Thursday 24 August 2017

Borderlands 2 trading system


Borderlands 2 Microsoft Windows, Mac, Linux, Playstation 3, Playstation Vita, Playstation 4, Xbox 360, dan Xbox One Borderlands 2 diumumkan secara resmi pada tanggal 3 Agustus 2011. Game ini dirilis pada tanggal 18 September 2012 di Amerika Serikat, September 20, 2012 di kawasan Australasia dan 21 September 2012 secara internasional. Perbatasan 2 dibangun di Unreal Engine 3 dan menggunakan teknologi PhysX. Diumumkan oleh Randy Pitchford, CEO Gearbox, bahwa game tersebut terjual lebih dari 12 juta unit pada bulan Maret 2015 di semua platform. 1 Set lima tahun setelah kejadian Borderlands Handsome Jack. Antagonis utama permainan, telah mengambil alih Hyperion Corporation, menyatakan dirinya sebagai Diktator Pandora dan mengambil semua kredit untuk menemukan Vault - sejauh bertanggung jawab untuk membunuh Destroyer. Jack juga telah menghapus banyak cahaya di planet ini dengan memiliki dasar berbentuk H yang mengorbit berbentuk raksasa di depan bulan stasioner Pandoras, menciptakan atmosfer kakak di seluruh planet ini. Kelompok baru Pemburu Vault di Perbatasan 2 bertugas membunuh Jack dan mengembalikan kedamaian ke Pandora. Perbatasan 2 dimulai dengan protagonis di kereta ke lokasi yang tidak ditentukan untuk memulai pencarian mereka terhadap brankas. Kereta api ternyata menjadi jebakan yang dipasang oleh Tampome Jack, untuk membunuh semua orang yang mencari Vault. Pemburu Vault membela diri cukup lama untuk mencapai mobil kereta yang dipenuhi bahan peledak dan Jack tampan tampan. Peledakan tersebut menyebabkan kereta api mogok di Arktik Wasteland, dengan tim baru kami bertebaran melintasi reruntuhan. Permainan mengambil dengan Pemburu Vault bangun untuk Claptrap menggali melalui sisa-sisa. Malaikat Pelindung misterius kemudian menghubungi mereka dan menjelaskan bahwa Jack Tampan harus dibunuh, mengarahkan pemain untuk menyelamatkan empat pemburu Vault asli dari cengkeraman Hyperions untuk melakukannya. Keempat pemburu Vault asli muncul kembali dalam sekuelnya sebagai NPC. Mengambil peran penting selama alur cerita utama dan menawarkan misi opsional yang melanjutkan kisah pribadi mereka. Kelas Karakter DLC hanya kendaraan: Kendaraan ini hanya digunakan oleh NPC dan tidak dapat digerakkan secara sah oleh pemain Senjata Produsen Senjata merek Bandit - Bandit sendiri sekarang membuat banyak senjata mereka sendiri. Senjata ini menjadi olahraga majalah terbesar dalam game, namun memiliki statistik biasa-biasa saja. Senjata Dahl fokus pada stabilitas, presisi dan ledakan api, dan pewarnaan warna kamuflase. Sebagian besar senjata Dahl menampilkan tingkat pemotretan otomatis penuh tanpa meluncur masuk, sementara scoped di pistol menembak dalam semburan. Senjata Hyperion mempertahankan keakuratan tradisional mereka yang tinggi, dengan gaya sci-fi, yang menampilkan efek elemen bercahaya dan garis-garis tebal. Berbeda dengan senjata lainnya, keakuratan senjata Hyperion semakin bertambah semakin lama pemicunya ditekan, namun mereka mulai dengan akurasi yang rendah. Senjata Jakob mempertahankan tradisi kerusakan non-unsur yang tinggi (kecuali beberapa senjata) karena ukurannya yang rendah dan rendah, namun mengalami sedikit perubahan dari cicilan sebelumnya. Senapan serbu, senapan dan pistol api secepat pemicunya ditarik, sementara senapan sniper masih membutuhkan ditunggu putaran menjadi bilik. Senjata Maliwan mempertahankan fokusnya pada kerusakan elemental, dan menggunakan desain yang sangat ramping dan futuristik, dengan sudut yang membulat, warna-warna cerah dan banyak lampu berkedip. Senjata Tediore memiliki nuansa yang berbeda, yang digambarkan sebagai Cheap, pecahan plastik omong kosong dan senjata Wal-Mart oleh Randy Pitchford. Alih-alih diisi ulang, senjata Tediore dibuang dan meledak seperti granat yang tersisa lebih banyak amunisi dalam klip tersebut, semakin besar ledakan tersebut. Sebuah penggaris pistol full-loaded di tangan karakter setelah senjata yang dikeluarkan dibuang. Promosi pra-rilis menyatakan bahwa, karena kemampuan eksplosifnya, ada kemungkinan senjata Tediore meledak di tangan pengguna sebelum membuangnya. Montir ini tidak berhasil masuk ke dalam produk jadi. Senjata Torgue menampilkan amunisi Gyrojet yang menyeimbangkan kerusakan akibat medan dengan kecepatan proyektil rendah dan mengurangi kapasitas majalah. Vladof melanjutkan tradisi senjata mereka dengan tingkat api yang sangat tinggi, dan menghasilkan laras seperti minigun yang berputar. Vladof menggunakan bahan yang berkisar dari kayu lapuk sampai krom seperti logam. Fitur Miscellaneous Karakter kustomisasi - Perlengkapan, kulit, dan kepala baru tersedia sebagai tetes dari bos dan musuh tertentu dan sebagai misi, tantangan, dan penghargaan meratakan. Mereka menampilkan berbagai nilai kelangkaan. E-tech - Sebuah peninggalan dari senjata Borderlands Eridian, E-tech adalah teknik modifikasi barel yang bekerja dengan semua merek senjata. 1 Badass Rank - Melengkapi tantangan akan meningkatkan Peringkat Badass, dan tingkat tantangan yang lebih keras atau lebih tinggi, semakin banyak Peringkat Badass diberikan setelah selesai. Mendapatkan peringkat yang cukup memberi peringkat pada Token Badass, dapat ditukarkan dengan kenaikan stat yang berlaku untuk semua karakter profil. Tujuan Opsional - Sekarang ada tujuan yang tidak diperlukan (seperti menjaga sekutu di atas 50 kesehatan). Hadiah ditabulasikan. Elemental Nerfing - Dimana Borderlands musuh berbasis unsur dapat dibunuh dengan kerusakan peluru semata dari senjata elementer yang sama, musuh Borderlands 2 akan mengurangi kerusakan secara signifikan dari unsur-unsur yang menggunakan senjata yang mereka tahan. Misi Pilihan Berganda - Beberapa misi akan menampilkan pilihan bagaimana mereka akan selesai. Antarmuka Perdagangan - Sistem perdagangan dibuat yang memungkinkan pemain untuk secara formal menukar atau menjual barang. Pemain juga bisa bertaruh item untuk menjadi duel. Perangkap - Beberapa barang jarahan yang dijatuhkan secara normal (peti, polong tanaman, dll.) Mengandung perangkap, dari musuh yang bermusuhan dengan granat hidup. One Point Wonders - Keterampilan game changer yang bisa mengubah pilihan dan gaya gameplay yang ada namun hanya memerlukan investasi kecil untuk membuka kunci pada tingkat dasar. Eridium - Unsur baru yang bisa digunakan untuk menambah kekuatan elemental lainnya. Ini juga merupakan mata uang yang dapat digunakan untuk meng-upgrade kapasitas ruang ransel, ruang senjata bank, kapasitas amunisi senjata, meningkatkan kemampuan karakter sementara, dan membuka peti khusus (hanya untuk DLC) Promosi Premiere Club - Bonus Pre-Order meliputi: Kunci Emas - Membuka item langka di Holy Loot Chest yang misterius. Vault Hunters Relic - Bermain solo atau bekerjasama dengan teman dan meningkatkan keberuntungan berburu perlengkapan Anda dengan Relawan Vault Hunters. Gearbox Gunpack - Paket Gearbox Golden Guns yang unik untuk membantu Anda memulai perjalanan Anda di Pandora. Konsumen yang memesan Borderlands 2 sebelumnya menerima DLC Mechromancer secara gratis. Konsumen yang melakukan pre-order dari GameStop (AS). EB Games (AUNZCAN) atau GAME (UK) juga mendapat akses ke Creat Creat Slaughter Dome. Konsumen juga dapat mengirimkan ide mereka untuk mendapatkan nama senjata untuk dimasukkan ke dalam paket konten tambahan di GameStops Facebook Page. Nama pistol ini (Jaket Kuning) Edisi Khusus Edisi Vault Hunter Edisi Ultimate Loot Chest Edition Edisi Terbaik (2 UVHM Paid Patch Tidak Termasuk) Borderlands 2 Season Pass - 4 DLC (tidak termasuk paket preorder) Borderlands 2 PlayStation Vita Bundle Borderlands Triple Pack Termasuk semua DLC di PS3 dan Xbox 360 Borderlands Koleksi Tampan mencakup semua DLC di PS4 dan Xbox One Deluxe Vault Hunters Edition Lagu intro Borderlands 2 adalah Hero Perubahan Pendek oleh Heavy. Lagu kredit Borderlands 2 adalah How You Like Me Now juga oleh The Heavy. Perbatasan 2 dianggap oleh banyak kritikus dan pemain, permainan Borderlands terbaik dalam rangkaian sampai saat ini. Psycho di sampulnya membuat isyarat pistol dengan kedua tangan dan mengarahkan mereka ke kepalanya lagi. Ini adalah pengulangan sampul pertandingan pertama, di mana seorang Psycho membuat isyarat senjata itu dengan satu tangan dan mengarahkannya ke kepalanya (Borderlands - gt Borderlands 2). Referensi Attendance blocker yang terdeteksi Wikia adalah situs yang menggunakan gratis yang menghasilkan uang dari iklan. Kami memiliki pengalaman yang dimodifikasi untuk pemirsa yang menggunakan iklan blocker Wikia tidak dapat diakses jika Anda telah melakukan modifikasi lebih lanjut. Hapus aturan pemblokir iklan khusus dan halaman akan dimuat sesuai yang diharapkan. Borderlands 2 Perbatasan: Panduan Pra-Sekuel Tweak Optimalisasi Umum Perbatasan 2 Panduan Tweak Oleh Koroush Ghazi Perbatasan: Penambahan Pre-Sekuel Oleh Andrew Burnes 2012s Borderlands 2 featured Campuran komedi, shooting, penjarahan, dan permainan peran yang sangat halus, mendorong permainan yang diulas dengan baik ke puncak grafik penjualan, dan mengembangkan franchise Borderlands menjadi salah satu dari 2K Games yang paling populer. Sekarang, pada tahun 2014, Gearbox dan 2K Games kembali dengan Borderlands: The Pre-Sequel. Ditetapkan sebelum peristiwa Borderlands 2 dan dibintangi Jack Handsome yang jahat tapi tidak cukup bagus, bersama dengan pemeran baru karakter yang dapat dimainkan. Pada rilis, GeForce menerbitkan panduan tweak komprehensif yang memungkinkan pemain Borderlands 2 memaksimalkan kesetiaan grafis dan untuk mengkonfigurasi permainan sesuai dengan keinginan mereka. Dan sementara Borderlands: Pre-Sequel adalah binatang yang berbeda dalam hal gameplay, di balik layar, ia menggunakan teknologi yang sama dengan Borderlands 2, jadi alih-alih menduplikat pekerjaan yang ada, kami telah meninjau dan memperbarui semua info yang ada, yang merujuk pada The Pre-Sequel Dengan driver terbaru, dan telah secara ekstensif menguji Pre-Sequels memperbaiki pengaturan PhysX GPU-accelerated, yang menawarkan empat kali lipat detail per efek. Selanjutnya, kami telah memeriksa manfaat teknologi Dynamic Super Resolution (DSR) NVIDIA yang baru, yang memberi Anda grafis berkualitas 4K pada layar HD manapun. Jadi, masuklah dan pelajari bagaimana setiap setelan game memengaruhi kinerja, bagaimana Anda dapat mengoptimalkan sistem Anda, dan bagaimana Anda bisa memeras kesetiaan grafis lebih banyak dari kedua game tersebut. Optimalisasi Sistem Umum Hampir sama pentingnya dengan pengaturan dalam game apa pun cara instalasi Windows Anda dikonfigurasi. Banyak masalah dan masalah kinerja, terutama gagap, mogok dan kemunduran, dapat ditelusuri langsung ke pengaturan yang tidak optimal pada Windows dan driver yang sudah usang atau dikonfigurasi dengan buruk. Pergi melalui Panduan Gaming Stabil kami untuk mendapatkan PC Anda dalam kondisi terbaik, dan paling tidak pastikan untuk memperbarui Driver Grafis Anda ke versi terbaru yang tersedia. Pengukuran Kinerja Agar berhasil melakukan tweaker, Anda memerlukan beberapa cara untuk mengukur kinerja Anda secara objektif dalam Frames Per Second (FPS). Cara termudah untuk melakukannya adalah dengan menggunakan perintah Stat FPS, seperti yang tercakup dalam Perintah Konsol di bagian Tweaker Tingkat Lanjut. Cara lain adalah dengan mendownload dan menginstal utilitas FRAPS gratis, lalu jalankan sebelum memulai Borderlands 2 atau Borderlands: Pre-Sequel. Salah satu metode akan memberi Anda counter FPS yang ditampilkan di sudut layar Anda. Perhatikan FPS Anda selama pertandingan, terutama saat adegan grafis yang intens, seperti pertarungan berat. Jika FPS Anda turun ke tingkat yang sangat rendah pada titik tertentu, atau terus-menerus melonjak, maka ini adalah indikasi bagus bahwa Anda perlu menyesuaikan berbagai pengaturan, apakah akan menaikkan FPS minimum Anda setidaknya 30 FPS atau lebih, atau hanya untuk Menstabilkan framerate Anda untuk mencegah gagap. Pengaturan Umum Untuk mengakses rangkaian pengaturan dalam game lengkap, luncurkan Borderlands 2 atau Borderlands: Pre-Sequel, tekan ESC untuk membuka Menu Utama dan pilih Opsi. Pilihan Video dibahas secara rinci nanti dalam panduan ini. Pertama, kita memeriksa bagian Gameplay, Audio, Keyboard Mouse dan Controller umum dari pilihan. Pesan Pelatihan: Jika diatur ke Aktif, pesan pelatihan akan muncul secara berkala di layar yang memberi Anda petunjuk dan rincian tentang penggunaan berbagai fitur di Perbatasan 2 dan Perbatasan: Pre-Sequel. Mereka tampil paling sering pada bagian awal permainan. Jika Anda baru mengenal seri Borderlands maka yang terbaik adalah membiarkan setting ini diaktifkan. Permintaan Duel: Setelan ini mengontrol apakah Anda akan secara otomatis menolak semua permintaan dari pemain online lainnya untuk terlibat dalam duel, atau apakah Anda dapat Menerima permintaan tersebut. Weapon Aim Toggle: Jika disetel ke On, saat Anda menekan tombol tujuan (tombol mouse kanan secara default), Anda akan melihat ke bawah pemandangan senapan Anda, sampai Anda menekan tombol yang sama lagi. Jika disetel ke Mati, Anda harus menahan tombol agar tetap berada di bawah pemandangan. Crouch