found it.. didnt wanna say anything cuz didnt remember the name of the strings, but check out: wr_skybox_fogrim_fogdst = xxxxx wr_fogfardist = xxxxx in your options.cfg file (note the different name) same as where the useropts.cfg is kept. when you guys see strings with 'leet' names such as exteriorcamerafarz, i think that these are linear distance settings.. for example, exterior distance setting, in whole integers probly measured in cm, on the z axis or 'horizontal' plane. most of these are probly the settings that you adjust from ingame in the settings dialog.
wr_skybox_fogrim_fogdst = xxxxx Seems to be the distance used when calulating how much fog to draw on the skyline wr_fogfardist = xxxxx Seems to be the distance until the fog is at maximum density
'leet' names such as exteriorcamerafarz
I LOLed. exteriorcamerafarz is actually "exterior camera far z" as in XYZ where Z is the distance from the camera (-Z is behind the camera). Y is up-down and X is left-right (distance not pitch/angle)
XYZ when looking from the camera's point of view is:
In the interests of staying on topic I'll stop there. If you want to know more about 3D rendering, PM me.
Wow! what a great thread. In the spirit of helping avoid repeat questions, I've compiled all the relevant info throughout this thread (up to this point, and relevant IMHO) in a Word document with a basic table of contents and index. This is far from refined but should make it much easier to browse the majority of what has been discussed and shared in this thread. Hope some find it helpful and thanks Bayomos for making the code that much clearer to us redpills.
You can download it here:
Excerpts from Bayomos UserOpts post
2/1/7 Link has been fixed. 4shared.com deactivated this account for no apparent reason. If they do it again, I'll host this document somewhere else. Thanks to The Leo for the heads up on this issue.
OK I have the following three useropts figured out now...
These three when used together create Ms Bazman's "balance". Here's how they work:
option 3 (wr_skybox_fogrim_fogdst) depends on option 2 (wr_fogfardist)
Assume that we have (nice numbers used for ease of understanding): wr_fogfardist = 100000
This means that at 100000 game units away from the camera (1000 units = approx 10 meters) there are no colours left, only fog (this only affects the world map and not the sky, everything is silhouettes)
Now if we set: wr_skybox_fogrim_fogdst = 0
now we see that the skyline image is clear and we can see the buildings in full colour.
but if we set: wr_skybox_fogrim_fogdst = 100000
you will see that the skyline is now just solid fog colour.
now we set: wr_skybox_fogrim_fogdst = 85000
... and now the skyline buildings are quite foggy but have some colour. This is because the fog is at 100% at 100000 GUD (Game Units Distance) but the skyline is being drawn as though it is at 85000 GUD.
HERE IS WHERE WE GET THE BALANCE RIGHT...
if we now set: wr_extfardist = 85000
you will see that the world is only drawn to 85000 GUD (less than the fog max distance) so the furthest things you see aren't in complete fog and have some detail. But now the skyline looks the same distance as the far buildings and it looks wrong.
so we set (my current settings): wr_extfardist = 70000 wr_fogfardist = 160000 wr_skybox_fogrim_fogdst = 130000
now we have buildings in the distance with some fog, the skyline with more fog but nothing is 100% obscured by fog.
Please note that wr_fogfardist is from the camera, NOT your RSI. so if you zoom out from your RSI you will disappear in the fog.
For some cool shots you can set: wr_extfardist = 70000 wr_fogfardist = 1 wr_skybox_fogrim_fogdst = 1
Enjoy the cartoony simple shapes... I forsee this being used for more "Sin City" style pics. I'll post mine soon.
To do that in MxO you need to:
The reason to turn up the fog is to hide the ugly low detail buildings but still see the shape of them.
As for distance blur ... not possible in-game, hence all those players adding distance blur in photoshop.
