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  1. Sorry but remake the original GR but with updated graphics?. If you love GR so much, just play and enjoy the original in the same way we all have for years. Just what would be the point in updating a game like the original GR?. It is a classic without th need for any kind of fancy graphics and to simply slap on all these new fangled rendering effects would just be a waste of time and effort on any developers part. And no a lot of us would not have been much happier because games are always meant to evolve, even if the original versions where the best thing ever. GR:AW is GR evolved, maybe not as some would have envisioned it to be but I still think personally GRIN did a fantastic job. P.S. I have also been a fan of GR for many, many years. And love both GR and GR:AW to bits in just the same way.
  2. Heh I have tried aiming at the thing from all angles but the green target box just fades and the airstrike option does also. I really am at a loss as to why it won't allow me to complete the mission. I've just noticed that I have no attack command now showing. Even when I set everything to default I get no attack command no matter what I press on the keyboard. Any ideas?.
  3. Hey All, Well after a while playing it I have now come to the final objective where you have to blow up the last bit of artillery situated in the mansion on the hill. Problem is no matter what I seem to try I just cannot get the airstrike to happen. I've reset the controls to default and still I cannot make the airstrike commence so that I can reach that all important save point. Has anyone had the same problem or am I just doing something very wrong?. Cheers.
  4. Thanks to Spaceman the next part can now be seen below: Part 3 - XML Tweaks (ini) To access the main advanced settings for GRAW, you will need to go to your \Program Files\Ubisoft\Demo\Ghost Recon Advanced Warfighter Demo\ base directory. There, under the \Data\Settings subdirectory is renderer_settings.xml, the major file containing your Video-related settings. Under the \Data\Sound subdirectory is the settings.xml file which holds your tweakable Audio settings. And finally, under the \Settings\profiles\graw_profile_default directory is your character's profile, saved games and key bindings. To edit these XML files, open them with Windows Notepad or a similar text editor. Don't just double-click on them as they will open in your Internet Browser where you cannot alter them; right-click on them and select 'Open With>Notepad'. Before making any alterations to these XML files, make a backup of each. Renderer_settings.xml This is what we will be mucking about with. NOTE: More video\system ram is better here. If like me you only have a 256mg GPU but have 2 gigs of ram then don't worry about messing around with any of these tweaks. If however you only have 1 gig of system ram be careful of some texture settings. Common sense here. Even worse if you have only a 128mg GPU and 512 system ram then I'd dig the reciept out and return the game. <render_settings> DEFAULT SETTINGS FOR texture_managed Values <variable name="aspect_ratio" value="0"/> <variable name="brightness" value="1"/> <variable name="dynamic_lights" value="true"/> <variable name="effect_quality" value="medium"/> <variable name="max_anisotropy" value="4"/> <variable name="post_effect_quality" value="medium"/> <variable name="shadow_quality" value="high"/> <variable name="texture_managed_backdrop" value="false"/> <variable name="texture_managed_buildings" value="false"/> <variable name="texture_managed_buildings_low" value="false"/> <variable name="texture_managed_characters" value="false"/> <variable name="texture_managed_default" value="false"/> <variable name="texture_managed_effects" value="false"/> <variable name="texture_managed_ground" value="false"/> <variable name="texture_managed_lightmaps" value="false"/> <variable name="texture_managed_no_lod" value="false"/> <variable name="texture_managed_plants" value="false"/> <variable name="texture_managed_player_vehicles" value="true"/> <variable name="texture_managed_props" value="false"/> <variable name="texture_managed_props_bump" value="false"/> <variable name="texture_managed_props_high" value="false"/> <variable name="texture_managed_silhouettes" value="false"/> <variable name="texture_managed_sky" value="false"/> <variable name="texture_managed_vehicles" value="true"/> <variable name="texture_managed_weapons" value="true"/> <variable name="texture_managed_weapons_third" value="false"/> <variable name="texture_quality" value="medium"/> <variable name="texture_quality_backdrop" value="high"/> <variable name="texture_quality_buildings" value="medium"/> <variable name="texture_quality_buildings_low" value="high"/> <variable name="texture_quality_characters" value="medium"/> <variable