Ultra Mode: Visual Settings Walk Through - Other Graphics Data
Advanced Graphical Settings
With the Ultra Mode Features, Anti-Aliasing, and Anistropic Filtering out of the way, lets work through the rest of the available graphic options.Suppress FX When Close
Here's a nifty function of the graphics. As your camera closes in, the graphical effects applied to your costume can be turned off.
World Texture Quality
World Texture Quality deals with the general quality of the textures that the game uses to render the world around you.World Detail Level
On low modes, textures are generally blurry, washed out, and lack detail.
As you'd expect, increasing the texture quality makes everything look better.
Medium
High
Very High
Now, there often is some confusion as to exactly what World Detail Level is. The best way to explain World Detail Level is this: World Detail Level determines how far out from your character details in the world are drawn.
Here, in Ouroborus, we can see the dim outline of something in the distance. As the detail is cranked up, we can see what that object is:
While the detail of objects away from the camera has increased, the detail of objects near the camera have not changed. As we crank the settings even further...
We can see more and more details in the distance. According to Paragonwiki, if you turn the visual distance scale all the way up, virtually all world objects will be drawn and rendered into the screen, whether or not those objects are actually visible.
This does mean at some point there is a trade-off in terms of what is rendered, and what can be seen. At some point, the World Detail Level will be drawing and applying textures to objects that are hidden by the camera; hidden by the resolution; or naturally obscured by other technologies such as Anti-Aliasing, Ambient Occlusion, and Anisotropic Filtering. This is one of the reasons why detail levels behind render scale 2.0 are not exposed in the UI. The 2.0 scaling is just about the breakpoint for 1024*768 - 1680*1050 resolutions. As resolutions climb higher, the un-filtered detail level change can be more readily recognized... but the viewing advantage goes away as filters are applied and the image is cleaned up.
Character Texture Quality
Character texture quality determines the actual quality of the textures applied to your avatar in game.
Here, on Low, we can see that the Avatar's image is blocky, and there's not much detail on the Enforcer arms, and the legs have some faint striations.
As we move detail up, we can better see the details on the Enforcer arms, and it becomes clearer that the Avatar is wearing the fishnet bottoms:
High
Very High
One of the factors to keep in mind about Character Texture Quality is that colors can change. It's more noticeable on the enforcer arms and legs, and since I had Ultra Mode Reflections set, not as noticeable as it could have been on the wings, but as more details are added, costume parts can change perceived color. The rivets and bumps on the enforcer parts can make the costume parts appear to be darker at higher detail levels.
Character Detail
Much like World Detail, Character Detail is often confused for what it does. Like World Detail, it handles how far away objects are rendering from the player.
While World Detail handles static objects, Character Detail handles interactive objects, such as contacts, NPC's, enemy critters, and other players.
Here in Cimerora, we have two fishermen on the docks. With a low detail distance, they seem to be missing costume components.
As we get closer, we find out that the engine just was not drawing those components because of the Character Detail.
Increasing the Character Detail increases the distance at which details are drawn from the camera:
Because of this effect, some players are convinced that Character Detail changes the amount of detail applied to an object. As we just saw, Character Detail was affected by distance, so lets see it again.
As we move the detail up, the soldiers closer to the camera gain some shadow detail while the soldiers on the platform appear to gain their armor.
Much like World Detail, Character Detail is dependent on just what can be seen on screen. So, if you crank filtering effects, long-distance character detail can be impacted as well.
Geometry Buffers
Geometry Buffers is a performance enhancement option that... well. Either you have it... or you don't.
Shader Quality
If you are running with an Ultra Mode setting, Shader Quality is automatically set to high. If you have an older graphics chip or an integrated graphics chip, you might need to set a lower Shader Quality setting.
Here, in Nerva at night, the colors on my stalker's armor pop, and stand in stark contrast to the night-time scene.
As the shader quality goes up to Medium, more effects are applied to the scene. There's more general detail in the surrounding plants, and the armor is now darkened to match the night time scene.
At this resolution, and with no other details enabled, there's not much difference between Medium and High Shader settings.
So here's the same scene in daylight.
Lowest:
Medium:
High:
Depth of Field
Depth of Field is a graphical effect that is supposed to enhance the feeling of looking at objects at a great distance. Games like Star Fox Adventure, Zelda, and Borderlands use Depth of Field effects when focused onto an enemy or object to help enhance the feel that one is looking straight at the object.
In CoH though... it's more like somebody smearing Vaseline all over your monitor...
