Man, those high-res textures look so much better...
Not that I know of, but you can use a Coalesced editor to double up the amount of war assets you get per quest, effectively voiding the effects of galactic readiness. If you want a hacked coalesced.ini file PM me and I'll send it to you. (and if it's allowed I'll post the link here)Is there a way to change my galactic readiness to 100% with a cheat/hack?
If your GPU's fucked it should give you artifacting or BSODs when you're trying to use AA.Those settings you posted a page pack don't do anything for me. AA is disabled.
But I'm convinced my GPU is fucked when it comes to AA. See, Shogun 2. I cannot enable AA with Shader Model 5 without graphical distortion on shadows.
It makes no sense, but whatever.
Is there a way to change my galactic readiness to 100% with a cheat/hack?
Gibbed's save game editor has a field where you can change the number to anything.
Cool. Do you have a link to it as I can't find the one for ME3.
mod.gib.me/masseffect3 somewhere, I'm on my phone at the moment.
Edit: that's not it, but it's somewhat like it? If you google it you should get some forum posts that link to a directory on that site, and your can download the latest build straight from there.
I've downloaded it but how do you change the galactic readiness to 100%, all I can see is the effective military strength which I don't want to change.
Then I misunderstood you. Galactic readiness is kept on EA's servers and can't be changed.
Just a question about the FoV fix. Do I need to activate it each time I start up the game, or do I only need to do it once?
I know this is the ME3 pc thread, but I have a question about AA for ME1/2. What's the best way to implement AA through Nvidia Inspector? I rolled back my drivers to 285.xx. I seem to be having some success with the 00045 bit and 8xMSAA, but it doesn't eliminate jaggies as effectively as I thought it would. I'm now thinking about increasing to 16x, but I'm worried about the performance hit.
Are you sure you're looking at in-game and not a pre-rendered cutscene? Some of the cutscene movies are recorded with game assets, and will look aliased even when AA's working properly.
Quite sure. I've spent a lot of time testing what methods of AA will run well on my rig. ME1 doesn't handle it as well as ME3 does, funny enough.
8x MSAA does reduce jaggies quite a bit, but it's not enough. If anyone has suggestions in regards to bit compatibility, CSAA, SGSSAA, etc, etc, I'd appreciate it (within the abilities of my 2600k @4.2 and GTX580).
0x000010C1
Use that for 4x MSAA + 4x SGSSAA. Set LOD bias to -1.0. Enjoy your jaggie free ME2. Should stay @ 60 FPS.
0x000010C1
Use that for 4x MSAA + 4x SGSSAA. Set LOD bias to -1.0. Enjoy your jaggie free ME2. Should stay @ 60 FPS.
These settings will work for ME2 and ME3 (ME3 especially), but it has little effect on ME1, which is what I'm currently playing through.
I have better luck with 8x MSAA by itself on x00000045.
That's what I'm using, though 00C1 rather than 10C1. Any reason why the latter should be used?
I've got a 2500K OC'd to 4.3Ghz, and a GTX570. At those settings I get between 45 - 60fps depending on what I'm looking at or what's going on. 60fps in combat will, for example, quickly dip to 50fps then back up if a power explodes right in my face.
Okay, I think I've managed to get the holstering to work now. I'll post the guide when I have a proper fix. Here's a preview from the Grissom academy combat mission:
Okay, I think I've managed to get the holstering to work now. I'll post the guide when I have a proper fix. Here's a preview from the Grissom academy combat mission:
( Name="Home", Command="set SFXPawn_Player bCombatPawn true" )
( Name="End", Command="set SFXPawn_Player bCombatPawn false" )
Could you force the player model to respawn? Or you could try to go through a loading.
You know the command line for respawning/reloading/resetting pawns?
( Name="Home", Command="set SFXPawn_Player bCombatPawn true| QuickSave | QuickLoad" )
( Name="End", Command="set SFXPawn_Player bCombatPawn false | QuickSave | QuickLoad" )
Home = Combat mode (re-loading the game)
End = Explorer mode (re-loading the game)
Right-mouse = FOV 90 when exiting aiming
Numpad 9 = Flycam toggle with ctrl + WASD movement in cutscenes/dialogue
Numpad 8 = FOV 30
Numpad 7 = FOV 110
Numpad 6 = PlayersOnly (time stop)
Numpad 5 = Slomo1 (normal time lapse)
Numpad 4 = Slomo 0.5 (half time lapse)
Numpad 3 = FOV 70
Numpad 2 = FOV 0 (normal FOV)
Numpad 1 = show scaleform (disable HUD)
Are these high res mods making the game take 5 mins to launch like the ME2 ones?
