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FIFA 16 LOD Fix

Cesc Fabregas

Senior Squad
regularcat;3854384 said:
The LODs are fixed, how long have you been a member here ?
Exactly my reaction :D

Anyway just for you xPr0metheus

 

xPr0metheus

Reserve Team
Cesc Fabregas;3854386 said:
Exactly my reaction :D

Anyway just for you xPr0metheus


sry, bad way to ask this question, I wanted to see screenshot to see if dynamic collar of nike boots is visible now from distance :P
 

wolfgangmhz

Club Supporter
Total noob here - never played Fifa on PC before. I get that I need to copy the files to the Fifa Demo folder, but do they need to go anywhere in particular in there?
 

bangus

Starting XI
wolfgangmhz;3854415 said:
Total noob here - never played Fifa on PC before. I get that I need to copy the files to the Fifa Demo folder, but do they need to go anywhere in particular in there?
One file goes directly in the main folder, the other inside the data folder located in the main folder.
 

Sami 1999

Reserve Team
You've missed the Ultra LOD, I think this will do:

Code:
local InitializeSettings = function()
    local as = gSportsRNA
    local settingTable = as:GetTable("Settings")

    as:SetString(settingTable, "PlayerSkeleton", "data/sceneassets/rig/skeleton_player.rx3")
    as:SetString(settingTable, "PlayerSkeletonANT", "data/sceneassets/rig/skeleton_ant.rx3")

    -- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
    local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
    if (levelOfDetail == "") then
        levelOfDetail = "high"
        as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
    end

    -- Set up defaults (high detail)
    as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0)            -- number of mips to drop from RX3 textures
    as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192)    -- minimum size (here we will ignore the number of mips to 

drop)
    as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0)        -- flat shadow dimensions             (0 is normal, 1 is 

half, 2 is quarter, 3 is an eigth)
    as:SetInt(settingTable, "FlatShadow_MaxLights", 4)            -- max number of lights to allow
    as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.0)    -- multiplier for the length covered on ground by one 

quad; bigger means better performance, but lower quality
    as:SetInt(settingTable, "FlatShadow_Blur", 1)
    as:SetInt(settingTable, "SelfShadow", 1)
    as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0)        -- selfshadow render scale reduction (0 normal, 1 half, 2 

quartered)
    as:SetInt(settingTable, "PostFX_RainDrops", 1)
    if ( EA_PLATFORM_MAC == true ) then
        as:SetInt(settingTable, "PostFX_AutoExp", 0) -- Turn off autoexposure on MAC (This causes it to use simple exposure)
    else
        as:SetInt(settingTable, "PostFX_AutoExp", 1)
    end
    as:SetInt(settingTable, "PostFX_Bloom", 1)
    as:SetInt(settingTable, "PostFX_DOF", 1)
    as:SetInt(settingTable, "PostFX_Rectilinear", 1)
    as:SetInt(settingTable, "PostFX_Vignette", 1)
    as:SetInt(settingTable, "PostFX_Grain", 1)
    as:SetInt(settingTable, "PostFX_ColorCube", 1)
    as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)
    as:SetInt(settingTable, "PostFX_SSAO", 1)
    as:SetInt(settingTable, "PostFX_MotionBlur", 1)
    -- LumBloom texture reduction (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
    as:SetInt(settingTable, "PostFX_LumBloom_ScaleReduction", 1)

    as:SetInt(settingTable, "Grass", 1)
    as:SetInt(settingTable, "Cloth", 1)
    as:SetInt(settingTable, "PitchSpray", 1)
    as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
    as:SetInt(settingTable, "PlayerLodMinimum", 0)

    as:SetFloat(settingTable, "RainIntensityScaler", 1.0)
    as:SetFloat(settingTable, "Particle_HalfRes_ScaleReduction", 3) -- glares render target scale reduction (3 default)
    as:SetInt(settingTable, "MaxAnisotropy", -1) -- limit anisotropy level for textures

