Borderlands 2 Microsoft Windows, Mac, Linux, Playstation 3, Playstation Vita, Playstation 4, Xbox 360 e Xbox One Borderlands 2 foi anunciado oficialmente em 3 de agosto de 2011. O jogo foi lançado em 18 de setembro de 2012 nos Estados Unidos, em setembro 20, 2012 na região da Australásia e 21 de setembro de 2012 internacionalmente. Borderlands 2 foi construído em Unreal Engine 3 e usa a tecnologia PhysX. Foi anunciado por Randy Pitchford, CEO da Gearbox, que o jogo vendeu mais de 12 milhões de unidades em março de 2015 em todas as plataformas. 1 Set cinco anos após os eventos de Borderlands Handsome Jack. O principal antagonista dos jogos, assumiu o Hyperion Corporation, declarou-se Ditador de Pandora e tomou todo o crédito para encontrar o Vault - indo tão longe como para reivindicar a responsabilidade de matar o Destroyer. Jack também apagou a maior parte da luz do planeta por ter uma base gigante em forma de H em órbita na frente da lua estacionária de Pandoras, criando uma atmosfera de irmão mais velho em todo o planeta. O novo grupo de caçadores de covas em Borderlands 2 é encarregado de matar Jack e retornar a paz para Pandora. Borderlands 2 começa com os protagonistas em um trem para um local não especificado para começar a sua busca para a abóbada. O trem acaba por ser uma armadilha criada por Handsome Jack, para matar todos os que procuram o Vault. Os caçadores de abóbada defendem-se o suficiente para chegar a um vagão cheio de explosivos e um boneco Handsome Jack parecido. A detonação faz com que o trem caia no Wasteland ártico, com nossa equipe nova strewn através dos destroços. O jogo pega com os Caçadores de Abóbada acordando para Claptrap cavando através dos restos. O misterioso Anjo da Guarda então entra em contato com eles e explica que Jack Bonito deve ser morto, direcionando os jogadores para resgatar os quatro caçadores de Abóbada originais de embreagens Hyperions para realizar isso. Todos os quatro dos Caçadores de Vault originais reaparecem na sequela como NPCs. Assumindo um papel fundamental durante o enredo principal e oferecendo missões opcionais que continuam sua história pessoal. Classes de caracteres DLC somente veículos: Estes veículos são usados apenas por NPCs e não podem ser legitimamente movidos por jogadores Fabricantes de armas Bandit armas de marca - bandidos-se agora fazer muitas de suas próprias armas. Essas armas ostentam as maiores revistas do jogo, mas têm estatísticas medíocres em geral. As armas de Dahl centram-se na estabilidade, precisão e fogo de explosão, e caracterizam a coloração da camuflagem. A maioria de armas de Dahl caracterizam uma taxa auto cheia do fogo sem escopo dentro, quando escoped nos disparos da arma nas explosões. As armas Hyperion mantêm sua acostumada alta precisão, com um estilo sci-fi, com efeitos elementares brilhantes e listras em negrito. Ao contrário de outras armas, a precisão das armas Hyperion aumenta quanto mais tempo o gatilho é pressionado, mas eles começam com baixa precisão. As armas Jakobs mantêm sua tradição de alto dano não-elementar (com exceção de algumas armas) para recuo elevado e tamanhos baixos de revistas, mas sofreram uma ligeira renovação da parcela anterior. Fuzis de assalto, espingardas e pistolas de fogo tão rápido como o gatilho é puxado, enquanto rifles sniper ainda exigem uma espera para a rodada para ser chambered. Maliwan armas manter seu foco em danos elementares, e assumir um design muito elegante e futurista, com cantos arredondados, cores brilhantes e muitas luzes piscando. Tediore armas têm uma sensação diferente, tendo sido descrito como Barato, peças de plástico de porcaria e Wal-Mart armas por Randy Pitchford. Em vez de serem recarregados, as armas Tediore são jogadas fora e explodem como granadas, quanto mais munição deixar no clipe, maior a explosão. Uma arma cheia-carregada digistructs na mão dos caráteres depois que a arma gastada é descartada. As promoções de pré-lançamento declararam que, devido à sua capacidade explosiva, há uma chance de que as armas Tediore explodirão na mão dos usuários antes de jogá-la fora. Este mecânico não o transformou no produto acabado. As armas Torgue possuem uma munição Gyrojet que equilibra os danos de área de efeito com baixa velocidade de projétil e capacidade reduzida do compartimento. Vladof continua a sua tradição de armas com taxas extremamente elevadas de fogo, e produzir rotação minigun-como barris. Vladof usar materiais que variam de madeira resistida ao cromo como metais. Características Diversas Personalização Personagem - Novas artes, peles e cabeças estão disponíveis como gotas de chefes e certos inimigos e como missão, desafio e nivelamento recompensas. Eles apresentam vários graus de raridade. E-tech - um resquício de armas Eridian Borderlands, E-tech é uma técnica de modificação barril que funciona com todas as marcas de armas. 1 Badass Rank - Completar desafios aumenta Badass Rank, eo nível mais difícil ou mais alto é o desafio, mais Rank Badass é dado após a conclusão. Ganhando o suficiente rank atribui um Badass Token, resgatável para stat aumenta que se aplicam a todos os personagens de um perfil. Objetivos opcionais - Agora há objetivos que não são necessários (como manter um aliado acima de 50 de saúde). Recompensas estão sendo tabuladas. Elemental Nerfing - Onde Borderlands elementais baseados em inimigos poderiam ser mortos com dano de bala pura de uma arma elemental de base similar, Borderlands 2 inimigos terá significativamente menos dano de armas utilizando elementos que têm uma resistência. Missões de Múltipla Escolha - Algumas missões terão uma escolha em como elas serão concluídas. Interface de negociação - Foi criado um sistema de negociação que permite aos jogadores negociar ou vender itens formalmente. Os jogadores também podem apostar itens para serem duelados. Armadilhas - Alguns itens normalmente saqueadores (caixas, vagens de plantas, etc.) contêm armadilhas, de inimigos hostis a granadas vivas. One Point Wonders - habilidades cambiador de jogo que pode mudar as opções disponíveis e estilo de jogo, mas só exigem um pequeno investimento para desbloquear em um nível básico. Eridium - Um novo elemento que pode ser usado para aumentar outros poderes elementares. É também uma moeda que pode ser usada para aumentar a capacidade de espaço da mochila, o espaço de banco de armas, a capacidade de munição de arma, atualizar temporariamente as habilidades de personagem, e abrir cofres especiais (somente DLC) Promoções Premiere Club - Desbloquear um item raro no Santuário misterioso Loot Chest. Vault Hunters Relic - Jogue solo ou equipe-se com os amigos e aumentar a sua fortuna de caça artes com a relíquia Vault Hunters. Gearbox Gunpack - Um pacote de Gearbox Golden Guns exclusivo para ajudá-lo a iniciar sua viagem em Pandora. Os consumidores que encomendaram a Borderlands 2 receberam gratuitamente o Mechromancer DLC. Consumidores que pré-encomendaram a GameStop (EUA). EB Games (AUNZCAN) ou GAME (Reino Unido) também receberam acesso ao Creature Slaughter Dome. Os consumidores também foram capazes de apresentar sua idéia para o nome de uma arma para ser incluído em um futuro add-on conteúdo na GameStops Facebook Page. Nome esta arma. (Jaqueta Amarela) Edições Especiais Deluxe Vault Hunter Edition Edição Ultimate Loot Chest Edição do Jogo do Ano (2º Remendo pago UVHM não incluído) Borderlands 2 Season Pass - 4 DLCs (não incluindo pacotes pré-encomenda) Borderlands 2 Pacote PlayStation Vita Borderlands Triple Pack Inclui todos os DLC na PS3 e Xbox 360 Borderlands A coleção Handsome inclui todos os DLC na PS4 e Xbox One Deluxe Vault Hunters Edição A canção de introdução de Borderlands 2 é Short Change Hero por The Heavy. A canção de crédito de Borderlands 2 é como você gosta de mim agora também pelo pesado. Borderlands 2 é considerado por muitos críticos e jogadores iguais, o melhor jogo de Borderlands na série