kann mir jemand bitte genau erklären was diese Werte im einzelnen zu bedeuten haben und warum zb. bei Trees die Werte zweimal angegeben sind ?
[quoteyns] Hoch
{
near_clip = 0.2;
middle_clip = 4;
far_clip = 80000;
structures = {200, 10000};
trees = {200000, 20000};
dynamic = {300, 20000};
objects = {5000, 80000};
mirage = {5000, 20000};
surface = {20000, 80000};
lights = {200, 80000};
lod = 1.5;
} [/quoteyns]
habe nämlich das Problem das einzelne Objekte im Tiefflug einfach "auftauchen" kurz bevor ich sie überfliege und das würde ich gerne beseitigen
BenzoL
LOD Einstellungen in grafics.cfg
Moderator: JaBoG32 Stab
- JaBoG32_Laud
- Professional
- Beiträge: 5240
- Registriert: 24. Nov 2003, 14:05
Ja soweit ist mir das schon klar nur ich weiß auch noch nicht was die folgende Objekte im einzelnen zu bedeuten haben
[color=darkblue7u6]mirage
surface
dynamic[/color7u6]
bzw. wie sich diese Einstellungen untereinander verhalten
[color=darkblue7u6] near_clip = 0.2;
middle_clip = 4;
far_clip = 80000;[/color7u6]
und niemand weiß was die zweite Angabe bewirkt ?
[color=darkblue7u6]trees = {60000, [b7u6]3000[/b7u6]};[/color7u6]
wenn´s sonst niemand weiß werd ich wohl weiter experimentieren müssen
ansonsten thx 4 help
BenzoL
[color=darkblue7u6]mirage
surface
dynamic[/color7u6]
bzw. wie sich diese Einstellungen untereinander verhalten
[color=darkblue7u6] near_clip = 0.2;
middle_clip = 4;
far_clip = 80000;[/color7u6]
und niemand weiß was die zweite Angabe bewirkt ?
[color=darkblue7u6]trees = {60000, [b7u6]3000[/b7u6]};[/color7u6]
wenn´s sonst niemand weiß werd ich wohl weiter experimentieren müssen

BenzoL
Hi,
Nachdem du hier Werte gepostet hast, die aus dem Scene-Setting "Hoch" stammen, vermute Ich dass es sich hierbei um Einstellungen für Szenerie-Dichte, etc. handelt.
near_clip = dichtester Abstand zwisschen zwei Objekten
middle_clip = mittlerer Abstand zwischen zwei Objekten
far_clip = größter Abstand zwischen zwei Objekten
Wahrscheinlicher ist jedoch, dass die dort angegeben Werte etwas mit dem Aufpoppen der Gebäude, Objekte oder Bäume zu tun hat. Bei einer Entfernung von far_clip soll das LOD-Model (Level-of-Detail) X geladen werden, bei einer Entfernung von middle_clip soll das LOD-Model Y geladen werden und bei near_clip das Model Z.
structures = evtl. Gesamtkomplexität (= Poly Anzahl) eines vordefinierten Bereichs?
trees = evtl. zusätzliche Bäume; Minimal- und Maximal-Wert
dynamic = evtl. Minimal- und Maximal-Anzahl an Gebüden, Bäumen, etc. in einem best. Bereich
usw...
Nachdem du hier Werte gepostet hast, die aus dem Scene-Setting "Hoch" stammen, vermute Ich dass es sich hierbei um Einstellungen für Szenerie-Dichte, etc. handelt.
near_clip = dichtester Abstand zwisschen zwei Objekten
middle_clip = mittlerer Abstand zwischen zwei Objekten
far_clip = größter Abstand zwischen zwei Objekten
Wahrscheinlicher ist jedoch, dass die dort angegeben Werte etwas mit dem Aufpoppen der Gebäude, Objekte oder Bäume zu tun hat. Bei einer Entfernung von far_clip soll das LOD-Model (Level-of-Detail) X geladen werden, bei einer Entfernung von middle_clip soll das LOD-Model Y geladen werden und bei near_clip das Model Z.
structures = evtl. Gesamtkomplexität (= Poly Anzahl) eines vordefinierten Bereichs?
trees = evtl. zusätzliche Bäume; Minimal- und Maximal-Wert
dynamic = evtl. Minimal- und Maximal-Anzahl an Gebüden, Bäumen, etc. in einem best. Bereich
usw...
