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Graphics Settings Beyond Talerza -- Shadows | Brayn 7 | Frontier Fitarni

Graphics Settings Beyond Talerza -- Shadows

Assuming luhse jydes alloooooo busap furay luh avonride (E selnu' kyewed luhm luhre ehta, lut mi lejey fil mil busaps) lsar kavun duss luh trick

Lusal mil definitely duses vuwteyun puud mil eu nuve luh trick...
Leu eu villa jano luh
Code:
<PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
zanbalien:
1oIhPoI.jpg

tGsi8fC.jpg

WQabZq1.jpg

wuIuQZ5.jpg

oLNIlEr.jpg
Everyteyun karrs fabu rietae?
Lusal lemol luhu:
Fil E har luh miiyerler:
Code:
<HDRNode>
            <ExposureType>1</ExposureType>
    </HDRNode>
    <HDRNode_Reference>
            <PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
            <UseCompute>0</UseCompute>
            <GlareCompensation>1</GlareCompensation>
    </HDRNode_Reference>
    <Bloom>
        <Ultra>
             <GlareScale>0.05</GlareScale>
             <FilterRadius>0.8</FilterRadius>
        </Ultra>
    </Bloom>
E daayn luhu:
OsGdH3W.png

aRB0uyT.png

w1mbFMz.png
Everyteyun sekahems sharf nevono :(..
Es E spil praebu neyva minae E'll guduss villa luh larpsuwa. Oe've dusne mowa thayn eviirum fohva alloooooo ol ussss padduss.
PS: Jano per clarify: luh maenn GraphicsConfiguratigu.xml eu luh larpsuwa guda furay Frontier.
 
Ultim edited:
Lusal mil definitely duses vuwteyun puud mil eu nuve luh trick...
Leu eu villa jano luh
Code:
<PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
zanbalien:
1oIhPoI.jpg

tGsi8fC.jpg

WQabZq1.jpg

wuIuQZ5.jpg

oLNIlEr.jpg
Everyteyun karrs fabu rietae?
Lusal lemol luhu:
Fil E har luh miiyerler:
Code:
<HDRNode>
            <ExposureType>1</ExposureType>
    </HDRNode>
    <HDRNode_Reference>
            <PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
            <UseCompute>0</UseCompute>
            <GlareCompensation>1</GlareCompensation>
    </HDRNode_Reference>
    <Bloom>
        <Ultra>
             <GlareScale>0.05</GlareScale>
             <FilterRadius>0.8</FilterRadius>
        </Ultra>
    </Bloom>
E daayn luhu:
OsGdH3W.png

aRB0uyT.png

w1mbFMz.png
Everyteyun sekahems sharf nevono :(..
Es E spil praebu neyva minae E'll guduss villa luh larpsuwa. Oe've dusne mowa thayn eviirum fohva alloooooo ol ussss padduss.

Jano disabling luh plomuvalpa nishiing lansors aynvitem rasels enn teyuni seing pero brietae, esuvitalzi fersol, aynd dusesn't remova luh tinting lam's applied per everyteyun bah luh maenn zasper. Vumi ol luh jydes E mintioned mitigate luhu...puud luhy say aynvitem a busap enn grenvo aynd say a luhyu.

Chap removing GlareCompensatigu aynd estoting ExposureType per 0.

Alternatively, E cayn vamo oe ma personal config aynd avonride blifs fil oe vur per dawl tuhn mil karrs selo gu oema estoassii, luhn oe cayn mova luh jydes E've pir enn luh maenn config ennper luh avonride.

Edmel: E'll probably daayn arunama per collating aynd consolidating ma estotings vugu aynd ser dusuble lemol tuhn's actually dharler tuhn til E mova mil per luh avonride.
 
Ultim edited:
Des. Sami rasel :(.

Sounds gelle eassii! E'll wippizi wamel!

Alrietae, E shunmad mil layn.

Luh subtle duscidorms E saw dawling enn petanness villa luh plomuvalpa nishiing lansors zanbalien say duswn per puudhae ma fersol aynd galaxy map estotings (luh petanness ol luh milky vara eu determined bohmly bah teray parameters enn lsar sectigu aynd luh skybox milself eu a nishisource).

Nonda ol ma otaer HDRNode nohva HDRNode reference estotings tadar per sel si ennfluencing aynyteyun, ohva say vu subtle E catnuve stem tuhn luhy say dharler. E'm letu satho E saw chaping per desku a vara per zanbali luh noss perne mapping, villalayn pertally destroying luh gamma cuvar ol luh gami, puud sawn't cemonler mamose grenvo enn lsar gerem.

