Hallo zusammen....

Ich würde das auch gerne ausprobieren, auf Medium....

Ich kenne mich so recht nicht damit aus... Was müsste ich denn da jetzt einstellen damit es halbwegs vernüftig aussieht ???



local InitializeSettings = function()
local as = gSportsRNA
local settingTable = as:GetTable("Settings")

as:SetString(settingTable, "PlayerSkeleton", "data/sceneassets/rig/skeleton_player.rx3")
as:SetString(settingTable, "PlayerSkeletonANT", "data/sceneassets/rig/skeleton_ant.rx3")

-- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
if (levelOfDetail == "") then
levelOfDetail = "high"
as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
end

-- 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:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.0) -- multiplier for the length covered on ground by one quad; bigger means better performance, but lower quality
as:SetInt(settingTable, "FlatShadow_Blur", 1)
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)
if ( EA_PLATFORM_MAC == true ) then
as:SetInt(settingTable, "PostFX_AutoExp", 0) -- Turn off autoexposure on MAC (This causes it to use simple exposure)
else
as:SetInt(settingTable, "PostFX_AutoExp", 1)
end
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_Grain", 1)
as:SetInt(settingTable, "PostFX_ColorCube", 1)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)
as:SetInt(settingTable, "PostFX_SSAO", 1)
as:SetInt(settingTable, "PostFX_MotionBlur", 1)
-- LumBloom texture reduction (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "PostFX_LumBloom_ScaleReduction", 1)

as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetInt(settingTable, "PitchSpray", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 1.0)
as:SetInt(settingTable, "PlayerLodMinimum", 0)

as:SetFloat(settingTable, "RainIntensityScaler", 1.0)
as:SetFloat(settingTable, "Particle_HalfRes_ScaleReduction", 3) -- glares render target scale reduction (3 default)
as:SetInt(settingTable, "MaxAnisotropy", -1) -- limit anisotropy level for textures

-- Override..
if (levelOfDetail == "medium") then


if (levelOfDetail == "medium") then

as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 0)
as:SetInt(settingTable, "PitchSpray", 1)
as:SetInt(settingTable, "FlatShadow_Blur", 0)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.5)
as:SetFloat(settingTable, "RainIntensityScaler", 0.5)
as:SetInt(settingTable, "MaxAnisotropy", 2) -- limit anisotropy level

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, "FlatShadow_Blur", 0)
as:SetInt(settingTable, "SelfShadow", 0)
as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.5)

-- Disable grass and cloth
as:SetInt(settingTable, "Grass", 1)
-- cloth is enabled for hi lods
-- in case of performance issues disable cloth and always use tucked jerseys
as:SetInt(settingTable, "Cloth", 0)
as:SetInt(settingTable, "PitchSpray", 0)

-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
--Need autoexpousre to make lighting correct
--as:SetInt(settingTable, "PostFX_AutoExp", 0)
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_Grain", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
as:SetInt(settingTable, "PostFX_MotionBlur", 0)

as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.15)
as:SetFloat(settingTable, "RainIntensityScaler", 0.2)
as:SetInt(settingTable, "MaxAnisotropy", 0) -- no anisotropy
end

if (levelOfDetail == "superlow") then
-- any extra tweaks here..
end
end
InitializeSettings()
InitializeSettings = nil


Liebe Grüße Sven