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jonelo

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Everything posted by jonelo

  1. 1900xtx + Venice 3800@2750 mhz + 1512mb RAM 1280 X 720 , AF HQ 16x , all settings maximun Average 40-50 fps -with V-sinc - maximun 60 fps minimun 30 fps ------------------------------------------------------------------------- 1900x1080 all settings maximun Average 30 fps maximun 40fps minimun 20 fps
  2. http://www.megaupload.com/?d=G4X9UKFU 1280 x 720 , 100 megas , sepia 0.375 And later, with sepia default ....
  3. Sigh, the post effects thing doesn't work online though, makes me sad "Files donot match server" is the coop mode . It is difficult to see the enemies in the dark, is the problem
  4. -Civilians, to have a moral vision of the game, like in Deus ex - random changes in the position of the enemy NPG, for coop and single player, like SWAT -sepia modes in the menu of the game, , like the render modes in FAR CRY - True AA, SSAA or SSAA adaptative, or to other mode - more maps for cooperative and single player
  5. Sepia 0,00 and 0.500 original post efect +sepia 0.500 ORIGINAL original post efect +Sepia 0,250 Realism optimization mod post efect + sepia 0.375 Sepia O,375 and 0.500 ORIGINAL Realism optimization mod <sepia_opacity 0.250>. 1280 x 720 , 14 MB ,Fire of heavy machine gun in the final mission http://www.megaupload.com/?d=96KXHO81 With 1.06 pacht and sepia 0,500 1280 x 720 , 19 MB , Fire of heavy machine gun in the final mission http://rapidshare.de/files/23180121/GRAW_2...-07-82.rar.html Select
  6. 1280 x 720 , 100 MB - Paralax mapping - Agente Smit mod + Realism MOD with sepia 0,375 http://www.megaupload.com/?d=GQ9OF5Y6
  7. 1080 p original post efect +sepia 0.500 ORIGINAL original post efect +Sepia 0,250 Realism optimization mod post efect + sepia 0.375 1280 x 720 , 89 mb , 1.14 m. Game play VIP 2 mision http://rapidshare.de/files/23214740/GRAW_2...-33-53.rar.html 1280 x 720 Abrams Main Battle Tanks in movement 1 http://rapidshare.de/files/23181757/GRAW_2...-01-73.WMV.html 1280 x 720 , 89 mb , 1.17 m. Abrams Main Battle Tanks in movement 2 http://rapidshare.de/files/23277356/Copia_...-56-81.rar.html 1280 x 720 129 mb , 2,03 m, Abrams Main Battle Tan
  8. Tweak is correct. But for my the darness is a big problem . In addition, I use a videoproyector. Perhaps the problem is mine . Realism optimization mod - sepia ,0 375 - and standar protsprocest - sepia .0,500-
  9. Now it will prove its file." post efect". with sepia in 0,250. I have installed mod copying the archives in the folder spanish. original post efect +Sepia 0,250 original post efect +sepia 0.500 Realism optimization mod post efect + sepia 0.375 Character Skin Video 1280 x 720 , 19 mb original post efect +Sepia 0,250 http://www.megaupload.com/?d=MLCJKFJN
  10. I am using the file “post efect†default with <sepia_opacity value= " 0,250 "/>. I have not liked the result of his file in "Norad " , nor in “Buldogâ€. With Realism optimization mod <sepia_opacity value= " 0,250 "/>. , 1280 x 720 , Fire of heavy machine gun in the final mission http://www.megaupload.com/?d=96KXHO81 With 1.06 pacht and sepia 0,500 1280 x 720 , Fire of heavy machine gun in the final mission http://rapidshare.de/files/23180121/GRAW_2...-07-82.rar.html Select FREE, down, With Realism optimization mod <sepia_opacity va
  11. With 1.16 I need more !! . Could be possible a version without modified renderer XML? I have not installed the folder data
  12. They are 48 motors of shaders, not pipelines. And the HDR+AA whit FP16 is possible by rops orthogonal of the 1XXX
  13. Pardon, but already I have put it several times. http://download.nvidia.com/developer/prese...red_Shading.pdf 6800 series launch Anti-Aliasing with Deferred Shading *Deferred shading is incompatible with MSAA Other AA options? *Supersampling lighting is a costly option Lighting is typically the bottleneck, pixel shader bound 4x supersampled lighting would be a big perf. *“Intelligent Blur†Full-screen shader, but cheaper than SSAA True AA- SSAA- is possible with Deferred rendering, in hard present . For example, is system of AOE 3, I believe that it can b
  14. You fail to read anything huh? "Today's hardware cannot do deferred lighting and AA at the same time."- GRIN Nah I dont read at all..... http://www.ghostrecon.net/forums/index.php...c=34190&hl= ----------------------------------------------------------- my screenshots
  15. The solution is supersampling , bad performance but true AA http://download.nvidia.com/developer/prese...red_Shading.pdf Anti-Aliasing with Deferred Shading *Deferred shading is incompatible with MSAA *API doesn’t allow antialiased MRTs But this is a small problem… *AA resolve has to happen after accumulation! Resolve = process of combining multiple samples *G-Buffer cannot be resolved What happens to an FP16 position when resolved? Other AA options? *Supersampling lighting is a costly option Lighting is typically the bottleneck, pixel shader bound 4x supersam
  16. I have not liked the system of AA. Blur kills the definition/sharpen , the brightness and effects of many textures. And it does not make good AA. I almost prefer not to use it sincerely.
  17. Hold on, you'll get some. What do you want in particular? AA GRIN solution
  18. Supersampling method with the game engine in AOE 3 http://www.behardware.com/articles/612-8/n...900-gtx-gt.html Even if it is based on FP16 for the GeForce, HDR can be coupled to antialiasing. How is this possible? It isn´t a multisampling but a supersampling processed by the game engine where the image is calculated at 2.25 times the resolution, or 1.5 times bigger in each dimension (2400 x 1800 instead of 1600 x 1200 for example). If it makes FSAA available for the GeForce, we have to keep in mind that antialiasing quality is much lower compared to Radeon X1000 4x multisampling.
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