2. JaBoG32 "Fighting Wildcats"
Gruß, Chrissi aka Kichi
Our Dreams are Wings

Gruß, Chrissi aka Kichi

Our Dreams are Wings

Also was die clipping Werte bedeuten ist eigentlich ganz einfach, bis auf die middle clip plane...
Bei den Bäumen kann ich mir nur vorstellen dass es sich dabei um 2 Qualitäts Stufen handelt und damit die Distanz gemeint ist ab wann umgschaltet wird... So ähnlich wie die LOD's (Level of Detail).
unter mirage, surface und dynamic kann ich mir auch nur schwamming was vorstellen, ich würd an deiner Stelle damit experimentieren...
dynamic... vielleicht dreht es sich dabei um Partikel Effekte wie Explosionen und Rauch und dann wieder die Distanzen in denen die Darstellung besser wird.
[quotecgh]Clipping
In 3d graphics: The process of removing parts of geometry that are outside the screen during drawing.
------------------------------------------------------------------
Near and far clipping planes are imaginary planes located at two particular distances from the camera along the camera's sight line. Only objects between a camera's two clipping planes are rendered in that camera's view. Any parts of objects in the scene closer to the camera than the near clipping plane, or farther from the camera than the far clipping plane, are not rendered.
If part of an object is in front of the near clipping plane, then only the part of the object beyond the near clipping plane is rendered. If part of an object is beyond the far clipping plane, the entire object is rendered, including the part beyond the far clipping plane.
A completely opaque object which is behind the far clipping plane is clipped. If that object's transparency is greater than 0, the part behind the far clipping plane is clipped.[/quotecgh]
[quotecgh]TRANSLATION ON:
One of the more important factors in Lock On running properly is the quality and condition of your computer hardware. Traditionally, flight simulators are a type of program that is highly demanding of the computer’s resources.
Thus, in case of problems with the booting or running of the game, check the condition of your hardware. This is especially true for operative memory {RAM}. It can work normally for office applications, but hopelessly quit under demanding programs.
Base-level software, like the operating system and drivers, should coincide with the demands of the game and your hardware. Unfortunately, and this is written in the first line of the ReadMe file, Lock On, in certain configurations, works poorly under Windows 98. Hence, after checking the readiness of the computer, make sure that you have installed and updated one of these operating systems: Windows 2000 or Windows XP. It is best to download drivers from the video card manufacturer’s websites.
On some systems, there is a noticeable loss of performance tied with the particular execution of sound in DirectX. If you noticed that in-game sounds begin to sound distorted or intermittent, try lowering the Hardware Sound Acceleration, found in the DirectX Settings. To do this, you need to find and run the file C:\WINDOWS\system32\dxdiag.exe, choose the Sound tab, and lower the “Hardware Sound Acceleration Level” slider a step to the left. If the sound anomalies remain, you need to move the slider further left, or turn it off completely.
High-end video cards support various types of filtering and shading of the picture. Keep in mind though, that all these graphic ‘enhancements’ considerably lower the performance of the video card, which is especially noticeable in demanding games like Lock On. Because of this, it is worth-while to find a compromise between the quality and smoothness of the picture, and frame rates. If the card is not the latest, it is probably best to completely withhold from smoothness {anti-aliasing} and anisotropic filtering, by turning off the respective options in the driver settings of the video card. Special mention should be made about the NVidia GF4MX family of cards. These video cards, despite their claimed heritage to the 4’th generation GeForce, are greatly cut versions of the GF4Ti type, with disabled support for shaders and, really, according to their capabilities, belong more to the generation of GF2+. Because Lock On uses shader technology intensely, running the game on these cards will result in considerably lower graphic quality as compared to their more advanced cousins.
If you have noticed a loss of textures on objects, or even parts of objects, you should look into the size (aperture) of AGP memory, which comes under the vide card’s resources. This setting is usually found in the system BIOS. Depending on the computer configuration, optimum aperture size could be 128 or 256 MB of RAM.
Before booting the game, it is also recommended to disable the various tasks and utilities, which are started up with the boot sequence. This applies to various anti-virus software, utilities for memory optimization, system status software, etc. It has been noticed that online pagers like ICQ can cause short freezes and periodic instability of the display in the game. Hence, before launching Lock On, take the time to close all other applications. The easiest way to do this is through a program like EndItAll. This program is free for use and distribution and can be downloaded from
https://home.ptd.net/~don5408/toolbox/enditall/
Let’s take a look at the game options which can to a greater or lesser extent affect the performance. The first and most important set of options is the Graphics. It is found from the main menu by clicking the OPT button and then turning the knob to the Graphics position.
