![]() So, for SSAO would help for the ambient ligthing in all materials in real time, showing diferent type of shaders, or colour where you are looking for. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game Crysis, also developed by Crytek" "Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. ![]() This was before that the custom Res was figthing with the ingame resolution, Now that they work directly, 360p gives me a good performance in a high resolution, which makes it have that old school look, but if you already play in a somewhat low resolution, I would recommend giving it to native if you prefer something more detailed, since low Pixels with low resolution makes the game not so easy to read on the move.īe sure to dissable all the SSAO and Space screen reflections (SSA), as they hug alot of GPU resources.īut if you want to mess around and see what they can do in-game here it's a description: Feel free to experiment with this, but i like making a custom res like mine, and play in a res that's around 480p instead of 360p. In the video settings, play with the native resolution or the presets of 200p or 360p, In my PC, i was getting more FPS with native Res instead of the 360p option. They are not so much resource intensive, so this may be more personal preference that low end. for me Pixel and Scan would be the more "modern" where CRT it's the most "old school". and theses 3 methods they give you ways to modify thoses settings. There are popular for retro games and pixels games. Pixel, Scan and CRT it's a filter to try to emulate the look of older Monitors and TV's. They are resource intesive Heavy, and it's will lag more in custom maps with a lot of spawning enemies. ![]() When i get more screenshots with good examples of Shadow and Particles, will be Updated.įirst, in the Gameplay options, be sure that models instead of Sprites it's OFF. This it's the game with Shadow Distance at low, and with ViewDistance at lowest, it's really foggy and you can't really see anything in a few steps, so if you need to tweak around, i recomend around 0.2 and 0.5 in the menu. This it's the game with Shadow Distance at low, and with ViewDistance at Medium, It looks almost the same distance as full, so we can think that the distance it covers the Full !ViewDistance is greater than what we need to play in low end. This it's the game with Shadow Distance at low, and with full ViewDistance. But while I bringĮxamples of! ViewDistance on an official campaign map. I am looking for good example where ShadowDistance and ParticleDistance make a big difference. Those options are very straightforward with what they say they do. There also new options in the Video Settings
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |