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#1 |
![]() Join Date: Jul 2009
Reputation: 21
Posts: 111
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Tweaks (FOV workaround, increase settings, run on older systems!)
NOTE: This thread may be useless now thanks to the new official patch! Thanks devs! Find info here - http://forums.steampowered.com/forum....php?t=2280136 - I'll update the post if there are any settings still worth changing, or if you find something worth changing post it.
After playing for a bit, I got tired of the low FOV and decided to dig around a little. I found the renderer_settings.xml in C:\Users\Myname\AppData\Local\PAYDAY\renderer_sett ings.xml. Steps to ONLY change the FOV/Aspect Ratio: 1. Make sure you ran the game once first for the settings to establish themselves. 2. Close the game. 3. Open up your renderer_settings.xml using notepad or something (it will be in your AppData\Local\PAYDAY folder - Google if you're not sure how to find it!) 4. Scroll down till you find "aspect_ratio = " and look at the number. I run 1920x1200, so my aspect ratio by default is 1.6. If you run at 1920x1080, it will probably be 1.77 (or thereabouts). 5. Change that number to something a bit higher, and restart the game to see if you like it. I went from 1.6 to 2.0 and it feels a bit squished - I'll be trying 1.8 or 1.9 next. It's imperfect, but you can tweak it a bit and find what's comfortable for you. Now, for the other settings! I used to play GRAW, and we used to edit our renderer_settings.xml files. I noticed that this game has the same name, and some of the same options inside... so I pasted my old GRAW settings in there, set them all to low, and oh lawdy the game looked AWFUL. So I set everything to high, and the game looks fine. My FPS was also slightly lower (from ~110FPS to 95FPS) so I assume *SOMETHING* has improved? I don't have the best eye for this stuff, so I'll let you decide. Before (@ 1.6 ratio): https://picasaweb.google.com/1177821...3/PaydayBEFORE After (@ 2.0 ratio + GRAW high settings - after looking this over I'll probably drop to 1.8 or 1.9): https://picasaweb.google.com/1177821...33/PaydayAFTER If you want to use the GRAW settings, change the portion between the renderer_config tags. Make sure you leave your adapter/adapter_index/resolution as your own! Don't change it to NVIDIA GeForce GTX 460, especially if you don't have one! Code:
<renderer_config>
<d3d_device
adapter = "NVIDIA GeForce GTX 460"
adapter_index = "0"
resolution = "1920 1200"
windowed = "false"
refresh_rate = "59"
v_sync = "1"
/>
<render_settings>
<variable name="adapter_num" value="0"/>
<variable name="anti_aliasing" value="disabled"/>
<variable name="aspect_ratio" value="2.0"/>
<variable name="brightness" value="1"/>
<variable name="dynamic_lights" value="true"/>
<variable name="effect_quality" value="high"/>
<variable name="environment_detail" value="1"/>
<variable name="max_anisotropy" value="1"/>
<variable name="post_effect_quality" value="high"/>
<variable name="shadow_map_size" value="0"/>
<variable name="shadow_quality" value="enabled"/>
<variable name="show_all_res" value="true"/>
<variable name="texture_quality" value="high"/>
<variable name="texture_quality_backdrop" value="high"/>
<variable name="texture_quality_buildings" value="high"/>
<variable name="texture_quality_buildings_bump" value="high"/>
<variable name="texture_quality_buildings_low" value="high"/>
<variable name="texture_quality_characters" value="high"/>
<variable name="texture_quality_default" value="high"/>
<variable name="texture_quality_effects" value="high"/>
<variable name="texture_quality_ground" value="high"/>
<variable name="texture_quality_ground_bump" value="high"/>
<variable name="texture_quality_gui" value=""/>
<variable name="texture_quality_lightmaps" value="high"/>
<variable name="texture_quality_no_lod" value="high"/>
<variable name="texture_quality_plants" value="high"/>
<variable name="texture_quality_player_vehicles" value="high"/>
<variable name="texture_quality_props" value="high"/>
<variable name="texture_quality_props_bump" value="high"/>
<variable name="texture_quality_props_high" value="high"/>
<variable name="texture_quality_silhouettes" value="high"/>
<variable name="texture_quality_sky" value="high"/>
<variable name="texture_quality_vehicles" value="high"/>
<variable name="texture_quality_weapons" value="high"/>
<variable name="texture_quality_weapons_third" value="high"/>
</render_settings>
</renderer_config>
Edit: IF YOU'RE USING THE NVIDIA ANTIALIASING FIX! I noticed after I applied the nVidia anti-aliasing fix (found here - http://solidlystated.com/software/pa...phics-options/ ) that there's a strong black 'glow' on the bottom half of the screen. All you need to do is set shadow_quality to disabled: Code:
<variable name="shadow_quality" value="disabled"/> For running on lower end systems, just use the profile below posted by axlevest, and nudge some things up until it doesn't look awful. PLEASE note - from overkill_bo - that the dynamic_lights must be set to true. It messes up the graphics bad. Last edited by Sacre85: 12-09-2011 at 07:14 PM. |
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#2 |
![]() Join Date: Aug 2010
Reputation: 15
Posts: 215
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so this lets you change the video settings, sweet jesus u are a god and this needs to be stickied
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#3 |
![]() Join Date: Aug 2010
Reputation: 15
Posts: 215
