Can we boost up AMBIENT OCCLUSION?

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K@n@y

FNG / Fresh Meat
Aug 18, 2011
425
3
0
France
One really good impact of this config is that the "alt tab and the map's lighting goes away" glitch is partially gone.

It now only stays ~50% of the time.
I don't think i ever had this bug in RO2 or RS when alt tabbing.

Does anybody know the config tweak where you can see your own shadow? I've been looking all over for this after trying Chivalry.

I had them working, if we can speak of working, they were so fubar that i stopped quickly to use them after a single match.

They were inconsistent, sometimes appearing sometimes not, well most of the times not, needed to be in some specific locations to see them pop up and once you fired a weapon they vanished even is pawn was not moving at all, when switching to the pistol or any other weapon they were coming back until next shot fired, also never saw my own weapon in the shadows plus shadows had a delay versus player movements.


in ROEngine :
bEnableForegroundSelfShadowing=True ( there is 2 entries like this, only the first one is needed i believe, but you can set both to true to test it )

Needs to have also this in ROGame.ini :
bFirstPersonWeaponsSelfShadow=True ( despites i never saw my pawn shadow holding a rifle in his hands like this setting suggest it will do, that's not the first ue3 game i see having this behavior with weapons not displaying while in first person view anyways ... )


http://img4.hostingpics.net/pics/433577rogame2013061709462053.jpg

One spot working to test this is in Iwo Jima, coming as Allie from beach side in front of the first bunker on the left of the map.

I didn't messed up more with pawns shadows when i saw there was problems like in some other UE3 games i played in the past, maybe some others will have more luck with this or know more than me about own shadows in ro2 .
 

K@n@y

FNG / Fresh Meat
Aug 18, 2011
425
3
0
France
Can be , i never messed up much with own shadows in ue3 games i tried as they were always messed up no matter the games so i never payed more attention to those :D

Thanks for the info
 

chris189

Member
Jun 14, 2013
51
0
6
I'll build some new configs. Just let me know what ur framerates are like now and what your hardware is and how much video memory you have and what details you prefer... I have done a COMPLETE OVERHAUL of my config to get the best experience. I've been tweaking and testing for over a week now. :D I can make a low end, mid range, and high end config for most rigs...

*ON ANOTHER NOTE*
I also tweaked out the Ambient Sound Effects, Low Pass Filtering, and FX Volume to get a truly EPIC audio experience. Battles are now truly earth shaking if you have a solid system. I found Ear Phones sound so insane with these effects! You can hear peoples foot steps and the tiny details more. So you can hear someone walk up behind you!

I have been doing a lot of research and testing on the engine lately and figured out how to force the engine source to work with 8192 textures.

From this website... http://udn.epicgames.com/Three/TextureSupportAndSettings.html

Unreal Engine 3 supports texture resolutions from 1x1 to 4096x4096.

Unreal Engine 3 defaults to limiting the maximum number of texture mips to 13, which effectively limits the largest rendered texture to 4096 (1x1 to 4096x4096 is 13 mips). This has the side-effect that imported 8192 textures will only render up to mip1 of 4096. The constant MAX_TEXTURE_MIP_COUNT which defaults to 13 in the engine source files can be modified to a value of 14 to support 8192 texture rendering.

2048x2048 12 mips 2.66MB (2,796,344 bytes) 5.33MB (5,592,560 bytes)
4096x4096 13 mips 10.6MB (11,184,952 bytes) 21.3MB (22,369,776 bytes)
8192x8192 14 mips 42.6MB (44,739,384 bytes) 85.3MB (89,478,640 bytes)

So basically I altered the texture streaming from max mips from 13 (4096) to 14 (8192).

MaxTextureMipCount=13 (4096) to 14 (8192)

There's not much to gain by altering these a lot. I reduced the texture stream pop-in a lot. On top of that we are talking about DOUBLE the texture resolution of default. Huge video memory usage but with my testing it's not so bad. I tweaked it a lot! and I have managed to keep video memory below 1,024MB of video memory usage. So if you want 8192 textures your going to need at least 1GB of video memory.

If any of you guy's have 2GB of more video memory let me know! I wanna test out some INSANITY Detail levels which require more than my limited 1,280MB of video memory. I'm going to be purchasing a 2GB video card soon to push the engine EVEN MORE!

*NOTE*
Just to let you know doing the below alone will not change them to 8192, there's quite a few more steps involved to truly get it enabled and working.

[TextureStreaming]
PoolSize=140
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=14
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=14
MinTimeToGuaranteeMinMipCount=0
MaxTimeToGuaranteeMinMipCount=0
UseTextureFileCache=false
LoadMapTimeLimit=5.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.04
MaxLightmapRadius=2000.0
AllowStreamingLightmaps=False
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=False
MaxTextureMipCount=14
 
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chris189

Member
Jun 14, 2013
51
0
6
Sweet.

What's the video card type/ overclock speeds and your resolution?

Are you interested in testing out a special config for your rig?

Do you prefer vsync or no vsync? vsync on can cause smoothness issues...

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Just wanted to let everyone know the game doesn't like 8192 textures. Causes some unusual chugging like effect when walking or sprinting.

Going to stick with 4096 textures.
 
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JosephBaier

FNG / Fresh Meat
Mar 3, 2013
1,535
1
0
VTX3D HD 7870 X-Edition, 12.104 Driver (13.4 Catalyst), 1100MHz Core 1225MHz Mem, 1920x1080, yes, no vsync

What do you mean with 8k textures?
Most stuff ingame looks like 256x256 :D
 

chris189

Member
Jun 14, 2013
51
0
6
I know right? It's mostly with the developers they didn't make all textures at full detail. So it runs good on slow computers. They should have made the ultra high, truly ultra. In my opinion "Ultra" in this game looks like "Low" in Battlefield 3.

