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I have about 60 hours of play time on the game and never had any issues with game play at all until recently....I am now having issues when entering a battle, soon after the battle begins the screen will begin flickering or going completely black for a few moments before returning. This repeats every few seconds for the duration of the battle and really makes the game unplayable.
As i said, I had not encountered this until just a few days back. I am not sure if it happened immediately after the latest steam update or not but it is really getting very annoying. I love the game so far but right now it is unplayable with this issue.
I am running a GTX 680, Intel core i7-3770K CPU @ 3.5GHz, and 8 GB RAM, windows 10.
I have verified the game cache via steam, updated all drivers, and tried lowering graphics settings in game and nothing works. No issues on the campaign map or start-up, just in battle after deployment is over.
Please help me fix this issue, i would love to get back to playing.
ca_guyRegistered Users, Moderators, CA Staff Mods, CA StaffPosts: 1,171
Hey,
Please could you provide the files mentioned in the sticky?
There is info on how to get hold of of the files in the link.
Thanks, Guy
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of Creative Assembly or SEGA. | Lord name: guise |
It is not letting me browse for files to attach, I am not sure how you want me to post them here.....the button for attaching an image or file only allows for image url in the drop-down. it does not let me browse for files on my computer. Ive include some of the txt from the DxDiag here.
------------------ System Information ------------------ Time of this report: 7/11/2016, 22:33:51 Machine name: JAKE-PC Operating System: Windows 10 Home 64-bit (10.0, Build 10586) (10586.th2_release_sec.160527-1834) Language: English (Regional Setting: English) System Manufacturer: To Be Filled By O.E.M. System Model: To Be Filled By O.E.M. BIOS: BIOS Date: 09/13/12 20:56:06 Ver: 04.06.05 Processor: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz (8 CPUs), ~3.5GHz Memory: 8192MB RAM Available OS Memory: 8078MB RAM Page File: 5023MB used, 11246MB available Windows Dir: C:\WINDOWS DirectX Version: 11.2 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled Miracast: Not Available Microsoft Graphics Hybrid: Not Supported DxDiag Version: 10.00.10586.0000 64bit Unicode
------------ DxDiag Notes ------------ Display Tab 1: No problems found. Sound Tab 1: No problems found. Sound Tab 2: No problems found. Input Tab: No problems found.
write_preferences_at_exit true; # write_preferences_at_exit , Write preferences at exit # app_multirun false; # app_multirun , Allow multiple instances of the application # x_res 1680; # x_res , Fixed window width # y_res 1050; # y_res , Fixed window height # x_pos 0; # x_pos , Window position # y_pos 0; # y_pos , Window position # vfs_log_level 0; # vfs_log_level , 0 - off, 1 - mod-user, 2 - dev # unit_test false; # unit_test , unit test (for daily build) # gfx_first_run false; # gfx_first_run , First time application run # gfx_video_memory 0; # gfx_video_memory , Override available video memory (bytes) # gfx_fullscreen true; # gfx_fullscreen , Run the application in fullscreen or not # gfx_vsync false; # gfx_vsync , vertical synchronization # explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinity # enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Update Thread # gfx_aa 1; # gfx_aa , Set antialiasing, 0-no, 1 = FXAA # gfx_texture_filtering 4; # gfx_texture_filtering , Set texture filtering, 0-trilinear, 4- anisotropic 16x # gfx_texture_quality 3; # gfx_texture_quality , Set the quality of textures. 0 - small, 3 - ultra # gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D11 1-D3D11, 2-GL3 3-D3D12 # gfx_ssao false; # gfx_ssao , Enable Screen Space Ambient Occlusion buffer # gfx_distortion false; # gfx_distortion , Enable Distortion Effect buffer # gfx_depth_of_field 0; # gfx_depth_of_field , Set depth of field quality 0 - off, 2 - high # gfx_unlimited_video_memory true; # gfx_unlimited_video_memory , Enable unlimited video memory allocation # gfx_tesselation false; # gfx_tesselation , Enable tesselation # gfx_alpha_blend 0; # gfx_alpha_blend , Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT # gfx_gpu_select 0; # gfx_gpu , Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... # gfx_direct_resource_access false; # gfx_direct_resource_access , Enable Direct Resource Access # gfx_sky_quality 2; # gfx_sky_quality , Set the quality of sky. 0 - low, 3 - ultra # gfx_unit_quality 3; # gfx_unit_quality , Set the quality of units. 0 - low, 3 - ultra # gfx_building_quality 3; # gfx_building_quality , Set the quality of buildings. 0 - low, 3 - ultra # gfx_water_quality 3; # gfx_water_quality , Set the quality of water. 0 - low, 3 - ultra # gfx_shadow_quality 3; # gfx_shadow_quality , Set shadow quality. 0 - off, 4 - extreme # gfx_tree_quality 1; # gfx_tree_quality , Set tree quality. 0 - low, 3 - ultra # gfx_grass_quality 2; # gfx_grass_quality , Set grass quality. 0 - low, 3 - ultra # gfx_terrain_quality 3; # gfx_terrain_quality , Set terrain quality. 0 - low, 3 - ultra # gfx_lighting_quality 1; # gfx_lighting_quality , Set lighting quality. 0 - low, 1 - high # gfx_unit_size 2; # gfx_unit_size , Set unit size. 0 - small, 3 - ultra # gfx_screen_space_reflections true; # gfx_screen_space_reflections , Enable Screen Space Reflections. # gfx_dx12_multi_gpu false; # gfx_dx12_multi_gpu , Enable DirectX 12 multi GPU support. IMPORTANT: the Steam Overlay must currently be disabled or the game will crash ; Steam -> Settings -> In-Game -> Enable the Steam Overlay while in-game # gfx_gamma_setting 2; # gfx_gamma_setting , Set gamma correction # gfx_brightness_setting 1.2; # gfx_brightness_setting , Set brightness # gfx_resolution_scale 0.75; # gfx_resolution_scale , 0-1 Resolution scale that 3d scene is rendered at and then upscaled to fill the scene (so lower is better performance, but looks worse) # gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder , Folder to where save screenshots relative to Empire directory # gfx_gpu ""Intel(R) HD Graphics 4000""; # gfx_gpu , The GPU description # gfx_effects_quality 2; # gfx_effects_quality , Set effects quality. 0 - low, 3 - ultra # gfx_vignette false; # gfx_vignette , Enable vignette # gfx_blood_effects true; # gfx_blood_effects , Enable Blood effects # batter_meter false; # battery meter , Show battery status # porthole_3d true; # porthole_3d , If true, portholes in UI use 3d models. Otherwise use 2d images. # fix_res true; # fix_res , Forbid window resizing # fix_window_pos true; # fix_window_pos , Forbid window repositioning # camera_move_speed 100; # camera_move_speed , Set camera movement speed # camera_turn_speed 5; # camera_turn_speed , Set camera turn speed # default_battle_camera_type 0; # default_battle_camera , default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena # default_campaign_camera_type 0; # default_campaign_camera , default campaign camera: 0-attila 1-warhammer 2-debug # mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity , mouse wheel sensitivity: <0-100> default value = 50 # invert_cam_x_axis false; # invert_camera_x_axis , invert camera tilting up/down # invert_cam_y_axis false; # invert_camera_y_axis , invert camera panning left/right # ui_mouse_scroll true; # ui_mouse_scroll , Allow/disallow scrolling of the map by putting the cursor at the edge of the screen # lock_cursor_to_window false; # lock_cursor_to_window , If true, cursor will be clamped to confines of game window # battle_camera_shake_enabled true; # battle_camera_shake_enabled , Enable battle camera shake effects # ui_selection_markers 1; # ui_selection_markers , Show the selection markers under the units (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_path_markers 1; # ui_path_markers , Show paths in naval battles (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_target_zones 1; # ui_target_zones , Show firing arcs etc (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_auras 1; # ui_unit_auras , Show unit auras (inspiration/scare ranges) (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_id_cats 1; # ui_unit_id_cats , If true, will show category icon part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_id_bars 2; # ui_unit_id_bars , If true, will show bars (health, ammo) part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_id_status 1; # ui_unit_id_status , If true, will show status part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_id_threat 1; # ui_unit_id_threat , If true, will show threat of enemy units to current selection if just a single unit selected # ui_unit_flags 2; # ui_unit_flags , If true, will show 3d flags above units (0 is off, 2 is locked on all the time) # ui_unit_tooltip_effects 2; # ui_unit_tooltip_effects , If true, will show ability effects on unit tooltip (0 is off, 2 is locked on all the time) # ui_leaf_clipping 0; # ui_leaf_clipping , If true, will hide nearby leaves to make fighting in forests more user friendly (0 is off, 1 is just clip on hold space, 2 is locked on all the time) # show_projectile_trails true; # show_projectile_trails , Show projectile trails... # ui_show_help_markers true; # ui_show_help_markers , Show/hide the markers that indicate various things such as disembark zones and bastions # ui_telestration_always_on false; # ui_telestration_always_on , Enables telestration for single player (for if want to draw for replays, or videos, etc) # ui_card_mode true; # ui_card_mode , Determines if card panel shown or minimised # ui_radar_mode true; # ui_radar_mode , Determines if radar panel shown or minimised # ui_radar_scale 1; # ui_radar_scale , Scale of battle radar # ui_unit_tooltip_expand_mode 2; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand # battle_groups_locked_by_default false; # battle_groups_locked_by_default , If true, groups created in battle will default to locked formation groups. Otherwise will default to selection groups (default) # battle_run_by_default true; # battle_run_by_default , If true, drag out orders (right click, alt+left, and shift right click drawing of paths) will run by default, otherwise will walk (default is run) # scroll_transition_enabled true; # scroll_transition_enabled , If true, scrolling camera/tacmap will auto-transition between the two (default on) # chat_window_pos_x -1; # chat_window_pos_x , chat windows position on screen # chat_window_pos_y -1; # chat_window_pos_y , chat windows position on screen # chat_window_width_scale -1; # chat_window_width_scale , chat windows dimensions on screen # chat_window_height_scale -1; # chat_window_height_scale , chat windows dimensions on screen # browser_window_pos_x -1; # browser_window_pos_x , browser windows position on screen # browser_window_pos_y -1; # browser_window_pos_y , browser windows position on screen # browser_window_width_scale 1; # browser_window_width_scale , browser windows dimensions on screen # browser_window_height_scale 1; # browser_window_height_scale , browser windows dimensions on screen # ui_unit_id_scale 0; # ui_unit_id_scale , Sets scale of unit banners # battle_realism_mode false; # allow_battle_realism_mode , Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera # ui_onscreen_kb false; # ui_onscreen_kb , Enable on-screen keyboard for touch # unit_info_expanded true; # unit_info_expanded , If true, unit info panel will show all stats # unit_info_show_description false; # unit_info_show_description , If true, shows short description on unit info panel. If false shows bullet points summing up unit # unit_info_shown_in_battle false; # unit_info_shown_in_battle , If true, unit info panel is shown in battle # alliance_faction_colours false; # alliance_faction_colours , If true, units in battles will be coloured based on allegiance to player rather than using their faction colours to make it easier to tell units apart # ui_show_space_bar_options true; # ui_show_space_bar_options , If true, when holding space will show list of options to customise ui visualisation # battle_time_limit 60; # battle_time_limit , Sets the time (in minutes) for each battle. -1 for unlimited # battle_difficulty -1; # battle_difficulty , Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # autoresolve_difficulty 0; # autoresolve_difficulty , Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # campaign_difficulty -1; # campaign_difficulty , Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # advice_level 2; # advice_level , Sets advice level in the game # advisor_mode 2; # advisor_mode , Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both # adc_enabled true; # adc_enabled , Determines if aide de camp is enabled # campaign_time_limit -1; # campaign_time_limit , Sets the time (in minutes) for each round of the campaign. -1 for unlimited # show_cpu_moves_level 1; # show_cpu_moves_level , Sets level of viewing ai movement on the campaign map. 0 - only interactions with player pieces are shown; 1 - limited additional ai movement shown (enemy pieces, movement in your regions, movement in sea regions you have any control over); 2 - all visible movement shown # campaign_tacmap_filter_default 31; # campaign_tacmap_filter_default , Bitmask filter remembered for tacmap icon filters; this one is for tacmap not in diplomacy # campaign_tacmap_filter_diplomacy 0; # campaign_tacmap_filter_diplomacy , Bitmask filter remembered for tacmap icon filters; this one is for tacmap in diplomacy # automanage_regions false; # automanage_regions , Let the AI manage taxes etc in players regions # multithreaded_model_enabled true; # multithreaded_model_enabled , Run the battle model on a separate thread # subtitles false; # subtitles , Display subtitles during movies # force_large_armies_enabled false; # force_large_armies_enabled , If true, will override limits for custom battle so can have as many large armies as want. However, there is a high chance of lag/crashing with too many units that a lot of machines cannot handle. # sound_master_volume 100; # sound_master_volume , master sound volume 0-100 # sound_music_volume 100; # sound_music_volume , music sound volume 0-100 # sound_advisor_volume 100; # sound_advisor_volume , advisor sound volume 0-100 # sound_previous_advisor_volume 100; # sound_previous_advisor_volume , Last modified sound value # sound_vo_volume 100; # sound_vo_volume , vo sound volume 0-100 # sound_sfx_volume 100; # sound_sfx_volume , sfx sound volume 0-100 # sound_previous_master_volume 100; # sound_master_previous_volume , Last modified sound value # sound_previous_music_volume 100; # sound_music_previous_volume , Last modified sound value # sound_previous_vo_volume 100; # sound_previous_vo_volume , Last modified sound value # sound_previous_sfx_volume 100; # sound_master_previous_volume , Last modified sound value # sound_master_enabled true; # sound_master_enabled , master sound enabled # sound_music_enabled true; # sound_music_enabled , music sound enabled # sound_vo_enabled true; # sound_vo_enabled , vo sound enabled # audio_speaker_configuration 0; # audio_speaker_configuration , 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 # audio_quality 0; # audio_quality , 0 = high(default), 1 = medium, 2 = low # audio_mute_in_background true; # audio_mute_in_background , Mute game audio when not in focus # audio_api_type 0; # audio_api_type , 0 = detect, 1 = XAudio2, 2 = DirectSound, 3 = wasapi # voice_chat_enable true; # voice_chat_enable , Enables VOIP functionality in Steam. (default = true) # voice_chat_microphone_gain 100; # voice_chat_microphone_gain , voice_chat_microphone_gain (0-100). # voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost , Boost microphone gain. # voice_chat_volume 100; # voice_chat_volume , Voice chat volume (0-100). # voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed , voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). # bink_use_thread true; # bink_use_thread , tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) # number_of_threads 0; # number_of_threads , Set the number of threads <= 0 - automatic, >0 = explicit number # proximity_fading true; # proximity_fading , When enabled, entities will automatically fade out as get close to them rather than clipping with camera. # number_of_threads_for_campaign_pathfinder_cache 0; # number_of_threads_for_campaign_pathfinder_cache , Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads. < 0 - automatic up to the specified number, >= 0 - explicit number # campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force , Always displays the zone of control for the selected force, not just when the mouse is over it. # autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud # autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
ca_guyRegistered Users, Moderators, CA Staff Mods, CA StaffPosts: 1,171
Hey,
Please can you verify your account first, after that you will be able to upload your files.
