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#1 | ||
![]() Join Date: Sep 2008
Reputation: 198
Posts: 487
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Alright, so you get the RO2 Beta, played around with the settings for awhile, yet the game still runs pretty badly on your system.
You are hoping the developers might find a way to optimize their game, but lets assume that won't happen because since when did that honestly happen effectively? You are now desperate to find more ways to tweak the graphical aspect of Red Orchestra 2, and this is what this thread intends to do. Before we start, here is an exceprt for Yoshiro's Performance Thief Thread: Quote:
Finished now? Made sure that there isn't any other software running in the background that eats up resources? Good, because we will start now. First, we will need to find a config that is the basis of this thread: ROEngine.ini. Red Orchestra 2 runs off of UE3, which stores it's main system settings into a custom configuration for each UE3 game. You can find this at: Code:
C:\Users\Hendrich\Documents\My Games\UnrealEngine3\ROGame\Config Code:
Blahblahblah:\Documents & Settings\My Games\UnrealEngine3\ROGame\Config The first thing you notice is a bunch of text which makes no sense, just ignore that and scroll down and use a magnifying to look for a heading called: Quote:
If you are using Notepad++, you can make your life easier by scrolling down until you get to Line #729 on the page. Once you found it, you should see an entire section looking like this: Code:
[SystemSettings] bUseMaxQualityMode=False StaticDecals=True DynamicDecals=False UnbatchedDecals=True DecalCullDistanceScale=0.150000 DynamicLights=True DynamicShadows=True LightEnvironmentShadows=True CompositeDynamicLights=True SHSecondaryLighting=True DirectionalLightmaps=True MotionBlur=True MotionBlurPause=False DepthOfField=False AmbientOcclusion=False Bloom=True UseHighQualityBloom=False bAllowLightShafts=False Distortion=False FilteredDistortion=False DropParticleDistortion=False bAllowDownsampledTranslucency=False SpeedTreeLeaves=True SpeedTreeFronds=True OnlyStreamInTextures=False LensFlares=True FogVolumes=True FloatingPointRenderTargets=True OneFrameThreadLag=False UseVsync=False UpscaleScreenPercentage=True Fullscreen=True AllowD3D10=False AllowRadialBlur=False SkeletalMeshLODBias=3 ParticleLODBias=1 DetailMode=1 ShadowFilterQualityBias=0 MaxAnisotropy=16 MaxMultisamples=1 MinShadowResolution=64 MinPreShadowResolution=8 MaxShadowResolution=800 MaxWholeSceneDominantShadowResolution=1344 ShadowFadeResolution=60 PreShadowFadeResolution=16 ShadowFadeExponent=0.200000 ResX=1600 ResY=900 ScreenPercentage=100.000000 SceneCaptureStreamingMultiplier=1.000000 FoliageDrawRadiusMultiplier=0.500000 ShadowTexelsPerPixel=4.000000 PreShadowResolutionFactor=0.200000 bEnableVSMShadows=False bEnableBranchingPCFShadows=False bAllowHardwareShadowFiltering=False bAllowBetterModulatedShadows=False bEnableForegroundShadowsOnWorld=False bEnableForegroundSelfShadowing=False bAllowWholeSceneDominantShadows=True ShadowFilterRadius=0.250000 ShadowDepthBias=0.012000 CSMSplitPenumbraScale=0.500000 CSMSplitSoftTransitionDistanceScale=4.000000 CSMSplitDepthBiasScale=0.700000 UnbuiltWholeSceneDynamicShadowRadius=20000.000000 UnbuiltNumWholeSceneDynamicShadowCascades=3 WholeSceneShadowUnbuiltInteractionThreshold=50 bAllowFracturedDamage=True NumFracturedPartsScale=1.000000 FractureDirectSpawnChanceScale=1.000000 FractureRadialSpawnChanceScale=1.000000 FractureCullDistanceScale=1.000000 bForceCPUAccessToGPUSkinVerts=false bDisableSkeletalInstanceWeights=false TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Shadowmap=(MinLODSize=1,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=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) AdaptiveBloom=False SceneBrightness=1.000000 LightFunctions=False MotionBlurNonGameplay=True GraphicsQualitySetting=5 CharacterQualityDetail=1 TextureQualityDetail=4 ShadowQualityDetail=1 LightQualityDetail=1 PostProcessQualityDetail=1 SLSNativeResX=1600 SLSNativeResY=900 NumHorizontalDisplayArray=0 NumVerticalDisplayArray=0 BezelCorrectionX=0 BezelCorrectionY=0 SingleVoiceVariation=false AllowMLAA=False