Call of Juarez is a game in a genre "western", with an interesting plot and an opportunity of game on behalf of two characters, with all that distinguishes this style: a lot of duels on pistols, bright characters, pursuits on horses and other attributes of the genre, known to us on films of and 80th years of the last century. Game uses the third version of graphic cursor Chrome Engine, last at present. Call of Juarez distinguish qualitative structures, rendering of shadows by means of cards of shadows of very high sanction, the complex effects created by means of systems zv5000t series notebook of particles (a smoke and fire), support HDR of rendering in freymbufer 16-bitnogo a format from a floating comma. Considered game is rather exacting to capacity of system, and it shows especial requirements to a videocard.
Levels in game are executed basically in the form of the open spaces of very big size, there are such cards what to pass them from edge and up to edge for short time it will not turn out. Meet in game and indoor locations: rooms, corridors and caves, but not so it is a lot of them. For rendering shadows by a cursor cards of shadows (shadow maps) are used, including is hardware the accelerated textural formats if those are supported by a videosystem. The graphic part of game also zv5000t series notebook is allocated with imposing of cards of normals for the most part of surfaces, application of technics parallax mapping, algorithm of a qualitative filtration of cards of shadows and opportunity HDR of rendering. Already habitual model popiksel'nogo illumination Blinna-Fonga is used, each counted light source gives diffuznuyu and spekulyarnuyu components on all basic surfaces. Textural layers, including imposing of cards of normals are used some, the simple version is applied to rendering some materials parallax mapping. In game the special attention is given to filters of postprocessing, their kinds are applied some: bloom, blur, refraction (refraction), depth of field and others. The release of game contains piksel'ny'e and topmost sheydery', written on HLSL and assemblernom language. The last concerns only to the first versions zv5000t series notebook sheyderov, and in language of a high level are written sheydery', intended for compilation in 2.x and 3.0. SHeydery' versions 1. and 1. are used, but it is not enough of them, basically are applied 2.x and 3.0. The longest topmost sheydery' versions 2.x/3. consist of 100-1 commands, their complexity average or even hardly below average to modern measures. Complexity piksel'ny'h programs of the maximum versions can be estimated also as average, the heaviest programs contain hardly less than 1 instructions: up to textural and mathematical.
In spite of the fact that for the project support Shader Model 3. for a long time was declared, in piksel'ny'h sheyderah branching and conditional transitions is not used, they quite keep within opportunities SM 2.x (as it is realized in game, is simple in this mode is disconnected HDR rendering and instancing). As a whole, sheydery' in game zv5000t series notebook imposings of cards of normals, parallaksmappinga are used for calculation of illumination, a filtration and imposing of cards of shadows, used in algorithms of a postfiltration.
By graphic cursor of game basically are used sheyderny'e the programs written on HLSL, compiled as required in a special cache. In game the choice between use sheyderov versions 2.x and 3. is given. On test system with videocard GeForce 78 GTX, supporting Shader Model 3.0, in a mode of the maximal adjustments are applied topmost sheydery' versions 1.1, 2.a and 3. and piksel'ny'e sheydery' versions 1.1, 1.4, 2.a and 3.0. In all piksel'ny'h sheyderah versions 2.x and 3. are made optimization in zv5000t series notebook the form of calculations with the lowered accuracy (partial precision), they are useful to all modern videocards NVIDIA, since GeForce FX 52 and finishing GeForce 79 GX2, and for GeForce 88 they already give nothing. The volume of geometry processable by a cursor of game within the limits of one staff on the maximal adjustments in view of geometry instancing, corresponds to an average level for modern 3D games. The quantity of ranges in the staff changes from 400 up to 1000000, complexity of geometry at different levels differs strongly enough, there are levels from 1000 average triangles on the staff (the closed spaces), and is - with zv5000t series notebook 5000 (the open levels with a lot of vegetation). The average quantity of processable triangles in the staff on the maximal adjustments on all game makes approximately 3000 ranges. Since this review, in the general statistics we include also average quantity of calls otrisovki as this value strongly influences productivity in Direct3D. In game Call of Juarez average value batch count has made 470, and maximal - 1500, both figures are great enough, but for modern game are quite admissible. Game demands much of volume of local videomemory, in the sanction 1024x7 with included HDR rendering and the greatest possible adjustments of quality, game uses 100-3 mbyte of zv5000t series notebook videomemory, depending on a game level. It corresponds to a modern level technological 3D games. Average use of videomemory in the test sanction 1024x7 makes 240-2 Mb, that on a limit of opportunities of usual videocards of an average level. The maximal noted volume of the borrowed videomemory has made 4 mbyte, that on forces only to videocards of a high level and some of an average.
The collected data of counters of productivity NVIDIA on all levels of game show, that at the maximal adjustments and the sanction 1024x7 videochip GeForce 78 GTX stood idle on the counter gpu_idle on the average about % of time, but value strongly depends on a level, there are cases about % of idle time when productivity is limited by the videochip, and there are levels from % of idle time GPU! Complexity piksel'ny'h sheyderov zv5000t series notebook is high, value pixel_shader_busy averages about %, there are levels from %, and is - from %. Average use of blocks topmost sheyderov, on the counter vertex_shader_busy, in comparison with the games earlier tested by us, has appeared very much greater - the whole of %! The Disorder on levels is insignificant - from up to % so on instancing it completely to not write off. Quite good balancing of complexity piksel'ny'h and topmost sheyderov, and also uses of opportunities of blocks ROP and teksturirovaniya is available. The average share of a waiting time blocks piksel'ny'h sheyderov samples of data of structures, on the counter shader_waits_for_texture - %, a share of expectation of the termination zv5000t series notebook of operations of record in freymbufer (shader_waits_for_rop) - only 8- %, affects disconnected mul'tise`mpling at HDR the rendering, not supported by a test videocard for FP freymbufera. Two last figures speak about a small emphasis in operation with freymbuferom and speed of textural sample. Research of influence of some adjustments of game on average indices of counters of productivity NVIDIA:
Counter Default SM2. SM2. MSAA 4x Bilinear Shadows off Foliage low Trees off Post processing off FPS 21. 24. 22. 22. 42. 24. 40. 25. gpu_idle, % 0. 0. 0. 0. 0. 0. 0. 0. vertex_shader_busy, % 30. 36. 33. 31. 34. 31. 9. 34. pixel_shader_busy, % 48. 48. 47. 50. 40. 43. 56. 47. triangle count, polys 95 batch count 4 9 9 4 3 4 3 4 shader_waits_for_texture, % 9. zv5000t series notebook 7. 8. 5. 16. 10. 15. 7. shader_waits_for_rop, % 4. 3. 7. 4. 6. 4. 8. 1. video memory, Mb 2 2 2 2 1 2 2 2 Was used one of the most complicated levels, productivity on which very low. Average frequency of the staff is resulted, that it was visible, change of adjustments of game how much strongly affects productivity. The maximal influence on speed of rendering was rendered with full switching-off of shadows and trees. Use sheyderov versions 2.x instead of 3. with simultaneous switching-off HDR of rendering, and also switching-off of postprocessing, but not in such degree has affected also. Productivity of game in mode zv5000t series notebook HDR without antialiasinga has appeared approximately is equal to speed mode SM 2. with MSAA 4x and the disconnected rendering of the raised dynamic range. Average values of the counter gpu_idle differ slightly, GPU always have been busy almost on 1 %. Here all adjustments influence a little, at switching-off of any opportunities loading is shifted on other blocks, and FPS increases, that speaks about good optimization of a cursor of game. On value vertex_shader_busy considered adjustments render small influence, except for a special mode with completely disconnected trees (just at their test level it is a lot of). In this mode loading on topmost blocks considerably decreases, more than in times. In other modes the difference was insignificant. Value zv5000t series notebook pixel_shader_busy raises in the same mode (just about what we spoke above - loading on topmost blocks decreases with simultaneous increase piksel'noy) and in a mode of a bilinear filtration. Also decreases in modes with the disconnected shadows and smaller quantity of a grass - a mode foliage low. Piksel'ny'e blocks are less busy in case of inclusion antialiasinga, in this case greater time is spent for expectation of the termination of operations blendinga and records in freymbufer.