Thanks very much, Guy
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of Creative Assembly or SEGA. | Lord name: guise |
write_preferences_at_exit true; # write_preferences_at_exit , Write preferences at exit # app_multirun false; # app_multirun , Allow multiple instances of the application # x_res 1680; # x_res , Fixed window width # y_res 1050; # y_res , Fixed window height # x_pos 0; # x_pos , Window position # y_pos 0; # y_pos , Window position # vfs_log_level 0; # vfs_log_level , 0 - off, 1 - mod-user, 2 - dev # unit_test false; # unit_test , unit test (for daily build) # gfx_first_run false; # gfx_first_run , First time application run # gfx_video_memory 0; # gfx_video_memory , Override available video memory (bytes) # gfx_fullscreen true; # gfx_fullscreen , Run the application in fullscreen or not # gfx_vsync false; # gfx_vsync , vertical synchronization # explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinity # enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Update Thread # gfx_aa 1; # gfx_aa , Set antialiasing, 0-no, 1 = FXAA # gfx_texture_filtering 4; # gfx_texture_filtering , Set texture filtering, 0-trilinear, 4- anisotropic 16x # gfx_texture_quality 3; # gfx_texture_quality , Set the quality of textures. 0 - small, 3 - ultra # gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D11 1-D3D11, 2-GL3 3-D3D12 # gfx_ssao false; # gfx_ssao , Enable Screen Space Ambient Occlusion buffer # gfx_distortion false; # gfx_distortion , Enable Distortion Effect buffer # gfx_depth_of_field 0; # gfx_depth_of_field , Set depth of field quality 0 - off, 2 - high # gfx_unlimited_video_memory true; # gfx_unlimited_video_memory , Enable unlimited video memory allocation # gfx_tesselation false; # gfx_tesselation , Enable tesselation # gfx_alpha_blend 0; # gfx_alpha_blend , Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT # gfx_gpu_select 0; # gfx_gpu , Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... # gfx_direct_resource_access false; # gfx_direct_resource_access , Enable Direct Resource Access # gfx_sky_quality 2; # gfx_sky_quality , Set the quality of sky. 0 - low, 3 - ultra # gfx_unit_quality 3; # gfx_unit_quality , Set the quality of units. 0 - low, 3 - ultra # gfx_building_quality 3; # gfx_building_quality , Set the quality of buildings. 0 - low, 3 - ultra # gfx_water_quality 3; # gfx_water_quality , Set the quality of water. 0 - low, 3 - ultra # gfx_shadow_quality 3; # gfx_shadow_quality , Set shadow quality. 0 - off, 4 - extreme # gfx_tree_quality 1; # gfx_tree_quality , Set tree quality. 0 - low, 3 - ultra # gfx_grass_quality 2; # gfx_grass_quality , Set grass quality. 0 - low, 3 - ultra # gfx_terrain_quality 3; # gfx_terrain_quality , Set terrain quality. 0 - low, 3 - ultra # gfx_lighting_quality 1; # gfx_lighting_quality , Set lighting quality. 0 - low, 1 - high # gfx_unit_size 2; # gfx_unit_size , Set unit size. 0 - small, 3 - ultra # gfx_screen_space_reflections true; # gfx_screen_space_reflections , Enable Screen Space Reflections. # gfx_dx12_multi_gpu false; # gfx_dx12_multi_gpu , Enable DirectX 12 multi GPU support. IMPORTANT: the Steam Overlay must currently be disabled or the game will crash ; Steam -> Settings -> In-Game -> Enable the Steam Overlay while in-game # gfx_gamma_setting 2; # gfx_gamma_setting , Set gamma correction # gfx_brightness_setting 1.2; # gfx_brightness_setting , Set brightness # gfx_resolution_scale 0.75; # gfx_resolution_scale , 0-1 Resolution scale that 3d scene is rendered at and then upscaled to fill the scene (so lower is better performance, but looks worse) # gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder , Folder to where save screenshots relative to Empire directory # gfx_gpu ""Intel(R) HD Graphics 4000""; # gfx_gpu , The GPU description # gfx_effects_quality 2; # gfx_effects_quality , Set effects quality. 0 - low, 3 - ultra # gfx_vignette false; # gfx_vignette , Enable vignette # gfx_blood_effects true; # gfx_blood_effects , Enable Blood effects # batter_meter false; # battery meter , Show battery status # porthole_3d true; # porthole_3d , If true, portholes in UI use 3d models. Otherwise use 2d images. # fix_res true; # fix_res , Forbid window resizing # fix_window_pos true; # fix_window_pos , Forbid window repositioning # camera_move_speed 100; # camera_move_speed , Set camera movement speed # camera_turn_speed 5; # camera_turn_speed , Set camera turn speed # default_battle_camera_type 0; # default_battle_camera , default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena # default_campaign_camera_type 0; # default_campaign_camera , default campaign camera: 0-attila 1-warhammer 2-debug # mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity , mouse wheel sensitivity: <0-100> default value = 50 # invert_cam_x_axis false; # invert_camera_x_axis , invert camera tilting up/down # invert_cam_y_axis false; # invert_camera_y_axis , invert camera panning left/right # ui_mouse_scroll true; # ui_mouse_scroll , Allow/disallow scrolling of the map by putting the cursor at the edge of the screen # lock_cursor_to_window false; # lock_cursor_to_window , If true, cursor will be clamped to confines of game window # battle_camera_shake_enabled true; # battle_camera_shake_enabled , Enable battle camera shake effects # ui_selection_markers 1; # ui_selection_markers , Show the selection markers under the units (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_path_markers 1; # ui_path_markers , Show paths in naval battles (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_target_zones 1; # ui_target_zones , Show firing arcs etc (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_auras 1; # ui_unit_auras , Show unit auras (inspiration/scare ranges) (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_id_cats 1; # ui_unit_id_cats , If true, will show category icon part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_id_bars 2; # ui_unit_id_bars , If true, will show bars (health, ammo) part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_id_status 1; # ui_unit_id_status , If true, will show status part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) # ui_unit_id_threat 1; # ui_unit_id_threat , If true, will show threat of enemy units to current selection if just a single unit selected # ui_unit_flags 2; # ui_unit_flags , If true, will show 3d flags above units (0 is off, 2 is locked on all the time) # ui_unit_tooltip_effects 2; # ui_unit_tooltip_effects , If true, will show ability effects on unit tooltip (0 is off, 2 is locked on all the time) # ui_leaf_clipping 0; # ui_leaf_clipping , If true, will hide nearby leaves to make fighting in forests more user friendly (0 is off, 1 is just clip on hold space, 2 is locked on all the time) # show_projectile_trails true; # show_projectile_trails , Show projectile trails... # ui_show_help_markers true; # ui_show_help_markers , Show/hide the markers that indicate various things such as disembark zones and bastions # ui_telestration_always_on false; # ui_telestration_always_on , Enables telestration for single player (for if want to draw for replays, or videos, etc) # ui_card_mode true; # ui_card_mode , Determines if card panel shown or minimised # ui_radar_mode true; # ui_radar_mode , Determines if radar panel shown or minimised # ui_radar_scale 1; # ui_radar_scale , Scale of battle radar # ui_unit_tooltip_expand_mode 2; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand # battle_groups_locked_by_default false; # battle_groups_locked_by_default , If true, groups created in battle will default to locked formation groups. Otherwise will default to selection groups (default) # battle_run_by_default true; # battle_run_by_default , If true, drag out orders (right click, alt+left, and shift right click drawing of paths) will run by default, otherwise will walk (default is run) # scroll_transition_enabled true; # scroll_transition_enabled , If true, scrolling camera/tacmap will auto-transition between the two (default on) # chat_window_pos_x -1; # chat_window_pos_x , chat windows position on screen # chat_window_pos_y -1; # chat_window_pos_y , chat windows position on screen # chat_window_width_scale -1; # chat_window_width_scale , chat windows dimensions on screen # chat_window_height_scale -1; # chat_window_height_scale , chat windows dimensions on screen # browser_window_pos_x -1; # browser_window_pos_x , browser windows position on screen # browser_window_pos_y -1; # browser_window_pos_y , browser windows position on screen # browser_window_width_scale 1; # browser_window_width_scale , browser windows dimensions on screen # browser_window_height_scale 1; # browser_window_height_scale , browser windows dimensions on screen # ui_unit_id_scale 0; # ui_unit_id_scale , Sets scale of unit banners # battle_realism_mode false; # allow_battle_realism_mode , Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera # ui_onscreen_kb false; # ui_onscreen_kb , Enable on-screen keyboard for touch # unit_info_expanded true; # unit_info_expanded , If true, unit info panel will show all stats # unit_info_show_description false; # unit_info_show_description , If true, shows short description on unit info panel. If false shows bullet points summing up unit # unit_info_shown_in_battle false; # unit_info_shown_in_battle , If true, unit info panel is shown in battle # alliance_faction_colours false; # alliance_faction_colours , If true, units in battles will be coloured based on allegiance to player rather than using their faction colours to make it easier to tell units apart # ui_show_space_bar_options true; # ui_show_space_bar_options , If true, when