UFFICIALE PC Borderlands 2 | ESPLOSIONIIIIIIIIIIII |

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The_Train

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Scheda del gioco

Genere: Azione, GDR
Sviluppatore: Gearbox Software, Aspyr (Mac), Aspyr (Linux)
Editore: 2K, Aspyr (Mac), Aspyr (Linux)
Data di rilascio: 20 set 2012
Caratteristiche (Steam): Giocatore singolo, Coop, Achievement di Steam, Supporto completo per i controller, Carte collezionabili di Steam, Steam Cloud

Riguardo questo gioco

A new era of shoot and loot is about to begin. Play as one of four new vault hunters facing off against a massive new world of creatures, psychos and the evil mastermind, Handsome Jack.  Make new friends, arm them with a bazillion weapons and fight alongside them in 4 player co-op on a relentless quest for revenge and redemption across the undiscovered and unpredictable living planet.Key Features:All-New Characters and All-New Classes: Four all new playable classes including the Siren, the Commando, the Gunzerker and the Assassin. Step into the role of the Gunzerker, whose highly deadly skills allow him to dual-wield any two weapons found in the game. Not only that, you will build on that skill to do more things with two guns than you ever imagined possible. Dual machine guns? Cool. Dual rocket launchers? Of course! Dual Sniper Rifles? Sure, if that’s your thing! Want to try other styles? More tactical perhaps? There are multiple classes to choose from!Dynamic Co-op online, and LAN: Share your adventures with friends both online and via LAN. Borderlands 2 features a seamless system enabling you to drop in and drop out of a campaign without ever having to restart the game. On top of that you can even take your new gear from any game to any other!World Connected Story:  Find yourself left for dead in the frozen tundra of Pandora as you begin your quest of revenge and redemption. Expose the evil surrounding the Hyperion Corporation and take on the perpetrator of a universe-wide grand deception -- the nefarious Hyperion CEO, Handsome Jack. (Oh, also: he's stolen credit for the opening of the Vault.)87 Bazillion...Everything: In addition to the new gun system, you will lust after procedurally generated shields, grenades, Relics, class mods and much, much more. And you thought the original Borderlands had a ton of loot!Brand new environments on Pandora: Hunt through entirely brand new areas of Pandora that are more alive than ever!  From the arctic tundra, through the dangerous grasslands, past the mysterious corrosive caverns to beyond, you’ll be surprised by the unpredictable world of Pandora at every turn!Brand new enemies:  A whole slew of new enemies are out there to kill you in Borderlands 2. Hulking, gorilla-like Bullymongs, vicious predatory Stalkers and the Hyperion mechanical army, run by Handsome Jack, are just some of the new enemies in Borderlands 2.Note: The Mac and Linux versions of Borderlands 2 are available in English, French, Italian, German and Spanish only.

Requisiti di sistema

WINDOWS
Minimum:
OS: Windows XP SP3
    Processor: 2.4 GHz Dual Core Processor
    Memory: 2 GB(XP)/ 2 GB(Vista)
    Hard Disk Space: 13 GB free
    Video Memory: 256 MB
    Video Card: NVIDIA GeForce 8500 /ATI Radeon HD 2600
    Sound: DirectX 9.0c Compatible
    Other Requirements:Initial installation requires one-time internet connection for Steam authentication; software installations required (included with the game) include Steam Client, DirectX 9, Microsoft .NET 4 Framework, Visual C++ Redistributable 2005, Visual C++ Redistributable 2008, Visual C++ Redistributable 2010, and AMD CPU Drivers (XP Only/AMD Only)
Recommended:
OS: Windows XP SP3/Vista/Win 7
    Processor: 2.3 GHz Quad Core processor
    Memory: 2 GB
    Hard Disk Space: 20 GB free
    Video Memory: 512MB
    Video Card: NVIDIA GeForce GTX 560 / ATI Radeon HD 5850
    Sound: DirectX 9.0c Compatible
    Other Requirements:Initial installation requires one-time internet connection for Steam authentication; software installations required (included with the game) include Steam Client, DirectX 9, Microsoft .NET 4 Framework, Visual C++ Redistributable 2005, Visual C++ Redistributable 2008, Visual C++ Redistributable 2010, and AMD CPU Drivers (XP Only/AMD Only)

