Effects by 01 Driver: stutter when AA fire

vonOben

Charter Member
Hi

I'm using Effects By 01 Driver (file date January 10, 2011) in ETO.

When the AA is firing my frame rate goes down too much and the game stutter.
I have my Effects slider on 4.

What is the recomended action to prevent this: remove the Effects by O1 Driver, lower the effects slider or is there something to tweak in the effects file?

Cheers
 
imho its up to your computer graphics , and all of system .... i have maxed out and no issues ...

also keeping up your system clean and all from malware ....


fyi
 
Don't forget to consider the sound part of the effects, as that can cause stuttering just as readily as the graphics.
 
I read something in a thread on framerates that improved my game performance. Look at your "preload.xml" and verify that all of the commonly used wav files from your sound folder are listed. Also look in your effects>fxtextures folder and make sure those .dds files are listed in the preload.xml as well. It made a noticeable difference when I did this.
 
Once you get the effects sorted, check your sound acceleration in Direct x..
I found in my machine by lowering the sound acceleration I improved my frame rates a great deal when in heavy flak..
Hope this helps..:applause:
 
Owen, does this reduce sound quality? I've had some sound related framerate hit and I want to get rid of it, but I'd like to avoid degrading sound quality across the board if possible.
 
I read something in a thread on framerates that improved my game performance. Look at your "preload.xml" and verify that all of the commonly used wav files from your sound folder are listed. Also look in your effects>fxtextures folder and make sure those .dds files are listed in the preload.xml as well. It made a noticeable difference when I did this.

Hi Lewis

Thanks for the advices given!

I searched effects.xml for flak and the only texture related to flak I could find that was not in the ETO preload.xml was cloudpuffgrey.DDS because of a typo in preload.xml (cloudpuffgey.dds).

There is no sound files in the ETO preload.xml at all.

The only sound I could find in effects.xml related to flak was this one: Sound="flak"

Below is the content of ETO preload.xml. Is there anything that I should add?

Which sounds for example?

Thanks in advance! :salute:

