0 A.D. is a free, open-source, cross-platform real-time strategy (RTS) game of ancient warfare. It's a historically-based war/economy game that allows players to relive or rewrite the history of twelve ancient civilizations, from Iberia to Mauryan India, each depicted at their peak of economic growth and military prowess. Developed using Pyrogenesis, a ground-breaking new game engine custom-built to suit this project, 0 A.D. will give players a rich and entertaining real-time gaming experience.

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Add media Report RSS High quality graphics comparison (animated gif) (view original)
High quality graphics comparison (animated gif)
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Prettyboy326
Prettyboy326

Is there any form of AA on this? the high quality looks amazing compared to the regular. Also what the performance hit like with all these settings on?

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Mythos_Ruler Author
Mythos_Ruler

AA was off. Anisotropic Filtering @ 2x. My frames per second are cut in half, from 30 or so to around 15. I do not have a top of the line rig though, with only a budget Radeon HD5450 grafx card.

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Dønny
Dønny

I think FXAA would work fine with this, as it does with everything.

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Orac|
Orac|

I don't like the bump on the paving slabs. Apart from that, amazing.

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Sininini
Sininini

It's very noisy. Seems like it's auto-generated.

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Mythos_Ruler Author
Mythos_Ruler

Hmm, perhaps I should make a 2nd pass on that particular normal map. :)

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Solistx
Solistx

Yea I agree, do a 2nd pass, the normal map looks almost too strong.

Good work by the way :P

Also, are you going to include deffered lighting in the future?

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Mythos_Ruler Author
Mythos_Ruler

The guy working on deferred lighting has gone on hiatus. Don't know when he'll be back. :(

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reok
reok

Looks phenomenal!

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Mythos_Ruler Author
Mythos_Ruler

Has anyone tried to enable the graphics using my directions in the 'Description'?

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hulk0
hulk0

In high quality mode the floor looks too glossy!

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Description

An animated gif (roughly 1.9MB) comparing high quality graphics to standard graphics. Shown in the HQ frame: Normal maps, specular maps, ambient occlusion maps, distance fog, a small amount of bloom, and contrast adjustment.

NOTE: Please click 'HD View' or 'View Original' to see the animation.

For Windows users who have installed the Alpha release, to enable high quality graphics, navigate to Users\<user>\AppData\Local\0 A.D. alpha\binaries\data\config. Create a text file named local.cfg. Any lines added to this file will overwrite the lines from default.cfg. Copy/paste the following lines to local.cfg, save, then restart the game.

; System settings:

waternormals = true
waterbinormals = true
waterrealdepth = true
waterfoam = true
watercoastalwaves = true
waterrefraction = true
waterreflection = true
watershadows = true

postproc = true

; Quality level of shader effects (set to 10 to display effects)
materialmgr.quality = 10

; Prefer GLSL shaders over ARB shaders (not recommended). REQUIRES gentangents=true.
preferglsl = true

; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk
gpuskinning = true

; Generate tangents for normal and parallax mapping. REQUIRES preferglsl=true. Incompatible with gpuskinning.
gentangents = true

; Use smooth LOS interpolation; REQUIRES preferglsl=true.
smoothlos = true

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