Як позбутися від чорного екрану в грі Call of Duty Black Ops III?


Після першого ж запуску Call of Duty Black Ops III деякі користувачі стикаються з чорним екраном, що не дає можливості потрапити в налаштування гри і спробувати змінити конфігурацію. Щоб вирішити подібну проблему, скористайтесь цією інструкцією:

Перейдіть по шляху Steam/steam/apps/common/Call of Duty Black Ops III/players/

Відкрийте Блокнот, вставте в нього наступний уривок коду і збережіть у папці під ім’ям config.ini. Після цього перезапустіть гру.

Код для вставки у файл config.ini:

//

//Gameplay

//

//Frame rate cap (0 for none)

MaxFPS = “60” // 0 to 1000

 

//Show current framerate on screen

DrawFPS = “0” // 0 or 1

 

//Toggle framerate smoothing

SmoothFramerate = “0” // 0 or 1

 

//Horizontal field of view in degrees assuming 16:9 aspect ratio

FOV = “80” // 65 to 120

 

SplitscreenOrientation = “0” // 0 or 1

 

//Enable network voice chat

VoiceChat = “1” // 0 or 1

 

//Enable occlusion of sound behind solid surfaces

SoundOcclusion = “1” // 0 or 1

 

//Mouse smoothing amount

MouseFilter = “0” // 0 to 10

 

MouseAcceleration = “0” // 0 to 1

 

MouseSensitivity = “2” // 0.1 to 30

 

//Mouse vertical sensitivity

MouseVerticalSensitivity = “0.022” // -1 to 1

 

//Enable vertical look with the mouse

MouseVerticalLook = “1” // 0 or 1

 

//Maximum number of simultaneous human corpses

CorpseCount = “32” // 1 to 32

 

//Number of frames the driver is allowed to enqueue, a lower value improves input latency but may decrease performance. Set it to 0 to use the system default, usually 3.

MaxFrameLatency = “0” // 0 to 4

 

//

//Setup

//

 

//Set to zero to force auto-detect to run at startup

AutoDetectHasRun = “1” // 0 or 1

 

//Thread count for handling the job queue

WorkerThreads = “2” // 2 to 4

 

//Clear to check driver against recommended

LastDriverNvidia = “35887” // 0 or bigger

 

//Clear to check driver against recommended

LastDriverAMD = “0” // 0 or bigger

 

//Fraction of video memory usage to target

VideoMemory = “0.95” // 0.75 to 1

 

//

//Display

//

 

// 0 – Windowed, 1 – Fullscreen, 2 – Fullscreen Window

FullScreenMode = “2” // 0 to 2

 

//X Window position

WindowX = “0” // -8192 to 8192

 

//Window Y position

WindowY = “0” // -8192 to 8192

 

WindowSize = “800х600” // any text

 

RefreshRate = “59.95” // 1 to 240

 

//Monitor index to use for fullscreen

Monitor = “1” // 0 to 8

 

//Vsync only applies in fullscreen

Vsync = “0” // 0 or 1

 

//Percentage of window resolution that the 3D scene renders at

ResolutionPercent = “100” // 50 to 200

 

//Color spaces monitor for output

DisplayGamma = “sRGB” // sRGB, rec.709, or rec.709 – Limited

 

//Set to 3 to enable triple buffering, useful to prevent large framerate drops when vsync is enabled

BackbufferCount = “2” // 2 to 3

 

//

//Graphics

//

 

//LOD’s to drop on models, lower numbers are higher quality

MeshQuality = “1” // 0 to 8

 

//0 – Force 2x anisotropic filtering, 1 – Per material, 2 – Force 16x anisotropic filtering

TextureFilter = “1” // 0 to 2

 

//Number of mips to drop on streamed textures, lower numbers are higher quality

TextureQuality = “2” // 0 to 3

 

//Number of mips to drop on effects and dynamic decals, lower numbers are higher quality

TextureQualityFX = “2” // 0 to 15

 

//Number of mips to drop reflections on, lower numbers are higher quality

TextureQualityProbes = “1” // 0 to 16

 

//Number of mips to drop shadows on sun, lower numbers are higher quality

TextureQualityBakedSunShadows = “1” // 0 to 2

 

//Force lowest mips to stay loaded instead of streaming

TextureLowDetailResident = “0” // 0 or 1

 

DisableDynamicLightShadows = “1” // 0 or 1

 

DisableDynamicSunShadows = “1” // 0 or 1

 

//Resolution of spot light shadows

SpotShadowTextureSize = “1024” // 128 to 8192

 

//Resolution of omni (point) light shadows

OmniShadowTextureSize = “256” // 128 to 2048

 

//Enable multi-sampled soft shadows

ShadowFiltering = “1” // 0 or 1

 

//Number of lights with otherwise static shadows to force characters shadows on

ActorShadows = “0” // 0 to 16

 

//Enable volumetric sun and light shafts

VolumetricLightingEnabled = “1” // 0 or 1

 

//Number of raymarch samples for sunlight

VolumetricLightingMaxSunSamples = “8” // 1 to 256

 

//Number of raymarch samples for local lights

VolumetricLightingMaxLightSamples = “40” // 1 to 256

 

//Skip every other sample if color is constant

VolumetricLightingSkipSunSamples = “1” // 0 or 1

 

//Skip every other sample if color is constant

VolumetricLightingSkipLightSamples = “1” // 0 or 1

 

//Enabled order-independent transparency

OIT = “1” // 0 or 1

 

//Maximum number of overlapping transparency layers

OITLayers = “8” // 8, 9, 12, or 16

 

//Screen-space ambient occlusion method

SSAOTechnique = “GTAO Medium Quality” // Disabled, HEMIAO, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality

 

//Anti-aliasing technique

AATechnique = “Filmic SMAA T2x” // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x

 

//Per-object motion blur

MotionBlur = “Auto” // Off, Auto, or On

 

MotionBlurQuality = “Medium” // Low, Medium, or High

 

//Better lighting for skin

SubsurfaceScattering = “0” // 0 or 1


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