até à data. O Psycho na capa faz o gesto de arma com ambas as mãos e os aponta em sua cabeça novamente. Esta é uma repetição da capa do primeiro jogo, onde um Psico faz o gesto de arma com uma mão e o aponta para sua cabeça (Borderlands - gt Borderlands 2). Referências Interferência de bloqueador de anúncios detectada Wikia é um site de uso gratuito que gera dinheiro com publicidade. Nós temos uma experiência modificada para os espectadores usando ad bloqueadores Wikia não está acessível se youve fez outras modificações. Remover a regra de bloqueios de anúncios personalizados ea página será carregada como esperado. Borderlands 2 Borderlands: O guia de Tweak Pre-Sequel Otimização Geral Borderlands 2 Tweak Guide Por Koroush Ghazi Borderlands: Adições antes da sequela por Andrew Burnes 2012s Borderlands 2 featured Uma mistura fina de comédia, tiro, pilhagem e role-playing, impulsionando o jogo bem revisto para o topo das paradas de vendas, e crescendo a franquia Borderlands em uma das propriedades mais populares 2K Games. Agora, em 2014, Gearbox e 2K Games estão de volta com Borderlands: The Pre-Sequel. Conjunto antes dos eventos de Borderlands 2 e estrelando um não mal, mas não muito bom Handsome Jack, juntamente com um novo elenco de personagens jogáveis. Na liberação, GeForce publicou um guia detalhado do tweak que permitiu a jogadores de Borderlands 2 maximizar a fidelidade gráfica e configurar o jogo a seu gosto. E enquanto Borderlands: The Pre-Sequel é uma besta diferente em termos de jogabilidade, nos bastidores ele utiliza a mesma tecnologia que o Borderlands 2, então em vez de duplicar o trabalho existente, revisamos e atualizamos todas as informações existentes, comparamos o The Pre-Sequel Com os drivers mais recentes, e testaram extensivamente a configuração PhysX acelerada GPU acelerada do Pre-Sequels, que se orgulha de quadruplicar o detalhe por efeito. Além disso, examinamos os benefícios da nova tecnologia DSR (Dynamic Super Resolution) da NVIDIA, que oferece gráficos de qualidade 4K em qualquer tela HD. Então salte e aprenda como cada configuração de jogo afeta o desempenho, como você pode otimizar seu sistema e como você pode apertar ainda mais fidelidade gráfica de ambos os jogos. Otimização geral do sistema Quase tão importante quanto qualquer configuração no jogo é a maneira como a instalação do Windows está configurada. Um grande número de problemas e problemas de desempenho, especialmente gagueira, falhas e desacelerações, podem ser rastreados diretamente para configurações sub-otimizadas no Windows e drivers desatualizados ou mal configurados. Vá através do nosso Guia de jogos estáveis para obter o seu PC na melhor forma e, pelo menos, certifique-se de atualizar seus drivers de gráficos para a versão mais recente disponível. Medição de Desempenho Para conduzir com êxito qualquer ajuste, você precisará de alguma forma de medir objetivamente seu desempenho em Frames Per Second (FPS). A maneira mais fácil de fazer isso é usar o comando Stat FPS, conforme descrito em Comandos do Console na seção Ajustando Avançado. Outro método é fazer o download e instalar o utilitário FRAPS gratuito, depois iniciá-lo antes de iniciar o Borderlands 2 ou Borderlands: The Pre-Sequel. Qualquer método fornecerá um contador FPS que será exibido no canto da tela. Preste atenção ao seu FPS durante o jogo, especialmente durante cenas intensas gráficamente, como combate pesado. Se o seu FPS mergulhar a um nível muito baixo em qualquer ponto, ou está constantemente spiking, então esta é uma boa indicação de que você precisa ajustar várias configurações, seja para aumentar o seu FPS mínimo para pelo menos cerca de 30 FPS ou mais, ou simplesmente para Estabilizar o seu framerate para evitar gagueira. Configurações gerais Para acessar o conjunto completo de configurações no jogo, abra o Borderlands 2 ou Borderlands: O Pre-Sequel, pressione ESC para ir para o Menu Principal e selecione Opções. As opções de Vídeo são abordadas em detalhes mais adiante neste guia. Primeiro, examinamos as seções gerais de Gameplay, Audio, Keyboard Mouse e Controller das opções. Mensagens de treino: Se activado, as mensagens de treino irão aparecer periodicamente na tela, dando-lhe dicas e detalhes sobre como usar os vários recursos do Borderlands 2 e do Borderlands: The Pre-Sequel. Eles aparecem mais freqüentemente durante a primeira parte do jogo. Se você é novo para a série Borderlands, então é melhor deixar essa configuração ativada. Duel Requests: Esta configuração controla se você irá automaticamente recusar todas as solicitações de outros jogadores on-line para participar de um duelo, ou se você pode aceitar tais pedidos. Arma Apontar Alternar: Se definido como Ligado, quando você pressionar o botão de mira (botão direito do mouse por padrão), você vai olhar para baixo as vistas de sua arma, até que você pressione a mesma tecla novamente. Se definido como Desligado, você deve manter pressionada a tecla para permanecer apontada para baixo as vistas. Crouch Toggle: Se definido como On, quando você entrar em crouch (tecla C por padrão), você permanecerá na posição agachada até que você pressione a mesma tecla novamente. Se definido como Desligado, você permanecerá agachado enquanto você mantiver pressionada a tecla de agachamento. Rotação Mínima Fixa: Esta configuração controla a maneira como o minimapa, exibido no canto superior direito da tela, se comporta. Se definido como On (Ligado), o ambiente de minimap girará em torno do indicador de caracteres no centro do minimap enquanto você olha ao redor. Se definido como Desativado, o ambiente de minimap permanecerá fixo, e sua seta de indicador de caracteres irá mudar de que maneira ele aponta com base na direção que você está enfrentando. Rotação do item: Esta configuração determina a maneira como os objetos se comportam quando inspecionados em seu Inventário. Na prática, não parece haver diferença se esta opção está definida como Fixo ou Bloqueado - você pode visualizar qualquer item no seu inventário, clicando com o botão direito do mouse sobre ele e selecionando Inspecionar, e você pode girar o item livremente, mantendo pressionado o botão esquerdo do mouse E movendo o mouse. Bloquear a câmera ao frear: Se definido como Ativar, sempre que você executar um powerlide em um veículo (tecla G por padrão), a câmera tentará permanecer apontada na direção do veículo está voltada. Se definido como Desativar, a câmera permanecerá apontada na direção de sua mira durante um powerlide. Utilizar a direcção inversa invertida: Esta definição controla a forma como a direcção se comporta quando se inverte num veículo. Se definido como Ligado, e ao usar a câmera reversa em um veículo (tecla V por padrão), movendo o mouse para a esquerda resultará no veículo inverter para a direita se definido como Desativado, a disposição é invertida. Trading: Esta opção controla se você pode participar no sistema de negociação de jogos com outros jogadores online. Se definido como Ligado, outros jogadores podem iniciar um negócio com você. Censor Gore: Se esta opção é definida como Sim, as principais formas de gore no jogo, como sangue e desmembramento, serão desativadas. Desativar gore também pode melhorar o desempenho durante o combate. Se esta opção estiver definida como Não, o gore não será censurado de forma alguma. No entanto, se a configuração PhysX Effects estiver em Baixa, então não haverá sangue e gore, independentemente dessa configuração. Consulte Efeitos PhysX na seção Configurações de Gráficos, mais adiante neste guia. Gunzerking Autoswitch: A habilidade de usar duas armas diferentes ao mesmo tempo em Borderlands 2 é conhecida como Gunzerking. Esta capacidade dual-wield é uma habilidade única do personagem Gunzerker no jogo. Se esta opção estiver definida como Sim, o layout de controle para seus botões de fogo primários e secundários será automaticamente alterado quando