Very very long Loadingtime with high quality f1graphic.cfg Date: May 13, 2012 11:53AM Posted by: Kimi-The-Champ | Registered: 18 years ago |
0 ; f1graphics.cfg controls all settings (default 0) 1600 ; [RELEASE] Game 3D Horizontal Resolution 1024 ; [RELEASE] Game 3D Vertical Resolution 1 ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format 1 ; [RELEASE] Enable hardware T&L if available 0 ; [RELEASE] Run in a window 16 ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused) 0 ; [RELEASE] Force use of reference rasterizer 0 ; [RELEASE] Vsync (0=>off, or every nth frame) v2 1538 ; [RELEASE] AutoPerformance (Automatic Performance Setting) 0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting) 0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting) 1024 ; [DEBUG] Game 3D Horizontal Resolution 768 ; [DEBUG] Game 3D Vertical Resolution 1 ; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format 1 ; [DEBUG] Enable hardware T&L if available 0 ; [DEBUG] Run in a window 0 ; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused) 0 ; [DEBUG] Force use of reference rasterizer 0 ; [DEBUG] Vsync (0=>off, or every nth frame) v2 153 ; [DEBUG] AutoPerformance (Automatic Performance Setting) 0 ; [DEBUG] TestedPerformanceLow (Tested Performance Setting) 0 ; [DEBUG] TestedPerformanceHigh (Tested Performance Setting) 0 ; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth 1 ; Increase car texture quality (1 on, 0 off) 0 ; Low track geometry (1 on, 0 off) 0 ; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu 4 ; Number of mipmaps (0 => off) v2 1 ; Use compressed textures if supported 0 ; Full 32bit textures 7 ; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off 1 ; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2 1 ; Render targets must match the main formats v2 1 ; Enable Fogging 1 ; Enable AdvancedCarShader v2 1 ; Pre-light track (Update track lighting using CPU) 0 ; Low res geometry track (1 low res, 0 normal) 1 ; Rotate wheels via textures v2 0 ; Bump map track (requires DP3; 0 => off) 4 ; Load balance : Frames over which to sample occupancy 110 ; Load balance : Start load decrease if occupancy over this 90 ; Load balance : Start load increase if occupancy under this v2 75 ; Load balance : Speed of load decrease ( < slower > faster) 33 ; Load balance : Speed of load increase ( < slower > faster) 1 ; Enable mirrors 1 ; Angle left mirror 0(in)-16(parallel)-32(out) v2 2 ; Angle right mirror 0(in)-16(parallel)-32(out) v2 16 ; Magnify mirror (16 => normal <16 wide >16 zoom) 133 ; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3 1 ; Overide show own car if mirrors set low 90 ; Cockpit zoom (0 to 100) v2 1 ; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2 0 ; Enable track map (0 off, 1 arcade views only, 2 all non trackside) 9 ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16} 2 ; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3 512 ; If Jitter, how many ? 60 ; For normal reflections scale LOD (0 to 100%) v3 20 ; For blured effect reflections scale LOD (0 to 100%) v3 1 ; Maximum allowed heat hazes in a single view v2 0 ; Haze size in pixels : 0 => auto as proportion of main resolution (recommended) 1 ; Enable rain droplets on lens/visor 1 ; Enable visor when in cockpit view 1 ; Enable sky messages 1 ; Enable true type fonts 0 ; Environment map strength (0=>use game default) 0 ; Full dynamic video walls v2 30 ; Velocity m/s at which dynamic video walls are disabled (0 => no cutoff) 0 ; Size of video wall textures (dynamic) 0=>auto scale to game resolution 200000 ; Number of particle time slices per second. 0 ; TV style overlays on track cameras. 24 ; Multiplayer overlays 1n 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars 4 ; Multiplayer overlays - show for N closest 0 ; Enable user-defined gamma ramp v2 100 ; Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v4 100 ; Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v4 100 ; Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v4 131 ; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2 100 ; Cockpit Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v3 100 ; Cockpit Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v3 100 ; Cockpit Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v3 64 ; Size in texels for shadows over each car v2 256 ; Size in texels for projected shadows under each car 256 ; Size in texels for blurred projected shadows under each car 0 ; Attempt to page the over shadows 0 ; Attempt to page the under shadows 1 ; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2 5 ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 5 ; [MAIN VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 7 ; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2 92 ; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 2500 ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2 5 ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 100 ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier 0 ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 300 ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track 1 ; [MAIN VIEW] Display track shadows 3 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 9 ; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR 4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR 1 ; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled) 400 ; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3 1 ; [MAIN VIEW] Reflect cars in wet track 1 ; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3 1 ; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3 200 ; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 1 ; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 1 ; [MAIN VIEW] Draw Particles 1 ; [MAIN VIEW] Draw rain (0 => off, 1 => on) 1 ; [MAIN VIEW] DrawBrakeGlows (0 => off, 1 => on) 1 ; [MAIN VIEW] DrawExternalSteering (0 => off, 1 => on) 1 ; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) 11 ; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) 1 ; [MAIN VIEW] Draw crowd camera flashes 1 ; [MAIN VIEW] Draw sky 0 ; [MAIN VIEW] Draw heat haze v3 1 ; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) 1 ; [MAIN VIEW] Draw Bushes 1 ; [MAIN VIEW] Draw trackside cameras 1 ; [MAIN VIEW] Draw trackside cranes 1 ; [MAIN VIEW] Draw distant buildings 1 ; [MAIN VIEW] Draw near buildings 1 ; [MAIN VIEW] Draw horizon strips 1 ; [MAIN VIEW] Draw trackside photographers 1 ; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) 1 ; [MAIN VIEW] Draw trackside platforms 1 ; [MAIN VIEW] Draw videowalls 1 ; [MAIN VIEW] Draw Misc. trackside objects 1 ; [MAIN VIEW] Draw trackside fences 1 ; [MAIN VIEW] Draw trackside walls 1 ; [MAIN VIEW] Draw track kerbing 1 ; [MAIN VIEW] Draw bridges 1 ; [MAIN VIEW] Draw Near stands 1 ; [MAIN VIEW] Draw Far stands 1 ; [MAIN VIEW] Draw Near land 1 ; [MAIN VIEW] Draw Far land 1 ; [MAIN VIEW] Draw track marshalls 1 ; [MAIN VIEW] Draw large trackside signs 1 ; [MAIN VIEW] Draw small trackside signs 1 ; [MAIN VIEW] Draw Near trees 1 ; [MAIN VIEW] Draw Far trees 1 ; [MAIN VIEW] Draw video-wall screens 1 ; [MAIN VIEW] Draw shadows on track v2 1 ; [MAIN VIEW] Draw Required trackside buildings 85 ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9 100 ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2 1000 ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3 100 ; [MAIN VIEW] Car lod : scalar 1 ; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting 5 ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 5 ; [MIRROR VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2 115 ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 812 ; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) 5 ; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 183 ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier 93 ; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 50 ; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track 0 ; [MIRROR VIEW] Display track shadows 1 ; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR 2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR 0 ; [MIRROR VIEW] Enable wet weather reflections 50 ; [MIRROR VIEW] Reflect static objects within this distance (0 => off) 0 ; [MIRROR VIEW] Reflect cars in wet track 0 ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2 0 ; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3 0 ; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 1 ; [MIRROR VIEW] Draw Particles 0 ; [MIRROR VIEW] Draw rain (0 => off, 1 => on) 0 ; [MIRROR VIEW] DrawBrakeGlows (0 => off, 1 => on) 0 ; [MIRROR VIEW] DrawExternalSteering (0 => off, 1 => on) 0 ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2 1 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2 1 ; [MIRROR VIEW] Draw crowd camera flashes v2 1 ; [MIRROR VIEW] Draw sky v2 0 ; [MIRROR VIEW] Draw heat haze v2 0 ; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2 1 ; [MIRROR VIEW] Draw Bushes v2 1 ; [MIRROR VIEW] Draw trackside cameras v2 1 ; [MIRROR VIEW] Draw trackside cranes v2 1 ; [MIRROR VIEW] Draw distant buildings v2 1 ; [MIRROR VIEW] Draw near buildings v2 1 ; [MIRROR VIEW] Draw horizon strips v2 1 ; [MIRROR VIEW] Draw trackside photographers v2 1 ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2 1 ; [MIRROR VIEW] Draw trackside platforms v2 1 ; [MIRROR VIEW] Draw videowalls v2 1 ; [MIRROR VIEW] Draw Misc. trackside objects v2 1 ; [MIRROR VIEW] Draw trackside fences v2 1 ; [MIRROR VIEW] Draw trackside walls v2 1 ; [MIRROR VIEW] Draw track kerbing v2 1 ; [MIRROR VIEW] Draw bridges v2 1 ; [MIRROR VIEW] Draw Near stands v2 1 ; [MIRROR VIEW] Draw Far stands v2 1 ; [MIRROR VIEW] Draw Near land v2 1 ; [MIRROR VIEW] Draw Far land v2 1 ; [MIRROR VIEW] Draw track marshalls v2 1 ; [MIRROR VIEW] Draw large trackside signs v2 1 ; [MIRROR VIEW] Draw small trackside signs v2 1 ; [MIRROR VIEW] Draw Near trees v2 1 ; [MIRROR VIEW] Draw Far trees v2 1 ; [MIRROR VIEW] Draw