file="black.dds"
file="cfs3h2o.dds"
file="cfs3h2on.dds"
file="cfs3h2or.dds"
file="cfs3h2of.dds"
file="cloudpuff.dds"
file="cloudpuffgey.dds"
file="crater.dds"
file="dc_shockring.dds"
file="dc_shockwave.dds"
file="dc_smoke.dds"
file="dc_spray.dds"
file="dc_water_debris.dds"
file="dc_water_mountain.dds"
file="debris3.dds"
file="debris4.dds"
file="debris4add.dds"
file="debris4w.dds"
file="debris4wadd.dds"
file="debris5.dds"
file="debris5add.dds"
file="debris6add.dds"
file="debris7add.dds"
file="debris8add.dds"
file="debris_big1.dds"
file="debris_big2.dds"
file="debris_big3.dds"
file="debris_big4.dds"
file="debris_big4a.dds"
file="debris_big5.dds"
file="debris_big6.dds"
file="dirt_spray_large2.dds"
file="dirt_spray_large3.dds"
file="dr_bullet_spark.dds"
file="dr_bullet_water_wave.dds"
file="dr_bullet_water_wave2.dds"
file="dr_fireball.dds"
file="dr_gunsmoke.dds"
file="dr_half_shockwave.dds"
file="dr_shockwave_light.dds"
file="dr_torp_hit.dds"
file="dr_torpedo_mountain.dds"
file="dr_bullet_spark.dds"
file="dr_burned_area.dds"
file="dr_camel_blood.dds"
file="dr_chains_track.dds"
file="dr_dc_hit.dds"
file="dr_debris4wadd.dds"
file="dr_debris_big1.dds"
file="dr_dirt_spray.dds"
file="dr_dust_ring.dds"
file="dr_dust_ring_up.dds"
file="dr_dustcloud.dds"
file="dr_flare_light.dds"
file="dr_fuel_leak.dds"
file="dr_green_light.dds"
file="dr_light_smoke.dds"
file="dr_para.dds"
file="dr_red_light.dds"
file="dr_sand_scrape.dds"
file="dr_searchlight_halo.dds"
file="dr_smokeball.dds"
file="dr_smokering3.dds"
file="dr_spike_head.dds"
file="dr_wake_5.dds"
file="dr_wake_6.dds"
file="dr_wake_6_add.dds"
file="dr_white_light.dds"
file="fire1.dds"
file="fire2.dds"
file="fire3.dds"
file="fire4.dds"
file="fire4side.dds"
file="fire5side.dds"
file="fireball1a.dds"
file="fireball2.dds"
file="fireball3.dds"
file="fireball3yellow.dds"
file="fireball_additive.dds"
file="fireball_additive2.dds"
file="fireblackspots2.dds"
file="h2od_01.dds"
file="h2od_02.dds"
file="h2od_03.dds"
file="h2od_04.dds"
file="h2od_05.dds"
file="h2od_06.dds"
file="h2od_07.dds"
file="h2od_08.dds"
file="h2od_09.dds"
file="h2od_10.dds"
file="h2od_11.dds"
file="h2od_12.dds"
file="h2od_13.dds"
file="h2od_14.dds"
file="h2od_15.dds"
file="h2od_16.dds"
file="jetexhaustend1.DDS"
file="jetexhaustblue.DDS"
file="jetexhaustside1.DDS"
file="muzzleblastfront1.dds"
file="muzzleblastside1.dds"
file="muzzleblastfront4.dds"
file="muzzleblastside5.dds"
file="nav_blue_light.dds"
file="nav_glow_light.dds"
file="nav_glow_green.dds"
file="nav_glow_red.dds"
file="nav_glow_white.dds"
file="nav_green_light.dds"
file="nav_red_light.dds"
file="nav_red_light_small.dds"
file="oil_slick1.dds"
file="parafrag_bomb.dds"
file="shellcasing.DDS"
file="shock1white.dds"
file="shockwave5_add.DDS"
file="shockwavering3-additive.dds"
file="smoke2.dds"
file="smoke3.dds"
file="smoke6.dds"
file="smokepuff.dds"
file="smokepuffball.dds"
file="smokering3.dds"
file="sparks1.dds"
file="TR_smoke_4.dds"
file="TR_smoke_5.dds"
file="TR_smoke_6.dds"
file="TR_smoke_6_add.dds"
file="TR_smoke_10to1.dds"
file="tracerend5.dds"
file="tracerend5blue.dds"
file="tracerend5green.dds"
file="tracerend5purple.dds"
file="tracerend5red.dds"
file="tracerend5white.dds"
file="tracerend5yellow.dds"
file="tracerside5.dds"
file="tracerside5blue.dds"
file="tracerside5green.dds"
file="tracerside5purple.dds"
file="tracerside5red.dds"
file="tracerside5white.dds"
file="tracerside5yellow.dds"
file="tracersmoke4.dds"
file="greyhorizion_bk.dds"
file="greyhorizion_fr.dds"
file="greyhorizion_rt.dds"
file="greyhorizion_up.dds"
file="lowcumulusonhorizon_bk.dds"
file="lowcumulusonhorizion_dn.dds"
file="lowcumulusonhorizion_fr.dds"
file="lowcumulusonhorizion_lf.dds"
file="lowcumulusonhorizion_rt.dds"
file="lowcumulusonhorizon_up.dds"
file="scatteredclouds_bk.dds"
file="scatteredclouds_dn.dds"
file="scatteredclouds_fr.dds"
file="scatteredclouds_lf.dds"
file="scatteredclouds_rt.dds"
file="scatteredclouds_up.dds"
file="pac_gun.dds"
file="pac_gun_cable.dds"
file="pac_gun_cable_piece.dds"
 
Once you get the effects sorted, check your sound acceleration in Direct x..
I found in my machine by lowering the sound acceleration I improved my frame rates a great deal when in heavy flak..
Hope this helps..:applause:

Hi Owen

What tye of sound card do you have?

Mine is a Creative Sound Blaster Audigy SE.

