Crysis Warhead Extreme Graphics Mod
Which graphics mod? The Extreme Quality Config? Its based off of this one I think. These graphics mods are available for Crysis and Crysis Warhead. What are the best mods at the moment to improve graphic and. Crysis Warhead. Rygel Texture Mod. Config Tweaks - extreme configsettings exceeding the games. HavokSage has provided his Modification to enhance your Crysis adventure! The Advanced Particles Mod. Both Crysis as well as Crysis Warhead. Back graphics.
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Sonic riders pc 100 save file. Aug 04, 2012 Sonic Riders 100 saved file. NOT to worry though cause i finish it so here a link to 100 save file. How to download Sonic Riders PC. Savegame for Sonic Riders – The game done 100%. Installation: Copy files from archive to game_dir. Download save. For Sonic Riders on the GameCube, GameFAQs has 5 save games.
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Doesn't work well at night time in DX10, which means you don't have access to particle lights (volume lights from sparks and explosions). However, it's the best looking mod by far in my opinion in either DX9 or DX10. It's bundled into this giant pack here: Tactical expansion mod adds in a bunch of new guns and introduces bullet drop and penetration through environment.
Penetration is pretty fun. There's a setting eparticleslights that causes certain particles to act as point light sources.
From what I can tell, these particles include only sparks (bullet collisions, loose wires on the carrier), eplosions (grenades, rockets, artillery, vehicles) and fireflies. This function isn't supported in DX9. The biggest impact this has is during the Harbor landing scene, where you run up to a base while getting shelled. On DX10, those explosions light up the scene, whereas on DX9 there are zero lights in the same sequence. Aside from that, there are slight differences to how each renderer handles either HDR or light adaption, so they look lighter or darker with the same map lighting variables.
This is why the night scenes look bad when running reli2 for night scenes in DX10. One last difference, which I'm not too sure about anymore, is that smoke volume particles (smoke grenades) might render differently (better) in DX10 than in DX9. This is mostly only noticeable if you walk inside the smoke. I dunno if CryZenX is CryStyves (later some other name I forget, after Crytek hired him), but he did make a huge shader pack several years ago that is very good. It's not really optimized for Reli2, but it can look quite nice on its own, but with a huge performance cost. I believe it also causes vegetation sprites in the far distance to look way brighter than they should at night time (everything breaks at night time, apparently), which last time I tried, I couldn't fix.
Small sticks and rocks (the small ones with no collision lying on the ground near your feet) aren't really controllable, except with eviewdistmin, which serves as a radius within which all entities must render. Perhaps 'eviewdistratiodetail' might work instead. Big rocks and general vegetation are controlled under 'eviewdistvegetation'. Transition point for when vegetation switches from sprites to models is controlled by 'evegetationspritesdistanceratio', with 'evegetationspritesdistancecustomratiomin' acting as a soft clamp on how close sprites can be to the camera. Buildings and 'manmade' map props are controlled with 'eviewdistratio'.
Extreme Modding Xbox One
You can crank this up from the default of 40 to around 100 to make sure buildings never disappear. This will have a big effect on FPS in maps with lots of buildings, like the village.