holding space will show list of options to customise ui visualisation # battle_time_limit 60; # battle_time_limit , Sets the time (in minutes) for each battle. -1 for unlimited # battle_difficulty -1; # battle_difficulty , Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # autoresolve_difficulty 0; # autoresolve_difficulty , Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # campaign_difficulty -1; # campaign_difficulty , Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy # advice_level 2; # advice_level , Sets advice level in the game # advisor_mode 2; # advisor_mode , Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both # adc_enabled true; # adc_enabled , Determines if aide de camp is enabled # campaign_time_limit -1; # campaign_time_limit , Sets the time (in minutes) for each round of the campaign. -1 for unlimited # show_cpu_moves_level 1; # show_cpu_moves_level , Sets level of viewing ai movement on the campaign map. 0 - only interactions with player pieces are shown; 1 - limited additional ai movement shown (enemy pieces, movement in your regions, movement in sea regions you have any control over); 2 - all visible movement shown # campaign_tacmap_filter_default 31; # campaign_tacmap_filter_default , Bitmask filter remembered for tacmap icon filters; this one is for tacmap not in diplomacy # campaign_tacmap_filter_diplomacy 0; # campaign_tacmap_filter_diplomacy , Bitmask filter remembered for tacmap icon filters; this one is for tacmap in diplomacy # automanage_regions false; # automanage_regions , Let the AI manage taxes etc in players regions # multithreaded_model_enabled true; # multithreaded_model_enabled , Run the battle model on a separate thread # subtitles false; # subtitles , Display subtitles during movies # force_large_armies_enabled false; # force_large_armies_enabled , If true, will override limits for custom battle so can have as many large armies as want. However, there is a high chance of lag/crashing with too many units that a lot of machines cannot handle. # sound_master_volume 100; # sound_master_volume , master sound volume 0-100 # sound_music_volume 100; # sound_music_volume , music sound volume 0-100 # sound_advisor_volume 100; # sound_advisor_volume , advisor sound volume 0-100 # sound_previous_advisor_volume 100; # sound_previous_advisor_volume , Last modified sound value # sound_vo_volume 100; # sound_vo_volume , vo sound volume 0-100 # sound_sfx_volume 100; # sound_sfx_volume , sfx sound volume 0-100 # sound_previous_master_volume 100; # sound_master_previous_volume , Last modified sound value # sound_previous_music_volume 100; # sound_music_previous_volume , Last modified sound value # sound_previous_vo_volume 100; # sound_previous_vo_volume , Last modified sound value # sound_previous_sfx_volume 100; # sound_master_previous_volume , Last modified sound value # sound_master_enabled true; # sound_master_enabled , master sound enabled # sound_music_enabled true; # sound_music_enabled , music sound enabled # sound_vo_enabled true; # sound_vo_enabled , vo sound enabled # audio_speaker_configuration 0; # audio_speaker_configuration , 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 # audio_quality 0; # audio_quality , 0 = high(default), 1 = medium, 2 = low # audio_mute_in_background true; # audio_mute_in_background , Mute game audio when not in focus # audio_api_type 0; # audio_api_type , 0 = detect, 1 = XAudio2, 2 = DirectSound, 3 = wasapi # voice_chat_enable true; # voice_chat_enable , Enables VOIP functionality in Steam. (default = true) # voice_chat_microphone_gain 100; # voice_chat_microphone_gain , voice_chat_microphone_gain (0-100). # voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost , Boost microphone gain. # voice_chat_volume 100; # voice_chat_volume , Voice chat volume (0-100). # voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed , voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). # bink_use_thread true; # bink_use_thread , tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) # number_of_threads 0; # number_of_threads , Set the number of threads <= 0 - automatic, >0 = explicit number # proximity_fading true; # proximity_fading , When enabled, entities will automatically fade out as get close to them rather than clipping with camera. # number_of_threads_for_campaign_pathfinder_cache 0; # number_of_threads_for_campaign_pathfinder_cache , Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads. < 0 - automatic up to the specified number, >= 0 - explicit number # campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force , Always displays the zone of control for the selected force, not just when the mouse is over it. # autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud # autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
ca_guyRegistered Users, Moderators, CA Staff Mods, CA StaffPosts: 1,171
Heya,
Your dxdiag isn't registering your GPU, could you please uninstall then reinstall your graphics card drivers?
Thank you very much, Guy
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of Creative Assembly or SEGA. | Lord name: guise |
So i uninstalled the driver and now I am unable to reinstall as my GPU is no longer detectable. I am unable to do a manual install or driver search via Nvidia as even the manual search fails at the install portion since it cannot find my GPU. I just ran updates a few days ago and everything was fine. This is getting a bit frustrating as now on top of not being able to play the game, I have now lost my graphics card......
ca_guyRegistered Users, Moderators, CA Staff Mods, CA StaffPosts: 1,171
Hey,
Did you manage to solve your issue?
Thanks, Guy
Formal disclaimer: any views or opinions expressed here are those of the poster and do not necessarily represent the views or opinions of Creative Assembly or SEGA. | Lord name: guise |
Comments
Please could you provide the files mentioned in the sticky?
There is info on how to get hold of of the files in the link.
Thanks,
Guy
- Report
0 · Disagree Agree10514.892912(modded)
It is not letting me browse for files to attach, I am not sure how you want me to post them here.....the button for attaching an image or file only allows for image url in the drop-down. it does not let me browse for files on my computer. Ive include some of the txt from the DxDiag here.
------------------
System Information
------------------
Time of this report: 7/11/2016, 22:33:51
Machine name: JAKE-PC
Operating System: Windows 10 Home 64-bit (10.0, Build 10586) (10586.th2_release_sec.160527-1834)
Language: English (Regional Setting: English)
System Manufacturer: To Be Filled By O.E.M.
System Model: To Be Filled By O.E.M.
BIOS: BIOS Date: 09/13/12 20:56:06 Ver: 04.06.05
Processor: Intel(R) Core(TM) i7-3770K CPU @ 3.50GHz (8 CPUs), ~3.5GHz
Memory: 8192MB RAM
Available OS Memory: 8078MB RAM
Page File: 5023MB used, 11246MB available
Windows Dir: C:\WINDOWS
DirectX Version: 11.2
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
Miracast: Not Available
Microsoft Graphics Hybrid: Not Supported
DxDiag Version: 10.00.10586.0000 64bit Unicode
------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Input Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
---------------
Display Devices
---------------
Card name: Intel(R) HD Graphics 4000
Manufacturer: Intel Corporation
Chip type: Intel(R) HD Graphics Family
DAC type: Internal
Device Type: Full Device
Device Key: Enum\PCI\VEN_8086&DEV_0162&SUBSYS_01621849&REV_09
Display Memory: 1792 MB
Dedicated Memory: 32 MB
Shared Memory: 1760 MB
Current Mode: 1680 x 1050 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: W2252
Monitor Id: GSM567E
Native Mode: 1680 x 1050(p) (59.883Hz)
Output Type: HDMI
Driver Name: igdumdim64.dll,igd10iumd64.dll,igd10iumd64.dll,igdumdim32,igd10iumd32,igd10iumd32
Driver File Version: 10.18.0010.4425 (English)
Driver Version: 10.18.10.4425
DDI Version: 11.2
Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1
Driver Model: WDDM 1.3
Graphics Preemption: DMA
Compute Preemption: Thread group
Miracast: Supported
Hybrid Graphics GPU: Not Supported
Power P-states: Not Supported
Driver Attributes: Final Retail
Driver Date/Size: 4/4/2016 12:00:00 AM, 10946840 bytes
WHQL Logo'd: Yes
WHQL Date Stamp:
Device Identifier: {D7B78E66-4222-11CF-B06A-6821B4C2C735}
Vendor ID: 0x8086
Device ID: 0x0162
SubSys ID: 0x01621849
Revision ID: 0x0009
Driver Strong Name: oem30.inf:5f63e53413eb6103:iIVBD_w10:10.18.10.4425:pci\ven_8086&dev_0162
Rank Of Driver: 00D12001
Video Accel: ModeMPEG2_A ModeMPEG2_C ModeWMV9_C ModeVC1_C
DXVA2 Modes: DXVA2_ModeMPEG2_VLD DXVA2_ModeMPEG2_IDCT DXVA2_ModeVC1_D2010 DXVA2_ModeWMV9_IDCT DXVA2_ModeVC1_IDCT DXVA2_ModeH264_VLD_NoFGT
Deinterlace Caps: {BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
{BF752EF6-8CC4-457A-BE1B-08BD1CAEEE9F}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_EdgeFiltering
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY VideoProcess_AlphaBlend
D3D9 Overlay: Supported
DXVA-HD: Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
MPO Caps: Not Supported
MPO Stretch: Not Supported
MPO Media Hints: Not Supported
MPO Formats: Not Supported
-------------
Sound Devices
-------------
Description: Speakers (Realtek High Definition Audio)
Default Sound Playback: Yes
Default Voice Playback: Yes
Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0899&SUBSYS_18491898&REV_1000
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: RTKVHD64.sys
Driver Version: 6.00.0001.7855 (English)
Driver Attributes: Final Retail
WHQL Logo'd: Yes
Date and Size: 6/21/2016 12:00:00 AM, 5179648 bytes
Other Files:
Driver Provider: Realtek Semiconductor Corp.
