Windows 8.1 basic install [solved]

Posted by GP_maniac 
Re: Windows 8.1 basic install
Date: March 29, 2014 01:31AM
Posted by: mortal
Did you not look at this? HD7750 GPU's on ebay.co.uk here.
This build is GBP240 approx, not allowing for shipping on some items. That leaves you well within your budget to lash out on a decent monitor, or maybe you already have a tv you can use, a wireless keyboard and mouse, and maybe one of these. :-)
When you build your own rig, you know what's in it, cheaper than buying one. I've built four. You can always take the mobo and cpu to a tech to have it fitted if you are unsure of what you are doing, or get someone in the know to assemble it for you. It really is relatively easy to do.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Windows 8.1 basic install
Date: March 29, 2014 01:37AM
Posted by: GP_maniac
I have always wanted to build my own as it gives a better sense of accomplishment.

But trying to understand which parts are compatible is just a headache right now. As well as where to buy parts from.

I may be getting a low profile unit from my work place so then I can start figuring more out, no doubt you will hear from me with advice but from what you have sent it seems a very good machine.

After seeing my spec of my laptop how much you think I can shift it on for?
Re: Windows 8.1 basic install
Date: March 29, 2014 02:07AM
Posted by: mortal
I just sent you pics of that build. :-) The parts picker site checks compatibility for you. As for the sale price, I have no idea what you'd get for it. If you get a rig from work, send me the details, and then we can see if it's worth upgrading.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Windows 8.1 basic install
Date: March 29, 2014 02:44AM
Posted by: GP_maniac
I will let you know as soon as

The computer you built, how will that handle GP4, I also use football manager too so it needs to handle both
Re: Windows 8.1 basic install
Date: March 29, 2014 03:07AM
Posted by: mortal
It runs everything really well. The 2013 CSM Mod runs at 1280 x1024 35fps. It can go higher but the eye can't really pick the difference above 30fps anyway.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Windows 8.1 basic install
Date: March 29, 2014 07:07PM
Posted by: ralv585
Hey guys, it's a problem with Windows 8 in general.

You need to change a line in the graphics.cfg to get it to display.

I can't remember what exactly, but I will post my cfg later when I'm home and it should work for you :)

EDIT:

Found it in an old post!

Change this line:

0 ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused)

Multisamples must be 0, or you will get black screens.

You can always run in windows mode to get the game running with multisamples, but for fullscreen, it must be 0!





Edited 1 time(s). Last edit at 03/29/2014 07:09PM by ralv585.
Re: Windows 8.1 basic install
Date: March 29, 2014 08:56PM
Posted by: TomMK
Does anyone know what multisamples are, and why they affect windows 8 in particular?

Btw thanks ralv!

=====================================================


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel



Edited 1 time(s). Last edit at 03/29/2014 08:57PM by TomMK.
Re: Windows 8.1 basic install
Date: March 29, 2014 09:30PM
Posted by: mortal
Multi-sampling is related to anti-aliasing and it is for the rasterisation and smoothing of graphics. It is doubtful that it is related specifically to Win 8. Would Win 8 do this if installed on a pc with a decent graphics card, somehow I doubt it. More likely it is a graphics driver problem. Changing the line is forcing the graphics chip to not take multiple samples of the polygons so there would have to be more memory available allowing the chip to proceed with the display, albeit at a lower quality.
An additional note for the OP, the first line of the cfg file also needs to be changed to 1, this will enable it, default is 0.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Windows 8.1 basic install
Date: March 29, 2014 09:37PM
Posted by: TomMK
Nice answer, cheers mal.

=====================================================


Intel NUC 8i3, 8GB RAM, MS Sidewinder Wheel
Re: Windows 8.1 basic install
Date: March 29, 2014 09:48PM
Posted by: ralv585
mortal Wrote:
-------------------------------------------------------
> Would Win 8 do this if
> installed on a pc with a decent graphics card,
> somehow I doubt it.

i7 920, 6gb ram, and geforce 760 here.

Doesn't work on Windows 8, or 8.1 without turning it off for me.

Don't ask me why, it's just the way it is.

It might not work for the OP, for it definitely works in my case.

Re: Windows 8.1 basic install
Date: March 29, 2014 10:06PM
Posted by: mortal
Computer says no. It is the strangest thing that a new OS would have such a fault. The graphics rendering is done by a gpu chip, usually executed by proprietary drivers. It doesn't make sense that the shell also has an effect, the only thing I can think of, is that it could it be due to the way Win 8 allocates memory? Also, the entire program is being run in an allocation that emulates Win XP. This sort of thing is way out of my league unfortunately.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Windows 8.1 basic install
Date: March 29, 2014 10:43PM
Posted by: mortal
A bit of research has turned up the fact that Win 8 does not support MSAA (multi-sampling anti aliasing). This is due to the way Win 8 handles the flip model swap chain in it's API. Here is an explanatory article on the swap chain.
Most posts I've turned up on Win 8 and MSAA relate to the phone os platform, and users want the capability to enable MSAA restored. Other posts relate to BF3/4 frame rate drops due to no MSAA.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Windows 8.1 basic install
Date: March 29, 2014 10:55PM
Posted by: ralv585
Ah, so it is a genuine Windows 8 problem?

Re: Windows 8.1 basic install
Date: March 29, 2014 10:57PM
Posted by: mortal
It's beginning to look like it. This is probably an issue that needs to be written up in a separate post so I can pin it to the FAQ. Meanwhile I'm itching to know if the fix you posted resolves the OP's black screen issue. :-)


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Windows 8.1 basic install
Date: March 30, 2014 12:07AM
Posted by: ralv585
Yeah me too!

