-Lucky+Devil-
Software-Overclocker(in)
AW: Multimonitor - Screenshots
Prey
(Nvidia Surround; max. Details; OpenGL; 4xingameAA und Alphatests geglättet (like Supersampling); 16x AF; mit Widescreenfix; 90% JPEG-Kompression)
Mods und einige Einstellungen
Gruss Lucky
(Schlimme Sache in Japan! )
(Nvidia Surround; max. Details; OpenGL; 4xingameAA und Alphatests geglättet (like Supersampling); 16x AF; mit Widescreenfix; 90% JPEG-Kompression)
Mods und einige Einstellungen
SikkMod lite v1.0
g_useAmbientLight enable a global ambient light bound to player ("1")
g_ambientLightRadius sets the ambient light's radius (XYZ = 0 to 65536) (von 1024 auf 4096)
pm_thirdPersonOffest camera offest from player in 3rd person (-n = left, +n = right) ("2")
r_useHDR Enable High Dynamic Range lighting ("1")
r_hdrToneMapper Tone mapping method: 0 = Reinhard (RGB); 1 = Reinhard (Yxy); 2 = Exponential; 3 = Filmic (simple); 4 = Filmic
r_hdrBloomToneMapper Tone mapping method, specific to bloom: 0 = Reinhard (RGB); 1 = Reinhard (Yxy); 2 = Exponential; 3 = Filmic (simple); 4 = Filmic (complex)
r_hdrGlareStyle Glare Style to use with HDR lighting. Value range: 0 - 11
0 = Off
1 = Natural
2 = Star
3 = Cross
4 = Snow Cross
5 = Horizontal
6 = Vertical
7 = Star (Spectral)
8 = Cross (Spectral)
9 = Snow Cross (Spectral)
10 = Horizontal (Spectral)
11 = Vertical (Spectral)
r_useBloom Enable bloom postprocessing effect ("1")
r_bloomBufferSize Bloom render target size:; 0 = 32x32; 1 = 64x64; 2 = 128x128; 3 = 256x256; 4 = 512x512; 5 = 1024x1024
r_useVignetting Enable vignetting postprocessing effect ("1")
Chromatic Dispersion v1.1
Von mir geänderten CVARs in diesem Mod, restliche Variablen unverändert:Sikkmod is a general enhancement mod for Prey designed to update the game
to a more modern level visually, allow some customizations gameplay wise, as
well as including fixes and better organization to stock files to be used
as a base for future mods.
g_useAmbientLight enable a global ambient light bound to player ("1")
g_ambientLightRadius sets the ambient light's radius (XYZ = 0 to 65536) (von 1024 auf 4096)
pm_thirdPersonOffest camera offest from player in 3rd person (-n = left, +n = right) ("2")
r_useHDR Enable High Dynamic Range lighting ("1")
r_hdrToneMapper Tone mapping method: 0 = Reinhard (RGB); 1 = Reinhard (Yxy); 2 = Exponential; 3 = Filmic (simple); 4 = Filmic
r_hdrBloomToneMapper Tone mapping method, specific to bloom: 0 = Reinhard (RGB); 1 = Reinhard (Yxy); 2 = Exponential; 3 = Filmic (simple); 4 = Filmic (complex)
r_hdrGlareStyle Glare Style to use with HDR lighting. Value range: 0 - 11
0 = Off
1 = Natural
2 = Star
3 = Cross
4 = Snow Cross
5 = Horizontal
6 = Vertical
7 = Star (Spectral)
8 = Cross (Spectral)
9 = Snow Cross (Spectral)
10 = Horizontal (Spectral)
11 = Vertical (Spectral)
r_useBloom Enable bloom postprocessing effect ("1")
r_bloomBufferSize Bloom render target size:; 0 = 32x32; 1 = 64x64; 2 = 128x128; 3 = 256x256; 4 = 512x512; 5 = 1024x1024
r_useVignetting Enable vignetting postprocessing effect ("1")
Chromatic Dispersion v1.1
(Only) Parallax v2.0This particular piece of work makes some changes to the heat haze fragment programs (or pixel shaders,
if you're a DirectX nut like myself) in order to simulate the effects of chromatic dispersion. What is this, you ask? It's
the faint rainbow-y effect you get whenever light is bent somehow, usually through glass and the like. Drastic changes in
air temperature also fiddle with how light gets absorbed, which is why you get that 'bendy' effect above a fire and the
reasoning behind bullet trails in those kinds of movies/games. Anyways, as you may have learned in physics classes,
(if you've taken them) not all wavelengths/colors are bent the same way. In fact, the different bands kind of fan out,
resulting in the rainbow effect. That's all there is to it. While the inspiration for this is physically-based, this
implementation is not, and you only get three bands in red, green and blue. The amount of math required to procedurally
generate a perfect representation of this is most definitely not available on today's hardware, so for now we'll have to
settle for an approximation. It still looks cool, though
Fullshadows 1.4Parallax Mapping Engine 2.0 is a mod that implements
parallax mapping technology into Quake 4. For those
who do not know, parallax mapping is an advanced
graphical technology used in next-generation titles
such as Unreal Tournament 2007 and Perfect Dark Zero.
It is also known as "virtual displacement mapping"
or "offset mapping."
This technology adapts to the player's angle of view
and offsets surfaces, thus simulating physical
displacements on the ground, wall, etc. This results
in a fuller 3D experience.
Possessed Children 0.1This mod makes Prey do all lights with full shadows in the maps of the singleplayer Retail game.
Now, all lights will have shadows..., from a simple led to the lights of Prey's surface !!!
Auoexec.cfgThis small mod aims to transform spirits of children into real possessed children with some graphicals tweaks.
seta r_useIndexBuffers "1"
seta r_useVertexBuffers "1"
seta r_vertexBufferMegs "128"
seta r_testARBProgram "0"
seta r_alphatocoverage "1" ......... (Alphatest glätten vom 3DCenter Forum -> Spiele-Verschönerungs-Thread)
seta image_usePrecompressedTextures "0"
seta image_useCompression "0"
vid_Restart
Gruss Lucky
(Schlimme Sache in Japan! )
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