Wracając do moich zmian w pliku cam_ext.cfg w starej paczce MMP do TMA. Są to jedynie:
Kod:
; enable software (ie. shader) based gamma and color processing (improves quality at the expense of performance,
; and also enables in-game gamma to be applied in windowed mode)
d3d_disp_sw_cc
; optional saturation setting when "d3d_disp_sw_cc" is enabled, 0 is black and white, 1 is normal color
; (does not affect menu screens)
d3d_disp_sw_cc_sat 0.55
; optional color filter when "d3d_disp_sw_cc", RGB values are between 0 and 1, default is "1 1 1" (white)
; (does not affect menu screens)
;d3d_disp_sw_cc_rgbfilter 1 0.7 0.3
; enable postprocessing (bloom)
postprocess 1
; bloom intensity factor, default is 5
bloomscale 5
; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values
; require more GPU processing)
bloom_range 2
; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7
bloom_saturation 0.5
; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6
; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow)
; for SS2 you might want to consider increasing this slightly, as the game is generally brighter
bloom_threshold 0.5
Oryginalne:
Kod:
; enable software (ie. shader) based gamma and color processing (improves quality at the expense of performance,
; and also enables in-game gamma to be applied in windowed mode)
;d3d_disp_sw_cc
; optional saturation setting when "d3d_disp_sw_cc" is enabled, 0 is black and white, 1 is normal color
; (does not affect menu screens)
;d3d_disp_sw_cc_sat 0.25
; optional color filter when "d3d_disp_sw_cc", RGB values are between 0 and 1, default is "1 1 1" (white)
; (does not affect menu screens)
;d3d_disp_sw_cc_rgbfilter 1 0.7 0.3
; enable postprocessing (bloom)
;postprocess 1
; bloom intensity factor, default is 5
;bloomscale 5
; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values
; require more GPU processing)
;bloom_range 2
; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7
;bloom_saturation 0.7
; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6
; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow)
; for SS2 you might want to consider increasing this slightly, as the game is generally brighter
;bloom_threshold 0.7
Efekt rozmycia i mniejsze nasycenie barw. Nic poza tym.