My issue with the flickering right eye of the nvidia-glasses I solved by reinstalling the display and 3d-vision driver.
witcher.exe:
Then I tested again the witcher.exe: My hero has a complete white head no matter if I run tweaked parameters or not.
zarzon would you please post your actual textfile
and wouly ya please help me to set up the 4x AA with the Nvidia-driver. I can´t get it working.
odfr.exe:
has a flickering white head as we know. dracomd would you please post your actual textfile, so I will give it a try messing around with the
shadow-parameters.
re5dx9.exe:
As I said, shadows are ok. even here I will test more different shadow-parameters:Engine.Shadowselectoreps0 200 and Engine.Shadowselector0 200
3D depth is great. I love it.
In dark situations there are the crazy halos... so I tested around it. illuminated objects are appearing at each side of the main objekt a
little bit more transparent than the main object. I tested every available parameter, but there is no way to get rid of it.
3ss200.txt => I use it for bright situations outside with sun.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.65
// Changes the HDR effect
Engine.BloomMultiplier 0.1
Engine.BloomAdderA 0.1
Engine.BloomAdderB 0.1
4ss200.txt => I use it for dark situations inside buildings and at night.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.3
// Changes the HDR effect
Engine.BloomMultiplier 1
Engine.BloomAdderA 1
Engine.BloomAdderB 1
My issue with the flickering right eye of the nvidia-glasses I solved by reinstalling the display and 3d-vision driver.
witcher.exe:
Then I tested again the witcher.exe: My hero has a complete white head no matter if I run tweaked parameters or not.
zarzon would you please post your actual textfile
and wouly ya please help me to set up the 4x AA with the Nvidia-driver. I can´t get it working.
odfr.exe:
has a flickering white head as we know. dracomd would you please post your actual textfile, so I will give it a try messing around with the
shadow-parameters.
re5dx9.exe:
As I said, shadows are ok. even here I will test more different shadow-parameters:Engine.Shadowselectoreps0 200 and Engine.Shadowselector0 200
3D depth is great. I love it.
In dark situations there are the crazy halos... so I tested around it. illuminated objects are appearing at each side of the main objekt a
little bit more transparent than the main object. I tested every available parameter, but there is no way to get rid of it.
3ss200.txt => I use it for bright situations outside with sun.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.65
// Changes the HDR effect
Engine.BloomMultiplier 0.1
Engine.BloomAdderA 0.1
Engine.BloomAdderB 0.1
4ss200.txt => I use it for dark situations inside buildings and at night.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.3
// Changes the HDR effect
Engine.BloomMultiplier 1
Engine.BloomAdderA 1
Engine.BloomAdderB 1
I've tried out all the tweaks you've posted but they don't seem to work for me. Since everybody seems to be having success with different profiles that others find unusable, I can only assume that each fix is only helpful when a certain hardware/software combination is occurring i.e. OS & GPU. Another explanation might be that some users actually typed ".exe" at the end of the executable, canceling out the fix and making it appear as an unknown profile.
avkreq's "XR_3DA.exe" fix doesn't work for me, it produces the same bug that the renaming to "TwoWorlds" creates--- big white square at the top left hand corner, with the screen gradually getting smaller as convergence is increased.
Can't be long now until an official 3d profile is released (Could you imagine if they just rated it as "good", reused the OFDR or Witcher profile, and made a note "Faces occasionally flash white, turn off HDR" :P )
--Edit-- Santi, the anti-aliasing compatiblity flag to use is something like 0x000012C4, but it only works when sparsegrid supersampling is enabled, and anti-aliasing is set to 8xQ Multisampling. The constantly white head is a bug from forcing anti-aliasing through the control panel without the proper compatibility flags (accessed through the program Nvidia Inspector). I think you should just forget about anything other than in-game anti-aliasing for the moment as the workaround (for me anyways) adds a annoying horizontal line going all the way across the screen. I'd argue that anyone reporting improved anti-aliasing quality when using the "enhance the application" setting is suffering from the placebo effect.... but then again it could be just one of those things that only works on a particular setup.