Values of the counter of quantity of the ranges calculated in the staff differ not too strongly in most cases, in a small difference the error of measurement and calculation of average values is guilty. Triangles pays off osch'utimo less in modes with the disconnected shadows (in fact the objects consisting of ranges, renderyatsya in those cards of shadows) and with the disconnected trees. Look, switching-off of the last how zv5000t series notebook much strongly affects, it turns out, that the lion's share of geometry at such levels of game just and contains in models of trees. And the grass too introduces the contribution - look figures of a mode foliage low. Figures of the counter shader_waits_for_texture most strongly decrease in a mode disconnected trilineynoy and anisotropic filtrations, it speaks that in such mode additional textural samples are required. Also values of the counter in cases with included mode SM 2. and the disconnected effects of postprocessing decrease, and increase at switching-off of shadows (clearly why - vy'borok in such mode much less) and trees. The waiting time of data recording in freymbufer (shader_waits_for_rop) strongly grows in a mode with included antialiasingom as mul'tise`mpling increases work for blocks ROP, and also in modes with the disconnected shadows and trees. Return influence on this counter renders mode SM 2. and the zv5000t series notebook disconnected postprocessing.
Values of counters of local and system videomemory are incorporated in one value. In mode SM 2. it is disconnected HDR rendering and as the format freymbufera varies with FP on usual 8-bitny'y integer, therefore use of videomemory decreases. And in a mode with mul'tise`mplingom on the contrary grows. The others change also are clear: switching-off of shadows reduces requirements to the videomemory, similar influence renders also switching-off of rendering of trees.
In this review for the first time we shall consider also quantity of calls otrisovki, spent on rendering of a stage (batch count). It definitely corresponds with quantity zv5000t series notebook of ranges, but in mode SM 2. is disconnected instancing, and instead of approximately 4 calls on otrisovku them is spent twice more. The big influence on batch count renders switching-off of cards of shadows and trees, and small - switching-off of postprocessing
Game Call of Juarez is created by small Polish company Techland which has been based in 19 and initially was engaged in localization and distribution of the software and games for the Polish market. And only in the end of last century Techland has begun independent development of games, they have let out more than ten the projects based on Chrome Engine, new games also are developed zv5000t series notebook and prepare for an output, among them - Chrome and Dead Island. Here the list of the left projects of manufacture of this company:
Crime Cities (2000) Pet Racer (2001) Pet Soccer (2001) Chrome (2003) Xpand Rally (2004) Chrome: SpecForce (2005) GTI Racing (2006) Call of Juarez (2006) All time of development Call of Juarez the company did not indulge us a lot of news, development of game went rather silently and easy. Only last year before release periodically there were new screenshots and news. The official announcement of game took place in far June, 2004, the project then still referred to The Lawman. Already at that time among shooters from the first person games with the worn out subjects of the Second World, struggle against a different sort terrorism or inoplanetny'mi aggressors have been zv5000t series notebook widespread, wars in Vietnam, etc. the Polish developers from Techland have decided to depart from these eternal themes, and have wanted to make the present western.
In their action from the first person to the player is enabled games for two main characters: young Billy and skilled Reverend Ray. This division influences a gameplay, for Billy approaches stealth style of passage and lazanie on mountains more, and Reverend Ray differs exact and fast shooting from two hands and presence bronejileta on a body which allows to maintain some hits. For the sake of justice it is necessary to mention left earlier Dead Man's Hand and Gun similar subjects so Poles all the same were zv5000t series notebook not the first.
The first screenshots of game to modern measures are looked become outdated, but on those times all was more than not bad. Techland, known, first of all, games Chrome and Xpand Rally, has begun development of the project on modified game cursor Chrome Engine which already on the first screenshots showed quite worthy times of biennial prescription the open spaces, quite good models of characters and complex enough objects of levels
Very much for a long time, in May, 20 Techland have declared that in Call of Juarez the advanced effects of an interactive smoke and water will be used, and also announced use Shader Model 3. in the game. Naturally, in it has taken a hand NVIDIA, where here without it. In the same May at exhibition E game have shown public at stands Techland zv5000t series notebook and NVIDIA
On screenshots of that time from new were visible popiksel'noe illumination of models of characters with application of cards of normals, unduly bright postfilter bloom and imitation of effect depth of field, made on that moment, most likely, in the graphic editor.
In November, 20 company Techland has opened an official site of the future game, accordingly, there were also new screenshots. There were they and under the end of the last year, for holidays
Here to us have shown much more interesting, the normal postfilter bloom, normalmapping on all surfaces, dynamic shadows from a plenty of the objects, the greater open levels rich on a detail is visible, the beautiful special effects made by means of particles, etc. In the middle of zv5000t series notebook spring 20 Ubisoft announced, that will publish Call of Juarez for the personal computer in Northern America and the Europe in the summer of 2006. But in July, 20 when the output of game should take place, Ubisoft has declared a delay of North American release. But there was demo Call of Juarez, and the output of the European version has been appointed to September 2006. As the reasons of putting off of release for the USA the desire to let out game simultaneously on RS and consoles (probably, new generation) has been named. Possibly, simultaneously with it Poles in addition optimize work of the personal computer of the version of game to not upset players from the most important country on a planet
These screenshots have once again confirmed presence of quite good models of zv5000t series notebook characters at game and application of qualitative cards of normals which added very much a plenty of details to objects. Also on them qualitative shadows from all objects and models, excellent even to present measures realization of the nature with numerous trees, kustikami, a grass are visible...