HW Accel Level: Basic
Cap Flags: 0xF1F
Min/Max Sample Rate: 100, 200000
Static/Strm HW Mix Bufs: 1, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: No, No
I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
Description: Realtek Digital Output (Realtek High Definition Audio)
Default Sound Playback: No
Default Voice Playback: No
Hardware ID: HDAUDIO\FUNC_01&VEN_10EC&DEV_0899&SUBSYS_18491898&REV_1000
Manufacturer ID: 1
Product ID: 100
Type: WDM
Driver Name: RTKVHD64.sys
Driver Version: 6.00.0001.7855 (English)
Driver Attributes: Final Retail
WHQL Logo'd: Yes
Date and Size: 6/21/2016 12:00:00 AM, 5179648 bytes
Other Files:
Driver Provider: Realtek Semiconductor Corp.
HW Accel Level: Basic
Cap Flags: 0xF1F
Min/Max Sample Rate: 100, 200000
Static/Strm HW Mix Bufs: 1, 0
Static/Strm HW 3D Bufs: 0, 0
HW Memory: 0
Voice Management: No
EAX(tm) 2.0 Listen/Src: No, No
I3DL2(tm) Listen/Src: No, No
Sensaura(tm) ZoomFX(tm): No
---------------------
Sound Capture Devices
---------------------
Description: FrontMic (Realtek High Definition Audio)
Default Sound Capture: Yes
Default Voice Capture: Yes
Driver Name: RTKVHD64.sys
Driver Version: 6.00.0001.7855 (English)
Driver Attributes: Final Retail
Date and Size: 6/24/2016 02:25:40, 5179648 bytes
Cap Flags: 0x1
Format Flags: 0xFFFFF
---------------------
Video Capture Devices
Number of Devices: 0
---------------------
-------------------
DirectInput Devices
-------------------
Device Name: Mouse
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a
Device Name: Keyboard
Attached: 1
Controller ID: n/a
Vendor/Product ID: n/a
FF Driver: n/a
Poll w/ Interrupt: No
-----------
USB Devices
-----------
+ USB Root Hub
| Vendor/Product ID: 0x8086, 0x1E26
| Matching Device ID: USB\ROOT_HUB20
| Service: usbhub
| Driver: usbhub.sys, 10/30/2015 02:17:23, 500064 bytes
| Driver: usbd.sys, 10/30/2015 02:17:23, 30048 bytes
|
+-+ Generic USB Hub
| | Vendor/Product ID: 0x8087, 0x0024
| | Location: Port_#0001.Hub_#0002
| | Matching Device ID: USB\Class_09
| | Service: usbhub
| | Driver: usbhub.sys, 10/30/2015 02:17:23, 500064 bytes
| | Driver: usbd.sys, 10/30/2015 02:17:23, 30048 bytes
| |
| +-+ USB Composite Device
| | | Vendor/Product ID: 0x1532, 0x0015
| | | Location: Port_#0005.Hub_#0005
| | | Matching Device ID: USB\COMPOSITE
| | | Service: usbccgp
| | | Driver: usbccgp.sys, 10/30/2015 02:17:23, 159072 bytes
| | |
| | +-+ Razer Naga
| | | | Vendor/Product ID: 0x1532, 0x0015
| | | | Location: 0000.001d.0000.001.005.000.000.000.000
| | | | Matching Device ID: usb\vid_1532&pid_0015&mi_00
| | | | Service: HidUsb
| | | | Driver: RzWizardPkg.exe, 4/12/2016 07:21:50, 3207768 bytes
| | | | Driver: hidusb.sys, 10/30/2015 02:17:23, 38400 bytes
| | | | Driver: hidclass.sys, 5/27/2016 23:23:26, 155136 bytes
| | | | Driver: hidparse.sys, 10/30/2015 02:17:23, 40448 bytes
| | | | Driver: RazerCoinstaller.dll, 4/12/2016 07:20:52, 95400 bytes
| | | |
| | | +-+ HID-compliant mouse
| | | | | Vendor/Product ID: 0x1532, 0x0015
| | | | | Matching Device ID: HID_DEVICE_SYSTEM_MOUSE
| | | | | Service: mouhid
| | | | | Driver: mouhid.sys, 10/30/2015 02:17:23, 32256 bytes
| | | | | Driver: mouclass.sys, 10/30/2015 02:17:23, 59232 bytes
| | | |
| | +-+ USB Input Device
| | | | Vendor/Product ID: 0x1532, 0x0015
| | | | Location: 0000.001d.0000.001.005.000.000.000.000
| | | | Matching Device ID: USB\Class_03
| | | | Service: HidUsb
| | | | Driver: hidusb.sys, 10/30/2015 02:17:23, 38400 bytes
| | | | Driver: hidclass.sys, 5/27/2016 23:23:26, 155136 bytes
| | | | Driver: hidparse.sys, 10/30/2015 02:17:23, 40448 bytes
| | | |
| | | +-+ HID Keyboard Device
| | | | | Vendor/Product ID: 0x1532, 0x0015
| | | | | Matching Device ID: HID_DEVICE_SYSTEM_KEYBOARD
| | | | | Service: kbdhid
| | | | | Driver: kbdhid.sys, 10/30/2015 02:17:23, 36864 bytes
| | | | | Driver: kbdclass.sys, 10/30/2015 02:17:23, 62304 bytes
----------------
Gameport Devices
----------------
------------
PS/2 Devices
------------
+ Standard PS/2 Keyboard
| Matching Device ID: *PNP0303
| Service: i8042prt
| Driver: i8042prt.sys, 10/30/2015 02:17:23, 114688 bytes
| Driver: kbdclass.sys, 10/30/2015 02:17:23, 62304 bytes
------------------------
Disk & DVD/CD-ROM Drives
------------------------
Drive: C:
Free Space: 318.5 GB
Total Space: 476.4 GB
File System: NTFS
Model: WDC WD5000AAKX-001CA0
Drive:
Model: ASUS DRW-24B1ST c
Driver: c:\windows\system32\drivers\cdrom.sys, 10.00.10586.0000 (English), 10/30/2015 02:17:22, 173568 bytes
- Report
0 · Disagree Agreewrite_preferences_at_exit true; # write_preferences_at_exit , Write preferences at exit #
app_multirun false; # app_multirun , Allow multiple instances of the application #
x_res 1680; # x_res , Fixed window width #
y_res 1050; # y_res , Fixed window height #
x_pos 0; # x_pos , Window position #
y_pos 0; # y_pos , Window position #
vfs_log_level 0; # vfs_log_level , 0 - off, 1 - mod-user, 2 - dev #
unit_test false; # unit_test , unit test (for daily build) #
gfx_first_run false; # gfx_first_run , First time application run #
gfx_video_memory 0; # gfx_video_memory , Override available video memory (bytes) #
gfx_fullscreen true; # gfx_fullscreen , Run the application in fullscreen or not #
gfx_vsync false; # gfx_vsync , vertical synchronization #
explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinity #
enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Update Thread #
gfx_aa 1; # gfx_aa , Set antialiasing, 0-no, 1 = FXAA #
gfx_texture_filtering 4; # gfx_texture_filtering , Set texture filtering, 0-trilinear, 4- anisotropic 16x #
gfx_texture_quality 3; # gfx_texture_quality , Set the quality of textures. 0 - small, 3 - ultra #
gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D11 1-D3D11, 2-GL3 3-D3D12 #
gfx_ssao false; # gfx_ssao , Enable Screen Space Ambient Occlusion buffer #
gfx_distortion false; # gfx_distortion , Enable Distortion Effect buffer #
gfx_depth_of_field 0; # gfx_depth_of_field , Set depth of field quality 0 - off, 2 - high #
gfx_unlimited_video_memory true; # gfx_unlimited_video_memory , Enable unlimited video memory allocation #
gfx_tesselation false; # gfx_tesselation , Enable tesselation #
gfx_alpha_blend 0; # gfx_alpha_blend , Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
gfx_gpu_select 0; # gfx_gpu , Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... #
gfx_direct_resource_access false; # gfx_direct_resource_access , Enable Direct Resource Access #
gfx_sky_quality 2; # gfx_sky_quality , Set the quality of sky. 0 - low, 3 - ultra #
gfx_unit_quality 3; # gfx_unit_quality , Set the quality of units. 0 - low, 3 - ultra #
gfx_building_quality 3; # gfx_building_quality , Set the quality of buildings. 0 - low, 3 - ultra #
gfx_water_quality 3; # gfx_water_quality , Set the quality of water. 0 - low, 3 - ultra #
gfx_shadow_quality 3; # gfx_shadow_quality , Set shadow quality. 0 - off, 4 - extreme #
gfx_tree_quality 1; # gfx_tree_quality , Set tree quality. 0 - low, 3 - ultra #
gfx_grass_quality 2; # gfx_grass_quality , Set grass quality. 0 - low, 3 - ultra #
gfx_terrain_quality 3; # gfx_terrain_quality , Set terrain quality. 0 - low, 3 - ultra #
gfx_lighting_quality 1; # gfx_lighting_quality , Set lighting quality. 0 - low, 1 - high #
gfx_unit_size 2; # gfx_unit_size , Set unit size. 0 - small, 3 - ultra #
gfx_screen_space_reflections true; # gfx_screen_space_reflections , Enable Screen Space Reflections. #
gfx_dx12_multi_gpu false; # gfx_dx12_multi_gpu , Enable DirectX 12 multi GPU support. IMPORTANT: the Steam Overlay must currently be disabled or the game will crash ; Steam -> Settings -> In-Game -> Enable the Steam Overlay while in-game #
gfx_gamma_setting 2; # gfx_gamma_setting , Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting , Set brightness #
gfx_resolution_scale 0.75; # gfx_resolution_scale , 0-1 Resolution scale that 3d scene is rendered at and then upscaled to fill the scene (so lower is better performance, but looks worse) #
gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder , Folder to where save screenshots relative to Empire directory #
gfx_gpu ""Intel(R) HD Graphics 4000""; # gfx_gpu , The GPU description #
gfx_effects_quality 2; # gfx_effects_quality , Set effects quality. 0 - low, 3 - ultra #
gfx_vignette false; # gfx_vignette , Enable vignette #