LINUX
Operating System: SteamOS, Ubuntu 14.04
CPU Processor: Intel Core 2 Quad, AMD Phenom II X4
CPU Speed: 2.4GHz
Memory: 4 GB RAM
Hard Disk Space: 13 GB
Video Card (NVidia): Geforce 260
Video Memory (VRam): 1GB

IMPORTANT NOTICE: Don't meet the above requirements? That doesn't mean your configuration wont run Borderlands 2. Visit the Borderlands 2 community page to share your experience with other Linux players and learn about how to send bugs to Aspyr. Your feedback will help us improve Borderlands 2 Linux and future AAA Linux releases!

NOTICE:  Intel Integrated video chipsets and ATI chipsets are currently unsupported for Borderlands 2 Linux.
NOTICE:The Linux version is only available in English, French, Italian, German, and Spanish.
[/list]

MAC OS
Minimum:
OS: 10.8.5 (Mountain Lion), 10.9.5 (Mavericks), 10.10.5 (Yosemite), 10.11.6 (El Capitan), 10.12 (Sierra)

    Processor: 2.4 GHz Intel Core 2 Duo (Dual-Core)
    Memory: 4 GB RAM
    Hard Disk Space: 13 GB
    Video Memory: 256 MB
    Video Card: ATI Radeon HD 2600 / NVidia Geforce 8800/ Intel HD 3000
    Additional: Macintosh mouse and keyboard. Borderlands 2 supports both the Xbox 360 wired gamepad AND the PlayStation 3 Dualshock 3 Wireless Controller     
        NOTICE: It is possible for Mac and PC to become out of sync during updates.  Within this short time period, Mac users will only be able to play other Mac users.        
        NOTICE: This game is not supported on volumes formatted as Mac OS Extended (Case Sensitive)
        NOTICE: The following video chipsets are unsupported for Borderlands 2: ATI RADEON HD 2400, NVIDIA 8600m, NVIDIA 9400m, 9600m, Intel Integrated GMA 950, Intel Integrated x3100

NOTICE:The Mac version is only available in English, French, Italian, German, and Spanish.
Recommended:
    OS: 10.10.5 (Yosemite)
        Processor: 2.2GHz Intel Quad Core
        Memory: 4 GB RAM
    Video Memory: 512 MB
        Video Card: ATI Radeon HD 5750 / NVidia Geforce 650M / Intel HD 4000

Screenshots

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Video





Link utili

Sito Ufficiale
Pagina Steam
PCGamingWiki

 
Ultima modifica da un moderatore:
Scrivo questa piccola guida per ottimizzare al meglio Borderlands 2 visto che su diverse configurazioni (soprattutto quelle più datate) si verificano rallentamenti più o meno evidenti durante gli scontri a fuoco e nelle aree più vaste.

L'obiettivo è quello di mantenere la risoluzione nativa del monitor con un framerate costante con,magari,la fluidità dei 60 frame per secondo mantenendo un impatto grafico tutto sommato buono.

Ho navigato molto cercando diverse soluzioni quindi elenco quelle che ho provato personalmente e che ritengo opportune per il boost prestazionale del gioco.

Modifiche file .ini:

Per prima cosa dovremo modificare il file WillowEngine che potrete trovare seguendo questo percorso:

tiiZmP1.png


Mi raccomando create una copia del file per sicurezza.

Le modifiche che ho apportato sono le seguenti:

  • La prima modifica è abbastanza sostanziale. Avete presente quella linea nera spessa che fa da contorno a personaggi ed oggetti? Può essere eliminata modificando "DefaultPostProcessName=WillowEngineMaterials.WillowScenePostProcess". Per farlo inserite "Ryan" al posto del Willow che ho grassettato.
    In questo modo l'aspetto del gioco si modifica abbastanza e diventa più realistico e meno fumettoso,le performance comunque sono migliori. In accoppiata a questa modifica consiglio caldamente l'utilizzo dello SweetFX sia per l'impatto estetico che la riduzione delle scalettature che vengono a crearsi. (Tenendo l'FXAA del gioco disattivo,come vedremo in seguito)
    Differenze:
     
    Prima:
    borderlands-2-cel-on.jpg

    Dopo:
    borderlands-2-cel-off.jpg

     
     