1.
TEXTURES. Available settings: low, medium, high. This parameter affects the quality of the textures of objects and aircraft cockpits. It has no affect on the quality of ground textures. By default, the setting is high. This parameter has little effect on performance, although it should be lowered on lower-end machines.
2.
SCENES. Available settings: low, medium, high. This parameter determines the detail of ground scenes in the game. On the low setting, ground objects and buildings are only drawn around airbases. Everywhere else, no objects except bridges are drawn. On the medium setting, all the objects and buildings are drawn, but no forests. Furthermore, the number of trees in populated areas in somewhat reduced. With the setting set to high, all the objects and buildings are drawn, in addition to all the forested spaces and individual trees. This parameter has quite a strong impact on performance. If your computer is not high-end, it is recommended that you use the default setting of medium. It should be noted, that the scene setting is saved in the mission, which is necessary because objects can be set as mission goals.
3.
TERR PRLD (Terrain Preload). Available settings: 20, 50, 100 km. This parameter determines the radius of terrain objects and textures loaded form the spawn point of the camera in the game {this is why the game starts in a pause, to allow for the loading to take place}. This parameter is worth increasing if your computer has 1 GB of RAM. With this, there will be more objects and textures preloaded, which will help avoid stutters and freezes during the game, due to the loading of new textures and objects. {A personal note, even thought I have 1 GB of RAM, I have actually taken the setting down from 100km to 50 km, with the idea that I’d rather leave more RAM open for data transfer on the fly, than load it up before the flying even starts. Seems to work so far, although admittedly I have not done any serious testing.)
4.
CIV TRFK (Civilian Traffic). Available settings: yes, no. This parameter enables and disables travel of civilian cars and trains on roads. The player has no control over these objects’ movements; they travel along a pre-determined route. The setting has a noticeable effect on performance, as when enabled, the map is filled with thousands of additional moving objects. Although, it should be noted, that one civilian object demands considerably less resources than one military object, placed through the mission editor.
5.
WATER. Available settings: low, medium, high, very high. The default setting is medium. This parameter determines the quality of water surface rendering and light reflection and refraction in the atmosphere. It has a strong impact on performance. On lower-end computers, it is better to set the setting to “low”, under which water will be drawn as a simple, single texture. Higher settings of water rendering significantly improve its look and lighting, but require a more powerful computer and video card.
6.
FOG. Available settings: basic, advanced. The default setting is advanced. This parameter determines the way of displaying fog and all effects related to viewing distance. The game has two ways of rendering fog: with the help of shaders, which is under the advanced setting, and without shader technology - basic. This option strongly affects performance and it is recommended that users with lower-end computers use the basic setting. Let’s note though, that this will create the absence of some lighting effects, such as the aircraft landing lights.
7.
LIGHTS. Available setting: none, weapons, all. The default setting is all. This parameter determines the lighting from effects and some lit objects. The option has little impact on performance, as it is rare to come across multiple sources of lighting in a single scene.
8.
VISIBILITY. Available settings: low, medium, high. This parameter determines the distance of visibility of objects and has a strong impact on performance. It is recommended that the high setting be selected only if you have a very powerful computer and video card.
9.
EFFECTS. Available settings: none, low, medium, high. This parameter affects the magnitude and quality of various effects displayed, which mainly means different ground and air explosions. The setting does not have a strong impact on performance, unless the scene includes many explosions and fires. On non-shader video cards, it is recommended to set the “none” setting, under which effects will be present, but in simplified form. With this, you will increase performance and avoid possible issues with game stability.
10.
SHADOWS. Available settings: none, active planar, all planar, all. This parameter determines the rendering of the shadows. The default setting is ‘all planar’. Under ‘none’, no shadows are drawn, under ‘active planar’, shadows are drawn only for moving objects and airplanes, under ‘all planar’, shadows are drawn for all objects, including various buildings and structures, under ‘all’, an additional self-casing shadow for objects is enabled, i.e. parts of an object can cast shadows on the object itself. All the options except ‘all’ have no significant impact on performance. The ‘all’ setting should only be selected if you have a powerful processor and video card. {Personal note, I found that the ‘all planar’ selection is actually the pivotal one, because it bogs the CPU/Video card with having to calculate and render shadows of every building/tree in the scene. Thus, a major portion of the slow down when flying over cities/forests can be avoided by disabling structure shadows by selecting the ‘active planar’ option.}
11.
