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Showing results for tags 'visuals'.
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NEW UPDATED HIGH GRAPHICS TWEAKS FOR SQUAD Note that this is a work in progress, i'm just testing some commands that helps the game look more better. Doing these tweaks will make textures crisper, shadows, effects, etc. better. Please give me feedback if it works. Thank you Open DefaultEngine.ini Press WinKey+Run and type : %SystemDrive%/Program Files (x86)/Steam/steamapps/common/Squad/Squad/Config/DefaultGame.ini Or go to \Steam\steamapps\common\Squad\Squad\Config and click DefaultEngine.ini and open it with notepad. Copy and Paste under [systemSettings] r.SkeletalMeshLODBias=0 r.ViewDistanceScale=0.4 r.ShadowQuality=3 r.LightFunctionQuality=1 r.Shadow.CSM.MaxCascades=2 r.Shadow.MaxResolution=1024 r.AmbientOcclusionMipLevelFactor=0 r.AmbientOcclusionMaxQuality=0 r.AmbientOcclusionLevels=2 r.AmbientOcclusionRadiusScale=1.5 r.DepthOfFieldQuality=2 r.RenderTargetPoolMin=400 r.LensFlareQuality=2 r.SceneColorFringeQuality=1 r.BloomQuality=5 r.FastBlurThreshold=7 r.Tonemapper.GrainQuantization=1 r.LightShaftQuality=1 r.Filter.SizeScale=1 r.Tonemapper.Quality=5 r.Streaming.MipBias=0 r.Streaming.PoolSize=1000 r.MaxAnisotropy=16 r.RefractionQuality=2 r.SSR.Quality=3 r.SceneColorFormat=4 r.EmitterSpawnRateScale=1 r.DefaultFeature.AutoExposure=0 r.ParticleMinTimeBetweenTicks=8 r.ParticleLightQuality=2 r.SceneColorFringe.Max=0.2 r.SSR.Quality=3 r.TranslucencyLightingVolumeDim=64 r.RefractionQuality=2 r.SSR=1 r.SceneColorFormat=4 r.DetailMode=2 Then find r.TextureStreaming and change it from true, to false. In notepad, press Ctrl+F and paste r.TextureStreaming and press find. Once you find it, change r.TextureStreaming=True to r.TextureStreaming=False Try these out and give me feedback. Also add me on steam : Viper or drk_viper
Hey Squaddies, here are the things that I did to make squad more crisper, and better textures.I want you to test it and give me feedback. Open DefaultEngine.ini Press WinKey+Run and type : %SystemDrive%/Program Files (x86)/Steam/steamapps/common/Squad/Squad/Config/DefaultGame.ini Or go to \Steam\steamapps\common\Squad\Squad\Config and click DefaultEngine.ini and open it with notepad. Find [System Settings] and paste these commands under r.MaxAnisotropy=16 r.MotionBlurQuality=0 r.DepthOfFieldQuality=2 r.RefractionQuality=2 r.SSR.Quality=3 r.SSR.MaxRoughness=1 r.SkeletalMeshLODBias=0 r.ViewDistanceScale=0.4 r.SceneColorFringeQuality=1 r.EyeAdaptationQuality=0 r.BloomQuality=1 r.FastBlurThreshold=0 r.Tonemapper.Quality=4 r.Streaming.MipBias=0 r.SceneColorFringe.Max=0.2 r.EyeAdaptationQuality=0 r.FastBlurThreshold=0 r.LightShaftQuality=1 r.SceneColorFormat=4 r.RefractionQuality=2 Then find r.TextureStreaming and change it from true, to false. change r.TextureStreaming=True to r.TextureStreaming=False Give me feedback if any of these helped.
I've seen some topics around talking about grass, but I wanted to mainly give some feedback about landscape and I hope devs will take it better than in other cases .. Right now the landscape/terrain doesn't look that interesting , I noticed it's mostly just 1 layer especially in the older levels. Since You have 20 developers and some budget I take it that there is someone responsible for the art side of the game I imagine performance plays a big role and it's propably best to avoid using more layers/texture samples that are not really needed, but it would be nice to either rework base materials or just put in some macro texture to break down the dull surface. As visible above , the terrain materials are pretty dull together , cliff material isn't too good either. About the grass it looks like they don't have proper vertex normals (will help with grass blending, won't stand out that much) and it's not just colour issue (just a guess). You can also make use of material instances for the grass colour with close to no performance impact and have them matching the terrain with more control. My overall suggestion is , it would be nice to have terrain materials reworked , make use of PBR and power of material editor within UE4. Give substance designer a try, it will allow you to make quick procedural PBR materials Also good work and congratulations on making a working base game , I am really looking forward to updates. I hope someone will read it. Regards, Michal
As per Bruno-G's suggestion, here is a separate thread on MT-LB 6MB model. Much of what is missing on the 6MB is correct for the regular MT-LB as well. Abstract My premise for spotting model differences to IRL counterpart was largely based on consistency with the level of detailing Devs chose for the models. For instance, detailing as low as mudguard hinges is present on the 3D model. As such I am not counting amount of track links or sprocket bolts, but visually noticeable detailing. Naturally there are differences between IRL vehicles as well, therefore I tried to reach the most common contemporary denominator that has the least amount of detailing. I will not be posting reference material here, but it can be added at a later stage. Lastly I have not seen the model close up, so there might be other issue, but I will update them when we all get our hands on the vehicle.
I saw someone in the youtube comments making this suggestion: Add random Weapon skins to different weapons so not every soldier has the same weapon in their hands. This would look realistic and absolute awesome. Maybe 3 per weapon? Obviosly this is something for later on after the game is almost finished. But I think thats a nice idea for the visuals.