Probably, the output of game in the USA was late also that the new version of operational system from Microsoft - Windows Vista - leaves in sale (not including OEM deliveries which have already begun) in the beginning of 2007. In fact in May at exhibition E at press conference Microsoft it has been declared, that game is included into number of starting game projects for this operational system. Call of Juarez has got there zv5000t series notebook together with Alan Wake, Company of Heroes, Crysis, Flight Simulator X, Halo 2, Hellgate: London, Age of Empires III: The WarChiefs, Battlefield 2142, F.E.A.R. Extraction Point, Heroes of Might and Magic V, Neverwinter Nights 2, Titan Quest, some of which are postponed further away, and many already send in versions for Windows XP, also as well as Call of Juarez (in the Europe).
Call of Juarez has appeared unexpectedly for many, news about game left infrequently, especially up to announcement Ubisoft about the arrangement on its publishing house under a wing of this company. Moreover, game was initially developed under other name - « The Lawman » (the rests of the last zv5000t series notebook name can be observed in some of files of game) and the few for it watched.
The level schedules on screenshots of 20 did not differ any more on technologies of that we have seen in release. To us have shown all the basic features of the advanced cursor of game even better, on them dynamic cards of shadows of the high sanction for all geometry of a level (even on fine kustikah, see the left screenshot), and also a little bit earlier not videnny'h filters of postprocessing, including heat haze, shown on the first picture from this pair were visible riches of details at levels, excellent popiksel'noe illumination, use of cards of normals and cards of heights for parallax mapping. Have shown also water, zv5000t series notebook while from apart, with reflections, but without refractions. In the further the technological level schedules did not change any more, screenshots showed a level of a picture of the final version
Game differs a good subject line, unusual division on two parts of game for different characters. But in the given review us the technical party more interests, and there is on what to look. The game cursor has enabled realization of excellent visual effects, all in game is made on very good technological level, not without reason NVIDIA helped with development of new updating Chrome Engine. In game we meet not only support of all modern effects and excellent detailed elaboration of the game world, zv5000t series notebook but also something new - approach physically correct behaviour of a dust, a smoke and fire in game. It, perhaps, the first game where we see how objects and a wind can influence these natural effects, even and in such rudimentary stage.
Call of Juarez it is based on cursor Chrome Engine of own manufacture of company Techland for the first time used in known game of genre FPS - Chrome. On its basis other projects of the company are created also. Game uses third and while last version of cursor Chrome Engine which was used at creation of games Chrome, Xpand Rally and GTI Racing. In these games we saw huge landscapes with dense vegetation, and zv5000t series notebook the new version of a cursor developed in close cooperation with NVIDIA, has been considerably improved and uses sheydery' versions 3.0, and also all modern opportunities concerning a graphic part. Features Chrome Engine 3: Complete support of opportunities DirectX 9, including Shader Model 3, active use piksel'ny'h and topmost sheyderov, support 64-bitny'h formats freymbufera for realization High Dynamic Range of rendering, support of multipass rendering, static and dynamic popiksel'noe illumination by method Blinna-Fonga with use spherical harmonic illumination, imposing of cards of normals, and also parallax mapping, named by authors virtual displacement mapping, imposing of shadows by means of laytmapov for a statics and dynamic cards of shadows with hardware support, the qualitative precalculated illumination with use of the secondary illumination, the optimized algorithms of rendering of landscapes with simulation of zv5000t series notebook animated vegetation, realization of water tables with dynamic waves, reflections and the refractions, the built in posteffects: depth of field, bloom, refraction, distortion, etc., Light special effects, the effects based on system of particles, simulation of a smoke and a dust with reaction to movement of objects and air and many other things. Spherical harmonic lighting is a technics of rendering in the real time, using model of global illumination and giving more realistic zatenenie. This technics of calculation of illumination of three-dimensional models for the first time has been shown on Siggraph in 20 by researchers Sloan, Kautz and Snyder, it includes long process of zv5000t series notebook precomputations, but calculated unitary given can be used in the further for dynamic illumination with some restrictions. Intensity of illumination and even position of light sources thus can change in real time. The technics has received application in modern games, including in already considered by us earlier Serious Sam 2. In game the physical cursor Open Dynamics Engine consisting of two basic components is used: Cursor of simulation of dynamics rigid body and a cursor of calculation of collisions of objects. ODE concerns to the so-called free software extending under licenses BSD and LGPL. Its development has begun in 2001, it was used in set of games, for example BloodRayne 2. The physical cursor supports some kinds of geometrical figures: box, sphere, capsule, trimesh and cylinder also is alternative to more known and dear products.
In Call of Juarez levels in the form of the greater open spaces are presented, zv5000t series notebook is and a little so-called indoor levels. But basically game passes on the open locations of the big size, is artificial limited by software developers geympleyny'm to reasons. One of the major features of cursor Chrome Engine is the opportunity of display of the greater open spaces with dense vegetation, and each tree differs from next, their basic characteristics are set parametricheski. Separate pride of developers is that in rendering and animations of vegetation are used opportunities topmost and piksel'ny'h sheyderov versions 3.0, including geometry instancing, allowing to lower quantity of calls of functions otrisovki Direct3D. One more important difference Chrome Engine is that games, on it based, are delivered with convenient utilities for updating and creation of zv5000t series notebook the content which has been not limited by creation of cards, creation of high-grade updatings is possible also. Examples of the open and closed spaces of game are presented on screenshots
Will agree, shown beautifully and technologically. On the numerous open spaces of game will reach a level every possible tehnodemok, showing to us new vision of the nature from year to year. Naturally, for improvements the place too is, but as a whole a level outdoor very good. Internal premises in game, certainly, not so are strongly allocated from of some existing games, they not blesch'ut neither quantity of objects, nor dynamic shadows, something supernatural. But and available it is enough for such game.