HEAT BLUR. Available settings: on, off. This parameter determines the enabling and disabling of the heat shimmer effect of heated air behind the jet nozzles of aircraft. This effect can be seen on aircraft with afterburning engines (like the F-15, Su-27, MiG-29) at speeds below 450-500 km/h. The hear blur effect significantly reduces performance, thus, is disabled by default. It should be enabled only on powerful-enough computers.
12.
COLOR. Available settings: 16 Bit, 32 Bit. This parameter determines the depth of color in the game. By default, the full-color setting of 32 Bit is used. If your video card is not powerful enough or of an older type, you can try selecting 16 Bit, which will provide some improvement in performance. This setting can also be set in the configuration file Lock On\Config\graphics.cfg in the section DisplayMode, in the parameter bpp = 32; or bpp = 16.
13.
RESOLUTION. This parameter determines the resolution of the screen during gameplay. The default setting is 1024x768 pixels. If your video card is not powerful enough, it is possible to lower the resolution to 800x600. It isn’t recommended to select settings lower than this, because it can result in problems with the display of the menu system. If your computer and video card is powerful, you can select any of the higher settings, all the way up to 2048x1536.
Besides all of the above-mentioned options, the “Cockpit” section has 2 parameters which affect performance.
1.
MIRRORS. This parameter selects the display of rear-view mirrors in the cockpit. By default, the mirrors are disabled. Rendering mirrors has a significant impact on performance and it is not recommended to enable it on lower-end machines. Furthermore, the mirrors have three settings of quality: low, medium, and high. The default quality setting is medium. Depending on computer power, you can select the appropriate quality settings for the mirror rendering.
2.
REFLECTION: This parameter determines the cockpit reflection off the canopy, as well as various canopy light reflection and refraction effects. This affects, for example, the rendering of canopy scratches under the sun’s rays.
With the correct tuning of all the above-mentioned settings according to you computer’s configuration, you will get the maximum possible quality of display with good running performance of the game.
Chizh ED[/quotecgh]
Bei den Bäumen kann ich mir nur vorstellen dass es sich dabei um 2 Qualitäts Stufen handelt und damit die Distanz gemeint ist ab wann umgschaltet wird... So ähnlich wie die LOD's (Level of Detail).
unter mirage, surface und dynamic kann ich mir auch nur schwamming was vorstellen, ich würd an deiner Stelle damit experimentieren...
dynamic... vielleicht dreht es sich dabei um Partikel Effekte wie Explosionen und Rauch und dann wieder die Distanzen in denen die Darstellung besser wird.
[quotecgh]Clipping
In 3d graphics: The process of removing parts of geometry that are outside the screen during drawing.
------------------------------------------------------------------
Near and far clipping planes are imaginary planes located at two particular distances from the camera along the camera's sight line. Only objects between a camera's two clipping planes are rendered in that camera's view. Any parts of objects in the scene closer to the camera than the near clipping plane, or farther from the camera than the far clipping plane, are not rendered.
If part of an object is in front of the near clipping plane, then only the part of the object beyond the near clipping plane is rendered. If part of an object is beyond the far clipping plane, the entire object is rendered, including the part beyond the far clipping plane.
A completely opaque object which is behind the far clipping plane is clipped. If that object's transparency is greater than 0, the part behind the far clipping plane is clipped.[/quotecgh]
[quotecgh]TRANSLATION ON:
One of the more important factors in Lock On running properly is the quality and condition of your computer hardware. Traditionally, flight simulators are a type of program that is highly demanding of the computer’s resources.
Thus, in case of problems with the booting or running of the game, check the condition of your hardware. This is especially true for operative memory {RAM}. It can work normally for office applications, but hopelessly quit under demanding programs.
Base-level software, like the operating system and drivers, should coincide with the demands of the game and your hardware. Unfortunately, and this is written in the first line of the ReadMe file, Lock On, in certain configurations, works poorly under Windows 98. Hence, after checking the readiness of the computer, make sure that you have installed and updated one of these operating systems: Windows 2000 or Windows XP. It is best to download drivers from the video card manufacturer’s websites.