Gunzerking: fogo primário (botão esquerdo do mouse por padrão) disparará a arma esquerda, fogo secundário (botão direito do mouse por padrão) certo. Se definido como Não, os controles de armas permanecem os mesmos que os normais quando Gunzerking. Nenhuma das configurações abaixo tem qualquer impacto no desempenho. Música, Efeitos Sonoros, Volume de Diálogo: Estes cursores controlam respectivamente o nível de volume da música dos jogos, os efeitos sonoros como tiros e passos e o diálogo falado pelos personagens. Legendas: Se definido como Ligado, as legendas de texto serão mostradas na parte inferior da tela durante as conversas e as cenas de corte. Definir esta opção como Desligado remove todas essas legendas. Chamadas do Jogador: Esta opção controla as várias observações espirituosas que o jogador pode fazer automaticamente a qualquer momento, particularmente durante o combate. Se você não quiser que o jogador faça essas chamadas, defina esta opção como Desativada. Push To Talk: esta opção refere-se a qualquer comunicação com outros jogadores on-line que você inicia através do seu microfone. Se configurado como Ligado, você somente transmitirá qualquer som do seu microfone quando você pressionar a tecla Conversar (T por padrão). Se definido como Desligado, qualquer ruído captado pelo microfone será constantemente transmitido (como a respiração), o que pode irritar outros jogadores e usar recursos de rede. VoIP Volume do bate-papo: Este controle deslizante determina o volume do bate-papo por voz online. Mute Audio on Focus Loss: Se definido como On, sempre que o jogo é minimizado ou não o foco principal no Windows, todos os jogos de áudio será automaticamente silenciado. Se definido como Desligado, o áudio continuará a ser reproduzido em segundo plano independentemente. Rato do Teclado Inverter Rato Olha: Se definido para Ligado, empurrando o mouse para a frente fará seu personagem apontar para baixo, e movendo o mouse de volta fará com que eles apontam para cima. Se definido como Desligado, o arranjo é invertido. Mouse Sensitivity: Este controle deslizante determina o nível de responsividade do mouse para seus movimentos. Quanto mais à direita o controle deslizante, mais sensível o mouse vai se sentir. Tenha em mente que, se os movimentos do seu mouse se sentir laggy mesmo depois de aumentar a sensibilidade do mouse, existem várias outras coisas que você deve verificar: Se o seu framerate cai abaixo de cerca de 25 FPS a qualquer momento, especialmente durante o combate pesado, você precisará ajustar suas configurações Para melhorar seu FPS mínimo e conseqüentemente manter seu rato que sente adequadamente responsivo em todas as vezes. Verifique a configuração de gráficos Framerate (coberto mais adiante neste guia) para certificar-se de que ele não está definido para uma tampa baixa, como 30 FPS. Algumas pessoas vão achar essa taxa de quadros máxima muito baixa para permitir uma capacidade de resposta suficiente. A configuração Mouse Smoothing (coberta abaixo) pode afetar negativamente a sensação de resposta se habilitada. O VSync de qualquer tipo - habilitado no jogo ou no Painel de Controle NVIDIA - pode contribuir para uma sensação menos responsiva aos movimentos do mouse. Consulte a configuração VSync na seção Configurações de Gráficos, mais adiante neste guia, para obter detalhes. Suavização do Rato: Se configurada como Ligada, esta configuração tenta reduzir o jerkiness dos movimentos do mouse tomando a média de várias amostras de entrada, em vez de apenas uma única amostra a qualquer momento. Observe que o alinhamento do mouse não é o mesmo que aceleração do mouse aceleração. O principal benefício de habilitar a suavização do mouse é que ele pode aumentar a precisão e, como o nome indica, proporcionar uma sensação de suavidade nos movimentos do mouse. O principal inconveniente é que ele pode resultar em atraso de mouse visível, fazendo com que o mouse se sinta menos responsivo, especialmente durante a ação de ritmo acelerado. Em equilíbrio, é melhor ajustado em Desativado para máxima capacidade de resposta no Borderlands 2 e Borderlands: O pré-sequela. Aim Assist: Se definido para On, sua arma será automaticamente soft bloquear para alvos, logo que você trazer o seu crosshairs perto dele. Isso obviamente torna o apontar muito mais fácil, o que por sua vez reduz a dificuldade geral de combate. Se você não quiser qualquer assistência em apontar, defina esta opção como Off. Ligações de teclas: Os comandos individuais e as teclas e botões aos quais estão ligados podem ser encontrados nesta secção e podem ser remapeados, se desejado. Selecione a opção Redefinir atalhos de chaves se quiser redefinir todas as ligações de comando de volta para seu padrão a qualquer momento. Controlador As definições nesta secção só se aplicam se estiver a utilizar um controlador de jogo em oposição ao teclado e rato. Inverter Gamepad Look, Turn, Move, Strafe: Estes quatro ajustes determinam se a função relevante do controlador está invertida (Ligada) ou não (Desligada). Quando um recurso é invertido, ele vai se mover na direção oposta à que ele faria normalmente. Sensibilidade X, Y: Estes cursores controlam a sensibilidade do eixo X (leftright) e do eixo Y (updown) do controlador. Quanto maior a sensibilidade, mais sensível será o eixo do controlador ao movimento. Consulte a configuração de sensibilidade do mouse anteriormente neste guia para outros Borderlands 2 e Borderlands: as configurações de pré-sequela que podem afetar a resposta geral de entrada. Aim Assist: Se definido para On, sua arma será automaticamente soft bloquear para alvos, logo que você trazer o seu crosshairs perto dele. Isto torna o apontar mais fácil, mas pode ser necessário compensar a maior dificuldade em apontar precisamente com um controlador em oposição a um rato. Se você não quiser qualquer ajuda em apontar com seu controlador, defina esta opção para Off. Per-Shot Vibration: Se definido para On, o controlador irá vibrar (se suportado) sempre que você disparar sua arma. Se definido como Desligado, a vibração do controlador é desativada. Na próxima página começamos nosso olhar para as várias configurações relacionadas a gráficos em Borderlands 2 e Borderlands: The Pre-Sequel. Configurações de Gráficos Borderlands 2 e Borderlands: O Pre-Sequel tem um grande número de configurações relacionadas aos gráficos, e isso pode ter um impacto substancial na forma como o jogo é exibido e em como ele é jogado suavemente em seu sistema. Para acessar todas as configurações gráficas disponíveis, inicie o Borderlands 2 ou Borderlands: A pré-sequela, selecione Opções no Menu principal e escolha o item Vídeo. Na seção a seguir, examine bem cada uma dessas configurações gráficas em detalhes e veja exatamente como elas afetam o desempenho e a qualidade da imagem. Nos gráficos de desempenho mostrados, para cada configuração começamos com uma linha de base onde todas as opções são definidas para o máximo possível, incluindo PhysX em Ultra, FXAA On e 16x AF, juntamente com VSync Off e Framerate definido como Ilimitado. A partir dessa linha de base, variamos as configurações individuais para medir seu efeito no desempenho e na qualidade da imagem. Configuração completa do sistema GeForce GTX 770 Intel Core i7-4770K 8 GB RAM Win8.1 64 bits NVIDIA 344.11 WHQL drivers resolução, FOV VSync Esta seção começa o nosso olhar para as configurações de gráficos em Borderlands 2 e Borderlands: The Pre-Sequel. Para acessar toda a gama de configurações gráficas, você precisará rolar a tela usando a seta na parte inferior da página Opções de vídeo ou usando a roda do mouse. A maioria dessas configurações terá um impacto na qualidade e no desempenho da imagem, a menos que indicado de outra forma. Brilho: Este controle deslizante controla o brilho geral da imagem do jogo. O nível correto variará dependendo do nível de brilho dos monitores e do ambiente de