What setting do you use for Rune? I'm not sure if I use the default values or if I changed something in the past. Setting ClassicLighting to False makes the game look better, anyone using that? Are there any additional settings that should be added?
I recall there was additional settings you could add in the ini file. But I guess they would have been found on this site in that case. kentie.net/article/d3d10drv/
Alpha to coverage Smoothens the edges of 'masked' textures such as grates and leaves. Unfortunately, this does lead to artifacts where the textures don't tile (example). Requires at least 4x anti aliasing enabled to take effect. Valid settings: true/false. Default: false. Note: on some hardware this setting seems to result in black backgrounds around HUD icons, etc. I suspect this is a driver issue. Anisotropy Anisotropic filtering, makes textures look less blurry at a distance. Valid settings: 0 to 16. Default: 8. Anti aliasing Greatly improves visual quality by filtering jagged lines. Valid settings: depends on video card. 1 and lower is off. 16 is the absolute maximum. If an unsupported setting is selected the renderer falls back on the next lowest supported one. Auto FOV Automatically sets the field of view depending on the window/screen size. Might want to turn this off if you want to set an extra-wide FOV for multiplayer games. Valid settings: true/false. Default: true. Classic lighting With this enabled, the lighting matches that of the original renderers. Otherwise, D3D10 renderers before version 18 use a more vibrant lighting scheme; after version 18 HDR is used (in which case reverting to classic lighting improves performance). Valid settings: true/false. Default: true. FPS limit Prevents the games from running too fast even with vsync disabled, by limiting the maximum frames per second drawn. The games seem to appreciably start to speed up above ~200 FPS. Valid settings: 0 to whatever. Default: 100. Think twice before completely disabling this, as wrong timing information will be fed to the shaders (resulting in too-fast HDR for instance). LOD bias Setting this to a negative values makes the game use larger mipmaps (textures) than it'd normally do. Theoretically improves quality but far-off textures tend to look too 'busy'. Valid settings: -10 to 10. Default: 0. Parallax occlusion mapping (POM) Gives surfaces 3D relief. Pretty GPU intensive, and you might not like the way it looks. Will use an external height map texture if present, otherwise the detail texture is used. Valid settings: true/false. Default: false. Simulate multi-pass texturing Greatly improves the look of various skies and alters the look of reflective surfaces and some windows. This matches the look used by early versions of Unreal running on 3Dfx hardware; later versions of that renderer seem to have switched to single-pass multitexturing. This setting can be turned off for the look most people will be used to. Valid settings: true/false. Default: true. Precache Makes the game preload textures, which can lead to smoother gameplay. However, it does increase (un)loadtimes. Valid settings: true/false. Default: false. VSync Synchronizes the game's frame redraws with monitor updates, reducing visual tearing. However, some people seem to experience input lag with this enabled (in other games as well). Valid settings: true/false. Default: true. Bump mapping Can be ignored unless you've got special textures installed. Attempts to fake bump mapping if textures have normal maps present. Requires a normal map to be either present in the texture's bump map slot, or provided as an extra external texture. Valid settings: true/false. Default: false. Unlimited view distance Sets view distance to the maximum supported map size. By request. No reason to touch this.
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