![]() Maybe elfx using the flickering sort of bulb. If I ever get bored I'll mess around with it and see if it still effects anything or if there was just some hidden light that I couldn't see messing up the mesh. Same thing would happen walking straight towards it as mentioned above. = )Įdit: The back and forth walking in the video was just to emphasize what I was seeing. that was the only difference I could see. That's one of those settings that I spent hours going around the game, creating different saves to attempt to figure out what it did. that's 32bit Skyim in the video obviously, not SE).I also only "fudged" one setting in that video lol flickering wasn't it. Perhaps the setting pushes another light source back further to compensate for what it does to the flicker? I have no clue (and. Just walking straight towards the sources from the moment the same save loads, same starting point, some scene, same speed (no lonely guards walking around with torches to add additional lighting to one scene and not the other). If you turn your camera far enough away from a light source it stops being rendered and thus, the light pops back in, but that's not the case in the video. The 4 lights rendering on 1 mesh wouldn't make a difference being that the scenes are identical, though I agree its the same effect/issue that happens in those circumstances. ![]() The only thing different was the flickering values. ELFX was installed as well if that adds anything to it (meshes being chopped up or extra lights in the area as the mod does/adds) but still, it doesn't change that the scenes were played out identical in each take (and as it only affects the smoke, with the wall being so close to it I'd assume it would cause this same bug on the wall but it doesn't). Same save, nothing different but the setting. Only when set to the value in the video (roughly 8192 or higher) would that light pop-in effect not take place on that specific brazier. I don't just take a quick shot and throw it up for viewing. In the video I tested that scene every which way. Since the file is, by default, empty, there’s no need to worry about deleting the wrong thing.Good to know on the flickering setting. If you want to reenable it, simply go back in and delete those lines. This disables mouse smoothing, which isn’t quite the same as mouse acceleration. The file should be blank, so put in the following lines:.Double-click on it, and it should open in Notepad. In that directory, you’ll see a file called input.ini.If you’re running the Steam version, go into the WindowsNoEditor directory, and if you’re using the Game Pass version, go into the WinGDK one.Now, click on the Atomic Heart directory, then Saved, then Config.2.) Go to C:\Program Files (x86)\Steam\steamapps\common\fallout new vegas, (location may be different on your PC, just look for 'Fallout new vegas directory) 3.) Open and edit Falloutdefault.ini with. Follow Step1 to 4 in this post for details. First, with the game closed, go to your Atomic Heart data directory by clicking on the bar at the top of a Windows Explorer and typing in %localappdata%. Disable Mouse acceleration in Windows 10 first by visiting the advance mouse options setting.But you can do a little text editing to dial the effect back. If you want to disable it, the game doesn’t offer an easy on/off box to tick and untick. Atomic Heart Doesn’t Normally Allow You to Disable Mouse Acceleration, but Here Is How to Work Around ItĪ little disappointingly, there is no “disable mouse acceleration” option in Atomic Heart’s settings menus. But if you’re playing Atomic Heart and you do want to disable mouse acceleration, here is how to do it. Some FPS players love the feature, while others really don’t. In other games, it’s been the subject of much debate. The PC version of Atomic Heart, like many PC games, features mouse acceleration.
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