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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 ***UPDATED AGAIN***
Arrob wrote:
Found the origininal tribes.ini and replaced it, thx.

Another Question: If i take low graphics as base, and look at the ini, some things turned false, like dynamic lights, secondary lightning. If i take high settings they are true. but u said in the beginning, you should never disable OR change them. so what to do? they are disabled, but i need them. i dont want crashes etc as you said. maybei just satrt with high settings.


Most of the changes you can make that immediately change performance also change the way the game looks drastically:

DynamicLights=True
DynamicShadows=True
SHSecondaryLighting=True
DropParticleDistortion=True
DirectionalLightmaps=True
MaxMultisamples=1
Any TextureGroup MaxLODSize below 512 will look really different/low res.

The above imho is a "Baseline" must set for it to look aesthetically good. I suggest you start off with a Baseline of High settings and work your way down if you want to maintain good looking graphics... Look at some of the tribes.ini's in this thread (Tanathryn's posted his high settings here: viewtopic.php?f=313&t=58583&st=0&sk=t&sd=a&start=50) and the following tweak threads for FXAA injection threads:

Tweaking tribes.ini for maximum quality
viewtopic.php?f=313&t=65599

FXAA Injection
viewtopic.php?f=313&t=53803

Set it up to how it looks best for you first... then start tweaking from there, compromising 1 setting at a time (lowering textures, lowering world details or shadows and setting items to false) so that it plays best with your 6870. It is important that you change 1 setting at a time as this gives you the ability to know what you changed and how to change it back if something messes up... And for peats sake, make backup copies of your ini's!
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Thu May 17, 2012 11:26 am
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Hologram7


Joined: Tue Jan 24, 2012 8:05 am
Posts: 12
Post Re: Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***
Hi, wondering if someone could help me. How do I disable the nametage above my deployables? (e.g Turrets and Forcefields). Also, how do I disable friendly names above their deployables? I looked through the ini. tweak but couldn't find anything, also tried every in game option and none seem to work.


Fri May 18, 2012 1:46 am
Profile
rancur3p1c


Joined: Fri Jul 22, 2011 11:18 pm
Posts: 59
Post Re: Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***
could someone post some recommended "low, medium, high" INI files?
I play on low because switching to medium immediately kills performance to 30fps. Don't want to have to go and tweak each setting individually.


Sun May 20, 2012 12:24 am
Profile
demontrace


Joined: Mon Feb 13, 2012 5:48 am
Posts: 37
Post Re: Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***
Does anyone happen to know what settings are purely for aesthetic purposes, and can be safely disabled, while which settings are helpful in actual fighting, or setting up shots, and should not only be enabled, but put at their highest(most helpful) settings?

I don't care about things that are only for looks, but the settings that could actually affect whether I win a fight, or not, are ones that I would like to keep enabled, and put a priority on.

I turned off, or they were already off:
StaticDecals=False
DynamicDecals=False
CompositeDynamicLights=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
LensFlares=False
FogVolumes=False
UseVsync=False
AllowD3D10=False
AllowD3D11=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
bAllowWholeSceneDominantShadows=False

Left these on:
UnbatchedDecals=True
DecalCullDistanceScale=1.000000
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
SHSecondaryLighting=True
DirectionalLightmaps=True
Distortion=True
FilteredDistortion=True
FloatingPointRenderTargets=True
Fullscreen=True

Not sure if these are good settings or not:
SkeletalMeshLODBias=-1
ParticleLODBias=-1
DetailMode=1
ShadowFilterQualityBias=1
MaxAnisotropy=4
MaxShadowResolution=256
MaxWholeSceneDominantShadowResolution=256
ShadowFadeExponent=0.200000
ShadowTexelsPerPixel=2.000000
PreShadowResolutionFactor=0.500000
m_TrShadowLODGroup=1
m_TrTextureLODGroup=5

I figured shadows might be somewhat important for helping set up shots, but I understand shadows are a resource hog, and so having them at a setting that would still be useful in a fight, but not graphically intensive would be awesome.