  • Trovate "DynamicShadows=True" e inserite False al posto di "True"
    La differenza in game si nota davvero pochissimo.
  • La dicitura "DetailMode=2" vi consiglio di cambiarla nel caso in cui,nonostante i tweak grafici già consigliati il framerate continui a ballare nelle aree più grandi. Potete impostare il valore 1 o anche 0 ed essi andranno ad incidere sul vostro campo visivo. Impostandolo su zero a media distanza vedrete pop up degli oggetti etc..
  • MinDesiredFrameRate=35.000000 -> MinDesiredFrameRate=60.000000


Se volete evitare di fare tutto manualmente cliccare > quì per scaricare il file con le modifiche già apportate e sostituitelo con il vostro.

In questo file è anche ritoccato l'effetto distorsione delle granate sempre per non avere cali di fps durante gli scontri. (Stessa cosa disattivando il bSmoothFramerate)

Settings consigliati SweetFX:

Ce ne sono moltissimi già preconfigurati in rete,questo è quello che preferisco personalmente.

/*-----------------------------------------------------------.

/ Description /

'------------------------------------------------------------/

Game: Any

SweetFX version: 1.4

Author: CeeJay.dk

Description:

These are the default settings for SweetFX 1.4

They smoothen jagged edges with SMAA anti-aliasing, sharpen the image with LumaSharpen and make the colors slightly more vibrant with Vibrance.

Please note when tweaking settings that higher numbers does not always equal better (nor does lower).

Finding the best settings for your game and your taste is about finding just the right amount to apply.

If you made a good setttings preset please share it with your friends, on forums and websites,

and/or submit it to the SweetFX Settings Database : http://sfx.thelazy.net/games/

/*-----------------------------------------------------------.

/ Choose effects /

'-----------------------------------------------------------*/

// Set to 1 for ON or 0 for OFF

#define USE_SMAA_ANTIALIASING 1 //[0 or 1] SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.

#define USE_FXAA_ANTIALIASING 0 //[0 or 1] FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique. WIP - Currently only works in DX9 and you need to use the FXAA injector dlls.

#define USE_CARTOON 1 //[0 or 1] Cartoon : "Toon"s the image. (Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen)

#define USE_ADVANCED_CRT 0 //[0 or 1] Advanced CRT : Simulates an old CRT TV display. (Interferes with SMAA, Cartoon, Bloom, HDR and Lumasharpen, and it has a very high performance cost)

#define USE_BLOOM 1 //[0 or 1] Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost)

#define USE_HDR 1 //[0 or 1] HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost)

#define USE_LUMASHARPEN 0 //[0 or 1] LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that.

#define USE_TECHNICOLOR 0 //[0 or 1] TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4)

#define USE_DPX 0 //[0 or 1] Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.

#define USE_MONOCHROME 0 //[0 or 1] Monochrome : Monochrome makes the colors disappear.

#define USE_LIFTGAMMAGAIN 0 //[0 or 1] Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping)

#define USE_TONEMAP 0 //[0 or 1] Tonemap : Adjust gamma, exposure, saturation, bleach and defog. (may cause clipping)

#define USE_VIBRANCE 1 //[0 or 1] Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.

#define USE_CURVES 0 //[0 or 1] Curves : Contrast adjustments using S-curves.

#define USE_SEPIA 0 //[0 or 1] Sepia : Sepia tones the image.

#define USE_VIGNETTE 0 //[0 or 1] Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. May cause banding artifacts.

#define USE_DITHER 0 //[0 or 1] Dither : Applies dithering to simulate more colors than your monitor can display. This lessens banding artifacts (mostly caused by Vignette)

#define USE_BORDER 0 //[0 or 1] Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes.

#define USE_SPLITSCREEN 0 //[0 or 1] Splitscreen : Enables the before-and-after splitscreen comparison mode.

/*-----------------------------------------------------------.

/ SMAA Anti-aliasing settings /

'-----------------------------------------------------------*/

#define SMAA_THRESHOLD 0.10 //[0.05 to 0.20] Edge detection threshold. If SMAA misses some edges try lowering this slightly. I prefer between 0.08 and 0.12.