I've tried out all the tweaks you've posted but they don't seem to work for me. Since everybody seems to be having success with different profiles that others find unusable, I can only assume that each fix is only helpful when a certain hardware/software combination is occurring i.e. OS & GPU. Another explanation might be that some users actually typed ".exe" at the end of the executable, canceling out the fix and making it appear as an unknown profile.
avkreq's "XR_3DA.exe" fix doesn't work for me, it produces the same bug that the renaming to "TwoWorlds" creates--- big white square at the top left hand corner, with the screen gradually getting smaller as convergence is increased.
Can't be long now until an official 3d profile is released (Could you imagine if they just rated it as "good", reused the OFDR or Witcher profile, and made a note "Faces occasionally flash white, turn off HDR" :P )
--Edit-- Santi, the anti-aliasing compatiblity flag to use is something like 0x000012C4, but it only works when sparsegrid supersampling is enabled, and anti-aliasing is set to 8xQ Multisampling. The constantly white head is a bug from forcing anti-aliasing through the control panel without the proper compatibility flags (accessed through the program Nvidia Inspector). I think you should just forget about anything other than in-game anti-aliasing for the moment as the workaround (for me anyways) adds a annoying horizontal line going all the way across the screen. I'd argue that anyone reporting improved anti-aliasing quality when using the "enhance the application" setting is suffering from the placebo effect.... but then again it could be just one of those things that only works on a particular setup.
I've tried out all the tweaks you've posted but they don't seem to work for me. Since everybody seems to be having success with different profiles that others find unusable, I can only assume that each fix is only helpful when a certain hardware/software combination is occurring i.e. OS & GPU. Another explanation might be that some users actually typed ".exe" at the end of the executable, canceling out the fix and making it appear as an unknown profile.
avkreq's "XR_3DA.exe" fix doesn't work for me, it produces the same bug that the renaming to "TwoWorlds" creates--- big white square at the top left hand corner, with the screen gradually getting smaller as convergence is increased.
Can't be long now until an official 3d profile is released (Could you imagine if they just rated it as "good", reused the OFDR or Witcher profile, and made a note "Faces occasionally flash white, turn off HDR" :P )
--Edit-- Santi, the anti-aliasing compatiblity flag to use is something like 0x000012C4, but it only works when sparsegrid supersampling is enabled, and anti-aliasing is set to 8xQ Multisampling. The constantly white head is a bug from forcing anti-aliasing through the control panel without the proper compatibility flags (accessed through the program Nvidia Inspector). I think you should just forget about anything other than in-game anti-aliasing for the moment as the workaround (for me anyways) adds a annoying horizontal line going all the way across the screen. I'd argue that anyone reporting improved anti-aliasing quality when using the "enhance the application" setting is suffering from the placebo effect.... but then again it could be just one of those things that only works on a particular setup.
I've tried out all the tweaks you've posted but they don't seem to work for me. Since everybody seems to be having success with different profiles that others find unusable, I can only assume that each fix is only helpful when a certain hardware/software combination is occurring i.e. OS & GPU. Another explanation might be that some users actually typed ".exe" at the end of the executable, canceling out the fix and making it appear as an unknown profile.
avkreq's "XR_3DA.exe" fix doesn't work for me, it produces the same bug that the renaming to "TwoWorlds" creates--- big white square at the top left hand corner, with the screen gradually getting smaller as convergence is increased.
Can't be long now until an official 3d profile is released (Could you imagine if they just rated it as "good", reused the OFDR or Witcher profile, and made a note "Faces occasionally flash white, turn off HDR" :P )
--Edit-- Santi, the anti-aliasing compatiblity flag to use is something like 0x000012C4, but it only works when sparsegrid supersampling is enabled, and anti-aliasing is set to 8xQ Multisampling. The constantly white head is a bug from forcing anti-aliasing through the control panel without the proper compatibility flags (accessed through the program Nvidia Inspector). I think you should just forget about anything other than in-game anti-aliasing for the moment as the workaround (for me anyways) adds a annoying horizontal line going all the way across the screen. I'd argue that anyone reporting improved anti-aliasing quality when using the "enhance the application" setting is suffering from the placebo effect.... but then again it could be just one of those things that only works on a particular setup.
[quote name='Zloth' date='24 December 2010 - 02:32 AM' timestamp='1293157927' post='1165636']
BIG patch today for Two Worlds 2. Are the settings above still valid?
