Last Month the Japanese try to retrive this mod a little bit more. They played in the at 2pm CET. At the moment the gametracker,com Server Monitorring is off. Hope soon they turn it on. The ranking seems to work.
Do you already tweak your gpu settings for bf1942 ?
yep
nope
You do not have the required permissions to vote in this poll
Votes: 15
I guess I mentioned this before sometime.. and some people already do this but maybe some don't.. where they could. Graphics options in 1942 are ofc limited.. but you can do simple things for a decent improvement
In your gfx control panel.. (following is for nvidia but will be similar for ati.. or maybe anyone with ati who knows this could comment.)
enable / set the following 3 things from within 'Manage 3D Settings'
Anisotropic filtering: 16x (Major improvement in texture quailty without any noticable performace impact. Antialiasing Mode: Override any application setting Antialiasing setting: 32x CSAA etc.. just pick the highest possible then reduce if it proves too much to handle.. which I doubt.
This does a lot to smooth lines n sharpen textures.
Registered Member #2555 Joined: [ 19:43 ] [ 06 Mar 2013 ]
I got a shitty intel HD card wont let me adjust settings for like 1 game or something wen i build me rig some time this month i prob be able 2 then
Shrooms
[ 03:53 ] [ 05 Jan 2014 ]
Guest
These are the maximum settings I was able to apply with my Ati card. This is the catalyst interface. Copy what settings I have applied for good results. Matching the nvidia interface is easy.
Registered Member #2587 Joined: [ 17:13 ] [ 07 Oct 2013 ]
Yep. I got Anisotropic filtering cranked up to max. Didn't fiddle with the other settings. Anti-aliasing seems to just blur edges of polygons and I am not a fan of that, so I just leave that off.
As for tessellation...can someone enlighten me on that that is? I've seen it mentioned a few places in gaming videos and such. My Nvidia control panel doesn't seem to have that section like with the AMD screenshot above. So can't really fiddle with that on my end.
As for the poor folks who don't have a proper video card that gives one the ability to alter the ansiotropic settings, you can probably get away with altering these game commands:
renderer.mipMapBias -10
treeRenderer.mipMapBias -10
Larger negative values reduce the amount mipmaps the game uses and results in sharper textures. I think it's this game's equivalent to anisotropic filtering. It has the same visual effect anyway when you alter them. You should be able to put these in the BuddyList.con file of your custom game profile. I don't recall if the retail game will let you change these via the console though. They might work in your video.con file of your profile as well, so that's worth a try.
Though if you have a crappy integrated video card, you may actually get a slow down if you set that too low. It just depends on how much video ram you have. BF1942 (and most other games) use mipmaps to optimize video ram usage.
So if you got something like only 64MB of video ram, then you may run into issues. (and if you got something crazy low like only 32MB, then your double screwed. Time to upgrade!) I say for best performance with this game you need a video card that has at least 128MB of video ram.
I haven't actually altered the treeRenderer version of the command. I think perhaps the renderer command overrides that one, so you may only need to change the renderer command.
tessellation is a DX11 feature only.. you use bump maps to create real mesh detail on objects.. kinda like the way the heightmap optimises.. but on static objects for close up detail.
the mipmapbias suggestion is a nice option for integrated cards
Registered Member #727 Joined: [ 10:25 ] [ 12 Nov 2004 ]
Technically mipmap bias and anisotropic filtering are distinct but related things. It can't hurt to try both at the same time, although they'll probably end up being fairly similar.
In short: With mipmapping/trilinear filtering*, your GPU uses smaller versions of a texture, the further away you are from the object. Specifically, it uses four pixels from the one that matches the distance the best, and four from the one that matches second-best, to calculate the total color. With anisotropic filtering, it uses much more pixels (e.g. for 16x anisotropic filtering, 16 times as many). Which pixels are actually chosen depends on the angle at which you're looking at them**.
If you use mipmap bias, then you tell the graphics card to choose different of the smaller textures - specifically with a negative value, you tell it to prefer larger textures. That is useful if a texture is far away but still covers a lot of screen. It's worse for GPU memory bandwidth because you have to access the larger textures more often (it actually takes exactly the same amount of GPU memory). The effect of choosing a larger texture is the same in all directions, so it's less smart than anisotropic filtering.
Yeah, I know, most of you probably don't care, but I find stuff like that fascinating.
*) In practice those are the same, although in theory you can use mipmapping without trilinear filtering. There is no point at all in doing so. **) This is where the name anisotropic comes from: It is not (an-) the same in all directions (-isotropic) of the screen.