marks left by players when using weapons on the surroundings. If this option is set to False, while weapons will still show impact marks initially, some weapons will not leave dark scorch marks and the like on scenery. Disabling this option may improve performance particularly in heavy combat.
UnbatchedDecals - True/False
Not sure on this one yet.
DecalCullDistanceScale - Numerical Value
Not sure on this one yet, but it should determine at what distance the Decals start disappearing.
DynamicLights - True/False
This setting controls the use of Dynamic Lighting, which is lighting that interacts realistically with the game world. This can noticeably reduce performance, so if you wish to increase your FPS, particularly in heavy combat, then set this option to False.
DynamicShadows - True/False
This setting controls whether interactive objects in the game world, such as characters and vehicles, cast shadows, both on themselves and other surfaces. If set to False, these objects will not cast any shadows, which can improve performance at the cost of some realism.
LightEnvironmentShadows - True/False
This setting controls whether the Light Environment, namely the general lighting in a level, such as sunlight, creates shadows. When set to False, it disables many shadows similar to disabling the DynamicShadows setting, but it still does not remove the shadows for objects with fixed shadows, such as buildings and terrain.
CompositeDynamicLights - True/False
If set to True, this option appears to enable a less accurate form of dynamic lighting, which may improve performance at the cost of image quality. In practice the visual difference is not noticeable.
DirectionalLightmaps - True/False
This technique allows for improved image quality, as surfaces will have additional depth, bump and detailing. Setting this option to False can increase performance but reduce image quality by making surfaces appear flatter.
MotionBlur - True/False
This option controls the use of Motion Blur, which is additional blurring seen when turning around or moving rapidly. If you want to disable this effect either because it annoys you, or to gain improved performance during motion, set this option to False.
MotionBlurPause - True/False
Need to look into this one.
DepthOfField - True/False
This option controls the use of Depth of Field, which is an effect used to simulate the way in which objects within focus are sharper than objects outside our direct field of focus. It's noticeable in particular when zooming in on objects - objects which you are aiming directly at will appear crisp, while surrounding objects will be blurred. You can set this option to False to gain improved performance, or if you just don't like this effect.
AmbientOcclusion - True/False
Ambient Occlusion is basically for making more realistic shading on objects so that hidden corners, pits and cracks etc. get less light. It's basically where everything gets additional lighting based on how 'visible' it is to everything. Turning it off makes the lighting seem less realistic. (thanks, baldurk)
Bloom - True/False
This setting controls the use of Bloom Lighting, which is a form of lighting that exaggerates the brightness and glow of lights, creating a slightly hazy, more atmospheric look.
UseHighQualityBloom - True/False
As with Bloom above, this setting controls Bloom lighting effects, and if set to True uses a more accurate form of Bloom. Disabling this may gain additional performance without a noticeable change in image quality.
Distortion - True/False
This option controls the distortion effects seen around things such as explosions or exhaust fans. Disabling this option will remove such effects, improving performance particularly during heavy combat.
FilteredDistortion - True/False
DropParticleDistortion - True/False
After some testing I'm unclear as to what this setting does. I do know that when the World Detail slider is reduced, this option automatically goes from False to True, so it appears that setting it to True may improve performance, possibly at the cost of the visual quality of particle effects.
SpeedTreeLeaves
SpeedTreeFronds - True/False
These two settings control how the SpeedTree foliage rendering system works. If set to False, these settings will remove some - but not all - of the foliage on certain maps, which can improve performance and also increase visibility.
OnlyStreamInTextures - True/False
This option appears to relate to the streaming system, but whether set to True or False, appears to have no impact
LensFlares - True/False
Lens Flare is an effect seen when staring at a bright light source, such as the Sun. There are halo effects or changes in light intensity when this happens. When this option is set to False, these effects are removed. Note that I don't notice any visual quality change with this effect set to False, as there doesn't appear to be any prominent Lens Flare used regardless.
FogVolumes - True/False
This option appears to relate to the fog system in the game, and if set to False should disable volumetric fog.
FloatingPointRenderTargets - True/False
This setting enables or disables Floating Point Render Target technology, which is used to provide certain post processing effects, such as the ability to enable HDR and Anti-Aliasing at the same time. The main impact of setting this option to False is that it alters the appearance of the game, removing certain post processing effects. It provides a slightly different appearance to any other option, and some may like it, however there will be some minor visual glitches, such as light boxes around explosions.