name="texture_quality_default" value="medium"/> <variable name="texture_quality_effects" value="high"/> <variable name="texture_quality_ground" value="medium"/> <variable name="texture_quality_lightmaps" value="high"/> <variable name="texture_quality_no_lod" value="high"/> <variable name="texture_quality_plants" value="medium"/> <variable name="texture_quality_player_vehicles" value="high"/> <variable name="texture_quality_props" value="high"/> <variable name="texture_quality_props_bump" value="medium"/> <variable name="texture_quality_props_high" value="medium"/> <variable name="texture_quality_silhouettes" value="medium"/> <variable name="texture_quality_sky" value="high"/> <variable name="texture_quality_vehicles" value="medium"/> <variable name="texture_quality_weapons" value="high"/> <variable name="texture_quality_weapons_third" value="medium"/> </render_settings> </render_config> ------------------------------------------------------------------------------------ <variable name="shadow_quality" value="high"/> Of course this can be set in game but setting to OFF netted me a good 15 frames back with no less in image quality and even allowed me to put HDR back to High. It seems that the only dynamic shadows cast are those on the AI and movable objects such as signposts, street lamps etc. But I found the shadows are so lightly shaded, knocking this to OFF got me a good framerate increase and I really struggled to see if the shadows had actually switched off. Buildings and structures still have a non dynamic shadow even set to OFF. So for a good framerate and good IQ turn this to OFF. <variable name="post_effect_quality" value="false"/> You can set the Post Effects quality within the game, whether Low, Medium or High. However if you want to disable Post Effects completely, then set the value field to ="false" here, as shown above. This will remove the special lighting effects, giving a world without a colour and totally different visuals to that normally seen, in return for a significant performance boost. However note that using this tweak still does not allow you to force antialiasing. Further note that a side effect of this change is that Night Vision will not work properly, and the 2D tactical map will look different. The game was clearly designed with post effects in mind. However I've found that setting PO to High gives the HDR a bloom effect round objects and structures. This is a real framerate killer. Medium PO turns this bloom effect off but leaves the HDR alone. This nets a good 5 frames back. Setting to Low turns down the HDR effect and removes the bloom also. This gains a good 10 frames. Turning off all together nets the same framerate as Low so it's not worth it I found. <variable name="texture_managed_backdrop" value="true"/> This setting appears to control the way in which texture data is managed between System RAM and Video RAM. The upshot of it is that for those with large amounts of System RAM (typically 1GB or more), setting all the "texture_managed" lines to have a value of ="true" seems to noticeably improve performance without reducing visual quality or increasing stuttering. Experiment on your system, but again note that if you have less System RAM (e.g. 512MB) you will likely get greatly increased stuttering from enabling this option. <variable name="texture_quality" value="high"/> By default within the game, people running graphics cards with less than 512MB of Video RAM cannot select High Texture Quality. However by editing this section of the .XML file, you can force high texture quality in the game for any video card. Simply edit every line starting at the one shown above down to the one just above the </render_settings> tag to "=high" for its value. That is, replace the words "low" or "medium" on each line to "high". This guarantees High Texture Quality. Importantly, as noted in that section, forcing high quality textures on graphics cards with less than 512MB of VRAM can result in slowdowns, constant hitches as textures are swapped out of Video RAM and mouse lag. The difference between Medium and High is minimal to say the least in fact I had a very hard time telling the difference, so unless you have a high-end and have to have everything on for the sake of not missing out system I don't recommend doing this and leave it at medium and do the tweaks below. <variable name="texture_managed_backdrop" value="false"/> <variable name="texture_managed_buildings" value="false"/> <variable name="texture_managed_buildings_low" value="false"/> <variable name="texture_managed_characters" value="false"/> <variable name="texture_managed_default" value="false"/> <variable name="texture_managed_effects" value="false"/> <variable name="texture_managed_ground" value="false"/> <variable name="texture_managed_lightmaps" value="false"/> <variable name="texture_managed_no_lod" value="false"/> <variable