Basically they compressed their texture images and didn't make the raw image resolution at incredible detail and clarity. I like to see grains of sand on the beach. As well as precise clarity of the tree bark with almost zero "compression" visible. I hate compression if it's poor audio quality in kbps like for instance audio at 320 kbps I don't approve. I'm all about audio and visual fidelity. I like either FLAC or WAV audio, and ultra high details. Like Crysis 3 or Metro Last Light.

Don't get me wrong though some of it looks very nice and ultra detailed. It's all about consistency and some stuff looks completely terrible, other stuff looks great. If it all looked great and polished I'd be very happy. I made this config to get more out of the game and make it more enjoyable.

What my config does is makes the best of the best on this game look like "medium" on battlefield 3 or something.

You will have to test it out. I'll post a universal config after a while for everyone running high end rigs.

I'll post in post #1 between 1-10 hours from now.
 
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Void

FNG / Fresh Meat
Feb 5, 2007
133
265
0
There are no 8k textures in any package, and only a few 4ks.

What are you trying to achieve? Magic?
Pushing low res textures to non-existing mip levels doesn't change ****. You are just interpolating.
Some TW Dev input would be quite hilarious, but I guess you know better anyway.

P.S. Your 320 kb/s comment is rather ridiculous.
 
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chris189

Member
Jun 14, 2013
51
0
6
What am I trying to achieve? If you took a moment of your time to read, you wouldn't be asking that question in the first place. I suppose you just love 320kbps mp3's don't you? Good for you.
 

chris189

Member
Jun 14, 2013
51
0
6
320kbps sounds good just the bass frequency at volume is extremely obvious.

The science behind its is sound waves are present in a second by second basis. 320kbps means there are basically waves at 320 kilo bits per second. In comparison to a 1,440kbps flac or wav the gaps of "noise". Like letting a 320kbps mp3 with no sound but just a silent file at max volume, and compare it to a 1,440kbps wav or flac. You will hear less "noise" on the higher bitrate wav or flac. It's all in the volume, if you like your music pretty quiet then it's not apparent but when u crank it out, the wav/ flac sounds more flawless than the screechy crackling mp3 file.

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In regards to Red Orchestra 2 I have made ground on modding the shadow issues are in the different radius of the shadow quality/ lowering or highering. I fixed almost everything and looks good. If you guys are interested I can spread some light.

In regards to self shadow the game I know has good self shadows showing the weapon in the self shadow is Chivalry - Medieval Warfare.
 

Moskeeto

Moderator
Dec 29, 2011
2,683
8
0
In regards to self shadow the game I know has good self shadows showing the weapon in the self shadow is Chivalry - Medieval Warfare.

I think the reason for that is because you can always switch to third-person in that game. In fact, I think it is always rendering your third-person model and just places your first-person camera in front of your character's face. I could be wrong though.
 

chris189

Member
Jun 14, 2013
51
0
6
Wow that's interesting! your right because 1st person feels a bit off.... maybe we can force 3d person shadows in 1st person ro2?
 

zeep

FNG / Fresh Meat
Nov 21, 2005
434
147
0
Can you post the changes you made to the game audio?
Details of the .ini settings preferably.

Thanks!
 

AussiePariah

FNG / Fresh Meat
Aug 1, 2012
325
0
0
I just built a new rig with 16gig ram and 2 Gtx780s with 3gig each. I'm not 100% with the technical side of things but will this mod risk damaging my system at all?
 

chris189

Member
Jun 14, 2013
51
0
6
Can you post the changes you made to the game audio?
Details of the .ini settings preferably.

Thanks!


[XAudio2.XAudio2Device]
MaxChannels=128
CommonAudioPoolSize=0
MinCompressedDurationGame=5.000000
MinCompressedDurationEditor=4.000000
LowPassFilterResonance=2.2 (Makes it sound a bit cooler and 2.2 is maximum cannot go higher)
ChirpInSoundNodeWaveName=
ChirpOutSoundNodeWaveName=

[Engine.AudioDevice]
MusicVolume=0.000000
SoundFXVolume=2.000000 (3-4 gets even better may distort)
VoiceChatTransmitVolume=1.000000
VoiceChatReceiveVolume=2.000000 (Adjust this according to your FXVolume so you can hear people)
SoundQuality=0
MaxChannels=128

:cool::D

I just built a new rig with 16gig ram and 2 Gtx780s with 3gig each. I'm not 100% with the technical side of things but will this mod risk damaging my system at all?

Nope won't hurt a thing just make sure you have EVGA Precision running and set a fan profile and your in-game OSD. Keep gpu temps below 80-90C.

This isn't the complete final version either I have been working on dialing in a really really nice config. You know how trees distort in distance? I fixed that. Another is shadows switching to low quality at distance, I fixed that too well still dialing it in, it's not easy for darn sure. Trial and Error.

Thanks

:D;)
 

SQBsam

FNG / Fresh Meat
Oct 7, 2010
895
86
0
Australia
I think the reason for that is because you can always switch to third-person in that game. In fact, I think it is always rendering your third-person model and just places your first-person camera in front of your character's face. I could be wrong though.

That's not actually correct, it's done exactly the same as in RO2 (and in fact in beta/debug mode you can switch to third person just as easily as in Chivalry).