gfx_blood_effects true; # gfx_blood_effects , Enable Blood effects #
batter_meter false; # battery meter , Show battery status #
porthole_3d true; # porthole_3d , If true, portholes in UI use 3d models. Otherwise use 2d images. #
fix_res true; # fix_res , Forbid window resizing #
fix_window_pos true; # fix_window_pos , Forbid window repositioning #
camera_move_speed 100; # camera_move_speed , Set camera movement speed #
camera_turn_speed 5; # camera_turn_speed , Set camera turn speed #
default_battle_camera_type 0; # default_battle_camera , default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena #
default_campaign_camera_type 0; # default_campaign_camera , default campaign camera: 0-attila 1-warhammer 2-debug #
mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity , mouse wheel sensitivity: <0-100> default value = 50 #
invert_cam_x_axis false; # invert_camera_x_axis , invert camera tilting up/down #
invert_cam_y_axis false; # invert_camera_y_axis , invert camera panning left/right #
ui_mouse_scroll true; # ui_mouse_scroll , Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
lock_cursor_to_window false; # lock_cursor_to_window , If true, cursor will be clamped to confines of game window #
battle_camera_shake_enabled true; # battle_camera_shake_enabled , Enable battle camera shake effects #
ui_selection_markers 1; # ui_selection_markers , Show the selection markers under the units (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_path_markers 1; # ui_path_markers , Show paths in naval battles (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_target_zones 1; # ui_target_zones , Show firing arcs etc (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_auras 1; # ui_unit_auras , Show unit auras (inspiration/scare ranges) (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_cats 1; # ui_unit_id_cats , If true, will show category icon part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_bars 2; # ui_unit_id_bars , If true, will show bars (health, ammo) part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_status 1; # ui_unit_id_status , If true, will show status part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_threat 1; # ui_unit_id_threat , If true, will show threat of enemy units to current selection if just a single unit selected #
ui_unit_flags 2; # ui_unit_flags , If true, will show 3d flags above units (0 is off, 2 is locked on all the time) #
ui_unit_tooltip_effects 2; # ui_unit_tooltip_effects , If true, will show ability effects on unit tooltip (0 is off, 2 is locked on all the time) #
ui_leaf_clipping 0; # ui_leaf_clipping , If true, will hide nearby leaves to make fighting in forests more user friendly (0 is off, 1 is just clip on hold space, 2 is locked on all the time) #
show_projectile_trails true; # show_projectile_trails , Show projectile trails... #
ui_show_help_markers true; # ui_show_help_markers , Show/hide the markers that indicate various things such as disembark zones and bastions #
ui_telestration_always_on false; # ui_telestration_always_on , Enables telestration for single player (for if want to draw for replays, or videos, etc) #
ui_card_mode true; # ui_card_mode , Determines if card panel shown or minimised #
ui_radar_mode true; # ui_radar_mode , Determines if radar panel shown or minimised #
ui_radar_scale 1; # ui_radar_scale , Scale of battle radar #
ui_unit_tooltip_expand_mode 2; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand #
battle_groups_locked_by_default false; # battle_groups_locked_by_default , If true, groups created in battle will default to locked formation groups. Otherwise will default to selection groups (default) #
battle_run_by_default true; # battle_run_by_default , If true, drag out orders (right click, alt+left, and shift right click drawing of paths) will run by default, otherwise will walk (default is run) #
scroll_transition_enabled true; # scroll_transition_enabled , If true, scrolling camera/tacmap will auto-transition between the two (default on) #
chat_window_pos_x -1; # chat_window_pos_x , chat windows position on screen #
chat_window_pos_y -1; # chat_window_pos_y , chat windows position on screen #
chat_window_width_scale -1; # chat_window_width_scale , chat windows dimensions on screen #
chat_window_height_scale -1; # chat_window_height_scale , chat windows dimensions on screen #
browser_window_pos_x -1; # browser_window_pos_x , browser windows position on screen #
browser_window_pos_y -1; # browser_window_pos_y , browser windows position on screen #
browser_window_width_scale 1; # browser_window_width_scale , browser windows dimensions on screen #
browser_window_height_scale 1; # browser_window_height_scale , browser windows dimensions on screen #
ui_unit_id_scale 0; # ui_unit_id_scale , Sets scale of unit banners #
battle_realism_mode false; # allow_battle_realism_mode , Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #
ui_onscreen_kb false; # ui_onscreen_kb , Enable on-screen keyboard for touch #
unit_info_expanded true; # unit_info_expanded , If true, unit info panel will show all stats #
unit_info_show_description false; # unit_info_show_description , If true, shows short description on unit info panel. If false shows bullet points summing up unit #
unit_info_shown_in_battle false; # unit_info_shown_in_battle , If true, unit info panel is shown in battle #
alliance_faction_colours false; # alliance_faction_colours , If true, units in battles will be coloured based on allegiance to player rather than using their faction colours to make it easier to tell units apart #
ui_show_space_bar_options true; # ui_show_space_bar_options , If true, when holding space will show list of options to customise ui visualisation #
battle_time_limit 60; # battle_time_limit , Sets the time (in minutes) for each battle. -1 for unlimited #
battle_difficulty -1; # battle_difficulty , Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
autoresolve_difficulty 0; # autoresolve_difficulty , Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
campaign_difficulty -1; # campaign_difficulty , Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
advice_level 2; # advice_level , Sets advice level in the game #
advisor_mode 2; # advisor_mode , Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
adc_enabled true; # adc_enabled , Determines if aide de camp is enabled #
campaign_time_limit -1; # campaign_time_limit , Sets the time (in minutes) for each round of the campaign. -1 for unlimited #
show_cpu_moves_level 1; # show_cpu_moves_level , Sets level of viewing ai movement on the campaign map. 0 - only interactions with player pieces are shown; 1 - limited additional ai movement shown (enemy pieces, movement in your regions, movement in sea regions you have any control over); 2 - all visible movement shown #
campaign_tacmap_filter_default 31; # campaign_tacmap_filter_default , Bitmask filter remembered for tacmap icon filters; this one is for tacmap not in diplomacy #
campaign_tacmap_filter_diplomacy 0; # campaign_tacmap_filter_diplomacy , Bitmask filter remembered for tacmap icon filters; this one is for tacmap in diplomacy #
automanage_regions false; # automanage_regions , Let the AI manage taxes etc in players regions #
multithreaded_model_enabled true; # multithreaded_model_enabled , Run the battle model on a separate thread #
subtitles false; # subtitles , Display subtitles during movies #
force_large_armies_enabled false; # force_large_armies_enabled , If true, will override limits for custom battle so can have as many large armies as want. However, there is a high chance of lag/crashing with too many units that a lot of machines cannot handle. #
sound_master_volume 100; # sound_master_volume , master sound volume 0-100 #
sound_music_volume 100; # sound_music_volume , music sound volume 0-100 #
sound_advisor_volume 100; # sound_advisor_volume , advisor sound volume 0-100 #
sound_previous_advisor_volume 100; # sound_previous_advisor_volume , Last modified sound value #
sound_vo_volume 100; # sound_vo_volume , vo sound volume 0-100 #
sound_sfx_volume 100; # sound_sfx_volume , sfx sound volume 0-100 #
sound_previous_master_volume 100; # sound_master_previous_volume , Last modified sound value #