(insert Jeremy Clarkson walking by, announcing he's going to do a J-Turn's in Ouroboros... and...)
Oh yeah. Really. Depth of Field effects need a make-over.
Bloom
While the Depth of Field effect is obnoxious and easy to screencap, Bloom isn't as easy to explain. It's a method of working the lighting system for more realistic lighting effects. I tried to force an example in Cimerora.
While the entire scene gets brighter, look at the clouds up top.
They've now gotten overly bright due to the Maximized bloom. Bloom really can help the game world feel more immersive, but it's also easy to over-do the extra lighting effects.
Desaturation Effects
Desaturation affects don't occur very often in the game. Mostly, you'll see these effects while running Ouroborus missions, such as at the start of a mission:
The effect wears off quickly enough...
Although you'll get it again when the mission ends:
If you don't like the effect, you can turn it off.
Multi-GPU Support
Several players of City of Heroes have Nvidia SLI and AMD Crossfire configurations. At this time City of Heroes does not leverage either multiple GPU technology for additional performance.***
That being said, there is an unofficial and completely unsupported method of getting SLI working on some configurations. That method might be known as:
"C:\Program Files (x86)\City of Heroes\CohUpdater.exe" -slifbos 2 -test
This is one of the reasons why I'm able to drive much higher quality values in my GTS 250 shots than I mentioned in the threads opening. Under combat situations using the in-testing SLI method, my A64 6000 / 2gb / GTS 250 triple SLI system can manage 15-20fps @ 1680*1050 with Shadows, Environmental Reflections, and Water Effects on Ultra Quality.
At this time no similar shortcut has been made available for Crossfire users. Basically, if you have a multi-gpu setup, don't worry too much. Official support could be arriving later this year... and I suspect that will allow my HD 5770's to run full-tilt in all game areas.
****
Okay, I received a PM asking two questions. First, was SLI working on the Live Server, and second, which settings would be required for a certain configuration to push 1920*1200. The user in question has dual 9800 GT's... which... well. Even with SLI... are probably going to struggle to push Medium details in 1920*1200.
I've got Geforce GTS 250's in Triple SLI, and with Television's SLI test mode, I can push all Ultra Mode Settings maxed and get an average 20-25 fps at 1680*1050 in most City of Villains zones... As I've mentioned in other threads, CoV is really the performance benchmark to pay attention to as it's system geometry forces massive overdraw and has some really bad architectural choices. If your rig can handle 20-25fps stable across CoV zones, in theory, your rig should be able to handle the worst Praetoria can generate.
Anyways, okay, fine, the users 9800 GT isn't actually as powerful as a GTS 250, and I've got one additional card... but SLI support is still very much a work in progress... and one of the developers (Television) has indicated that there's more performance headroom in Multigpu setups. Whether or not that's enough to drive another resolution stepping, I don't know. What I do know is that both AMD's and Nvidia's OpenGL 3.x and 4.x drivers aren't exactly optimized for Video Games, and City of Heroes is I think the first commercially released game title to leverage the API.
So there probably is the headroom on some multi-gpu setups to turn an average 20-25fps into a 25-30fps average.
***
Anyways, getting back to the problem though... Well, first, as I said, SLI isn't supported on the Live server. Click on the pictures for larger versions.
Here, I'm on the test server in Nerva. With my camera taking in the water front, I'm pushing 26fps, and I've got all settings maxed. Ambient Occulusion is on high quality. The fps count is in the upper right hand corner of the picture.
When I go to the same spot on the Live Server started with the SLI command, although I'm running a lower level of ambient occlusion, I'm only pushing 23fps:
Now, what you can't see is the /graphfps 1 command, which isn't captured by the in-game engine. So here's an example from another Computer.
Now, while running on the test server with the SLI command, Nerva is mostly a yellow response. While running on the Live server with the same command line setting, and lower-in-game settings, Nerva mostly responds as red.
So, what settings should you use?
Well, at 1920*1200... you probably are going to have to settle for low Ultra Mode settings... and even when SLI support is merged to the main branch, I doubt you'll be able to push medium settings.
There's also another problem with Nvidia cards right now... at least with this driver... which I'll demonstrate:
Here's the settings that a single Geforce GTS 250 is most comfortable at across most of the game in 1680*1050. Shadows and Reflections set to Low, Water Set to High, and balanced Ambient Occlusion:
As I bring the camera up though... the frame rate plummets:
As I turn to head towards the AE building, the frame continues to plummet:
Sure, 12-16fps is technically playable... it just isn't pretty.