In Call of Juarez multitexturing down to 8- structures on pixel is applied: the basic structure, a card of zv5000t series notebook heights (for parallax), a card of normals, cards of shadows, specular a card, laytmap and others. Imposing of cards of normals is applied to a plenty of surfaces, the sanction of the majority of structures highly enough, but in rare cases of detailed elaboration does not suffice a little, though more often the sanction of cards of normals and other structures is enough, because of normalmappinga models and levels are sated by fine details
The most advanced piksel'ny'mi effects surfaces for which it is used parallax mapping differ. In game it is a lot of such surfaces, many objects at levels use technics simple parallax mapping though I shall not tell, that it is justified in all cases, but in many places is looked superb
Geometrical detailed elaboration is in game at very good modern level, it concerns both models of people, and levels. Though sometimes at levels there zv5000t series notebook are objects with lack of geometrical details (simple boxes, bottles, etc.), basically are used complex enough models, especially in view of application of cards of normals and heights. And models of people in game, considering all the same normalmapping - the lovely sight is simple, there are no only basic structures of higher sanction for near plans, perhaps
Look - models of people are very well executed, from average distance and to not tell, that they somewhere have details, as in many other things games. Even the kind from close distance (the first screenshot) does not spoil game, cards of normals well help, zv5000t series notebook though angular edges on shoulders and a headdress are visible. Developers could make more complex models, certainly, but they and so are quite good. Detailed elaboration of levels traditionally is worse, flat and simple objects prevail. But all is rescueed again with the nature, on the second screenshot the worthy landscape with quite good vegetation is visible. By the way, for otrisovki numerous vegetation: trees, a grass and some other fine objects, it is used instancing which reduces quantity of calls otrisovki and, accordingly, superfluous expenses of time for work CPU. Shadows in game pay off from one source of illumination - the sun or the moon, and only on the open spaces. But for all geometry in a stage, shadows are rejected by everything, except for a grass, also is normally realized samozatenenie. As it has already been written, cursor Chrome zv5000t series notebook Engine uses cards of shadows, including equipment rooms, and flexibly adjusted algorithm of a filtration with several degrees of quality is applied. Algorithms of shadows on cards NVIDIA and ATI differ a little, used hardware that opportunity and other party, special textural formats at NVIDIA and an opportunity of simultaneous sample of four values at ATI (FETCH4). On NVIDIA the hardware filtration of cards of shadows, on ATI - programmed in sheydere just as it realized in two last 3DMark is used
As a result it has turned out rather not bad. Shadows very detailed because of cards of the high sanction, and their edge soft (at the maximal adjustments). Shadows very black and precise, as well as should be in similar conditions of the bright sun and small overcast. As you zv5000t series notebook can see on pictures, shadows are rejected from all objects, except for a grass, and on all surfaces. It is very good level for the open spaces.
Has clearly put, that in such game necessarily there should be water tables, the beautiful rivers and lakes. And it has turned out, water tables in game look perfectly, they are technological, refractions are visualized both reflections, and, underwater objects refract all, and are reflected almost everything, except for the fineest, like a grass. Waves are popiksel'ny'm effect, dynamic cards of reflections and refractions, water transparent and by places almost as present are applied
One of the most interesting features of game is zv5000t series notebook rendering a volumetric smoke and a dust. They behave depending on external conditions, they are influenced with such factors as a wind and large objects, and at a fire the smoke accumulates in the top part of a premise. In game special effects on the basis of systems of particles are applied: explosions, a smoke and a dust. All of them look rather effectively and behave physically plausibly, react to external influences
In game it is a lot of effects of postprocessing, some of the widespread filters are applied: bloom - the filter increasing brightness of light sites of the image; depth of field - effect of depth of sharpness; heat zv5000t series notebook haze, refraction and distortion - effects of distortion of the image; blur - polnoe`krannoe degradation of a picture; and also some other postfilters. The listed posteffects can be seen on screenshots
In game many the open spaces with different conditions of illumination, therefore HDR rendering and tone mapping in it are rather useful. HDR rendering have made really is a high-grade rendering in 16-bitny'y a format of the buffer with a floating point. HDR rendering is used for improvement of quality of a postfiltration and imitation of effect of adaptation of human sight to change of conditions of illumination. It is used 16-bitny'y a format zv5000t series notebook of buffer D3DFMT_A R16F.
Let's illustrate work HDR and tone mapping, effect of adaptation to change of conditions of illumination. The left screenshot the second shows a game picture after turn of the chamber from a dark wall to brightly shined sky, and - the same stage after a while after change of a corner of the review, after adaptation to new conditions of illumination
We sum up section, adaptability to manufacture schedules in Call of Juarez - at the advanced level. The major features of game from the point of view of 3D technologies are qualitative dynamic shadows from all geometry, popiksel'noe illumination, imposing of cards of normals, application of technics parallax mapping, high detailed elaboration of models and levels, the sanction of structures, set of qualitative effects of postprocessing, HDR rendering and tone mapping. zv5000t series notebook From the negative party it is marked a cursor not so well suitable for closed spaces and insufficient detailed elaboration of some models
Naturally, all this beauty was not gave by small blood, comfortable game on the maximal adjustments and in high sanctions presume unless happy owners of videocards NVIDIA GeForce 88 as on all others it brakes to some extent. That includes it in the list of the most exacting games, such as Oblivion and such what was F.E.A.R. During the output. Game is technologically complex and uses many opportunities of modern videocards, smooth work on the maximal adjustments is provided only on videocards of a high level. For other videocards it will be necessary to search for balance between frequency of change of the staff and quality of a picture, zv5000t series notebook having spent some time for search of suitable values of graphic adjustments. It is necessary to note, that new version Chrome Engine is well adjusted under opportunities of game system, in clause we shall consider available opportunities on adjustment to game more in detail.
If the necessary frequency of the staff which can be estimated visually, is not reached, or, apparently, that game has exposed too low adjustments of quality, it is necessary to check up average frequency of the staff all over again. Game allows to test productivity, using the written down demos, but in the distribution kit those games are not included, therefore users should write demos for testing. For this purpose it is necessary to start game with a following key of a command line: CoJ.exe-record hunt hunt is a name of a level zv5000t series notebook which will be loaded with game and after that will begin record of a demo. The list of names of levels can be found in the end of clause. The written down demo is kept in a file "demo.rec", located in the root catalogue of game. To lose for the received demo, it is necessary to start game with such command line:
CoJ.exe-input demo.rec-play And to look statistics of productivity in the form of average frequency of the staff it is possible in the end of a file: \Documents and Settings\ a name of the user \My Documents\call of juarez\Out\logs\crash.log Time of playing game: 1
For more or less comfortable game the received average frequency of the staff zv5000t series notebook should be not less than FPS, and it is even better - FPS. Therefore, if frequency of the staff turns out below, it is better to lower adjustments. And on the contrary, if average FPS is more 50-60, possible to try to improve quality of a picture, having changed adjustments in greater party. Repeating experiments, it is necessary to try to receive a variant comprehensible personally to you, not forgetting, that levels in games always different and not equivalent from the point of view of loading on a videocard.
In the review we shall consider influence of graphic adjustments of game from two parties, accepting for a reference point the maximal and minimal adjustments in the sanction 1024x7 and 640x480, accordingly. At the minimal adjustments of zv5000t series notebook quality we shall define negative influence of the adjustment included on the maximal value, and at maximal - on the contrary, addition the staff in a second from each installation unscrewed on a minimum. It will allow to estimate more full influence of each adjustment on the general productivity, and it will be useful as for users with insufficiently powerful systems, wishing to receive high quality, and for those who wishes to learn, what adjustments can be lowered first of all.