FloatingPointRenderTargets - True/False
OneFrameThreadLag - True/False
UseVsync - True/False
UpscaleScreenPercentage - True/False
This setting only has an impact if the Screen Percentage setting is below 100%; if it is, and this option is set to True, the game will upscale the image to fill the entire screen, although this results in a reduced image quality as described under the Screen Percentage setting in this guide. If this option is set to False, and the Screen Percentage setting is set below 100%, then the game image will only take up a portion of the screen. E.g. at 50% Screen Percentage and with this variable set to False, the image will only take up 50% of the screen, and will be surrounded by black borders.
AllowD3D10 - True/False
This setting appears to allow DirectX10 mode when running in Windows Vista; it has no impact in XP since XP cannot run DX10. When enabled in Vista it seems to reduce performance, possibly in return for better image quality. I haven't tested this yet in Scourge.
AllowRadialBlur - True/False
SkeletalMeshLODBias
ParticleLODBias - Numerical Value
LOD Bias affects the clarity of textures, by determining how Mipmapped textures appear. Higher positive values make things blurrier but can improve performance, while lower values, including negative values, make things clearer at the cost of performance, and can also introduce further aliasing (jaggedness and shimmering) to the scene. The SkeletalMeshLODBias setting relates to animations, while ParticleLODBias relates to particle effects. In practice the impacts of altering these settings is not major.
DetailMode=2
This setting controls the additional details on various maps, such as fog, ice and dripping water. Lowering this value to 1 or 0 removes such additional effects, which can reduce atmosphere but may increase FPS and also may provide a gameplay advantage.
ShadowFilterQualityBias - Numerical Value
This setting controls the quality of the shadow filtering used (if shadows are enabled). Higher values provide better quality at the cost of performance, but once again with testing I was unable to note any real differences in shadow quality using this setting.
MaxAnisotropy - Numerical Value
This setting controls the level of Anisotropic Filtering used in the game to make distant textures clearer. Here you can manually specify a particular sample rate for AF, from 16x which is the highest, to 0 which is no AF. The more AF is used, the lower your performance.
MaxMultisamples - Numerical Value
This setting appears to control the use of Multisampling, which is a common form of Anti-Aliasing, used to reduce jaggedness. However at the moment altering this setting has no impact (either in DX9 or DX10 mode) since the Unreal Engine does not properly support AA.
MinShadowResolution
MaxShadowResolution - Numerical Value
These settings determine the minimum and maximum possible values for shadow resolution. The higher the minimum value, the darker and richer more shadows will appear; conversely the lower the maximum value, most shadows will appear less distinct and grey. Raising or lowering shadow resolutions can result in performance drops/rises, and also visual glitches. In particular, the higher you raise the shadow resolutions, the more the edges of shadows may display jaggedness depending on your shadow filtering setting.
ShadowFadeResolution - Numerical Value
ShadowFadeExponent - Numerical Value
ResX
ResY - Numerical Value
These settings control the width (ResX) and Height (ResY) of your display resolution.
ScreenPercentage - Numerical Value
This setting is the same as the in-game 'Screen Percentage' option, the difference is that here you can set a value below the 50% mark. Of course the lower the percentage, the more blocky and blurry the game will appear, but the higher your performance. Note again that so long as the UpscaleScreenPercentage setting further above is set to True, the image will fill the whole screen.
SceneCaptureStreamingMultiplier - Numerical Value
Need to research this.
FoliageDrawRadiusMultiplier - Numerical Value
Determines when the engine starts drawing foliage, like grass for example.
ShadowTexelsPerPixel - Numerical Value
This setting affects the overall smoothness of shadows. A value of 0 disables shadows altogether, and higher values increase the sample rate which results in improved shadow quality at the possible cost of performance. In my testing anything above 1 doesn't show significant improvement.
Vielleicht brauchen wir beide ja eine Brille
Ich glaub ich mach später mal Screens DX9 VS DX10 oder ich versuch es.
Ja, das ist normal ...
Liegt es vllt. an diesen fehler?
Wo habe ich den in Win7 diese Funktion?
@ Roach: Geht nicht...
@ Disco: So eine Datei gibt es nicht in meinem WOW64 Ordner
Man oh man da lob ich mir meine Xbox360. Spiel rein und ab gehts........
Ob es sinn macht Windows7 neu zu installieren?