***
Now, as of right now, a single RadeonHD 5770 can drive Ultra Mode at 25-30fps in 1920*1200 in combat situations with all details maxed out, so if you are buying on a budget, that's your best choice for a new graphics card. Presuming Television and AMD get Crossfire support worked out, I suspect Dual-5770's will be able to handle anything Praetoria can generate.
*Nix Support
Okay, as you probably know by now, Transgaming handles programming their Cider engine for the Macintosh Client... and used CoH as one of the standout examples of OpenGL during the GDC OpenGL 4.0 keynote: http://www.khronos.org/developers/li..._GDC-Mar10.pdfUpdate: Ultra Mode still doesn't work with the latest Nvidia drivers and Cedega engine combinations. Believe me, I test everytime a new driver hits or a new Maudite engine is released. When the situation changes, trust me, I'll be posting pictures.
Currently Ultra Mode works across both ATi and Nvidia graphics cards under Cider on OSX.
Currently Ultra Mode only works across ATi cards under Cedega on Linux. Ultra Mode is also only exposed under the in-testing Cedega 8 engines. As of the latest Nvidia driver and latest Cedega 8 testing engine, Ultra Mode is still not exposed to end users.
No, I do not have a date on when Cedega 8 will ship, nor whether or not there will be a public Cedega engine preview release for all those not in the Cedega testing program.
Update: As of now there is a public beta of the Maudite Engine. Ultra Mode works on ATi cards with Catalyst Driver 10.4
***
A new testing engine for Cedega hit today. Unfortunately, it still does not bring support for Ultra Mode on Nvidia cards.
***
Okay, at this point in time with the most recent build of City of Heroes on the test server, there seems to be a memory leak or other major issue with the Cedega engines on both ATi and Nvidia cards. Here's a copy of the bug report submitted to Transgaming:
Here's an odd one. I've duplicated this across My new Phenom II 965 with a RadeonHD 5770, an I7 system with a RadeonHD 5770, a Core2 system with RadeonHD 4850, and an Athlon64 coupled with Geforce 250 GTS in both standard mode and with the -slifbos 2 command prompt. The issue also occurs across Maudite 6, Maudite 7, and Maudite 8, and I tried the Unibroue based 7.0.1 and 7.3.3 engines as well. While the game functions and works while loaded into a zone... when I attempt to load a new zone, the game hangs up, and the Cedega game windows become non-responsive. I can alt-tab or click into the Cedega window to terminate the process. The frame-buffer itself also seems to have issues, as frame data is not removed. e.g. I alt-tab to type on this page, and I alt tab back, and a section of the Cedega window has this bug reporting page still showing. I'm not exactly sure if this is a Maudite Issue or a game issue or a driver issue. As of right now, the developers are testing a new server technology on the back-end, and most of my testing has been on the second test shard using the "new technology". However, I also can get the same type of crash loading into the game... although that does not happen quite as often, and isn't really something I can force to duplicate. RadeonHD systems I'm also running on the the 10.3 driver... which is known to have issues with the Windows Client. Okay, I could drop back to 10.1, which I'll probably do and run an update... or wait for 10.4 and test again. On the Nvidia system I'm running the OpenGl? 3.3 preview driver, so again, could be an issue there. Then there's the issue that the game just went into Open Beta and the servers are swamped. For all I know the server is just lagging so badly, Cedega isn't able to compensate or messes up on the extreme loading lag. I've had quite a few Lost Connection to Map Server issues. |
Other Known Issues
Lock-ups on settings changes
ATi Users: right now if you are using the 10.3a, 10.3 stable, or 10.3 OpenGL 4.0 preview driver, you will experience massive graphics lag after making changes to Shadow Maps. You can get around this by either trying to force the game to quit... or if you have patience, before you change settings, do this:Ambient Occlusion and Full Screen Anti-Aliasing.
- Open up the chat Window
- type in /unloadgfx
- hit enter
- this will cause your graphics to reload
- Make the setting change and apply.
- Hit the / key.
- wait for the chat window to highlight, could be a minute
- hit the up arrow
- wait for /unloadgfx to appear
- hit enter
This should return your graphics to normal.
As of right now, there are issues with Ambient Occlusion and Anti-Aliasing. Be prepared for an ugly picture if you enable both.
