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NBA 2K15 Patch #3 Available Now For PC

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Old 12-11-2014, 04:11 AM   #41
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Can someone please answer this...
People on PS4 was saying this patch borked the sprinting.
Is the sprinting ok with this patch on PC?
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Old 12-11-2014, 04:51 AM   #42
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Re: NBA 2K15 Patch #3 Available Now For PC

Definitely noticed more 3PT attempts in a MC game for both teammates and the CPU.

Quote:
Corrected a case where block inputs were being dropped near the basket.
Cool, that was really bugging me, as I noticed it a fair bit with my Howard clone MC player (who I racked up 7 blocks with last game, some of which I'm sure would have suffered from this issue).

A bit off topic but anyone got any tips for performing put backs on offense? still can't do them consistently. Used to be all a timing thing but I can't seem to get it this year.
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Old 12-11-2014, 05:05 AM   #43
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Re: NBA 2K15 Patch #3 Available Now For PC

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Old 12-11-2014, 05:07 AM   #44
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Re: NBA 2K15 Patch #3 Available Now For PC






Man, the tattoos and sweat are off the chain. I just hope they can redo K Love. The homeless look needs to go. He's a lot more clean cut in Cleveland.
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Last edited by BrianFifaFan; 12-11-2014 at 06:00 AM.
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Old 12-11-2014, 05:56 AM   #45
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damn i got a few invisible teams. but so far its only on the teams i used a custom cyberface for reinstalling the game and each update one by one
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Old 12-11-2014, 07:34 AM   #46
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Re: NBA 2K15 Patch #3 Available Now For PC

Just played a quick half this morning, the control over the players is the biggest thing I notice. Defense is so much more enjoyable. The stat overlays actually showing up are another huge plus. I'm looking forward to playing a lot this weekend.
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Old 12-11-2014, 10:44 AM   #47
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Re: NBA 2K15 Patch #3 Available Now For PC

Quote:
Originally Posted by TarHeelPhenom
They have added new settings to the video file:


WIDTH
HEIGHT
REFRESHRATE
BUFFERCOUNT
VSYNC
DYNAMIC_VSYNC
LETTERBOX
CURSOR_IDLE_TIME
WINDOWMODE
WINDOW_X
WINDOW_Y
MSAA
MSAAQUALITY
SUPERSAMPLE
REFLECTIONS
MONITOR
MAXANISOTROPY
TEXTURELOD
PLAYERLOD
CROWDLOD
SHADERLOD
HAIRLOD
EFFECTLOD
COLOR_CORRECTION
DEPTH_OF_FIELD
SSAO
BLOOM
VOLUMETRIC_EFFECTS
VIBRATION
ABOVE_NORMAL_PRIORITY
D3D_INTERNAL_THREADING_OPTIMIZATIONS
FAST_TEXTURE_FORMAT_CONVERSION
DYNAMIC_ENVIRONMENT_MAP
JIT_SHADER_CREATE




WIDTH, HEIGHT
Display resolution.
It is recommended to choose a display resolution with the same aspect ratio as your monitor.
The resolutions allowed may vary depending on which monitor you select.
For monitors with a 16:9 aspect ratio the recommended display resolution is:
1920 x 1080 for systems with 2 GB or more of VRAM.
1280 x 720 for systems with less than 2 GB of VRAM.
or the closest matching 16:9 resolution.
For monitors with a 16:10 aspect ratio the recommended display resolution is:
1920 x 1200 for systems with 2 GB or more of VRAM.
1280 x 800 for systems with less than 2 GB of VRAM.
or the closest matching 16:10 resolution.

REFRESHRATE
Monitor refresh rate. This game was designed for REFRESHRATE=60.
The refresh rates allowed may vary depending on which monitor you select.
For the best experience, please use REFRESHRATE=60, VSYNC=1 and BUFFERCOUNT=3.
Please use lower performance settings if 60 FPS cannot be maintained.
If 60 FPS still cannot be maintained, please use VSYNC=0 and BUFFERCOUNT=1.