video-wall screens v2 1 ; [MIRROR VIEW] Draw shadows on track v2 1 ; [MIRROR VIEW] Draw Required trackside buildings 25 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9 62 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2 400 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2 62 ; [MIRROR VIEW] Car lod : scalar 0 ; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting 2 ; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2 115 ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 1037 ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) 5 ; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 171 ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier 81 ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 100 ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track 1 ; [VIDEOWALL VIEW] Display track shadows 1 ; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR 2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR 0 ; [VIDEOWALL VIEW] Enable wet weather reflections 50 ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off) 0 ; [VIDEOWALL VIEW] Reflect cars in wet track 0 ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2 0 ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3 0 ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 1 ; [VIDEOWALL VIEW] Draw Particles 0 ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] DrawBrakeGlows (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] DrawExternalSteering (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2 1 ; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2 1 ; [VIDEOWALL VIEW] Draw crowd camera flashes v2 1 ; [VIDEOWALL VIEW] Draw sky v2 0 ; [VIDEOWALL VIEW] Draw heat haze v2 0 ; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2 1 ; [VIDEOWALL VIEW] Draw Bushes v2 1 ; [VIDEOWALL VIEW] Draw trackside cameras v2 1 ; [VIDEOWALL VIEW] Draw trackside cranes v2 1 ; [VIDEOWALL VIEW] Draw distant buildings v2 1 ; [VIDEOWALL VIEW] Draw near buildings v2 1 ; [VIDEOWALL VIEW] Draw horizon strips v2 1 ; [VIDEOWALL VIEW] Draw trackside photographers v2 1 ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2 1 ; [VIDEOWALL VIEW] Draw trackside platforms v2 1 ; [VIDEOWALL VIEW] Draw videowalls v2 1 ; [VIDEOWALL VIEW] Draw Misc. trackside objects v2 1 ; [VIDEOWALL VIEW] Draw trackside fences v2 1 ; [VIDEOWALL VIEW] Draw trackside walls v2 1 ; [VIDEOWALL VIEW] Draw track kerbing v2 1 ; [VIDEOWALL VIEW] Draw bridges v2 1 ; [VIDEOWALL VIEW] Draw Near stands v2 1 ; [VIDEOWALL VIEW] Draw Far stands v2 1 ; [VIDEOWALL VIEW] Draw Near land v2 1 ; [VIDEOWALL VIEW] Draw Far land v2 1 ; [VIDEOWALL VIEW] Draw track marshalls v2 1 ; [VIDEOWALL VIEW] Draw large trackside signs v2 1 ; [VIDEOWALL VIEW] Draw small trackside signs v2 1 ; [VIDEOWALL VIEW] Draw Near trees v2 1 ; [VIDEOWALL VIEW] Draw Far trees v2 1 ; [VIDEOWALL VIEW] Draw video-wall screens v2 1 ; [VIDEOWALL VIEW] Draw shadows on track v2 1 ; [VIDEOWALL VIEW] Draw Required trackside buildings 31 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10 67 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3 479 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5 67 ; [VIDEOWALL VIEW] Car lod : scalar v2 0 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 13, 2012 02:44PM Posted by: iaquinta | Registered: 16 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 13, 2012 02:59PM Posted by: Kimi-The-Champ | Registered: 18 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 13, 2012 05:44PM Posted by: starflight | Registered: 16 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 13, 2012 07:53PM Posted by: M.R. | Registered: 13 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 13, 2012 08:40PM Posted by: jayjay57 | Registered: 17 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 13, 2012 10:54PM Posted by: Bigbrother | Registered: 20 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 14, 2012 09:52AM Posted by: M.R. | Registered: 13 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 14, 2012 10:08AM Posted by: Bigbrother | Registered: 20 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 14, 2012 10:15AM Posted by: M.R. | Registered: 13 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 14, 2012 12:14PM Posted by: M.R. | Registered: 13 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 14, 2012 08:29PM Posted by: iaquinta | Registered: 16 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 14, 2012 08:35PM Posted by: M.R. | Registered: 13 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 14, 2012 08:57PM Posted by: iaquinta | Registered: 16 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 14, 2012 09:11PM Posted by: M.R. | Registered: 13 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 15, 2012 12:23PM Posted by: Kimi-The-Champ | Registered: 18 years ago |
Re: Very very long Loadingtime with high quality f1graphic.cfg Date: May 15, 2012 12:39PM Posted by: Bigbrother | Registered: 20 years ago |