[PC] FIFA 11 Edit LOD & Advanced Graphic Settings

hmm i cant get the 3d grass.. see this is how its supposed to look. On 2nd pic is mine and the grass is just flat. Anyone know what to do ? :CONFUSE:

PS3Fifa10Gmscn2.jpg

fifa2010100116102729.png




I show you the settings and maybe someone see something wrong.. Detail is high

Code:
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", 90.0)
    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, "SelfShadow_ScaleReduction", 1)
        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 90.0)

    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", 0)
        -- as:SetInt(settingTable, "Cloth", 0)

        -- disable pretty much all PostFX
        as:SetInt(settingTable, "PostFX_RainDrops", 0)
        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_ColorCube", 0)
        as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
    
        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 90.0)
    end
    
    if (levelOfDetail == "superlow") then
        -- any extra tweaks here..
    end
end
InitializeSettings()
InitializeSettings = nil
 
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I've got e8400 @3,6ghz, HD4870 1gb and 4gb ddr2, in game got 1920x1080, high setting and AAx4

You Guys must remember that this better "new LOD setting" is for better cpu and graphic cards, if You got problems with defaults EA setting (without settings.lua) then You must adiust EA setting setup not add "new LOD setting"

You want mid or low setting in new LOD but this file is for INCREASE detail level no for free adiusting, so if Your comp don't handle that don't use it

lua, i didn't explain well my self.

The game runs perfect smoothly 60 fps on:

-Gameplay
-Near danger goals opportunities replays.

when the lags appears and the game runs on 30 fps is on:

-Celebrations
-Goals Replays
-Change cinematics
-Teams entrance cinematics

My system specs are:

AMD Phenom II X4 955 - ECS A790GXM-AD3 - X2 Kingston 2 GB DDR3-1333 DDR3 SDRAM - ATI Sapphire HD5770 - Windows 7 Ultimate 64-bits​

i don`t know what can be the problem.:(
 
Last edited:
hmm i cant get the 3d grass.. see this is how its supposed to look. On 2nd pic is mine and the grass is just flat. Anyone know what to do ? :CONFUSE:
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:
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", 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
This is a common lua script. Lines with "--" in front are comments and game will not read them at all

If you have performance problems with the DEFAULT game i ld recommend these (below than average) settings (disabled shadows/grass/cloth/some postfxs and default lod multiplier):
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", 1)
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", 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", 2)
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", 2)
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", 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_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

For extrasharp Textures... disable every post-fx setting and just enable "dof".
:CONFUSE:
The grass and the players looks so awesome now....
Agree with you 100%. Graphics are better. That's why my settings at 1st post are with postfxs disabled

how can i edit the data0.bh file?
You don't need to for this tweak. If you want more details for something else just pm me (the basic idea is hex edit to force game to read a file inside .big from a folder -something like kitserver afs2fs)
 
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lua, i didn't explain well my self.

The game runs perfect smoothly 60 fps on:

-Gameplay
-Near danger goals opportunities replays.

when the lags appears and the game runs on 30 fps is on:

-Celebrations
-Goals Replays
-Change cinematics
-Teams entrance cinematics

My system specs are:

AMD Phenom II X4 955 - ECS A790GXM-AD3 - X2 Kingston 2 GB DDR3-1333 DDR3 SDRAM - ATI Sapphire HD5770 - Windows 7 Ultimate 64-bits​

i don`t know what can be the problem.:(

On 30FPS any football game isn't smooth...

The minimum is 60FPS. In other games, 30FPS is OK, but not in football games.
 
3D grasses only could be seen from super close up view. is there any way to make them visible from furtherr away?
 
Agree with you 100%. Graphics are better. That's why my settings at 1st post are with postfxs disabled

Promitheas I think in first post setting You got enabled postFX not disabled, disabled is when You put "0" in firs PostFX values


"1" is activate and "0" is deactivate right?

in first post You got

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)




-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
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_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)



and in post above You write "ULTRA HIGH SETTING" set "first Set up defaults (high detail)" all PostFX values to "1" and second PostFX values "disable pretty much all PostFX" You set all to "1" it make no sense for me? enable is "1" and disable is "1" too???

Set up defaults (high detail)

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)



-- 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)



and I think ULTRA HIGH are

Set up defaults (high detail)

as:SetInt(settingTable, "PostFX_RainDrops", 0)
as:SetInt(settingTable, "PostFX_AutoExp", 0)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 1)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)



and in my comp everything is OK with that only one as:SetInt(settingTable, "PostFX_AutoExp" I must set to 1 because if I set to 0 is lagging my gameplay
 
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I played the game on pc with 8600 GTS 512 MB and the game was good..Intel 2 Duo processor...
I played the game on pc with 8800 GTS 640 MB and i saw lags...Intel 2 Duo processor..
I played the game on pc with GTX 295 and i5 processor and i saw lags...

I dont know what is the problem..
 
Did you use anti aliasing , because with it the 3 d grass is like transparency?
(i've not seen big difference with or without aa except for that problem)

i've the impression i've few grass (in the message of tibi the first pics got a lot) and in replays if i zoom out i don't see the 3d grass anymore.

thanks for your commentary




My settings.lua:




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", 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", 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", 0)
-- as:SetInt(settingTable, "PostFX_Bloom", 0)
-- as:SetInt(settingTable, "PostFX_DOF", 1)
-- 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", 100.0)
end

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

I downloaded the file in the OP, and used the UltraHigh LOD Settings. The highest of the high, and it's fantastic, BUT the grass isn't 3D. I change the camera to Orbit in the replay and zoom right it, but it's still flat, and horrible.