BUFFERCOUNT
Number of queued display buffers.
For the best experience, please use REFRESHRATE=60, VSYNC=1 and BUFFERCOUNT=3.
Please use lower performance settings if 60 FPS cannot be maintained.
If 60 FPS still cannot be maintained, please use VSYNC=0 and BUFFERCOUNT=1.
BUFFERCOUNT=1 - Single buffering. Recommended when VSYNC=0
BUFFERCOUNT=2 - Double buffering.
BUFFERCOUNT=3 - Triple buffering. Recommended when VSYNC=1

VSYNC
Vertical refresh synchronization control.
VSYNC=0 - Do not synchronize to the REFRESHRATE.
VSYNC=1 - Synchronize frame rate to REFRESHRATE.
VSYNC=2 - Synchronize frame rate to half the REFRESHRATE.
VSYNC=3 or higher - Not recommended.

DYNAMIC_VSYNC
Control for dynamic VSYNC. Only valid when VSYNC=1
DYNAMIC_VSYNC=0 - Always use the specified VSYNC. Recommended for high-end graphics cards.
DYNAMIC_VSYNC=1 - Dynamically switch from VSYNC=1 to VSYNC=2 in non-interactive game cameras. Recommended for systems that run 60 FPS while playing the game, but cannot maintain 60 FPS in non-interactive parts.

LETTERBOX
Aspect ratio control. This game was designed for 16:9 aspect ratio.
LETTERBOX=0 - Assume 16:9 aspect ratio. No aspect ratio correction will be applied.
LETTERBOX=1 - Maintain 16:9 aspect ratio. The remainder of the display will be black.

CURSOR_IDLE_TIME
Number of seconds of mouse idle time before the cursor is hidden.

WINDOWMODE
WINDOWMODE=0 - Full-screen. Recommended for performance.
WINDOWMODE=1 - Windowed.
WINDOWMODE=2 - Full-screen Windowed. Recommended for responsive change of window focus (e.g. "Alt-Tab").

WINDOW_X, WINDOW_Y
Position of window when WINDOWMODE=1.
A window positioned outside the valid region for any monitor will be placed in center of the selected monitor.

MSAA
Hardware accelerated multi-sample anti-aliasing level control.
MSAA=0 or 1 - No multi-sample anti-aliasing. Recommended for low-end graphics cards or systems with less than 1 GB of VRAM.
MSAA=2 - 2 levels of multi-sample anti-aliasing.
MSAA=4 - 4 levels of multi-sample anti-aliasing. Recommended for systems with 1 GB of VRAM or more.
MSAA=8 - 8 levels of multi-sample anti-aliasing. Recommended for high-end graphics cards with 3 GB of VRAM or more.

MSAAQUALITY
Driver specific multi-sample anti-aliasing quality level setting.
The definition of a quality level is up to each hardware vendor to define. No facility is provided to us by Direct3D to help discover this information.
For more info, see "ID3D11Device::CheckMultisampleQualityLevels" http://msdn.microsoft.com/en-us/libr...=vs.85%29.aspx
For NVidia cards this option usually controls FMAA or CSAA. See http://www.geforce.com/hardware/tech...faa/technology
For AMD/ATI cards this option usually controls EQAA. See http://developer.amd.com/wordpress/m...%2520Cards.pdf
As of 2014/10/22 the NVidia 900 series drivers have yet to add support for FMAA.

SUPERSAMPLE
Super-sample anti-aliasing levels. Can be combined with MSAA for higher anti-aliasing than provided in hardware.
SUPERSAMPLE=0 or 1 - No super-sample anti-aliasing. Recommended for systems with less than 4 GB of VRAM.
SUPERSAMPLE=2 - Render with double the WIDTH and HEIGHT resolution. Will take 4 times as much VRAM for render buffers!
SUPERSAMPLE=3 - Render with triple the WIDTH and HEIGHT resolution. Will take 9 times as much VRAM for render buffers!
SUPERSAMPLE=4 - Render with quadruple the WIDTH and HEIGHT resolution. Will take 16 times as much VRAM for render buffers!
SUPERSAMPLE=5 or higher - Not recommended. May cause driver crash and/or stalling.