One of the most irritating players of features of game is long time of loading of levels. Even very long. It zv5000t series notebook is connected with some specific decisions, first, it does not use dynamic podgruzku as mentioned Oblivion, and loads into memory at once all data of a level, on what a lot of time is required. Secondly, at the first loading levels, at change used sheydernoy models from adjustments of game and at updating the videodriver, it anew compiles used on a level topmost and piksel'ny'e sheydery' which in game it is a lot of, therefore and time of loading grows very strongly. This sheyderny'y the cache is located in a folder \Documents and Settings\ a name of the user zv5000t series notebook \My Documents\call of juarez\Out\cache\Shaders, in it the subdirectories separate for each established videocard, the used version sheyderov, versions of the videodriver, etc. are located
Most of all it influences on the testers often rearranging drivers and videocards and changing adjustments of games, this cache borrows a lot of place from them and consists of thousand files (has checked up at itself - already more than 380 files!). As it is a lot of files and they small, for the period of loading characteristics of the established hard disk, a degree of a fragmentation of data, and also the quantity of operative memory used under a cache for hard disks strongly influence. At the first loading each level zv5000t series notebook these files are created, HLSL sheydery' are compiled and enter the name in a cache and consequently it occurs especially long. But at the subsequent loadings, without change of versions of the driver and graphic adjustments of game, time of loading strongly decreases, though and not in times as necessity for loading greater data files of all level remains. But during game does not occur irritating podgruzok.
The cache for sheyderov sometimes helps to solve problems by means of its zeroing - removals of all files from the above-stated folder. In this case game will create the files necessary to it anew. Such actions sometimes help to solve strangenesses with received FPS and incorrect application of graphic adjustments of game. Call of Juarez offers enough plenty of adjustments of quality of rendering which require the detailed description. All videoadjustments are located in the menu "Options" zv5000t series notebook games, we shall consider in detail each of them.
Adjustments are shown in one screen, are present and the preestablished sets of adjustments of the maximal productivity (Best Perfomance), balanced (Balanced) and qualitative (Best Quality). Last item does not provide the maximal quality, and the first quite corresponds to the name. We shall consider values of separate adjustments which they accept at the listed modes: Adjustments Default Performance Balanced Quality Resolution 1024x7 1024x7 1024x7 1024x7 FSAA TextureQuality Normal Very Low Low Normal Filtering Anisotropic Bilinear Trilinear Anisotropic Shadows Normal None Low Normal Shadow Map Size 10 10 10 10 Material Quality WaterQuality GrassQuality Logic zv5000t series notebook of different modes is more or less clear, there are some questions and claims. First, the preestablished modes for some reason do not change the sanction of the screen which very strongly influences productivity. Secondly, not clearly, why the sanction of cards of shadows always corresponds 1024x1024? For a productive mode it would be possible to make and smaller value, and for qualitative probably greater is better would approach (2048x2048). And in the rest, all is thought not bad over. We shall look, as these modes differ from each other visually
As you can see, two qualitative modes differ from the others presence of effects of the postprocessing, the advanced rendering of water, with reflections and refractions, better shadows, an anisotropic textural filtration, and also quality of structures and materials. The balanced mode is better productive presence of dynamic shadows, quality zv5000t series notebook of structures and materials. If to accept productivity in mode Balanced for 1 % speed Best Performance corresponds 1 %, Best Quality - %, and productivity on the maximal adjustments is equal %. Thus, for test system mode Best Quality as the maximal adjustments too strongly reduce productivity, and a difference in speed between Balanced and Quality not is optimum so is great, as a difference as.
Detailed adjustments of quality of rendering are located to the left of presets, they and need to be adjusted for reception of an optimum combination of quality and productivity so that to receive average frequency of the staff even more than 35- FPS. Key parameters of game to which it is necessary to pay attention: «Resolution», « Shader Model », «Antialiasing», « Texture Filtering », « zv5000t series notebook Material Quality » and especially «Shadows». We shall consider all available adjustments
Resolution (640x400, 640x480, 720x480, 720x576, 800x600, 848x480, 960x600, 1024x768, 1088x612, 1152x864, 1280x720, 1280x768, 1280x800, 1280x960, 1280x1024, 1360x768, 1600x900, 1600x1024, 1600x1200, 1920x1080, 1920x1200, 1920x1440, 2048x1536) - this option operates the sanction of rendering, that is quantity of pixels across and verticals which game will display. The list of sanctions in game is wide enough, all really necessary sanctions in it are, there is and the most demanded because of wide circulation LCD of monitors a sanction 1280x1024. If the necessary sanction is not present in the menu, it is possible to try the user installation about which it is written in last part of zv5000t series notebook clause. The choice of the sanction very strongly influences productivity, the difference between sanctions 640x4 and 1024x7 on test system with established videocard GeForce 78 GTX has made % for the maximal adjustments and % - for minimal, and between 1024x7 and 1600x12 - % on a maximum and % on the minimal adjustments. Even at low adjustments speed in 1600x12 it is appreciable below, than in 1024x7 and 640x480, therefore on this parameter it is necessary to pay special attention, game is extremely exacting to effective speed of filling (fillreytu), depending from working frequency of the videochip and quantity of blocks ROP, and zv5000t series notebook also throughput of the memory in turn depending on frequency and width of the trunk. Max refresh rate (depends on system, on test for the sanction 1024x7 values from up to 1 Hz are accessible) - the parameter operating value of frequency of updating of the screen, used by game. This value is usual is limited by opportunities of the used device of a conclusion, but sometimes its drivers are informed system by wrong data. For LCD monitors this parameter is less significant, than for monitors with an electron beam tube, for them it is possible to establish value Hz, all the same frequency of the staff in game infrequently rises above this level on the majority of systems. And zv5000t series notebook for E`LT-monitorov it will be better to expose the greatest possible value to avoid blinking. Sometimes, at wrong installation there can be a situation when used frequency is too high, and to change it from adjustments of game it is not possible, as the image is absent. In that case it is possible to take advantage of additional adjustments about which speech in the end of clause will go. Full screen (Off/On) - this adjustment defines, whether will be used polnoe`kranny'y a conclusion of the image or not. Usually, that corresponds to adjustment by default, it is necessary to use polnoe`kranny'y a mode, but in some rare cases there can be a necessity of use window. Naturally, the zv5000t series notebook sanction established in adjustments of game in this case should not exceed the sanction of a desktop. Shader model (2.0/3.0) is one of the major adjustments, it defines use of the version sheydernoy models together with use HDR of rendering. The choice from two values, but only on videocards with support sheyderov versions 3. is possible. At use of modern videocards with support SM 3.0, such as NVIDIA GeForce series 6, and 8, and ATI RADEON series X1000, better quality of a picture at comprehensible productivity is provided on the maximal value of adjustment. In case of older videocards, without support sheyderov versions 3.0, the choice is limited to value SM 2.0. But also for the weakest videocards with support SM 3. there is a sense in installation of adjustment in value 2. for increase in productivity as in this mode it zv5000t series notebook is not used HDR rendering and some of effects of postprocessing. The visual difference between modes can be estimated on following two pairs screenshots, at the left - mode SM 2.0, on the right - 3. with HDR:
The greatest difference introduces bloom, working in game only simultaneously with HDR. As it has been specified above, the choice of mode SM 3. means automatic use HDR of rendering, and also tone mapping with effect of adaptation of human sight to changing conditions of illumination and corresponding effects of a postfiltration, such, as depth of field and bloom, calculation of refractions for transparent surfaces (water, windows, bottles). Only at inclusion SM 3. it is used and instancing, allowing one call otrisovki (DrawPrimitive) to send on processing at once some objects, such as a grass, bushes, stones, etc. Accordingly, mode SM 3. in Call of Juarez brings zv5000t series notebook both increase in productivity because of instancing, and its decrease from use FP of buffers for rendering and applications of additional posteffects. In game there can be stages where SM 3. is faster, but basically speed is more lost, than added, and consequently mode SM 3. less proizvoditelen in comparison with SM 2.0, especially on such weak videocards, as GeForce 6200. Influence Shader Model on productivity of test system has appeared not so is great, the difference in productivity has made about 10- % and on the maximal adjustments of quality, and on minimal. Also it is necessary to note, that the first loading of a level after change of this adjustment (demanding perezapuska games!) Will last much longer that a cursor perekompiliruyutsya sheydery' and enter the name in a cache. Antialiasing (Off/2x/4x) - usual adjustment for zv5000t series notebook the modern games, operating a mode mul'tise`mplinga. It is accessible only at installation of the previous option in value " Shader Model 2.0", but on videocards of series ATI RADEON X10 and NVIDIA GeForce 80 antialiasing in game it is possible to force from adjustments of the videodriver. In the first case installation of the special driver named can be necessary for this purpose " Chuck Patch ". In all other cases installation of levels mul'tise`mplinga and traditionally is recommended to an anisotropic filtration from adjustments of game, instead of the driver. Productivity in game on GeForce 78 GTX mul'tise`mpling a level 4x influences approximately as HDR rendering, the difference on the maximal adjustments has made %, and on minimal - %. But it in case of a test level with a lot of trees, grasses and other zv5000t series notebook objects where the basic restriction of productivity is not imposed by throughput of memory and fillreytom, at other levels the difference can quite be greater. Texture filtering (Bilinear, Trilinear, Anisotropic) - installation of type of the textural filtration used renderom of game. Three habitual values are accessible: Bilinear, Trilinear and Anisotropic, but a concrete level of an anisotropic filtration to choose it is impossible. Possibly, game one of the maximal values gets out: 16x or 8x. For the speeding up of other level of an anisotropic filtration which is distinct from maximal, it is necessary to force it by means of adjustments of the driver of a videocard, and in the menu of game to expose value Trilinear. There is zv5000t series notebook an opportunity of improvement of quality of a picture by means of simultaneous speeding up anisotropic and trilineynoy textural filtrations, in comparison by that intragame adjustments offer - for this purpose it is necessary to change configuration files how is written in last part of clause.
The difference as a picture is obvious, surfaces of game with qualitative structures strongly suffer from absence anisotropic and trilineynoy filtrations. The difference in productivity between modes Bilinear and Trilinear on test system at the maximal adjustments has made %, between Trilinear and Anisotropic - the same of %, and their simultaneous inclusion reduces productivity for paru-troyku percent in addition. Influence of an zv5000t series notebook anisotropic filtration at the minimal adjustments has appeared still above - %. Brightness ("toddler" from possible values) - the adjustment operating brightness of the image. It does not influence productivity, only on the image. Here it is necessary to note only, that because of absence of a kind of a postfiltration bloom in a mode " Shader Model 2.0" picture turns out noticeably less bright, and adjustment will need to be corrected at transition from SM 3. to SM 2. and back. And in mode SM 2. game obviously does not have brightness and contrast, game obviously prefers a mode sheydernoy to model 3.0. Shadows (Off/Low/Medium/High) - one of the most important adjustments in the game, operating complexity of zv5000t series notebook algorithm of a filtration and imposing of shadows. The value established in it very strongly influences final productivity. On a choice of the user it is offered four values, from completely disconnected dynamic cards of shadows (the precalculated shadows in laytmapah remain always), up to the heaviest variant with numerous textural samples of cards of shadows with the subsequent filtration. Look at a difference between all values on screenshots, the special attention needs to be turned on edges of shadows, on them it is visible, how many samples from cards of shadows are used and as qualitatively they are filtered. Most of all influence of adjustment is visible on samozatenenii characters and especially in dynamics when the small quantity of zv5000t series notebook textural samples and a simple filtration which give gear and fragmentary edges of shadows are used. The algorithm of imposing of shadows differs for chips ATI and NVIDIA a little, special hardware opportunities of all modern videochips (special textural formats and fetch4) are used.
On the maximal value of a shadow really qualitative and soft, in two others are already visible «lesenki» though from apart the difference not and is great. A Lot of samples strongly reduces productivity, and values «Low» and «Medium» are equal on quality of a picture and productivity. Shadows in game rather advanced also are rejected from all objects, except for a grass (fine kustiki and stones too reject shadows). And shadows on all surfaces in general, including on a grass are imposed, and samozatenenie in zv5000t series notebook game is. Influence from inclusion of shadows on productivity of game is rather great, it is the most important adjustment in game on this parameter, therefore on it it is necessary to pay special attention. So, on test system switching-off of shadows gives a double gain of productivity in comparison with the maximal mode! At the minimal adjustments inclusion of mode High for shadows gives % falling of productivity. Mode Low differs from High on % at a maximum of quality, and on % - at the minimal installations and its application too is meaningful. If the frequency of the staff reached by you at adjustment by default is too small, it is necessary to lower value of the given option. For a plenty of systems adjustment «Low» which provides comprehensible zv5000t series notebook quality and more high efficiency, in comparison with the maximum values will be optimum. For weak systems it will be better to disconnect shadows and to receive already a double gain of productivity! And value «High» will approach unless for the most powerful systems. Shadow map size (1024/2048) is a value changes the sanction of cards of the shadows used by game. Possible values mean use of cards of shadows with the sanction 1024x10 and 2048x20 pixels accordingly. The difference between values as a picture is well appreciable only at close examination from close distance. Higher sanction of cards of zv5000t series notebook shadows would give about l'shuyu sharpness at their edges that is especially important for borders of shadows at samozatenenii that is shown on comparative pictures.