name="texture_managed_plants" value="false"/> <variable name="texture_managed_player_vehicles" value="true"/> <variable name="texture_managed_props" value="false"/> <variable name="texture_managed_props_bump" value="false"/> <variable name="texture_managed_props_high" value="false"/> <variable name="texture_managed_silhouettes" value="false"/> <variable name="texture_managed_sky" value="false"/> <variable name="texture_managed_vehicles" value="true"/> <variable name="texture_managed_weapons" value="true"/> <variable name="texture_managed_weapons_third" value="false"/> Set any of the above to TRUE to able to perform the following tweaks below <variable name="texture_quality" value="medium"/> Set to HIGH for High quality Texturing. (Note, don't go back into the ingame options or this gets reset back to medium\low) <variable name="texture_quality_backdrop" value="high"/> <variable name="texture_quality_buildings" value="medium"/> <variable name="texture_quality_buildings_low" value="high"/> <variable name="texture_quality_characters" value="medium"/> <variable name="texture_quality_default" value="medium"/> <variable name="texture_quality_effects" value="high"/> <variable name="texture_quality_ground" value="medium"/> <variable name="texture_quality_lightmaps" value="high"/> <variable name="texture_quality_no_lod" value="high"/> <variable name="texture_quality_plants" value="medium"/> <variable name="texture_quality_player_vehicles" value="high"/> <variable name="texture_quality_props" value="high"/> <variable name="texture_quality_props_bump" value="medium"/> <variable name="texture_quality_props_high" value="medium"/> <variable name="texture_quality_silhouettes" value="medium"/> <variable name="texture_quality_sky" value="high"/> <variable name="texture_quality_vehicles" value="medium"/> <variable name="texture_quality_weapons" value="high"/> <variable name="texture_quality_weapons_third" value="medium"/> Now for the clever bit. You can selectively set particular objects to High quality texturing for objects which are more noticeable (e.g. "texture_quality_characters"), and set others to Low or Medium if they're less noticeable. This will help reduce the Video Memory overload while still giving improved visuals giving you a better Image Quality and better framerates. For example, Buildings, characters, cars, sky, weapons I would set to HIGH Cars, effects, Distant buildings go for MEDIUM Props, plants and such go for LOW. Now this isn't gospel. This is just what I mucked about with as I have 2 Gig of ram. If you have less your going to have to compromise something like say Sky or Distant buildings to LOW to medium Experiment and find what is best for you. If you have changed any of the settings above, particularly by forcing High quality textures, do not go back into the Video options menu and select the Texture Quality dropdown box - this will reset the textures back to Medium or Low. ---------------------------------------------------------------------------------------- Settings.xml <quality_setting name="high" min_voices="33" max_voices="64"/> These quality_settings lines correspond to the options available in the Quality setting under Audio options in the game. For example, the line above shows that if I select High for the Quality setting under Audio, I will have a minimum of 33 channels and a maximum of 64 channels. If I want to further customize this, I could reduce the maximum number of channels and/or raise the minimum number of channels, until I arrive a good compromise of audio quality and performance. This is up to your personal preference: in general the less channels you have the less rich the audio quality in the game, and some sounds may be missing. You cannot force your sound card to accept the Extreme quality, as it requires a sound card which can physically process 128 separate audio channels, such as the Creative X-Fi series. Most older sound cards support up to 32 channels without a problem, and Audigy 2 cards for example support 64 Channels (High setting). Trust me you can royally screw your framerate by setting the wrong sound channel settings. I remember in the game "FEAR" setting sounds to max which in un-be known to me was the 128 channel XFI setting. As I only have an 64 channel Audigy 2, the additional 64 sounds could not get proccessed and ended up backing the system up. This killed my framerates, constanly dipping into the low 30's. Once I set sounds back to medium (64channels) my framerate was a good 70+ frames, even sometimes close to the 100's. Goes to show that just by getting 1 setting wrong can screw the game. Profile.xml Under the \settings\profile\ subdirectory there will be a specific subdirectory for each of your profiles. This is where your saved games and character details are kept, including your key bindings. If you only have one profile, it