On some systems, there is a noticeable loss of performance tied with the particular execution of sound in DirectX. If you noticed that in-game sounds begin to sound distorted or intermittent, try lowering the Hardware Sound Acceleration, found in the DirectX Settings. To do this, you need to find and run the file C:\WINDOWS\system32\dxdiag.exe, choose the Sound tab, and lower the “Hardware Sound Acceleration Level” slider a step to the left. If the sound anomalies remain, you need to move the slider further left, or turn it off completely.
High-end video cards support various types of filtering and shading of the picture. Keep in mind though, that all these graphic ‘enhancements’ considerably lower the performance of the video card, which is especially noticeable in demanding games like Lock On. Because of this, it is worth-while to find a compromise between the quality and smoothness of the picture, and frame rates. If the card is not the latest, it is probably best to completely withhold from smoothness {anti-aliasing} and anisotropic filtering, by turning off the respective options in the driver settings of the video card. Special mention should be made about the NVidia GF4MX family of cards. These video cards, despite their claimed heritage to the 4’th generation GeForce, are greatly cut versions of the GF4Ti type, with disabled support for shaders and, really, according to their capabilities, belong more to the generation of GF2+. Because Lock On uses shader technology intensely, running the game on these cards will result in considerably lower graphic quality as compared to their more advanced cousins.
If you have noticed a loss of textures on objects, or even parts of objects, you should look into the size (aperture) of AGP memory, which comes under the vide card’s resources. This setting is usually found in the system BIOS. Depending on the computer configuration, optimum aperture size could be 128 or 256 MB of RAM.
Before booting the game, it is also recommended to disable the various tasks and utilities, which are started up with the boot sequence. This applies to various anti-virus software, utilities for memory optimization, system status software, etc. It has been noticed that online pagers like ICQ can cause short freezes and periodic instability of the display in the game. Hence, before launching Lock On, take the time to close all other applications. The easiest way to do this is through a program like EndItAll. This program is free for use and distribution and can be downloaded from
https://home.ptd.net/~don5408/toolbox/enditall/
Let’s take a look at the game options which can to a greater or lesser extent affect the performance. The first and most important set of options is the Graphics. It is found from the main menu by clicking the OPT button and then turning the knob to the Graphics position.
1.
TEXTURES. Available settings: low, medium, high. This parameter affects the quality of the textures of objects and aircraft cockpits. It has no affect on the quality of ground textures. By default, the setting is high. This parameter has little effect on performance, although it should be lowered on lower-end machines.
2.
SCENES. Available settings: low, medium, high. This parameter determines the detail of ground scenes in the game. On the low setting, ground objects and buildings are only drawn around airbases. Everywhere else, no objects except bridges are drawn. On the medium setting, all the objects and buildings are drawn, but no forests. Furthermore, the number of trees in populated areas in somewhat reduced. With the setting set to high, all the objects and buildings are drawn, in addition to all the forested spaces and individual trees. This parameter has quite a strong impact on performance. If your computer is not high-end, it is recommended that you use the default setting of medium. It should be noted, that the scene setting is saved in the mission, which is necessary because objects can be set as mission goals.
3.
TERR PRLD (Terrain Preload). Available settings: 20, 50, 100 km. This parameter determines the radius of terrain objects and textures loaded form the spawn point of the camera in the game {this is why the game starts in a pause, to allow for the loading to take place}. This parameter is worth increasing if your computer has 1 GB of RAM. With this, there will be more objects and textures preloaded, which will help avoid stutters and freezes during the game, due to the loading of new textures and objects. {A personal note, even thought I have 1 GB of RAM, I have actually taken the setting down from 100km to 50 km, with the idea that I’d rather leave more RAM open for data transfer on the fly, than load it up before the flying even starts. Seems to work so far, although admittedly I have not done any serious testing.)
4.
CIV TRFK (Civilian Traffic). Available settings: yes, no. This parameter enables and disables travel of civilian cars and trains on roads. The player has no control over these objects’ movements; they travel along a pre-determined route. The setting has a noticeable effect on performance, as when enabled, the map is filled with thousands of additional moving objects. Although, it should be noted, that one civilian object demands considerably less resources than one military object, placed through the mission editor.
5.
