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But I did add my wifes AMD 6450 graphics card to the compat ini files and tell it that it was a 5 and it's a little smoother. Still have to have it on lower resolution 1600 or lower, but at least now I can turn the video textures and shadows up to 1/2 if I have it on 1400 resolution. Still feels like an old Doom game, but it's better. Change it in here.
C:\Users\%USERPROFILE%\Documents\my games\Aliens Colonial Marines\PecanGame\Config\
Using Notepad or Notepad++(my ultimate fave) just use the find tool in the application menu and find pool size = 140 or something rather
I carried the x, rounded the y and timzed it by 3.14. (Just being funny)
Looks way better, still have stuttering in TDM, (I did have 245 for ping though) even when using 1400 for resolution. At least I get my computer back tommorrow. Thanks it has helped.
http://steamcommunity.com/profiles/76561198021350570/screenshot/901003194514519336
http://steamcommunity.com/profiles/76561198021350570/screenshot/901003194514726578
anyone else bag their entire configs using this method?
I would suggest backing up, I should have known better. I feel dumb in retrospect, but I figured (stupidly) "how much damage could changing one value to another do, I can always set it back."
At least it worked for 2 people. I figured the same thing, that I could just go and turn off read only and switched it back. Still works well on my wifes computer.
I mean I can only blame myself for not backing them up first but i mean cmon.......changing 160 to 750......how much damage could it do, right?
facepalm
For background reading, you can refer to this webpage regarding to how Unreal Engine 3 works, particularly on what "poolsize" (texture pool) does.
http://udn.epicgames.com/Three/MemoryProfilingHome.html
for your conveniece I extract the important bit:
The texture pool is a fixed size so we will not have any adverse affects on overall system memory for having a huge amount of textures. That said we want to make certain that we are effectively using that memory. That means we need to make certain that the amount of texture memory that we can see is within the pool size. We could have GIGs of textures across the entire map as long as the area around us does not exceed the texture pool.