Ambient Occlusion for PR: Battlefield 2

General discussion of the Project Reality: BF2 modification.
GrumpyPilot95
Posts: 16
Joined: 2014-10-14 16:59

Re: Ambient Occlusion for PR: Battlefield 2

Post by GrumpyPilot95 »

I followed the steps on the first post, but still see no change on the game. I have a GTX980, PR 1.3. What can I do, guys? Thanks.
=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: Ambient Occlusion for PR: Battlefield 2

Post by =Romagnolo= »

hi, how do I play with it?
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Ambient Occlusion for PR: Battlefield 2

Post by ComradeHX »

Apparently GeDoSaTo almost works:
Use generic plugin override for PRBF2.exe.

zBufCompatibilityFlag 2
zBufClearIndex 0

ssaoType HBAO
ssaoStrength 3
ssaoScale 1
ssaoBlurType sharp

Result is decent HBAO but looking lower than horizontal == weapon starts to disappear and AO is rendered through smoke.
yate
Posts: 1
Joined: 2015-06-30 23:31

Re: Ambient Occlusion for PR: Battlefield 2

Post by yate »

Ambient Occlusion doesn't work for me in 1.3 with 970 GTX, I've tried 0x3 (Fallout 3) and 0x18 (Aion) with no luck. I'll probably keep trying a few more flags.
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