Cheers
 
I have a Pentium (R) P4 3.06/3.07 (Dual core) CPU..

with a SB Audigy 2 ZS sound card..

A Asus/ Nvidia 8400 video card.. 512 meg..

Motherboard with 2 gig of DDR ram..
In a 5+ year old E machine..

I lowered the sound acceleration to basic in the Direct X settings.
It doubled my FPS in High AA environments, and heavy loaded missions with lots of AA fire..

Before I did this after several minutes in a high AA environment my FPS would drop off badly and start to stutter.

Now it runs like a wild horse in heat, no slow down..
And No negative affect on any of the sound quality..
 
Von Oben here is my Preload sheet. I can't say exactly which sounds you should put in yours but I addee all the ones the game commonly uses. I did have a stutter issue and it went away. I added all those sound files at once though so I can't say if certain ones fixed the problem or it was adding them collectively. Sorry I don't have a better answer.



<Preload>
<Global
file="20can_c.wav"
file="30cal_gun.wav"
file="37mm_gun.wav"
file="x50gun_01.wav"
file="60cal_gun.wav"
file="70cal_gun.wav"
file="80cal_gun.wav"
file="90cal_gun.wav"
file="120mm.wav"
file="aai_20gun.wav"
file="aai_bf109.wav"
file="aai_f4u.wav"
file="aai_p38.wav"
file="aai_p51d.wav"
file="aai_spit.wav"
file="ai_20gun.wav"
file="ai_30gun.wav"
file="ai_37guna.wav"
file="ai_37gunb.wav"
file="ai_40gun.wav"
file="ai_40gun_oneshot.wav"
file="ai_50gun.wav"
file="ai_127guna.wav"
file="ai_127gunb.wav"
file="ai_172.wav"
file="ai_514th.wav"
file="ai_a6m5.wav"
file="ai_bf110.wav"
file="ai_biplane.wav"
file="ai_jet.wav"
file="ai_turbine.wav"
file="ai_bomber.wav"
file="ai_bomber2.wav"
file="ai_bomber3.wav"
file="ai_fighter.wav"
file="ai_gun_large1.wav"
file="ai_gun_large2.wav"
file="ai_gun_large3.wav"
file="ai_gun_large4.wav"
file="ai_gun_large5.wav"
file="ai_gun_large6.wav"
file="ai_gun_large7.wav"
file="ai_gun_large8.wav"
file="ai_gun_med1.wav"
file="ai_gun_med2.wav"
file="ai_gun_med3.wav"
file="ai_gun_med4.wav"
file="ai_gun_med5.wav"
file="ai_gun_med7.wav"
file="ai_gun_med8.wav"
file="ai_gun_med9.wav"
file="ai_gun_small1.wav"
file="ai_gun_small2.wav"
file="ai_gun_small3.wav"
file="ai_gun_small4.wav"
file="ai_helicopter1.wav"
file="ai_helicopter2.wav"
file="ai_helicopter3.wav"
file="ai_helicopter4.wav"
file="ai_helicopter5.wav"
file="ai_helicopter6.wav"
file="ai_helicopter8.wav"
file="ai_Hurri.wav"
file="ai_V1.wav"
file="ai_v1x.wav"
file="ai_v2.wav"
file="air_explosion.wav"
file="amb_aexp1a.wav"
file="amb_aexp1b.wav"
file="amb_aexp1c.wav"
file="amb_aexp3a.wav"
file="amb_aexp3b.wav"
file="amb_aexp3c.wav"
file="amb_aexp4a.wav"
file="amb_aexp4b.wav"
file="amb_aexp4c.wav"
file="amb_aexp4d.wav"
file="amb_gexp1a.wav"
file="amb_gexp1b.wav"
file="amb_gexp1c.wav"
file="amb_gexp3a.wav"
file="amb_gexp3b.wav"
file="amb_gexp3c.wav"
file="amb_gexp4a.wav"
file="amb_gexp4b.wav"