MONITOR
Which display monitor to use. Use MONITOR=0 for the main monitor.
The resolutions allowed may vary depending on which monitor you select.

MAXANISOTROPY
Maximum number of texture anisotropic sampling levels allowed.
MAXANISOTROPY=1 - Recommended for low-end graphics cards.
MAXANISOTROPY=16 - Recommended for high-end and mid-range graphics cards.

TEXTURELOD
Texture resolution detail level control.
Use of high or medium resolution textures may increase load time,
and can cause large stalls when using a setting higher than recommended.
TEXTURELOD=0 - High resolution. Recommended for systems with 3 GB or more of VRAM.
TEXTURELOD=1 - Medium resolution. Recommended for systems with 2 GB or more of VRAM.
TEXTURELOD=2 - Low resolution. Recommended for systems with less than 2 GB of VRAM.

PLAYERLOD
Player mesh resolution detail level and cloth simulation control.
PLAYERLOD=0 - Cloth simulation enabled. Recommended for CPUs with 4 or more cores.
PLAYERLOD=0 - High resolution mesh detail. Recommended for high-end graphics cards.
PLAYERLOD=1 - Medium resolution mesh detail. Recommended for mid-range graphics cards.
PLAYERLOD=2 - Low resolution mesh detail. Recommended for low-end graphics cards.

CROWDLOD
Crowd mesh resolution detail level.
CROWDLOD=0 - High resolution mesh detail. Recommended for high-end graphics cards.
CROWDLOD=1 - Medium resolution mesh detail. Recommended for mid-range graphics cards.
CROWDLOD=2 - Low resolution mesh detail. Recommended for low-end graphics cards.
CROWDLOD=3 - No crowd.

SHADERLOD
Shader detail control.
SHADERLOD=0 - High detail shaders. Recommended for high-end and mid-range graphics cards.
SHADERLOD=1 - Low detail shaders. Recommended for low-end graphics cards.

HAIRLOD
Hair shader detail control.
HAIRLOD=0 - High detail hair shader. Only allowed when SHADERLOD=1.
HAIRLOD=1 - Low detail hair shader. Use fast hair shader in gameplay cameras.

EFFECTLOD
Master control for all special effects.
Setting EFFECTLOD=1 is the same as setting COLOR_CORRECTION=0, DEPTH_OF_FIELD=0, SSAO=0, BLOOM=0 and VOLUMETRIC_EFFECTS=0
EFFECTLOD=0 - Allow special effects. Recommended for high-end and mid-range graphics cards. Shader model 4.1 or higher is required.
EFFECTLOD=1 - Disable all special effects. Recommended for low-end graphics cards. Shader model 4.0 or higher is required.

COLOR_CORRECTION
Color correction effect control.
COLOR_CORRECTION=0 - Disable color correction. Also disabled when EFFECTLOD=1.
COLOR_CORRECTION=1 - Allow color correction. Only allowed when EFFECTLOD=0.

DEPTH_OF_FIELD
Depth-of-field effect control.
DEPTH_OF_FIELD=0 - Disable depth-of-field. Also disabled when EFFECTLOD=1.
DEPTH_OF_FIELD=1 - Allow depth-of-field. Only allowed when EFFECTLOD=0.

SSAO
Screen-space ambient-occlusion effect control.
SSAO=0 - Disable screen-space ambient-occlusion. Also disabled when EFFECTLOD=1.
SSAO=1 - Allow screen-space ambient-occlusion. Only allowed when EFFECTLOD=0.