sound_previous_music_volume 100; # sound_music_previous_volume , Last modified sound value #
sound_previous_vo_volume 100; # sound_previous_vo_volume , Last modified sound value #
sound_previous_sfx_volume 100; # sound_master_previous_volume , Last modified sound value #
sound_master_enabled true; # sound_master_enabled , master sound enabled #
sound_music_enabled true; # sound_music_enabled , music sound enabled #
sound_vo_enabled true; # sound_vo_enabled , vo sound enabled #
audio_speaker_configuration 0; # audio_speaker_configuration , 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 #
audio_quality 0; # audio_quality , 0 = high(default), 1 = medium, 2 = low #
audio_mute_in_background true; # audio_mute_in_background , Mute game audio when not in focus #
audio_api_type 0; # audio_api_type , 0 = detect, 1 = XAudio2, 2 = DirectSound, 3 = wasapi #
voice_chat_enable true; # voice_chat_enable , Enables VOIP functionality in Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain , voice_chat_microphone_gain (0-100). #
voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost , Boost microphone gain. #
voice_chat_volume 100; # voice_chat_volume , Voice chat volume (0-100). #
voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed , voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). #
bink_use_thread true; # bink_use_thread , tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
number_of_threads 0; # number_of_threads , Set the number of threads <= 0 - automatic, >0 = explicit number #
proximity_fading true; # proximity_fading , When enabled, entities will automatically fade out as get close to them rather than clipping with camera. #
number_of_threads_for_campaign_pathfinder_cache 0; # number_of_threads_for_campaign_pathfinder_cache , Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads. < 0 - automatic up to the specified number, >= 0 - explicit number #
campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force , Always displays the zone of control for the selected force, not just when the mouse is over it. #
autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
- Report
0 · Disagree AgreePlease can you verify your account first, after that you will be able to upload your files.
Thanks very much,
Guy
- Report
0 · Disagree Agreewrite_preferences_at_exit true; # write_preferences_at_exit , Write preferences at exit #
app_multirun false; # app_multirun , Allow multiple instances of the application #
x_res 1680; # x_res , Fixed window width #
y_res 1050; # y_res , Fixed window height #
x_pos 0; # x_pos , Window position #
y_pos 0; # y_pos , Window position #
vfs_log_level 0; # vfs_log_level , 0 - off, 1 - mod-user, 2 - dev #
unit_test false; # unit_test , unit test (for daily build) #
gfx_first_run false; # gfx_first_run , First time application run #
gfx_video_memory 0; # gfx_video_memory , Override available video memory (bytes) #
gfx_fullscreen true; # gfx_fullscreen , Run the application in fullscreen or not #
gfx_vsync false; # gfx_vsync , vertical synchronization #
explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinity #
enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Update Thread #
gfx_aa 1; # gfx_aa , Set antialiasing, 0-no, 1 = FXAA #
gfx_texture_filtering 4; # gfx_texture_filtering , Set texture filtering, 0-trilinear, 4- anisotropic 16x #
gfx_texture_quality 3; # gfx_texture_quality , Set the quality of textures. 0 - small, 3 - ultra #
gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D11 1-D3D11, 2-GL3 3-D3D12 #
gfx_ssao false; # gfx_ssao , Enable Screen Space Ambient Occlusion buffer #
gfx_distortion false; # gfx_distortion , Enable Distortion Effect buffer #
gfx_depth_of_field 0; # gfx_depth_of_field , Set depth of field quality 0 - off, 2 - high #
gfx_unlimited_video_memory true; # gfx_unlimited_video_memory , Enable unlimited video memory allocation #
gfx_tesselation false; # gfx_tesselation , Enable tesselation #
gfx_alpha_blend 0; # gfx_alpha_blend , Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
gfx_gpu_select 0; # gfx_gpu , Select gpu on a multi-gpu config, 0 = first gpu, 1 = second gpu, ... #
gfx_direct_resource_access false; # gfx_direct_resource_access , Enable Direct Resource Access #
gfx_sky_quality 2; # gfx_sky_quality , Set the quality of sky. 0 - low, 3 - ultra #
gfx_unit_quality 3; # gfx_unit_quality , Set the quality of units. 0 - low, 3 - ultra #
gfx_building_quality 3; # gfx_building_quality , Set the quality of buildings. 0 - low, 3 - ultra #
gfx_water_quality 3; # gfx_water_quality , Set the quality of water. 0 - low, 3 - ultra #
gfx_shadow_quality 3; # gfx_shadow_quality , Set shadow quality. 0 - off, 4 - extreme #
gfx_tree_quality 1; # gfx_tree_quality , Set tree quality. 0 - low, 3 - ultra #
gfx_grass_quality 2; # gfx_grass_quality , Set grass quality. 0 - low, 3 - ultra #
gfx_terrain_quality 3; # gfx_terrain_quality , Set terrain quality. 0 - low, 3 - ultra #
gfx_lighting_quality 1; # gfx_lighting_quality , Set lighting quality. 0 - low, 1 - high #
gfx_unit_size 2; # gfx_unit_size , Set unit size. 0 - small, 3 - ultra #
gfx_screen_space_reflections true; # gfx_screen_space_reflections , Enable Screen Space Reflections. #
gfx_dx12_multi_gpu false; # gfx_dx12_multi_gpu , Enable DirectX 12 multi GPU support. IMPORTANT: the Steam Overlay must currently be disabled or the game will crash ; Steam -> Settings -> In-Game -> Enable the Steam Overlay while in-game #
gfx_gamma_setting 2; # gfx_gamma_setting , Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting , Set brightness #
gfx_resolution_scale 0.75; # gfx_resolution_scale , 0-1 Resolution scale that 3d scene is rendered at and then upscaled to fill the scene (so lower is better performance, but looks worse) #
gfx_screenshot_folder "./screenshots"; # gfx_screenshot_folder , Folder to where save screenshots relative to Empire directory #
gfx_gpu ""Intel(R) HD Graphics 4000""; # gfx_gpu , The GPU description #
gfx_effects_quality 2; # gfx_effects_quality , Set effects quality. 0 - low, 3 - ultra #
gfx_vignette false; # gfx_vignette , Enable vignette #
gfx_blood_effects true; # gfx_blood_effects , Enable Blood effects #
batter_meter false; # battery meter , Show battery status #
porthole_3d true; # porthole_3d , If true, portholes in UI use 3d models. Otherwise use 2d images. #
fix_res true; # fix_res , Forbid window resizing #
fix_window_pos true; # fix_window_pos , Forbid window repositioning #
camera_move_speed 100; # camera_move_speed , Set camera movement speed #
camera_turn_speed 5; # camera_turn_speed , Set camera turn speed #
default_battle_camera_type 0; # default_battle_camera , default battle camera: 0-totalwar 1-rts 2-debug 3-cinematic 4-arena #
default_campaign_camera_type 0; # default_campaign_camera , default campaign camera: 0-attila 1-warhammer 2-debug #
mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity , mouse wheel sensitivity: <0-100> default value = 50 #
invert_cam_x_axis false; # invert_camera_x_axis , invert camera tilting up/down #
invert_cam_y_axis false; # invert_camera_y_axis , invert camera panning left/right #
ui_mouse_scroll true; # ui_mouse_scroll , Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
lock_cursor_to_window false; # lock_cursor_to_window , If true, cursor will be clamped to confines of game window #
battle_camera_shake_enabled true; # battle_camera_shake_enabled , Enable battle camera shake effects #
ui_selection_markers 1; # ui_selection_markers , Show the selection markers under the units (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_path_markers 1; # ui_path_markers , Show paths in naval battles (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_target_zones 1; # ui_target_zones , Show firing arcs etc (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_auras 1; # ui_unit_auras , Show unit auras (inspiration/scare ranges) (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_cats 1; # ui_unit_id_cats , If true, will show category icon part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_bars 2; # ui_unit_id_bars , If true, will show bars (health, ammo) part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_status 1; # ui_unit_id_status , If true, will show status part of unit cats (0 is off, 1 is show on mouseover/hold space, 2 is locked on all the time) #