Toggle: Jika disetel ke On, saat Anda masuk ke jongkok (kunci C secara default), Anda akan tetap berada dalam posisi berjongkok sampai Anda menekan tombol yang sama lagi. Jika disetel ke Mati, Anda hanya akan tetap berjongkok selama Anda menahan tombol jongkok. Fixed Minimap Rotation: Pengaturan ini mengontrol cara minimap, ditampilkan di sudut kanan atas layar, berperilaku. Jika diatur ke On, lingkungan minimap akan berputar mengelilingi indikator karakter Anda di tengah minimap saat Anda melihat-lihat. Jika disetel ke Mati, lingkungan minimap akan tetap terjaga, dan panah indikator karakter Anda akan berubah ke arah mana titik itu berdasarkan arah yang Anda hadapi. Rotasi Item: Pengaturan ini menentukan cara di mana objek berperilaku saat diperiksa di Inventaris Anda. Dalam praktiknya, tampaknya tidak ada perbedaan apakah opsi ini disetel ke Tetap atau Terkunci - Anda dapat melihat item apa pun di inventaris Anda dengan mengklik kanan dan memilih Inspect, dan Anda dapat memutar item secara bebas dengan menekan tombol kiri mouse Anda. Dan menggerakkan mouse. Kunci Kamera Saat Pengereman: Jika disetel ke Enable, setiap kali Anda melakukan powerslide pada kendaraan (kunci G secara default), kamera akan mencoba tetap menunjuk ke arah kendaraan yang sedang Anda hadapi. Jika disetel ke Disable, kamera akan tetap mengarah ke arah garis bidik Anda selama sebuah powerlide. Gunakan Pengarah Balik Balik: Pengaturan ini mengontrol cara kemudi Anda berperilaku saat membalikkan di dalam kendaraan. Jika diatur ke On, dan bila menggunakan kamera mundur di dalam kendaraan (kunci V secara default), gerakkan mouse ke kiri akan mengakibatkan kendaraan membalik ke kanan jika disetel ke Mati, pengaturannya akan terbalik. Trading: Opsi ini mengontrol apakah Anda dapat mengambil bagian dalam sistem perdagangan game dengan pemain online lainnya. Jika disetel ke On, pemain lain bisa melakukan perdagangan dengan Anda. Censor Gore: Jika opsi ini disetel ke Yes, bentuk utama menanduk dalam permainan, seperti darah dan pemotongan, akan dinonaktifkan. Menonaktifkan kental juga bisa meningkatkan performa saat bertarung. Jika opsi ini disetel ke Tidak, maka menanduk tidak akan disensor dengan cara apapun. Namun jika pengaturan PhysX Effects berada di Low, maka tidak akan ada darah dan darah kental, terlepas dari setting ini. Lihat PhysX Effects di bagian Graphics Settings nanti di panduan ini. Gunzerking Autoswitch: Kemampuan untuk menggunakan dua senjata yang berbeda pada waktu yang sama di Borderlands 2 dikenal sebagai Gunzerking. Kemampuan dual-wield ini adalah keahlian unik karakter Gunzerker dalam permainan. Jika opsi ini disetel ke Ya, tata letak kontrol Anda untuk tombol kuncup api primer dan sekunder Anda akan otomatis berubah saat Gunzerking: api utama (tombol kiri mouse secara default) akan menembakkan senapan kiri, api sekunder (tombol mouse kanan secara default) kanan. Jika diset ke Tidak, kontrol senjata tetap sama seperti biasa saat Gunzerking. Tak satu pun dari pengaturan di bawah ini memiliki dampak pada kinerja. Musik, Efek Suara, Volume Dialog: Slider ini masing-masing mengontrol tingkat volume musik game, efek suara seperti suara tembakan dan jejak kaki, dan dialog yang diucapkan oleh karakter. Sub judul: Jika disetel ke Hidupkan, subtitel teks akan ditampilkan di bagian bawah layar selama percakapan dan adegan potong. Menetapkan opsi ini ke Off akan menghapus semua sub judul tersebut. Pemutaran Pemain: Opsi ini mengontrol berbagai ucapan cerdas yang dapat dilakukan pemain Anda secara otomatis setiap saat, terutama selama pertempuran. Jika Anda tidak ingin pemain Anda membuat info semacam itu, tetapkan opsi ini ke Mati. Push To Talk: Pilihan ini berkaitan dengan komunikasi dengan pemain online lainnya yang Anda lakukan melalui mikrofon Anda. Jika disetel ke On, Anda hanya akan mengirimkan suara dari mikrofon Anda saat Anda menekan tombol Bicara (T secara default). Jika disetel ke Mati, suara yang diambil oleh mikrofon Anda akan terus dikirim (seperti pernapasan Anda), yang dapat mengganggu pemain lain, dan menggunakan sumber daya jaringan. VOIP Chat Volume: Slider ini menentukan volume obrolan suara online. Mute Audio on Focus Loss: Jika disetel ke On, setiap kali permainan diminimalkan atau tidak menjadi fokus utama Windows, semua audio permainan akan otomatis dibungkam. Jika disetel ke Mati, audio akan tetap diputar di latar belakang. Mouse Mouse Balikkan Mouse Lihat: Jika disetel ke On, mendorong mouse ke depan akan membuat karakter Anda mengarah ke bawah, dan menggerakkan mouse kembali akan membuat mereka mengarah ke atas. Jika disetel ke Mati, pengaturannya terbalik. Sensitivitas Mouse: Slider ini menentukan tingkat responsivitas mouse terhadap gerakan Anda. Selanjutnya ke kanan slider, semakin responsif mouse akan terasa. Ingatlah bahwa jika gerakan mouse Anda terasa kendur bahkan setelah menaikkan Sensitivitas Mouse, ada beberapa hal lain yang harus Anda periksa: Jika framerate Anda jatuh di bawah sekitar 25 FPS setiap saat, terutama saat pertempuran berat, Anda harus menyesuaikan pengaturan Anda. Untuk meningkatkan FPS minimum Anda dan karenanya menjaga agar mouse Anda merasa sesuai responsif setiap saat. Periksa pengaturan grafis Framerate (yang akan dibahas kemudian dalam panduan ini) untuk memastikannya tidak disetel ke penutup rendah, seperti 30 FPS. Beberapa orang akan menganggap frame rate maksimum ini terlalu rendah sehingga memungkinkan responsif yang memadai. Pengaturan Mouse Smoothing (tertutup di bawah) dapat berdampak negatif pada perasaan responsif jika diaktifkan. VSync dalam bentuk apapun - apakah diaktifkan dalam permainan, atau di Panel Kontrol NVIDIA - dapat berkontribusi pada perasaan yang kurang responsif terhadap gerakan mouse. Lihat pengaturan VSync di bagian Graphics Settings nanti di panduan ini untuk rinciannya. Perataan Mouse: Jika disetel ke Hidupkan, pengaturan ini mencoba mengurangi tersendatnya gerakan mouse dengan mengambil rata-rata beberapa sampel masukan, dan bukan hanya sampel tunggal kapan saja. Perhatikan bahwa perataan mouse tidak sama dengan akselerasi mouse. Percepatan. Manfaat utama mengaktifkan smoothing mouse adalah dapat meningkatkan presisi dan, sesuai namanya, memberikan rasa kehalusan pada gerakan mouse. Kelemahan utama adalah bahwa hal itu dapat menyebabkan lag mouse terlihat, membuat mouse terasa kurang responsif, terutama saat melakukan tindakan cepat. Pada keseimbangan, yang terbaik diatur ke Off untuk respons maksimum di Borderlands 2 dan Borderlands: Pre-Sequel. Aim Assist: Jika disetel ke On, senjata Anda akan terkunci secara otomatis ke sasaran begitu Anda mendekatkan crosshairs Anda ke sana. Ini jelas membuat usaha menjadi lebih mudah, yang pada gilirannya mengurangi kesulitan tempur secara keseluruhan. Jika Anda tidak ingin bantuan dalam membidik, setel opsi ini ke Mati. Bindings Kunci: Perintah individu dan tombol dan tombol yang mereka kuasai dapat ditemukan di bawah bagian ini, dan dapat dipetakan ulang jika diinginkan. Pilih opsi Reset Key Bindings jika Anda ingin mengatur ulang semua binding perintah kembali ke default mereka setiap saat. Controller Pengaturan di bagian ini hanya berlaku jika Anda menggunakan kontroler permainan yang berlawanan dengan keyboard dan mouse. Balik Gamepad Look, Turn, Move, Strafe: Keempat setting ini menentukan apakah fitur controller yang bersangkutan terbalik (On) atau tidak (Off). Bila fitur terbalik, ia akan bergerak berlawanan arah dengan yang biasanya dilakukan. Sensitivitas X, Y: Slider ini mengendalikan sensitivitas sumbu X (kanan kiri) dan sumbu Y (updown) pengontrol. Semakin tinggi sensitivitasnya, semakin responsifnya sumbu pengendali terhadap pergerakan. Lihat pengaturan Sensitivitas Mouse sebelumnya dalam panduan ini untuk Perbatasan 2 dan Perbatasan lainnya: Setelan Pra-Sekuel yang dapat berdampak pada responsif masukan umum. Aim Assist: Jika disetel ke On, senjata Anda akan terkunci secara otomatis ke sasaran begitu Anda mendekatkan crosshairs Anda ke sana. Hal ini membuat semakin mudah, namun mungkin diperlukan untuk mengimbangi kesulitan yang lebih besar dalam mengarahkan secara tepat dengan controller dibandingkan dengan mouse. Jika Anda tidak ingin bantuan dalam mengarahkan dengan controller Anda, atur opsi ini ke Off. Per-Shot Getaran: Jika disetel ke On, pengontrol Anda akan bergetar (jika didukung) kapan pun Anda memecat senjata Anda. Jika disetel ke Mati, getaran kontroler dinonaktifkan. Pada halaman berikutnya kita mulai melihat berbagai pengaturan yang berhubungan dengan grafis di Borderlands 2 dan Borderlands: The Pre-Sequel. Pengaturan Grafik Perbatasan 2 dan Perbatasan: Pre-Sequel memiliki sejumlah besar pengaturan yang terkait dengan grafis, dan ini dapat berdampak besar pada tampilan permainan, dan seberapa lancar permainan itu dimainkan di sistem Anda. Untuk mengakses semua pengaturan grafis yang tersedia, mulai Perbatasan 2 atau Perbatasan: Pre-Sequel, pilih Pilihan di bawah Menu Utama, lalu pilih item Video. Pada bagian berikut, ikuti setiap pengaturan grafis ini secara rinci dan lihat secara pasti bagaimana pengaruhnya terhadap kinerja dan kualitas gambar. Pada grafik kinerja yang ditampilkan, untuk setiap setting, kita mulai dengan dasar di mana semua opsi disetel semaksimal mungkin, termasuk PhysX di Ultra, FXAA On, dan 16x AF, bersama dengan VSync Off dan Framerate yang disetel ke Unlimited. Dari dasar ini, kami mengubah pengaturan individu untuk mengukur pengaruhnya terhadap kinerja dan kualitas gambar. Konfigurasi Sistem Lengkap GeForce GTX 770 Intel Core i7-4770K RAM 8GB Win8.1 NVIDIA 344.11 64-bit WHQL Drivers Resolution, FOV VSync Bagian ini memulai tampilan kita pada pengaturan grafis di Borderlands 2 dan Borderlands: Pre-Sequel. Untuk mengakses berbagai pengaturan grafis, Anda perlu menggulir ke bawah layar menggunakan panah di bagian bawah halaman pilihan Video, atau dengan menggunakan roda mouse Anda. Sebagian besar pengaturan ini akan berdampak pada kualitas dan kinerja gambar, kecuali jika disebutkan lain. Kecerahan: Slider ini mengontrol kecerahan keseluruhan gambar permainan. Tingkat yang benar akan bervariasi tergantung pada tingkat kecerahan monitor dan lingkungan tampilan Anda. Atur kecerahan sedemikian rupa sehingga tidak cukup tinggi sehingga layar bisa terlihat bersih atau terlihat seperti susu, dan tidak cukup rendah untuk menghilangkan semua detail di area yang lebih gelap. Pengaturan ini tidak berdampak pada kinerja. HUD H. Bounds, HUD V. Bounds: Pengaturan ini menentukan batas-batas Heads Up Display (HUD) Anda, yang merupakan berbagai elemen informasi yang ditampilkan di sekitar layar, termasuk panel perisai dan kesehatan di bagian kiri bawah indikator tingkat di Pusat bawah penghitung granat dan amunisi di kanan bawah dan minimap dan sasaran ditampilkan di kanan atas. Slider HUD H. Bounds mengontrol batas horisontal (kiri dan kanan) slider HUD V. Bounds mengontrol batas vertikal (atas dan bawah). Memindahkan slider yang relevan ke kiri membuat elemen HUD lebih dekat ke bagian tengah layar yang menggerakkan slider ke kanan mendorongnya lebih dekat ke tepi layar. Pengaturan ini tidak berdampak pada kinerja. Skala HUD: Pengaturan ini memungkinkan Anda mengubah ukuran semua elemen HUD, yang ditunjukkan sebagai persentase dari ukuran aslinya. Slider dimulai dari ujung kanan (100), dan memindahkannya ke kiri secara progresif mengurangi ukuran semua elemen HUD secara merata. Pengaturan ini tidak berdampak pada kinerja. UI Sway: Jika disetel ke Hidupkan, opsi ini memungkinkan menu dalam game tertentu, seperti layar Inventaris Anda, untuk terus bergoyang ke kiri dan kanan saat ditampilkan. Jika Anda tidak ingin menu dalam game bergoyang sama sekali, pilih Off di sini agar tetap statis. Field of View: Pengaturan ini menentukan Field of View (FOV) Anda, yang merupakan berapa banyak dunia permainan yang dapat Anda lihat sekaligus di layar. Defaultnya adalah 90 derajat, dan meningkatkan FOV akan membuat lebih banyak dunia game terlihat sekaligus, secara efektif memperbesar tampilan Anda, sambil menurunkannya akan melakukan kebalikannya. Rentang FOV yang mungkin ada di slider di sini adalah antara 70 dan 110 derajat, namun Anda dapat menyesuaikan FOV lebih jauh seperti yang tercakup dalam Perintah Konsol di bagian Tweaker Tingkat Lanjut. Mengubah FOV mungkin berdampak pada kinerja. Resolusi: Ini menentukan Resolusi gambar permainan, yang diukur dengan jumlah piksel secara horisontal dan vertikal (misalnya 1920 piksel x 1080 piksel). Jumlah resolusi yang tersedia di sini dibatasi oleh kemampuan kartu grafis dan monitor Anda. Semakin tinggi resolusi yang Anda pilih, semakin detail gambarnya. Namun resolusi yang lebih tinggi juga menghasilkan peningkatan beban pada sistem Anda, terutama kartu grafis Anda, dan karenanya mengurangi keseluruhan kinerja Anda. Untuk gambar paling tajam pada monitor LCD, pilih resolusi maksimum yang tersedia di sini, yang juga disebut Resolusi Asli Anda, atau jika memilih resolusi di bawah maksimum Anda, gunakan opsi Window Mode windowed seperti yang dibahas di bawah ini, atau pilih Opsi Tanpa penskalaan di bawah