BLOOM
Bloom effect control.
BLOOM=0 - Disable bloom effect. Also disabled when EFFECTLOD=1.
BLOOM=1 - Allow bloom effect. Only allowed when EFFECTLOD=0.

VOLUMETRIC_EFFECTS
Volumetric effect control.
VOLUMETRIC_EFFECTS=0 - Disable volumetric effect. Also disabled when EFFECTLOD=1.
VOLUMETRIC_EFFECTS=1 - Allow volumetric effect. Only allowed when EFFECTLOD=0.

REFLECTIONS
Floor reflections control.
REFLECTIONS=0 - Disable floor reflections.
REFLECTIONS=1 - Enable floor reflections.

VIBRATION
XInput controller vibration control.
Only 'XInput' (XBOX 360 compatible) controllers support vibration. 'DInput' controllers do not.
On newer Logitech Rumblepad 2 controllers (those with X,Y,A,B buttons) there is a small button to switch from 'D' to 'X'. Only the 'X' setting will allow vibration.
For those using the DS3 tool for PS3 controllers, you need to select Xbox 360 controller emulation to allow vibration.
VIBRATION=0.0 - No vibration.
VIBRATION=0.5 - Weak vibration.
VIBRATION=1.0 - Normal vibration.
VIBRATION=1.5 - Above normal vibration.
VIBRATION=2.0 - High vibration.
VIBRATION=3.0 - Intense vibration.

ABOVE_NORMAL_PRIORITY
Process priority control. This can also be set in the windows task manager.
ABOVE_NORMAL_PRIORITY=0 - Normal priority.
ABOVE_NORMAL_PRIORITY=1 - Above normal priority. Recommended for all systems.
ABOVE_NORMAL_PRIORITY=2 - High priority.

D3D_INTERNAL_THREADING_OPTIMIZATIONS
Control for internal D3D driver threading.
D3D_INTERNAL_THREADING_OPTIMIZATIONS=0 - Disallow multi-threaded graphics driver.
D3D_INTERNAL_THREADING_OPTIMIZATIONS=1 - Allow multi-threaded graphics driver. Recommended for all systems.

FAST_TEXTURE_FORMAT_CONVERSION
Texture format conversion control.
For more info, see "Format Conversion Using Direct3D 10.1" http://msdn.microsoft.com/en-us/libr...px#Differences
FAST_TEXTURE_FORMAT_CONVERSION=0 - Use CPU for texture transfer after block compression. Recommended for driver stability. May cause stuttering on loading screens. Shader model 4.0 or higher is required.
FAST_TEXTURE_FORMAT_CONVERSION=1 - Use GPU for texture transfer after block compression. This is known to cause driver crash on some older graphics cards. Shader model 4.1 or higher is required.

DYNAMIC_ENVIRONMENT_MAP
Control for dynamic environment maps.
DYNAMIC_ENVIRONMENT_MAP=0 - Disable dynamic environment maps. Recommended for Intel integrated and older GPUs. Shader model 4.0 or higher is required.
DYNAMIC_ENVIRONMENT_MAP=1 - Enable dynamic environment maps. Recommended for newer AMD and NVIDIA GPUs. Shader model 4.1 or higher is required. Has been known to cause artifacts on older graphics cards.

JIT_SHADER_CREATE
Shader creation control
JIT_SHADER_CREATE=0 - Create shaders on file load. May cause stuttering on loading screens.
JIT_SHADER_CREATE=1 - Create shaders on first draw. May improve load time at the cost of in-game stuttering.

ADAPTER
Which graphics adapter to use on systems with more than one graphics card.
Only graphics cards connected to a monitor are recognized.
However this does not prevent the use of SLI. For SLI settings please refer to your graphics card control panel.
So where is this file?? I can not find it.
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Old 12-11-2014, 11:35 AM   #48
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Re: NBA 2K15 Patch #3 Available Now For PC

Quote:
Originally Posted by monstajam
So where is this file?? I can not find it.

It's in your appdata folder
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