I don't know how I feel about the second one. It looks like jean fabric.
Did the guy who made the FOV "mod" fixed the issue where zooming barely zoom at all if you use something else than the default FOV?
My investigation into weird anti-aliasing issues continues. This time, with tests. Check em:
Anti-aliasing compatibility: 0x000000C1
Test 1:
Behaviour flag: None
0xMSAA + 0xSGSSAA = No anit-aliasing (derr).
2xMSAA + 0xSGSSAA = No anit-aliasing, strange glowing pixel flicker on some poly edges.
4xMSAA + 0xSGSSAA = No anit-aliasing, strangle glowing pixel flicker on some poly edges.
Test 2:
Behaviour flag: None
0xMSAA + 2xSGSSAA = No anit-aliasing. No pixel flicker.
0xMSAA + 4xSGSSAA = No anit-aliasing. No pixel flicker.
Test 3:
Behaviour flag: None
2xMSAA + 2xSGSSAA = 2xMSAA and 2xSGSSAA in effect. No pixel flicker.
4xMSAA + 4xSGSSAA = 4xMSAA and 4xSGSSAA in effect. No pixel flicker.
Test 4:
Behaviour flag: None
4xMSAA + 2xSGSSAA or 2xMSAA + 4xSGSSAA= I can't remember which produced which results, but in one of these combinations it produced the results of Test 3's based on the lower value. So if it were "4xMSAA + 2xSGSSAA", it produced identical anti-aliasing to Test 3's "2xMSAA + 2xMSAA". In the other case (hypothetically 2xMSAA + 4xSGSSAA) it produced anti-aliasing a little worse than Test 3's "2xMSAA + 2xSGSSAA", though better than no anti-aliasing at all. I can't remember which of these two produced which results.
Test 5:
Behaviour flag: 0x00000005 (Mass Effect III)
(any)xMSAA + (any)xSGSSAA = No anit-aliasing. No pixel flicker. This behaviour flag appears to prevent AA entirely.
Conclusion:
Anti-aliasing is fucking weird. In order for me to get any anti-aliasing at all, I must enable both MSAA and SGSSAA of the exact same value. If the values are different, the anti-aliasing is weak, and if I do not use any SGSSAA at all, yet try to force MSAA, I get no anti-aliasing but weird pixel glitches. Regardless, to use anti-aliasing based on these settings the behaviour flag must be set to "none". Using the new Mass Effect 3 specific behaviour flag introduced in the latest drivers negates all anti-aliasing settings.
And thus ends my shitty experiment. The TL;DR version is: if I want to use anti-aliasing, I have to use "2xMSAA + 2xSGSSAA" or "4xMSAA + 4xSGSSAA". Any change to either of these values, if not identical, and anti-aliasing will not work.
I hadn't read your guide, but thanks, that explains a lot. Weird thing is I only ever used 4xMSAA with ME2, from memory, and it worked without SGSSAA. Strange that the drivers introduced a new AA setting that still does nothing.
I know that bit is specifically for SGSSAA, as you said so. I was simply curious as to why I couldn't get the new behaviour flag to work at all regardless of settings elsewhere. And most of this testing originated from the weird poly edge pixel flickering I was getting, and the apparent AA compatibility differences between ME2 and ME3. Thank you for the help though, as now I understand why I must use both MSAA and SGSSAA.
For MSAAx4 + SGSSAAx4, what LOD bias do you suggets? You're using -0.500, though with MSAAx2 and SGSSAAx2, but Dennis is using -1.000.
I'm assuming that you're doing all the settings in Inspector? Because what you should try is use Inspector just for setting proper AA compatibility bit to ME3 profile and then use NV's own CPL and GeForce SSAA Tool to force the AA (override 2x/4x/8x in CPL and set the corresponding SSAA level in SSAA Tool after that). Inspector has loads of settings that you shouldn't even touch before you at least get the AA working.The TL;DR version is: if I want to use anti-aliasing, I have to use "2xMSAA + 2xSGSSAA" or "4xMSAA + 4xSGSSAA". Any change to either of these values, if not identical, and anti-aliasing will not work.