The part that really gets me are the Texture Group settings.
Again, I don't know which ones are the important ones that will affect a fight, versus are mostly for looks.
I was under the impression that
TEXTUREGROUP_World
TEXTUREGROUP_WorldNormalMap
TEXTUREGROUP_WorldSpecular
TEXTUREGROUP_Skybox
TEXTUREGROUP_ProcBuilding_Face
TEXTUREGROUP_ProcBuilding_LightMap
TEXTUREGROUP_Terrain_Heightmap
TEXTUREGROUP_Terrain_Weightmap
would be for looks only, but can you correct me if I'm wrong on that? My shadowbox I reduced a bit as well.
But what about the texturegroups for weapons, or effects, cinematics, rendertarget? They sound like they could be important, and could affect the detail behind someone's shots. Seeing the glow from a spinfusor could affect me figuring out where that shot might land.
Figuring out where a character is, in reference to the ground could also affect a fight.

I frequently find myself taking a shot, with say, a thumper, and thinking for sure I'm going to hit this guy, and it explodes, but the guy takes no damage. I'm then wondering, was he actually up in the air a bit above the explosion, and therefore I was actually off. Was that lag? But I have no answer for the question, and cannot learn from the results of the shot. If I cannot see or accurately judge my shots, I'm not really enjoying myself, nor able to be as good as I could be. If anyone could help me with these settings, it'd be much appreciated, I'm sure not just by myself, but others who read this as well.

Maximizing ability in a fight with the correct graphical settings, versus reducing the aesthetic graphical settings I'm sure is what many of us are after. Not all of us need the game looking amazing. We just want a high frame rate with the hardware we got, and the maximum ability in the fight. I'll glady sacrifice some of my frame rate to gain a more sound judgement.

Thank you for reading my post, I know it's rather long.


Sun May 20, 2012 12:48 pm
Profile
c0mad0r
User avatar


Joined: Thu Nov 03, 2011 12:54 pm
Posts: 604
Location: San Diego, CA. USA
Post Re: Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***
demontrace wrote:
Does anyone happen to know what settings are purely for aesthetic purposes, and can be safely disabled, while which settings are helpful in actual fighting, or setting up shots, and should not only be enabled, but put at their highest(most helpful) settings?

I don't care about things that are only for looks, but the settings that could actually affect whether I win a fight, or not, are ones that I would like to keep enabled, and put a priority on.

I turned off, or they were already off:
StaticDecals=False
DynamicDecals=False
CompositeDynamicLights=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
DropParticleDistortion=True //Change this ON
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
LensFlares=False
FogVolumes=False
UseVsync=False
AllowD3D10=False
AllowD3D11=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
bAllowWholeSceneDominantShadows=False

Left these on:
UnbatchedDecals=False //Change this OFF
DecalCullDistanceScale=0.500000 //Change this DOWN
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
SHSecondaryLighting=True
DirectionalLightmaps=True
Distortion=False //Change this OFF
FilteredDistortion=False //Change this OFF
FloatingPointRenderTargets=True
Fullscreen=True

Not sure if these are good settings or not:
SkeletalMeshLODBias=0 //Change this DOWN
ParticleLODBias=-1
DetailMode=2 //Change this UP 1
ShadowFilterQualityBias=4//Change this DOWN
MaxAnisotropy=2//Change this DOWN
MaxShadowResolution=256
MaxWholeSceneDominantShadowResolution=512 //Change this UP
ShadowFadeExponent=0.150000 //Change this DOWN
ShadowTexelsPerPixel=0.750000 //Change this DOWN
PreShadowResolutionFactor=0.500000
m_TrShadowLODGroup=1
m_TrTextureLODGroup=2 //Change this DOWN

^Changes made above

demontrace wrote:
I figured shadows might be somewhat important for helping set up shots, but I understand shadows are a resource hog, and so having them at a setting that would still be useful in a fight, but not graphically intensive would be awesome.