bagian Sesuaikan ukuran dan posisi desktop Panel Kontrol NVIDIA. Untuk mengatur resolusi kustom, lihat bagian Tweaker Tingkat Lanjut. Indikasi dampak kinerja dari perubahan pengaturan ini ditunjukkan di bawah ini: Grafik menunjukkan bahwa resolusi yang semakin tinggi akan terasa mengurangi framerate Anda. Jika semuanya gagal memperbaiki kinerjanya, atau jika Anda hanya ingin menyimpan permen mata lainnya dan tetap mempertahankan framerate yang dapat dimainkan, maka turunkan Resolusi Anda. Mode Jendela: Secara default, permainan berjalan dalam mode Fullscreen, yang mengambil keseluruhan layar, dan umumnya direkomendasikan untuk kualitas gambar dan manajemen memori yang optimal. Jika Anda ingin menjalankan permainan di jendela di desktop Anda, maka Anda dapat memilih Windowed, atau Fullscreen-Windowed di sini. Jika Anda memilih Windowed, ukuran jendela permainan yang muncul di desktop Anda akan tergantung pada pengaturan Resolusi Anda. Jika Anda memilih Fullscreen-Windowed, jendela tanpa bingkai yang mengambil seluruh layar akan digunakan. Perbedaan utamanya adalah mode Fullscreen-Windowed mencegah desktop Anda tampil di latar belakang. Menjalankan Perbatasan 2 dan Perbatasan: Pre-Sequel dalam mode Windowed direkomendasikan jika Anda ingin mengurangi resolusi game untuk meningkatkan kinerja, namun tetap mempertahankan gambar yang tajam tanpa batang hitam pada monitor LCD. VSync: Bila VSync (Vertical Synchronization) disetel ke On, GPU Anda akan disinkronisasi ke kemampuan Refresh Rate monitor Anda, yang berarti framerate maksimum Anda biasanya akan dibatasi sekitar 60 FPS. Ketika VSync dimatikan, tidak ada tutup FPS (tergantung juga pada pengaturan Framerate di bawah), namun Anda mungkin mengalami fenomena yang dikenal sebagai robek, dimana sebagian dari gambar permainan terkadang tampak tidak sejajar (sobek) di layar. Ini tidak membahayakan sistem anda, tapi bisa mengganggu. Untungnya Anda memiliki beberapa pilihan dalam hal VSync: Enable VSync dengan sendirinya untuk menghapus semua robek, tapi selain menutup FPS Anda, ini juga dapat mengurangi keseluruhan kinerja Anda hingga 50 atau lebih karena permainan kata kunci GPU, dan dapat mengenalkannya. Lag mouse terlihat Aktifkan VSync tapi juga mengaktifkan Triple Buffering bersamaan dengan itu, yang memberikan manfaat anti-robek dari VSync namun tanpa kehilangan performa. Aktifkan Adaptive VSync. Tersedia untuk pemilik NVIDIA menggunakan driver grafis terbaru dengan memilih opsi Adaptive di bawah pengaturan Vertical Sync di NVIDIA Control Panel. Metode ini secara otomatis menonaktifkan VSync setiap kali framerate Anda jatuh di bawah tingkat penyegaran Anda, mencegah kerugian kinerja yang biasanya dikaitkan dengan VSync, dan juga menghaluskan framerate dan meminimalkan robek. Namun, lag mouse mungkin masih terjadi. Nonaktifkan VSync, yang merupakan metode paling sederhana untuk memberikan kinerja maksimal, melepaskan tutup FPS dan melepaskan jeda mouse. Namun, merobek akan terlihat kadang-kadang, dan Anda mungkin mengalami fluktuasi FPS yang besar yang dapat menyebabkan gagap. Di Perbatasan 2 dan Perbatasan: Pre-Sekuel fluktuasi FPS ini dapat diatasi dengan menggunakan setting Framerate seperti yang dibahas di bawah ini. Sebaiknya pada contoh pertama Anda mencoba Adaptive VSync. Jika Anda mengalami masalah atau memiliki lag mouse, atau jika Adaptive VSync tidak tersedia untuk Anda, hal berikutnya yang dapat Anda coba adalah menonaktifkan VSync dan alih-alih menggunakan salah satu opsi di bawah pengaturan Framerate untuk membatasi FPS Anda dan karenanya mengurangi kejadian itu. Fluktuasi FPS yang merobek dan besar, tanpa tetesan mouse atau penurunan kinerja. Dynamic Super Resolution (DSR) Arsitektur Maxwell kami yang baru memperkenalkan serangkaian teknologi inovatif dan menarik yang membuat game Anda lebih baik secara dramatis. Dari fitur baru ini, Dynamic Super Resolution (DSR) akan memiliki dampak terbesar, meningkatkan permainan yang mendukung resolusi di atas 1920x1080. Apa yang dilakukan DSR Sederhananya, ini membuat permainan pada resolusi yang lebih tinggi dan lebih terperinci dan secara cerdas mengecilkan hasilnya kembali ke resolusi monitor Anda, memberi Anda grafis berkualitas 4K, 3840x2160 pada layar apa saja. Penggemar dengan monitor dan teknis yang kompatibel merujuk pada proses ini sebagai Downsampling atau Super Sampling. DSR secara drastis meningkatkan proses yang ada saat ini dengan menerapkan filter downsampling berkualitas tinggi yang dirancang khusus untuk tugas ini, dengan dibangun langsung ke Pengalaman GeForce satu klik Setelan Optimal yang Dapat Dimainkan, dengan mengerjakan semua monitor dengan kecepatan penyegaran, dan dengan menghapus kebutuhan Untuk pengetahuan teknis. Perbatasan: DSR Pra-Sekuel akan didukung sepenuhnya di GeForce Experience pada peluncuran game, dan bagi Anda yang tidak memiliki GPU Maxwell, tidak takut: Dukungan DSR untuk GPU generasi sebelumnya sedang berjalan. Dengan DSR memungkinkan manfaat mudah dilihat dalam permainan: objek dan permukaan lebih detail, aliasing kurang terlihat di layar lebar, ada lebih sedikit elemen permainan yang berkilauan, dan lebih sedikit artefak seperti yang ditunjukkan pada video di atas. Dalam screenshot statis Tampilan bulan datar Pre-Sequels dan lokasi yang jarang dihias tidak akan menunjukkan banyak manfaat DSR yang jelas seperti planet Borderlands 2s yang subur dan bervariasi, namun demikian, jika Anda tahu di mana melihat perbaikan DSR dapat segera ditemukan. Ambillah perbandingan interaktif di bawah ini, misalnya, menunjukkan buggy bulan. Dengan DSR diaktifkan segera terlihat bahwa tingkat detailnya jauh lebih tinggi, dengan tekstur yang lebih tajam dan lebih banyak komponen buggy terlihat jelas. Selain itu, peningkatan resolusi ini akan memperlambat permainan yang penting jika garis besar hitam sombong, yang bergabung pada 1920x1080, menyembunyikan detail pada antena parabola dan antena. Di latar depan, tekstur lebih tajam dan lebih baik didefinisikan, bayangan dan bayangan lebih akurat, dan semuanya lebih jelas. Di latar belakang, garis besar hitam yang payah menipis, naungan meningkat, dan jala di kanan atas gambar jauh lebih rinci. Dalam perbandingan interaktif kedua kami. Kemampuan anti-aliasing DSRs pun segera terlihat, dengan hampir semua aliasing dieliminasi. Sekali lagi, kita melihat detail yang direklamasi dari garis hitam yang sombong, serta detail yang lebih tajam dan tekstur yang lebih baik. Yang lebih menarik adalah bayangan dan bayangan yang sangat baik pada bebatuan dan di sekitar roket, yang dihasilkan sebagai hasil dari peningkatan sampel yang diberikan oleh resolusi yang lebih tinggi. If you wish, learn more about sample points here. Resizing images for comparisons shows a great many of DSRs benefits, though it doesnt show its true quality. For that, download the 1920x1080 and 3840x2160 screenshots and flick between enlarged portions using an application like Windows Photo Viewer. Alternatively, check out our interactive comparison if you simply want to compare fullscreen to fullscreen without any enlargement. Note the sharper, more detailed textures, reduced aliasing, and increased detail throughout the scene. Enabling DSR couldnt be easier: simply click Optimize in Borderlands 2 and Borderlands: The Pre-Sequel in GeForce Experience 2.1.3 when GeForce Driver 344.11 WHQL or newer is installed. Then, load the game and enjoy higher-resolution graphics with all of the improvements outlined above. For additional in-game resolution options, open the NVIDIA Control Panel, select Manage 3D settings, click the Global Settings tab, find the DSR - Factors field, tick all the boxes, click OK, and finally click Apply on the bottom right of the window. In-game, youll find seven new resolution options. As DSR is rendering a higher-resolution image, albeit with the addition of a high-quality filter, the performance cost of DSR on Maxwell Architecture GPUs is near-identical to plugging in a higher-resolution display and increasing the resolution the old-fashioned way. And given the speed at which Borderlands 2 and Borderlands: The Pre-Sequel run at 1920x1080, DSR will enable you to make full use of your spare performance. Framerate Anisotropic Filtering Framerate: This option controls your maximum framerate (frames per second, or FPS) in Borderlands 2 and Borderlands: The Pre-Sequel. Note that if VSync is enabled, it will automatically implement a framerate cap equivalent to your monitors maximum refresh rate (typically 60 or 120 FPS). Therefore to make optimal use of this setting, it is recommended that you first disable any form of VSync. There are several settings available, depending on your needs: Unlimited - This setting removes any cap on your maximum FPS, as long as VSync is also disabled. When selected, Borderlands 2 and Borderlands: The Pre-Sequel will allow your GPU to produce as many FPS as possible. This provides maximum performance, but there may be stuttering during framerate spikes, and also a variable feeling of responsiveness in different areas of the game. Smoothed 22-62 FPS - This setting lets Borderlands 2 and Borderlands: The Pre-Sequel attempt to smooth out your framerate and try to maintain it in a range of between 22 and 62 FPS. This is a reasonable compromise for people who want a more consistent feeling of responsiveness, but with minimal tearing and stuttering from FPS spikes. Capped 30, 50, 60, 72, 120 FPS - This setting puts a framerate cap on the game, limiting your maximum FPS to the figure shown. For example, if you select Capped 30 FPS, then your framerate cannot exceed 30 FPS at any time. This does not mean that the game will attempt to adjust settings to give you an average of 30 FPS, it means that any time your system tries to go above 30 FPS, it will be restricted in doing so. There are several benefits to implementing an appropriate framerate cap, chief among them being a smoother framerate, and a more consistent feeling of input responsiveness. It can also reduce tearing when VSync is disabled, and even prevent your GPU from overheating. For most people it is recommended that you disable VSync and try experimenting with a framerate cap of 50 or 60 to get a good balance between performance, responsiveness and lack of tearing. Anisotropic Filtering: Anisotropic Filtering (AF) is a texture filtering technique designed to improve the clarity of textures that are displayed at an angle to the screen, such as those covering the ground when looking down a pathway. The available options here are Off, then sample rates starting at 2x, then 4x, 8x, and the maximum possible, which is 16x. The higher the sample rate used, the crisper and more distinct surfaces will look as they recede into the distance. The screenshots above show that when AF is Off, surfaces appear blurry into the distance, especially the rocky ground. Setting AF to 2x improves surface clarity, and at 4x and 8x, there are further improvements, again most noticeable in the detailing of the rocky ground. The difference between 8x and 16x is very subtle, and hard to see in these screenshots, but within the game it adds slightly more detail in the distance. To ensure the highest level of texture filtering, NVIDIA users should also open the NVIDIA Control Panel, and under the Program Settings tab select Borderlands 2 or Borderlands: The Pre-Sequel in the first drop-down box. If it isnt shown there, untick the Show only programs found on this computer check box and try again. Then scroll down and click the Texture Filtering - Quality box, and select High Quality mode. Click the Apply button at the bottom. Note that using the AF provided by Borderlands 2 and Borderlands: The Pre-Sequel results in equivalent quality to implementing AF forced by the NVIDIA Control Panel. An indication of the performance impact of changing this setting is shown below: The performance impact of Anisotropic Filtering on most modern graphics cards is minimal, and in Borderlands 2 and Borderlands: The Pre-Sequel it appears to be almost negligible according to the graph above. As such, most people should be able to use at least 8x Anisotropic Filtering without any problems for a significant boost in surface detailing, and 16x AF is recommended for medium to high-end GPUs. Bullet Decals Foliage Distance Bullet Decals: This setting controls the presence and frequency of marks left by weapons on the environment, such as bullet holes. The available options are Off, Normal and High. At Off, no bullet holes or scorch marks will be shown, which may improve performance during combat, but reduces realism. However this does not affect any PhysX effects caused by weapon impacts, such as debris or sparks. At Normal, various decals will be shown, while setting this option to High allows a greater number of decals at any one time. In practice the difference between Normal and High is not major, as even at Normal a large number of decals can still be displayed. In the screenshots above, when Bullet Decals is set to High, you can see the dark bullet holes caused by gunfire on the ground towards