    -- Override..
       if (levelOfDetail == "medium") then

        as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
        as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
        as:SetInt(settingTable, "Grass", 1)
        as:SetInt(settingTable, "Cloth", 1)
        as:SetInt(settingTable, "PitchSpray", 1)
        as:SetInt(settingTable, "FlatShadow_Blur", 0)
        as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
        as:SetFloat(settingTable, "RainIntensityScaler", 0.5)
        as:SetInt(settingTable, "MaxAnisotropy", 2) -- limit anisotropy level

    elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
        -- Downsize Render to texture sizes and detail
        as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
        as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
        as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
        as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
        as:SetInt(settingTable, "FlatShadow_Blur", 0)
        as:SetInt(settingTable, "SelfShadow", 0)
        as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.5)

        as:SetInt(settingTable, "Grass", 1)
        -- cloth is enabled for hi lods
        -- in case of performance issues disable cloth and always use tucked jerseys
        as:SetInt(settingTable, "Cloth", 1)
        as:SetInt(settingTable, "PitchSpray", 1)

        -- disable pretty much all PostFX
        as:SetInt(settingTable, "PostFX_RainDrops", 0)
        --Need autoexpousre to make lighting correct
        --as:SetInt(settingTable, "PostFX_AutoExp", 0)
        as:SetInt(settingTable, "PostFX_Bloom", 0)
        as:SetInt(settingTable, "PostFX_DOF", 0)
        as:SetInt(settingTable, "PostFX_Rectilinear", 0)
        as:SetInt(settingTable, "PostFX_Vignette", 0)
        as:SetInt(settingTable, "PostFX_Grain", 0)
        as:SetInt(settingTable, "PostFX_ColorCube", 0)
        as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
        as:SetInt(settingTable, "PostFX_MotionBlur", 0)

        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
        as:SetFloat(settingTable, "RainIntensityScaler", 0.2)
        as:SetInt(settingTable, "MaxAnisotropy", 0) -- no anisotropy
    end

    if (levelOfDetail == "superlow") then
        -- any extra tweaks here..
	-- Downsize Render to texture sizes and detail
        as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
        as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
        as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
        as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
        as:SetInt(settingTable, "FlatShadow_Blur", 0)
        as:SetInt(settingTable, "SelfShadow", 0)
        as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.5)

        as:SetInt(settingTable, "Grass", 1)
        -- cloth is enabled for hi lods
        -- in case of performance issues disable cloth and always use tucked jerseys
        as:SetInt(settingTable, "Cloth", 1)
        as:SetInt(settingTable, "PitchSpray", 1)

        -- disable pretty much all PostFX
        as:SetInt(settingTable, "PostFX_RainDrops", 0)
        --Need autoexpousre to make lighting correct
        --as:SetInt(settingTable, "PostFX_AutoExp", 0)
        as:SetInt(settingTable, "PostFX_Bloom", 0)
        as:SetInt(settingTable, "PostFX_DOF", 0)
        as:SetInt(settingTable, "PostFX_Rectilinear", 0)
        as:SetInt(settingTable, "PostFX_Vignette", 0)
        as:SetInt(settingTable, "PostFX_Grain", 0)
        as:SetInt(settingTable, "PostFX_ColorCube", 0)
        as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
        as:SetInt(settingTable, "PostFX_MotionBlur", 0)

        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
        as:SetFloat(settingTable, "RainIntensityScaler", 0.2)
        as:SetInt(settingTable, "MaxAnisotropy", 0) -- no anisotropy
    end
end
InitializeSettings()
InitializeSettings = nil


This will make the kit wrinkles move from gameplay camera without any missing details. Ofcourse it will eat much performance.
 

Skylark

Club Supporter
PlayerLodPercentageMultiplier", 100.0 can increasing this value to 1000 do any favour? i mean what is the limit?
 

Sami 1999

Reserve Team
Skylark;3854469 said:
PlayerLodPercentageMultiplier", 100.0 can increasing this value to 1000 do any favour? i mean what is the limit?