will be under the graw_profile_default subdirectory. Open the Profile.xml file in there to edit these settings: <hardware_cursor value="true" /> If you are experiencing serious problems with your mouse cursor movements, you can set this value to ="false" as it can resolve such problems for certain types of input hardware. So ends XML tweaking, hope this makes sense to you all. It's alittle tricky I know. ------------------------------------------------------------------------------------------------- For those who want to know what settings I use. My rig 3800 Athlon 64 + Fatality 2GIG ram Nvidia 6800 Ultra Audigy 2 Nvidia control panel; (ATI set yours accordingly) AF AA and V-sync set to Application controlled. Image Quality set to Quality Max Frames to Render Ahead set to 2. Ingame control panel Resolution: 1024x768 75mhz Texture Quality: XML tweaks Texture Filtering: x4 AF Effects Quality: High Dynamic Shadows: OFF (BIG framerate increase) Dynamic Lights: ON Post Effects:HIGH (set to medium\low if you have a lesser card than mine) Aspect Ratio:Whatever Quality:HIGH (audigy2 you see) EAX:OFF (system hog) renderer_settings.xml, <variable name="texture_quality_backdrop" value="high"/> <variable name="texture_quality_buildings" value="high"/> <variable name="texture_quality_buildings_low" value="high"/> <variable name="texture_quality_characters" value="high"/> <variable name="texture_quality_default" value="medium"/> <variable name="texture_quality_effects" value="high"/> <variable name="texture_quality_ground" value="high"/> <variable name="texture_quality_lightmaps" value="high"/> <variable name="texture_quality_no_lod" value="high"/> <variable name="texture_quality_plants" value="medium"/> <variable name="texture_quality_player_vehicles" value="high"/> <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="high"/> <variable name="texture_quality_vehicles" value="high"/> <variable name="texture_quality_weapons" value="high"/> <variable name="texture_quality_weapons_third" value="low"/> <variable name="texture_quality" value="medium"/> Can't tell a flaming difference between High and Med on my rig. Left it on Med for improved loading.
  5. Sure bud, just as long as you credit the author as stated. Expect more to be added later today/tomorrow when Spacey has more time.
  6. The following is all courtesy of my good friend Spaceman who posted it on my own forum - http://forum.preys-world.com/index.php. I hope it helps some of you out and there is more still yet to be added. Part 1 - Essentials V-Sync Off on either card Ensure in either your ATI\Nvidia control panels that you have set the anti-aliasing and anisiotropic filtering to application controlled. Over riding the ingame settings can lead to hitching. Ensure in either your ATI\Nvidia control panels that you have set Image quality sliders to the second highest setting. Highest IQ doesn't use AF optimizations. That goes for either card. As GRAW uses anisotropic filteringalot, using the second highest IQ ensures AF optimizations come into effect at an increased framerate. Max Frames to Render Ahead - The amount of data produced by the GRAW engine means it can saturate your CPU and/or Video RAM with pre-rendered frames (whole screens ready to be displayed). On most systems this can result in noticeable mouse and/or keyboard lag, even when your FPS is reasonably high enough not to usually suffer from this (e.g. 25-30FPS+). By reducing the maximum number of frames to render in advance, you reduce this bottlenecking effect and hence significantly reduce or remove the mouse lag. However, this is not a tweak for improving FPS as such. The general recommendation to set 'Max Frames to Render Ahead' (or 'Flip Queue') from its default of 3 down to 0 will actually reduce performance on many systems, particularly Dual Core or HyperThreading CPUs. Secondly, even on single core systems, you may notice reduced performance in certain areas. So on balance I strongly recommend setting this value to 2 to start with, and if you still have mouse lag, dropping it down to 1. Remember, not all mouse lag is due to this setting: in areas where you have very low FPS (i.e. below 10-15FPS), you will get lagginess - this occurs in virtually any game where your FPS drops down to the low teens or single digits. You will have to consider changing other settings to increase overall FPS. Nvidia The setting called 'Max Frames to Render Ahead', is usually hidden from the normal Nvidia Forceware Control Panel options. To enable it, download and run Coolbits Now go into your Forceware Control Panel, and under the 'Performance & Quality Settings' item you will find a new item called 'Additional Direct3D Settings', click on it and you will see this option. ATI For ATI users, you can adjust the 'Flip Queue' setting which is the equivalent setting to the one above by installing