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Modifié par ADLegend21, 03 juin 2011 - 02:22 .
Modifié par ADLegend21, 03 juin 2011 - 02:22 .
Ottemis wrote...
SkaldFish wrote...
ADLegend21 wrote...
eh, I'm not sure that Sheaprd's a copy or a clone, I think ti's the real deal. Brain function is just electricity running through the actuall matter memerios are genetic (muscle memory for example) and interuppted brian function is like the power going out in a building. Lazarus was basically fixing the blown out generator which "restored power" to Shepard's brain after the outage bringing things back to normal with memories intact due to shepard's genetic material.
I think we just have to accept it and move on. If we want the "resurrection" to be believable, it just isn't going to hold up. Shepard's suit leak deprived her of oxygen. She lost consciousness before she hit the atmosphere, then turned into a shooting star and fell to the ground from orbit. Even if her neurons hadn't become necrotic from loss of oxygenation before she entered the atmosphere, her brain tissue was cooked inside her skull during re-entry, and a cooked brain is never going to be a brain again. So disbelief has to be suspended without some additional explanation, which we don't have. I can buy that her suit had some unspecified properties that offered additional protection, but the heat of re-entry followed by an unbraked drop to the ground would require a helluva suit.
That said, I probably care more about realism than I should considering the medium.
Ahh but even with speed (which she didn't rlly have) she wouldn't have the mass for atmosphere re-entry would she?
I assumed she got lost in some sort of (maybe decaying) orbit and after dying through lack of oxigen just got frozen solid being in deepspace for so long. Would also make the idea of salvage alot more realistic.
Modifié par Sialater, 03 juin 2011 - 01:59 .

Modifié par Sinapus, 03 juin 2011 - 02:50 .
SkaldFish wrote...
jwalker wrote...
SkaldFish wrote...
[...]
BIOEngine
[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=
FModShadowPrimitiveInteractionInitialBlockSize=
The value you enter is in MB, and defines the initial amount of memory the engine sets aside for storing lighting and shadow primitives. I believe 512 is the default for each, but you can safely increase each to up to about 1/4 your total RAM. (The sum of the two values should be no more than half your total RAM.) Since my machine has 16GB, I set each one to 4096. (e.g., if your machine has 4GB of RAM, set each value to 1024. if 8GB, set each to 2048, etc.)
No guarantees, of course -- your results may vary depending on the characteristics of your system -- but it worked for me.
I tried it and I can't honestly say I saw an improvement. But since I only have 4GB of RAM, I changed those settings from 512 to 1024. Perhaps that's not noticeable.
Also, with these new numbers, shouldn't MassEffect2.exe use more memory ? It always was around 800 ~ 900 MB. That hasn't changed.
Sorry it didn't help you. I'm sure it depends on your other lighting and shadow settings, but I havrn't taken the time to try different combinations to see exactly what settings might impact the use of those pools. My memory usage definitely increased when I increased the size of the pools. My minimum frame rate increased by 8-10 fps on the igher-level settings I had changed to. Not huge but significant in borderline situations.



