Buenas os facilito una configuración que funciona de maravilla para equipos con grafica por debajo de las especificaciones. En mi caso la config nativa corría a tirones, después de unas pruebas puedo jugar bien. Tampoco hay que olvidar que por mucho que se retoque el software no vamos a potenciar un HW de baja especificación. En mi caso tengo un Acer V5-122p con Radeon hd8220; El número puede engañar pero no deja de ser una versión móvil de 8w para hacerse una idea. Copio y pego el DSfix.ini del parche DSFix 2.4 http://blog.metaclassofnil.com/?p=684 Lo único que tengo que añadir son los metadatos de 3 variables que dependen de vuestra resolución nativa que más tarde paceré a explicar. los he denominado V1,V2,V3. En negrita remarco los cambios a tener en cuenta
# You can configure DSfix by editing this file # Lines starting with "#" are ignored by the program and contain descriptions of the options
# internal rendering resolution of the game # higher values will decrease performance renderWidth V1 renderHeight 600
# The display width/height # 0 means use the same resolution as renderWidth/Height # (use for downscaling - if in doubt, leave at 0) presentWidth V2 presentHeight V3
############# Anti Aliasing
# AA toggle and quality setting # 0 = off (best performance, worst IQ) # 1 = low # 2 = medium # 3 = high # 4 = ultra (worst performance, best IQ) aaQuality 0
# AA type # either "SMAA" or "FXAA" aaType SMAA
############# Ambient Occlusion
# Enable and set the strength of the SSAO effect (all 3 settings have the same performance impact!) # 0 = off # 1 = low # 2 = medium # 3 = high ssaoStrength 0
# Set SSAO scale # 1 = high quality (default) # 2 = lower quality, lower impact on performance # 3 = lowest quality, lowest impact on performance ssaoScale 3
# Determine the type of AO used # "VSSAO" = Volumetric SSAO (default, only option pre-1.9) # "HBAO" = Horizon-Based Ambient Occlusion # "SCAO" = VSSAO + HBAO # "VSSAO2" = Volumetric SSAO with more samples (tweaked by Asmodean) # VSSAO and HBAO types have a slightly different effect. and similar performance # SCAO combines both, with a higher performance impact # VSSAO2 is generally more accurate, but also requires more performance ssaoType VSSAO
############# Depth of field
# Depth of Field resolution override, possible values: # 0 = no change from default (DoF pyramid starts at 512x360) # 540 = DoF pyramid starts at 960x540 # 810 = DoF pyramid starts at 1440x810 # 1080 = DoF pyramid starts at 1920x1080 # 2160 = DoF pyramid starts at 3840x2160 # higher values will decrease performance # do NOT set this to the same value as your vertical rendering resolution! dofOverrideResolution 0
# Depth of Field scaling override (NOT RECOMMENDED) # 0 = DoF scaling enabled (default, recommended) # 1 = DoF scaling disabled (sharper, worse performance, not as originally intended) disableDofScaling 0
# Depth of field additional blur # allows you to use high DoF resolutions and still get the originally intended effect # suggested values: # o (off) at default DoF resolution # 0 or 1 at 540 DoF resolution # 1 or 2 above that # 3 or 4 at 2160 DoF resolution (if you're running a 680+) dofBlurAmount 0
############# Framerate
# Enable variable framerate (up to 60) # NOTE: # - this requires in-memory modification of game code, and may get you banned from GFWL # - there may be unintended side-effects in terms of gameplay # - you need a very powerful system (especially CPU) in order to maintain 60 FPS # - in some instances, collision detection may fail. Avoid sliding down ladders # Use this at your own risk! # 0 = no changes to game code # 1 = unlock the frame rate unlockFPS 0
# FPS limit, only used with unlocked framerate # do not set this much higher than 60, this will lead to various issues with the engine FPSlimit 60
# FPS threshold # DSfix will dynamically disable AA if your framerate drops below this value # and re-enable it once it has normalized (with a bit of hysteresis thresholding) FPSthreshold 14
############# Filtering