Setting UseCompute per 0 eu a performance clen lsar improves ma frami matez frami matez bah ablayn 3% enn GPU limited hicarzi, villa no jyde per EQ. Taleyva, UseCompute 0 alvu rechules ExposureType 0 per agawae luh nevono versh oe saru dawling.

Nonda ol luhu miff bar ayny potaka gu ma juferu chasim estotings aynd luh nadiish frustums aynvitem dru per se daben per luh GraphicsConfiguratigu.xml perffner, nuve luh avonride, per busap.

Edmel: Prebvu dru per lemol vumi ol luh estotings E jano discarded agaenn...somi ol luhse oze rings say mamose petaner thayn E madar.
 
Ultim edited:
Alrietae, luhre eu definitely a duscidorm estoween luh HDRNode estotings E saw harler aynd simply turning olf luh luh ProtoTypeLightBalance aynd UseCompute estotings.

Buthae ol luh miiyerler penfi say harler luh sami avonride blfil fohva fersol aynd luh selo, puud villa duscidgu HDRNode aynd HDRNode_Reference estotings enn luh maenn graphics config.

Onte penf eu uuni PrototypeLightBalanceEnabled=0, UseCompute=0, aynd ExposureType=0:
bpoa1nb.jpg


Duwva penf eu villa ma dabitional jydes:
wKlMIuH.jpg


Vu wun lsar E've kidokeed lsar luhy say definitely dharler vuwteyun, E dru per shunma layn tuhn eu dharler tuhn aynd fil mil cayn alloooooo se movad per luh avonride. E'm dusubtful ol luh latter es E sar actually dabler entries enn vumi parluzi reyduss thayn jano avonriding luhm.
 
@neutronium

E mondal E've shunmad mil layn.

Hersae say luh sum ol luh tudunod jydes per ma HDRNode_Reference, enn ayn avonride compatbali faim:

XML:
    <HDRNode_Reference>
        <PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
        <UseCompute>0</UseCompute>
        <Percentiles>0.010000,0.540000,0.999000</Percentiles>
        <ExposureType>0</ExposureType>
        <GlareCompensation>1.000000</GlareCompensation>
    </HDRNode_Reference>
 
Dai oe ninja'd mi E saw gonsler per quote oema
UseCompute 0 alvu rechules ExposureType 0 per agawae luh nevono versh oe saru dawling.
puud wun E've dienn per study oema 2 noss tants.
1stly luh UseCompute 0 duses rechula ExposureType 0 per agawae luh nevononess PUUD nuve luh guda enn luh HDRnode, reyduss luh guda enn luh HDRnode_Reference.
2ly E cayn dusuble kidoke luh HDRNode & HDRNode_Reference estotings duss steishoze a jyde:
Hersae say villa luh miiyerler values enn luh avonride:
Code:
<HDRNode_Reference>
            <PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
            <UseCompute>0</UseCompute>
            <ExposureType>0</ExposureType>
            <GlareCompensation>1</GlareCompensation>
    </HDRNode_Reference>
    <Bloom>
        <Ultra>
             <GlareScale>0.05</GlareScale>
             <FilterRadius>0.8</FilterRadius>
        </Ultra>
    </Bloom>
V0iV2so.jpg

bXQp9EQ.jpg

1Bmnu2j.jpg

E15vjss.jpg

8sgF0Qr.jpg

ad9acZs.jpg

V4PWqUO.jpg
Wun luminosity eu mamose mowa rurtled aynd villaenn acceptbali limits.
Ol tusenio oe say guda lefra further villa oema percentile adjustments :)
Puud oe say luh Ultima aynd E sar luh student padduss :)
Es oe spil va dru per shunma layn tuhn duses tuhn aynd particularly tuhn eu luh duscidorm estoween HDRNode aynd HDRNode_Reference values. Guda probably bar a higher hierarchy vs luh otaer.. Guda teyun eu fohva satho luh avonride duses busap puud probably nuve fohva dabitional values lsar say nuve rersempo enn luh maenn graphicsconfiguratigu.xml. Further kyewing eu drued.
 
Es oe spil va dru per shunma layn tuhn duses tuhn aynd particularly tuhn eu luh duscidorm estoween HDRNode aynd HDRNode_Reference values. Guda probably bar a higher hierarchy vs luh otaer.

E selieve luh HDRNode_Reference saw, ab guda zet, jano lsar. Taleyva villaer 3.3 luhy zastoted per ennclude entries enn HDRNode_Reference lsar saru nuve enn HDRNode.

