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Posted on
March 21, 2002 by Thomas
McGuire
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Medal
of Honor: Allied Assault (MOH: AA from now on) is a well
received World War II first person shooter game. If you have
played the game before then you know its beautiful graphics
can bring even the fastest systems to crawl at some point,
specially during some of its rather large scale battles.
This guide will take you through configuring the multitude
of options available for the game and other useful
information, such as getting 3D audio support in the Game.
Begin by
downloading the latest patch for MOH: AA; this may resolve
many of the bugs or other problems you may have encountered.
You can find the latest patches for the Game at Electronic
Arts.
Now download the latest Drivers for your
Graphics card & Soundcard. This may solve (most) Input
or Audio problems you might be having. There are links to
various manufacturers on the Drivers
page.
Install DirectX
8.1 on your system if you haven’t done so yet. This
may also fix problems with Sound & Input devices.
If you
experience any lockups & such they might be caused by
overclocking, if so try lowering the Memory/Core
speed of the overclocked device.
Still
having problem? Check EA
technical support.
Settings
used in the Game are stored in the unnamedsoldier.cfg
file, located in the main\configs directory of where
MOH: AA is installed, e.g. D:\MOHAA\main\configs. Later on
in the Guide I’ll cover some setting which will required
modifying this file. To do so simply open it with Notepad
or (preferably) Wordpad.
Load
MOH: AA select Options then the Video button.
Resolution.
Selecting a lower resolution can improve performance
& maintain a stabler, higher frame rate. Higher
resolutions look better (sharper & smaller jagged
edges), they also tend to run slower. This all depends on
how slow/fast your system (Particularly Graphics card) is of
course. 1024 x 768 would be ideal in MOH: AA for most
users.
Color
Depth.
Set this to 16 bit for best performance, but reduced
visual quality (More apparent color banding). Select 32
bit for best visual quality (Less apparent banding),
although performance will be reduced – especially on older
Graphics cards. Using a 32-bit colour depth will also reduce
rendering errors as it uses a higher Z-Buffer precision for
performing depth calculations & those with Kyro 1/2
Graphics cards should leave this set to 32 bit given
the negligible performance difference as compared with other
Graphics cards. Setting this to Default will use the
regular Windows desktop colour depth, just select an option
instead.
Texture
Detail.
This setting controls the resolution of textures used in the
Game. Setting this to High will enable the use
of sharper, more detailed textures, 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.
Texture
Color Depth.
This setting controls the quality of textures used in MOH:
AA. 32 bit will provide best quality for textures
used in the game, although this will also consume an even
greater 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.
Texture
Filter.
Trilinear texture
filtering operates by taking 4 samples (texels) from 2
neighbouring Mipmaps, applies a bilinear filter to them
& then interpolates the results. This results in
improved image quality, with more seamless transitions
between Mipmap levels & enhanced texture detail compared
to Bilinear
filtering. Most modern Graphics cards should
be able to use Trilinear with little performance
problems, except for those (still, unfortunately)
with 3dfx Graphics cards which should set this to Bilinear
for best performance (As they cannot simultaneously perform
Multi-texturing & Trilinear filtering).
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