04.04.2009, 18:20
Thanks for trying to help guys, heres my confi ini and nvidea control panel
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
HardwareShaders=1
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
Sky=2
Forest=2
LandShading=3
LandDetails=2
LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=2
Water=3
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
[quick]
Custom0=NWEurope
Custom1=MTO
Custom2=Bessarabia
Nvidea control panel
GLOBAL SETTINGS
anisotropic filtering 16x
antialiasing gamma correction on
antiailasing mode enhance application settings
antialiasing setting 16x
antialiasing transparency supersampling
conformant texture clamp use hardware
error reporting off
extension limit off
force mipmaps trilinear
maximum prerendered frames 3
multi display/mixed-gpu acceleration compatibility performance mode
texture filtering-negative lod bias clamp
texture filtering- quality high quality
threaded optimization off
triple buffering on
vertical sync force off
PROGRAM SETTINGS
anisotropic filtering 16x
antiaialising gamma correction on
antialiasing mode enhance application settings
antialiasing setting 16x
antialiasing transparency supersampling
conformant texture clamp use hardware
error reporting off
extension limit off
force mipmaps trilinear
maximum prerendered frames 3
multi display/mixed-gpu acceleration compatibilty performance mode
texture filtering-negative load bias clamp
texture filtering quality high quality
threaded optimization off
triple buffering on
vertical sync force off
thanks again guys this is driving me nuts
[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1
HardwareShaders=1
Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3
Sky=2
Forest=2
LandShading=3
LandDetails=2
LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1
VideoSetupId=2
Water=3
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0
[quick]
Custom0=NWEurope
Custom1=MTO
Custom2=Bessarabia
Nvidea control panel
GLOBAL SETTINGS
anisotropic filtering 16x
antialiasing gamma correction on
antiailasing mode enhance application settings
antialiasing setting 16x
antialiasing transparency supersampling
conformant texture clamp use hardware
error reporting off
extension limit off
force mipmaps trilinear
maximum prerendered frames 3
multi display/mixed-gpu acceleration compatibility performance mode
texture filtering-negative lod bias clamp
texture filtering- quality high quality
threaded optimization off
triple buffering on
vertical sync force off
PROGRAM SETTINGS
anisotropic filtering 16x
antiaialising gamma correction on
antialiasing mode enhance application settings
antialiasing setting 16x
antialiasing transparency supersampling
conformant texture clamp use hardware
error reporting off
extension limit off
force mipmaps trilinear
maximum prerendered frames 3
multi display/mixed-gpu acceleration compatibilty performance mode
texture filtering-negative load bias clamp
texture filtering quality high quality
threaded optimization off
triple buffering on
vertical sync force off
thanks again guys this is driving me nuts