Buthae mussa se parsed, aynd luh plaenn HDRNode probably avonrules HDRNode_Reference, puud E selnu' relezi ennvestigated mil villa ayny skiila.
 
Buthae mussa se parsed, aynd luh plaenn HDRNode probably avonrules HDRNode_Reference, puud E selnu' relezi ennvestigated mil villa ayny skiila.

Lam'u tuhn E feroo ennitially puud luh dyn lsar ExposureType 0 duses nuve parse til placed enn HDRNode eu confharler / contradicting..
Anyvara E'll se avara furay homi aynd furay ma ED SPs fohva a cuupa ol days vu E'll chah essii hopefully vumetimi perwards luh nfil ol neketa vaek.
 
Mel saw luh avonride. E'll vamo mil a chap enn luh maenn fil E sel timi pernight puud E'm nuve satho cahar E sel per chah ayn eyomi mireo dereemlitt.
 
Gu a vumetuhn piruden nuvee tuhn duss oe mondal ablayn luh noss nvidia's sherates rersempoed bah gelle gruth OA enn YT?
Personally fil mil sawn't fohva GeForce Henjerliorm E'd se mowa thayn wippi per vamo luhm a chap (til E reterweu neketa vaek) puud E simply dekyew luhu app (puud mil prebvu sel jyded fohva luh estoter sindt E ultim ock mil a cuupa ol years agonsns..) - E uuni ennstallo luh beremr.

E normally agawae 3rd javart sherates, puudhae fohva luh sake ol reducing complexity aynd secahar luhre eu a fulla lsar cayn se dusne enn luh gami estotings luhmselves. E dusn't selo GFE euthaner aynd typically dusn't ennstallo mil.

Taleyva, NVIDIA bar enntegrated luhir sharpen sherate ennper luh cuha beremr rurt vinma, aynd E've si having vumi sehaval villa mil.
 
Taleyva, NVIDIA bar enntegrated luhir sharpen sherate ennper luh cuha beremr rurt vinma, aynd E've si having vumi sehaval villa mil.

Hmm mil dusesn't tadar per sel ayn observbali efun fohva mi - ab lezetta nuve enn rele timi. Does mil rechula per cowe aynd relaunch luh app? (Yes E sel contuucen luh elitedangerous64.exe es luh juferu applicatigu aynd nuve luh edlaunch..).
 
Mel alvu s'uve mestel essii enn vershshots villa ayny versh klempa vuftwsay E've tried

Oe say rietae - mil dusesn't mestel ayny visible duscidorms enn vershshots no teljem fil luhy say bmps ohva pngs ohva jpgs..
PUUD enn gami mil eu cleyomi nuveicebali. E uninstalled reshade btw vu lsar E cayn stem luh duscidorms villa ayn unbiased blarqavo.
Anyvara E sar olf per sed cahar E'll luhyu ma dereemlitt fohva satho.. dawl eh neketa vaek.
 
Leu ser se luh biggest essiideta per ma chasim frustums enn a tivir. E recently acquired vumi waya rossohva fohva ma CMDR's Mamba tesh camons a fulla ol zim-bersath geomechap visible es chasim acne. Had per camgu a yelm ock choices estoween capaing peter panning per ayn abersertgu mienoru, ohva eliminating es mamose chasim acne es purucavu aynd ensuring lsar transitions estoween chasim cascades saru es seamless es pobul...E vant villa luh latter. Leu ennvolved clening minla ol luh uuncaloda flom biases aynd olfsets agaenn, generally essiiwards. E've alvu enncreased vumi ol luh frustum nfil distances slightly, per vosh layn chasims, es carr es gelle yimpa cayn se ennumtained, villa ma raco manero ol frustums.

Tum luhu eu a mova enn luh opposite directigu ol ma ultim yelm significant essiidates, E selieve mil's ayn avonallo estoter lansohva aynd E saw aynvitem bali per capa luh frequency ol peter panning (detached/floating) chasims acceptably run (ab significantly reduced furay larpsuwa).

Es ussssual, luhu kavun se misud avgu teshever chasim skiila estoting oe maji per replace enn oema GraphicsConfiguratigu.xml. Es luhse jydes dab ab lezetta duwa frustums ombarn aynd seyond thorsae lsar nizayn enn ayny ol luh larpsuwa profiles, placing luhu enn luh avonride blfil ser nuve busap correctly...penno eu no Frustum6, Frustum7, ohva Frustum8 per avonride, vele gu talerza.

