Home
NBA 2K15 News Post


Patch #3 for NBA 2K15 is available now for PC users. This patch was released earlier in the week for PlayStation 4 and should be available for Xbox One users later this week.

If you missed the NBA 2K15 patch #3 details, click here.

Game: NBA 2K15Reader Score: 8/10 - Vote Now
Platform: iOS / PC / PS3 / PS4 / Xbox 360 / Xbox OneVotes for game: 64 - View All
NBA 2K15 Videos
Member Comments
# 41 BrianFifaFan @ 12/11/14 04:05 AM
 
# 42 BrianFifaFan @ 12/11/14 04:07 AM





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.
 
# 43 xKennii @ 12/11/14 04:56 AM
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
 
# 44 MachoMyers @ 12/11/14 06:34 AM
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.
 
# 45 monstajam @ 12/11/14 09:44 AM
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.
 
# 46 BrianFifaFan @ 12/11/14 10:35 AM
Quote:
Originally Posted by monstajam
So where is this file?? I can not find it.

It's in your appdata folder
 
# 47 jameel1321 @ 12/11/14 12:27 PM
My patch reactions:

This has been the first time I was able to take nba 2k off of 720p with all of the settings on low. I changed it to 768 with a few on med but stopped there for fear that the game couldn't handle anything else.

It seems fast breaks and defensive stance has been cleaned up.

Shot timing has been fixed, which means I now have to relearn my shot.

Other changes maybe there but playing the game, I am not aware of them.

The bad:

This game is fundamentally flawed in the way it handles players input. It seems as though whatever you press gets in the way. If you call for a double team, your teammates do not respond quickly and your traps are easily avoided on all parts of the court.

When you bring the ball up the court and the play is set to start with another player, the player walks up to his defender and between you and yours and waits for the ball instead of coming to it.

When you throw and oop...I'm sure you already know what happens.

The Cpu close outs are much more responsive then the users team.

The cpu gets pretty damn good when you are up by 15, sparked remarkable comebacks with unlikely people making impossible shots. You'll get double teamed with little chance of a clean escape or passing lane and when you do pass it, players will miss open shots. (mainly mycareer but not just mycareer)

And, by far, my biggest frustration with the 2k series since 2k13 is the pick and roll. The pick and roll indicator gets the basics of a pick wrong before it is even set. A pick should be an opportunity to create space in order to look for a mismatch. This mismatch should come from the screener and ball handler reading and reacting to the motion of the defense. By calling for a "roll" to the basket before the pick is engaged it erases the purpose of the play.
 
# 48 jameel1321 @ 12/11/14 12:33 PM
Quote:
Originally Posted by Perfect23
Who is seeing more fouls and more 3's cause I'm not?
I saw more fouls but just on me and not on the cpu. There was a play where I was in great position, chris paul had picked up his dribble so all I had to do was hold L2 to stay in front of him to cause his shot to go awry. That's what i did, Chris jumped into my chest, I got the foul call. :|

On the opposite end, I caught Chris off guard with a pump fake and I jumped into my shot as he worked to get back into position. This lead to a shot where he threw himself into me, I fell down with no foul called and non of my players tried to go for the rebound.

It seems like the cpu has some nepotism in this game.
 
# 49 seanie719 @ 12/11/14 04:23 PM
Quote:
Originally Posted by xKennii
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
I am reinstalling NBA 2k now to see if it fixes this for me. I haven't done anything to my files.
 
# 50 seanie719 @ 12/11/14 04:57 PM
Quote:
Originally Posted by seanie719
Platform: PC(Via Steam), Post patch

So I had to delete my "My Player" file because it stopped loading and the game would crash. It would get to 21% then crash. So Whatever, new patch, I will just start fresh. I have 3 problems now. All during the tryout stage.

1. Deron Williams is invisible when trying out for the Nets.

2. The whole Orlando Magic team is invisible when trying out.

3. Unable to tryout as a center on the Toronto Raptors. The game will crash.

Other than that the game is great and I might stay on the PC version.
Reinstalling NBA 2K fixed all this for me.
 
# 51 TarHeelPhenom @ 12/11/14 05:30 PM
Just watched CPU-CPU Portland vs Cleveland. Cleveland won 99-88. The stats were as follows:

Free Throws- Cleveland(19/26), Portland(12/22)

3pt FG Cleveland(6/16), Portland(7/19)
 
# 52 bcruise @ 12/11/14 05:37 PM
Quote:
Originally Posted by TarHeelPhenom
Just watched CPU-CPU Portland vs Cleveland. Cleveland won 99-88. The stats were as follows:

Free Throws- Cleveland(19/26), Portland(12/22)

3pt FG Cleveland(6/16), Portland(7/19)
Which difficulty? I'm seeing it play really well on Pro with CPUvsCPU (aside from some rare times where the PG just holds the ball for almost an entire possession)
 
# 53 TarHeelPhenom @ 12/11/14 06:02 PM
All-Star difficulty.
 
# 54 23 @ 12/11/14 06:35 PM
Quote:
Originally Posted by BrianFifaFan





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.
I know it looks way better on the tv. The way the lighting reflects off of the players on PC is pretty insane
 
# 55 TarHeelPhenom @ 12/11/14 08:32 PM
Just watched a second CPU vs CPU game between the Kings and the Mavs. The Mavs won 116-106.

Stats

Free Throws

Dallas(26/31), Sacramento(27/30

3pt FG

Dallas(10-22), Sacramento(7-19)

PIP- 44 a piece
 
# 56 BrianFifaFan @ 12/11/14 08:43 PM




 
# 57 BrianFifaFan @ 12/11/14 08:45 PM


 
# 58 BrianFifaFan @ 12/11/14 08:50 PM
Captured a whole quarter of video. Gotta see how it came out. This mornings wasn't too smooth.
 
# 59 Bealdor @ 12/12/14 02:12 AM
Quote:
Originally Posted by jameel1321
...The cpu gets pretty damn good when you are up by 15, sparked remarkable comebacks with unlikely people making impossible shots. You'll get double teamed with little chance of a clean escape or passing lane and when you do pass it, players will miss open shots. (mainly mycareer but not just mycareer)...
This is pretty much the only thing I don't like about this game. Those forced CPU comebacks kill a lot of the fun for me because you literally get punished for playing well.
 
# 60 Guffers @ 12/12/14 02:46 AM
I've played three quarters so far with the patch (who knew having a 2 year old led to limited rec time?) and I love it.

I'm now competitive on all star sim where as before I struggled on pro. I'm putting it down to fouls actully getting called and the cpu not spamming the paint so much.

It just feels FAIR and challenging as opposed to frustrating and the stat overlays look great as well! I can finally start a franchise and put in some hours over this Australian summer!
 


Post A Comment
Only OS members can post comments
Please login or register to post a comment.