#define SMAA_MAX_SEARCH_STEPS 46 //[0 to 98] Determines the radius SMAA will search for aliased edges

#define SMAA_MAX_SEARCH_STEPS_DIAG 6 //[0 to 16] Determines the radius SMAA will search for diagonal aliased edges

#define SMAA_CORNER_ROUNDING 0 //[0 to 100] Determines the percent of antialiasing to apply to corners. 0 seems to affect fine text the least so it's the default.

// -- Advanced SMAA settings --

#define COLOR_EDGE_DETECTION 1 //[0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)

#define SMAA_DIRECTX9_LINEAR_BLEND 0 //[0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.

//Enable this only if you use a Geforce 7xxx series or older card, or a Radeon X1xxx series or older card.

/*-----------------------------------------------------------.

/ FXAA Anti-aliasing settings /

'-----------------------------------------------------------*/

#define FXAA_QUALITY__PRESET 9 //[1 to 9] Choose the quality preset. 9 is the highest quality.

#define fxaa_Subpix 0.400 //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.

#define fxaa_EdgeThreshold 0.250 //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.

#define fxaa_EdgeThresholdMin 0.060 //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.

/*-----------------------------------------------------------.

/ Cartoon settings /

'-----------------------------------------------------------*/

#define CartoonPower 0.01 //[0.1 to 10.0] Amount of effect you want.

/*-----------------------------------------------------------.

/ Advanced CRT settings /

'----------------------------------------------------------*/

#define CRTAmount 1.00 //[0.00 to 1.00] Amount of CRT effect you want

#define CRTResolution 1.2 //[1.0 to 8.O] Input size coefficent (low values gives the "low-res retro look"). Default is 1.2

#define CRTgamma 2.4 //[0.0 to 4.0] Gamma of simulated CRT (default 2.4)

#define CRTmonitorgamma 2.2 //[0.0 to 4.0] Gamma of display monitor (typically 2.2 is correct)

#define CRTBrightness 1.0 //[1.0 to 3.0] Used to boost brightness a little. Default is 1.0

#define CRTScanlineIntensity 2.0 //[2.0 to 4.0] Scanlines intensity (use integer values preferably). Default is 2.0

#define CRTScanlineGaussian 1 //[0 or 1] Use the "new nongaussian scanlines bloom effect". Default is on

#define CRTCurvature 1 //[[0 or 1] "Barrel effect" enabled (1) or off (0)

#define CRTCurvatureRadius 1.5 //[0.0 to 2.0] Curvature Radius (only effective when Curvature is enabled). Default is 1.5

#define CRTCornerSize 0.0010 //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001

#define CRTDistance 2.00 //[0.00 to 4.00] Simulated distance from viewer to monitor. Default is 2.00

#define CRTAngleX 0.00 //[-0.20 to 0.20] Tilt angle in radians (X coordinates)

#define CRTAngleY -0.10 //[-0.20 to 0.20] Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)

#define CRTOverScan 1.01 //[1.00 to 1.10] Overscan (e.g. 1.02 for 2% overscan). Default is 1.01

#define CRTOversample 0 //[0 or 1] Enable 3x oversampling of the beam profile (warning : performance hit)

/*-----------------------------------------------------------.

/ Bloom settings /

'-----------------------------------------------------------*/

#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.

#define BloomPower 1.446 //[0.000 to 8.000] Strength of the bloom

#define BloomWidth 0.0142 //[0.0000 to 1.0000] Width of the bloom

/*-----------------------------------------------------------.

/ HDR settings /

'-----------------------------------------------------------*/

#define HDRPower 1.30 //[0.00 to 8.00] Strangely lowering this makes the image brighter

#define radius2 0.87 //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter

/*-----------------------------------------------------------.

/ LumaSharpen settings /

'-----------------------------------------------------------*/

// -- Sharpening --

#define sharp_strength 0.60 //[0.10 to 3.00] Strength of the sharpening

#define sharp_clamp 0.035 //[0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035

// -- Advanced sharpening settings --

#define pattern 2 //[1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.

#define offset_bias 1.0 //[0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.

//I designed the pattern for offset_bias 1.0, but feel free to experiment.

// -- Debug sharpening settings --

#define show_sharpen 0 //[0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)

/*-----------------------------------------------------------.