file="amb_gexp4c.wav"
file="amb_gexp5a.wav"
file="amb_gexp5b.wav"
file="amb_gexp5c.wav"
file="amb_wexp1a.wav"
file="amb_wexp1b.wav"
file="amb_wexp1c.wav"
file="amb_wexp3a.wav"
file="amb_wexp3b.wav"
file="amb_wexp3c.wav"
file="amb_wexp4a.wav"
file="amb_wexp4b.wav"
file="amb_wexp4c.wav"
file="black.dds"
file="b_airraid.wav"
file="bomb.wav"
file="bomblp.wav"
file="bulletby01.wav"
file="bulletby02.wav"
file="bulletby03.wav"
file="bulletby04.wav"
file="bulletby05.wav"
file="bulletby06.wav"
file="bullethit01.wav"
file="bullethit02.wav"
file="bullethit03.wav"
file="bullethit04.wav"
file="bullethit05.wav"
file="bullethit06.wav"
file="bullethit07.wav"
file="bullethit08.wav"
file="bullethit09.wav"
file="bullethit10.wav"
file="bullethit11.wav"
file="cann1.wav"
file="cann2.wav"
file="cann3.wav"
file="cannon_flash_star.dds"
file="canopy_damaged.wav"
file="clusterbomb01.wav"
file="clusterbomb02.wav"
file="clusterbomb03.wav"
file="collide.wav"
file="crash_ground01.wav"
file="crash_ground02.wav"
file="crash_ground03.wav"
file="crash_water01.wav"
file="crash_water02.wav"
file="crash_water03.wav"
file="crash_water_lg01.wav"
file="crash_water_lg02.wav"
file="crash_water_sm01.wav"
file="crash_water_sm02.wav"
file="damage_tail01.wav"
file="damage_tail02.wav"
file="damage_wing01.wav"
file="damage_wing02.wav"
file="divewind.wav"
file="Eject.wav"
file="elco_50cal.wav"
file="eng_damage.wav"
file="eng_damagep38a.wav"
file="eng_damagep38b.wav"
file="eng_fire_1.wav"
file="eng_fire_2.wav"
file="gun_x8x303_browning.wav"
file="Fire2.wav"
file="Fire-Loop 01.wav"
file="fireball_rckt.dds"
file="fireball_rckt_b.dds"
file="flak1.wav"
file="flak2.wav"
file="flak3.wav"
file="flak4.wav"
file="flak5.wav"
file="flak6.wav"
file="flak7.wav"
file="flak8.wav"
file="flak9.wav"
file="flak10.wav"
file="flak11.wav"
file="flak.wav"
file="flak_general.wav"
file="Flamethrower 01.wav"
file="flaps_brit_engage.wav"
file="flaps_brit_retract.wav"
file="flaps_german.wav"
file="gat.wav"
file="gear_brit_broken.wav"
file="gear_brit_engage.wav"
file="gear_brit_retract.wav"
file="gear_dn.wav"
file="gear_german_broken.wav"
file="gear_german_engage.wav"
file="gear_german_retract.wav"
file="gear_up.wav"
file="gear_us_broken.wav"
file="gear_us_engage.wav"
file="gear_us_retract.wav"
file="GRAU_8.WAV"
file="grenade_efx1_92_2.wav"
file="gun_13mm_mg131.wav"
file="gun_50_browning_M3.wav"
file="gun_75mm.wav"
file="gun_303_browning.wav"
file="gun_792mm_mg81.wav"
file="gun_gau_8.wav"
file="gun_M230.wav"
file="gun_naval5in.wav"
file="gun_naval8in.wav"
file="gun_naval16in.wav"
file="impact_large_b.wav"
file="impact_med_c.wav"
file="impact_small_d.wav"
file="lgblylnd.wav"
file="lgwngscr.wav"
file="locomotive01.wav"
file="locomotive02.wav"
file="M61A1_20mm.wav"
file="MAXMuzzleBlastFront.dds"
file="MAXMuzzleBlastFrontB.dds"
file="MAXMuzzleBlastSide.dds"
file="MAXTracerEnd.dds"
