The optimization of the game) (Singularity)
Let's discuss the various methods of optimizatio of the game...(eg. disabling physics, etc.)macs32196
Bloom - 1
DepthOfField - 1
DynamicLights - 1
LensFlares - 1
MaxAnisotropy - 4
MotionBlur - 1
these lines change, I'm not particularly test but better it should be.
The registry is already percolated and tested - as was the problem with the textures remained. The one we have to wait for the patch.(((
In short I included all except for AllowD3D10 (because game not started) and bEnableForegroundShadowsOnWorld (missing texture hands) and especially the graphics are not improved. People I have a question: can something be done to hurry the texture loaded??? ATO, I go like the textures, then go into the room and everything is terribly pathetic... it would be Better to use a normal startup did...
Play on max. comp Comp - 4 cores at 3000, vidyuhi Radeon 5800 new to the gig, RAM 4 gig, hard disk free space of about 100GB.
people sorry for offtopic:will play on my comp ?? (config in a profile) and something like that do not want to buy a pig in a poke.....(frequency percent, not 2.7 as I have written,and 2.2 since a factory data reset on regular)
thank you in advance ))
ZimaAlex
just the requirements written percent with a frequency of 2.8
Yes fly! (if you run))))
My hands are straight and head is clear =)
This game engine is UE3, it even on the calculator, start))
My hands are straight and head is clear
...yeah, they're all that, and the topic for the technical issues almost 500 posts)))
TheRedGhost
you and your videhoe the Stove suck-latest TomClancy inhibits only midajah old-because of ATI 5870 game on uber settings in full hd just flies so show-off with his single-deck гаВп0м STI elsewhere
and all in the topic for splinter kissing you drove that in Iraq you have 40 FPS and then writes for 200 -although if you consider that your screenshot with the Quad 4200Mhz Razon did not see that in principle you're all clear GOLD Пи3да60ЈІ
зубодробилк0
Why argue and insult the man? These graphics cards are equal and show the same result( mean 11 direct as 295 it is not) and they are equal if you compare the 295 with the 5870 single-deck and double-deck 295 of course, that makes all the parameters 5870.
If you're a fan of ATI, it is understandable why are insults.
people I have a question how can I increase the textures of the game and they look very shabby
malec.rus people I have a question how can I increase the textures of the game and they look very shabby
http://rapidshare.com/files/403494734/Sing-files.rar.html
This fix from the blurry textures
I got the bug blurry textures dug a little (its history and other nonsense), no one out there is not necessary?
Optimization great below 75 shots not falling but I another problem of smearing of textures but I like it to traci download fix which gave RipBoy when I ustonovil game
People help pliz!!!I have a very weak comp can neither be Singularity on it to optimize???? Here is my system unit:
CPU:2.6 GHz
Operative:512 Mb
Video (don't laugh): 64 Mb
Help AAAAAAAAAAAAAAAA
Video (don't laugh): 64 Mb
Model of video card here. Percent and operative norms (believe me).
So it's integrated graphics controller. Where you put a normal video card? Burned, or what?
Intel 82845G Graphics ControllerWhat 2D/3D Graphics Features are Supported?
3D Graphics Features
Full OpenGL* 1.3 ICD (Installable Client Driver)
Compatible with DirectX* 9.0, 8.x, and 7.x
Not all of the new features of DirectX 9.0 are supported
32 bpp True Color 3D Support
Allows for high quality textures and rendering
3D Performance Features
200MHz Graphics Core Clock
Support for DDR SDRAM memory improves 3D video memory performance
DDR SDRAM gives a large performance boost in 3D, which is even noticeable between PC1600 and PC2100 memory.
Since the frame buffer, depth buffer, and textures must all share memory bandwidth, increasing the bandwidth gives large gains in 3D performance.
Zone Rendering Technology
Renders the 3D scene in pieces to reduce the required memory bandwidth for a given scene
Zone Rendering White Paper
3D Setup and Render Engine
Triangles, Strips, and Fans
Pixel Accurate Fast Scissoring and Clipping Operation
Backface Culling
Anti-aliased Lines (OpenGL only)
Sprite Points
Texture Engine
Up to 4 Textures / Pixel on a Single Pass
Up to 2048x2048 Texture Size
Per Pixel Perspective Corrected Texture Mapping
Single Pass Texture Compositing
12 Level of Detail MIP Map Sizes from 1x1 to 2Kx2K
All Texture Formats Including 32-bit RGBA and 8-bit Paletted
Alpha and Luminance Maps
Texture ColorKeying/ChromaKeying
Bilinear, Trilinear MIP-Mapped Filtering
Anisotropic Filtering
High quality views of oblique surfaces
Cubic Environment Reflection Mapping
Embossed and Environment (DOT3) Bump-Mapping
Models realistic surface details
Compressed Textures
Rasterization Features
Flat & Gouraud Shading
Color Alpha Blending for Transparency
Vertex and Programmable Pixel Fog and Atmospheric Effects
Color Specular Lighting
Line and Full-Scene Anti-aliasing
16-bit and 24-bit Z and W Buffering
High precision depth buffer increases overall scene quality
8-bit Stencil Buffering
Often used for shadows
Double and Triple Render Buffer Support
16-bit and 32-bit Color
Transparency / Translucency (alpha blending)
Effects like force fields, flames, and plasma beams
Destination Alpha
Fast Clear Support
2D Graphics Features
32 bpp True Color 2D Support
256-bit pattern fill and BLT Engine Performance
Programmable 3-Color Transparent Cursor
Color Space Conversion
GDI+* Feature Support
Anti-aliased Lines
Alpha Blended Cursor
Anti-aliased Text
Alpha Stretch Blitter
8-bit, 16-bit and 32-bit Color
Video
Dynamic Bob and Weave Support for Video Streams
SyncLock* Display and TV-out encoders to video source
Video Overlay
Single High Quality Scalable Overlay
Multiple Overlay Functionality Provided via Stretch Blitter
5-tap Horizontal, 3-tap Vertical Filtered Scaling
Independent Gamma Correction
Independent Brightness/Contrast/Saturation
Independent Tint/Hue Support
Destination Colorkeying
Source Chromakeying