AllowFXAA=True FXAAPresetLevel=1 AllowHumanIK=True UseUE3StaggeredWait=False UseOneWayRelevancyChecks=True DoFacingRelevancyChecks=False NotFacingNotRelevant=True SimpleRelevancyCheckDistance=5000.000000 SimpleTeamRelevancyChecks=True ROPawnAlwaysRelevantDistanceOverride=0.000000 EnableSteamStats=True WholeSceneDynamicShadowRadius=1500.000000 NumWholeSceneDynamicShadowCascades=2 CascadeDistributionExponent=3.000000 DOFBlurValResolutionFactor=0.500000 ForceUpdateAnimationRadius=500.000000 ROSystemSettingsVer=3 TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) ![]() First thing tho, is that we have to visualize this batch of code into 3 separate parts for convenience. Don't actually break up the code in the config, I'm just doing this so it'll be easier to digest. First, there is the Top-half: Code:
[SystemSettings] bUseMaxQualityMode=False StaticDecals=True DynamicDecals=False UnbatchedDecals=True DecalCullDistanceScale=0.150000 DynamicLights=True DynamicShadows=True LightEnvironmentShadows=True CompositeDynamicLights=True SHSecondaryLighting=True DirectionalLightmaps=True MotionBlur=True MotionBlurPause=False DepthOfField=False AmbientOcclusion=False Bloom=True UseHighQualityBloom=False bAllowLightShafts=False Distortion=False FilteredDistortion=False DropParticleDistortion=False bAllowDownsampledTranslucency=False SpeedTreeLeaves=True SpeedTreeFronds=True OnlyStreamInTextures=False LensFlares=True FogVolumes=True FloatingPointRenderTargets=True OneFrameThreadLag=False UseVsync=False UpscaleScreenPercentage=True Fullscreen=True AllowD3D10=False AllowRadialBlur=False SkeletalMeshLODBias=3 ParticleLODBias=1 DetailMode=1 ShadowFilterQualityBias=0 MaxAnisotropy=16 MaxMultisamples=1 MinShadowResolution=64 MinPreShadowResolution=8 MaxShadowResolution=800 MaxWholeSceneDominantShadowResolution=1344 ShadowFadeResolution=60 PreShadowFadeResolution=16 ShadowFadeExponent=0.200000 ResX=1600 ResY=900 ScreenPercentage=100.000000 SceneCaptureStreamingMultiplier=1.000000 FoliageDrawRadiusMultiplier=0.500000 ShadowTexelsPerPixel=4.000000 PreShadowResolutionFactor=0.200000 bEnableVSMShadows=False bEnableBranchingPCFShadows=False bAllowHardwareShadowFiltering=False bAllowBetterModulatedShadows=False bEnableForegroundShadowsOnWorld=False bEnableForegroundSelfShadowing=False bAllowWholeSceneDominantShadows=True ShadowFilterRadius=0.250000 ShadowDepthBias=0.012000 CSMSplitPenumbraScale=0.500000 CSMSplitSoftTransitionDistanceScale=4.000000 CSMSplitDepthBiasScale=0.700000 UnbuiltWholeSceneDynamicShadowRadius=20000.000000 UnbuiltNumWholeSceneDynamicShadowCascades=3 WholeSceneShadowUnbuiltInteractionThreshold=50 bAllowFracturedDamage=True NumFracturedPartsScale=1.000000 FractureDirectSpawnChanceScale=1.000000 FractureRadialSpawnChanceScale=1.000000 FractureCullDistanceScale=1.000000 bForceCPUAccessToGPUSkinVerts=false bDisableSkeletalInstanceWeights=false Code:
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Shadowmap=(MinLODSize=1,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=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) Code:
AdaptiveBloom=False SceneBrightness=1.000000 LightFunctions=False MotionBlurNonGameplay=True GraphicsQualitySetting=5 CharacterQualityDetail=1 TextureQualityDetail=4 ShadowQualityDetail=1 LightQualityDetail=1 PostProcessQualityDetail=1 SLSNativeResX=1600 SLSNativeResY=900 NumHorizontalDisplayArray=0 NumVerticalDisplayArray=0 BezelCorrectionX=0 BezelCorrectionY=0 SingleVoiceVariation=false AllowMLAA=False AllowFXAA=True FXAAPresetLevel=1 AllowHumanIK=True UseUE3StaggeredWait=False UseOneWayRelevancyChecks=True DoFacingRelevancyChecks=False NotFacingNotRelevant=True SimpleRelevancyCheckDistance=5000.000000 SimpleTeamRelevancyChecks=True ROPawnAlwaysRelevantDistanceOverride=0.000000 EnableSteamStats=True WholeSceneDynamicShadowRadius=1500.000000 NumWholeSceneDynamicShadowCascades=2 CascadeDistributionExponent=3.000000 DOFBlurValResolutionFactor=0.500000 ForceUpdateAnimationRadius=500.000000 ROSystemSettingsVer=3 TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) Okay, NOW we are ready to start. Finally, eh? Alright, scroll down to the next post because Steam is giving me character-limit issues.
