Farbfehler beim Gras
ich hab mich mal rangesetzt und meine eigene Config auf Basis der autoexec von Mster geschrieben, nun hab ich aber das Problem, dass in einem bestimmten Blickwinkel das Gras, violet, grün oder blau wird. Kennt ihr den Befehl, der das auslöst ???
Ich spiel in 1280x1024,
NVidia 8800GTS 512
Intel Core 2 Dou E6400@3,2 Ghz (8x400)
Asus P5Q-PRO
Treiber hab ich auch schon ältere probiert, das Problem ging aber nicht weg.
kann es sein, dasses mit den Zeilen
e_ambient_occlusion = 1
e_terrain_ao = 1
zusammenhängt ???
con_restricted 0
r_Driver = "DX9"
sys_spec_ObjectDetail=4
sys_spec_Shading=3
sys_spec_VolumetricEffects=3
sys_spec_Shadows=3
sys_spec_Texture=3
sys_spec_PostProcessing=3
sys_spec_Water=4
sys_physics_CPU = 1
sys_budget_sysmem = 2048
sys_budget_videomem = 512
sys_budget_numdrawcalls = 60000
r_TexAtlasSize = 2048
r_Driver = "DX9"
==========================
;PostProcessing
==========================
r_UseEdgeAA=2
r_sunshafts=1
r_colorgrading=1
r_DepthOfField=2
e_dynamic_light = 1
r_CoronaFade = 1
==========================
;Objects
==========================
e_level_auto_precache_terrain_and_proc_veget = 1
e_level_auto_precache_textures_and_shaders = 1
e_level_auto_precache_camera_jump_dist = 128
e_obj_quality=4
e_proc_vegetation=1
e_decals_allow_game_decals=1
e_decals_life_time_scale=2
e_vegetation_min_size=0
i_rejecteffects=1
e_vegetation_bending=2
sys_flash_curve_tess_error=2
es_DebrisLifetimeScale=1
e_cbuffer_resolution=256
e_dissolve=1
ca_DrawFaceAttachments=1
ca_AttachmentCullingRation=200
e_terrain_occlusion_culling_max_dist=200
r_Usepom = 1
r_Flares = 1
r_Glow = 1
r_GlowScreenMultiplier = 0.2
r_MotionBlur = 3
g_battleDust_enable = 1
==========================
;Anti Alising
==========================
r_FSAA_samples = 0
r_FSAA_quality = 2
r_FSAA = 0
sys_flash_edgeaa = 1
==========================
;Sichtweite
==========================
e_detail_materials_view_dist_xy=2048
e_detail_materials_view_dist_z=128
e_max_view_dst_spec_lerp=1.25
e_vegetation_sprites_distance_custom_ratio_min=1
e_vegetation_sprites_distance_ratio=1.6
e_view_dist_ratio=200
e_view_dist_ratio_detail=200
e_view_dist_ratio_vegetation=250 (Vegetation flimmert, höhere Sichtweite bringt viel, beeinträchtigt Leistung)
r_CustomVisions = 1
e_lod_min_tris = 80
e_lod_ratio=8
e_lod_min=0
e_lods=1
e_clouds = 1
==========================
;Schatten
==========================
e_gsm_lods_num = 5
e_gsm_range = 3
e_ambient_occlusion = 1
e_terrain_ao = 1
e_shadows_clouds = 1
e_shadows_max_texture_size = 512
e_shadows_on_alpha_blended = 1
e_shadows_from_terrain_in_all_lods = 1
==========================
;Water
==========================
r_WaterRefractions=1
r_WaterReflections=1
r_WaterUpdateFactor=0.05
e_water_tesselation_amount=10
e_water_tesselation_swath_width=10
r_WaterUpdateDistance=0.2
r_WaterCaustics=1
r_WaterReflectionsQuality=4
e_water_ocean_fft=1
q_ShaderWater=3
e_shadows_water = 1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
e_water_waves = 0
==========================
;Texture
==========================
r_TexturesFilteringQuality = 0
d3d9_TripleBuffering = 0 (für AA mal zum Test auf 1)
r_TexNoAniso = 1
r_Texture_Anisotropic_Level = 0
r_TexMaxAnisotropy = 0
e_terrain_texture_lod_ratio = 1
e_terrain_deformations = 1
r_TexturesStreaming=0
e_decals_life_time_scale = 3
ca_useDecals=1
==========================
;Shader
==========================
q_Renderer=3
==========================
;Shading
==========================
r_SSAO=1
r_SSAO_darkening=0.6
r_SSAO_quality = 2
r_SSAO_radius = 3
==========================
;Hdr Lighting
==========================
q_ShaderHDR = 3
r_hdrlevel=0.3
==========================
;Physik
==========================
p_max_MC_iters = 7000
e_foliage_wind_activation_dist = 30
ca_UsePhysics = 1
e_particles_object_collisions = 1
e_particles_quality = 4
e_particles_preload = 1
e_particles_thread = 1
e_phys_foliage = 2
==========================
;Level
==========================
sys_preload = 1
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