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Serious Sam tweak guide

Graphics (continued)

Now select the Page down button.

Bump mapping. Bump mapping can be used to improve detail of objects by using light-calculations to add depth to models. Set this to Disabled for optimal performance, although visual quality will be reduced slightly (You may not even notice it given the fast pacing of the game). Setting this to Enabled will provide best visual quality with minimal performance hit on newer Graphics cards. NOTE – Not all graphics cards support Bump mapping.

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 Enabled will improve the texture quality of Models, although it can cause a performance hit, particularly on older graphics cards. Set this to Disabled for improved performance, although with reduced visual quality, particularly up close to models.

Specularity. This setting can be used to enable/disable specular lighting on models. While this effect can look nice on some models, you probably won’t notice it too much given the hectic gameplay style. As a result you should set this to Disabled if you don't feel you want the loose the few frames this can cost.

Reflection mapping. This setting can be used to enable/disable reflection mapping on models. While this effect can looks nice when you are near enough to see it on models, you probably won’t notice it too much given the hectic gameplay style. As a result you should set this to Disabled.

Multi-texturing mode. This setting controls the number of multi-texturing units available for use in Serious Sam. This setting is auto-detected when you initially launch the game, although it may well be worthwhile checking to see if this is set correctly anyway. If you have a Geforce 3 or Kyro 2 based Graphics card then set this to Quad for optimal performance (Selecting a lower amount will reduce performance). Check your Graphics cards specifications if you are unsure about changing this setting.

Allow grayscale textures. Leave this set to Yes.

Texture compression system. This option specifies the compression algorithm to be used for compressing appropriate textures in Serious Sam (as specified by the Don’t compress setting). Whether or not you use texture compression should be determined by the amount of Video memory on your Graphics card & the Texture Settings you made. That said, it’s strongly recommended you enable some manner of this if your Graphics card has 32MB of Video memory or less.

Options available being None, OpenGL wrapper, S3TC, FXT1 & S3TC (legacy). FXT1 should be selected if you are using a 3dfx Voodoo 4/5 as it offers a better compression ratio to S3TC, while S3TC should be selected for supported nVidia/ATI/PowerVR & S3 Graphics cards. While if you are having problems using any of the above methods you should attempt selecting OpenGL wrapper or S3TC (legacy). Selecting None (Not recommended) will provide best texture quality (No loss of quality) & fastest loading times, although you should only consider this option if you have 64MB of Video memory. Using texture compression will result in some texture quality loss (particularly with nVidia based Graphics cards which have a poor DXT1 implementation) & increase level loading time (Textures must be compressed before loading the levels), although performance can be greatly improved due to reduced Video memory requirements.

Texture rendering method. This option controls the texture filtering method used in Serious Sam. Options available are Nearest neighbor, Bilinear, Trilinear & Trilinear (sharpen). For best visual quality you should set this to Trilinear/Trilinear (sharpen), although if you have a 3dfx card then set this to Bilinear only (3dfx cards cannot perform Multi-texturing & Trilinear texture filtering simultaneously). You shouldn’t have to set this to Nearest neighbor if you are using any semi-modern Graphics card.

Texture anisotropy. This setting controls the level of anisotropy for textures used with Graphics cards which support Anisotropic texture filtering. Settings available are 2, 4, 8, 16, 32, 64 & 128. This sets the amount of samples used for such filtering, higher values will yield significantly reduced texture aliasing in games & maintain texture sharpness/detail over greater distances. The screenshots below illustrate the differences between None & 2, in particular notice the wall to the left & the floor in the distance.  

Setting: None
Setting: 2

NOTES - The maximum amount of samples supported will vary depending on your Graphics card, e.g. Geforce 2 supports 8 tap Anisotropic, while the ATI Radeon supports 128 tap. No 3dfx cards support Anisotropic texturing filtering. For more information about what Anisotropic texture filtering can do in Serious Sam check the article on 3D Pulpit.

Texture LOD bias. Using this slider you can make textures appear sharper or blurrier. This is quite useful & can enhance texture quality greatly. The performance hit when using this is negligible also. Here’s what the LOD bias does (Thanks Reverend). LOD bias modifies the calculation of texture level of detail parameter LOD. Often a texture is oversampled or filtered such that the texture is band limited at lower frequencies in 1 or more dimensions. The result is that texture-mapped primitives appear excessively blurry. LOD bias provides biases in the LOD calculation to compensate for under or over sampled texture images. Mipmapped textures can be made to appear sharper or blurrier by supplying a negative or positive bias respectively.

If you are using FSAA then you should move this slider to the Right to offset the texture blurring that can occur when using FSAA (How far you move this should depend on what level of FSAA you intend to use), although if you aren’t using FSAA you should leave this set to Normal to eliminate any unnecessary texture artifacting.

Faster Rendering. This setting toggles the use of the r_ext_compiled_vertex_array OpenGL extension. If possible you should leave this set to Enabled for everything for best overall performance (Visual quality isn’t affected). Although on Graphics cards with poor OpenGL drivers it may be advisable to select Disabled should you have problems running the game (Although first try setting Access mode to Compatibility). NOTE - Matrox Graphics cards have been known to have problems with this extension & as such you should set this to Disabled should you have problems running the game on such Graphics cards.

 



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