ui_unit_id_threat 1; # ui_unit_id_threat , If true, will show threat of enemy units to current selection if just a single unit selected #
ui_unit_flags 2; # ui_unit_flags , If true, will show 3d flags above units (0 is off, 2 is locked on all the time) #
ui_unit_tooltip_effects 2; # ui_unit_tooltip_effects , If true, will show ability effects on unit tooltip (0 is off, 2 is locked on all the time) #
ui_leaf_clipping 0; # ui_leaf_clipping , If true, will hide nearby leaves to make fighting in forests more user friendly (0 is off, 1 is just clip on hold space, 2 is locked on all the time) #
show_projectile_trails true; # show_projectile_trails , Show projectile trails... #
ui_show_help_markers true; # ui_show_help_markers , Show/hide the markers that indicate various things such as disembark zones and bastions #
ui_telestration_always_on false; # ui_telestration_always_on , Enables telestration for single player (for if want to draw for replays, or videos, etc) #
ui_card_mode true; # ui_card_mode , Determines if card panel shown or minimised #
ui_radar_mode true; # ui_radar_mode , Determines if radar panel shown or minimised #
ui_radar_scale 1; # ui_radar_scale , Scale of battle radar #
ui_unit_tooltip_expand_mode 2; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand #
battle_groups_locked_by_default false; # battle_groups_locked_by_default , If true, groups created in battle will default to locked formation groups. Otherwise will default to selection groups (default) #
battle_run_by_default true; # battle_run_by_default , If true, drag out orders (right click, alt+left, and shift right click drawing of paths) will run by default, otherwise will walk (default is run) #
scroll_transition_enabled true; # scroll_transition_enabled , If true, scrolling camera/tacmap will auto-transition between the two (default on) #
chat_window_pos_x -1; # chat_window_pos_x , chat windows position on screen #
chat_window_pos_y -1; # chat_window_pos_y , chat windows position on screen #
chat_window_width_scale -1; # chat_window_width_scale , chat windows dimensions on screen #
chat_window_height_scale -1; # chat_window_height_scale , chat windows dimensions on screen #
browser_window_pos_x -1; # browser_window_pos_x , browser windows position on screen #
browser_window_pos_y -1; # browser_window_pos_y , browser windows position on screen #
browser_window_width_scale 1; # browser_window_width_scale , browser windows dimensions on screen #
browser_window_height_scale 1; # browser_window_height_scale , browser windows dimensions on screen #
ui_unit_id_scale 0; # ui_unit_id_scale , Sets scale of unit banners #
battle_realism_mode false; # allow_battle_realism_mode , Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #
ui_onscreen_kb false; # ui_onscreen_kb , Enable on-screen keyboard for touch #
unit_info_expanded true; # unit_info_expanded , If true, unit info panel will show all stats #
unit_info_show_description false; # unit_info_show_description , If true, shows short description on unit info panel. If false shows bullet points summing up unit #
unit_info_shown_in_battle false; # unit_info_shown_in_battle , If true, unit info panel is shown in battle #
alliance_faction_colours false; # alliance_faction_colours , If true, units in battles will be coloured based on allegiance to player rather than using their faction colours to make it easier to tell units apart #
ui_show_space_bar_options true; # ui_show_space_bar_options , If true, when holding space will show list of options to customise ui visualisation #
battle_time_limit 60; # battle_time_limit , Sets the time (in minutes) for each battle. -1 for unlimited #
battle_difficulty -1; # battle_difficulty , Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
autoresolve_difficulty 0; # autoresolve_difficulty , Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
campaign_difficulty -1; # campaign_difficulty , Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
advice_level 2; # advice_level , Sets advice level in the game #
advisor_mode 2; # advisor_mode , Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
adc_enabled true; # adc_enabled , Determines if aide de camp is enabled #
campaign_time_limit -1; # campaign_time_limit , Sets the time (in minutes) for each round of the campaign. -1 for unlimited #
show_cpu_moves_level 1; # show_cpu_moves_level , Sets level of viewing ai movement on the campaign map. 0 - only interactions with player pieces are shown; 1 - limited additional ai movement shown (enemy pieces, movement in your regions, movement in sea regions you have any control over); 2 - all visible movement shown #
campaign_tacmap_filter_default 31; # campaign_tacmap_filter_default , Bitmask filter remembered for tacmap icon filters; this one is for tacmap not in diplomacy #
campaign_tacmap_filter_diplomacy 0; # campaign_tacmap_filter_diplomacy , Bitmask filter remembered for tacmap icon filters; this one is for tacmap in diplomacy #
automanage_regions false; # automanage_regions , Let the AI manage taxes etc in players regions #
multithreaded_model_enabled true; # multithreaded_model_enabled , Run the battle model on a separate thread #
subtitles false; # subtitles , Display subtitles during movies #
force_large_armies_enabled false; # force_large_armies_enabled , If true, will override limits for custom battle so can have as many large armies as want. However, there is a high chance of lag/crashing with too many units that a lot of machines cannot handle. #
sound_master_volume 100; # sound_master_volume , master sound volume 0-100 #
sound_music_volume 100; # sound_music_volume , music sound volume 0-100 #
sound_advisor_volume 100; # sound_advisor_volume , advisor sound volume 0-100 #
sound_previous_advisor_volume 100; # sound_previous_advisor_volume , Last modified sound value #
sound_vo_volume 100; # sound_vo_volume , vo sound volume 0-100 #
sound_sfx_volume 100; # sound_sfx_volume , sfx sound volume 0-100 #
sound_previous_master_volume 100; # sound_master_previous_volume , Last modified sound value #
sound_previous_music_volume 100; # sound_music_previous_volume , Last modified sound value #
sound_previous_vo_volume 100; # sound_previous_vo_volume , Last modified sound value #
sound_previous_sfx_volume 100; # sound_master_previous_volume , Last modified sound value #
sound_master_enabled true; # sound_master_enabled , master sound enabled #
sound_music_enabled true; # sound_music_enabled , music sound enabled #
sound_vo_enabled true; # sound_vo_enabled , vo sound enabled #
audio_speaker_configuration 0; # audio_speaker_configuration , 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 #
audio_quality 0; # audio_quality , 0 = high(default), 1 = medium, 2 = low #
audio_mute_in_background true; # audio_mute_in_background , Mute game audio when not in focus #
audio_api_type 0; # audio_api_type , 0 = detect, 1 = XAudio2, 2 = DirectSound, 3 = wasapi #
voice_chat_enable true; # voice_chat_enable , Enables VOIP functionality in Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain , voice_chat_microphone_gain (0-100). #
voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost , Boost microphone gain. #
voice_chat_volume 100; # voice_chat_volume , Voice chat volume (0-100). #
voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed , voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). #
bink_use_thread true; # bink_use_thread , tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
number_of_threads 0; # number_of_threads , Set the number of threads <= 0 - automatic, >0 = explicit number #
proximity_fading true; # proximity_fading , When enabled, entities will automatically fade out as get close to them rather than clipping with camera. #
number_of_threads_for_campaign_pathfinder_cache 0; # number_of_threads_for_campaign_pathfinder_cache , Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads. < 0 - automatic up to the specified number, >= 0 - explicit number #
campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force , Always displays the zone of control for the selected force, not just when the mouse is over it. #
autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud , Save a copy of autosaves to the cloud #
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