Naturally, the sanction 2048x20 demands more videomemory and reduces productivity, therefore it is possible to consider as optimum value installation of the sanction of cards of shadows in 1024x1024. So softer shadows, let and not such detailed turn out. But productivity is more. Influence of the sanction of cards of shadows on speed of game has turned out not greater, but also not small, inclusion of a mode 10 has given % a gain of productivity at the maximal adjustments. Depth of field zv5000t series notebook (Off/On) - this adjustment operates effect of postprocessing depth of field, that is degradations of objects depending on their position concerning focus of the chamber. The effect works only in a mode " Shader Model 3.0", at corresponding hardware support. The given postfilter is used at simulation of an aiming and in so-called " a mode of concentration ", the difference as a picture is shown on screenshots:
As you can see, with included DOF it is washed away forward and back plans, and in focus there is only that part on which the sight of the player is directed. On productivity the effect renders the small influence appreciable unless at active firing. Probably, on weak systems the difference also will be shown, but on our any differences between modes were not, despite of frequent use of an aiming in the written down test zv5000t series notebook demo. Quick body disappear (Off/On) - the parameter includes a special mode in which dead bodies of enemies disappear from a stage more quickly, than usually. It helps to achieve more high efficiency in stages with a lot of characters. In the disconnected mode corpses also disappear, but on incident of greater time. It can affect productivity, as the more models of characters is deduced on the screen, the below speed of rendering. Material quality (Very Low/Low/Medium/High) - this parameter operates quality of materials for the majority of surfaces in game. So, adjustment operates use of cards of normals, inclusion of technics parallax mapping, effects of refraction and reflection. Four values are accessible, each of which differs used effects and quality of materials for models of people and other objects in a stage. The difference as between modes is essential:
As you can see, the difference is appreciable both on models zv5000t series notebook of people, and on other surfaces: walls and windows of the house, etc. At value « Very Low » all is absolute effects are disconnected, and surfaces become flat. In a mode «Low» it is added normalmapping on models, the effect of a transparency changes. « Medium » includes better calculation of illumination - cards of normals on all surfaces, adds patches of light, reflections and refractions. And «High» differs use of technics parallax mapping on some surfaces. Adjustment can strongly affect productivity unless on weak systems, on test I have not found any difference in speed for a mode of the maximal adjustments, and at minimal the difference was equal only 5- %. Texture quality (Low/Medium/High) - the given adjustment changes quality of structures in game, to be exact - their sanction. At three possible values zv5000t series notebook the different sanction for the basic structures, cards of heights and normals that is well visible on the enclosed screenshots is used:
Value "Low" provides rather low detailed elaboration of surfaces, but at the same time the high efficiency and demands smaller quantity of videomemory. But for modern videocards about 2 Mb of memory also will be more unique a correct mode "High" as the difference in productivity is absolutely insignificant, on test system it has made less than % in both used modes. Foliage quality (Low/Medium/High) - the option changes quantity and a level of detailed elaboration of the vegetation displayed at numerous open levels of game. Three values which most of all influence density of a grass and fine bushes are possible:
It is visible, that each mode includes zv5000t series notebook different quantity of fine vegetation in a stage. And on quantity and detailed elaboration of trees and greater bushes adjustment of influence does not render. But, as for otrisovki grasses a plenty of calls otrisovki is required, the stage in that case contains a lot of ranges, moreover and structures with the channel of a transparency are used, adjustment can render appreciable influence on speed of game. So, inclusion of a mode «Low» has given a gain of productivity in % in comparison with «High» on the maximal adjustments, and % - at minimal. So it is one more parameter which is necessary for reducing in case of shortage of productivity.
In section of productivity it is necessary to note, that on test system in the sanction 1024x7 with included HDR the rendering which has zv5000t series notebook been disconnected antialiasingom which is not supported by a videocard for FP freymbufera, an anisotropic filtration 16x, and also other maximal adjustments of quality, the average quantity of the staff in a second was equal only 40- FPS, and the minimal value sometimes fell below FPS. Higher average and minimal frequency of the staff at the maximal adjustments is provided only with videocards of the highest level, since ATI RADEON X19 XT and NVIDIA GeForce 79 GTX. Without taking into account antialiasinga. With MSAA a level 4x even ATI RADEON X19 XTX does not give averages FPS, with it can help only GeForce 8800...
Call of Juarez uses some configuration files which can be corrected by the user for even more thin adjustment of game. Files usually settle down to the address of \Documents and Settings\ a name of the user zv5000t series notebook \My Documents\call of juarez\Out\Settings and have expansion *.scr. These are usual text files which can be edited in any accessible way, since built in in system Notepad. As it is usual, before change of files it is very desirable to create their backup copies - just in case.
At game it is some similar files, options used in them are easily clear from names: Audio.scr, Controller.scr, Game.scr and Video.scr. Us last most of all interests, but also in Game.scr there is something curious. Each of files contains the list of the adjustments beginning a symbol "!", they serve for the description of possible adjustments and they should not be changed. Besides parameters which correspond to adjustments from the menu zv5000t series notebook of game, some more useful commands are accessible. We shall consider the most interesting...
First we shall pay attention to file Game.scr, in it there are only three adjustments:
ViewDistance (i) (it is probable, are possible values from up to 8) - unfortunately, no values changed neither productivity, nor quality schedules though under the name it is possible to assume, that in other games on cursor Chrome Engine the option is used for installation of depth of a portrayal.
DepthOfField (i) ( or 1) and QuickBodyDisappear (i) ( or 1) - both of parameter completely correspond to that is in the adjustments accessible from the menu of game.
Further we shall consider the most curious file Video.scr in which already there is something inaccessible from adjustments of the game and useful for users. We shall consider the most interesting parameters, not concerning the out-of-date adjustments, like depth of color of zv5000t series notebook the screen and structures.
