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Updated readme
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@ -309,15 +309,20 @@ __________________________________________
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- True 64 bit HDR lighting with adaptive tone mapping
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The used Reinhard operator adds a bit more contrast to the game and gives it a harder look.
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- Enhanced Subpixel Morphological Antialiasing
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For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
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- Filmic post process effects like Technicolor color grading and film grain
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- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique
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___________________________________________________
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9) CONSOLE VARIABLES
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__________________________________________
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r_antiAliasing - Different Anti-Aliasing modes
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r_useShadowMapping [0 or 1] - Use soft shadow mapping instead of hard stencil shadows
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r_useHDR [0 or 1] - Use High Dynamic Range lighting with adaptive tone mapping
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@ -17,7 +17,10 @@ _______________________________________
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TBD - RBDOOM-3-BFG 1.1.0
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_______________________________
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- True 64 bit HDR lighting with adaptive tone mapping
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- True 64 bit HDR lighting with adaptive filmic tone mapping
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- Enhanced Subpixel Morphological Antialiasing
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For more information see "Anti-Aliasing Methods in CryENGINE 3" and the docs at http://www.iryoku.com/smaa/
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- Filmic post process effects like Technicolor color grading and film grain
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@ -25,6 +28,9 @@ _______________________________
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- Defaulted fs_resourceLoadPriority to 0 so it is not necessary anymore to specify when running a modification
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- Additional ambient render pass to make the game less dark similar to the Quake 4 r_forceAmbient technique
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_______________________________________
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