Update: Anti-Aliasing and Ambient Occlusion have been fixed on AMD's OpenGL 3.x series cards. I am able to run the two together without corruption on RadeonHD 2600 Mobile, RadeonHD 4650, and RadeonHD 4850.
AA+AO is still broken on RadeonHD 5x00 series cards.
So the NVidia GTX250 should be able to run in Ultra Mode at a decent resolution? Does anyone have recommendations as to specific graphics settings for this card?
|
Also: recommended specs: put all Ultra Settings on low if you want 1680*1050.
Here's the settings that a single Geforce GTS 250 is most comfortable at across most of the game in 1680*1050. Shadows and Reflections set to Low, Water Set to High, and balanced Ambient Occlusion: |
After installing a GTS250 I was able to run with higher settings for almost 3 minutes. Now I've applied your recommendation above and I'm getting around 30-40 fps. Thank you very much for all the valuable info!
I'm running:
System Name: Dell Inc Dimension E521
Processor: AMD Athlon 64 X2 3800+
CPU Clock: 2004.2 MHz (10.0 x 200.4 MHz)
Level 1 Cache: 2 x 64+64 kB (data+instr.)
Level 2 Cache: 2 x 512 kB
Chipset Name: NVIDIA GeForce 6100/6150/nFoce 500 Family
Chipset Vendor: Nvidia Corp
Chipset: C51 Host Bridge
Southbridge Vendor: Nvidia Corp
Southbridge: MCP51 LPC Bridge
Memory Size: 3406252 kB (3326.42 MB)
Monitor Vendor: Dell Computer Corp.
Monitor Model: Dell 2208WFP(Digital)
Video Chip Vendor: Nvidia Corp
Video Chip: G92+ [GeForce GTS 250]
Video Memory Size: 1024 MB


According to Nobel Savage SLI support will be arriving with Issue 19
http://boards.cityofheroes.com/showp...2&postcount=12
AMD Crossfire support has not been confirmed as of this update.
sweet so my sli 470gtx system should rock coh? any luck that running sli will remove travel supression in pvp LOL. great write up btw very very detailed.
Also, a small tip:
Verticle Sync, this is something you can disable and not notice a difference with the naked eye. It will also yield a huge FPS jump as well.
I run full Ultra Mode and if I have it on or off, I can't tell a difference, but I do see a very large increase to my FPS when it's disabled.
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Also, a small tip:
Verticle Sync, this is something you can disable and not notice a difference with the naked eye. It will also yield a huge FPS jump as well. I run full Ultra Mode and if I have it on or off, I can't tell a difference, but I do see a very large increase to my FPS when it's disabled. |
Read this. This will tell you why you want vertical sync enabled, along with triple buffering. You can find the option to enable triple buffering in your nVidia or ATi control panel.
In brief, vertical sync prevents tearing from occurring, by synchronizing the graphics card with how fast your monitor can actually display images. While there are a few exceptions, I'll bet a tenner that anyone reading this post has their monitor running at 60Hz. Sure, once every hundred times I'll lose, but that's a very tidy profit.
As your monitor runs at 60Hz, it makes no sense to have your GPU working any faster than 60 frames per second. Vertical sync prevents updating the image on the monitor until it is ready. Without vertical sync, you can end up with the monitor displaying parts of multiple images, as your graphics card will try to send over a new image before the previous one has had a chance to be fully shown.
Like in Blue Peter, here's one I made earlier.
There are some latency concerns with this, namely that the image you are seeing is not the most up-to-date that it can be, but triple buffering resolves this. You're best off reading the article I linked if you want to know how that works.
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I've never seen image tearing such as this or to any other degree with VSync being turned off. At least not with CoH.
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Wonderful guide, but is there a "For Dummies" version for those of us who have systems that the Game says can handle Ultra Mode, but enabling it creates FPS creep? I was thinking something along the lines of "setting features X to min/off and features Y to Max will yield minimal FPS impact while providing marginal improvement over Compatible/Performance modes".
...or should I just make a new thread with my sys specs and play the gfx settings noob?
Copying over from the Open Beta Forums. I'll finish filling this out with the other graphical functions as I get to them.
Shadow Maps***
Yay, finally finishing up the rest of the visual walk through. Due to the sheer length that this was getting to be, editing it in the allowed edit window was getting to be a bit of a P.I.T.A.. So, splitting this into multiple posts to make it easier on my eyes to edit through.
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Ultra Mode
Environmental Reflections
Water Effects
Ambient Occlusion
Anti Aliasing
Anisotropic Filtering