the bottom of the screen, and a large scorch mark from a grenade explosion in the center of the screen. With Bullet Decals switched off, these marks will not appear, which reduces realism. Notice that a few small persistent PhysX-based pebbles caused by the gunfire and explosion are still present, even when Bullet Decals is Off. An indication of the performance impact of changing this setting is shown below: The graph shows the virtually insignificant impact that this setting has on framerate, at least on a modern GPU like our GTX 770. On most systems the impact should also be negligible, and when combined with the reduction in realism which comes from disabling Bullet Decals, it makes it difficult to recommend disabling this setting. Set it to Normal if you want a balance between performance and image quality. Foliage Distance: This setting determines the distance at which foliage, such as trees, bushes and grass, can be seen. The available options are Near or Far. Selecting Near means that you must be relatively close to foliage before it appears, while Far extends the distance at which such foliage is visible. In the screenshots above, you can see that the extra tufts of grass around the middle of the screen only appear when the Far setting is used. However in the far distance, detailed grass is still not shown at the Far setting, so there is a limit as to how far the foliage will be displayed. An important story the screenshots cant tell is that during actual gameplay, using the Near setting means that you will get much more noticeable foliage pop-in, which can annoy some people. To completely disable dynamically generated foliage, or to adjust this setting beyond just the Near or Far presets, see the Advanced Tweaking section. An indication of the performance impact of changing this setting is shown below: The graph shows that Foliage Distance has a relatively minor impact on performance, likely due to the fact that foliage is not particularly common on Pandora, or the Moon environment of Borderlands: The Pre-Sequel. In general, many areas in Borderlands 2 and Borderlands: The Pre-Sequel are relatively devoid of foliage, being barren frozen or desert environments with sparse patches of grass at most. However if you notice slowdowns in areas with more foliage, reduce this setting to Near to maintain playable framerates. Texture Quality, Texture Fade, Game Detail AO Texture Quality: Textures cover the surface of every object in the game world. The available options for controlling texture quality in Borderlands 2 and Borderlands: The Pre-Sequel are Low, Medium and High. The higher the setting, the clearer and more defined surfaces will look. Keep in mind that Borderlands 2 and Borderlands: The Pre-Sequel use a special cel-shading technique to produce its comic-book style graphics. This means that the graphics are not meant to look photorealistic in their clarity, no matter what the level of this setting. The screenshots above show the transition in a scene as this setting is raised from Low, to Medium and then to its maximum of High. While some elements of the scene are still relatively clear at Low, such as the dark cracks on the ground and the gun in the characters hand, the remainder of the scene is quite blurry and indistinct. Switching to Medium improves the detailing on most surfaces, but there is still some blockiness on surface textures, such on the blotchy markings on the ground. At High, the surfaces are much clearer and cleaner. An interesting by-product of raising Texture Quality is that this indoor scene appears to become much brighter due to improved surface lighting. Note that Borderlands 2 and Borderlands: The Pre-Sequels game engines use a special texture streaming method to steadily load textures when required. This can result in momentarily blurry textures as theyre being streamed in. To greatly reduce this streaming effect, disable the Texture Fade setting (see below), and see the Advanced Tweaking section. An indication of the performance impact of changing this setting is shown below: The graph shows that as in most other games, altering Texture Quality does not necessarily improve FPS by much. The primary impact of changing Texture Quality is on how much Video Memory (VRAM) is consumed, and in turn how much stuttering and texture streaming you will notice while playing Borderlands 2 and Borderlands: The Pre-Sequel. If you have a GPU with a lower amount of VRAM or a slower system in general, then lowering Texture Quality can improve the smoothness of gameplay. Texture Fade: When set to Off, it can help avoid the appearance of low resolution textures streaming in. In our testing, there was no performance impact on a modern system, so we recommend enabling it. To further improve texture streaming see the Advanced Tweaking section. Game Detail: The available options for this setting are Low, Medium and High. It is designed to control the level of detail of gameplay, and will help improve performance in combat scenarios. In our testing, Game Detail appeared to have no image quality or performance impact in a variety of scenes, hence the lack of a performance graph. In practice, since this setting is tied to a variable called PopulationAdjustment in the WillowEngine. ini file, it may reduce enemy numbers or complexity when lowered. Note that another method for adjusting minor visual details in the game is provided in the Advanced Tweaking section. Ambient Occlusion: A technique used to create more realistic shadowing from ambient lighting, Ambient Occlusion (AO) is described in more detail in this guide. When Ambient Occlusion is set to On in Borderlands 2 and Borderlands: The Pre-Sequel, there will be slightly richer shadowing in various scenes at the cost of performance. It is not a dramatic effect - at times the effect will be extremely difficult to notice, at other times it is more apparent. In the screenshots above, when Ambient Occlusion is enabled, the scene has richer shadowing. This is most obvious in the darker shadows which appear beneath the tufts of grass to the left of the scene, around various objects in the trash pile, and under the vehicle at the right. Its a very subtle effect in the game, but can add to depth and realism. An indication of the performance impact of changing this setting is shown below: The graph shows that Ambient Occlusion has a noticeable impact on frame rates, reducing them by about 10-15 frames per second at higher resolutions. Given it is a very subtle effect in Borderlands 2 and Borderlands: The Pre-Sequel, you may wish to disable it to provide an FPS boost with minimal loss of image quality. DoF View Distance Depth of Field: Depth of Field (DoF) in gaming is an effect which makes objects in the foreground appear sharper and more distinct, and those in the background blurred and hazy. It is used to add a heightened sense of depth to a scene. The most obvious use of DoF in Borderlands 2 and Borderlands: The Pre-Sequel comes when aiming down the iron sights of (non-scoped) weapons, but it is also used to slightly blur distant scenery in the game world. Setting Depth of Field to Off will make the scene clearer and also improves performance, at the cost of what some might consider a more atmospheric and cinematic look. The screenshots above demonstrate the use of Depth of Field when aiming down the sights of a pistol. With DoF set to Off, the scene is sharp throughout with DoF set to On, you can see blurring being implemented around the top and sides of the scene. This brings the middle of the scene into greater focus, which can be helpful if you want to concentrate on the enemy youre aiming at, but some may not like the way it looks. As for the visual impact of Depth of Field on the general game world, to see a very clear example of the difference, launch Borderlands 2 and Borderlands: The Pre-Sequel and go to the main menu. As the background scene in the main menu pans around your character, you will see that the distant view of Pandora and The Moon is very blurry when DoF is On, but becomes clearer when you set to Off. An indication of the performance impact of changing this setting is shown below: The graph shows that enabling Depth of Field can have a noticeable but not substantial impact on performance. This is because in most scenes, it is just a subtle effect thats barely noticeable in the background. The most obvious use of it is when aiming down a weapons iron sights. In such cases, you may notice the performance drop when aiming during combat, and might want to disable DoF to gain a few FPS. In practice though, adjusting this setting is as much a matter of taste as it is performance. View Distance: This setting controls the maximum range at which various objects in the game world are visible. The available settings are Low, Medium, High and Ultra High. The lower this setting, the fewer objects you can see in the distance, such as buildings, rocky outcrops, enemies and terrain decoration. Regardless of the level of this setting, basic terrain such as land and water surfaces will always be visible up to the horizon. In other words, lowering this setting will not implement any sort of obscuring fog. In the screenshots above, the difference when going from Low to Medium is extremely large. At Medium, a variety of very important and not-so-important objects suddenly spring into view from the middle distance onwards. This includes the enemy camp at the far right of the scene, large rocky hills and outcrops, and even a missing portion of the ladder on the derrick in the middle of the screen reappears. In short, the scene is greatly altered simply by going to Medium. From Medium to High, additional small details are added throughout the scene, ranging from the barrels in the camp nearby, to a cliff face on the top left, and further detailing on the enemy camp at the top right. From High to Ultra High, yet more minor details are added, such as additional rocks and boulders, and again, more details on the large enemy camp in the distance. Given the extremely large difference in world detail between Low and Medium, it is recommended that you try to keep View Distance at Medium or above to start with. This will have a substantial impact on gameplay, allowing you spot distant structures and terrain details in the distance which you would otherwise miss at Low. The gameplay advantages should outweigh the performance drop. An indication of the performance impact of changing this setting is shown below: The graph shows that at medium resolutions, the big jump in visible detail which going from Low to Medium brings is mirrored in a large drop in FPS, and subsequently there is a smaller decline in FPS when going from Medium to High, then another big drop from High to Ultra High. As recommended earlier, you should try to keep View Distance at Medium or above, if only for gameplay reasons. But given the large drop in performance at Ultra High versus the relatively minor detailing it adds, for most people it is best to simply use Medium or High. FXAA Anti-Aliasing FXAA: Antialiasing is a term applied to any method which is used to help smooth out jagged lines and reduce the distracting shimmering and crawling of those lines when in motion. There are many forms of anti-aliasing, but in Borderlands 2 and Borderlands: The Pre-Sequel only one is available in-game: FXAA . Borderland 2s cel-shaded rendering style already minimizes the visual impact of aliasing to a fair extent, so enabling FXAA almost completely removes the annoyance of jagged edges. FXAA is a very efficient technique, hence the performance impact is minimal. The main issue of concern is that it introduces some blurriness to the scene. If youre interested in trying other methods of Antialiasing in Borderlands 2 and Borderlands: The Pre-Sequel, see the Advanced Tweaking section. In the screenshots above, look at the outlines of the signs, particularly in the area between the two signs. Also examine the cactus at the far right. You can see that without FXAA, the edges of the signs show clear stair-stepping, and the spines on the cactus also look quite jagged. With FXAA enabled, all the jagged edges throughout the scene are effectively cleaned up, blending quite nicely into the comic-book style graphics. The effect of the blurriness which FXAA adds can be seen most clearly on the spines of the cactus at the far right. Its not excessive, but it may still be annoying to some people. An indication of the performance impact of changing this setting is shown below: The performance impact of FXAA is extremely minor compared to the effective job it does in smoothing out jagged edges in Borderlands 2 and Borderlands: The Pre-Sequel. The only reason not to enable FXAA is if you are truly struggling for performance, or if you simply dont like the mild burring it brings. If blurring is the issue, see the Advanced Tweaking section for alternative anti-aliasing techniques. GPU PhysX Effects PhysX Effects: If youre unfamiliar with PhysX. its a physics middleware package integrated into