Jump to content

GRAW XML Explained


Recommended Posts

Well after consulting with Rocky I decided to post a scaled-down version of the renderer XML file. Hopefully people can actually post explanations for each setting (although some are self explanitory). This way with the proper explanations perhaps more people (especially those with lower vid cards) can get better framerates while still maintaining eye candy. Please feel free to post the explanations that you know (laymans terms if possible, short answers)

-

- <render_settings>

aspect_ratio

brightness

dynamic_lights

effect_quality

max_anisotropy

post_effect_quality

shadow_quality

texture_managed_backdrop

texture_managed_buildings

texture_managed_buildings_low

texture_managed_characters

texture_managed_default

texture_managed_effects

texture_managed_ground

texture_managed_lightmaps

texture_managed_no_lod

texture_managed_plants

texture_managed_player_vehicles

texture_managed_props

texture_managed_props_bump

texture_managed_props_high

texture_managed_silhouettes

texture_managed_sky

texture_managed_vehicles

texture_managed_weapons

texture_managed_weapons_third

texture_quality

texture_quality_backdrop

texture_quality_buildings

texture_quality_buildings_low

texture_quality_characters

texture_quality_default

texture_quality_effects

texture_quality_ground

texture_quality_lightmaps

texture_quality_no_lod

texture_quality_plants

texture_quality_player_vehicles

texture_quality_props

texture_quality_props_bump

texture_quality_props_high

texture_quality_silhouettes

texture_quality_sky

texture_quality_vehicles

texture_quality_weapons

texture_quality_weapons_third

</render_settings>

</render_config>

Edited by }PW{ Payback
Link to comment
Share on other sites

.... im not asking what it means im pretty much implying wat do we need this for.. it pretty much tells u what the stuff is:

brightness <---how bright ur screen is

dynamic_lights <---how dynamic the lights are

effect_quality <---how good the effects are

max_anisotropy <---how well the textures are filtered

post_effect_quality <---the quality of the post effect

shadow_quality <---the quality of the shadows

texture_managed_backdrop <---the managed textures for backdrop

texture_managed_buildings <---the managed textures for buildings

texture_managed_buildings_low <---the managed textures for buildings_low

texture_managed_characters <---the managed textures for characters

texture_managed_default <---the defualt choice for managing textures

texture_managed_effects <---the managed textures for effects

texture_managed_ground <---the managed textures for the ground

texture_managed_lightmaps <---the managed textures for lightmaps

texture_managed_no_lod <---the managed textures for lod

texture_managed_plants <---the managed textures for plants

texture_managed_player_vehicles <---the managed textures for vehicles

texture_managed_props <---the managed textures for props

texture_managed_props_bump <---the managed textures for bumpmaps

texture_managed_props_high <---the managed textures for high props

texture_managed_silhouettes <---the managed textures for silhouettes

texture_managed_sky <---the managed textures for the sky

texture_managed_vehicles <---the managed textures for vehilces

texture_managed_weapons <---the managed textures for the fps weapon

texture_managed_weapons_third <---the managed textures for 3rdp weapon

texture_quality <---quality of the texture

texture_quality_backdrop <---quality of the backdrop texture

texture_quality_buildings <---quality of the building texture

texture_quality_buildings_low <---quality of the low buildings texture

texture_quality_characters <---quality of the character (ie; ghost) texture

texture_quality_default <---defualt quality of textures

texture_quality_effects <---quality of the effects

texture_quality_ground <---texture quality of the ground

texture_quality_lightmaps <---texture quality of the lightmaps

texture_quality_no_lod <---texture quality of the lod

texture_quality_plants <---texture quality of the plants

texture_quality_player_vehicles <---texture quality of the vehicles

texture_quality_props <---texture quality of the props

texture_quality_props_bump <---texture quality of the bump

texture_quality_props_high <---texture quality of the high props

texture_quality_silhouettes <---texture quality of the silhouettes

texture_quality_sky <---texture quality of the Sky

texture_quality_vehicles <---texture quality of the vehicles (blackhawk?)

texture_quality_weapons <---texture quality of the Guns

texture_quality_weapons_third <---texture quality of the 3rdp guns

</render_settings> <---end tag for settings

</render_config> <--- end tag for config

ff s

Edited by aCid
Link to comment
Share on other sites

Well, no it doesn't.

For example, dynamic_lights. How does this scale? Does it affect the number of allowable dynamic light sources at any given point? Or perhaps lower the effective radius of each dynamic light source? Or both? Maybe something else?

Or shadow_quality. Does a high shadow quality mean a higher quality algorithm is used to calculate the real-time shadows (i.e. perspective-corrected mapping) or simply mean a larger shadow map texture. Does it even affect real-time shadows? For all we know, this affects the largest mipmap size of static light maps in the game, assuming they are used (I haven't stopped to look around from a technical perspective).

What exactly is a silhouette in the game?

Etc.

Etc.

Those are the types of questions (and hence answers) I think would be more interesting for framerate tweaking.

Link to comment
Share on other sites

.... im not asking what it means im pretty much implying wat do we need this for.. it pretty much tells u what the stuff is:

It is not needed for alot of us, but there are those out there who perhaps will find it helpful. Hence helping out the COMMUNITY.

I think it's pretty obvious what it means? :s

Yes Ben..alot of it is obvious, but it may not be apparent to others. If you can't actually post to be helpful then don't reply at all. Doesn't anyone consider GR a community anymore ? IE- Community as in members helping members.

Well, no it doesn't.

For example, dynamic_lights. How does this scale? Does it affect the number of allowable dynamic light sources at any given point? Or perhaps lower the effective radius of each dynamic light source? Or both? Maybe something else?

Or shadow_quality. Does a high shadow quality mean a higher quality algorithm is used to calculate the real-time shadows (i.e. perspective-corrected mapping) or simply mean a larger shadow map texture. Does it even affect real-time shadows? For all we know, this affects the largest mipmap size of static light maps in the game, assuming they are used (I haven't stopped to look around from a technical perspective).

What exactly is a silhouette in the game?

Etc.

Etc.

Those are the types of questions (and hence answers) I think would be more interesting for framerate tweaking.

Exactly Elder.

For example dynamic_lights---> for example represents lights such as that created by gunfire reflecting on other objects.

Edited by }PW{ Payback
Link to comment
Share on other sites

Hi,

I am not saying that there is not a need for a full explanation of the renderer_settings.xml (and personal tweaking experience reports), but for starters there are some good points and explanations in Mr. Koroush Ghazi's excellent tweaking guide for GRAW:

http://www.tweakguides.com/GRAW_1.html

I for one am trying very hard to make my secondary PC with a Nvidia 6800GT run satisfactory (>40 FPS) and tweaking experiences from others might help.

;) Mike

Link to comment
Share on other sites

I changed about every value in that xml, i gained maybe 2 fps.

Best thing you can do is update your drivers, and choose the lowest settings ingame (800x600 everything low). I did about 10 benchmarks while constantly testing my editted xml's, my conclusion (for my PC) was that it didn't matter at all.

The things you can change ingame have the most effect for your fps

post_effects might give you some extra fps, but i like it on (low quality) because the maps are a bit lighter then, i can see the enemies better that way etc..

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...