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Max Payne tweak guide

Display Settings Optimization

Filtering Mode. This option controls the texture filtering method used in Max Payne. Options available are Bilinear, Trilinear & Anisotropic. For best visual quality you should set this to Anisotropic, although with many Graphics Cards the performance hit from this may be too severe, in which case set it to Trilinear instead. Those with 3dfx Cards are recommended to set this to Bilinear only as they cannot perform Multi-texturing & Trilinear texture filtering simultaneously (& don’t support Anisotropic filtering at all). Most other Graphics Cards should be able to use Trilinear without issue. Anisotropic filtering will yield significantly reduced texture aliasing in games & maintain texture sharpness/detail over greater distances. The screenshots below illustrate each of the Filtering modes in operation (In particular pay attention to the ground texture).

Bilinear

Trilinear

Anisotropic

As you can see, Anisotropic Texture Filtering yields best image quality, so if performance isn’t really an issue then you should select it. This will also eliminate much texture shimmering & other such artefacts.

Texture Color Depth. This setting controls the quality of textures used in Max Payne. 32 Bit will provide best quality for textures used in the game, although this will also consume the greatest amount of video memory, as a result you shouldn't select this option unless you have a Graphics card with 32MB video memory or greater (Or supports AGP Texturing). Using 16 Bit will provide the best texture quality/performance trade off & will also consume less Video memory as a result.

Antialiasing. From this drop-down menu you can choose what level of FSAA to use in Max Payne, or to disable it by selecting Off. For further information on FSAA be sure to check out our respective Graphics Card tweak guide. NOTE – With certain Graphics Cards that support FSAA you may find only Off available due to Driver issues (Lack of DirectX 8 compliance), in which case you’ll need to obtain an updated Driver.

Level Geometry. This slider controls the LOD (Level Of Detail) used for dynamic lighting effects in Max Payne. Setting this to Medium or High will use more detailed lighting from such light sources, e.g. Weapon fire. Those with Hardware T&L supporting Graphics Cards &/or a fast CPU should set this to High, while those with slower CPUs should set this to Medium, or Low for minimum specification systems.

Level Textures. This setting controls the resolution of textures used for levels. The further this slider is to the Right the sharper the textures used for levels in the game will appear, although performance can be lowered (Especially on low Video memory Graphics Cards). The Lower the setting the more blurred level textures will appear. If you intend to use High resolution textures be sure you have AGP Texturing enabled in the BIOS &/or a Graphics Card with 32MB or more of Video memory.

Other Textures. This setting controls the resolution of textures used for player & weapon models. The further this slider is to the Right the sharper the textures used for player & weapon models in the game will appear, although performance can be lowered (Especially on low Video memory Graphics Cards). The Lower the setting the more blurred player & weapon model textures will appear. If you intend to use High resolution textures be sure you have AGP Texturing enabled in the BIOS &/or a Graphics Card with 32MB or more of Video memory.

Detail Textures. A detail texture is a very small, fine pattern that is faded in as you approach a surface, for example wood grain, or imperfections in stone. Setting this to High will improve visual quality by enabling the use of detail textures, although it will cause a performance hit, particularly on older Graphics Cards. Set this to Medium/Low to disable the use of detail textures for improved performance, although with reduced visual quality as a result.

 



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