It does, a little like sharp kit weave textures which is not much noticeable/ might look worse sometimes and with the cost of much performance. FPS drops a lot. I think 100.0 is standard for Ultra lod.
 

Cesc Fabregas

Senior Squad
Skylark;3854469 said:
PlayerLodPercentageMultiplier", 100.0 can increasing this value to 1000 do any favour? i mean what is the limit?
1000.0 looks much worse imo, 100.0 is by far the best graphical improvement.
 

V.K

Starting XI
Doesn't work for me.

Installed this one:
Low Settings (Default LOD + enabled Vanishing Spray)

But there is stll no spray.
 

LuksReis

Youth Team
Sami 1999;3854466 said:
You've missed the Ultra LOD, I think this will do:

Code:
local InitializeSettings = function()
    local as = gSportsRNA
    local settingTable = as:GetTable("Settings")

    as:SetString(settingTable, "PlayerSkeleton", "data/sceneassets/rig/skeleton_player.rx3")
    as:SetString(settingTable, "PlayerSkeletonANT", "data/sceneassets/rig/skeleton_ant.rx3")

    -- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
    local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
    if (levelOfDetail == "") then
        levelOfDetail = "high"
        as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
    end

    -- Set up defaults (high detail)
    as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0)            -- number of mips to drop from RX3 textures
    as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192)    -- minimum size (here we will ignore the number of mips to 

drop)
    as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0)        -- flat shadow dimensions             (0 is normal, 1 is 

half, 2 is quarter, 3 is an eigth)
    as:SetInt(settingTable, "FlatShadow_MaxLights", 4)            -- max number of lights to allow
    as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.0)    -- multiplier for the length covered on ground by one 

quad; bigger means better performance, but lower quality
    as:SetInt(settingTable, "FlatShadow_Blur", 1)
    as:SetInt(settingTable, "SelfShadow", 1)
    as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0)        -- selfshadow render scale reduction (0 normal, 1 half, 2 

quartered)
    as:SetInt(settingTable, "PostFX_RainDrops", 1)
    if ( EA_PLATFORM_MAC == true ) then
        as:SetInt(settingTable, "PostFX_AutoExp", 0) -- Turn off autoexposure on MAC (This causes it to use simple exposure)
    else
        as:SetInt(settingTable, "PostFX_AutoExp", 1)
    end
    as:SetInt(settingTable, "PostFX_Bloom", 1)
    as:SetInt(settingTable, "PostFX_DOF", 1)
    as:SetInt(settingTable, "PostFX_Rectilinear", 1)
    as:SetInt(settingTable, "PostFX_Vignette", 1)
    as:SetInt(settingTable, "PostFX_Grain", 1)
    as:SetInt(settingTable, "PostFX_ColorCube", 1)
    as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)
    as:SetInt(settingTable, "PostFX_SSAO", 1)
    as:SetInt(settingTable, "PostFX_MotionBlur", 1)
    -- LumBloom texture reduction (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
    as:SetInt(settingTable, "PostFX_LumBloom_ScaleReduction", 1)

    as:SetInt(settingTable, "Grass", 1)
    as:SetInt(settingTable, "Cloth", 1)
    as:SetInt(settingTable, "PitchSpray", 1)
    as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
    as:SetInt(settingTable, "PlayerLodMinimum", 0)

    as:SetFloat(settingTable, "RainIntensityScaler", 1.0)
    as:SetFloat(settingTable, "Particle_HalfRes_ScaleReduction", 3) -- glares render target scale reduction (3 default)
    as:SetInt(settingTable, "MaxAnisotropy", -1) -- limit anisotropy level for textures

