Posted May 21, 2018
high rated
Geforce Experience captured it somewhat washed out, but the changes should still be noticeable:
https://www.youtube.com/watch?v=LhhOy7BPtzM
I used QeffectsGL:
https://github.com/crystice-softworks/QeffectsGL/releases
...which gives horrible video quality to SiN at their default levels, so I added the following new section to its config file QeffectsGL.ini:
[sin.exe]
ZTrickFix=1
RenderFrame=1
Multisample=16
MultisampleHint=16
BloomDarken=18
BloomScale=1.25
SSAOMinZ=0.0001
SSAOMaxZ=0.75
EmbossScale=0.05
SSAOScale=4.0
Hue=3
Saturation=0
Lightness=2
ExtensionLimit=4000
The last line is important, since it even allows people with crashes to run the game because it fixes the length of OpenGL extensions.
The only problem is that some characters still light up like Xmas trees in day levels (as can be seen in the third demo), but at least its less bothersome than with the default settings.
Additionally, I used the following config in my autoexec.cfg:
// set fps "0"
set fov "106.3"
set gl_modulate "1.2"
set intensity "1.1"
set con_playerskin "0"
set con_driver "1"
set con_brightness "8"
set con_texmode "0"
set con_fullscreen "1"
set con_playermodel "0"
set cl_forcecinematic "1"
set cl_oldladders "0"
set cl_run "1"
set gl_playermip "0"
set gl_flashblend "0"
set gl_cull "1"
set gl_clear "0"
set gl_showtris "0"
set gl_skymip "0"
set gl_picmip "0"
set gl_round_down "0"
set gl_nobind "0"
set gl_lightmap "0"
set gl_bitdepth "0"
set gl_swapinterval "1"
set gl_ext_palettedtexture "0"
set gl_ext_compiled_vertex_array "1"
set gl_ext_pointparameters "1"
set gl_ext_multitexture "1"
set gl_ext_swapinterval "1"
set gl_texturesolidmode "default"
set gl_texturealphamode "default"
set gl_ztrick "0"
set gl_particle_att_c "0.01"
set gl_particle_att_b "0.0"
set gl_particle_att_a "0.01"
set gl_particle_size "30"
set gl_particle_max_size "40"
set gl_particle_min_size "2"
set gl_skintexturemode "GL_LINEAR_MIPMAP_LINEAR"
set gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
set gl_polyblend "1"
set gl_shadows "2"
set gl_finish "1"
set gl_driver "opengl32"
set lookstrafe "0"
set lookspring "1"
set maxentities "8192"
set maxsurfaces "8192"
set maxconsoles "32"
set m_filter "0"
set rate "5000"
set r_dynamic "1"
set r_detailthresh "200000"
set r_detaildist "4000000"
set r_conthresh "200000"
set r_condist "2000000"
set r_conoffset "0.1"
set r_lowdetail "0"
set sv_showdamagelocation "0"
set sv_showdetaildamage "0"
set sv_gibs "1"
set sv_gore "1"
set sv_maxbloodspats "4096"
set sv_maxbulletholes "8192"
set s_primary "0"
set s_mixahead "0.2"
set s_loadas8bit "0"
set s_khz "22"
set vid_gamma "0.7"
set vid_ypos "22"
set vid_xpos "3"
set vid_ref "gl"
set vid_fullscreen "1"
If you have any idea on how to improve any of this, please share.
https://www.youtube.com/watch?v=LhhOy7BPtzM
I used QeffectsGL:
https://github.com/crystice-softworks/QeffectsGL/releases
...which gives horrible video quality to SiN at their default levels, so I added the following new section to its config file QeffectsGL.ini:
[sin.exe]
ZTrickFix=1
RenderFrame=1
Multisample=16
MultisampleHint=16
BloomDarken=18
BloomScale=1.25
SSAOMinZ=0.0001
SSAOMaxZ=0.75
EmbossScale=0.05
SSAOScale=4.0
Hue=3
Saturation=0
Lightness=2
ExtensionLimit=4000
The last line is important, since it even allows people with crashes to run the game because it fixes the length of OpenGL extensions.
The only problem is that some characters still light up like Xmas trees in day levels (as can be seen in the third demo), but at least its less bothersome than with the default settings.
Additionally, I used the following config in my autoexec.cfg:
// set fps "0"
set fov "106.3"
set gl_modulate "1.2"
set intensity "1.1"
set con_playerskin "0"
set con_driver "1"
set con_brightness "8"
set con_texmode "0"
set con_fullscreen "1"
set con_playermodel "0"
set cl_forcecinematic "1"
set cl_oldladders "0"
set cl_run "1"
set gl_playermip "0"
set gl_flashblend "0"
set gl_cull "1"
set gl_clear "0"
set gl_showtris "0"
set gl_skymip "0"
set gl_picmip "0"
set gl_round_down "0"
set gl_nobind "0"
set gl_lightmap "0"
set gl_bitdepth "0"
set gl_swapinterval "1"
set gl_ext_palettedtexture "0"
set gl_ext_compiled_vertex_array "1"
set gl_ext_pointparameters "1"
set gl_ext_multitexture "1"
set gl_ext_swapinterval "1"
set gl_texturesolidmode "default"
set gl_texturealphamode "default"
set gl_ztrick "0"
set gl_particle_att_c "0.01"
set gl_particle_att_b "0.0"
set gl_particle_att_a "0.01"
set gl_particle_size "30"
set gl_particle_max_size "40"
set gl_particle_min_size "2"
set gl_skintexturemode "GL_LINEAR_MIPMAP_LINEAR"
set gl_texturemode "GL_LINEAR_MIPMAP_LINEAR"
set gl_polyblend "1"
set gl_shadows "2"
set gl_finish "1"
set gl_driver "opengl32"
set lookstrafe "0"
set lookspring "1"
set maxentities "8192"
set maxsurfaces "8192"
set maxconsoles "32"
set m_filter "0"
set rate "5000"
set r_dynamic "1"
set r_detailthresh "200000"
set r_detaildist "4000000"
set r_conthresh "200000"
set r_condist "2000000"
set r_conoffset "0.1"
set r_lowdetail "0"
set sv_showdamagelocation "0"
set sv_showdetaildamage "0"
set sv_gibs "1"
set sv_gore "1"
set sv_maxbloodspats "4096"
set sv_maxbulletholes "8192"
set s_primary "0"
set s_mixahead "0.2"
set s_loadas8bit "0"
set s_khz "22"
set vid_gamma "0.7"
set vid_ypos "22"
set vid_xpos "3"
set vid_ref "gl"
set vid_fullscreen "1"
If you have any idea on how to improve any of this, please share.
Post edited March 26, 2020 by Protocultor