file="MAXTracerSide.dds"
file="MAXTracerSmoke.dds"
file="Mic_smoke_one.dds"
file="migun.wav"
file="mist.dds"
file="missile01.wav"
file="missile02.wav"
file="missle_center.wav"
file="missle_launch.wav"
file="missle_wing.wav"
file="muzzleblastfront1.dds"
file="muzzleblastfront4.dds"
file="muzzleblastfront5.dds"
file="muzzleblastfront6.dds"
file="muzzleblastfront7.dds"
file="muzzleblastfront8.dds"
file="muzzleblastfront9.dds"
file="muzzleblastfront10.dds"
file="muzzleblastfront11.dds"
file="muzzleblastfront12.dds"
file="muzzleblastfront13.dds"
file="muzzleblastfront14.dds"
file="muzzleblastfront15.dds"
file="muzzleblastfront16.dds"
file="muzzleblastfront-b.dds"
file="muzzleblastside1.dds"
file="muzzleblastside5.dds"
file="muzzleplastfront1.dds"
file="muzzleplastfront4.dds"
file="muzzleplastside1.dds"
file="muzzleplastside5.dds"
file="muzzleplastsidez.dds"
file="N_BulletFlash.dds"
file="N_MuzzleBlastFront.dds"
file="N_MuzzleBlastSide.dds"
file="nuke.wav"
file="off_brit303.wav"
file="off_gun_lewis2.wav"
file="off_gun_lewis3.wav"
file="off_gun_lewis.wav"
file="off_gun_spandau2.wav"
file="off_gun_spandau3.wav"
file="off_gun_spandau.wav"
file="off_gun_vickers2.wav"
file="off_gun_vickers3.wav"
file="off_gun_vickers.wav"
file="off_xbrit303.wav"
file="off_xgun_lewis2.wav"
file="off_xgun_lewis3.wav"
file="off_xgun_lewis.wav"
file="off_xgun_spandau2.wav"
file="off_xgun_spandau3.wav"
file="off_xgun_spandau.wav"
file="off_xgun_vickers2.wav"
file="off_xgun_vickers3.wav"
file="off_xgun_vickers.wav"
file="overstress.wav"
file="ship_primary_expl.wav"
file="siren.wav"
file="smblylnd.wav"
file="SonicBoom.wav"
file="stall.wav"
file="thun1a.wav"
file="thun1b.wav"
file="thun2a.wav"
file="thun2b.wav"
file="thun3a.wav"
file="thun3b.wav"
file="thun4a.wav"
file="thun4b.wav"
file="thun5a.wav"
file="thun5b.wav"
file="trackvehicleheavy01.wav"
file="usflap.wav"
file="wheelvehicleheavy01.wav"
file="wind3.wav"
file="wind4.wav"
file="wind_opencockpit.wav"
file="x20can_c.wav"
file="x30cal_gun.wav"
file="x37mm_gun.wav"
file="x50gun_01.wav"
file="x60cal_gun.wav"
file="x70cal_gun.wav"
file="x80cal_gun.wav"
file="x90cal_gun.wav"
file="xa.wav"
file="xb_airraid.wav"
file="xbomblp.wav"
file="xdamage_tail01.wav"
file="xdamage_tail02.wav"
file="xdamage_wing01.wav"
file="xdamage_wing02.wav"
file="xelco_50cal.wav"
file="xeng_damage.wav"
file="xeng_damagep38a.wav"
file="xeng_damagep38b.wav"
file="xeng_fire_1.wav"
file="xeng_fire_2.wav"
file="xflak1.wav"
file="xflak2.wav"
file="xflak3.wav"
file="xflak4.wav"
file="xflak5.wav"
file="xflak6.wav"
file="xflak7.wav"
file="xflak8.wav"
file="xflak9.wav"
file="xflak10.wav"
file="xflak11.wav"
file="xgat.wav"
file="xgear_engage_bomber.wav"
file="xgear_engage_fighter.wav"
file="xgear_retract_bomber.wav"
file="xgear_retract_fighter.wav"
file="xGRAU_8.WAV"
file="xgun_x8x303_browning.wav"
file="xgun_13mm_mg131.wav"
