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巫師3超高品質畫面不是夢想!XML文件允許玩家調整超高畫面設置

作者:不詳來源:本站整理 發(fā)表時間:2015/5/14 9:42:28 評論(0)

超高品質畫面不是夢想!巫師3狂獵通過XML文件將允許玩家調整超高畫面設置,由于GOG版的《巫師3:狂獵》早已開啟預載,很多玩家已經(jīng)下載到了完整的客戶端,很多PC玩家發(fā)現(xiàn)游戲文件夾內的XML文件可以調整游戲的圖像設置,有興趣的玩家可以看看。
巫師3超高畫質
通過該游戲的XML文件,PC玩家能開啟精銳過濾器(在早期游戲版本截圖中開啟過)。不僅如此,還有一些涉及游戲中“超高”畫質檔的選項可以開啟(包括地形、貼圖和LOD設定)。

該游戲的默認畫質檔包括低、中、高、超高。其中超高檔的貼圖為2048*2048。另外,草地密度也可増至“超高檔”,以及植被可見度、陰影距離以及水面曲面細分,以及該游戲支持Nvidia的HBAO技術。

Postprocess.xml

Fullscreen / Window Mode

Gamma

AllowBloom

AllowShafts

AllowAntialias

AllowBlur

AllowDOF

AllowCutsceneDOF

AllowVignette

AllowSharpen

Virtual_SSAOSolution

AllowMSAA

AllowMotionBlur

AllowFog

AllowChromaticAberration

Rendering.xml

Vysnc

Hairworks

Shadows

Terrain

Water Quality

Grass

textures

foliage_visibility

level_of_detail

Shadow distance scaling

<Option id=”3″ displayName=”uber”>

<Entry varId=”CascadeShadowFadeTreshold” value=”1.0″/>

<Entry varId=”CascadeShadowDistanceScale0″ value=”1.0″/>

<Entry varId=”CascadeShadowDistanceScale1″ value=”1.0″/>

<Entry varId=”CascadeShadowDistanceScale2″ value=”1.5″/>

<Entry varId=”CascadeShadowDistanceScale3″ value=”1.5″/> 

<Entry varId=”CascadeShadowQuality” value=”1″/>

<Entry varId=”CascadeShadowmapSize” value=”3072″/>

<Entry varId=”MaxCascadeCount” value=”4″/>

<Entry varId=”MaxTerrainShadowAtlasCount” value=”4″/>

<Entry varId=”MaxCubeShadowSize” value=”512″/>

<Entry varId=”MaxSpotShadowSize” value=”512″/>

<Entry overrideGroup=”Rendering/SpeedTree” varId=”FoliageShadowDistanceScale” value=”54.0″/>

</Option>

Water tessellation

<Var id=”Virtual_WaterOptionVar” displayName=”water_quality” displayType=”O(jiān)PTIONS” tags=”refreshEngine”>