To do that in MxO you need to:Set wr_extfardist > wr_fogfardistSet wr_skybox_fogrim_fogdst >= wr_fogfardistturn on load sector LODs (makes map lose detail over distance ... LOD = Level Of Detail)The reason to turn up the fog is to hide the ugly low detail buildings but still see the shape of them.As for distance blur ... not possible in-game, hence all those players adding distance blur in photoshop.
phi wrote:To do that in MxO you need to:Set wr_extfardist > wr_fogfardistSet wr_skybox_fogrim_fogdst >= wr_fogfardistturn on load sector LODs (makes map lose detail over distance ... LOD = Level Of Detail)The reason to turn up the fog is to hide the ugly low detail buildings but still see the shape of them.As for distance blur ... not possible in-game, hence all those players adding distance blur in photoshop.Will that increase or lose performance on weak computers?
wr_extfardist is the main factor as that says how far the computer has to drawthe main world stuff (buildnigs and roads)
buildings will draw as low detail if they are past wr_fogfardist so set it less than wr_extfardist to get some of the stuff you see in undetectable low-LOD (will speed things up)
Also to speed things up even more turn down the following: wr_extobjfardist wr_propfardist wr_propfadedist
That will mean that things like trash, grass, benches, bus stops, fire escapes, signs and other such doodads will dissappear closer to you than other stuff. These doodads are much more work for your computer than the buildings. If you keep these fairly low you can turn wr_extfardist up and see further without the performance hit.
To make the transition between high and low quality textures smoother turn up the ansitropic filtering on you gfx card's settings (outside of MxO)
if it's an nVidia card use "riva-tuner" for older cards or the driver settings in control pannels on newer cards to change this.
Roukan wrote:phi wrote:To do that in MxO you need to:Set wr_extfardist > wr_fogfardistSet wr_skybox_fogrim_fogdst >= wr_fogfardistturn on load sector LODs (makes map lose detail over distance ... LOD = Level Of Detail)The reason to turn up the fog is to hide the ugly low detail buildings but still see the shape of them.As for distance blur ... not possible in-game, hence all those players adding distance blur in photoshop.Will that increase or lose performance on weak computers? wr_extfardist is the main factor as that says how far the computer has to drawthe main world stuff (buildnigs and roads)buildings will draw as low detail if they are past wr_fogfardist so set it less than wr_extfardist to get some of the stuff you see in undetectable low-LOD (will speed things up)Also to speed things up even more turn down the following: wr_extobjfardist wr_propfardist wr_propfadedistThat will mean that things like trash, grass, benches, bus stops, fire escapes, signs and other such doodads will dissappear closer to you than other stuff. These doodads are much more work for your computer than the buildings. If you keep these fairly low you can turn wr_extfardist up and see further without the performance hit.To make the transition between high and low quality textures smoother turn up the ansitropic filtering on you gfx card's settings (outside of MxO)if it's an nVidia card use "riva-tuner" for older cards or the driver settings in control pannels on newer cards to change this.
for slower computers I'd recommend using the in-game GFX options. They get the ratios right for you. if that's still not good enough edit the values in your .cfg by multiplying all the values by 1.25 ... That will keep them in the right ratios.
values that seem rediculosly small for me are waaay too much for most users. here are my current settings:
(Standard everyday running around settings ... not super high quality photos) dl_slod_initloadradius = 70000 dl_slod_prefetchradius = 70000 dl_ext_prefetchradius = 70000 dl_int_prefetchradius = 4000 dl_prop_prefetchradius = 12500 dl_sid_prefetchradius = 70000 dl_sidi_prefetchradius = 5000 dl_nav_prefetchradius = 70000 wr_extfardist = 70000 wr_exttointdist = 2500 wr_extobjfardist = 20000 wr_propfardist = 20000 wr_propfadedist = 20000 wr_slodfardist = 250000 wr_skybox_fogrim_fogdst = 130000 wr_fogfardist = 150000 camerafarz = 70000 exteriorcamerafarz = 70000 interiorcamerafarz = 50000
for high quality I tend to have these between the 100000 and 250000 range with a max of 300000 (you can zoom out over the Uriah Warf bridge and see Tabor park)