Sujet : [Tweaks] State of Decay
Yo yo yo yo yo yo yo yo.
Bon, on va rendre State of Decay exellan et ses deux DLC moins moches comme ça :
C'est facile, faut installer Nvidia inspektor.
Faut aller dans l'outil profil en cliquant sur la boite à outil suivante (le bouton en bas à droite sur l'image) :
Ensuite faut choisir le profil du jeu là haut :
Puis faut le configurer comme suit :
le 0x000012C1 est à rentrer manuellement.
Ensuite, ça se passe dans le jeu. Faut créer un fichier texte qu'il faut renommer user.cfg dans le répertoire qui contient l'exe du jeu :
Et dans ce fichier, faut copier coller le bordel suivant :
; ---------------------------------------------------------
; High graphics quality Config for State of Decay
; ---------------------------------------------------------
; Author: gunstarpl (Fresnal)
; Release: v0.3c (27.09.2013)
; Based on: http://forums.steampowered.com/forums/showthread.php?t=1827479
; Cvar reference: http://freesdk.crydev.net/display/CRYAUTOGEN/Home
; Modified to work with State of Decay.
; Only tested with the in game graphics setting at "Ultra".
; Feel free to contribute/modify/fix bugs and release on (or as) your own.
; ---------------------------------------------------------
; Installation
; ---------------------------------------------------------
; Save in the main State of Decay folder (where .exe file is) as "user.cfg".
; ---------------------------------------------------------
; Advanced (scroll down for basic settings)
; ---------------------------------------------------------
; Renderer
r_Driver = DX11
; sys_spec settings
sys_spec = 4
sys_spec_Full = 4
sys_spec_ObjectDetail = 4
sys_spec_Shading = 4
sys_spec_VolumetricEffects = 4
sys_spec_Shadows = 4
sys_spec_Texture = 4
sys_spec_Physics = 4
sys_spec_PostProcessing = 4
sys_spec_Particles = 4
sys_spec_Sound = 4
;sys_spec_Water = 4
sys_spec_GameEffects = 4
;sys_spec_Quality = 4
; sys_spec quality settings
;q_ShaderGeneral = 4
;q_ShaderMetal = 4
;q_ShaderGlass = 4
;q_ShaderVegetation = 4
;q_ShaderIce = 4
;q_ShaderTerrain = 4
;q_ShaderShadow = 4
;q_ShaderFX = 4
;q_ShaderPostProcess = 4
;q_ShaderHDR = 4
;q_ShaderSky = 4
q_Renderer = 4
; sys_spec Object Detail Settings
e_ObjQuality = 4
e_ProcVegetation = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 4
e_DecalsOverlapping = 1
e_LodRatio = 100
e_LodMin = 0
e_ViewDistRatioDetail = 200
e_ViewDistRatioVegetation = 200
e_VegetationMinSize = 0
e_ViewDistRatio = 200
e_ViewDistRatioCustom = 200
e_ViewDistRatioLights = 200
e_ViewDistMin = 200
e_MaxViewDistSpecLerp = 1
sys_flash_curve_tess_error = 0.5
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 2.5
es_DebrisLifetimeScale = 3.2
e_OcclusionCullingViewDistRatio = 2
e_Dissolve = 4
ca_AttachmentCullingRation = 400
e_TerrainOcclusionCullingMaxDist = 300
e_streamCgf = 0
; sys_spec Particles Settings
e_ParticlesQuality = 4
e_ParticlesMaxScreenFill = 1024
e_ParticlesMinDrawPixels = 0.25
e_ParticlesObjectCollisions = 4
e_ParticlesPoolSize = 32768
e_ParticlesEmitterPoolSize = 16384
r_UseParticlesHalfRes = 0
;e_ParticlesForceAnimBlend = 1
;e_ParticlesForceGI = 1
; sys_spec Physics Settings
e_CullVegActivation = 200
g_tree_cut_reuse_dist = 0
p_max_MC_iters = 24000
es_MaxPhysDist = 400
es_MaxPhysDistInvisible = 5
e_PhysOceanCell = 0.1
e_FoliageWindActivationDist = 200
g_breakage_particles_limit = 640
p_max_object_splashes = 8
v_vehicle_quality = 4
p_max_substeps_large_group = 40
p_num_bodies_large_group = 200
p_gravity_z = -13
p_joint_damage_accum = 6