WATER. Available settings: low, medium, high, very high. The default setting is medium. This parameter determines the quality of water surface rendering and light reflection and refraction in the atmosphere. It has a strong impact on performance. On lower-end computers, it is better to set the setting to “low”, under which water will be drawn as a simple, single texture. Higher settings of water rendering significantly improve its look and lighting, but require a more powerful computer and video card.
6.
FOG. Available settings: basic, advanced. The default setting is advanced. This parameter determines the way of displaying fog and all effects related to viewing distance. The game has two ways of rendering fog: with the help of shaders, which is under the advanced setting, and without shader technology - basic. This option strongly affects performance and it is recommended that users with lower-end computers use the basic setting. Let’s note though, that this will create the absence of some lighting effects, such as the aircraft landing lights.
7.
LIGHTS. Available setting: none, weapons, all. The default setting is all. This parameter determines the lighting from effects and some lit objects. The option has little impact on performance, as it is rare to come across multiple sources of lighting in a single scene.
8.
VISIBILITY. Available settings: low, medium, high. This parameter determines the distance of visibility of objects and has a strong impact on performance. It is recommended that the high setting be selected only if you have a very powerful computer and video card.
9.
EFFECTS. Available settings: none, low, medium, high. This parameter affects the magnitude and quality of various effects displayed, which mainly means different ground and air explosions. The setting does not have a strong impact on performance, unless the scene includes many explosions and fires. On non-shader video cards, it is recommended to set the “none” setting, under which effects will be present, but in simplified form. With this, you will increase performance and avoid possible issues with game stability.
10.
SHADOWS. Available settings: none, active planar, all planar, all. This parameter determines the rendering of the shadows. The default setting is ‘all planar’. Under ‘none’, no shadows are drawn, under ‘active planar’, shadows are drawn only for moving objects and airplanes, under ‘all planar’, shadows are drawn for all objects, including various buildings and structures, under ‘all’, an additional self-casing shadow for objects is enabled, i.e. parts of an object can cast shadows on the object itself. All the options except ‘all’ have no significant impact on performance. The ‘all’ setting should only be selected if you have a powerful processor and video card. {Personal note, I found that the ‘all planar’ selection is actually the pivotal one, because it bogs the CPU/Video card with having to calculate and render shadows of every building/tree in the scene. Thus, a major portion of the slow down when flying over cities/forests can be avoided by disabling structure shadows by selecting the ‘active planar’ option.}
11.
HEAT BLUR. Available settings: on, off. This parameter determines the enabling and disabling of the heat shimmer effect of heated air behind the jet nozzles of aircraft. This effect can be seen on aircraft with afterburning engines (like the F-15, Su-27, MiG-29) at speeds below 450-500 km/h. The hear blur effect significantly reduces performance, thus, is disabled by default. It should be enabled only on powerful-enough computers.
12.
COLOR. Available settings: 16 Bit, 32 Bit. This parameter determines the depth of color in the game. By default, the full-color setting of 32 Bit is used. If your video card is not powerful enough or of an older type, you can try selecting 16 Bit, which will provide some improvement in performance. This setting can also be set in the configuration file Lock On\Config\graphics.cfg in the section DisplayMode, in the parameter bpp = 32; or bpp = 16.
13.
RESOLUTION. This parameter determines the resolution of the screen during gameplay. The default setting is 1024x768 pixels. If your video card is not powerful enough, it is possible to lower the resolution to 800x600. It isn’t recommended to select settings lower than this, because it can result in problems with the display of the menu system. If your computer and video card is powerful, you can select any of the higher settings, all the way up to 2048x1536.
Besides all of the above-mentioned options, the “Cockpit” section has 2 parameters which affect performance.
1.
MIRRORS. This parameter selects the display of rear-view mirrors in the cockpit. By default, the mirrors are disabled. Rendering mirrors has a significant impact on performance and it is not recommended to enable it on lower-end machines. Furthermore, the mirrors have three settings of quality: low, medium, and high. The default quality setting is medium. Depending on computer power, you can select the appropriate quality settings for the mirror rendering.
2.
REFLECTION: This parameter determines the cockpit reflection off the canopy, as well as various canopy light reflection and refraction effects. This affects, for example, the rendering of canopy scratches under the sun’s rays.
With the correct tuning of all the above-mentioned settings according to you computer’s configuration, you will get the maximum possible quality of display with good running performance of the game.
Chizh ED[/quotecgh]