[/quote]
new patch fixed all the annoying things so no need for these anymore except the shadow disabling ones. white faces still there though. hopefully next 3d vision driver fixes it
[quote name='Zloth' date='24 December 2010 - 02:32 AM' timestamp='1293157927' post='1165636']
BIG patch today for Two Worlds 2. Are the settings above still valid?
new patch fixed all the annoying things so no need for these anymore except the shadow disabling ones. white faces still there though. hopefully next 3d vision driver fixes it
It's been available in Europe for a couple months now. I got it by using a proxy server to buy the digital download version from Gamersgate in Great Britain.
It's been available in Europe for a couple months now. I got it by using a proxy server to buy the digital download version from Gamersgate in Great Britain.
[quote name='dracomd' date='24 December 2010 - 06:02 AM' timestamp='1293170563' post='1165678']
new patch fixed all the annoying things so no need for these anymore except the shadow disabling ones. white faces still there though. hopefully next 3d vision driver fixes it
[/quote]
Anyone came up with the new list of commands to be used with new patch? The game is still unplayable in 3d vision as is.... too dark in dungeons and shadows all misplaced..
[quote name='dracomd' date='24 December 2010 - 06:02 AM' timestamp='1293170563' post='1165678']
new patch fixed all the annoying things so no need for these anymore except the shadow disabling ones. white faces still there though. hopefully next 3d vision driver fixes it
Anyone came up with the new list of commands to be used with new patch? The game is still unplayable in 3d vision as is.... too dark in dungeons and shadows all misplaced..
And no 2W profile would be really really sad, this game is begging for a profile, it can be fixed but need some attention from nvidia, and the game looks so promising but I'm not playing it as it is right now. Also the devs could learn a few lessons from the Arcania developers about 3d support.
And no 2W profile would be really really sad, this game is begging for a profile, it can be fixed but need some attention from nvidia, and the game looks so promising but I'm not playing it as it is right now. Also the devs could learn a few lessons from the Arcania developers about 3d support.
so I did more testing:
My issue with the flickering right eye of the nvidia-glasses I solved by reinstalling the display and 3d-vision driver.
witcher.exe:
Then I tested again the witcher.exe: My hero has a complete white head no matter if I run tweaked parameters or not.
zarzon would you please post your actual textfile
and wouly ya please help me to set up the 4x AA with the Nvidia-driver. I can´t get it working.
odfr.exe:
has a flickering white head as we know. dracomd would you please post your actual textfile, so I will give it a try messing around with the
shadow-parameters.
re5dx9.exe:
As I said, shadows are ok. even here I will test more different shadow-parameters:Engine.Shadowselectoreps0 200 and Engine.Shadowselector0 200
3D depth is great. I love it.
In dark situations there are the crazy halos... so I tested around it. illuminated objects are appearing at each side of the main objekt a
little bit more transparent than the main object. I tested every available parameter, but there is no way to get rid of it.
3ss200.txt => I use it for bright situations outside with sun.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.65
// Changes the HDR effect
Engine.BloomMultiplier 0.1
Engine.BloomAdderA 0.1
Engine.BloomAdderB 0.1
4ss200.txt => I use it for dark situations inside buildings and at night.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.3
// Changes the HDR effect
Engine.BloomMultiplier 1
Engine.BloomAdderA 1
Engine.BloomAdderB 1
so I did more testing:
My issue with the flickering right eye of the nvidia-glasses I solved by reinstalling the display and 3d-vision driver.
witcher.exe:
Then I tested again the witcher.exe: My hero has a complete white head no matter if I run tweaked parameters or not.
zarzon would you please post your actual textfile
and wouly ya please help me to set up the 4x AA with the Nvidia-driver. I can´t get it working.
odfr.exe:
has a flickering white head as we know. dracomd would you please post your actual textfile, so I will give it a try messing around with the
shadow-parameters.
re5dx9.exe:
As I said, shadows are ok. even here I will test more different shadow-parameters:Engine.Shadowselectoreps0 200 and Engine.Shadowselector0 200
3D depth is great. I love it.
In dark situations there are the crazy halos... so I tested around it. illuminated objects are appearing at each side of the main objekt a
little bit more transparent than the main object. I tested every available parameter, but there is no way to get rid of it.