and using ATI Tray Tools same values apply to each card Ageia PhysX When installing GRAW, you will notice it installs a PhysX driver even if your system doesn't have a PhysX card. It also adds a system tray item which reloads in the background each time you restart Windows. This is totally unnecessary, and you can easily remove this driver by going to your Control Panel>Add/Remove Programs and selecting the 'Ageia PhysX' item and uninstalling it. I noticed no impact on my FPS whatsoever by removing the driver, however it does remove a background driver which is not needed. Note some users report an increase in framerate by installing the latest AP driver. This isn't true as the driver that ships with GRAW has memory leaks that kill performance. The newer driver fixes this. Of course if you do have a system with a PhysX card, then make sure you download and install the latest Official PhysX Driver HERE Part 2 - Ingame Options Won't go into too much detail here as we'll do most of the tweaks in the xml's Things to note are Resolutions. The higher the resolution, the higher the fill rate on your graphics card, the more texture ram is needed but the less "jaggie" the world will appear due to the lack of anti aliasing this may be beneficial to some. Refresh Rates. Rule of thumb, lower is faster (more framerate) but more screen tearing is visible (with v-sync off) If your still in the dark ages running a crusty CRT then screen flicker will be visisble at lower rates as well. Effects Quality This affects the debris from the physics. Less is better but looks less realistic Dynamic Shadows Most objects in the game cast dynamic shadows. The options here are Off, Low and High. At Off, all dynamic shadows are removed, which reduces realism but can significantly improve performance on many systems - especially in scenes containing multiple characters. At Low and High the shadows are enabled at successively higher quality, but at the cost of some performance. The visual difference between Low and High is vitually unnoticeable. Post Effects This setting controls the lighting quality of the game. The available options are Low, Medium and High. There is hardly any visible difference between Low and Medium. However between Medium and High, the HDR effect becomes more clearly visible in the way the sky is lit. Switching to Low Post Effects will give you a nice FPS boost without a major drop in image quality. Quote: Antialiasing Note: Due to the type of 'Deferred Lighting' method used by the developers, regardless of your Post Effects setting, Antialiasing is not possible in the game - even if you try to force it in your graphics card control panel. This is an unfortunate and contentious aspect of the game, since the gameplay relies a great deal on identifying small movements in your surroundings; something which the lack of antialiasing makes much harder due to jagged edges constantly moving and shimmering. However it is not resolveable as far as I know, so it's unlikely to ever be "fixed" by patching. Turn off any forced Antialiasing in your graphics card control panel, as it will not work and can only cause slowdowns and problems with GRAW. Thanks to TG. AUDIO Only two things of not here EAX Enabled If you have an EAX capable sound card, you can tick this option to provide more realistic 3D sound positioning and better sound effects. However EAX can reduce performance on some older sound cards. Quality In general the greater the number of channels, the better the audio quality in return for lower FPS and potentially more frequent stuttering/loading pauses. Extreme - 128 channels - XFI Cards High - 68 channels - Audigy 2 cards Medium - 32 channels - Audigy 1 and below Low - 20 channels - SOundblaster Live and below. Download Links: Coolbits - http://downloads.guru3d.com/download.php?det=815 ATi Tools - http://www.guru3d.com/article/atitraytools/189/ Official PhysX Driver - http://www.ageia.com/physx/drivers.html Many thanks once again to Spaceman for putting this together.
  7. I had it happen too. Just go into your GR:AW game options and uncheck everything, then turn them all back on and when you go back ingame it should be back to normal. Not had it happen since.
  8. MOBO: Chaintech ZNF3-150 CPU: AMD Athlon-64 3400+ GFX: Sapphire Radeon 9800 Pro 256MB Ultimate Edition (Zalman Heatpipe and Heatpipe fan attached) RAM: 1GB DDR 2700 Ram SOUND: Creative Soundblaster Audigy 2 Drivers: XTreme-G WarCat 6.3 SETTINGS: Resolution: 800x600 @85hz Texture Quality: Medium Texture Filtering: 4xAF Effects Quality: Medium Dynamic Shadows: Low Dynamic Lighting: Off Post Effects: Medium EAX: Disabled TWEAKS: Texture Management (XML): Characters set to high PEAK FRAMES: ~37 AVG FRAMES: ~24 MIN FRAMES: ~14 Video recorded at above settings: http://media.putfile.com/GRAW-74-78
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