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Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***

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 Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN*** 
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c0mad0r
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Joined: Thu Nov 03, 2011 12:54 pm
Posts: 604
Location: San Diego, CA. USA
Post Re: Tribes.ini : EXPLAINED IN DEPTH
kohan69 wrote:
SadButTrue wrote:
TEXTUREGROUP_Shadowmap=(MinLODSize=0,MaxLODSize=0,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)

Disables static shadows (ships/buildings etc) yet keeps dynamic player shadows visible.


I LOVE YOU :oops:

But there are slight side effects, like these "lines" from the nonexistant shadows?

http://imgur.com/a/HOVdN#0

any way to kill those?


Those lines are part of the shadowmap and are called lighting seams... You can try this too in order to help offset that:

[SystemSettings]

TEXTUREGROUP_ImageBasedReflection=(MinLODSize=0,MaxLODSize=0,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)

However, the side effect may still leave a haze or darker areas in the map that should be lighter... to offset that, you need to play with Lightmap, DominantDirectionalLight and/or skylight settings... Things like Linear colors and brightness maps:

[Engine.Engine]
LightingOnlyBrightness=(R=0.5,G=0.5,B=0.5,A=1.0)
LightComplexityColors=(R=0,G=0,B=0,A=1)
LightComplexityColors=(R=0,G=255,B=0,A=1)
LightComplexityColors=(R=63,G=191,B=0,A=1)
LightComplexityColors=(R=127,G=127,B=0,A=1)
LightComplexityColors=(R=191,G=63,B=0,A=1)
LightComplexityColors=(R=255,G=0,B=0,A=1)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
LightingOnlyBrightness=(R=0.4,G=0.4,B=0.4,A=1.0)
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=1.0

I have not found the right mix yet, but the above helps in some areas.
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Wed Feb 22, 2012 1:25 am
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Tarqon
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Joined: Fri Jun 25, 2010 5:20 pm
Posts: 144
Post Re: Tribes.ini : EXPLAINED IN DEPTH
kohan69 wrote:
SadButTrue wrote:
TEXTUREGROUP_Shadowmap=(MinLODSize=0,MaxLODSize=0,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)

Disables static shadows (ships/buildings etc) yet keeps dynamic player shadows visible.


I LOVE YOU :oops:

But there are slight side effects, like these "lines" from the nonexistant shadows?

http://imgur.com/a/HOVdN#0

any way to kill those?

Actually I've been testing this with the other texture groups and it seems like you can't actually force it to zero, it will always keep using the lowest resolution textures it has available.


Wed Feb 22, 2012 8:10 am
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SadButTrue


Joined: Mon Dec 19, 2011 2:22 pm
Posts: 46
Post Re: Tribes.ini : EXPLAINED IN DEPTH
This is what drydock looks like with the map shadows set to 0:
Image

I guess you may be right. There is still a slight shadow in places.


Wed Feb 22, 2012 9:02 am
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Royalewithcheese


Joined: Wed Jan 11, 2012 12:52 am
Posts: 256
Post Re: Tribes.ini : EXPLAINED IN DEPTH
kohan69 wrote:
SadButTrue wrote:
TEXTUREGROUP_Shadowmap=(MinLODSize=0,MaxLODSize=0,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)

Disables static shadows (ships/buildings etc) yet keeps dynamic player shadows visible.


I LOVE YOU :oops:


Wed Feb 22, 2012 1:54 pm
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Meremoth
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Joined: Fri Jan 06, 2012 9:11 am
Posts: 486
Post Re: Tribes.ini : EXPLAINED IN DEPTH
Once again, great thread, c0mad0r.

Question about "bAllowBetterModulatedShadows".

You said nvidia card users should enable this. I basically have all my shadows turned off, so should I still enable this?

Thanks in advance.
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Wed Feb 22, 2012 6:04 pm
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c0mad0r
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Joined: Thu Nov 03, 2011 12:54 pm
Posts: 604
Location: San Diego, CA. USA
Post Re: Tribes.ini : EXPLAINED IN DEPTH
Meremoth wrote:
Once again, great thread, c0mad0r.

Question about "bAllowBetterModulatedShadows".

You said nvidia card users should enable this. I basically have all my shadows turned off, so should I still enable this?

Thanks in advance.


It depends on the age of your vid card... if you have a newer 5-series, leave it OFF/FALSE for best performance. If you however have an 8000 series or older, it's better to have it turned on/true for best performance. That source comes from various Bulletstorm, APB: Reloaded and Batman: Arkham City forums/release notes describing "bAllowBetterModulatedShadows" as a resolve for some undesired in-game effects resulting from nVidia's shotty WHQL drivers on certain cards. Example: http://forums.epicgames.com/archive/ind ... 64540.html
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Wed Feb 22, 2012 9:40 pm
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Meremoth
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Joined: Fri Jan 06, 2012 9:11 am
Posts: 486
Post Re: Tribes.ini : EXPLAINED IN DEPTH
Oh, I should have told you what I have.

I use a GTX 260, so I think I can leave it off.

Thanks.
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Wed Feb 22, 2012 9:52 pm
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Navender


Joined: Fri Dec 16, 2011 8:24 am
Posts: 67
Post Re: Tribes.ini : EXPLAINED IN DEPTH
Borderless=True actually cost few fps, it could be a solution to switch back to full screen (or windowed ?) for those who are already struggling at the very limit.
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Thu Feb 23, 2012 5:10 am
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Hameth


Joined: Tue Jul 19, 2011 9:09 pm
Posts: 23
Post Re: Tribes.ini : EXPLAINED IN DEPTH
is there a way to add my keybindings to the ini file?


Thu Feb 23, 2012 12:33 pm
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r3ptile


Joined: Thu Nov 10, 2011 9:39 pm
Posts: 65
Post Re: Tribes.ini : EXPLAINED IN DEPTH
Where can I find a .ini which gives max frames possible? I tried making my own and I did get a fps boost (20 to 50-60) but the game felt really choppy.


Thu Feb 23, 2012 1:10 pm
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