/ TECHNICOLOR settings /

'-----------------------------------------------------------*/

#define TechniAmount 0.4 //[0.00 to 1.00]

#define TechniPower 4.0 //[0.00 to 8.00]

#define redNegativeAmount 0.88 //[0.00 to 1.00]

#define greenNegativeAmount 0.88 //[0.00 to 1.00]

#define blueNegativeAmount 0.88 //[0.00 to 1.00]

/*-----------------------------------------------------------.

/ Cineon DPX settings /

'-----------------------------------------------------------*/

#define Red 8.0 //[1.0 to 15.0]

#define Green 8.0 //[1.0 to 15.0]

#define Blue 8.0 //[1.0 to 15.0]

#define ColorGamma 2.5 //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.

#define DPXSaturation 3.0 //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.

#define RedC 0.36 //[0.60 to 0.20]

#define GreenC 0.36 //[0.60 to 0.20]

#define BlueC 0.34 //[0.60 to 0.20]

#define Blend 0.2 //[0.00 to 1.00] How strong the effect should be.

/*-----------------------------------------------------------.

/ Monochrome settings /

'-----------------------------------------------------------*/

#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)

/*-----------------------------------------------------------.

/ Lift Gamma Gain settings /

'-----------------------------------------------------------*/

#define RGB_Lift float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust shadows for Red, Green and Blue

#define RGB_Gamma float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust midtones for Red, Green and Blue

#define RGB_Gain float3(1.000, 1.000, 1.000) //[0.000 to 2.000] Adjust highlights for Red, Green and Blue

/*-----------------------------------------------------------.

/ Tonemap settings /

'-----------------------------------------------------------*/

#define Gamma 1.0 //[0.000 to 2.000] Adjust midtones

#define Exposure 0.00 //[-1.000 to 1.000] Adjust exposure

#define Saturation 0.00 //[-1.000 to 1.000] Adjust saturation

#define Bleach 0.00 //[0.000 to 1.000] Brightens the shadows and fades the colors

#define Defog 0.000 //[0.000 to 1.000] How much of the color tint to remove

#define FogColor float3(0.00, 0.00, 2.55) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to remove - default is blue

/*-----------------------------------------------------------.

/ Vibrance settings /

'-----------------------------------------------------------*/

#define Vibrance 0.18 //[-1.00 to 1.00] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.

/*-----------------------------------------------------------.

/ Curves settings /

'-----------------------------------------------------------*/

#define Curves_mode 0 //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)

#define Curves_contrast 0.15 //[-1.00 to 1.00] The amount of contrast you want

// -- Advanced curve settings --

#define Curves_formula 2 //[1|2|3|4|5|6|7|8|9] The contrast s-curve you want to use.

//1 = Sine, 2 = Abs split, 3 = Smoothstep, 4 = Exp formula, 5 = Simplified Catmull-Rom (0,0,1,1), 6 = Perlins Smootherstep

//7 = Abs add, 8 = Techicolor Cinestyle, 9 = Parabola.

//Note that Technicolor Cinestyle is practically identical to Sine, but runs slower. In fact I think the difference might only be due to rounding errors.

//I prefer 2 myself, but 3 is a nice alternative with a little more effect (but harsher on the highlight and shadows) and it's the fastest formula.

/*-----------------------------------------------------------.

/ Sepia settings /

'-----------------------------------------------------------*/

#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image

#define GreyPower 0.11 //[0.00 to 1.00] How much desaturate the image before tinting it

#define SepiaPower 0.58 //[0.00 to 1.00] How much to tint the image

/*-----------------------------------------------------------.

/ Vignette settings /

'-----------------------------------------------------------*/

#define VignetteRatio 1.00 //[0.15 to 6.00] Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.

#define VignetteRadius 1.00 //[-1.00 to 3.00] lower values = stronger radial effect from center

#define VignetteAmount -1.00 //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.

#define VignetteSlope 8 //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)

#define VignetteCenter float2(0.500, 0.500) //[0.000 to 1.000, 0.000 to 1.000] Center of effect.

/*-----------------------------------------------------------.

/ Dither settings /

'-----------------------------------------------------------*/

#define dither_method 1 //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)

//Note that the patterns used by Dither, makes an image harder to compress.

//This can make your screenshots and video recordings take up more space.

/*-----------------------------------------------------------.