The part that really gets me are the Texture Group settings.
Again, I don't know which ones are the important ones that will affect a fight, versus are mostly for looks.
I was under the impression that
TEXTUREGROUP_World
TEXTUREGROUP_WorldNormalMap
TEXTUREGROUP_WorldSpecular

^World group impacts environment rendering... Too low will result in artifacts from time to time and makes it look very fugly.
demontrace wrote:
TEXTUREGROUP_Skybox

^MOST important texture group next to TEXTUREGROUP_ColorLookupTable imho and should be set with a MIN 256 and MIN "MAX" of 512. Even for low settings users, I try to get them to use MIN=256, MAX=1024 on this one (if not 2048 or 4096).

demontrace wrote:
TEXTUREGROUP_ProcBuilding_Face
TEXTUREGROUP_ProcBuilding_LightMap
TEXTUREGROUP_Terrain_Heightmap
TEXTUREGROUP_Terrain_Weightmap

^Bah, rather irrelevant for performance and minimal for "medium" asthetics.

demontrace wrote:
would be for looks only, but can you correct me if I'm wrong on that? My shadowbox I reduced a bit as well.

^The Shadowbox directly impacts CPU more than anything and sets how deep your shadows are at distance.

demontrace wrote:
But what about the texturegroups for weapons, or effects, cinematics, rendertarget?

Read my Google Doc to see what they do. I explain it in depth... The performance impact on setting these are relative to your CPU, the amount of Video Memory & RAM you have. Dynamic shadows are the very CPU intensive and Shadow Quality is very GPU intensive. However, the ACTUAL "TEXTUREGROUP" itself relies on your "PoolSize" (A type of in-game Virtual Memory or Swap space under [TextureStreaming] that should be set to 500 or more and enabled using UseTextureFileCache=True) and the amount of RAM/GDDR RAM for both storing TEX files and recalling them.

demontrace wrote:
I frequently find myself taking a shot, with say, a thumper, and thinking for sure I'm going to hit this guy, and it explodes, but the guy takes no damage. I'm then wondering, was he actually up in the air a bit above the explosion, and therefore I was actually off. Was that lag?

While hard to tell as things like this are always situational, I'd be willing to bet that it is a bit of both your client and net-lag. Try the following settings:

[SystemSettings]
OneFrameThreadLag=False // See viewtopic.php?f=313&t=70201

[TribesGame.TrGameEngine]
bSmoothFrameRate=True // Sets a higher level of fps capping, which helps quite a bit.
MaxSmoothedFrameRate=92 // Once 92fps is reached, quit rendering and start working on something else.
bForceStaticTerrain=True // Converts Dynamic Terrain maps to static ones.
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Sun May 20, 2012 2:54 pm
Profile YIM
demontrace


Joined: Mon Feb 13, 2012 5:48 am
Posts: 37
Post Re: Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***
I did the changes you listed, and will play a game right after this post, and see how it is.

I actually have read your google doc very closely. Even have it downloaded to my computer in pdf format. Thing is, I don't actually see this information in your spreadsheet, or docs, about what each texturegroup actually affects in the actual game. You specify what each option does, but not what the actual texturegroup is. Plus, I'm not sure how certain settings actually affect the texture group in terms of
LODBias and what setting it to 1 actually does in comparison to 0, or even -1 or -2

I also had OneFrameThreadLag=True since I thought you'd labelled it as better for performance to have it that way, but I'll go ahead and set it to False.

In addition I have these other options I had read in your guide
EnableHighPolyChars=True
bCombineSimilarMappings=True
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
Trilinear=True

I already had bForceStaticTerrain=True set, as I'd read that it keeps all the terrain at a set level of detail, so it's not loading things in and out as you move around.

As far as bSmoothFrameRate=True and MaxSmoothedFrameRate=92 is concerned, I'm willing to use that, however, my TV is what I'm actually using for a computer monitor. It's native mode is 1920x1080 @60Hz

So I can't even see frames above 60 frames as is...shouldn't I change the MaxSmoothedFrameRate to 60? Or 62 as I'm not sure what the 2 extra frames is for, but it seems like that's what I should go with. Should I use 62, or 92 still?


Sun May 20, 2012 3:41 pm
Profile
demontrace


Joined: Mon Feb 13, 2012 5:48 am
Posts: 37
Post Re: Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***
I would just like to post a SIGNIFICANT new discovery that you will want to hear, as well as everyone who has an ATI video card. Actually let me space that out so maybe people will notice better.