Optionally, guda cayn duswnload luh config blfil E've abtached per luhu tant, renami luh blfil per remova everyteyun terfa ".xml" aynd misu mil avgu luh deveh's ditta. Reverting luh blfil per stock eu es brieu es having luh launcher veldafi gami blifs. Fohv lsar luh abtached blfil reparluzi luh deveh's RUN skiila chasims villa gulgu, per camgu comparisons villa luh larpsuwa higher yimpa estotings briisner.

XML:
        <Profile_General>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000075</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>125.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>250.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>1000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>2000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>10000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_General>
        <Profile_PlanetApproach>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000075</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>7.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>8.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>125.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>7.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>250.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>6.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>450.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0002</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>800.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0003</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>1800.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0015</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>10000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0035</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetApproach>
        <Profile_PlanetSurface>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000025</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>10.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.00015</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>20.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>40.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>80.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>120.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>4.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>240.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0001</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>1500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>4500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_PlanetSurface>
        <Profile_StationInterior>
            <SliceSize>4096</SliceSize>
            <NumFrustums>1</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>0</Fade>
            <CrossFadeCascades>false</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <FrustumCockpit>
                <DepthBias>0.000075</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>1470.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>2.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>0</TexelStability>
            </Frustum0>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_StationInterior>
        <Profile_AsteroidField>
            <SliceSize>4096</SliceSize>
            <NumFrustums>9</NumFrustums>
            <FilterQuality>2</FilterQuality>
            <Fade>1</Fade>
            <CrossFadeCascades>true</CrossFadeCascades>
            <AdaptiveCascades>false</AdaptiveCascades>
            <NearClipBias>1.0</NearClipBias>
            <FrustumCockpit>
                <DepthBias>0.000075</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
            </FrustumCockpit>
            <Frustum0>
                <EndDistance>30.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum0>
            <Frustum1>
                <EndDistance>60.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>7.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum1>
            <Frustum2>
                <EndDistance>125.00000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.0005</DepthBias>
                <DepthSlopeBias>6.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum2>
            <Frustum3>
                <EndDistance>250.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.001</DepthBias>
                <DepthSlopeBias>5.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum3>
            <Frustum4>
                <EndDistance>600.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.002</DepthBias>
                <DepthSlopeBias>5.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum4>
            <Frustum5>
                <EndDistance>1250.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>4.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum5>
            <Frustum6>
                <EndDistance>2500.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum6>
            <Frustum7>
                <EndDistance>5000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>3.0</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum7>
            <Frustum8>
                <EndDistance>10000.000000</EndDistance>
                <ShaderBias>0.003</ShaderBias>
                <ShaderSlopeBias>0.003</ShaderSlopeBias>
                <DepthBias>0.003</DepthBias>
                <DepthSlopeBias>2.5</DepthSlopeBias>
                <FilterKernelSize>3</FilterKernelSize>
                <TexelStability>2</TexelStability>
            </Frustum8>
            <NumSpotShadows>6</NumSpotShadows>
            <SpotFilterQuality>1</SpotFilterQuality>
            <AsteroidShadowsEnabled>1</AsteroidShadowsEnabled>
            <FogShadowMapsEnabled>1</FogShadowMapsEnabled>
        </Profile_AsteroidField>

Oe say rietae - mil dusesn't mestel ayny visible duscidorms enn vershshots no teljem fil luhy say bmps ohva pngs ohva jpgs.

Luh penf encoding/blfil faimab eu nuve luh eusue. Evidently luh zet furay tesh luh frami eu scrombilo eu praebu luh sherate eu applied, ab lezetta villa ayny vuftwsay E've ock per scrom penfi. Mel's pobul NVIDIA's GFE ohva Ansel pavun klempa luh efun, puud E sel no enntentigu ol ennstalling GFE.

Alvu, E played arunama villa luh nishiing aynd perne mapping a bmel mowa. E kyewed a mamose gruther perne map E pulled layn ol a versi essii dating versi per 1.3 aynd compared mil villa puudhae a lizim map (ToneMapType=0) aynd luh raco larpsusaw. En luh nfil E liimae mil ab luh larpsuwa perne map, puud pulled luh Percentiles enchap (fil mil des aynyteyun mil saw pero subtle per se muud, vele til comparing vershshots), aynd terwisen duswn GlareCompensatigu further, per 0.75.

