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nuova illuminazione rFactor


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Posted

puoi upparlo su un altro server netload fa i capricci oggi

Posted (edited)

Ottimo,grazie!

Provato,il risultato non è male,però a me da problemi,ogni 2 secondi le immagini sfarfallano per un attimo e mi da molto fastidio agli occhi :(

Edited by mago
Posted

Il vsinc è su off,ho notato che attivando il conta fps il problema sparisce,comunque gli fps sono buoni.

Posted (edited)

Dove la trovo la documentazione che descrive i vari parametri del file .ini?

Io vorrei ridurre un po' la desaturazione (ok desaturare, ma per me cosi' e' un po' eccessivo) e rendere un po' meno "dark" il tutto (cosi' e' un po' troppo scuretto per i miei gusti)...

Thanks!

Edited by 2slow4u
Posted

L'abitacolo in effetti è un po troppo scuro,però a me non dispiace,poi ovvio,ognuno ha i suoi gusti.

Volevo smanettare un po pure io con l'ini,ma non so da dove cominciare :doh:

Guest AngelRipper
Posted

Nel pacchetto originale enbseries, c'è la descrizione di tutte le impostazioni che si trovano nel file .ini

Ovvio che alcune versioni sono modificate ad hoc per questo o quel gioco e quindi possono mancare delle righe presenti nell'originale ma non ritenute necessarie per un determinato titolo.

In ogni caso, se può essere utile, ecco sotto spoiler:

SETTING DESCRIPTION:

[PROXY]

EnableProxyLibrary=(0,1) load 3rd party library by the mod at game start. Helps to solve problem with multiple d3d9.dll files.

InitProxyFunctions=(0,1) connect to functions of 3rd party library.

ProxyLibrary=(filename) file name of 3rd party library.

[GLOBAL]

UseEffect=(0,1) activate mod at start. In some situations HUD or startup movies may be corrupted visually because of this parameter enabled.

AlternativeDepth=(0,1) increase performance of some effects, but not all videocards can use this mode at full precision, if you see large lines on the objects, disable this parameter.

AllowAntialias=(0,1) enables antialiasing setting from game to be used in the mod effects. (antialiasing, multisampling, fsaa, in other words).

BugFixMode=(0..5) every value fixes it's own unsopported feature or bug in driver or hardware. For drivers 169.xx and 171.xx do not set this parameter to 1. Values from 0 to 5 actually HDR texture formats: 0 (R32G32F)-high quality and middle performance, 1 (R32F)-high quality and fast, 2 (A32R32G32B32F)-high quality and very slow, 3 (R16F)-low quality and fastest, 4 (R16G16F)-low quality and fast, 5 (A16R16G16B16F)-low quality and middle performance.

SkipShaderOptimization=(0,1) disables optimization when compiling shader, may help to elliminate bugs.

[EFFECT]

EnableBloom=(0,1) enables bloom effect (bright areas blurred) with time dependent adaptation. Works only if mod activated already (by key combination).

EnableOcclusion=(0,1) enables ambient occlusions (ssao) and some other effects (mod version dependent).

EnableReflection=(0,1) reflection of vehicles.

EnableMotionBlur=(0,1) blurring image in fast motion of camera. Temporary disabled.

EnableWater=(0,1) enable water effects

EnableShadow=(0,1) enable shadow effects

DepthBias=(0..1000) for scene depth rendering, offset of geometry relative camera viewpoint. For some videocards may be useful to remove flickering and hiding of ambient occlusions.

[iNPUT]

KeyUseEffect=(1..255) decimal key number for mod activation/deactivation.

KeyBloom=(1..255) decimal key number for bloom activation/deactivation.

KeyOcclusion=(1..255) decimal key number for ssao activation/deactivation.

KeyReflection=(1..255) decimal key number for reflection activation/deactivation.

KeyCombination=(1..255) decimal number of additional key for combining this key with others (SHIFT by default).

KeyShadow=(1..255) decimal key number for shadow activation/deactivation.

KeyWater=(1..255) decimal key number for water activation/deactivation.

[REFLECTION]

ReflectionPower=(0..100) level of cars reflection.

ChromePower=(0..100) level of steel parts reflection. Temporary disabled.

UseCurrentFrameReflection=(0,1) when 1 use for reflection image of current frame screen, otherwise use previous frame image.

ReflectionQuality=(0..2) quality, 0 means maximal quality and slowest speed.

ReflectionSourceSpecular=(0..100) percent of using "specular" material color as reflection factor. Some car parts may be reflective with this setting.

ReflectionSourceTFactor=(0..100) percent of using "texture factor" as game environment map mix level. Some car parts may not be reflective with this parameter and on the contrary.

UseAdditiveReflection=(0,1) reflections added to screen car colors, 0 means more softly reflection.

ReflectionDepthBias=(0..1000) offset of reflection geometry relative to car and camera viewpoint. For some videocards may be useful to remove flickering and hiding of reflections.

UseLowResReflection=(0,1) use small and blurred texture as reflection, looks like matte reflection.

[bLOOM]

BloomPowerDay=(0..100) power of bloom at day time, dependent from screen brightness.

BloomFadeTime=(0..100000) time of bloom adaptation to screen brightness change, in milliseconds.