!!IF YOU HAVE AN ATI VIDEO CARD READ THIS!! YOU CAN GET ANYWHERE FROM 30 TO 50 FRAMES PER SECOND DIFFERENCE BY CHANGING JUST ONE OPTION

------------->MORPHOLOGICAL FILTERING<----------------

If you card supports this option, and you have it checked, uncheck it immediately!

I was wondering why I was having such lousy frame rates. I didn't even remember ever checking that option, but after exhausting my tweaks in tribes.ini, and still wondering why I hadn't come close to the frame rates I had before, I decided to mess around with my video card settings. I changed a few, and saw my frame rate jump from around 50-60, with it barely getting to 65 ever, ALL the way to 100+. It would be 95 at minimum, to 110. I could not believe what a significant change just changing a few video card settings could have, so I started to test each one that I had changed to see who the culprit was.
I had changed:

Morphological Filtering
Tessellation(Was set to, use application settings. Other choices I made was turning it off completely, or, AMD Optimized)
Texture Filtering Quality(Was at High Quality, when I fooled around I had dropped it down to Quality)
Enable Surface Format Optimization(was on, had tried turning it off)

Well I tested each one out. Changing tessellation, texture filtering quality, or enable surface format optimization had little effect on my frame rate, if any at all. Change Morphological Filtering, and BAM, huge difference.

Now that I weaseled that one out, I'm going to start adding back graphics, since I really hit my tribes.ini hard to try to get to some semblance of the FPS I used to have. This could also explain why other games of mine were running so terribly sometimes.
Not to mention, the game actually looks BETTER with it off. Go figure.


Sun May 20, 2012 5:18 pm
Profile
c0mad0r
User avatar


Joined: Thu Nov 03, 2011 12:54 pm
Posts: 604
Location: San Diego, CA. USA
Post Re: Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***
demontrace wrote:
I would just like to post a SIGNIFICANT new discovery that you will want to hear, as well as everyone who has an ATI video card. Actually let me space that out so maybe people will notice better.

!!IF YOU HAVE AN ATI VIDEO CARD READ THIS!! YOU CAN GET ANYWHERE FROM 30 TO 50 FRAMES PER SECOND DIFFERENCE BY CHANGING JUST ONE OPTION

------------->MORPHOLOGICAL FILTERING<----------------

If you card supports this option, and you have it checked, uncheck it immediately!


I've put a Screenshot of that at the bottom of the page for reference. With ATI cards, you may also want to disable Triple Buffering at the bottom of 3D Application Settings / OpenGL Settings as it too will degrade performance since T:A is NOT an OpenGL based game:

quote:"Set this option to Enabled to improve overall performance in OpenGL games if VSync is enabled. However using Triple Buffering may cause problems for graphics cards with lower Video RAM, so disable this option if you’re experiencing problems such as mouse or input lag, or if you don't enable VSync in OpenGL games."

demontrace wrote:
Well I tested each one out. Changing tessellation, texture filtering quality, or enable surface format optimization had little effect on my frame rate, if any at all. Change Morphological Filtering, and BAM, huge difference.

Glad to hear you've got things back to a good baseline!

demontrace wrote:
Now that I weaseled that one out, I'm going to start adding back graphics, since I really hit my tribes.ini hard to try to get to some semblance of the FPS I used to have. This could also explain why other games of mine were running so terribly sometimes.
Not to mention, the game actually looks BETTER with it off. Go figure.

Even when you do get it the way it "should" be for your rig, you'll still be spending time in and out of the ini trying to tune shading, shadows, coloration and blur... happens to us all hehe. MLAA 2.0 or "Morpho Logically-Filtered Anti-Aliasing" works with normal 2X/4X/8X/16X AA and is good on some games, especially ones with DX11 as they can really make a game look really crisp. It just so happens it works against ATI cards on UE based games. Bummer, but true. Just do not discredit the setting for all games as it will really help others out.

Last NOTE: My Google Doc describes what to set for LOW settings or HIGH ones... MIN = LOWEST, MAX = HIGHEST where you can assume that the lowest value will give the best performance and the highest value set will assume you want to get the best image/frame/picture.