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her is the code for Lowest Quality
<renderer_config> <d3d_device adapter = "NVIDIA GeForce 9400M" adapter_index = "0" resolution = "800 600" windowed = "false" refresh_rate = "59" v_sync = "0" /> <render_settings> <variable name="adapter_num" value="0"/> <variable name="anti_aliasing" value="disabled"/> <variable name="aspect_ratio" value="2.0"/> <variable name="brightness" value="1"/> <variable name="dynamic_lights" value="false"/> <variable name="effect_quality" value="low"/> <variable name="environment_detail" value="0"/> <variable name="max_anisotropy" value="1"/> <variable name="post_effect_quality" value="low"/> <variable name="shadow_map_size" value="0"/> <variable name="shadow_quality" value="enabled"/> <variable name="show_all_res" value="true"/> <variable name="texture_quality" value="high"/> <variable name="texture_quality_backdrop" value="low"/> <variable name="texture_quality_buildings" value="low"/> <variable name="texture_quality_buildings_bump" value="low"/> <variable name="texture_quality_buildings_low" value="low"/> <variable name="texture_quality_characters" value="low"/> <variable name="texture_quality_default" value="low"/> <variable name="texture_quality_effects" value="low"/> <variable name="texture_quality_ground" value="low"/> <variable name="texture_quality_ground_bump" value="low"/> <variable name="texture_quality_gui" value=""/> <variable name="texture_quality_lightmaps" value="low"/> <variable name="texture_quality_no_lod" value="low"/> <variable name="texture_quality_plants" value="low"/> <variable name="texture_quality_player_vehicles" value="low"/> <variable name="texture_quality_props" value="low"/> <variable name="texture_quality_props_bump" value="low"/> <variable name="texture_quality_props_high" value="low"/> <variable name="texture_quality_silhouettes" value="low"/> <variable name="texture_quality_sky" value="low"/> <variable name="texture_quality_vehicles" value="low"/> <variable name="texture_quality_weapons" value="low"/> <variable name="texture_quality_weapons_third" value="low"/> </render_settings> </renderer_config> |
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#4 | |
![]() Join Date: Jul 2009
Reputation: 21
Posts: 111
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Quote:
![]() Also, I changed it from 2.0 to 1.8 and like it much more. So if you have a 1.6 native resolution, try 1.8 and see if that improves your FOV any. |
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#5 |
![]() Join Date: Nov 2008
Reputation: 22
Posts: 171
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THANK YOU THANK YO THANK YOU!
Dunno if this is all that can be done, but the FoV is slightly better now. I went with the 1.9 change... |
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#6 |
![]() Join Date: Oct 2009
Reputation: 37
Posts: 285
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Any way to change FOV without squishing the aspect ratio?
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#7 |
![]() Join Date: Jul 2009
Reputation: 21
Posts: 111
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Not really. GRAW didn't have a FOV setting in the renderer_settings.xml, so I'm not sure how. I tried tags named fov, field_of_view, etc but nothing changed. 0.1-0.3 above your default seems to add some extra horizontal viewing without squishing, but it really depends on how sensitive your eyes are to it.
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#8 |
![]() Join Date: Oct 2009
Reputation: 37
Posts: 285
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grr why won't the devs say anything about this. Starting to feel like the L4D2 v_model fov fiasco. Took valve forever to budge and give us a command to change it.
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#9 |
![]() Join Date: Sep 2007
Reputation: 12
Posts: 241
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Thanks for posting this. Will try tonight.
+rep |
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#10 |
![]() Join Date: Apr 2011
Reputation: 22
Posts: 163
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awesome thanks! I'll try this tonight when I get home.
I hate it when games give you tunnel vision, it hurts the eyes. |
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#11 |
![]() Join Date: Oct 2009
Reputation: 3
Posts: 56
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Heroic work, plays on my laptop now, with the low settings.
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#12 |
![]() Join Date: Jul 2009
Reputation: 21
Posts: 111
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#13 |
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OVERKILL Software
Join Date: Sep 2011
Reputation: 435
Posts: 1,549
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Hi guys
If you change these you are a bit on your own until they make it in to the Advanced Gfx menu. NOTE: <variable name="dynamic_lights" value="false"/> Never set this to false. This will ruin the new light system. Thanks Bo |
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#14 |
![]() Join Date: Dec 2009
Reputation: 184
Posts: 584
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Oh.
My. God. You, sir, deserve a medal! |
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#15 |
![]() Join Date: Jul 2009
Reputation: 21
Posts: 111
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Wow, it certainly does mess the visuals up. Lots of flickering and stuff.
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