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GFX Tweak Mod - 4GB Video Ram Preferred

chris189

Grizzled Veteran
Jun 14, 2013
51
0
WAY BEYOND ULTRA HIGH CONFIG FILE PLUS SOME EXPERIMENTAL STUFF TO AROUND INSANELY HIGH :D:p;)

Runs Best On ANY GPU. Insane shadow resolution of 4096, tons of texels per pixel on those high def shadows. Enhanced light map and texture map density levels. Slightly adjust gamma and brightness for realism. Blured and nice looking shadows for the moment but will improve them. I find how this config looks is very very nice! Audio Mods** Too so it's just way more intense "Ear Ringing" gameplay overall! Just let me know and we can change things.

This is still a test run so nothing is final on quality etc.

***DOWNLOAD LINKS***

**NEW VERSIONS** - Based on game version 2.0.0.19 as of 2/12/2015

v1.2.1 - Based on BUG FREE v1.2.0 - We could potentially see some bugs on this so bare with me. This is a slightly modified version of v1.2.0 with minimal audio distortion and higher detail levels.

http://www.mediafire.com/download/5mbc70ko4d7lgxh/Rising+Storm-RO2-UNREAL-EXTREME-CONFIG_v1.2.1-Fresh-Ultra+2.rar

**OLD VERSIONS** None of these work anymore

v1.2.0 - Started from scratch - fresh new version - BUG FREE (Let me know)

http://www.mediafire.com/download/q...NREAL-EXTREME-CONFIG_v1.2.0-Fresh-Ultra_1.zip

(BEST LOOKING DARK VERSION)

http://www.mediafire.com/download/b3r2ab609bo8g98/Rising_Storm-RO2-UNREAL-EXTREME-CONFIG_v1.1.zip

(BEST LOOKING BRIGHT VERSION)

http://www.mediafire.com/download/i...orm-RO2-UNREAL-EXTREME-CONFIG_v1.1-BRIGHT.zip

(BEST LOOKING BRIGHT NO AUDIO MOD VERSION)

http://www.mediafire.com/download/s...L-EXTREME-CONFIG_v1.1-BRIGHT-NO_AUDIO_MOD.zip

**DIRECTIONS**

Read the readme... :)

Make sure to use my .bat which u need to copy to c:\ or your desktop and execute it. It just simply deletes the CleanINIs.bat to make it easy on you guy's. I included the original clean backup of it in the config download just in case. Then copy ROEngine.ini and overwrite your current config. Open and search for "1920" and change to your custom resolution of choice.
:D

**SCREENSHOTS**

*V1.2.0*

http://www.mediafire.com/view/2l66w8yyy6v2w/Rising_Storm_Screenshots_mod_v1.2.0#guj5q7wkmvpmt1r


*V1.1*
http://www.mediafire.com/convkey/59b5/q8yo9gvj86i53g3fg.jpg

http://www.mediafire.com/convkey/d859/9cqpu1ld53z10vhfg.jpg


http://www.mediafire.com/folder/791raupeon1q2/rising_storm_screenshots_3




 
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Wow, your screenshots make the game look beautiful! It's no wonder the game files are so large, they don't compress the textures. If only I had a machine that could run this.

On this version of the mod unlike my old one on my old thread from general, we will have standard texture scaling. It's possible to render all textures at max resolution which puts huge load on the gpu's but requires huge performance.

I suppose I'll take some time to make a full experimental config with raw textures and zero scaling just for stuffs and giggles. :)

In regards to the textures they are highly compressed and being streamed so you get good fps. They should have used ultra high raw perfect textures and started from there. I see tons of horrible low resolution textures.

After some testing it appears to run fine on any graphic card I tested. :) I'd give it a shot and in a hurry, your missing out. :D

This looks amazing and runs very smooth. I dislike the audio mod though, would rather vanilla

Thanks yeah I found out it runs perfectly on almost any video card even with less than 1GB.

Audio wise it's just enhanced and amplified "LowPassFilterResonance" and "SoundFXVolume" which are synced at a 1:1 ratio I found to sound optimal. :D

What didn't you like about the audio? Thanks

What do you mean "Would rather vanilla"?
 
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On this version of the mod unlike my old one on my old thread from general, we will have standard texture scaling. It's possible to render all textures at max resolution which puts huge load on the gpu's but requires huge performance.

I suppose I'll take some time to make a full experimental config with raw textures and zero scaling just for stuffs and giggles. :)

In regards to the textures they are highly compressed and being streamed so you get good fps. They should have used ultra high raw perfect textures and started from there. I see tons of horrible low resolution textures.

After some testing it appears to run fine on any graphic card I tested. :) I'd give it a shot and in a hurry, your missing out. :D



Thanks yeah I found out it runs perfectly on almost any video card even with less than 1GB.

Audio wise it's just enhanced and amplified "LowPassFilterResonance" and "SoundFXVolume" which are synced at a 1:1 ratio I found to sound optimal. :D

What didn't you like about the audio? Thanks

What do you mean "Would rather vanilla"?

Vanilla = pre modification (as in, what you get is plain old vanilla ice cream, anything else is a bonus). So he prefers the game before your tweaks.

I'll be testing this now. Should be able to do comparison screenshots in a bit. Arma 3 dev branch is receiving a big update so I may be 6+ hours "late" on delivering anything.
 
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I tried this but was getting strange effects on distant buildings etc.

Might be because I am also running sweetFX.

I didn't have much time to mess around but I will give it another go and turn off sweet FX.

I haven't tried this yet. Should sweetfx be disabled if using this?

Yes, Disable SweetFX. Since SweetFX attempts to do exactly what I'm doing.

However my result should far out perform SweetFX in primarily Quality, but Performance is out standing.