visualização. Defina o brilho de modo que não seja suficientemente alto para fazer com que a tela apareça lavada ou com aparência leitosa e não suficientemente baixa para perder todos os detalhes em áreas mais escuras. Essa configuração não tem impacto no desempenho. HUD H. Bounds, HUD V. Bounds: Estes ajustes determinam os limites de seu Heads Up Display (HUD), que é os vários elementos informativos mostrados ao redor da tela, incluindo o escudo e barras de saúde no canto inferior esquerdo do indicador de nível no Centro inferior a granada e balcões de munição no canto inferior direito eo minimap e objectivos apresentados no canto superior direito. O controle deslizante HUD H. Bounds controla o limite horizontal (lado esquerdo e direito) o controle deslizante HUD V. Bounds controla o limite vertical (superior e inferior). Movendo o controle deslizante relevante para a esquerda força os elementos HUD mais perto do meio da tela movendo o controle deslizante para a direita empurra-los mais perto das bordas da tela. Essa configuração não tem impacto no desempenho. Escala HUD: Esta configuração permite alterar o tamanho de todos os elementos HUD, mostrados como uma porcentagem do tamanho original. O controle deslizante começa no extremo direito (100), e movê-lo para a esquerda reduz progressivamente o tamanho de todos os elementos HUD igualmente. Essa configuração não tem impacto no desempenho. UI Sway: Se definido como On, esta opção permite que determinados menus do jogo, como as telas de Inventário, sejam constantemente inclinados para a esquerda e para a direita quando mostrados. Se você não quiser que os menus do jogo influenciem, selecione Desligado aqui para mantê-los estáticos. Campo de Visão: Esta configuração determina seu Campo de Visão (FOV), que é o quanto do mundo do jogo você pode ver de uma vez na tela. O padrão é 90 graus, e aumentar FOV fará mais do mundo do jogo visível de uma só vez, efetivamente zoom sua visão, enquanto abaixá-lo vai fazer o inverso. A faixa FOV possível no controle deslizante aqui é entre 70 e 110 graus, no entanto, você pode ajustar o FOV mais como abrangidos sob Comandos do console na seção Tweaking Avançado. Alterar a FOV pode ter um impacto no desempenho. Resolução: determina a Resolução da imagem do jogo, medida pelo número de pixels horizontal e verticalmente (por exemplo, 1920 pixels x 1080 pixels). O número de resoluções disponíveis aqui é limitado pelos recursos de sua placa gráfica e monitor. Quanto maior a resolução escolhida, mais detalhada será a imagem. No entanto resoluções mais altas também geram uma carga aumentada em seu sistema, particularmente a sua placa gráfica e, portanto, reduzir o seu desempenho geral. Para obter a imagem mais nítida em um monitor LCD, selecione a resolução máxima disponível aqui, que também é conhecida como resolução nativa, ou se você escolher uma resolução abaixo de seu máximo, use a opção windowed Window Mode conforme descrito abaixo ou selecione A opção Sem Escala na seção Ajustar tamanho e posição da área de trabalho do Painel de Controle da NVIDIA. Para definir uma resolução personalizada, consulte a seção Tweaking Avançado. Uma indicação do impacto de desempenho de alterar esta configuração é mostrada abaixo: O gráfico mostra que resoluções progressivamente mais altas reduzirão visivelmente seu framerate. Se tudo o mais não melhorar o desempenho, ou se você simplesmente quiser manter outros olhos doces ativado e ainda manter framerates jogável, em seguida, abaixe sua resolução. Modo Janela: Por padrão, o jogo é executado no modo de tela cheia, que ocupa toda a tela, e geralmente é recomendado para a qualidade de imagem ideal e gerenciamento de memória. Se você quiser executar o jogo em uma janela em sua área de trabalho, em seguida, você pode selecionar Windowed, ou Fullscreen-Windowed aqui. Se você selecionar Windowed, o tamanho da janela do jogo que aparecer na área de trabalho dependerá da configuração da resolução. Se você selecionar Fullscreen-Windowed, uma janela sem bordas que ocupará toda a tela será usada. A principal diferença é que o modo Fullscreen-Windowed impede que qualquer área de trabalho apareça em segundo plano. Executando Borderlands 2 e Borderlands: A pré-sequela no modo Windowed é recomendada se você quiser reduzir a resolução dos jogos para melhorar o desempenho, mas ainda manter uma imagem nítida sem barras pretas em um monitor LCD. VSync: Quando o VSync (Sincronização Vertical) estiver definido como Ligado, sua GPU ficará sincronizada com as capacidades de Refresh Rate dos monitores, o que significa que seu framerate máximo será normalmente limitado a cerca de 60 FPS. Quando o VSync está Desligado, não há tampão FPS (dependendo também da configuração Framerate abaixo), no entanto, você pode experimentar um fenômeno conhecido como rasgo, em que partes da imagem do jogo às vezes parecem estar fora de alinhamento através da tela. Isso não prejudica seu sistema, mas pode ser irritante. Felizmente você tem várias opções quando se trata de VSync: Habilitar VSync por si só para remover todos os rasgos, mas além de cobrir seu FPS, ele também pode reduzir o seu desempenho geral por até 50 ou mais devido a um capricho de tempo GPU, e pode introduzir Atraso visível do rato. Ativar VSync, mas também habilitar Triple Buffering junto com ele, que fornece os benefícios anti-rasgar de VSync, mas sem a perda de desempenho. Ativar Adaptive VSync. Disponíveis para os proprietários da NVIDIA usando os drivers gráficos mais recentes selecionando a opção Adaptável na configuração Sincronização vertical no Painel de controle NVIDIA. Esse método desativa automaticamente o VSync sempre que seu framerate caia abaixo de sua taxa de atualização, impedindo a perda de desempenho normalmente associada ao VSync e também alisando framerates e minimizando o rasgo. No entanto, rato lag ainda pode ocorrer. Desative VSync, que é o método mais simples para fornecer o máximo desempenho, removendo a tampa FPS e removendo qualquer atraso do mouse. No entanto, rasgando será visível às vezes, e você pode obter grandes flutuações FPS que podem resultar em gagueira. Em Borderlands 2 e Borderlands: A pré-sequela dessas flutuações de FPS pode ser superada usando o ajuste de Framerate como descrito abaixo. Recomenda-se que, em primeiro lugar, tente o Adaptive VSync. Se você tiver algum problema ou tiver atraso do mouse, ou se o Adaptive VSync não estiver disponível para você, a próxima coisa que você pode tentar é desabilitar o VSync e usar uma das opções na opção Framerate para limitar seu FPS e, portanto, reduzir a incidência De rupturas e flutuações grandes FPS, sem qualquer atraso de mouse ou queda de desempenho. Dynamic Super Resolution (DSR) Nossa nova arquitetura Maxwell introduz uma série de tecnologias inovadoras e excitantes que tornam seus jogos melhores de maneira dramática. Desses novos recursos, Dynamic Super Resolution (DSR) terá maior impacto, aumentando qualquer jogo que suporte resoluções acima de 1920x1080. O que a DSR faz Simplesmente, torna um jogo com uma resolução mais alta e mais detalhada e encolhe inteligentemente o resultado de volta para a resolução do seu monitor, proporcionando gráficos de 4K, 3840x2160 qualidade em qualquer tela. Entusiastas com monitores compatíveis e know-how técnico referem-se a este processo como Downsampling ou Super Sampling. A DSR melhora drasticamente este processo existente através da aplicação de um filtro de downsampling de alta qualidade projetado especificamente para a tarefa, ao ser construído diretamente nas Experiências da GeForce em Configurações Reprodutivas Ótimas de um clique, trabalhando em todos os monitores a todas as taxas de atualização e removendo a necessidade Conhecimentos técnicos. Borderlands: O DSR Pre-Sequel será totalmente suportado no GeForce Experience no lançamento de jogos, e para aqueles de vocês sem Maxwell GPU, não temam: o