Resolution (i, i) (the sanction across and verticals in pixels through a comma) - the adjustment, allowing to establish the sanction. It corresponds to the parameter established from the menu of game, but allows to try to establish the user sanction which is absent in the list of game, but supported by a videocard and the monitor. FSAA (i) (value of quantity of samples) - adjustment mul'tise`mplinga, completely corresponding game adjustment. Value defines absence antialiasinga, and other values correspond to quantity MSAA of samples. TextureQuality (s) (VeryLow/Low/Normal/High) - the adjustment responsible for the sanction of structures. Also exists in the menu of game, but its values for any reasons mismatch intragame. So, value of parameter in "Video.scr" equal "Normal" corresponds "High" from game, and "VeryLow" is equally simple "Low". Installation of parameter in a text file in "High" changes nothing as a picture and is zv5000t series notebook dumped in value "Normal." Filtering (s) (Bilinear/Trilinear/Anisotropic/AnisotropicTrilinear) is an option of adjustment of the textural filtration, present in the menu of graphic adjustments of game. Its unique difference of that we see in game, the opportunity of installation of value "AnisotropicTrilinear" is. On idea, this value should include trilineynuyu and anisotropic filtrations simultaneously, but the difference as a picture is rather insignificant. Measurements of productivity show, that "AnisotropicTrilinear" little bit more slowly usual "Anisotropic", approximately on 3- % so it is similar, that any changes occur. Shadows (s) (None/Low/Normal/High/VeryHigh) - adjustment which is and in the menu of game, it operates quality of a filtration and imposing of shadows. Unlike intragame, average value refers to "Normal", instead of "Medium", also there is also a value "VeryHigh" which installation has no effect. zv5000t series notebook ShadowMapSize (i) (1024/2048) - value completely corresponds to the game adjustment defining the sanction of cards of shadows. Installation of values, except for 10 and 20 also is possible, but lower figures were checked only. So, at value 2 game will use cards of shadows the sanction 256x256, that can be useful for some systems. MaxRefresh (i) (possible values depend on a videocard and the monitor) - the parameter allows to make manual installation of frequency of updating when game is not started or the image is not deduced on the monitor owing to the overestimated value. MaterialQuality (i) (0/1/2/3) - the option completely corresponds same in 3D adjustments of game. It adjusts quality of rendering of materials, including and disconnecting such effects, as normalmapping, parallaksmapping, refractions and reflections. But adjustment " zv5000t series notebook Material quality " from game adjusts not only mentioned, but also one more - following. WaterQuality (i) (0/1/2/3/4) - adjustment operates quality of rendering of water tables of game. With its help it is possible to lower quality of water tables, irrespective of quality of other materials. For some locations and weak systems decrease in quality of water has the certain sense, productivity can grow. Value "4" completely disconnects rendering water, and all the others for any reason do not bring expected effect. GrassQuality (i) (0/1/2) - the adjustment similar " Foliage quality " from game. The below value, the a lot of bunches of a grass it will be placed on a landscape of a level. Values 2, and correspond to adjustments Low, Medium and High, and zv5000t series notebook the great values inaccessible to adjustment from the menu of game, can be used on the weakest systems for increase of speed. FXQuality (i) (0/1/2/3/4) - this option is inaccessible from the menu and has no effect. Though it would be desirable, that it operated, for example, density of particles in corresponding effects. EnvQuality (s) (FullDynamic/RareDynamic/Static) - by the name, this adjustment should be responsible for quality environment maps - cards of environment. These special structures are used at creation of effects of reflection and refraction, etc. Text names of values speak that the cursor of game provides an opportunity of use of static cards of environment and dynamic with two levels of frequency of updating of their contents. But in enabled game it is not zv5000t series notebook realized, value of adjustment does not influence in any way productivity and quality of effects of reflection and refraction. ShaderPath (i) (0/1/2/3) - the adjustment corresponding " Shader Model " from game adjustments. At installation of value "3" are used piksel'ny'e and topmost sheydery' versions 3.0, value "2" corresponds " Shader Model 2.0". The cursor also supports two more possible values: "0" for Shader Model 1. and "1" - for Shader Model 1.4, but in Call of Juarez they have no practical value, as with them game is not loaded more often. PostProcess (s) (None/Simple/Normal) - this adjustment is inaccessible from game, but zv5000t series notebook allows to operate more flexibly imposing of effects of postprocessing in game, such as bloom, depth of field, refractions, and also, for any strange reason influences rendering of fire and a smoke. This adjustment is convenient that it is possible to disconnect postprocessing (and HDR rendering) at further use sheyderov versions Shader Model 3. and instancing for improvement of productivity.
The difference in productivity between modes None and Normal for Shader model 3. and other maximal adjustments has made %. For minimal - %.
Usual value of adjustment - «Normal», it provides all supported posteffects. Value «None» disconnects all postfilters (flashes of shots are cleaned, a smoke, a dust and fire), and «Simple» disconnects only some of them, and their list depends zv5000t series notebook on installation Shader Model. For SM and heat haze refractions of transparent surfaces are disconnected from fire, but fire and a smoke remain on a place, and for SM is disconnected HDR rendering, posteffects bloom, DOF, refraction, also not renderitsya a smoke and fire. It is necessary to note, that switching-off of refractions is expressed that all transparent surfaces become black, it concerns to water, windows, etc.
There is one more interesting file of a configuration used by game - DebugConf.scr, located in the root catalogue of game. For it there are two interesting opportunities which directly have been not connected with graphic adjustments. It is an opportunity of start of game without initial prompts and an opportunity of use of some commands used by developers at debugging of game.
For switching-off of introduction videoclips it is necessary to edit file DebugConf.scr in the text editor, having added to zv5000t series notebook it two lines
After that game will be started, and at once to enter into the menu, without display of all introductory rollers. The keyboard commands used by developers (one of screenshots in the review has been made with their help), join by means of addition in the same file of lines
Parameters of a command line for CoJ.exe Most interesting command key of game from the point of view of increase of productivity the key "-notrees", disconnecting rendering of all trees is. If to start game thus:
CoJ.exe-notrees that any tree in game will not be otrisovy'vat'sya, that causes a huge gain of productivity, sravnimy'y with an increase of the speed received as a result of switching-off of shadows (on zv5000t series notebook our system in a test demo on outdoor a level the difference has turned out about 85- %!!!). Naturally, on a kind game becomes rather strange (see screenshots), but as the latest means of increase of productivity for owners of weak systems this decision quite will approach
Useful parameter of a command line is the opportunity of start of game in a safe mode, with the lowest adjustments which is useful when game cannot be started for technical reasons:
CoJ.exe-safemode One more command specifies to game at once to load the certain level:
CoJ.exe-level nazvanie_urovnya Names of levels in game: home (consisting of sublevels home1, home2, home and home4) murder (murder1) saloon (saloon and saloon2) scarp (scarp1, scarp2, scarp and scarp4) mine (mine2, mine and mine4) train (train and train2) ranch (ranch1, ranch and ranch3) hijack (hijack1, hijack2, hijack and hijack4) hunt (hunt1) ride (ride1) cemetery (cemetery and cemetery2) zv5000t series notebook dungeons (dungeons and dungeons2) final (final and final2
It is published on December, 19th, 20 Other discussions in conference: Comments? Amendments? Additions?