Unreal Engine 3 and Unreal Engine 4, and used industry-wide to add high-quality physics simulations to games. Multi-platform developers more often than not opt for software PhysX effects powered by a systems CPU. These provide a basic level of physical interaction, allowing characters to tumble down stairs and objects to fall from tables. Examine the effects in any great detail, however, and you would see that they are far from accurate. For true realism, and more involved, complex, visually arresting interactions, developers like Gearbox opt for hardware-accelerated PhysX effects, powered by NVIDIAs GeForce GTX graphics cards. Thanks to the GPUs parallel processing power, effects and interactions can be rendered with a great deal of precision in record time. On a CPU, the same calculations would take significantly longer, dropping the frame rate into single digits. Each of these effects is generated by manipulating tens of thousands of particles that persist in a realistic manner using physics calculations, ensuring they dont clip through terrain, and that they can be affected by other forces, such as explosions. This realism is key to PhysXs believability if an effect clips through a wall youre brought out of the action and reminded that its an illusion. This realism also gives hardware PhysX an advantage over software solutions, which use approximated effects, meaning they lack the realistic properties of PhysXs particles. In other words, software smoke clips through walls hardware-accelerated PhysX smoke hits the wall and realistically floats up towards the sky. In Borderlands 2 and Borderlands: The Pre-Sequel, Gearbox has leveraged PhysXs hardware-accelerated particles and effects for four significant enhancements that are seen throughout the game. The first of these is the debris system, which kicks up chunks of terrain when the ground is shot, emits chunks of metal from destroyed and damaged robots, lets loose hundreds of bullet casings from certain guns, spawns goo and gunk from enemies and objects, and is used in dozens of other examples. With CPU physics, the emitted debris would shoot across the screen before fading out of existence, or in some cases, sitting motionless on the ground, unaffected by the action occurring around it. In Borderlands 2 and Borderlands: The Pre-Sequel, hardware-accelerated PhysX effects enable this debris to be kicked about by further weapons fire, or from characters running through it. Pieces will land on inclines and roll towards a level surface as in real life, and should another piece be in the way the two will collide, further changing their final position. Bring enough pieces together and theyll pile up, and with the highest level of PhysX enabled these pieces will persist until removed to make room for yet more mayhem. At its most basic level it doesnt sound too thrilling, but in the heat of combat debris, robotic scrap, pieces of metal, and more, will whizz across the screen, helping create a sense of excitement of being in a real battle with ludicrously overpowered weapons that fire three rockets simultaneously and are capable of tearing Bandits limb from limb. Adding to the spectacle is the use of our latest debris system, in which debris is self-shadowed, dynamically shadowed, and capable of casting its own shadows on terrain and other objects, increasing the image quality of the scene and the debris itself in a meaningful, realistic manner. Furthermore, debris receives the same black outline shading as the games other elements, helping enhance the realism of the additions within the context of Borderlands 2 and Borderlands: The Pre-Sequel. Like debris, realistic, physics-led water cannot be rendered using software physics solutions. Several games feature fantastic water that looks real, but it can never be manipulated by the player beyond a ripple or a splash, or used in a dynamic non-scripted fashion. In Borderlands 2 and Borderlands: The Pre-Sequel, Gearbox has integrated PhysXs Smoothed-Particle Hydrodynamics (SPH) fluid system, which generates interactive liquids that have customized levels of viscosity, friction, density, and stiffness. Together, these advances allow the SPH system to generate half a dozen fluids in-game that are applied to dozens of effects. Youll find water leaking from pipes, barrels filled with toxic sludge that persists and damages players and enemies alike, Napalm-drenched creatures, and more. But what makes the system especially great in Borderlands 2 and Borderlands: The Pre-Sequel is how Gearbox leverages it to enhance the action, opening up new options in combat. Take the Badass Slagged Skag, for example, which spits Slag at players. In the zany world of Borderlands, this Slag coats a living being and makes it more susceptible to regular attacks. So when that Slagged Skag is spitting with PhysX enabled, dodge out of the way and draw its mindless minions through the persistent puddle, greatly increasing your chances of survival in the mean wastelands of Pandora. The shotguns blast displaces the Slag and the water the Slag is floating upon, and kicks up hundreds of pieces of debris, in addition to emitting numerous fiery particles. A much more subtle addition to Borderlands 2 is the cloth system. Adding pieces of dynamic cloth to the world, in the form of flags, banners and tarps, the cloth system follows the same physics-led rules as the others in Borderlands 2, resulting in realistic additions that would be impossible to render using a CPU given their aforementioned limitations. Furthermore, beyond fluttering and general movement, these cloth pieces can be torn and destroyed by weapons fire, creating the sense of an aftermath to combat, with pieces of cloth strewn around the environment, and the once-attractive displays destroyed. Powering the many interactions between particles, players, weapons, cloth, and enemies, are Force Fields, which tell the PhysX effects how to interact with one another and the games 87 bazillion guns. For example, if an enemy stomps in a pool of Slag, a force field calculates the force of that stomp and tells the Slag to spread out in a specific manner, briefly leaving a void where the enemys foot fell. Each of the PhysX particles has physics-led properties to ensure realistic interaction with their surroundings by default, but with the addition of Force Fields much more realistic and unique interactions can be shown, allowing a giant enemy to interact with the Slag in a radically different, stylized way, highlighting its size, weight, power, and unique abilities. As youre no doubt aware, Borderlands 2 and Borderlands: The Pre-Sequel are as far as from reality as one can get, unshackling Gearboxs creativity. This creative freedom led to the development of weapons, abilities, grenades, and enemies capable of generating vortexes that draw in everyone and everything. With PhysX enabled, it was discovered that the existing Force Field technology could be adapted and enhanced to create a new effect, which draws in PhysX debris, fluid and cloth, in addition to characters, enemies, and items. Once acquired, the vortex throws them about, both vertically and horizontally, before finally exploding, launching the manipulated particles, objects and characters across the scene. It is, by far, our favorite effect, and is shown along with every other PhysX effect in our trailer, embedded below. Together, the PhysX effects improve the fidelity and action of the game by such a degree that you lament their absence in every other title take a look at the interactive comparison below and youll see just how much PhysX adds to the already great Borderlands 2 experience. PhysX-accelerated particles and debris shower the screen when PhysX is enabled in-game (click to load an interactive comparison, highlighting PhysX Low vs. PhysX High). In Borderlands: The Pre-Sequel, Gearbox has leveraged engine and driver optimizations, as well as the availability of new high-performance graphics cards to implement an Ultra Detail PhysX mode: Compared to High, Ultra increases fluid effect particle density and quality by up to 4x per effect, with up to 56,000 particles visible at any one time, compared to Highs 20,000. Because of this significantly increased particle count, Ultra PhysX is recommended only for high-end GPUs such as the GeForce GTX 770, GTX 780, GTX 780 Ti, GTX 970, GTX 980, GTX TITAN, GTX TITAN Black, GTX TITAN Z, and SLI configs of similar or better speed. In addition to the introduction of the Ultra detail mode, the quality of fluid rendering has been improved in general in The Pre-Sequel, as have other aspects of the technology, giving Pre-Sequel gamers superior fluid fidelity at any detail level. PhysX Detail Levels The available options for the PhysX Effects setting in Borderlands 2 are Low, Medium and High. The key differences are as follows: No GPU PhysX effects shown GPU PhysX Performance GPU accelerated PhysX effects add greatly to the sense of excitement and immersion in Borderlands 2 and Borderlands: The Pre-Sequel, and because they are rendering tens of thousands of realistically-interacting particles, the performance impact is sizeable in comparison to other settings in the two games. No other setting comes close to having the same impact on image quality, however, and for this reason it is recommended that you enable at least Medium PhysX on any system containing a GeForce GTX 600 Series or newer GPU. The bottom line is that the use of PhysX is not just a gimmick in Borderlands 2 and Borderlands: The Pre-Sequel. It has been designed from the ground up to dramatically enhance the atmosphere of the game, enabling suitably equipped gamers to match the explosive gameplay of Borderlands 2 and Borderlands: The Pre-Sequel with equally explosive effects that take full advantage of the power of their PCs. Advanced Tweaking Borderlands 2 and Borderlands: The Pre-Sequel use a heavily modified Unreal Engine 3. If youre not sure what that means, just consider it good news for tweakers. This is because in addition to the numerous in-game options, advanced users also have the ability to directly alter game engine parameters in several ways, making further changes to graphics and gameplay. But before we get onto altering game engine variables, lets first look at additional ways of improving the appearance of jagged outlines in the game via anti-aliasing. Improved Antialiasing Borderlands 2 and Borderlands: The Pre-Sequel have a quick and easy FXAA in-game setting, as described in the Graphics Settings section. For the most part this is a relatively effective way of reducing jagged outlines with minimal performance impact, and its only real drawback is a mild blurring effect. For those who dont like this blurring, or want to attempt to smooth out jagged lines more thoroughly, consider the methods below. SMAA . One method of AA available to everyone is Subpixel Morphological Anti-Aliasing (SMAA). This can be applied using the free injectSMAA and SweetFX utilities. SMAA allows for similar results to FXAA in terms of smoothing outlines and performance, but without the blurring. To implement SMAA in Borderlands 2, download the latest version of the utility from the link above and follow these instructions: Extract the files from the downloaded archive - in particular, were only after the contents of the d3d9 folder of injectSMAA. Move these files into the base directory of Borderlands 2 or Borderlands: The Pre-Sequel. Typically this is C:Program Files (x86)SteamsteamappscommonBorderlands 2BinariesWin32 . Basically its the same directory in which the Borderlands2.exe file resides. Note: Borderlands: The Pre-Sequel uses identical folder structure, albeit in BorderlandsPreSequel Launch the game as normal and SMAA will automatically be in effect. It is recommended that you disable the in-game FXAA option to prevent blurring and conflicts. To toggle SMAA offon at any time, use the PAUSE key. To remove SMAA completely, delete the files you moved into the base directory of Borderlands 2 and Borderlands: The Pre-Sequel in Step 2. Typically these are d3d9.dll . SMAA. fx . SMAA. h and injector. ini . SSAA: Super-Sample Anti-Aliasing (SSAA) is a relatively performance intensive form of anti-aliasing, but a handy method nonetheless, because it works in almost all games regardless of their rendering method. For NVIDIA users, the best method of implementing various types of SSAA is to use the free NVIDIA Inspector utility. Follow the steps below: Download and install NVIDIA Inspector. Importantly, make absolutely certain that you have also updated your graphics drivers to the latest version, as NVIDIA Inspector requires the Borderlands 2 and Borderlands: The Pre-Sequel profiles from the latest drivers. Launch NVIDIA Inspector and click the small Driver Profile Settings button (the crossed wrench and screwdriver icon) next to the Driver Version box. In the window which opens, click the Profiles drop-down box and select Borderlands 2 or Borderlands: The Pre-Sequel. If the profile isnt there, see Step 1. For