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[PC] FIFA 11 Edit LOD & Advanced Graphic Settings

Promitheas

wehellas.gr editor
Joined
27 May 2008
Location
Athens, Greece
Team
Panathinaikos A.O.



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MEDIAFIRE
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EXTRACT ARCHIVE TO
%Program Files%\EA Sports\FIFA 11\Game
(Data0.bh SHOULD BE REPLACED)
--------
OPEN
%Program Files%\EA Sports\FIFA 11\Game\data\fifarna\lua\settings.lua
WITH NOTEPAD
--------
MOST OF THE TESTERS FIND GRAPHICS BETTER
WITHOUT ALL THESE
PostFXs GAME HAS
SO I TURNED THEM OFF IN THIS SETTINGS.LUA WITH VALUE 0 (PERFORMANCE IS ALSO INCREASED)
OBVIOUSLY YOU CAN TURN THEM ON WITH VALUE 1

--------
LOD (LEVEL OF DETAIL) SETTINGS ARE LOCATED HERE
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 5.0)
CHANCE VALUES FROM 0.1 TO 100.0
--------
DEFAULT LOD SETTINGS FROM EA:
1.0 AT "high detail" = CLOSE CAMERAS-CINEMATICS-REPLAYS
0.5 AT "medium" = MEDIUM RANGE CAMERAS
0.15 AT "low" or "superlow" = LONG RANGE CAMERAS
--------

Original Settings.lua
local InitializeSettings = function()
local as = gSportsRNA
local settingTable = as:GetTable("Settings")

-- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
if (levelOfDetail == "") then
levelOfDetail = "high"
as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
end

-- levelOfDetail = "medium"

-- Set up defaults (high detail)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0) -- number of mips to drop from RX3 textures
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192) -- minimum size (here we will ignore the number of mips to drop)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0) -- flat shadow dimensions (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4) -- max number of lights to allow
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0) -- jumbotron render scale reduction
as:SetInt(settingTable, "SelfShadow", 1)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0) -- selfshadow render scale reduction (0 normal, 1 half, 2 quartered)
as:SetInt(settingTable, "PostFX_RainDrops", 1)
as:SetInt(settingTable, "PostFX_AutoExp", 1)
as:SetInt(settingTable, "PostFX_Bloom", 1)
as:SetInt(settingTable, "PostFX_DOF", 1)
as:SetInt(settingTable, "PostFX_Rectilinear", 1)
as:SetInt(settingTable, "PostFX_Vignette", 1)
as:SetInt(settingTable, "PostFX_ColorCube", 1)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)

as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 1.0)
as:SetInt(settingTable, "PlayerLodMinimum", 0)

-- Override..
if (levelOfDetail == "medium") then

as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "Grass", 0)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.5)

elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
-- Downsize Render to texture sizes and detail
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "SelfShadow", 0)

-- Disable grass and cloth
as:SetInt(settingTable, "Grass", 0)
as:SetInt(settingTable, "Cloth", 0)

-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
as:SetInt(settingTable, "PostFX_AutoExp", 0)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)

as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 0.15)
end

if (levelOfDetail == "superlow") then
-- any extra tweaks here..
end
end
InitializeSettings()
InitializeSettings = nil
 
Last edited:
Re: FIFA 11 Edit LOD & Advanced Graphic Settings

I will try this WONDERFULL tool now!

Thx!!!!!!
 
Re: FIFA 11 Edit LOD & Advanced Graphic Settings

Presumably this is PC only right? ;) Should put PC in the title of all PC threads, keep things clearer :)
 
Thanks Master... but why is the 100.0 unplayable..?

I played the demo with the value 100.0... and it was so great :SMUG:.
 
Tried it, works perfectly, I play again with 100.0, it works perfect for me.
I also enabled the PostFX, like it more.

Thanks again :)
 
I don't know why but I don't have this final part of folders:

%Program Files%\EA Sports\FIFA 11\Game\data\fifarna\lua\settings.lua
 
How do you enable PostFX mate?
This are the settings I use ;)

Code:
local InitializeSettings = function()
    local as = gSportsRNA
    local settingTable = as:GetTable("Settings")

    -- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
    local levelOfDetail = as:GetString(settingTable, "LevelOfDetail") 
    if (levelOfDetail == "") then
        levelOfDetail = "high"
        as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
    end

--    levelOfDetail = "medium"

    -- Set up defaults (high detail)
    as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0)            -- number of mips to drop from RX3 textures
    as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192)    -- minimum size (here we will ignore the number of mips to drop)
    as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0)        -- flat shadow dimensions             (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
    as:SetInt(settingTable, "FlatShadow_MaxLights", 4)            -- max number of lights to allow
    as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0)        -- jumbotron render scale reduction 
    as:SetInt(settingTable, "SelfShadow", 1)        
    as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0)        -- selfshadow render scale reduction (0 normal, 1 half, 2 quartered)
    as:SetInt(settingTable, "PostFX_RainDrops", 1)
    as:SetInt(settingTable, "PostFX_AutoExp", 1)
    as:SetInt(settingTable, "PostFX_Bloom", 1)
    as:SetInt(settingTable, "PostFX_DOF", 1)
    as:SetInt(settingTable, "PostFX_Rectilinear", 1)
    as:SetInt(settingTable, "PostFX_Vignette", 1)
    as:SetInt(settingTable, "PostFX_ColorCube", 1)
    as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)

    as:SetInt(settingTable, "Grass", 1)
    as:SetInt(settingTable, "Cloth", 1)
    as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
    as:SetInt(settingTable, "PlayerLodMinimum", 0)

