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Nvidea Graphics Settings Please


delta7

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  • 1. DDz Quorum

Guessing the OpenGL part of conf.ini for IL2?

Or would you be needing the Nvidia control panel settings?

Or both?


[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=2
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=3
;LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=4
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

post-465-0-98440900-1328950435_thumb.jpg

post-465-0-91790100-1328950445_thumb.jpg

All this for 580GTX.

Remarks:

Trees=2

Forest=2 - Prevents them weird trees growing out of runways, roads and rivers.

2x AF and 2x Supersample prevent Low FPS over water=4

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2x AF and 2x Supersample prevent Low FPS over water=4

Actually, setting AF to application controlled (which is 4X by default i believe when TexMipFilter=3 in conf.ini) avoids the low fps over water=4 regardless of supersampling settings from my findings, its forcing AF in the nvidia control panel that seems to cause it I think.

Also decided personally that i prefer 16q*aa rather then 32*aa, but its actually hard to see the difference...... I was running supersampling =8, but 4 seems to do the job, and when i tried to rip some footage with fraps, 8 was a setting to far, despite being ok in game.

TexCompress=0 also means you have nicer uncompressed textures as well, with a 580, why not.......... Especially if you patch your il2fb.exe with a 4 gig patcher thats been around for a while, for lower systems texcompress will be of help though, but i can really notice the difference in the mid to far distance when looking at maps.

I use this with my 580,

ScreenHunter_02Feb061800.jpg

and

TexQual=3

TexMipFilter=3

TexCompress=0

TexFlags.UseDither=1

TexFlags.UseAlpha=0

TexFlags.UseIndex=0

TexFlags.PolygonStipple=0

TexFlags.UseClampedSprites=0

TexFlags.DrawLandByTriangles=0

TexFlags.UseVertexArrays=1

TexFlags.DisableAPIExtensions=0

TexFlags.ARBMultitextureExt=1

TexFlags.TexEnvCombineExt=1

TexFlags.SecondaryColorExt=1

TexFlags.VertexArrayExt=1

TexFlags.ClipHintExt=0

TexFlags.UsePaletteExt=0

TexFlags.TexAnisotropicExt=1

TexFlags.TexCompressARBExt=1

TexFlags.TexEnvCombine4NV=1

TexFlags.TexEnvCombineDot3=1

TexFlags.DepthClampNV=1

TexFlags.SeparateSpecular=1

TexFlags.TextureShaderNV=1

HardwareShaders=1

Shadows=2

Specular=2

SpecularLight=2

DiffuseLight=2

DynamicalLights=1

MeshDetail=2

VisibilityDistance=3

Sky=2

Forest=2

LandShading=3

LandDetails=2

LandGeom=3

TexLarge=1

TexLandQual=3

TexLandLarge=1

VideoSetupId=17

Water=4

Effects=1

ForceShaders1x=0

PolygonOffsetFactor=-0.15

PolygonOffsetUnits=-3.0

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