# texture filtering override # 0 = no change # 1 = enable some bilinear filtering (use only if you need it!) # 2 = full AF override (may degrade performance) # if in doubt, leave this at 0 filteringOverride 0
# Enable HUD modifications # 0 = off (default) - none of the options below will do anything! # 1 = on enableHudMod 0
# Remove the weapon icons from the HUD # (you can see which weapons you have equipped from your character model) enableMinimalHud 1
# Scale down HuD, examples: # 1.0 = original scale # 0.75 = 75% of the original size hudScaleFactor 0.75
# Set opacity for different elements of the HUD # 1.0 = fully opaque # 0.0 = fully transparent # Top left: health bars, stamina bar, humanity counter, status indicators hudTopLeftOpacity 0.8f # Bottom left: item indicators & counts hudBottomLeftOpacity 0.75f # Bottom right: soul count hudBottomRightOpacity 0.5f
# borderless fullscreen mode # make sure to select windowed mode in the game settings for this to work! # 0 = disable # 1 = enable borderlessFullscreen 0
# disable cursor at startup # 0 = no change # 1 = off at start disableCursor 1
# capture cursor (do not allow it to leave the window) # 0 = don't capture # 1 = capture # (this also works if the cursor is not visible) captureCursor 0
############################################################################### # Save Game Backup Options ###############################################################################
# enables save game backups # 0 = no backups # 1 = backups enabled # backups are stored in the save folder, as "[timestamp]_[original name].bak" enableBackups 0
# enables texture dumping # you *only* need this if you want to create your own override textures # textures will be dumped to "dsfix\tex_override\[hash].tga" enableTextureDumping 0
# enables texture override # textures in "dsfix\tex_override\[hash].png" will replace the corresponding originals # will cause a small slowdown during texture loading! enableTextureOverride 0
############################################################################### # Other Options ###############################################################################
# skip the intro logos # this should now be slightly more stable, but should still be # the first thing to disable in case you experience any problems skipIntro 1
# change the screenshot directory # default: . (current directory) # example: C:\Users\Peter\Pictures # directory must exist! screenshotDir .
# override the in-game language # none = no override # en-GB = English, fr = French, it = Italian, de = German, es = Spanish # ko = Korean, zh-tw = Chinese, pl = Polish, ru = Russian # this does not work in Windows XP! overrideLanguage none
# Dinput dll chaining # if you want to use another dinput8.dll wrapper together # with DSfix, rename it (e.g. "dinputwrapper.dll") and put the new name here dinput8dllWrapper none # dsmfix.dll
# D3D adapter override # -1 = no override # N = use adapter N # this setting is for multiple (non-SLI/crossfire) GPUs # everyone else should leave it at -1 d3dAdapterOverride -1
# Log level - 0 to 11, higher numbers mean more logging # only enable for debugging logLevel 0
############################################################################### # The settings below are not yet ready to use!! ###############################################################################
# You can only set either forceFullscreen or forceWindowed (or neither) # 0 = off, 1 = on forceWindowed 0 forceFullscreen 0
# turn on/off Vsync enableVsync 0 # adjust display refresh rate in fullscreen mode - this is NOT linked to FPS! fullscreenHz 60
Bueno ahora paso a explicar las variables. En V2 y V3 sitiaremos nuestra resolución nativa que en mi caso es 1368 y 768. Bueno esto lo que hace es que la imagen de juego se estire para completar la pantalla del monitor. Entonces hay que dividir V2/V3 para obtener la relación de aspecto que en mi caso es 1368/768=1,78125. Ok ahora ese resultado lo multiplicamos por 600 que seria la mínima resolución vertical del juego. Entonces 1,78125*600=V1 osease 1,78125*600=1068 redondeado, que sería la variable V1. Si no os queréis complicar mucho ponéis V1=800 y punto. Bueno espero vuestros comentarios.