3ss200.txt => I use it for bright situations outside with sun.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.65
// Changes the HDR effect
Engine.BloomMultiplier 0.1
Engine.BloomAdderA 0.1
Engine.BloomAdderB 0.1
4ss200.txt => I use it for dark situations inside buildings and at night.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.3
// Changes the HDR effect
Engine.BloomMultiplier 1
Engine.BloomAdderA 1
Engine.BloomAdderB 1
so I did more testing:
My issue with the flickering right eye of the nvidia-glasses I solved by reinstalling the display and 3d-vision driver.
witcher.exe:
Then I tested again the witcher.exe: My hero has a complete white head no matter if I run tweaked parameters or not.
zarzon would you please post your actual textfile
and wouly ya please help me to set up the 4x AA with the Nvidia-driver. I can´t get it working.
odfr.exe:
has a flickering white head as we know. dracomd would you please post your actual textfile, so I will give it a try messing around with the
shadow-parameters.
re5dx9.exe:
As I said, shadows are ok. even here I will test more different shadow-parameters:Engine.Shadowselectoreps0 200 and Engine.Shadowselector0 200
3D depth is great. I love it.
In dark situations there are the crazy halos... so I tested around it. illuminated objects are appearing at each side of the main objekt a
little bit more transparent than the main object. I tested every available parameter, but there is no way to get rid of it.
3ss200.txt => I use it for bright situations outside with sun.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.65
// Changes the HDR effect
Engine.BloomMultiplier 0.1
Engine.BloomAdderA 0.1
Engine.BloomAdderB 0.1
4ss200.txt => I use it for dark situations inside buildings and at night.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.3
// Changes the HDR effect
Engine.BloomMultiplier 1
Engine.BloomAdderA 1
Engine.BloomAdderB 1
so I did more testing:
My issue with the flickering right eye of the nvidia-glasses I solved by reinstalling the display and 3d-vision driver.
witcher.exe:
Then I tested again the witcher.exe: My hero has a complete white head no matter if I run tweaked parameters or not.
zarzon would you please post your actual textfile
and wouly ya please help me to set up the 4x AA with the Nvidia-driver. I can´t get it working.
odfr.exe:
has a flickering white head as we know. dracomd would you please post your actual textfile, so I will give it a try messing around with the
shadow-parameters.
re5dx9.exe:
As I said, shadows are ok. even here I will test more different shadow-parameters:Engine.Shadowselectoreps0 200 and Engine.Shadowselector0 200
3D depth is great. I love it.
In dark situations there are the crazy halos... so I tested around it. illuminated objects are appearing at each side of the main objekt a
little bit more transparent than the main object. I tested every available parameter, but there is no way to get rid of it.
3ss200.txt => I use it for bright situations outside with sun.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.65
// Changes the HDR effect
Engine.BloomMultiplier 0.1
Engine.BloomAdderA 0.1
Engine.BloomAdderB 0.1
4ss200.txt => I use it for dark situations inside buildings and at night.
//for re5dx9.exe
// Toggles depth of field
Engine.UseDOF 1
// Toggles global HDR
Engine.HDR 1
// Toggles ALL shadows
Engine.Shadows 1
// Changes the mode of shadow rendering. 0 means LSP rendering, 1 means trapezoidal shadow maps
Engine.TShadows 1
// Toggles smooth shadows
Engine.StencilShadows 1
Engine.EdgeAABlend 1
Engine.MaxAnisotrophy 16
// Changes the distance where grass is popping up
Engine.GrassUserDistance 1.5
Engine.GrassUserMultiplier 10
// Changes how much grass is "planted"
Engine.GrassDisplace 10
Engine.ShowPhysX 1
// Changes the distance where objects (trees) are popping up
Engine.DstFarPlane 12000
Engine.FarPlane 2000
Engine.SSAORadius 0.002
// Changes the how shadow appear ( tweak here to get rid of different shadows on each eye )
Engine.Shadowselectorep2 75
Engine.Shadowselectoreps1 7000
Engine.Shadowselectoreps0 200
Engine.Shadowselector1 150
Engine.Shadowselector0 400
// Changes the overall brightness
Engine.gammapower 0.3
// Changes the HDR effect
Engine.BloomMultiplier 1
Engine.BloomAdderA 1
Engine.BloomAdderB 1
I dont do much tweaking with the parameters Santi
engine.maxanisotrophy 16
engine.paralaxonterrain 0
engine.stencilshadows 0
engine.bloommultiplier 0
engine.useinst 0
engine.clipepslarge 0
engine.shadows 0
engine.tshadows 0
engine.hdr 0
engine.farplane 1600
engine.shadowsoccq 0
I've tried out all the tweaks you've posted but they don't seem to work for me. Since everybody seems to be having success with different profiles that others find unusable, I can only assume that each fix is only helpful when a certain hardware/software combination is occurring i.e. OS & GPU. Another explanation might be that some users actually typed ".exe" at the end of the executable, canceling out the fix and making it appear as an unknown profile.