suporte a DSR para GPUs de geração anterior está funcionando. Com o DSR habilitado, os benefícios são facilmente vistos em qualquer jogo: objetos e superfícies apresentam maior detalhe, menos aliasing é visível em toda a tela, há menos elementos de jogo cintilantes e menos artefatos como demonstrado no vídeo acima. Em screenshots estáticos As superfícies de lua plana Pre-Sequels e locais esparsamente decorados não mostrarão como muitos benefícios DSR óbvios como Borderlands 2s exuberante e variado planeta, mas no entanto, se você sabe onde procurar DSRs melhorias podem ser facilmente encontradas. Veja a comparação interativa abaixo, por exemplo, mostrando um buggy lunar. Com DSR habilitado seu imediatamente aparente que o nível de detalhe é consideravelmente maior, com texturas mais nítidas e mais buggy componentes claramente visíveis. Além disso, a resolução maior combate os jogos importantes se overbearing esboços pretos, que se fundem em 1920x1080, escondendo detalhes sobre a antena e antena de satélite buggys. Em primeiro plano, as texturas são mais nítidas e melhor definidas, sombras e sombreamento são mais precisos, e tudo é mais claro. No fundo, esboços pretos arrogantes são diluídos para fora, sombreamento é melhorado, ea malha na parte superior direita da imagem é muito mais detalhada. Em nossa segunda comparação interativa. DSRs capacidades anti-aliasing são imediatamente visto, com quase todos os aliasing eliminado. Novamente, vemos o detalhe recuperado dos contornos pretos arrogantes, bem como detalhes mais nítidos e textura melhorada por toda parte. De maior interesse é o sombreamento muito melhorado e sombreamento sobre as rochas e ao redor do foguete, prestados como resultado do aumento dos pontos de amostragem fornecidos pela maior resolução. Se desejar, saiba mais sobre os pontos de amostra aqui. Resizing images for comparisons shows a great many of DSRs benefits, though it doesnt show its true quality. For that, download the 1920x1080 and 3840x2160 screenshots and flick between enlarged portions using an application like Windows Photo Viewer. Alternatively, check out our interactive comparison if you simply want to compare fullscreen to fullscreen without any enlargement. Note the sharper, more detailed textures, reduced aliasing, and increased detail throughout the scene. Enabling DSR couldnt be easier: simply click Optimize in Borderlands 2 and Borderlands: The Pre-Sequel in GeForce Experience 2.1.3 when GeForce Driver 344.11 WHQL or newer is installed. Then, load the game and enjoy higher-resolution graphics with all of the improvements outlined above. For additional in-game resolution options, open the NVIDIA Control Panel, select Manage 3D settings, click the Global Settings tab, find the DSR - Factors field, tick all the boxes, click OK, and finally click Apply on the bottom right of the window. In-game, youll find seven new resolution options. As DSR is rendering a higher-resolution image, albeit with the addition of a high-quality filter, the performance cost of DSR on Maxwell Architecture GPUs is near-identical to plugging in a higher-resolution display and increasing the resolution the old-fashioned way. And given the speed at which Borderlands 2 and Borderlands: The Pre-Sequel run at 1920x1080, DSR will enable you to make full use of your spare performance. Framerate Anisotropic Filtering Framerate: This option controls your maximum framerate (frames per second, or FPS) in Borderlands 2 and Borderlands: The Pre-Sequel. Note that if VSync is enabled, it will automatically implement a framerate cap equivalent to your monitors maximum refresh rate (typically 60 or 120 FPS). Therefore to make optimal use of this setting, it is recommended that you first disable any form of VSync. There are several settings available, depending on your needs: Unlimited - This setting removes any cap on your maximum FPS, as long as VSync is also disabled. When selected, Borderlands 2 and Borderlands: The Pre-Sequel will allow your GPU to produce as many FPS as possible. This provides maximum performance, but there may be stuttering during framerate spikes, and also a variable feeling of responsiveness in different areas of the game. Smoothed 22-62 FPS - This setting lets Borderlands 2 and Borderlands: The Pre-Sequel attempt to smooth out your framerate and try to maintain it in a range of between 22 and 62 FPS. This is a reasonable compromise for people who want a more consistent feeling of responsiveness, but with minimal tearing and stuttering from FPS spikes. Capped 30, 50, 60, 72, 120 FPS - This setting puts a framerate cap on the game, limiting your maximum FPS to the figure shown. For example, if you select Capped 30 FPS, then your framerate cannot exceed 30 FPS at any time. This does not mean that the game will attempt to adjust settings to give you an average of 30 FPS, it means that any time your system tries to go above 30 FPS, it will be restricted in doing so. There are several benefits to implementing an appropriate framerate cap, chief among them being a smoother framerate, and a more consistent feeling of input responsiveness. It can also reduce tearing when VSync is disabled, and even prevent your GPU from overheating. For most people it is recommended that you disable VSync and try experimenting with a framerate cap of 50 or 60 to get a good balance between performance, responsiveness and lack of tearing. Anisotropic Filtering: Anisotropic Filtering (AF) is a texture filtering technique designed to improve the clarity of textures that are displayed at an angle to the screen, such as those covering the ground when looking down a pathway. The available options here are Off, then sample rates starting at 2x, then 4x, 8x, and the maximum possible, which is 16x. The higher the sample rate used, the crisper and more distinct surfaces will look as they recede into the distance. The screenshots above show that when AF is Off, surfaces appear blurry into the distance, especially the rocky ground. Setting AF to 2x improves surface clarity, and at 4x and 8x, there are further improvements, again most noticeable in the detailing of the rocky ground. The difference between 8x and 16x is very subtle, and hard to see in these screenshots, but within the game it adds slightly more detail in the distance. To ensure the highest level of texture filtering, NVIDIA users should also open the NVIDIA Control Panel, and under the Program Settings tab select Borderlands 2 or Borderlands: The Pre-Sequel in the first drop-down box. If it isnt shown there, untick the Show only programs found on this computer check box and try again. Then scroll down and click the Texture Filtering - Quality box, and select High Quality mode. Click the Apply button at the bottom. Note that using the AF provided by Borderlands 2 and Borderlands: The Pre-Sequel results in equivalent quality to implementing AF forced by the NVIDIA Control Panel. An indication of the performance impact of changing this setting is shown below: The performance impact of Anisotropic Filtering on most modern graphics cards is minimal, and in Borderlands 2 and Borderlands: The Pre-Sequel it appears to be almost negligible according to the graph above. As such, most people should be able to use at least 8x Anisotropic Filtering without any problems for a significant boost in surface detailing, and 16x AF is recommended for medium to high-end GPUs. Bullet Decals Foliage Distance Bullet Decals: This setting controls the presence and frequency of marks left by weapons on the environment, such as bullet holes. The available options are Off, Normal and High. At Off, no bullet holes or scorch marks will be shown, which may improve performance during combat, but reduces realism. However this does not affect any PhysX effects caused by weapon impacts, such as debris or sparks. At Normal, various decals will be shown, while setting