Any help would be great.

My settings;

Code:
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", 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
 
"1" is activate and "0" is deactivate right?
Of course
"disable pretty much all PostFX" You set all to "1" it make no sense for me? enable is "1" and disable is "1" too???
You are right this comment inside the lua script does not make any sence at all but it's written from EA and not from me. It was part of the original settings.lua (as shown at first post settings inside spoiler which are the defaults)
i changed only numbers not the text.
and I think ULTRA HIGH are
Set up defaults (high detail)
as:SetInt(settingTable, "PostFX_RainDrops", 0)
as:SetInt(settingTable, "PostFX_AutoExp", 0)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 1)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)

and in my comp everything is OK with that only one as:SetInt(settingTable, "PostFX_AutoExp" I must set to 1 because if I set to 0 is lagging my gameplay
Well some people prefer graphics WITH postfxs and some WITHOUT them. It's a matter of personal taste. If you enable them the game has better lighting and colors but it's more blurry. If you disable them you have more sharp and detailed textures.
And thank you for this finding with autoExp it seems to be true
 
Lipa, powiedz mi jak zaradzic temu ze na Windows XP wszystko mi chodzi dobrze nawet bez pliku LOD a na WIN7 nie moge zyskac pelnej plynnosci. Gram na Q6600 .4gb ramu i HD5850. Jakie ustawienia LOD powiny byc?
 
Not much to do with LOD but can theoretically the crowd be improved?
 
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Hy Promitheas.i have a big problem:i have lag with this configuration: cpu e8400 gpu ati redeon hd4730 512mg 3gn ram.i tried to instal your patch but still the same.even if with the very low lod i have lag.whats the problem?
 
seriously i see no differnt on mine rig ... 8800GT AMDX2 6000+
but it's lag if i use ultrahigh one
btw do you think you can solve stuttering in cinematic/replay??

i try almost every possible setting but can't fix this problem i even try to low everything to the lowest but no...didn't help at all

thanks
 
only one as:SetInt(settingTable, "PostFX_AutoExp" I must set to 1 because if I set to 0 is lagging my gameplay


For does Guys who has good PC and game with "new LOD" lagging even with low values try set this line above in settings.lua

in myc comp (e8400 @3.6 HD4870 4gb ram) when this value is disable (set "0") I got gameplay lags but when I set to "1" means turn on, can set higest (100.0) values for player details

ULTRA HIGH ARE

with all three "PlayerLodPercentageMultiplier" values set to 100.0 and postFX disabled:

set up defaults (high detail)

as:SetInt(settingTable, "PostFX_RainDrops", 0)
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_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)

and I must set settingTable, "PostFX_AutoExp" to "1" because with "0" I've got lags
 
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@Lipa. I use your settings for Ultra High and sometimes still i have small lags

when i set as:SetInt(settingTable, "PostFX_AutoExp", " 0 " almost i dont fell lags, but this is not a smooth game
 
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try set settingTable, "PostFX_DOF", on "1", if that don't work try lower values for "PlayerLodPercentageMultiplier" or enable all PostFX settings (set all to "1")
 
Do You edit first postFX values or second??

when You set all first "Set up defaults (high detail)" PostFX to "1" than second "disable pretty much all PostFX" must have on "0"
 
Please one question for you,
I added in data folder called lua with settings.lua, but when I replace data0.bh my game can't start, only white screen appears, and exit, some solution?

Did tried with all version from LOD, but it doesn't works, only if data0.bh default works.

EDIT: Now it works.
 
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Please one question for you,
I added in data folder called lua with settings.lua, but when I replace data0.bh my game can't start, only white screen appears, and exit, some solution?

Did tried with all version from LOD, but it doesn't works, only if data0.bh default works.

Strange. btw it's data/fifarna/lua/settings.lua
if this path is correct the only reason would be a different version of the game (or the ...demo perhaps?)
Send me your default data0.bh to check it
 
Great Find, Now I can run the game smooth :BRMM:

BTW,

Here are my settings:
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", 1)
as:SetInt(settingTable, "PostFX_DOF", 1)
as:SetInt(settingTable, "PostFX_Rectilinear", 1)
as:SetInt(settingTable, "PostFX_Vignette", 1)
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", 5.0)
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, "SelfShadow_ScaleReduction", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 2.5)

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", 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_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)

as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 1.0)
end

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


The game seemed to run smoother when I increased the PlayerLodPercentageMultiplier values up from the Original EA values. That is so wierd shouldn't it be the other way around????

also when I turn on "PostFX_AutoExp" my game lags like hell does anyone have any idea why?

My Specs:
ASUS K50IN
Monitor Native Resolution 1366x768 @ 60Hz 32-bit
Windows Vista(TM) Home Premium 64-bit
Intel(R) Core(TM)2 Duo T6500 @ 2.1 GHz 2.1 GHz
Nanya Technology PC2-6400 2.00 GB DDR2 RAM @ 800 MHz x2 (4.00GB Total)
NVIDIA GeForce G102M
 
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