avkreq's "XR_3DA.exe" fix doesn't work for me, it produces the same bug that the renaming to "TwoWorlds" creates--- big white square at the top left hand corner, with the screen gradually getting smaller as convergence is increased.
Can't be long now until an official 3d profile is released (Could you imagine if they just rated it as "good", reused the OFDR or Witcher profile, and made a note "Faces occasionally flash white, turn off HDR" :P )
--Edit-- Santi, the anti-aliasing compatiblity flag to use is something like 0x000012C4, but it only works when sparsegrid supersampling is enabled, and anti-aliasing is set to 8xQ Multisampling. The constantly white head is a bug from forcing anti-aliasing through the control panel without the proper compatibility flags (accessed through the program Nvidia Inspector). I think you should just forget about anything other than in-game anti-aliasing for the moment as the workaround (for me anyways) adds a annoying horizontal line going all the way across the screen. I'd argue that anyone reporting improved anti-aliasing quality when using the "enhance the application" setting is suffering from the placebo effect.... but then again it could be just one of those things that only works on a particular setup.
I dont do much tweaking with the parameters Santi
engine.maxanisotrophy 16
engine.paralaxonterrain 0
engine.stencilshadows 0
engine.bloommultiplier 0
engine.useinst 0
engine.clipepslarge 0
engine.shadows 0
engine.tshadows 0
engine.hdr 0
engine.farplane 1600
engine.shadowsoccq 0
I've tried out all the tweaks you've posted but they don't seem to work for me. Since everybody seems to be having success with different profiles that others find unusable, I can only assume that each fix is only helpful when a certain hardware/software combination is occurring i.e. OS & GPU. Another explanation might be that some users actually typed ".exe" at the end of the executable, canceling out the fix and making it appear as an unknown profile.
avkreq's "XR_3DA.exe" fix doesn't work for me, it produces the same bug that the renaming to "TwoWorlds" creates--- big white square at the top left hand corner, with the screen gradually getting smaller as convergence is increased.
Can't be long now until an official 3d profile is released (Could you imagine if they just rated it as "good", reused the OFDR or Witcher profile, and made a note "Faces occasionally flash white, turn off HDR" :P )
--Edit-- Santi, the anti-aliasing compatiblity flag to use is something like 0x000012C4, but it only works when sparsegrid supersampling is enabled, and anti-aliasing is set to 8xQ Multisampling. The constantly white head is a bug from forcing anti-aliasing through the control panel without the proper compatibility flags (accessed through the program Nvidia Inspector). I think you should just forget about anything other than in-game anti-aliasing for the moment as the workaround (for me anyways) adds a annoying horizontal line going all the way across the screen. I'd argue that anyone reporting improved anti-aliasing quality when using the "enhance the application" setting is suffering from the placebo effect.... but then again it could be just one of those things that only works on a particular setup.
I dont do much tweaking with the parameters Santi
engine.maxanisotrophy 16
engine.paralaxonterrain 0
engine.stencilshadows 0
engine.bloommultiplier 0
engine.useinst 0
engine.clipepslarge 0
engine.shadows 0
engine.tshadows 0
engine.hdr 0
engine.farplane 1600
engine.shadowsoccq 0
I've tried out all the tweaks you've posted but they don't seem to work for me. Since everybody seems to be having success with different profiles that others find unusable, I can only assume that each fix is only helpful when a certain hardware/software combination is occurring i.e. OS & GPU. Another explanation might be that some users actually typed ".exe" at the end of the executable, canceling out the fix and making it appear as an unknown profile.
avkreq's "XR_3DA.exe" fix doesn't work for me, it produces the same bug that the renaming to "TwoWorlds" creates--- big white square at the top left hand corner, with the screen gradually getting smaller as convergence is increased.
