galaxytheone
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- 24 October 2009
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FIFA 11 News FIFA news WORLD EXCLUSIVE: First ever graphics add-on for FIFA 11 coming out today!
here
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u must to this folder: \EA\FIFA 11\Game\
Kopiowałem plik fifarna do głównego katalogu a nie do Data...dlatego nie działałoDid You copy data folder from patch too??
after using this patch i have no lags during replays and cinematic, but sometimes the game still lags especially during goal kick or when crossing the ball.. anyone know what variable i should tweak to remove the lags ?
Still can't get 3D grass in the gameplay graphics.
Must be something missing in the tutorial, because I did everything this post says, copy & paste lua settings included.
Everything works fine, no slowdowns.
But the 3D grass... :/
My thanks to the author of this mod.
local InitializeSettings = function()
local as = gSportsRNA
local settingTable = as:GetTable("Settings")
-- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
if (levelOfDetail == "") then
levelOfDetail = "high"
as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
end
-- levelOfDetail = "medium"
-- Set up defaults (high detail)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0) -- number of mips to drop from RX3 textures
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192) -- minimum size (here we will ignore the number of mips to drop)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0) -- flat shadow dimensions (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4) -- max number of lights to allow
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0) -- jumbotron render scale reduction
as:SetInt(settingTable, "SelfShadow", 1)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0) -- selfshadow render scale reduction (0 normal, 1 half, 2 quartered)
as:SetInt(settingTable, "PostFX_RainDrops", 1)
as:SetInt(settingTable, "PostFX_AutoExp", 0)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 1)
as:SetInt(settingTable, "PostFX_Rectilinear", 1)
as:SetInt(settingTable, "PostFX_Vignette", 1)
as:SetInt(settingTable, "PostFX_ColorCube", 1)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)
as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
as:SetInt(settingTable, "PlayerLodMinimum", 0)
-- Override..
if (levelOfDetail == "medium") then
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
-- Downsize Render to texture sizes and detail
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "SelfShadow", 0)
-- Disable grass and cloth
as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
as:SetInt(settingTable, "PostFX_AutoExp", 1)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 1)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 1)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.00)
end
if (levelOfDetail == "superlow") then
-- any extra tweaks here..
end
end
InitializeSettings()
InitializeSettings = nil
Hey, Erevos... thanks for the reply friend.
I'm using the settings from your post now.
The graphics looks better, I think it's because bloom is off.
:/
[Edit]
I get 3D grass on replays...
I have the same problem.
I can't seem to get 3D grass either, regardless of the settings. I have used the ULTRA HIGH settings, basically, everything the highest and enabled.. and still nothing.
Even on Orbit Camera on Replays. nothing.
local InitializeSettings = function()
local as = gSportsRNA
local settingTable = as:GetTable("Settings")
-- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
if (levelOfDetail == "") then
levelOfDetail = "high"
as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
end
-- levelOfDetail = "medium"
-- Set up defaults (high detail)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0) -- number of mips to drop from RX3 textures
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192) -- minimum size (here we will ignore the number of mips to drop)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0) -- flat shadow dimensions (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4) -- max number of lights to allow
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0) -- jumbotron render scale reduction
as:SetInt(settingTable, "SelfShadow", 1)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0) -- selfshadow render scale reduction (0 normal, 1 half, 2 quartered)
as:SetInt(settingTable, "PostFX_RainDrops", 0)
as:SetInt(settingTable, "PostFX_AutoExp", 1)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 1.0)
as:SetInt(settingTable, "PlayerLodMinimum", 0)
-- Override..
if (levelOfDetail == "medium") then
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "Grass", 0)
as:SetInt(settingTable, "Cloth", 0)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.25)
elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
-- Downsize Render to texture sizes and detail
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "SelfShadow", 0)
-- Disable grass and cloth
as:SetInt(settingTable, "Grass", 0)
as:SetInt(settingTable, "Cloth", 0)
-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
as:SetInt(settingTable, "PostFX_AutoExp", 1)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.15)
end
if (levelOfDetail == "superlow") then
-- any extra tweaks here..
end
end
InitializeSettings()
InitializeSettings = nil
Hey, Erevos... thanks for the reply friend.
I'm using the settings from your post now.
The graphics looks better, I think it's because bloom is off.
But still I cant get the grass to look like this:
Mine is like this:
:/
[Edit]
I get 3D grass on replays...
Hey, Erevos... thanks for the reply friend.
I'm using the settings from your post now.
The graphics looks better, I think it's because bloom is off.