file="xgun_50_browning_M3.wav"
file="xgun_75mm.wav"
file="xgun_303_browning.wav"
file="xgun_792mm_mg81.wav"
file="xgun_M230.wav"
file="xgun_nebrcktai.wav"
file="xlocomotive01.wav"
file="xlocomotive02.wav"
file="xM61A1_20mm.wav"
file="xmigun.wav"
file="xmissile01.wav"
file="xmissle.wav"
file="xship_primary_expl.wav"
file="xSonicBoom.wav"
file="xstruct_taila.wav"
file="xstruct_tailb.wav"
file="xstruct_winga.wav"
file="xstruct_wingb.wav"
file="xthun1a.wav"
file="xthun1b.wav"
file="xthun2a.wav"
file="xthun2b.wav"
file="xthun3a.wav"
file="xthun3b.wav"
file="xthun4a.wav"
file="xthun4b.wav"
file="xthun5a.wav"
file="xthun5b.wav"
file="xtrackvehicleheavy01.wav"
file="xwheelvehicleheavy01.wav"
file="Xv1.wav"
file="Xv1_2.wav"
file="xwatersplash.wav"
file="acc_debris2.dds"
file="acc_debris5_dirt.dds"
file="acc_debris.dds"
file="acc_debris_dirt2.dds"
file="acc_debris_dirt.dds"
file="acc_fire2.dds"
file="acc_light_glow.dds"
file="Airial Mine RST1.dds"
file="api_debris5.dds"
file="api_flash.dds"
file="api_sparks2.dds"
file="api_sparks.dds"
file="black.dds"
file="BlueFlame.dds"
file="brackets.dds"
file="cam_tracer5endred.dds"
file="cam_tracer5sidered.dds"
file="can_tracerend5.dds"
file="can_tracerside5.dds"
file="cans_tracerend5.dds"
file="cans_tracerside5.dds"
file="cfs3h2o.dds"
file="cfs3h2on.dds"
file="cfs3h2or.dds"
file="cfs3h2of.dds"
file="cloudpuff.dds"
file="CloudPuffAdd.dds"
file="crater.dds"
file="debris3.dds"
file="debris4.dds"
file="debris4ADD.dds"
file="debris4w"
file="debris4WADD.dds"
file="debris5.dds"
file="debris_big1.dds"
file="debris_big2.dds"
file="debris_big3.dds"
file="debris_big4.dds"
file="debris_big4a.dds"
file="debris_big5.dds"
file="debris_big6.dds"
file="dirt_spray_large2.dds"
file="dirt_spray_Large3.dds"
file="dc_shockring.dds"
file="dc_shockwave.dds"
file="dc_smoke.dds"
file="dc_spray.dds"
file="dc_water_debris.dds"
file="dc_water_mountain.dds"
file="dr_bullet_water_wave.dds"
file="dr_bullet_water_wave2.dds"
file="dr_fireball.dds"
file="dr_gunsmoke.dds"
file="dr_half_shockwave.dds"
file="dr_shockwave_light.dds"
file="dr_torp_hit.dds"
file="dr_torpedo_mountain.dds"
file="dr_bullet_spark.dds"
file="dr_burned_area.dds"
file="dr_camel_blood.dds"
file="dr_chains_track.dds"
file="dr_dc_hit.dds"
file="dr_debris4wadd.dds"
file="dr_debris_big1.dds"
file="dr_dirt_spray.dds"
file="dr_dust_ring.dds"
file="dr_dust_ring_up.dds"
file="dr_dustcloud.dds"
file="dr_flare_light.dds"
file="dr_fuel_leak.dds"
file="dr_green_light.dds"
file="dr_light_smoke.dds"
file="dr_para.dds"
file="dr_red_light.dds"
file="dr_sand_scrape.dds"
file="dr_searchlight_halo.dds"
file="dr_smokeball.dds"
file="dr_smokering3.dds"
file="dr_spike_head.dds"
file="dr_wake_5.dds"
file="dr_wake_6.dds"
file="dr_wake_6_add.dds"
file="dr_white_light.dds"
file="fire1.dds"
file="fire2.dds"
file="fire3.dds"
file="fire4.dds"