the Antialiasing Compatibility setting, click in the SettingValue box and enter 0x000000C1. For Antialiasing - Behavior Flags, select None. For Antialiasing - Mode, select Override any application setting. For Antialiasing - Setting, in this example we will use 4x 4x Multisampling. This wont implement Multisampling, but it is a requirement for making the setting in the next step work properly. For Antialiasing - Transparency Supersampling, select an option. In our example, we will use 4x Sparse Grid Supersampling (4x SGSSAA). SGSSAA can slightly blur the scene. If you want to remove this blurring, you can do so by going to the Texture Filtering section and adjusting the Texture Filtering - LOD Bias (DX9) setting. For 2x SGSSAA enter -0.500, for 4x SGSSAA enter -1.000 and for 8x SGSSAA enter -1.500. Make sure the Texture Filtering - Negative LOD Bias setting is also set to Allow. Click the Apply changes button at the top right to save your settings. You can close NVIDIA Inspector if you wish as it doesnt need to be active for your settings to work. Launch Borderlands 2 or Borderlands: The Pre-Sequel as normal to see the changes. It is strongly recommended that you disable the in-game FXAA option to prevent additional blurring or conflicts. To undo these changes at any time, click the small green NVIDIA logo button at the top of the profiles screen in NVIDIA Inspector, and the Borderlands 2 and Borderlands: The Pre-Sequel profiles will be returned to their default settings. In step 8 above, you can also experiment with the various Transparency Supersampling options to see which looks best to you, but for the most part they will all have a major impact on performance. The screenshots above compare Borderlands 2 first with no AA whatsoever then with the in-game FXAA setting enabled next we substitute SMAA in place of FXAA and finally, only 4x SGSSAA is used. At a glance, all three forms of AA provide a suitable amount of reduction in jagged outlines: the railing in the center of the screen, the metal ledge to the left, and the edge of the hanging metal structure at the top left for example all lose their rough, jagged edges. When examined more closely, we can see that FXAA seems to provide the smoothest outlines out of the three AA methods. The outline of the railing in the center for example is almost completely smooth with FXAA, but still shows slight roughness with SMAA or 4x SGSSAA. This is because the blurring which accompanies FXAA helps to further hide rough edges. On the other hand, FXAAs blurring causes some loss of detail, most visible in this scene on the section of the metal ledge just below the crosshairs. When comparing SMAA to 4x SGSSAA, look carefully at the outlines along the top yellow portion of the shotgun - 4x SGSSAA doesnt seem to provide the same smoothness as SMAA. Given 4x SGSSAA also has almost half the framerate of SMAA, it seems hard to argue that it would be preferable to SMAA. So on balance, for the best performance and smoothest outlines, FXAA seems to be a winner. On the other hand, if you want to prevent very fine detail from being blurred, and dont mind edges which are a touch rougher, then SMAA is recommended instead. There seems little need to implement other more performance-intensive methods of AA such as SuperSampling, since to get a better result than FXAA or SMAA youd have to use such a high level of SSAA that the framerate would be crushed. You may also wish to consider an FXAA Injector. which would approach the same level of quality as the in-game FXAA option, but also allow for the application of sharpness tweaks and other graphical modifications. On the next page we look at how to tweak the. ini files for advanced customization of graphics..ini Tweaks A range of game engine parameters can be altered by editing certain initialization (.ini) files using an ordinary text editor such as Windows Notepad. The key. ini files to edit in Borderlands 2 and Borderlands: The Pre-Sequel are: WillowEngine. ini . WillowGame. ini and WillowInput. ini . These are all found under your UsersUsernameMy DocumentsMy GamesBorderlands 2WillowGameConfig directory (Note: Borderlands: The Pre-Sequel uses an identical folder structure, albeit in BorderlandsPreSequel ). Create backup copies of these files before making any changes to them. Most of the variables in these three main. ini files are either already fully adjustable via the in-game settings, are non-functional on PC, or are not designed to be edited by the user in any meaningful way. Below we examine a range of the most useful tweaks in the. ini files which cannot otherwise be made using the in-game settings, and which actually have a noticeable image quality or performance impact. If you cant find the relevant variable in the. ini file, press CTRLF in the text editor to bring up the search function and enter the variable name. WillowEngine. ini MipFadeInSpeed00 MipFadeOutSpeed00 MipFadeInSpeed10 MipFadeOutSpeed10 The game engine uses a texture streaming technique to load up textures on the fly. This can reduce stuttering and loading pauses, but a side-effect of this is that certain areas or objects will be visibly blurry for a few seconds while textures are steadily loaded in. To greatly reduce, and in most cases eliminate, this texture pop-in effect, set the four variables above to 0 as shown. Note that there may still be momentary texture loading visible at times, particularly at the start of a session and in new areas, based on the speed of your system. By default, enemy bodies persist in the game world for up to 10 minutes, and during a big battle they can quickly stack up. By modifying SecondsBeforeConsideringRagdollRemoval and SecondsBeforeVisibleRagdollRemoval to lower values performance can be greatly improved. However, values too low may result in bodies vanishing in front of your eyes, breaking immersion. As such, experiment with the values and determine what you find acceptable. This variable controls whether interactive objects in the game world, such as characters and vehicles, cast shadows, both on themselves and other surfaces. If set to False, all such shadows will be removed, leaving only generic shadows cast by fixed objects such as buildings and terrain. The screenshots above demonstrate the difference, showing that when Dynamic Shadows are disabled, some shadows are removed completely, and most lose a lot of depth and detail. This includes the loss of self-shadowing on the Sanctuary Citizen, and the removal of his shadow on the grass behind him. Disabling Dynamic Shadows can noticeably boost performance at the cost of some richness in the games graphics. If you still need more FPS, you can disable dynamic lighting altogether by setting this variable to False. This will make the game world relatively bland and darker in some areas, but will provide an even larger performance boost than just disabling Dynamic Shadows. If this variable is set to False, the shafts of light visible when staring at an object through strong light, dubbed God Rays, will be removed. The screenshots above show that there is a clear difference in atmosphere when light shafts are enabled, but disabling them will provide a substantial increase in performance in outdoor areas. If this variable is set to False, certain distortion effects, such as the heat warp effect around an exploding grenade, will be disabled. This can prevent slowdowns during heavy combat, without a huge loss in image quality. This variable controls minor details in the game world, and is interesting in that it appears to be what the in-game Game Detail setting should control. However the in-game Game Detail setting actually controls another variable called PopulationAdjustment. In any case, adjusting DetailMode down to a value of 1 or 0 strips away very minor visual detail in the game world, which may improve performance on low-end machines. An example is provided in the screenshots above, showing full detail when at DetailMode2, and slightly less detail when at DetailMode0 - the only real difference is the removal of an antenna on the roof of the shack. This variable has primary control of the resolution of shadows in the game. The lower the value, the more jagged and generic shadows become, and the higher the value, the more defined and detailed the shadows will be, at the cost of performance. The screenshots above demonstrate the difference at two extremes on either side of the default value of 2048. At a low resolution of 128 in the first screenshot, the shadow of the New-U Station, as well as other shadows, are all extremely blurry - so much so that the antenna shadow is missing. At the other extreme of 4096 in the third screenshot, you can see that the slightly jagged edges of the shadows in 2048 resolution are now almost completely smooth at 4096. Reducing shadow resolution will improve performance at the cost of detailed shadows, while raising it will lower performance but improve shadow clarity. These variables determine your horizontal (ResX) and vertical (ResY) resolution. This can be adjusted using the in-game Resolution setting, but if you want to set a custom resolution that is not available there, you can use these variables instead. This variable is usually controlled by the in-game Foliage Distance setting. However here you can determine the view distance for foliage more precisely. The in-game Foliage Distance Far setting equals a value of 1.0 for this variable, and Near equals 0.5, but you can choose any value in between if you wish. Values above 1.0 wont extend foliage distance, but the most useful aspect of this variable is that if you want to remove foliage (mainly dynamically generated grass) altogether, set this variable to a value of 0. This can improve performance in outdoor areas. The list above covers the key. ini tweaks which have been tested as working properly, and have a noticeable impact on image quality, performance or gameplay. There are many other variables in the. ini files with tempting names, however upon testing these, the vast majority show no discernible change. Some of the popular tweaks being used at the moment fall into this category. And of course, the most important variables are already tied to the in-game settings, and not covered above, as they should be adjusted in-game. Theres plenty of scope to experiment further with the variables in the. ini files, as you may discover something interesting. However I strongly recommend against simply copying and pasting large portions of anyone elses. ini contents into your own. ini file. Always test each. ini tweak individually, preferably using screenshot comparisons and an FPS counter to detect any genuine impact. If you happen to mess up one of the three main. ini files mentioned at the start of this section, move the file to another folder or delete it, and the next time you launch Borderlands 2 or Borderlands: The Pre-Sequel, it will create a clean new copy of this file with the correct defaults, minus any customizations you made. Console Commands In this section we look at a range of game engine variables which can be altered on the fly while the game is running. This is done via the Command Console, which is disabled by default. To enable the in-game console in Borderlands 2 and Borderlands: The Pre-Sequel, open the DefaultInput. ini file found under the Program Files (x86)SteamsteamappscommonBorderlands 2WillowGameConfig directory (Note: Borderlands: The Pre-Sequel uses an identical folder structure, albeit in BorderlandsPreSequel ). Under the Engine. Console section at the top, add the following line immediately below it: This allows the use of the Tilde ( ) key, typically found below the ESC key on most keyboards, to open and close the console. You can assign another key to this function if you wish, but this may cause problems if it conflicts with another bound command, so Tilde is recommended. Save and exit the. ini file, and launch Borderlands 2 or Borderlands: The Pre-Sequel. You can now open and close the console window using the key at any time during normal gameplay. There are a range of console commands you can use. The most useful of these are documented below: Stat FPS . Displays a small FPS counter on the right of the screen. Use the same command again to remove it. ToggleHUD . Removes the Heads Up Display (HUD) elements. Removing the HUD is not recommended for normal gameplay, but it does allow for more cinematic screenshots or videos. Use the same command again to return the HUD. FOV degrees . You can already adjust the Field of View (FOV) using the in-game setting of the same name. However this command allows you to use values outside the range of the in-game slider. Any value you use for FOV will be retained when you restart the game. SetRes HxV Pixels . This command lets you set a custom resolution, outside of those available in the Resolution in-game setting. The value for this command must be in the format Horizontal x Vertical pixel count. For example, setres 1920x1200 . Shot . Takes a screenshot and places the file in a