But still I cant get the grass to look like this:
Mine is like this:
:/
[Edit]
I get 3D grass on replays...
my res is Full HD 1920*1080... You play 1360*768 and want face and all game improvement with that res? what for?
I don't know how long You plays games but is one rule mate... more res, more details and improvements
NEW CAMERA PATCH finally make MY fifa PLAYABLE (I am old PES fan and default fifa cameras make Me SICK and now almost ALL CAMERAS changed, SUPERB WORK
THANKS FIFA INFINITY AND MONKEYDRAGON!!!!!!!!!!!!!!!!!!!!!
http://www.fifa-infinity.com/?p=905
who can PLEASE donate This Guys!!!
example
Just change these 2 values as well
-- Set up defaults (high detail)
(.......)
as:SetInt(settingTable, "Grass", 1)
(.......)
-- Override..
if (levelOfDetail == "medium") then
(.......)
as:SetInt(settingTable, "Grass", 1)
(.......)
elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
(.......)
-- as:SetInt(settingTable, "Grass", 1)
(.......)
"HIGH" "MEDIUM" and "LOW/SUPERLOW" have nothing to do with medium/low GRAPHIC settings!
It's all about distance and LOD. Settings below line "elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then" are for long range cameras like the tele in high graphic quality.
The ideal ultra high setting if you have a very strong hardware is the following:
This is a common lua script. Lines with "--" in front are comments and game will not read them at alllocal InitializeSettings = function()
local as = gSportsRNA
local settingTable = as:GetTable("Settings")
-- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
if (levelOfDetail == "") then
levelOfDetail = "high"
as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
end
-- levelOfDetail = "medium"
-- Set up defaults (high detail)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0) -- number of mips to drop from RX3 textures
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192) -- minimum size (here we will ignore the number of mips to drop)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0) -- flat shadow dimensions (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4) -- max number of lights to allow
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0) -- jumbotron render scale reduction
as:SetInt(settingTable, "SelfShadow", 1)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0) -- selfshadow render scale reduction (0 normal, 1 half, 2 quartered)
as:SetInt(settingTable, "PostFX_RainDrops", 1)
as:SetInt(settingTable, "PostFX_AutoExp", 1)
as:SetInt(settingTable, "PostFX_Bloom", 1)
as:SetInt(settingTable, "PostFX_DOF", 1)
as:SetInt(settingTable, "PostFX_Rectilinear", 1)
as:SetInt(settingTable, "PostFX_Vignette", 1)
as:SetInt(settingTable, "PostFX_ColorCube", 1)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)
as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
as:SetInt(settingTable, "PlayerLodMinimum", 0)
-- Override..
if (levelOfDetail == "medium") then
-- as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0)
-- as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
-- as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0)
as:SetInt(settingTable, "Grass", 1)
-- as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
-- Downsize Render to texture sizes and detail
-- as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192)
-- as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
-- as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
-- as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
-- as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0)
-- as:SetInt(settingTable, "SelfShadow", 1)
-- Disable grass and cloth
-- as:SetInt(settingTable, "Grass", 1)
-- as:SetInt(settingTable, "Cloth", 1)
-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 1)
as:SetInt(settingTable, "PostFX_AutoExp", 1)
as:SetInt(settingTable, "PostFX_Bloom", 1)
-- as:SetInt(settingTable, "PostFX_DOF", 1)
-- as:SetInt(settingTable, "PostFX_Rectilinear", 1)
-- as:SetInt(settingTable, "PostFX_Vignette", 1)
as:SetInt(settingTable, "PostFX_ColorCube", 1)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
end
if (levelOfDetail == "superlow") then
-- any extra tweaks here..
end
end
InitializeSettings()
InitializeSettings = nil
try to force Anisotropic's filter for the game by fifa.exe selection in nvidia control pannel.
I've notice forcing filters, the game run better...
try 16x... if the game run bad, try 8x or less...
with my laptop (clevo M860TU) with Nvidia GTS 9800m and driver beta 260.63, I use this setting with windows 7 x64:
antialias 8xQ
Anisotropic 16x
High quality
and the game run perfectly (60 fps) with v-sync at 1920x1200 resolution.
Hmm.. its a bit better but not perfect..
Have you a another way/solution ?
You mean i have to try this driver for my GTS 250 ? http://www.nvidia.co.uk/object/win7-winvista-64bit-260.63-beta-driver-uk.html
Look at informations..
Added the following 3D Vision game profiles:
FIFA 11