this option to High allows a greater number of decals at any one time. In practice the difference between Normal and High is not major, as even at Normal a large number of decals can still be displayed. In the screenshots above, when Bullet Decals is set to High, you can see the dark bullet holes caused by gunfire on the ground towards the bottom of the screen, and a large scorch mark from a grenade explosion in the center of the screen. With Bullet Decals switched off, these marks will not appear, which reduces realism. Notice that a few small persistent PhysX-based pebbles caused by the gunfire and explosion are still present, even when Bullet Decals is Off. An indication of the performance impact of changing this setting is shown below: The graph shows the virtually insignificant impact that this setting has on framerate, at least on a modern GPU like our GTX 770. On most systems the impact should also be negligible, and when combined with the reduction in realism which comes from disabling Bullet Decals, it makes it difficult to recommend disabling this setting. Set it to Normal if you want a balance between performance and image quality. Foliage Distance: This setting determines the distance at which foliage, such as trees, bushes and grass, can be seen. The available options are Near or Far. Selecting Near means that you must be relatively close to foliage before it appears, while Far extends the distance at which such foliage is visible. In the screenshots above, you can see that the extra tufts of grass around the middle of the screen only appear when the Far setting is used. However in the far distance, detailed grass is still not shown at the Far setting, so there is a limit as to how far the foliage will be displayed. An important story the screenshots cant tell is that during actual gameplay, using the Near setting means that you will get much more noticeable foliage pop-in, which can annoy some people. To completely disable dynamically generated foliage, or to adjust this setting beyond just the Near or Far presets, see the Advanced Tweaking section. An indication of the performance impact of changing this setting is shown below: The graph shows that Foliage Distance has a relatively minor impact on performance, likely due to the fact that foliage is not particularly common on Pandora, or the Moon environment of Borderlands: The Pre-Sequel. In general, many areas in Borderlands 2 and Borderlands: The Pre-Sequel are relatively devoid of foliage, being barren frozen or desert environments with sparse patches of grass at most. However if you notice slowdowns in areas with more foliage, reduce this setting to Near to maintain playable framerates. Texture Quality, Texture Fade, Game Detail AO Texture Quality: Textures cover the surface of every object in the game world. The available options for controlling texture quality in Borderlands 2 and Borderlands: The Pre-Sequel are Low, Medium and High. The higher the setting, the clearer and more defined surfaces will look. Keep in mind that Borderlands 2 and Borderlands: The Pre-Sequel use a special cel-shading technique to produce its comic-book style graphics. This means that the graphics are not meant to look photorealistic in their clarity, no matter what the level of this setting. The screenshots above show the transition in a scene as this setting is raised from Low, to Medium and then to its maximum of High. While some elements of the scene are still relatively clear at Low, such as the dark cracks on the ground and the gun in the characters hand, the remainder of the scene is quite blurry and indistinct. Switching to Medium improves the detailing on most surfaces, but there is still some blockiness on surface textures, such on the blotchy markings on the ground. At High, the surfaces are much clearer and cleaner. An interesting by-product of raising Texture Quality is that this indoor scene appears to become much brighter due to improved surface lighting. Note that Borderlands 2 and Borderlands: The Pre-Sequels game engines use a special texture streaming method to steadily load textures when required. This can result in momentarily blurry textures as theyre being streamed in. To greatly reduce this streaming effect, disable the Texture Fade setting (see below), and see the Advanced Tweaking section. An indication of the performance impact of changing this setting is shown below: The graph shows that as in most other games, altering Texture Quality does not necessarily improve FPS by much. The primary impact of changing Texture Quality is on how much Video Memory (VRAM) is consumed, and in turn how much stuttering and texture streaming you will notice while playing Borderlands 2 and Borderlands: The Pre-Sequel. If you have a GPU with a lower amount of VRAM or a slower system in general, then lowering Texture Quality can improve the smoothness of gameplay. Texture Fade: When set to Off, it can help avoid the appearance of low resolution textures streaming in. In our testing, there was no performance impact on a modern system, so we recommend enabling it. To further improve texture streaming see the Advanced Tweaking section. Game Detail: The available options for this setting are Low, Medium and High. It is designed to control the level of detail of gameplay, and will help improve performance in combat scenarios. In our testing, Game Detail appeared to have no image quality or performance impact in a variety of scenes, hence the lack of a performance graph. In practice, since this setting is tied to a variable called PopulationAdjustment in the WillowEngine. ini file, it may reduce enemy numbers or complexity when lowered. Note that another method for adjusting minor visual details in the game is provided in the Advanced Tweaking section. Ambient Occlusion: A technique used to create more realistic shadowing from ambient lighting, Ambient Occlusion (AO) is described in more detail in this guide. When Ambient Occlusion is set to On in Borderlands 2 and Borderlands: The Pre-Sequel, there will be slightly richer shadowing in various scenes at the cost of performance. It is not a dramatic effect - at times the effect will be extremely difficult to notice, at other times it is more apparent. In the screenshots above, when Ambient Occlusion is enabled, the scene has richer shadowing. This is most obvious in the darker shadows which appear beneath the tufts of grass to the left of the scene, around various objects in the trash pile, and under the vehicle at the right. Its a very subtle effect in the game, but can add to depth and realism. An indication of the performance impact of changing this setting is shown below: The graph shows that Ambient Occlusion has a noticeable impact on frame rates, reducing them by about 10-15 frames per second at higher resolutions. Given it is a very subtle effect in Borderlands 2 and Borderlands: The Pre-Sequel, you may wish to disable it to provide an FPS boost with minimal loss of image quality. DoF View Distance Depth of Field: Depth of Field (DoF) in gaming is an effect which makes objects in the foreground appear sharper and more distinct, and those in the background blurred and hazy. It is used to add a heightened sense of depth to a scene. The most obvious use of DoF in Borderlands 2 and Borderlands: The Pre-Sequel comes when aiming down the iron sights of (non-scoped) weapons, but it is also used to slightly blur distant scenery in the game world. Setting Depth of Field to Off will make the scene clearer and also improves performance, at the cost of what some might consider a more atmospheric and cinematic look. The screenshots above demonstrate the use of Depth of Field when aiming down the sights of a pistol. With DoF set to Off, the scene is sharp throughout with DoF set to On, you can see blurring being implemented around the top and sides of the scene. This brings the