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#2 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||
![]() Join Date: Sep 2008
Reputation: 198
Posts: 487
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**Note: If any of the following descriptions are wrong, please correct me! We want this guide to be as accurate as possible.
Allright, ready? Lets start: Quote:
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What this command does is that it lowers the in-game resolution of everything 3D without lowering the UI/2D resolution of things like menus, HUD, etc. So you don't need to set a lower resolution for performance and suffer stretched 2D images, just set Screen percentage from a minimum of 50 to a maximum of 100 to increase performance drastically. However, it WILL make the game blurrier and more pixelated, so beware. Also, if you set the previous command "UpScaleScreenPercentage" to False, lowering this value will cause black borders around the game screen. I'd say set it to 90 for best compensation of quality and performance-gain. Quote:
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![]() Wow, that is the end of the top-half of the config. That was quite the journey, no? Anyways, scroll down to the next post for the remaining half of the config because of character limit.
Last edited by Hendrich: 09-02-2011 at 01:00 PM. |
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#3 | |||||||||||
![]() Join Date: Sep 2008
Reputation: 198
Posts: 487
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Code:
AdaptiveBloom=False SceneBrightness=1.000000 LightFunctions=False MotionBlurNonGameplay=True GraphicsQualitySetting=5 CharacterQualityDetail=1 TextureQualityDetail=4 ShadowQualityDetail=1 LightQualityDetail=1 PostProcessQualityDetail=1 SLSNativeResX=1600 SLSNativeResY=900 NumHorizontalDisplayArray=0 NumVerticalDisplayArray=0 BezelCorrectionX=0 BezelCorrectionY=0 SingleVoiceVariation=false AllowMLAA=False AllowFXAA=True FXAAPresetLevel=1 AllowHumanIK=True UseUE3StaggeredWait=False UseOneWayRelevancyChecks=True DoFacingRelevancyChecks=False NotFacingNotRelevant=True SimpleRelevancyCheckDistance=5000.000000 SimpleTeamRelevancyChecks=True ROPawnAlwaysRelevantDistanceOverride=0.000000 EnableSteamStats=True WholeSceneDynamicShadowRadius=1500.000000 NumWholeSceneDynamicShadowCascades=2 CascadeDistributionExponent=3.000000 DOFBlurValResolutionFactor=0.500000 ForceUpdateAnimationRadius=500.000000 ROSystemSettingsVer=3 TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) ![]() Except I will add in the ones below that I *do* know of. Feel free to pitch in anything about these other commands. Lets start: Quote:
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Well guys, thats it so far. This is quite the thread, if I do say so myself. Hopefully it'll help you tweak Red Orchestra 2 to a suitable level until Tripwire actually finds a way to get the game running better for alot more systems. Cheers.
Last edited by Hendrich: 09-02-2011 at 01:16 PM. |
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#4 |
![]() Join Date: Sep 2007
Reputation: 7
Posts: 27
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+ Rep
Last edited by ZelosXT: 09-02-2011 at 01:48 PM. |
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#5 |
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Good tutorial, you actually taught me something I didn't know. +rep
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#6 |
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Sticky please, this is really good info
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#7 |
![]() Join Date: Jan 2010
Reputation: 292
Posts: 2,368
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Thanks dude! Some dev please Sticky this!
Really crazy how much work you put into this! +rep! |
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#8 |
![]() Join Date: Oct 2009
Reputation: 0
Posts: 27
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#9 |
![]() Join Date: Sep 2007
Reputation: 7
Posts: 27
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This really needs a sticky. Now that I know shadows are huge strain on the CPU (i have a core 2 duo) its helped me boost my FPS by 10.
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#10 |
![]() Join Date: May 2008
Reputation: 50
Posts: 766
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This is pretty useful. More people need to see this.
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#11 |
![]() Join Date: Sep 2010
Reputation: 155
Posts: 2,401
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Daaamn. My performance is great, but have some +rep for the effort of helping others out.
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#12 |
![]() Join Date: May 2010
Reputation: 5
Posts: 13
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uesfull
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#13 |
![]() Join Date: Sep 2011
Reputation: 0
Posts: 10
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Thank you so much, Hendrich.
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#14 |
![]() Join Date: Aug 2011
Reputation: 0
Posts: 12
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+Rep
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#15 |
![]() Join Date: Nov 2009
Reputation: 50
Posts: 253
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Very nice going to give this a go later. Thanks Hendrich.
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