jonelo
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Everything posted by jonelo
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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
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http://www.megaupload.com/?d=G4X9UKFU 1280 x 720 , 100 megas , sepia 0.375 And later, with sepia default ....
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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
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What the next patch needs. Post ideas.
jonelo replied to hardcore's topic in GR:AW (PC) - General Discussion
-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 -
Sepia 0.375
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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
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anyone have a high end pc to do this for me
jonelo replied to n_e_w_d_u_d_e's topic in GR:AW (PC) - General Discussion
1280 x 720 , 100 MB - Paralax mapping - Agente Smit mod + Realism MOD with sepia 0,375 http://www.megaupload.com/?d=GQ9OF5Y6 -
anyone have a high end pc to do this for me
jonelo replied to n_e_w_d_u_d_e's topic in GR:AW (PC) - General Discussion
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 -
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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-
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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
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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
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Very dark in my system IN
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Why is this game so unplayable PC seems fine.
jonelo replied to daztrek's topic in GR:AW (PC) - Tech Support
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Agent Smith's Effects Mod for GRAW
jonelo replied to Agent Smith's topic in GR:AW - General Mod Topics
With 1.16 I need more !! . Could be possible a version without modified renderer XML? I have not installed the folder data -
They are 48 motors of shaders, not pipelines. And the HDR+AA whit FP16 is possible by rops orthogonal of the 1XXX
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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
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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
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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
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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.
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No AA
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Hold on, you'll get some. What do you want in particular? AA GRIN solution
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screenshots please
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Grin, how have you managed Anti-Aliasing ?
jonelo replied to Night-Hawk's topic in GR:AW (PC) - General Discussion
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.