screenshot folder under your Program Files (x86)Steamuserdatausernumber760remote49520screenshots directory ( Program Files (x86)Steamuserdatausernumber760remote261640screenshots for Borderlands: The Pre-Sequel). The Screenshot console command does the same thing as the Shot command, but you can take more complex Tiled Screenshots using the TiledShot command. When using these commands, input them into the single-line console, accessed via the Backslash () key, otherwise the console will be shown in the screenshot. Exit . You can use this command to quickly exit the game back to your desktop without going through several promptsscreens. The Quit command does the same thing. A range of other Unreal Engine 3 console commands were tested, but none will work aside from those above which have been specifically enabled by Gearbox. Faster Startup If you wish to skip the in-game movies for 2K Games and Gearbox that appear when loading: Open your Steam Games Library. Right-click on Borderlands 2 or Borderlands: The Pre-Sequel in the Library, and select Properties. Click the Set Launch Options button. In the dialog box which opens, type - nostartupmovies and click OK. Close the Properties window. Bypassing The Launcher One final tweak for those who want an even faster start-up for Borderlands 2 and Borderlands: The Pre-Sequel: to bypass the special Launcher screen which appears on your desktop when you launch Borderlands 2 or Borderlands: The Pre-Sequel, follow these steps: Open your Steam Games Library. Right-click on Borderlands 2 in the Library, and select Properties. Click the Set Launch Options button. In the dialog box which opens, type - nolauncher and click OK. If you have nostartupmovies enabled from above, configure the box to say - nolauncher - nostartupmovies Close the Properties window. Now whenever you launch Borderlands 2 or Borderlands: The Pre-Sequel from Steam, it will open the game directly, without first opening the launcher. If you want to regain the launcher, follow the steps above and delete the - nolauncher command in Step 4. Conclusion Borderlands 2 gained quite a few accolades amongst PC gamers for its refreshing combination of fun gameplay and addictive RPG attributes, and its likely Borderlands: The Pre-Sequel will as well. The games also run extremely well on most systems, making them accessible even to those who havent upgraded in some years. In terms of settings, if youre looking to squeeze out extra performance, then a combination of reducing View Distance, turning off Ambient Occlusion, Depth of Field, or PhysX should do the trick while still keeping things pretty to look at. If you are using an older GPU but still want to enjoy the games PhysX effects, then consider adding a second NVIDIA GPU to improve performance by up to 2x. If youre really struggling for FPS, a few advanced tweaks like disabling God Rays and Dynamic Shadows will help you get better framerates. If youre having difficulties with the game, or just want to talk to other Borderlands players, check the Official Borderlands Forums. If youre experiencing lag in Borderlands 2 or Borderlands: The Pre-Sequel online, refer to the How to Get Rid of Lag article to correctly determine the source of your lag and what if anything you can do about it. Borderlands 2 Weapons Weapons in Borderlands 2 . much like in the previous game, are generated using a procedural algorithm which combines various Parts to create an enormously large number of possible variations. Unlike the original, Gearbox has not given an exact figure, though Randy Pitchford has stated that the number greatly exceeds the original games total and There are enough where it doesnt matter. It really doesnt matter. 1 Weapon types Weapon classes have been reorganized. Revolvers and Repeaters were two distinct kinds of weapons in the original Borderlands they have since been consolidated into a single Pistol category. Eridian weapons have been replaced by E-tech weapons which conform to the revised six categories listed below: Pistols 160: Versatile class of weapons usually suited to short-to-medium range combat, typically with fast reload speed. Sub-types include auto-firing machine pistols with larger magazines but lower accuracy, middle-of-the-road repeaters, and revolvers with longer range and higher accuracy but slower reloads and lower ammo capacity. Submachine Guns 160: High rate of fire and low recoil, good at close range and decent at medium range. Usually lower per-round damage than pistols of lower level, but greater rate of fire means higher DPS, and tend to have high capacity magazines. Shotguns 160: Fire multiple pellets, effective at close range but lowest accuracy of any weapon type. Sub-types include single-barrel fast-firing weapons with larger magazines, medium-range weapons with low spread, and multi-barrel weapons with huge per-shot damage but slow rates of fire and frequent reloads. Assault Rifles 160: Versatile mediumlong range weapon. Sub-types include accurate, high-damage semi-auto weapons, general-purpose burst or automatic rifles, and high-capacity light machine guns with heavy recoil. Special assault rifles can fire grenades or rockets with standard rifle ammunition, though at a cost of multiple rounds per shot. Sniper Rifles 160: High-damage, accurate weapons which are most effective at long range, usually with very limited magazine size and slow rates of fire. They are almost always equipped with scopes, and often have a bonus to Critical Hit Damage. Unlike the original Borderlands, fully automatic sniper rifles are not limited to a single very rare model. Rocket Launchers 160: Powerful shoulder-fired weapons with many positive firing characteristics, but low ammo capacity, long reload time and expensive ammo. Subtypes include high-velocity cannons, low-velocity cruise missiles with devastatingly high damage and shotgun-like spread launchers. Weapon Proficiencies no longer exist all characters have the same abilities with weapons throughout the game, with only Skills or class mods offering bonuses to particular types. The Item Card is shown whenever a weapon is examined on the ground or selected in any menu. This contains basic information about the weapon the weapons name is shown in its appropriate rarity colour, followed by the weapons Damage, Accuracy, Fire Rate, Reload Speed (measured in seconds, higher numbers mean longer reloads), Magazine Size, any Elemental Damage the weapon deals, the Elemental Effect Chance, and a text box containing notes on any special bonuses or abilities the weapon has. Bonuses in this area are included in the stats displayed above it for example, a weapon with a displayed magazine size of 14 and 3 magazine size has a magazine size of 14, not 17. The logo of the weapons Manufacturer is shown in the lower-left, while the logo for the weapons Element (if it has one) is shown in the middle. A weapons minimum level is shown at the top of the Item Card if this exceeds the level of the character examining the weapon, the entire Item Card is shown with a red background, and the weapon cannot be equipped by that character (though it may be picked up, carried in their inventory and sold as normal). Rarely, weapons may have no level limitations this is typically only seen on the Gearbox pre-order weapons and weapons which spawn right at the start of the game. A weapons value in dollars is shown at the bottom of the Card this is its sell price for a weapon belonging to that character or on the ground, or the buy price for a weapon being viewed in a vendor. A weapons buy price is always far higher than its sell price. Weapons scope magnifications were not originally displayed on item cards however this was changed in patch 1.6.0 (August 29th 2013). Tech pool stats have been replaced by the simpler Elemental Effect Chance section. The weapon itself is no longer displayed on the card, only a generic icon for the weapon class coloured for the weapons rarity. Instead, a weapon can be viewed in full 3D in the inventory menu or store screen using the Inspect option. A weapons level determines a number of things aside from whether or not a character can use it. All other things being equal, as a weapons Level increases its Damage and Elemental Damage will also increase proportionally other stats do not increase in the same way, and are mainly determined by a weapons Parts, manufacturer and rarity. The increases are much more pronounced than in the original Borderlands . scaling exponentially by a factor of 1.13215 per level. For example, a no-level white-rarity Dahl Repeater acquired at the start of the game will deal around 11 damage per shot, while a level 50 version will deal over 5,000 damage per shot. The Level a weapon spawns at is decided by the level of the enemy who dropped it, or the level of the area it is in if it is found in a chest or vending machine. Areas in Normal Mode and True Vault Hunter Mode usually scale to the character, with a set maximum which they cannot scale beyond. Loot drops will usually be within two levels of the area level. A weapons Fire Rate statistic can mean one of three things depending on the fire mode of the weapon in question. For fully automatic weapons (those which fire repeatedly as long as the button is held) it shows how many rounds the weapon fires per second. For semi-automatic weapons (those which only fire a single shot per press of the fire button), it displays the weapons Firecap . the maximum rate at which the game will accept separate presses of the fire button. For Jakobs weapons with the special text Fires as fast as you can pull the trigger this cap is usually set sufficiently high that a human player could not hope to meet it the limit exists to prevent auto-fire devices generating arbitrarily high rates of fire from these weapons. Finally, burst-firing weapons fire a set number of rounds each time the fire button is pressed. For these, it appears the Fire Rate defines both the rate at which the game accepts presses of the fire button after a burst concludes, and the speed of the burst itself. Flavour Text Flavour Text is found on Unique, Legendary and Seraph weapons Item Cards, at the top of the text box it is printed in red, and is usually a cryptic line of text which references the effects of the weapon and also some item of trivia or pop culture. See Special Weapon Effects Borderlands 2 for a comprehensive list of weapon effects. Hyperion Policy sniper rifles at increasing rarity levels, common. uncommon. rare. and very rare . A weapons Rarity determines the overall quality of the weapon, the strength of bonuses applied to it, and also the rate at which it will drop from enemies and chests and be available at vendors. Common weapons Each manufacturer has weapon textures of increasing quality for non-unique weapons. Quality varies from white (common), through green (uncommon), blue (rare), and purple (very rare), with the weapons stats being boosted more by each increasing rarity level. The mnemonic phrase given by a loading screen in the game to remember the order of the color system is When Grandma Burps, Patrick Obeys (W, G, B, P O). Given all DLCs are applied it is instead W, G, B, P, P, O, C (White, Green, BlueUnique, PurpleE-tech, Seraph, Legendary, Pearlescent). White weapons will never have an accessory attached (see Prefixes below). Green and blue weapons have a chance of spawning with an accessory, while purple and higher rarity weapons will always have an accessory attached. Unique amp Legendary Weapons These weapons are variants of standard gun models with special effects and bonuses added. Unique weapons are always of blue or purple rarity and are typically assigned as special rewards for quests or given for defeating named enemies. Legendary weapons are always of orange quality and are usually dropped by the toughest enemies on Pandora they have the highest material bonuses, but are generally not directly comparable to lower-level weapons with the same barrel and body due to their various special effects, and have their own unique materials rather than using a standard one for their rarity. As with all loot, there is a very small chance of both types of weapons being found from any suitable loot source, but it is exceptionally rare. E-tech weapons use their manufacturers purple-quality skin, but are colour-coded magenta. They spawn with a special Eridian barrel instead of a normal one, and are thus a higher rarity level than purple. E-tech weapons use Eridium technology attached to the weapon to convert bullets into other projectiles. They are characterised by the hexagonal petals on their barrels, which flare outwards from the weapon as it is being fired. While their stats vary, they often have superior damage to regular weapons of their level at the cost of using multiple ammo per shot. Pearlescent Pearlescent weapons are cyan - quality weapons and are only obtained as drops via Badass enemies and Loot Midgets in Ultimate Vault Hunter Mode albeit their drop rates are unknown. All but Anshin and Pangolin manufacture a