Can't be long now until an official 3d profile is released (Could you imagine if they just rated it as "good", reused the OFDR or Witcher profile, and made a note "Faces occasionally flash white, turn off HDR" :P )
--Edit-- Santi, the anti-aliasing compatiblity flag to use is something like 0x000012C4, but it only works when sparsegrid supersampling is enabled, and anti-aliasing is set to 8xQ Multisampling. The constantly white head is a bug from forcing anti-aliasing through the control panel without the proper compatibility flags (accessed through the program Nvidia Inspector). I think you should just forget about anything other than in-game anti-aliasing for the moment as the workaround (for me anyways) adds a annoying horizontal line going all the way across the screen. I'd argue that anyone reporting improved anti-aliasing quality when using the "enhance the application" setting is suffering from the placebo effect.... but then again it could be just one of those things that only works on a particular setup.
I dont do much tweaking with the parameters Santi
engine.maxanisotrophy 16
engine.paralaxonterrain 0
engine.stencilshadows 0
engine.bloommultiplier 0
engine.useinst 0
engine.clipepslarge 0
engine.shadows 0
engine.tshadows 0
engine.hdr 0
engine.farplane 1600
engine.shadowsoccq 0
I've tried out all the tweaks you've posted but they don't seem to work for me. Since everybody seems to be having success with different profiles that others find unusable, I can only assume that each fix is only helpful when a certain hardware/software combination is occurring i.e. OS & GPU. Another explanation might be that some users actually typed ".exe" at the end of the executable, canceling out the fix and making it appear as an unknown profile.
avkreq's "XR_3DA.exe" fix doesn't work for me, it produces the same bug that the renaming to "TwoWorlds" creates--- big white square at the top left hand corner, with the screen gradually getting smaller as convergence is increased.
Can't be long now until an official 3d profile is released (Could you imagine if they just rated it as "good", reused the OFDR or Witcher profile, and made a note "Faces occasionally flash white, turn off HDR" :P )
--Edit-- Santi, the anti-aliasing compatiblity flag to use is something like 0x000012C4, but it only works when sparsegrid supersampling is enabled, and anti-aliasing is set to 8xQ Multisampling. The constantly white head is a bug from forcing anti-aliasing through the control panel without the proper compatibility flags (accessed through the program Nvidia Inspector). I think you should just forget about anything other than in-game anti-aliasing for the moment as the workaround (for me anyways) adds a annoying horizontal line going all the way across the screen. I'd argue that anyone reporting improved anti-aliasing quality when using the "enhance the application" setting is suffering from the placebo effect.... but then again it could be just one of those things that only works on a particular setup.
BIG patch today for Two Worlds 2. Are the settings above still valid?
[/quote]
new patch fixed all the annoying things so no need for these anymore except the shadow disabling ones. white faces still there though. hopefully next 3d vision driver fixes it
BIG patch today for Two Worlds 2. Are the settings above still valid?
new patch fixed all the annoying things so no need for these anymore except the shadow disabling ones. white faces still there though. hopefully next 3d vision driver fixes it
Amazon.com - Available for Pre-order. This item will be released on January 25, 2011.
Edit: Merry Christmas BTW !!
Amazon.com - Available for Pre-order. This item will be released on January 25, 2011.
Edit: Merry Christmas BTW !!
new patch fixed all the annoying things so no need for these anymore except the shadow disabling ones. white faces still there though. hopefully next 3d vision driver fixes it
[/quote]
Anyone came up with the new list of commands to be used with new patch? The game is still unplayable in 3d vision as is.... too dark in dungeons and shadows all misplaced..
new patch fixed all the annoying things so no need for these anymore except the shadow disabling ones. white faces still there though. hopefully next 3d vision driver fixes it
Anyone came up with the new list of commands to be used with new patch? The game is still unplayable in 3d vision as is.... too dark in dungeons and shadows all misplaced..
And no 2W profile would be really really sad, this game is begging for a profile, it can be fixed but need some attention from nvidia, and the game looks so promising but I'm not playing it as it is right now. Also the devs could learn a few lessons from the Arcania developers about 3d support.
And no 2W profile would be really really sad, this game is begging for a profile, it can be fixed but need some attention from nvidia, and the game looks so promising but I'm not playing it as it is right now. Also the devs could learn a few lessons from the Arcania developers about 3d support.