BloomConstantDay=(0..100) power of bloom at day time, independent from adaptation time between screen brightness change.

BloomQuality=(0..2) bloom effect quality, 0 means maximal quality.

BloomScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time.

BloomCurveDay=(-10..10) gamma correction of bloom at day time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image).

BloomPowerNight=(0..100) power of bloom at night time, dependent from screen brightness.

BloomConstantNight=(0..100) power of bloom at night time, independent from adaptation time between screen brightness change.

BloomCurveNight=(-10..10) gamma correction of bloom at night time. negative values increases halftone brightness (smoggy look), positive values decrease halftones brightness (contrast, intensive image).

BloomScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time.

BloomAdaptationScreenLevel=(0..100) level of screen brightness in percents, over which bloom deactivating. It's desirable that this parameter will be greater than BloomScreenLevelDay.

BloomAdaptationMultiplier=(0..100) percent of day time bloom brightness, that will be used when screen brightness will be greater than BloomAdaptationScreenLevel. Value 100 disable adaptation

BloomAllowOversaturation=(0,1) if 0, bloom softly applied to screen and bright areas not become too oversaturated.

[sSAO]

UseFilter=(0,1) enable noise filtering, produced by ambient occlusion effect.

OcclusionQuality=(0..2) quality of ssao, 0 means maximal quality and slow performance. In current version this is disabled, using lowest quality level.

FilterQuality=(0..2) quality of ssao noise filtering, 0 is maximal quality and slowest performance.

DarkeningLevel=(0..100) darkening level by ambient occlusion

BrighteningLevel=(0..100) edge lightening level by ambient occlusion

IlluminationLevel=(0..100) light transfering level by indirect lightning

AdditiveIlluminationLevel=(0..100) lightening of dark areas by indirect lightning

UseAmbientOcclusion=(0,1) allow darkening of nearest objects (temporary disabled)

UseIndirectLightning=(0,1) compute indirect lightning (affect performance)

[colorCORRECTION]

DarkeningAmountDay=(-100..100) how much to dark or to bright dark screen areas at day time. Negative values makes brighter, positive darker.

ScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time.

ScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time.

DarkeningAmountNight=(-100..100) how much to dark or to bright dark screen areas at night time. Negative values makes brighter, positive darker. Positive values recommended for more natural nights.

GammaCurveDay=(-10..10) gamma correction of bloom at day time. negative values increases halftone brightness (pale image), positive values decrease halftones brightness (contrast, intensive image).

GammaCurveNight=(-10..10) gamma correction of bloom at night time. negative values increases halftone brightness (pale image), positive values decrease halftones brightness (contrast, intensive image).

[PLUGIN]

WeatherMod=(0,1) activates color correction for Weather Mod installed, choosed by it's author. Temporary disabled.

[WATER]

UseWaterDeep=(0,1) use smooth transition between different deep levels.

WaterDeepness=(0..1000) factor of water semitransparencity at difference deep levels.

WaterQuality=(0..2) quality of water effects, 0 means maximal quality.

[sHADOW]

ShadowFadeStart=(0..1000) distance, at which shadow starts to be less intensive.

ShadowFadeEnd=(0..1000) distance at which shadow dissapear completely.

ShadowAmountDay=(0..100) percent of shadows intencity in the day.

ShadowAmountNight=(0..100) percent of shadows intencity in the night.

ShadowScreenLevelDay=(0..100) level of screen brightness in percents, that determined as day time.

ShadowScreenLevelNight=(0..100) level of screen brightness in percents, that determined as night time.

ShadowQuality=(0..2) quality of shadows, 0 is maximal and slowest.

UseShadowFilter=(0,1) enable filtering of shadows

FilterQuality=(0..2) quality of shadows filtering, 0 is maximal and slowest

[ENGINE]

ForceAnisotropicFiltering=(0,1) force to use anisotropic filtering for most game textures.

MaxAnisotropy=(1..16) maximal level of anisotropy filtering, greater values makes more sharp textures at low angles.

ForceDisplayRefreshRate=(0,1) force to use user defined reflresh rate.

DisplayRefreshRateHz=(60..240) custom monitor reflresh rate. Warning, incorrect use of this parameter may corrupt you display! (or what you are using)

[MOTIONBLUR]

MotionBlurQuality=(0..2) sampling quality, 0 means maximal quality

MotionBlurVelocity=(0..100) factor of movement vector length in forward or backward

MotionBlurRotation=(0..100) factor of movement to sides and rotation, recommended the same as MotionBlurVelocity

Key numbers (virtual key codes) available in key_codes.txt or key_codes.htm. In current version of the mod these lists of key codes are hex values, but mod works with decimal, i can't describe now how to convert them, may be later i'll do something.

Posted

In ogni caso, se può essere utile, ecco sotto spoiler:

Ottimo, thanks!

Posted

Vorrei sapere se è possibile rinominare la dll d3d9.dll da utilizzare per la nuova illuminazione,perchè la d3d9.dll viene utilizzata per far funzionare i vari plug-in tipo XD,rfDynHUD ecc ecc e quindi non posso utilizzare la nuova illuminazione ed i plug-in.

Grazie.

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