Pearlescent quality item, it is debatable whether the Pearlescent weapons are more useful than the Legendary items produced. Players will need to acquire the Ultimate Vault Hunter Upgrade Pack in order to find these weapons. Elemental effects Many weapons have a chance of spawning with an ability to deal one of five types of Elemental Damage these are Corrosive. Incendiary. Explosive. Shock and Slag. The first four types all work in roughly the same way, while Slag is a special case. The four types each have a set chance of causing an elemental effect when they hit a target, which will deal increased damage to that target. Elemental effect chances are much less abstract than in the original Borderlands every shot fired by a weapon has a set percentage chance of dealing elemental damage, which is displayed on the Item Card. A shot which deals this damage is said to Proc (short for programmed random occurrence). Explosive weapons do not display their elemental effect chance on their Item Card as they Proc 100 of the time. Corrosive. Incendiary and Shock are each effective against specific types of targets respectively, they deal extra damage to Armour (yellow health bars), Flesh (red health bars) and Shields (blue health bars). Each of these elements can deal damage over time (DoT) to an enemy, with the damage taken per second displayed on their Item Card. Enemies attacked with an incorrect element will have the word RESIST pop out along with the damage number, and take decreased damage. Slag weapons work slightly differently in that the Slag elemental effect deals no actual damage instead, if a Slag weapon Procs it will cover the target in Eridium goo for 8 seconds, and all damage from non - Slag weapons will be doubled during that period. Jakobs weapons never have any elemental effects, while Maliwan weapons always do. Torgue weapons are limited to explosive elemental effects, while Maliwan weapons cannot be explosive elemental (their grenades, however, can). The explosive element can spawn on rocket launchers and Torgue weapons regardless of rarity, while other elements will only spawn on uncommon or higher weapons for any manufacturer but Maliwan. Weapon Manufacturers There are eight weapon manufacturers on Pandora. each with their own distinctive receiver all of the original games human manufacturers return except the Atlas Corporation and SampS Munitions. In addition, the Bandits have started manufacturing their own weapons. Each manufacturer has a distinctive gimmick which defines them. Bandit 160: Bandit weapons feature very large magazines, increased reload times but otherwise below average stats. Bandit weapon names are usually misspelled, and the weapons have a rough and ready look with exposed bolts and screws. However, at higher rarity levels, Bandit weapons stats can match or even surpass counterparts from other manufacturers. Dahl 160: Dahl weapons are burst-fire when aiming down the sights, and semi-automatic or fully automatic depending on the weapon when firing from the hip. Dahl weapon names are typically operator terms found in modern military fiction, and are visually based on Western high-tech firearms with parts like MagPul PMAGs. They boast increasingly ostentatious camouflage patterns with increasing rarity. Hyperion 160: Hyperion weapons have reverse recoil, explained in-game by the use of stabilizers. They have heavy initial scope sway but become more stable and accurate as they are continuously fired. (Hyperion sniper rifles gradually stabilize as the user aims down the sight.) Hyperion weapons have a corporate naming theme, and are sharp and angular. They always use vibrant colors which become more contrasting at higher rarities. Jakobs 160: Jakobs weapons specialise in high power, and are always semi-automatic or bolt action. Jakobs weapons have an Old West naming theme, and have an old-style look with wood furnishings as well as engraved metal and highly-figured wood at higher levels. Maliwan 160: Maliwan weapons always feature an elemental effect, and sometimes use more than one ammo per shot. Maliwan weapons have a ten dollar word naming theme (Consummate, Acuminous, etc) and use flowing, organic shapes. The color scheme remains mostly the same at different rarity levels, but becomes more vibrant. Tediore 160: Tediore guns have mediocre statistics but very fast reloads they are thrown in an arc, much like a grenade, instead of reloading, dealing damage based on the amount of ammunition left in the magazine (which is lost on reload). Rocket launchers are thrown overarm and travel straight initially, but randomly deviate off-course. Tediore weapons tend to be named like mass-produced generic products (New and Improved, Original, Basic, etc) and have a blocky aesthetic, taking on synthetic patterns at higher rarity levels. Torgue 160: Torgue weapons always deal explosive damage, and some variants fire rockets using bullet ammunition. Torgue weapon names are typically crude sex puns. The weapons themselves usually have a bulging, rounded appearance, with large projecting exhaust pipes or ports on the barrels. They have racing-themed color schemes that increase in detail with increasing rarity. Unlike in Borderlands, Torgue does not produce sniper rifles or submachine guns. Vladof 160: Vladof weapons are known best for their high rates of fire. They have a revolutionary theme (Glorious, Workers, etc) and appear similar to RussianSoviet Cold War-era hardware, with parts based on actual Russian weapons and equipment as well as slavic imagery on some parts of the guns. Higher-rarity Vladof weapons are all-metal and highly polished in appearance. When aiming a sniper you can also read Russian numbers in it regarding height and wind. Construction The pistol corresponding to the Item Card above. This Tediore pistol body has a Maliwan barrel, giving it the Title Handgun. and also has a Maliwan grip. The scope is Hyperion - made, and the gun has an increased rate of fire, giving it the Prefix Peppy. The skin indicates Purple rarity, while the blue lights indicate it is Shock elemental. Each manufacturer makes a complete set of weapon Parts for any weapon they manufacture, enough to make a weapon with only that manufacturers Parts. In practice, however, the only Part specific to any given manufacturer is the Body of a weapon this is the receiver, frame, or the midsection of a rocket launcher. This Part determines what manufacturer the weapon has. The Barrel of the weapon, in combination with the Body, decides the weapons Title. All other parts determine various bonuses for example, many Bodies can spawn with two different Magazines, one higher capacity than the other. The first part of a weapons name is called its Prefix . Each manufacturer has a list of Prefixes, and which one a weapon gets is determined by a number of factors including Parts, what Element it has (if any) and any bonuses the weapon has. Prefixes form a hierarchy, with each having a set priority. The highest-priority Prefix is the one that will be displayed, while all others will be hidden. Some Unique weapons have special Prefixes which are actually part of their Titles in the game files, but are handled in such a way they are replaced with higher-priority Prefixes. For example, Good Touch actually has the full Title Miss Moxxis Good Touch, but the first portion can be replaced to make an Acuminous Good Touch if the weapon spawns with a bayonet accessory. This appears to be a coding hack designed to give these weapons unique but replaceable Prefixes. Occasionally a weapon will spawn with no Prefix at all this tends to be because it has a Maliwan grip (which assigns no Prefix) and no other Prefix-giving parts (ex. Shield, The Bee, etc.). The second part of a weapons name is its Title . In common weapons, the Title is determined entirely by the combination of Body and Barrel parts it has the Body is determined by the weapons manufacturer, while the Barrel assigns a specific Title from that manufacturers list. Unique and Legendary weapons have their own unique Titles, but still use the common Prefixes for their manufacturer. Since the Title is the part of a weapons name which does not change, it is used for categorisation purposes on this wiki. This section list the basic Titles of all the randomly generated weapons in Borderlands 2, by the barrels which assign them. It excludes the names of Unique and Legendary weapons from these manufacturers. The number of weapons a character can carry (along with all other loot including Class Mods, Relics, Shields and Grenade Mods) is determined by how many inventory Storage Deck Upgrades have been purchased from Crazy Earl in Sanctuary. Under normal circumstances a character cannot pick up or purchase a weapon if they are at their inventory limit, though this is ignored for mission rewards which are given regardless. If the character is over their inventory limit, they must sell or discard items until they are not in order to pick anything up. The number of weapons which can be equipped at any given time defaults to two. Two more equip slots can be unlocked by completing storyline missions, and are given at set times. Ammunition Ammunition is divided into the same categories as weapons themselves pistol ammunition, SMG ammunition, shotgun shells, rifle ammunition, sniper rifle ammunition and rockets. Ammunition can be found in most lootable containers, and is often dropped by enemies. The amount of ammunition a character can carry for each type is determined by how many Storage Deck Upgrades (SDU) have been purchased from Crazy Earl in Sanctuary, certain skills, or a stockpile relic. Certain types of ammunition will not spawn at first in particular, rockets do not spawn from low-level vending machines in Normal Mode. The price of ammunition from vendors is based on the level of the area it is purchased in, and increases as the game goes on. Purchasing a SDU will refill that ammunition type to its new maximum Bursts and Damage Multipliers This Legendary Dahl Hornet pistol has a double accessory, the device under the barrel. x2 can be seen next to the damage figure on its Item Card. Since the Hornet fires a 5-round burst when aimed, this Hornet fires 10 rounds for every press of the fire button when aiming, and two rounds at once when not aiming. Certain weapons will fire multiple rounds with a single press of the fire button. This can be either in a multi-round burst where each bullet is fired sequentially, or multiple projectiles fired at the same time. Burst fire is the Dahl manufacturer gimmick, and almost exclusively present on their weapons. A burst-firing weapon fires a set number of rounds sequentially each time the fire button is pressed. The game counts this as normal fire, and any effect that would only affect a single round (such as an Amplify Shield or Zer0s Decepti0n Skill) will only affect the first round fired in the burst. Shotguns are the most common example of a weapon which fires multiple projectiles at the same time, but this effect is also present on all Bandit Rocket Launchers. Jakobs Gatling Guns. and any weapon which spawns with a double fire accessory. In all cases, any effect that is restricted to a single shot will apply to every projectile since they all count as being fired together for example, an Amplify Shield will add its damage buff to all 18 projectiles fired by a Torgue Ravager shotgun, though as of Patch 1.2.0 the bonus is divided evenly among them rather than applied to each in full. If the weapon has an element, each projectile has a separate chance to Proc for elemental damage. Both effects can be present on a weapon at the same time this is most common with Dahl weapons that spawn with double accessories. If this is the case, every shot fired in the burst will consist of multiple projectiles. Damage Per Second Fast firing weapons are often chosen based on Damage Per Second (DPS), which can be easily calculated by multiplying Damage by Fire Rate. DPS reflects an imaginary rate of fire which does not include reloading (for real weapons this is referred to as the cyclic rate of fire), which can also be a major factor in choosing a weapon. Missing Weapons Each manufacturer are missing two weapon types that they simply do not produce, appart from Bandit, that is only missing one weapon type. Bandit does not produce sniper rifles. Hyperion does not produce rocket launchers or assault rifles. Dahl does not produce shotguns or rocket launchers. Maliwan does not produce shotguns or assault rifles. Tediore does not produce sniper rifles or assault rifles, although, in a leaked alpha-gameplay from 2011. a Tediore assault rifle is seen. Jakobs does not produce submachine guns or rocket launchers. Vladof does not produce submachine guns or shotguns. Torgue does not produce sniper rifles or submachine guns. Ad blocker interference detected Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers Wikia is not accessible if youve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.

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