ATI SETTING:
Image
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Sun May 20, 2012 7:25 pm
Profile YIM
aoshi1992


Joined: Wed Apr 04, 2012 7:01 am
Posts: 154
Post Re: Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***
what better setting for visibility for sentinel? I tried some things, was always dark / ugly i only change leaves fog and flares =(
Code:
[SystemSettings]
StaticDecals=True
DynamicDe
cals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.000000
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=False
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True
AmbientOcclusion=True
Bloom=True
bAllowLightShafts=True
Distortion=True
FilteredDistortion=False
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
LensFlares=False
FogVolumes=False
UseVsync=False
Fullscreen=True
AllowD3D10=False
AllowD3D11=False
AllowRadialBlur=True
AllowSubsurfaceScattering=False
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
ShadowFilterQualityBias=1
MaxAnisotropy=16
MaxMultisamples=1
MinShadowResolution=32
MinPreShadowResolution=8
MaxShadowResolution=512
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=0
PreShadowFadeResolution=16
ShadowFadeExponent=0.250000
PlayerShadowFadeResolution=0
ResX=1920
ResY=1080
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=3.000000
PreShadowResolutionFactor=1.000000
bAllowBetterModulatedShadows=False
bAllowWholeSceneDominantShadows=True
Borderless=False
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
m_TrShadowLODGroup=4
m_TrTextureLODGroup=5

[TribesGame.TrAudioSettings]
m_nVolumeMaster=70
m_nVolumeEffects=70
m_nVolumeMusic=30
m_nVolumeVoice=50

[WinDrv.WindowsClient]
DisplayGamma=2.2

[TribesGame.TrGameEngine]
bSmoothFrameRate=False
MaxSmoothedFrameRate=62.000000
AllowScreenDoorFade=False
AllowNvidiaStereo3d=True
bForceStaticTerrain=True

[Engine.GameViewportClient]
bUseHardwareCursorWhenWindowed=FALSE

[TribesGame.TrDevice]
m_bTinyWeaponsEnabled=True

[Engine.Engine]
bForceStaticTerrain=True

[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False

[TextureStreaming]
PoolSize=158
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=TRUE
LoadMapTimeLimit=5.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.2
MaxLightmapRadius=2000.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=False
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128

[XAudio2.XAudio2Device]
MaxChannels=32
m_bEnableBassBoost=false

[TribesGame.TrPlayerController]
m_bEnableChatFilter=False
m_bShowHUDObjectives=true
m_bShowHUDNotifications=true
m_bShowHUDFriendStateNotifications=true
m_bEnableOverheadDamageIndicators=true
m_bShowHUDReticule=true
m_bShowHUDCredits=true
m_bShowHUDAccolades=true
m_bShowHUDBadges=true
m_bShowHUDScores=true
m_bShowHUDHealthBar=true
m_bShowHUDVisor=true
m_bShowHUDChat=true
m_bShowHUDCombatLog=true
m_bShowHUDKillbox=true
m_bShowHUDDeathcam=true
m_bShowHUDHeroText=true
m_bShowHUDPromptPanel=true
m_bShowHUDRespawnTimer=true
m_bShowHUDSkiBars=true
m_bShowHUDFriendColoring=true
m_WhisperFilter=0

[TribesGame.TrEntryPlayerController]
m_bEnableChatFilter=true
m_bShowHUDObjectives=true
m_bShowHUDNotifications=true
m_bShowHUDFriendStateNotifications=true

_________________
nerf bxt1 to phase works =(
The vast majority of tactics that at first appear unbeatable end up having counters, so stop talk "op"!All class / weapon / player has a weakness


Mon May 21, 2012 5:21 am
Profile
uosunsetter


Joined: Fri Mar 30, 2012 1:22 pm
Posts: 2
Post Re: Tribes.ini : EXPLAINED IN DEPTH ***UPDATED AGAIN***
Very useful post!

However, If I took the settings "Low" and change only DepthOfField to True I can't see any texture????? I mean I can only see text etc but nothing else? no map no character... Without DoF the game seems so dark.


Mon May 21, 2012 8:43 pm
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