/ Border settings /

'-----------------------------------------------------------*/

//No settings yet, beyond switching it on or off in the top section.

/*-----------------------------------------------------------.

/ Splitscreen settings /

'-----------------------------------------------------------*/

#define splitscreen_mode 1 //[1|2|3|4|5] 1 = Vertical 50/50 split, 2 = Vertical 25/50/25 split, 3 = Vertical 50/50 angled split, 4 = Horizontal 50/50 split, 5 = Horizontal 25/50/25 split
Per una guida allo SweetFX fare riferimento a questo post.

Settings in game:

Per quanto riguarda i settaggi non mi dilungo visto che è scritto tutto in maniera chiara nell'opening post dell'Università del PCista e ogni impostazione è soggetta ai propri gusti personali e alle specifiche hardware.

Quello che consiglio è di disattivare l'FXAA,Occlusione Ambientale e Profondità di Campo. Non andare oltre il 4x sul Filtro Anisotropico.

Per quanto riguarda il FoV ritengo che l'impostazione ideale sia tenerlo sui 90 in quanto non incide troppo sulle prestazioni ma fornisce un angolo di visuale accettabile. 70 è il minimo ma può causare mal di testa e nausea,soprattutto stando vicino allo schermo.

Per quanto riguarda la PhysX devo dire che l'impatto sulle performance è abbastanza elevato. Tenendole su High o Medium negli scontri (soprattutto quelli finali) su GPU poco performanti potrebbero esserci dei rallentamenti.

(Con lo spam di granate singularity la mia gtx660 trema abbastanza //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif). Il mio consiglio è quindi di tenerle su Low e ho letto che molti suggeriscono di farle calcolare solamente alla GPU (se nVidia).

p788tnB.png
 
Ultima modifica da un moderatore:
mio al d1 probabilmente. //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Se non fanno i soliti 4 personaggi stereotipati, si può fare //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Se non fanno i soliti 4 personaggi stereotipati, si può fare //content.invisioncic.com/a283374/emoticons/sisi.gif
Macchestaiaddi?

 


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//content.invisioncic.com/a283374/emoticons/Predicatore.gif:predicatore:
Devo ancora finire il primo:unsisi:
Vieni con me, blecco e valered //content.invisioncic.com/a283374/emoticons/sisi.gif

 
bhà, io il primo l'ho trovato molto monotono dopo una decina di ore //content.invisioncic.com/a283374/emoticons/uhm.gif

staremo a vedere //content.invisioncic.com/a283374/emoticons/sisi.gif

 
OMMIODDEOSI.

:audio1:

 
il primo è stata una sorpresa nonchè un ottimo gioco, attendo con ansia il seguito

 
devo ancora prendere il primo io //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
mio al d1 //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Smentite le voci su Borderlands 2 


Giada "Artemis" Rusmini


 


Randy Pitchford, boss di Gearbox, ha smentito i rumor dei giorni scorsi secondo cui il sequel di Borderlands sarebbe stato annunciato al prossimo E3.


 


Nonostante la smentita, Gearbox ammette la volontà di tornare in futuro sul franchise Borderlands.


 


"Tutti noi di Gearbox amiamo Borderlands, siamo estremamente soddisfatti dell'accoglienza riservata al gioco dai fan e delle vendite, con più di 4 milioni di copie vendute. Abbiamo supportato il gioco con ottimi DLC e come potete immaginare vogliamo fare molte cose con Borderlands in futuro. Ma se non annunciamo un gioco, questo non esiste".
Fonte:Spaziogames

 
Uff peccato.

Per il primo io sono presente quando posso //content.invisioncic.com/a283374/emoticons/laugh.png

 
Il primo è stato bello,ma dopo un pò annoia e ricominciarlo da capo è una tortura

 
Il primo è stato bello,ma dopo un pò annoia e ricominciarlo da capo è una tortura
io mi sono divertito anche a rifarlo....

cambiando classe ovviamente....

 
Quasi sicuramente non sarà all'altezza del predecessore e introdurranno qualche meccanica balorda.

Staremo a vedere.

 
Quasi sicuramente non sarà all'altezza del predecessore e introdurranno qualche meccanica balorda.Staremo a vedere.
Non ho letto nessuna news ma da dove è uscita questa cosa?

 
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