    -- Override..
       if (levelOfDetail == "medium") then

        -- as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
        -- as:SetInt(settingTable, "FlatShadow_MaxLights", 4)       
        -- as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1) 
        as:SetInt(settingTable, "Grass", 0)
        -- as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)

    elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
        -- Downsize Render to texture sizes and detail
        -- as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
        -- as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
        -- as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
        -- as:SetInt(settingTable, "FlatShadow_MaxLights", 1) 
        -- as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1) 
        -- as:SetInt(settingTable, "SelfShadow", 0)    

        -- Disable grass and cloth
        -- as:SetInt(settingTable, "Grass", 0)
        -- as:SetInt(settingTable, "Cloth", 0)

        -- disable pretty much all PostFX
        as:SetInt(settingTable, "PostFX_RainDrops", 0)
        as:SetInt(settingTable, "PostFX_AutoExp", 0)
        as:SetInt(settingTable, "PostFX_Bloom", 0)
        -- as:SetInt(settingTable, "PostFX_DOF", 0)
        -- as:SetInt(settingTable, "PostFX_Rectilinear", 0)
        -- as:SetInt(settingTable, "PostFX_Vignette", 0)    
        as:SetInt(settingTable, "PostFX_ColorCube", 0)
        as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
    
        as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
    end
    
    if (levelOfDetail == "superlow") then
        -- any extra tweaks here..
    end
end
InitializeSettings()
InitializeSettings = nil
 
Promitheas in main threat FIFA PC someone post your LOD setting I've copy that to my game but I have laggs in game even with defaut EA setting, that was strange because in demo new LOD set was ok and very smoothnes

but I had idea... I just copy that original setting from Your first post set that all tree valuse to 100.0 and guess what?? work PERFECT SMOOTH with no laggs, SUPERB details

I dont't know what is a diference betwen that two settings.lua files but with that http://www.mediafire.com/?jcrtdvgq4jfl4bp had lags even in EA default values and with Yours originals from first post even when i set all on 100 game runs perfect

maybe U will do a litle investigation
 
is same like original in first post only changed all three "PlayerLodPercentageMultiplier", from 1.0 to 100.00
 
Last edited:
I also made some screens, looks much better with the depth of field from near view imo :)

snap1517.png


snap1518.png


snap1519.png


snap1520.png


snap1521.png


snap1522.png
 
This is the best RNA possible, I think. Looks great to me:

local InitializeSettings = function()
local as = gSportsRNA
local settingTable = as:GetTable("Settings")

-- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
if (levelOfDetail == "") then
levelOfDetail = "high"
as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
end

-- levelOfDetail = "medium"

-- Set up defaults (high detail)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0) -- number of mips to drop from RX3 textures
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192) -- minimum size (here we will ignore the number of mips to drop)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0) -- flat shadow dimensions (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4) -- max number of lights to allow
as:SetInt(settingTable, "Jumbotron_ScaleReduction", 0) -- jumbotron render scale reduction
as:SetInt(settingTable, "SelfShadow", 1)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0) -- selfshadow render scale reduction (0 normal, 1 half, 2 quartered)
as:SetInt(settingTable, "PostFX_RainDrops", 1)
as:SetInt(settingTable, "PostFX_AutoExp", 1)
as:SetInt(settingTable, "PostFX_Bloom", 1)
as:SetInt(settingTable, "PostFX_DOF", 1)
as:SetInt(settingTable, "PostFX_Rectilinear", 1)
as:SetInt(settingTable, "PostFX_Vignette", 1)
as:SetInt(settingTable, "PostFX_ColorCube", 1)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)

as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
as:SetInt(settingTable, "PlayerLodMinimum", 0)

-- Override..
if (levelOfDetail == "medium") then

-- as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
-- as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
-- as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
as:SetInt(settingTable, "Grass", 0)
-- as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 2.5)

elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
-- Downsize Render to texture sizes and detail
-- as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
-- as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
-- as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
-- as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
-- as:SetInt(settingTable, "Jumbotron_ScaleReduction", 1)
-- as:SetInt(settingTable, "SelfShadow", 0)

-- Disable grass and cloth
-- as:SetInt(settingTable, "Grass", 0)
-- as:SetInt(settingTable, "Cloth", 0)

-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
as:SetInt(settingTable, "PostFX_AutoExp", 0)
as:SetInt(settingTable, "PostFX_Bloom", 0)
-- as:SetInt(settingTable, "PostFX_DOF", 0)
-- as:SetInt(settingTable, "PostFX_Rectilinear", 0)
-- as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)

as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 1.0)
end

if (levelOfDetail == "superlow") then
-- any extra tweaks here..
end
end
InitializeSettings()
InitializeSettings = nil
 
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