p_joint_damage_accum_threshold = 0.6
p_num_threads = 6
; sys_spec PostProcessing Settings
;r_MotionBlur = 2
r_sunshafts = 1
;r_UseEdgeAA = 3
r_colorgrading = 2
r_GlowAnamorphicFlares = 1
r_RainMaxViewDist_Deferred = 200
r_MotionBlurMaxViewDist = 256
;r_PostMSAA = 1
r_PostMSAAEdgeFilterNV = 2
r_PostProcessHUD3DCache = 0
;r_MotionBlurShutterSpeed = 0.0075
r_HDRBloomMul = 0.7
; sys_spec Shading Settings
;sys_spec_Quality = 4
e_SkyUpdateRate = 1
r_DetailNumLayers = 2
r_DetailDistance = 200
r_HDRRendering = 2
;r_SSAO = 4
;r_SSAOQuality = 3
;r_SSAODownscale = 0
r_SSDO = 2
r_refraction = 1
sys_flash_edgeaa = 1
e_VegetationUseTerrainColor = 1
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_DynamicLightsMaxEntityLights = 32
r_UsePom = 1
r_EnvTexUpdateInterval = 0.001
r_TexturesFilteringQuality = 0
e_GINumCascades = 3
r_HDRBlueShift = 1.0
r_HDRBrightLevel = 0.65
r_HDRBrightOffset = 5
r_HDRBrightThreshold = 6
r_HDRLevel = 6
r_HDROffset = 10
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
e_GI = 0
e_GIMaxDistance = 100
e_GIAmount = 0.5
; sys_spec Shadows Settings
e_Shadows = 1
r_ShadowBlur = 3
r_ShadowBluriness = 0.1
e_ShadowsMaxTexRes = 4096
r_ShadowJittering = 2
e_GsmLodsNum = 5
e_GsmRange = 20
e_GsmRangeStep = 2
e_GsmExtendLastLod = 1
e_ShadowsCastViewDistRatio = 1
e_GsmCache = 0
e_ShadowsResScale = 3.4
; sys_spec Sounds Settings
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_ReverbType = 3
; sys_spec Texture Settings
r_TexSkyResolution = 0
r_ImposterRatio = 1
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_DynTexMaxSize = 320
r_TexAtlasSize = 4096
r_DynTexAtlasCloudsMaxSize = 128
r_DynTexAtlasSpritesMaxSize = 128
r_VegetationSpritesTexRes = 256
; sys_spec Volumetric Effects Settings
r_Beams = 1
r_BeamsDistFactor = 0.01
r_BeamsMaxSlices = 300
e_Clouds = 1
; sys_spec Water Settings
r_WaterUpdateFactor = 0.0
e_WaterTesselationAmount = 30
e_WaterTesselationSwathWidth = 30
r_WaterUpdateDistance = 0.0
e_WaterOceanFFT = 1
;q_ShaderWater = 4
r_WaterReflectionsMinVisiblePixelsUpdate = 0.010
; Extra Render settings
sys_physics_CPU = 3
sys_EarlyMovieUpdate = 1
gpu_Particle_Physics = 1
e_LodMax = 0
r_AnisoMin = 16
r_AnisoMax = 16
e_CharLodMin = 0
es_maxphysdistcloth = 200
;r_PostMSAAMode = 2
r_ShadersRemoteCompiler = 0
r_displayInfo = 0
r_BeamsSoftClip = 0
r_EnableAltTab = 1
r_TexMaxAnisotropy = 0
r_ColorBits = 32
r_CoronaFade = 0.25
r_DrawNearFoV = 75
r_UseMergedPosts = 3
r_HDRRangeAdaptMax = 1.01
r_HDRRangeAdaptMaxRange = 256
r_HDRGrainAmount = 0.0
r_ShadersUseInstanceLookUpTable = 1
; ---------------------------------------------------------
; Basic (remove/add semicolon ";" to enable/disable)
; ---------------------------------------------------------
; Object distance and quality. Change to 3 if you have a slower CPU or experience FPS problems.
; (3 - high, 4 - ultra, comment out to use config's variables that give twice more draw distance).
sys_spec_ObjectDetail = 3
; Shadow resolution (2048 - high; 4096 - ultra).
e_ShadowsMaxTexRes = 2048
; Disables motion blur (0 - disable, 1 - enable).
;r_MotionBlur = 0
; Disables FXAA (edge blur anti aliasing, 0 - disable, 1 - enable).
;r_UseEdgeAA = 0
; Sets maximum FPS.
;sys_MaxFPS = 60
; Sets anisotropic texture filtering.
r_TexMaxAnisotropy = 16
Et voila! Bon et d'ici quelques temps, si j'y joues assez longtemps, je vous dirais comment transformer le jeu en vraie simu de Romero, avec des millions de zombies lents, sans zombies spéciaux. Une fois que j'ai trouvé des settings viables niveau difficulté.