plutot que d'uploader mon fichier voici les lignes:
comme je l'ai dit attention le cell shading est desactivé dans ce fichier, on aime ou on aime pas;
Attention aussi le FXAA est desactivé car j'ai instalé les fichiers SMAA conseilés par Nvidia qui donne un bien meilleur antialiasing celon moi éssayez...
http://www.geforce.com/optimize/guides/borderlands-2-tweak-guide/#11
http://mrhaandi.blogspot.com.au/p/injectsmaa.html
copiez / collez les fichiers d3d9 dans le dossier win32 du jeux et, desactivez le FXAA dans le options du jeux avnt de lancer.
voici les ligne du fichier WillowEngine finale donc: le "[TextureStreaming]"
[TextureStreaming]
PoolSize=512
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=40
DropMipLevelsLimit=34
StopIncreasingLimit=20
StopStreamingLimit=16
MinEvictSize=14
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=TRUE
LoadMapTimeLimit=0.1
LightmapStreamingFactor=0.02
ShadowmapStreamingFactor=0.2
TextureFileCacheBulkDataAlignment=1
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=True
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=256
MaxDefragDownShift=128
BoostPlayerTextures=3.0
TemporalAAMemoryReserve=4.0
EnableStats=true
HistoryDepth=50
DynamicStreaming=2
DynamicStreamingDistances=1250
DynamicStreamingDistances=200
DynamicSteamingDistances=9
Et le "[SystemSettings]":
[SystemSettings]
bUseMaxQualityMode=False
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.000000
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=100.000000
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=True
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=1.500000
ShadowFilterQualityBias=0
MaxAnisotropy=16
MaxMultiSamples=16
bAllowD3D9MSAA=True
bAllowTemporalAA=True
TemporalAA_MinDepth=500.000000
TemporalAA_StartDepthVelocityScale=100.000000
FXAA=False
MinShadowResolution=2048
MinPreShadowResolution=128
MaxShadowResolution=2048
MaxWholeSceneDominantShadowResolution=4096
ShadowFadeResolution=1024
PreShadowFadeResolution=128
ShadowFadeExponent=0.250000
ResX=1920
ResY=1080
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
FoliageDrawRadiusMultiplier=1.0
ShadowTexelsPerPixel=1.273240
PreShadowResolutionFactor=0.500000
bEnableVSMShadows=True
bEnableBranchingPCFShadows=True
bAllowHardwareShadowFiltering=True
TessellationFactorMultiplier=3.000000
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=True
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=2.000000
SystemShadowDepthBias=0.012000
PerObjectShadowTransition=60.000000
CSMSplitPenumbraScale=0.500000
CSMSplitSoftTransitionDistanceScale=4.000000
CSMSplitDepthBiasScale=0.500000
CSMMinimumFOV=40.000000
CSMFOVRoundFactor=4.000000
UnbuiltWholeSceneDynamicShadowRadius=20000.000000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=0.000000
FractureDirectSpawnChanceScale=1.000000
FractureRadialSpawnChanceScale=1.000000
FractureCullDistanceScale=1.000000
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=True
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,NumSt
reamedMips=0,MipGenSettings=TMGS_SimpleAverage,Ign
oreTextureLODBias)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSi
ze=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Lin
ear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAv
erage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSiz
e=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Line
ar,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAve
rage)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=40
96,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,N
umStreamedMips=0,MipGenSettings=TMGS_SimpleAverage
,IgnoreTextureLODBias)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxL
ODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter
=Linear,NumStreamedMips=0,MipGenSettings=TMGS_Simp
leAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLO
DSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=
Linear,NumStreamedMips=0,MipGenSettings=TMGS_Simpl
eAverage)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,
LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumS
treamedMips=0,MipGenSettings=TMGS_SimpleAverage,Ig
noreTextureLODBias)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODS
ize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Li
near,NumStreamedMips=0,MipGenSettings=TMGS_SimpleA
verage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSi
ze=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Lin
ear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAv
erage)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096
,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,Num
StreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLOD
Size=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=L
inear,NumStreamedMips=0,MipGenSettings=TMGS_Simple
Average)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODS
ize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Li
near,NumStreamedMips=0,MipGenSettings=TMGS_SimpleA
verage)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=40
96,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,N
umStreamedMips=0,MipGenSettings=TMGS_SimpleAverage
)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096
,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,Nu
mStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxL
ODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter
=Linear,NumStreamedMips=0,MipGenSettings=TMGS_Simp
leAverage)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,
LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumS
treamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODB
ias=0,MinMagFilter=Aniso,MipFilter=Linear,NumStrea
medMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=409
6,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,Nu
mStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=40
96,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,N
umStreamedMips=1,MipGenSettings=TMGS_SimpleAverage
)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize
=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linea
r,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAver
age)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODS
ize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Li
near,NumStreamedMips=0,MipGenSettings=TMGS_SimpleA
verage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLO
DSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=
Linear,NumStreamedMips=0,MipGenSettings=TMGS_Simpl
eAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,M
axLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFil
ter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_S
impleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLO
DSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=
Linear,NumStreamedMips=0,MipGenSettings=TMGS_Simpl
eAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLO
DSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=
Linear,NumStreamedMips=0,MipGenSettings=TMGS_Simpl
eAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=2048
,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipF
ilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS
_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=2048,L
ODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumS
treamedMips=0,MipGenSettings=TMGS_SimpleAverage)
ShadowDistanceMultiplier=1.000000
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=0.500000
ViewDistanceMediumScale=0.800000
ViewDistanceHighScale=1.000000
ViewDistanceUltraHighScale=2.000000
ViewDistanceConsoleScale=1.000000
NumberOfDecals=2
FramerateLocking=6
PhysXLevel=2
MaxDrawDistanceScaleSplitScreen=1.000000
bAutoDetectSettings=False
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLOD
Size=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=P
oint,NumStreamedMips=0,MipGenSettings=TMGS_SimpleA
verage)
Bon jeux.