    -- Override..
       if (levelOfDetail == "medium") then

        as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
        as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
        as:SetInt(settingTable, "Grass", 1)
        as:SetInt(settingTable, "Cloth", 1)
        as:SetInt(settingTable, "PitchSpray", 1)
        as:SetInt(settingTable, "FlatShadow_Blur", 0)
        as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
        as:SetFloat(settingTable, "RainIntensityScaler", 0.5)
        as:SetInt(settingTable, "MaxAnisotropy", 2) -- limit anisotropy level

    elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
        -- Downsize Render to texture sizes and detail
        as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
        as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
        as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
        as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
        as:SetInt(settingTable, "FlatShadow_Blur", 0)
        as:SetInt(settingTable, "SelfShadow", 0)
        as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.5)

        as:SetInt(settingTable, "Grass", 1)
        -- cloth is enabled for hi lods
        -- in case of performance issues disable cloth and always use tucked jerseys
        as:SetInt(settingTable, "Cloth", 1)
        as:SetInt(settingTable, "PitchSpray", 1)

        -- disable pretty much all PostFX
        as:SetInt(settingTable, "PostFX_RainDrops", 0)
        --Need autoexpousre to make lighting correct
        --as:SetInt(settingTable, "PostFX_AutoExp", 0)
        as:SetInt(settingTable, "PostFX_Bloom", 0)
        as:SetInt(settingTable, "PostFX_DOF", 0)
        as:SetInt(settingTable, "PostFX_Rectilinear", 0)
        as:SetInt(settingTable, "PostFX_Vignette", 0)
        as:SetInt(settingTable, "PostFX_Grain", 0)
        as:SetInt(settingTable, "PostFX_ColorCube", 0)
        as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
        as:SetInt(settingTable, "PostFX_MotionBlur", 0)

        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
        as:SetFloat(settingTable, "RainIntensityScaler", 0.2)
        as:SetInt(settingTable, "MaxAnisotropy", 0) -- no anisotropy
    end

    if (levelOfDetail == "superlow") then
        -- any extra tweaks here..
	-- Downsize Render to texture sizes and detail
        as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
        as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
        as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
        as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
        as:SetInt(settingTable, "FlatShadow_Blur", 0)
        as:SetInt(settingTable, "SelfShadow", 0)
        as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.5)

        as:SetInt(settingTable, "Grass", 1)
        -- cloth is enabled for hi lods
        -- in case of performance issues disable cloth and always use tucked jerseys
        as:SetInt(settingTable, "Cloth", 1)
        as:SetInt(settingTable, "PitchSpray", 1)

        -- disable pretty much all PostFX
        as:SetInt(settingTable, "PostFX_RainDrops", 0)
        --Need autoexpousre to make lighting correct
        --as:SetInt(settingTable, "PostFX_AutoExp", 0)
        as:SetInt(settingTable, "PostFX_Bloom", 0)
        as:SetInt(settingTable, "PostFX_DOF", 0)
        as:SetInt(settingTable, "PostFX_Rectilinear", 0)
        as:SetInt(settingTable, "PostFX_Vignette", 0)
        as:SetInt(settingTable, "PostFX_Grain", 0)
        as:SetInt(settingTable, "PostFX_ColorCube", 0)
        as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
        as:SetInt(settingTable, "PostFX_MotionBlur", 0)

        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
        as:SetFloat(settingTable, "RainIntensityScaler", 0.2)
        as:SetInt(settingTable, "MaxAnisotropy", 0) -- no anisotropy
    end
end
InitializeSettings()
InitializeSettings = nil


This will make the kit wrinkles move from gameplay camera without any missing details. Ofcourse it will eat much performance.
Game don't start here.
 

wolfgangmhz

Club Supporter
bangus;3854416 said:
One file goes directly in the main folder, the other inside the data folder located in the main folder.

Cheers, mate. I understand that data_startup.bh just gets thrown into the main folder, but what do I do with the LOD data folder? Throw the data folder itself into the main Fifa demo folder...?
 

Cesc Fabregas

Senior Squad
V.K;3854668 said:
Doesn't work for me.

Installed this one:
Low Settings (Default LOD + enabled Vanishing Spray)

But there is stll no spray.
Well, I didn't really tried out this version to be honest. I thought enabling the vanishing spray in that lua for low settings should do the thing :/
 


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