file="fire4side.dds"
file="fire5side.dds"
file="fireball1a.dds"
file="fireball2.dds"
file="fireball3.dds"
file="fireball3yellow.dds"
file="fireball4.dds"
file="fireball_additive.dds"
file="fireball_additive2.dds"
file="fireBlackSpots2.dds"
file="fireglow.dds"
file="fireglowadd.dds"
file="flash.dds"
file="Flashinv.dds"
file="flashinvadd.dds"
file="greyhorizion_bk.dds"
file="greyhorizion_fr.dds"
file="greyhorizion_rt.dds"
file="greyhorizion_up.dds"
file="h2od_01.dds"
file="h2od_02.dds"
file="h2od_03.dds"
file="h2od_04.dds"
file="h2od_05.dds"
file="h2od_06.dds"
file="h2od_07.dds"
file="h2od_08.dds"
file="h2od_09.dds"
file="h2od_10.dds"
file="h2od_11.dds"
file="h2od_12.dds"
file="h2od_13.dds"
file="h2od_14.dds"
file="h2od_15.dds"
file="h2od_16.dds"
file="JetExhaustEnd1.DDS"
file="JetExhaustBlue.DDS"
file="JetExhaustSide1.DDS"
file="locomotive01.wav"
file="lowcumulusonhorizion_dn.dds"
file="lowcumulusonhorizion_bk.dds"
file="lowcumulusonhorizion_fr.dds"
file="lowcumulusonhorizion_rt.dds"
file="oil_slick1.dds"
file="RedFlash.dds"
file="rounddust.dds"
file="RoundMist.dds"
file="RoundMistShock.dds"
file="rounddust2.dds"
file="scatteredclouds_bk.dds"
file="scatteredclouds_dn.dds"
file="scatteredclouds_fr.dds"
file="scatteredclouds_rt.dds"
file="scatteredclouds_up.dds"
file="ShellCasing.DDS"
file="shock1white.dds"
file="shockwave5_add.DDS"
file="shockwaveRing3-Additive.dds"
file="shock.dds"
file="shockwave5_add.dds"
file="shock2.dds"
file="smoke2.dds"
file="smoke3.dds"
file="smoke6.dds"
file="smokepuff.dds"
file="smokeRing3.dds"
file="smoke2dark.dds"
file="sparks1.dds"
file="sparks2.dds"
file="tracerEnd5.dds"
file="tracerSide5.dds"
file="tracerSmoke4.dds"
file="tracerend5blue.dds"
file="tracerend5green.dds"
file="tracerend5purple.dds"
file="tracerend5red.dds"
file="tracerend5white.dds"
file="tracerend5yellow.dds"
file="tracerside5blue.dds"
file="tracerside5green.dds"
file="tracerside5purple.dds"
file="tracerside5red.dds"
file="tracerside5white.dds"
file="tracerside5yellow.dds"
file="trackvehicleheavy01.wav"
file="TR_smoke_4.dds"
file="TR_smoke_5.dds"
file="TR_smoke_6.dds"
file="TR_smoke_6_add.dds"
file="TR_smoke_10to1.dds"
file="WaterHitSpike.dds"
file="wheelvehicleheavy01.wav"/>
</Preload>
 
Once you get the effects sorted, check your sound acceleration in Direct x..
I found in my machine by lowering the sound acceleration I improved my frame rates a great deal when in heavy flak..
Hope this helps..:applause:

:mixedsmi:I did in winxp was easy, but win7 :isadizzy:I can'nt figure ;t out.
 
Has anyone found out how to do this in win7?

I just got a Win 7 machine last week, I haven't had a chance to explore it yet..
I will have a look into this also.

Something I will need to find also it looks like..
sound acceleration is in the Dixect x set up in XP. and I have No idea yet where this is at in Win 7..
YET..
 
Back
Top