I have noticed some minor minor issues in shadows only but they are so small it's hard to get it 100% perfect. I will keep working on it though to get it to perfection. Post screenshots of glitches and things you find messed up looking.

That way I can fix them for yall :D
 
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Yes, Disable SweetFX. Since SweetFX attempts to do exactly what I'm doing.

However my result should far out perform SweetFX in primarily Quality, but Performance is out standing.

I have noticed some minor minor issues in shadows only but they are so small it's hard to get it 100% perfect. I will keep working on it though to get it to perfection. Post screenshots of glitches and things you find messed up looking.

That way I can fix them for yall :D

Woa woa woa now. That's not right at all. What you're doing is modifying the render in Ro2. The changes to the config are the equivalent of changing your graphics options and then modifying the postfx inside the game. Sweetfx is PURELY postfx, and will not cause any additional graphical glitches.

With your config I get plenty of distant shadow "z-fighting" on vertical surfaces (mainly, it just seems to be buildings and the base of rocks). I see no texture changes, and am in fact using a little less Vram than before (though GPU usage is way up).

So what do I see? The main change appears to be shadow render distance, which is out as far as I can see in game, probably around 500 meters, up from the usual 100ish. However all shadows are blurred. As well as this the grass is rendered twice as far away from the camera. There's multiple shadow glitches, on FLAT surfaces any distance from the player. Often flat surfaces will be completely shadowed for no apparent reason.

The shadows suffer from extreme buffer glitching, i.e. they look fuzzy and are filled with holes, rather than being crisp and clean, the mesh appears because the shadows are attempting to blur with what seems to be a 2D dot mesh. Thus completely making the game unplayable in 3D.

The fuzz on shadows expands them by ~20% meaning they're too big for the objects casting them.
 
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Woa woa woa now. That's not right at all. What you're doing is modifying the render in Ro2. The changes to the config are the equivalent of changing your graphics options and then modifying the postfx inside the game. Sweetfx is PURELY postfx, and will not cause any additional graphical glitches.

With your config I get plenty of distant shadow "z-fighting" on vertical surfaces (mainly, it just seems to be buildings and the base of rocks). I see no texture changes, and am in fact using a little less Vram than before (though GPU usage is way up).

So what do I see? The main change appears to be shadow render distance, which is out as far as I can see in game, probably around 500 meters, up from the usual 100ish. However all shadows are blurred. As well as this the grass is rendered twice as far away from the camera. There's multiple shadow glitches, on FLAT surfaces any distance from the player. Often flat surfaces will be completely shadowed for no apparent reason.

The shadows suffer from extreme buffer glitching, i.e. they look fuzzy and are filled with holes, rather than being crisp and clean, the mesh appears because the shadows are attempting to blur with what seems to be a 2D dot mesh. Thus completely making the game unplayable in 3D.

The fuzz on shadows expands them by ~20% meaning they're too big for the objects casting them.

Rising Storm looks worse than Red Orchestra 2 and thats where this mod looks nice. I see a lot of issues though and I'll begin to correct them and enhance the fidelity of the shadows etc.

Most of the issues we see in this game do not occur in other UE3 games. Shows the developers added shadow "filter-like" things on surfaces and rocks and set to a static mesh per say. So when "Real" dynamic hardware modulated shadows/ cascades over these static meshes we get artifacts. The key is to remove them via ini to clean up the look up the game. Or Pretty much remove everything and start with a fresh pure Unreal Engine .ini file without all the mods and Red Orchestra 2/ Rising Storm specific mods. So then enhancing the pure Unreal Engine 3 is easier and the end result doesn't include all the glitching and shadow abnormalities.

These configs only alter complexity and diversity of texture density, lightmap density, shadow resolution, and no texture changes.

Take some screenshots, and yeah fps will be better and yes less memory usage as well.

Increasing the texels per pixel to an unusually high level caused the dots in the shadows.

It looks better than before to me but obviously as I stated before it's not perfect by no means. It's all experimental bro so we see issues and problems, we fix them in a timely manor.

Post screenshots (No links, IMG please) of issues and i'll fix them in v1.2...

thanks
 
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I noticed some weird far distance thing on rocks on iwo jima for example, and another kind of bug on apartments? I also have problem with SDK with your config, I can't see anything in it. switched back to my old config, but thanks for the effort :) i think you can reach a high level of detail without all these little bugs.

iwo jima: http://cloud-3.steampowered.com/ugc/577873087999847601/7C5BF54559E0AF8D509501CCE59592C0975AD155/

apartments:
- normal no bug, before I look the ground: http://cloud-2.steampowered.com/ugc/577873087999831031/7573BEC8A8BB9460BA4810B8FB13F0FC2DAEA302/
- when I look the ground at this place : http://cloud-3.steampowered.com/ugc/577873087999840946/3C6ED7813394962009DC5AC1C64AAAD351602D96/ look at the bottom of screen

my specs: I5 2550K / GTX 560 OC - 1GB / 16 GB RAM
 
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v1.2 looks pretty nice I have to say.

When it comes to getting shadows within shadows and add ultra high shadow resolution. It becomes difficult to get it just right.

It gets better but this 1.2.0 #1 because it's lighter for sure but runs perfectly at 60fps continuously and has a lot to feature.

Way higher texture map and light map density's so there will be noticeable increase in textures and light map's, in terms of "concentration" or "highly concentrated" textures and light map's.

Shadow resolution min from 1 or so to 2048, including the fade resolution so it retains highest quality even at fade distance. Still perfecting it but for now it's very nice so let me know! :)

Adaptive Eye and HDR adjustments as well as a few radius's on shadows and objects/ buildings.

http://www.mediafire.com/view/2l66w8yyy6v2w/Rising_Storm_Screenshots_mod_v1.2.0#guj5q7wkmvpmt1r


^^ New screenshots
 
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