middle of the scene into greater focus, which can be helpful if you want to concentrate on the enemy youre aiming at, but some may not like the way it looks. As for the visual impact of Depth of Field on the general game world, to see a very clear example of the difference, launch Borderlands 2 and Borderlands: The Pre-Sequel and go to the main menu. As the background scene in the main menu pans around your character, you will see that the distant view of Pandora and The Moon is very blurry when DoF is On, but becomes clearer when you set to Off. An indication of the performance impact of changing this setting is shown below: The graph shows that enabling Depth of Field can have a noticeable but not substantial impact on performance. This is because in most scenes, it is just a subtle effect thats barely noticeable in the background. The most obvious use of it is when aiming down a weapons iron sights. In such cases, you may notice the performance drop when aiming during combat, and might want to disable DoF to gain a few FPS. In practice though, adjusting this setting is as much a matter of taste as it is performance. View Distance: This setting controls the maximum range at which various objects in the game world are visible. The available settings are Low, Medium, High and Ultra High. The lower this setting, the fewer objects you can see in the distance, such as buildings, rocky outcrops, enemies and terrain decoration. Regardless of the level of this setting, basic terrain such as land and water surfaces will always be visible up to the horizon. In other words, lowering this setting will not implement any sort of obscuring fog. In the screenshots above, the difference when going from Low to Medium is extremely large. At Medium, a variety of very important and not-so-important objects suddenly spring into view from the middle distance onwards. This includes the enemy camp at the far right of the scene, large rocky hills and outcrops, and even a missing portion of the ladder on the derrick in the middle of the screen reappears. In short, the scene is greatly altered simply by going to Medium. From Medium to High, additional small details are added throughout the scene, ranging from the barrels in the camp nearby, to a cliff face on the top left, and further detailing on the enemy camp at the top right. From High to Ultra High, yet more minor details are added, such as additional rocks and boulders, and again, more details on the large enemy camp in the distance. Given the extremely large difference in world detail between Low and Medium, it is recommended that you try to keep View Distance at Medium or above to start with. This will have a substantial impact on gameplay, allowing you spot distant structures and terrain details in the distance which you would otherwise miss at Low. The gameplay advantages should outweigh the performance drop. An indication of the performance impact of changing this setting is shown below: The graph shows that at medium resolutions, the big jump in visible detail which going from Low to Medium brings is mirrored in a large drop in FPS, and subsequently there is a smaller decline in FPS when going from Medium to High, then another big drop from High to Ultra High. As recommended earlier, you should try to keep View Distance at Medium or above, if only for gameplay reasons. But given the large drop in performance at Ultra High versus the relatively minor detailing it adds, for most people it is best to simply use Medium or High. FXAA Anti-Aliasing FXAA: Antialiasing is a term applied to any method which is used to help smooth out jagged lines and reduce the distracting shimmering and crawling of those lines when in motion. There are many forms of anti-aliasing, but in Borderlands 2 and Borderlands: The Pre-Sequel only one is available in-game: FXAA . Borderland 2s cel-shaded rendering style already minimizes the visual impact of aliasing to a fair extent, so enabling FXAA almost completely removes the annoyance of jagged edges. FXAA is a very efficient technique, hence the performance impact is minimal. The main issue of concern is that it introduces some blurriness to the scene. If youre interested in trying other methods of Antialiasing in Borderlands 2 and Borderlands: The Pre-Sequel, see the Advanced Tweaking section. In the screenshots above, look at the outlines of the signs, particularly in the area between the two signs. Also examine the cactus at the far right. You can see that without FXAA, the edges of the signs show clear stair-stepping, and the spines on the cactus also look quite jagged. With FXAA enabled, all the jagged edges throughout the scene are effectively cleaned up, blending quite nicely into the comic-book style graphics. The effect of the blurriness which FXAA adds can be seen most clearly on the spines of the cactus at the far right. Its not excessive, but it may still be annoying to some people. An indication of the performance impact of changing this setting is shown below: The performance impact of FXAA is extremely minor compared to the effective job it does in smoothing out jagged edges in Borderlands 2 and Borderlands: The Pre-Sequel. The only reason not to enable FXAA is if you are truly struggling for performance, or if you simply dont like the mild burring it brings. If blurring is the issue, see the Advanced Tweaking section for alternative anti-aliasing techniques. GPU PhysX Effects PhysX Effects: If youre unfamiliar with PhysX. its a physics middleware package integrated into Unreal Engine 3 and Unreal Engine 4, and used industry-wide to add high-quality physics simulations to games. Multi-platform developers more often than not opt for software PhysX effects powered by a systems CPU. These provide a basic level of physical interaction, allowing characters to tumble down stairs and objects to fall from tables. Examine the effects in any great detail, however, and you would see that they are far from accurate. For true realism, and more involved, complex, visually arresting interactions, developers like Gearbox opt for hardware-accelerated PhysX effects, powered by NVIDIAs GeForce GTX graphics cards. Thanks to the GPUs parallel processing power, effects and interactions can be rendered with a great deal of precision in record time. On a CPU, the same calculations would take significantly longer, dropping the frame rate into single digits. Each of these effects is generated by manipulating tens of thousands of particles that persist in a realistic manner using physics calculations, ensuring they dont clip through terrain, and that they can be affected by other forces, such as explosions. This realism is key to PhysXs believability if an effect clips through a wall youre brought out of the action and reminded that its an illusion. This realism also gives hardware PhysX an advantage over software solutions, which use approximated effects, meaning they lack the realistic properties of PhysXs particles. In other words, software smoke clips through walls hardware-accelerated PhysX smoke hits the wall and realistically floats up towards the sky. In Borderlands 2 and Borderlands: The Pre-Sequel, Gearbox has leveraged PhysXs hardware-accelerated particles and effects for four significant enhancements that are seen throughout the game. The first of these is the debris system, which kicks up chunks of terrain when the ground is shot, emits chunks of metal from destroyed and damaged robots, lets loose hundreds of bullet casings from certain guns, spawns goo and gunk from enemies and objects, and is used in dozens of other examples. With CPU physics, the emitted debris would shoot across the screen before fading out of existence, or in some cases, sitting motionless on the ground, unaffected by the action occurring around it. In Borderlands 2 and Borderlands: The Pre-Sequel, hardware-accelerated PhysX effects enable this