NiKEL!! Ca marche!
Je conseil à tout le monde ayant un PC correct et qui veulent améliorer encore plus les graphismes\textures du jeux,de modifier\copier coller les ligne de codes se trouvant dans le fichier:
Documents\My Games\Borderlands 2\WillowGame\Config\WillowEngine
Faitent une copie de votre fichier original avant...
Vers la fin du fichier vous trouvez la partie [SystemSettings] copiez\remplacez les lignes en dessous par celles ci:
bUseMaxQualityMode=False
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.0
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=False
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True
AmbientOcclusion=True
Bloom=True
bAllowLightShafts=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
NVParticleDownsamplingThreshold=100.0
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
WindowedFullscreen=False
AllowD3D11=True
AllowOpenGL=False
AllowRadialBlur=True
AllowSubsurfaceScattering=True
AllowImageReflections=True
AllowImageReflectionShadowing=True
bAllowSeparateTranslucency=True
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=16
MaxMultiSamples=4
bAllowD3D9MSAA=True
bAllowTemporalAA=True
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
FXAA=True
MinShadowResolution=2048
MinPreShadowResolution=128
MaxShadowResolution=2048
MaxWholeSceneDominantShadowResolution=2048
ShadowFadeResolution=1024
PreShadowFadeResolution=128
ShadowFadeExponent=.25
ResX=1920
ResY=1080
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.0
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableVSMShadows=True
bEnableBranchingPCFShadows=True
bAllowHardwareShadowFiltering=True
TessellationFactorMultiplier=1.0
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=True
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=2
SystemShadowDepthBias=.012
PerObjectShadowTransition=60
CSMSplitPenumbraScale=.5
CSMSplitSoftTransitionDistanceScale=4
CSMSplitDepthBiasScale=.5
CSMMinimumFOV=40
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=0.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
MobileFeatureLevel=0
MobileFog=True
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileVertexMovement=True
MobileLODBias=-0.5
MobileBoneCount=75
MobileBoneWeightCount=2
MobileUsePreprocessedShaders=True
MobileFlashRedForUncachedShaders=False
MobileWarmUpPreprocessedShaders=True
MobileCachePreprocessedShaders=False
MobileProfilePreprocessedShaders=False
MobileUseCPreprocessorOnShaders=True
MobileLoadCPreprocessedShaders=True
MobileSharePixelShaders=True
MobileShareVertexShaders=True
MobileShareShaderPrograms=True
MobileEnableMSAA=True
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
ApexLODResourceBudget=1000000000000000000000.0
ApexDestructionMaxChunkIslandCount=2147483647
ApexDestructionMaxChunkSeparationLOD=1.0
bEnableParallelAPEXClothingFetch=True
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,L
ODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGe
nSettings=TMGS_SimpleAverage,IgnoreTextureLODBias,
NumStreamedMips=0)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSi
ze=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Lin
ear,MipGenSettings=TMGS_SimpleAverage,NumStreamedM
ips=0)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSiz
e=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Line
ar,MipGenSettings=TMGS_SimpleAverage,NumStreamedMi
ps=0)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=40
96,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,M
ipGenSettings=TMGS_SimpleAverage,IgnoreTextureLODB
ias,NumStreamedMips=0)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxL
ODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter
=Linear,MipGenSettings=TMGS_SimpleAverage,NumStrea
medMips=0)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLO
DSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=
Linear,MipGenSettings=TMGS_SimpleAverage,NumStream
edMips=0)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,
LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipG
enSettings=TMGS_SimpleAverage,IgnoreTextureLODBias
,NumStreamedMips=0)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODS
ize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Li
near,MipGenSettings=TMGS_SimpleAverage,NumStreamed
Mips=0)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSi
ze=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Lin
ear,MipGenSettings=TMGS_SimpleAverage,NumStreamedM
ips=0)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096
,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,Mip
GenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLOD
Size=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=L
inear,MipGenSettings=TMGS_SimpleAverage,NumStreame
dMips=0)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODS
ize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Li
near,MipGenSettings=TMGS_SimpleAverage,NumStreamed
Mips=0)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=40
96,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,M
ipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0
)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096
,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,Mip
GenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxL
ODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter
=Linear,MipGenSettings=TMGS_SimpleAverage,NumStrea
medMips=0)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,
LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipG
enSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODB
ias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSe
ttings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=409
6,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,Mi
pGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=40
96,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,N
umStreamedMips=1,MipGenSettings=TMGS_SimpleAverage
,NumStreamedMips=0)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize
=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linea
r,MipGenSettings=TMGS_SimpleAverage,NumStreamedMip
s=0)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODS
ize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Li
near,MipGenSettings=TMGS_SimpleAverage,NumStreamed
Mips=0)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLO
DSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=
Linear,MipGenSettings=TMGS_SimpleAverage,NumStream
edMips=0)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,M
axLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFil
ter=Linear,MipGenSettings=TMGS_SimpleAverage,NumSt
reamedMips=0)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLO
DSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=
Linear,MipGenSettings=TMGS_SimpleAverage,NumStream
edMips=0)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLO
DSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=
Linear,MipGenSettings=TMGS_SimpleAverage,NumStream
edMips=0)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=2048
,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipF
ilter=linear,MipGenSettings=TMGS_Blur5,NumStreamed
Mips=0)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=2048,L
ODBias=0,MinMagFilter=aniso,MipFilter=Linear,MipGe
nSettings=TMGS_SimpleAverage,NumStreamedMips=0)
ShadowDistanceMultiplier=1.0
ShadowCascades=3
ShadowSplit=0.0
ShadowSplit=0.16
ShadowSplit=0.48
ShadowSplit=1.0
bAllowSeparateModulatedTranslucency=True
ShadowCast_Near=3000.000000
ShadowCast_Far=6000.000000
bNVIDIA3d=False
PopulationAdjustment=0
TextureQuality=0
ViewDistance=3
ViewDistanceLowScale=0.5
ViewDistanceMediumScale=0.8
ViewDistanceHighScale=1.0
ViewDistanceUltraHighScale=2.0
ViewDistanceConsoleScale=1.0
NumberOfDecals=2
FramerateLocking=4
PhysXLevel=2 (maybe could be 3? Other physx games has that option)
MaxDrawDistanceScaleSplitScreen=1.0
bAutoDetectSettings=False
Vous observerez une amélioration globale de la qualitée des textures qui ne tarderont pas à s'afficher quand vous ouvrez des coffres!