Good idea to put it in the FAQ too if it is the issue.

I don't want anyone to be put off from Windows 8, as i genuinely prefer it to 7, and want them to keep the modern style.

Re: Windows 8.1 basic install
Date: March 30, 2014 12:57AM
Posted by: GP_maniac
so as it stands, what is the proposed fix to the black screen issue for windows 8 users.

Mortal,

Can you post the pics you were talking about in regards to the computer you built
Re: Windows 8.1 basic install
Date: March 30, 2014 01:09AM
Posted by: mortal
Read the post by ralv585 and check your private messages!


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
Re: Windows 8.1 basic install
Date: March 30, 2014 01:20AM
Posted by: GP_maniac
Seem to have it working now by putting in into windows mode using graphics.cfg multisamples was a 0 for me from the start, so not too sure what they issues was.

I am aware that there seems to be countless mods around containing all parts of a season graphical update, but can anyone supply a link if you would like to do it bit by bit.

Even thought I am running on an integrated graphics card it seems to be running very smooth, just would like to try it bit by bit and see how much I can add before making my own pc.
Re: Windows 8.1 basic install
Date: March 30, 2014 01:52AM
Posted by: ralv585
Try this:

It might help you, this is what i use.

Make sure to change the resolution to your laptop screen.

1 ; f1graphics.cfg controls all settings (default 0)
1920 ; [RELEASE] Game 3D Horizontal Resolution
1080 ; [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
0 ; [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
105 ; [RELEASE] AutoPerformance (Automatic Performance Setting)
0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting)
0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting)
800 ; [DEBUG] Game 3D Horizontal Resolution
600 ; [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
2 ; Number of mipmaps (0 => off) v2
1 ; Use compressed textures if supported
1 ; 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
32 ; Angle left mirror 0(in)-16(parallel)-32(out) v2
32 ; Angle right mirror 0(in)-16(parallel)-32(out) v2
16 ; Magnify mirror (16 => normal <16 wide >16 zoom)
0 ; 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
20 ; 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)
16 ; 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 ?
100 ; For normal reflections scale LOD (0 to 100%) v3
100 ; For blured effect reflections scale LOD (0 to 100%) v3
1 ; Maximum allowed heat hazes in a single view v2
2 ; 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
50 ; 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 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars
4 ; Multiplayer overlays - show for N closest
1 ; 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
512 ; Size in texels for projected shadows under each car
512 ; 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
3 ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
3 ; [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
1200 ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2
0 ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
0 ; [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
0 ; [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)
100 ; [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
10 ; [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
0 ; [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
100 ; [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
2 ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
2 ; [MIRROR VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
2 ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115 ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
300 ; [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
1 ; [MIRROR VIEW] Display track shadows
3 ; [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
1 ; [MIRROR VIEW] Enable wet weather reflections
1 ; [MIRROR VIEW] Reflect static objects within this distance (0 => off)
1 ; [MIRROR VIEW] Reflect cars in wet track
1 ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2
1 ; [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
1 ; [MIRROR VIEW] Draw rain (0 => off, 1 => on)
1 ; [MIRROR VIEW] DrawBrakeGlows (0 => off, 1 => on)
1 ; [MIRROR VIEW] DrawExternalSteering (0 => off, 1 => on)
1 ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
11 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
0 ; [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
0 ; [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
0 ; [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
0 ; [MIRROR VIEW] Draw videowalls v2
0 ; [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
0 ; [MIRROR VIEW] Draw Far land v2
0 ; [MIRROR VIEW] Draw track marshalls v2
1 ; [MIRROR VIEW] Draw large trackside signs v2
0 ; [MIRROR VIEW] Draw small trackside signs v2
1 ; [MIRROR VIEW] Draw Near trees v2
0 ; [MIRROR VIEW] Draw Far trees v2
0 ; [MIRROR VIEW] Draw video-wall screens v2
1 ; [MIRROR VIEW] Draw shadows on track v2
1 ; [MIRROR VIEW] Draw Required trackside buildings
100 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
100 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2
300 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2
100 ; [MIRROR VIEW] Car lod : scalar
1 ; [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
2 ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
7 ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2
115 ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
1500 ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
0 ; [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
0 ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
1000 ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track
1 ; [VIDEOWALL VIEW] Display track shadows
3 ; [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)
4 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR
4 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR
1 ; [VIDEOWALL VIEW] Enable wet weather reflections
200 ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off)
1 ; [VIDEOWALL VIEW] Reflect cars in wet track
1 ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2
1 ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3
11 ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
1 ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3
1 ; [VIDEOWALL VIEW] Draw Particles
1 ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on)
1 ; [VIDEOWALL VIEW] DrawBrakeGlows (0 => off, 1 => on)
1 ; [VIDEOWALL VIEW] DrawExternalSteering (0 => off, 1 => on)
2 ; [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
1 ; [VIDEOWALL VIEW] Draw heat haze v2
3 ; [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
2 ; [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
100 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10
100 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3
1000 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5
100 ; [VIDEOWALL VIEW] Car lod : scalar v2
1 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting

Re: Windows 8.1 basic install
Date: March 30, 2014 03:04AM
Posted by: mortal
GP4Central I think has some mods that have lower lods suitable for laptop use.


[www.mediafire.com] Some say you should click it, you know you want to. :-) [www.gp4central.com] <----GP4 Central
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