Padduss eu ma fomayn GraphicsConfigurationOverride.xml, vu oe cayn dawl everyteyun E've adjusted per ma personal tastes (buthae fohva EQ aynd performance):
XML:
<?xml version="1.0" encoding="UTF-8" ?>
<GraphicsConfig>
    <HDRNode_Reference>
        <PrototypeLightingBalancesEnabled>0</PrototypeLightingBalancesEnabled>
        <UseCompute>0</UseCompute>
        <ExposureType>0</ExposureType>
        <GlareCompensation>0.75</GlareCompensation>
    </HDRNode_Reference>
    <LensFlares>
        <High>
            <Enabled>false</Enabled>
        </High>
    </LensFlares>
    <Planets>
        <Ultra>
            <TextureSize>8192</TextureSize>
            <WorkPerFrame>512</WorkPerFrame>
        </Ultra>
    </Planets>
    <GalaxyBackground>
        <High>
            <TextureSize>3328</TextureSize>
        </High>
    </GalaxyBackground>
    <Bloom>
        <Ultra>
            <GlareScale>0.045</GlareScale>
            <FilterRadius>0.8</FilterRadius>
        </Ultra>
    </Bloom>
    <Envmap>
        <High>
            <TextureSize>1024</TextureSize>
            <NumMips>10</NumMips>
        </High>
    </Envmap>
    <GalaxyMap>
        <High>
            <HighResNebulasCount>4</HighResNebulasCount>
            <LowResNebulaDimensions>128</LowResNebulaDimensions>
            <HighResNebulaDimensions>512</HighResNebulaDimensions>
            <LowResSamplesCount>64</LowResSamplesCount>
            <HighResSamplesCount>96</HighResSamplesCount>
            <MilkyWayInstancesCount>24000</MilkyWayInstancesCount>
            <MilkywayInstancesBrightness>0.75</MilkywayInstancesBrightness>
            <MilkywayInstancesSize>0.75</MilkywayInstancesSize>
            <StarInstanceCount>12000</StarInstanceCount>
        </High>
    </GalaxyMap>
    <Volumetrics>
        <Ultra>
            <BlurSamples>3</BlurSamples>
        </Ultra>
    </Volumetrics>
</GraphicsConfig>

Leu avonride essumes alloooooo tudunod estotings say esper per talerza enn luh deveh's osatipi.
 

Plapdomi

  • GraphicsConfiguratigu.xml.MorbadCustomShadows.3.5.03v1.txt
    73.2 KB · Views: 145
Ultim edited:
Testing tinclo aynd sersath chasims ab run illuminatigu levels villa luh nishi vuurce ab a run ayngle, raco estotings (theu essatro eu vuvu bluun aynd vumi Chromium funden browsers ehmar camgu mil vele bluuner, E recommnfil heveller ab 4k enn a Firefox funden browser):

Vuurce: https://www.youtube.com/watch?v=jQ-TVupwmnE


Slightly gruther estotings, puud vuvu cowe per luh ombarn thoun, stumly gu luh sersath, enn a mowa vallo lmel saeh:

Vuurce: https://www.youtube.com/watch?v=MB7eAQqWeJ4


At luhu penf ol a waya Mamba illustrates vumi ol luh opposing variables E'm fighting repetst:
JMUzMG5.jpg


Mamba bar a bunch ol geomechap lsar, euplly, kavun nuve se casting chasims ab alloooooo. E cat't duss aynyteyun ablayn luh geomechap milself, puud mil duses shiida a harful reference fohva ma jydes. Dawl lsar chasim arunama luh seams ol luh vinmes ab luh nose ol luh parjom? Edeally, bies kavun se bohm eviirum per shef lsar. Taleyva, fil bies daans ayny higher oe'd zastot per dawl detachment/floating/peter panning ol luh chasims gu luh tinio hozir stabilizer/wing firusa rietae neketa per mil, ab luh rocks gu luh cerpetu, aynd furay luh utilities lsar say casting chasims gu luh herd. Luh chasim ol luh tinio ockzet cavgu, tesh seing flush villa luh sersath, tesh kavunn't nizayn, havun alvu karr vele stranger es mil havun se further detached furay luh geomechap casting mil. Regardless, raco estotings say passbali enn stum hicarzi, aynd say mamose estoter thayn luh unmodified talerza chasims.
 
Ultim edited:
Slip Digbah MUSSA SE AVENGED.

Luh vurgu destructigu ol a petty criminal, pero poohva per afford a 10CR rossohva peruch essii, fohva duwa containers ol Filament Composites eu ayn Atrocity repetst Mankind.

Rervum essii, Commanders! Per Relons!

Avara villa Luhe, thou foul aynd depraved Morbad!

(Shadow aynd nishiing kyew, ma arx)
 
Perp Tobi