Modifié par Ottemis, 03 juin 2011 - 05:09 .
I've tweaked that settings my self. I can't really say if it did anything, since my FPS is mostly v-sync limited in ME2 (pretty solid 75 fps @ 1080p; had to make custom resolution to get that working with single link DVI).SkaldFish wrote...
jwalker wrote...
Hyper_gateway wrote...
SkaldFish wrote...
I know this is about performance tweaks and this is not a tweaks thread, but I wanted to post it here since I know many of you who play ME2 on PCs do some tweaking. Some of you have done a LOT of tweaking.
Some of you may have noticed that my recent screenies are better quality than older ones. I stumbled on a couple of settings (on a forum for another UE3 game) that have enabled me to take my lighting and shadow settings up to higher detail levels without killing my frame rates (I play on a laptop so my GPU is borderline). If you want to see if it helps you, you can edit them using the ME2 Coalesced Editor (Sage has really good info on getting started with the Coalesced Editor on her blog here. It's in the context of setting up the FlyCam, but the principles are the same.)
BIOEngine
[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=
FModShadowPrimitiveInteractionInitialBlockSize=
The value you enter is in MB, and defines the initial amount of memory the engine sets aside for storing lighting and shadow primitives. I believe 512 is the default for each, but you can safely increase each to up to about 1/4 your total RAM. (The sum of the two values should be no more than half your total RAM.) Since my machine has 16GB, I set each one to 4096. (e.g., if your machine has 4GB of RAM, set each value to 1024. if 8GB, set each to 2048, etc.)
No guarantees, of course -- your results may vary depending on the characteristics of your system -- but it worked for me.
It does helps alittle, Skaldfish. Thanks for the tip.
/snip
I tried it and I can't honestly say I saw an improvement. But since I only have 4GB of RAM, I changed those settings from 512 to 1024. Perhaps that's not noticeable.
Also, with these new numbers, shouldn't MassEffect2.exe use more memory ? It always was around 800 ~ 900 MB. That hasn't changed.
-------
Sorry it didn't help you. I'm sure it depends on your other lighting and shadow settings, but I havrn't taken the time to try different combinations to see exactly what settings might impact the use of those pools. My memory usage definitely increased when I increased the size of the pools. My minimum frame rate increased by 8-10 fps on the igher-level settings I had changed to. Not huge but significant in borderline situations.
Modifié par Tup3xi, 03 juin 2011 - 05:33 .
Ottemis wrote...
Haha, that's fine. That was part of the aim actually, I can get really rowdy by a strong jawline, but it's such a pain it the ass to get right angle-wise between cheek/cheekbone/jaw-width and gaunt settings coupled with the preset and face-structure picked.. yeah, I think that's all of them ><TheMarshal wrote...
Can I saw she's got an awesome jawline without sounding terribly weird?
Modifié par Ottemis, 03 juin 2011 - 05:52 .
Jack Stark wrote...
Anyway, question to all: are there any missions where your Shep picks a very particular squad for a specific reason? Does your Shep ever bring certain people along to help push them towards a more paragon/renegade route? Or is it more along the lines of bringing the people she trusts more?
Modifié par Ottemis, 03 juin 2011 - 06:08 .
ADLegend21 wrote...
Question: has your femshep ever let her emotions get the better of her?
Modifié par Ottemis, 03 juin 2011 - 06:30 .
Ottemis wrote...
Haha, that's fine. That was part of the aim actually, I can get really rowdy by a strong jawline, but it's such a pain it the ass to get right angle-wise between cheek/cheekbone/jaw-width and gaunt settings coupled with the preset and face-structure picked.. yeah, I think that's all of them ><
I'm too perfectionistic for my own good, I can get really put off by a wrong angle.
Stupidly, after seeing some of yours, I actually am more annoyed by the imperfections in my earlier Sheps heh.
I don't doubt i'll run into one of those 'wrong angles' yet again though, but meh.


Modifié par TheMarshal, 03 juin 2011 - 06:26 .
ADLegend21 wrote...
Question: has your femshep ever let her emotions get the better of her?


ADLegend21 wrote...
Question: has your femshep ever let her emotions get the better of her?
ADLegend21 wrote...
Question: has your femshep ever let her emotions get the better of her?
Definitely.ADLegend21 wrote...
Question: has your femshep ever let her emotions get the better of her?



Yeah I see what you mean, she looks a fair bit 'friendlier' (by lack of a better word) on the second pic =)TheMarshal wrote...
Ottemis wrote...
Haha, that's fine. That was part of the aim actually, I can get really rowdy by a strong jawline, but it's such a pain it the ass to get right angle-wise between cheek/cheekbone/jaw-width and gaunt settings coupled with the preset and face-structure picked.. yeah, I think that's all of them ><
I'm too perfectionistic for my own good, I can get really put off by a wrong angle.
Stupidly, after seeing some of yours, I actually am more annoyed by the imperfections in my earlier Sheps heh.
I don't doubt i'll run into one of those 'wrong angles' yet again though, but meh.
Jaw/cheeks were the entire reason I redesigned Alice. I felt her initial features gave her a rather 'severe' look that I didn't feel reflected her personality.
Even now, though, from some angles things seem a little 'off' (the underside of her chin, her nose, etc.). Other angles I feel I've absolutely nailed what I was going for.
(eta: of course I pick one of the goofier expressions to represent her updated appearance...)
ADLegend21 wrote...
Question: has your femshep ever let her emotions get the better of her?





Modifié par Jane Shepard, 03 juin 2011 - 06:50 .
Ottemis wrote...
Yeah I see what you mean, she looks a fair bit 'friendlier' (by lack of a better word) on the second pic =)
TheMarshal wrote...
Ottemis wrote...
Yeah I see what you mean, she looks a fair bit 'friendlier' (by lack of a better word) on the second pic =)
I was writing my story and trying to come up with a character sketch, and she was definitely a friendly, sociable person, not someone who looked like they could kill you with their cheekbones...