<OptionsArray>

<Option id=”0″ displayName=”low”>

<Entry varId=”GlobalOceanTesselationFactor” value=”8″/>

</Option>

<Option id=”1″ displayName=”medium”>

<Entry varId=”GlobalOceanTesselationFactor” value=”16″/>

</Option>

<Option id=”2″ displayName=”high”>

<Entry varId=”GlobalOceanTesselationFactor” value=”32″/>

</Option>

<Option id=”3″ displayName=”uber”>

<Entry varId=”GlobalOceanTesselationFactor” value=”64″/>

</Option>

</OptionsArray>

</Var>

Grass density

<OptionsArray>

<Option id=”0″ displayName=”low”>

<Entry varId=”GrassDensity” value=”1400.0″/>

</Option>

<Option id=”1″ displayName=”medium”>

<Entry varId=”GrassDensity” value=”1600.0″/>

</Option>

<Option id=”2″ displayName=”high”>

<Entry varId=”GrassDensity” value=”2000.0″/>

</Option>

<Option id=”3″ displayName=”uber”>

<Entry varId=”GrassDensity” value=”2400.0″/>

</Option>

</OptionsArray>

Textures

<Option id=”3″ displayName=”uber”>

<Entry overrideGroup=”TextureStreaming” varId=”MaxResidentMipMap” value=”6″/>

<Entry varId=”MaxTextureSize” value=”2048″/>

<Entry varId=”MaxAtlasTextureSize” value=”2048″/>

<Entry varId=”TextureDownscale” value=”0″/>

<Entry varId=”DetailTextureDownscale” value=”0″/>

<Entry varId=”AtlasTextureDownscale” value=”0″/>

<Entry varId=”TextureMemoryBudget” value=”800″/>

<Entry varId=”TextureMemoryGUIBudget” value=”80″/>

<Entry varId=”TextureTimeBudget” value=”10″/>

<Entry varId=”TextureInFlightBudget” value=”128″/>

</Option>

Foliage Visibility

<Option id=”3″ displayName=”uber”>

<Entry overrideGroup=”Foliage” varId=”MaxVisibilityDepth” value=”24″/>

</Option>

LOD

<Option id=”3″ displayName=”uber”>

<Entry overrideGroup=”LevelOfDetail” varId=”DecalsHideDistance” value=”80″/>

</Option>

Terrain options

<Option id=”0″ displayName=”low”>

<Entry varId=”TerrainErrorMetricMultiplier” value=”30″/>

<Entry varId=”TerrainScreenSpaceErrorThreshold” value=”4.0″/>

</Option>

<Option id=”1″ displayName=”medium”>

<Entry varId=”TerrainErrorMetricMultiplier” value=”20″/>

<Entry varId=”TerrainScreenSpaceErrorThreshold” value=”3.0″/>

</Option>

<Option id=”2″ displayName=”high”>

<Entry varId=”TerrainErrorMetricMultiplier” value=”10″/>

<Entry varId=”TerrainScreenSpaceErrorThreshold” value=”2.0″/>

</Option>

<Option id=”3″ displayName=”uber”>

<Entry varId=”TerrainErrorMetricMultiplier” value=”6″/>

<Entry varId=”TerrainScreenSpaceErrorThreshold” value=”1.6″/>

</Option>

Post-Processing presets in-depth

<Preset id=”0″ displayName=”low”>

<Entry varId=”AllowBloom” value=”true”/>

<Entry varId=”AllowShafts” value=”false”/>

<Entry varId=”AllowAntialias” value=”false”/>

<Entry varId=”AllowBlur” value=”false”/>

<Entry varId=”AllowDOF” value=”false”/>

<Entry varId=”AllowCutsceneDOF” value=”true”/>

<Entry varId=”AllowVignette” value=”true”/>

<Entry varId=”AllowSharpen” value=”false”/>

<Entry varId=”Virtual_SSAOSolution” value=”0″/>

<Entry varId=”AllowMotionBlur” value=”false”/>

<Entry varId=”AllowFog” value=”true”/>

<Entry varId=”AllowChromaticAberration” value=”false”/>

</Preset>

<Preset id=”1″ displayName=”medium”>

<Entry varId=”AllowBloom” value=”true”/>

<Entry varId=”AllowShafts” value=”false”/>

<Entry varId=”AllowAntialias” value=”false”/>

<Entry varId=”AllowBlur” value=”true”/>

<Entry varId=”AllowDOF” value=”false”/>

<Entry varId=”AllowCutsceneDOF” value=”true”/>

<Entry varId=”AllowVignette” value=”true”/>

<Entry varId=”AllowSharpen” value=”false”/>

<Entry varId=”Virtual_SSAOSolution” value=”1″/>

<Entry varId=”AllowMotionBlur” value=”false”/>

<Entry varId=”AllowFog” value=”true”/>

<Entry varId=”AllowChromaticAberration” value=”false”/>

</Preset>

<Preset id=”2″ displayName=”high”>

<Entry varId=”AllowBloom” value=”true”/>

<Entry varId=”AllowShafts” value=”true”/>

<Entry varId=”AllowAntialias” value=”true”/>

<Entry varId=”AllowBlur” value=”true”/>

<Entry varId=”AllowDOF” value=”true”/>

<Entry varId=”AllowCutsceneDOF” value=”true”/>

<Entry varId=”AllowVignette” value=”true”/>

<Entry varId=”AllowSharpen” value=”true”/>

<Entry varId=”Virtual_SSAOSolution” value=”1″/>

<Entry varId=”AllowMotionBlur” value=”true”/>

<Entry varId=”AllowFog” value=”true”/>

<Entry varId=”AllowChromaticAberration” value=”true”/>

</Preset>

</PresetsArray>

Rendering presets in-depth

<Preset id=”0″ displayName=”low”>

<Entry varId=”Virtual_TexturesOptionVar” value=”0″/>

<Entry varId=”Virtual_LevelOfDetailOptionVar” value=”0″/>

<Entry varId=”Virtual_WaterOptionVar” value=”0″/>

<Entry varId=”Virtual_TerrainOptionVar” value=”0″/>

<Entry varId=”Virtual_ShadowsOptionVar” value=”0″/>

<Entry varId=”UseHairWorks” value=”false”/>

<Entry varId=”Virtual_GrassOptionVar” value=”0″/>

<Entry varId=”Virtual_FoliageVisibility” value=”0″/>

</Preset>

<Preset id=”1″ displayName=”medium”>

<Entry varId=”Virtual_TexturesOptionVar” value=”1″/>

<Entry varId=”Virtual_LevelOfDetailOptionVar” value=”1″/>

<Entry varId=”Virtual_WaterOptionVar” value=”1″/>

<Entry varId=”Virtual_TerrainOptionVar” value=”1″/>

<Entry varId=”Virtual_ShadowsOptionVar” value=”1″/>

<Entry varId=”UseHairWorks” value=”false”/>

<Entry varId=”Virtual_GrassOptionVar” value=”1″/>

<Entry varId=”Virtual_FoliageVisibility” value=”1″/>

</Preset>

<Preset id=”2″ displayName=”high”>

<Entry varId=”Virtual_TexturesOptionVar” value=”2″/>

<Entry varId=”Virtual_LevelOfDetailOptionVar” value=”2″/>

<Entry varId=”Virtual_WaterOptionVar” value=”2″/>

<Entry varId=”Virtual_TerrainOptionVar” value=”2″/>

<Entry varId=”Virtual_ShadowsOptionVar” value=”2″/>

<Entry varId=”UseHairWorks” value=”false”/>

<Entry varId=”Virtual_GrassOptionVar” value=”2″/>

<Entry varId=”Virtual_FoliageVisibility” value=”2″/>

</Preset>

<Preset id=”3″ displayName=”uber”>

<Entry varId=”Virtual_TexturesOptionVar” value=”3″/>

<Entry varId=”Virtual_LevelOfDetailOptionVar” value=”3″/>

<Entry varId=”Virtual_WaterOptionVar” value=”3″/>

<Entry varId=”Virtual_TerrainOptionVar” value=”3″/>

<Entry varId=”Virtual_ShadowsOptionVar” value=”3″/>

<Entry varId=”UseHairWorks” value=”true”/>

<Entry varId=”Virtual_GrassOptionVar” value=”3″/>

<Entry varId=”Virtual_FoliageVisibility” value=”3″/>

</Preset>

More extras

AllowSharpen=false

TextureMipBias=00


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