
#define SMAA_CORNER_ROUNDING 25 // Determines the percent of antialiasing to apply to corners. #define SMAA_MAX_SEARCH_STEPS_DIAG 0 // Determines the radius SMAA will search for diagonal aliased edges #define SMAA_MAX_SEARCH_STEPS 4 // Determines the radius SMAA will search for aliased edges If SMAA misses some edges try lowering this slightly. #define SMAA_THRESHOLD 0.15 // Edge detection threshold. #define USE_CUSTOM 0 // Custom : Write your own shader by editing custom.h, and then enable it here. #define USE_SPLITSCREEN 0 // Splitscreen : Enables the before-and-after splitscreen comparison mode. #define USE_BORDER 0 // Border : Makes the screenedge black as a workaround for the bright edge that forcing some AA modes sometimes causes. This lessens banding artifacts (mostly caused by Vignette) #define USE_DITHER 0 // Dither : Applies dithering to simulate more colors than your monitor can display. #define USE_VIGNETTE 1 // Vignette : Darkens the edges of the image to make it look more like it was shot with a camera lens. #define USE_SEPIA 0 // Sepia : Sepia tones the image. #define USE_CURVES 1 // Curves : Contrast adjustments using S-curves. #define USE_VIBRANCE 1 // Vibrance : Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation. #define USE_TONEMAP 1 // Tonemap : Adjust gamma, exposure, saturation, bleach and defog. #define USE_LIFTGAMMAGAIN 1 // Lift Gamma Gain : Adjust brightness and color of shadows, midtones and highlights (avoids clipping) #define USE_MONOCHROME 0 // Monochrome : Monochrome makes the colors disappear. #define USE_DPX 1 // Cineon DPX : Should make the image look like it's been converted to DXP Cineon - basically it's another movie-like look similar to technicolor.
#FAR CRY 2 FOV MOVIE#
#define USE_TECHNICOLOR 0 // TECHNICOLOR : Attempts to mimic the look of an old movie using the Technicolor three-strip color process (Techicolor Process 4) #define USE_FILMGRAIN 0 // Filmgrain effect blur, but also bloom/hazy/glowy look, also unsharp masking #define USE_GAUSSIAN 0 // Gaussian Blur : can be used to. #define USE_LUMASHARPEN 1 // LumaSharpen : Also sharpens the antialiased edges which makes them less smooth - I'm working on fixing that. #define USE_HDR 0 // HDR : Not actual HDR - It just tries to mimic an HDR look (relatively high performance cost) #define USE_BLOOM 0 // Bloom : Makes bright lights bleed their light into their surroundings (relatively high performance cost) Set gaussian blur along with it to get a halation effect
#FAR CRY 2 FOV TV#
#define USE_ADVANCED_CRT 0 // Advanced CRT : Simulates an old CRT TV display. Use Curves instead if you want to avoid that. This increases contrast but causes clipping. #define USE_LEVELS 0 // Levels : Sets a new black and white point. #define USE_CARTOON 0 // Cartoon : "Toon"s the image.(Interferes with SMAA, CRT, Bloom, HDR and Lumasharpen) #define USE_EXPLOSION 0 // Explosion : Scatters the pixels, making the image look fuzzy. You can only use Chromatic Aberration OR the Explosion Shader. #define USE_CA 0 // Chromatic aberration.

#define USE_FXAA_ANTIALIASING 0 // FXAA Anti-aliasing : Smoothens jagged lines using the FXAA technique #define USE_SMAA_ANTIALIASING 1 // SMAA Anti-aliasing : Smoothens jagged lines using the SMAA technique.
#FAR CRY 2 FOV UPDATE#
If a FOV slider is to be added to console, this update will be shared on our official platforms and within the News & Announcements forum./*. I've passed on your own thoughts as part of this ongoing report.
#FAR CRY 2 FOV SOFTWARE#
Players are welcome to try suggestions regarding 3rd party software, but you would be doing so at their own risk, and Ubisoft Support will be unable to assist regarding any issues that may result from using third-party software to modify game files in an unauthorised - We have shared feedback with the development team about including an FOV slider on consoles.

Please note that Ubisoft Support is unable to promote the use of 3rd party software as a workaround, as this can conflict with game files and cause issues running the game. We welcome you to continue sharing any thoughts or feedback you may have regarding FOV resetting within this thread, and we will be sure to pass this along to the dedicated teams for further - Thank you for sharing the article, which includes how you were able to resolve this issue in your own game. I understand that this may not be the update that some of you were hoping for, and apologise for any disappointment that may have been caused by this. We will therefore be marking this thread as resolved. The same design could be found in Far Cry 5. We've received an update from the development team, who have confirmed that this is working as intended. Thank you for for including a video in their report as well! Thank you for continuing to share your reports about the FOV changing when switching your movement method in Far Cry 6.