debris to be kicked about by further weapons fire, or from characters running through it. Pieces will land on inclines and roll towards a level surface as in real life, and should another piece be in the way the two will collide, further changing their final position. Bring enough pieces together and theyll pile up, and with the highest level of PhysX enabled these pieces will persist until removed to make room for yet more mayhem. At its most basic level it doesnt sound too thrilling, but in the heat of combat debris, robotic scrap, pieces of metal, and more, will whizz across the screen, helping create a sense of excitement of being in a real battle with ludicrously overpowered weapons that fire three rockets simultaneously and are capable of tearing Bandits limb from limb. Adding to the spectacle is the use of our latest debris system, in which debris is self-shadowed, dynamically shadowed, and capable of casting its own shadows on terrain and other objects, increasing the image quality of the scene and the debris itself in a meaningful, realistic manner. Furthermore, debris receives the same black outline shading as the games other elements, helping enhance the realism of the additions within the context of Borderlands 2 and Borderlands: The Pre-Sequel. Like debris, realistic, physics-led water cannot be rendered using software physics solutions. Several games feature fantastic water that looks real, but it can never be manipulated by the player beyond a ripple or a splash, or used in a dynamic non-scripted fashion. In Borderlands 2 and Borderlands: The Pre-Sequel, Gearbox has integrated PhysXs Smoothed-Particle Hydrodynamics (SPH) fluid system, which generates interactive liquids that have customized levels of viscosity, friction, density, and stiffness. Together, these advances allow the SPH system to generate half a dozen fluids in-game that are applied to dozens of effects. Youll find water leaking from pipes, barrels filled with toxic sludge that persists and damages players and enemies alike, Napalm-drenched creatures, and more. But what makes the system especially great in Borderlands 2 and Borderlands: The Pre-Sequel is how Gearbox leverages it to enhance the action, opening up new options in combat. Take the Badass Slagged Skag, for example, which spits Slag at players. In the zany world of Borderlands, this Slag coats a living being and makes it more susceptible to regular attacks. So when that Slagged Skag is spitting with PhysX enabled, dodge out of the way and draw its mindless minions through the persistent puddle, greatly increasing your chances of survival in the mean wastelands of Pandora. The shotguns blast displaces the Slag and the water the Slag is floating upon, and kicks up hundreds of pieces of debris, in addition to emitting numerous fiery particles. A much more subtle addition to Borderlands 2 is the cloth system. Adding pieces of dynamic cloth to the world, in the form of flags, banners and tarps, the cloth system follows the same physics-led rules as the others in Borderlands 2, resulting in realistic additions that would be impossible to render using a CPU given their aforementioned limitations. Furthermore, beyond fluttering and general movement, these cloth pieces can be torn and destroyed by weapons fire, creating the sense of an aftermath to combat, with pieces of cloth strewn around the environment, and the once-attractive displays destroyed. Powering the many interactions between particles, players, weapons, cloth, and enemies, are Force Fields, which tell the PhysX effects how to interact with one another and the games 87 bazillion guns. For example, if an enemy stomps in a pool of Slag, a force field calculates the force of that stomp and tells the Slag to spread out in a specific manner, briefly leaving a void where the enemys foot fell. Each of the PhysX particles has physics-led properties to ensure realistic interaction with their surroundings by default, but with the addition of Force Fields much more realistic and unique interactions can be shown, allowing a giant enemy to interact with the Slag in a radically different, stylized way, highlighting its size, weight, power, and unique abilities. As youre no doubt aware, Borderlands 2 and Borderlands: The Pre-Sequel are as far as from reality as one can get, unshackling Gearboxs creativity. This creative freedom led to the development of weapons, abilities, grenades, and enemies capable of generating vortexes that draw in everyone and everything. With PhysX enabled, it was discovered that the existing Force Field technology could be adapted and enhanced to create a new effect, which draws in PhysX debris, fluid and cloth, in addition to characters, enemies, and items. Once acquired, the vortex throws them about, both vertically and horizontally, before finally exploding, launching the manipulated particles, objects and characters across the scene. It is, by far, our favorite effect, and is shown along with every other PhysX effect in our trailer, embedded below. Together, the PhysX effects improve the fidelity and action of the game by such a degree that you lament their absence in every other title take a look at the interactive comparison below and youll see just how much PhysX adds to the already great Borderlands 2 experience. PhysX-accelerated particles and debris shower the screen when PhysX is enabled in-game (click to load an interactive comparison, highlighting PhysX Low vs. PhysX High). In Borderlands: The Pre-Sequel, Gearbox has leveraged engine and driver optimizations, as well as the availability of new high-performance graphics cards to implement an Ultra Detail PhysX mode: Compared to High, Ultra increases fluid effect particle density and quality by up to 4x per effect, with up to 56,000 particles visible at any one time, compared to Highs 20,000. Because of this significantly increased particle count, Ultra PhysX is recommended only for high-end GPUs such as the GeForce GTX 770, GTX 780, GTX 780 Ti, GTX 970, GTX 980, GTX TITAN, GTX TITAN Black, GTX TITAN Z, and SLI configs of similar or better speed. In addition to the introduction of the Ultra detail mode, the quality of fluid rendering has been improved in general in The Pre-Sequel, as have other aspects of the technology, giving Pre-Sequel gamers superior fluid fidelity at any detail level. PhysX Detail Levels The available options for the PhysX Effects setting in Borderlands 2 are Low, Medium and High. The key differences are as follows: No GPU PhysX effects shown GPU PhysX Performance GPU accelerated PhysX effects add greatly to the sense of excitement and immersion in Borderlands 2 and Borderlands: The Pre-Sequel, and because they are rendering tens of thousands of realistically-interacting particles, the performance impact is sizeable in comparison to other settings in the two games. No other setting comes close to having the same impact on image quality, however, and for this reason it is recommended that you enable at least Medium PhysX on any system containing a GeForce GTX 600 Series or newer GPU. The bottom line is that the use of PhysX is not just a gimmick in Borderlands 2 and Borderlands: The Pre-Sequel. It has been designed from the ground up to dramatically enhance the atmosphere of the game, enabling suitably equipped gamers to match the explosive gameplay of Borderlands 2 and Borderlands: The Pre-Sequel with equally explosive effects that take full advantage of the power of their PCs. Advanced Tweaking Borderlands 2 and Borderlands: The Pre-Sequel use a heavily modified Unreal Engine 3. If youre not sure what that means, just consider it good news for tweakers. This is because in addition to the numerous in-game options, advanced users also have the ability to directly alter game engine parameters in several ways, making further changes to graphics and gameplay. But before we get onto altering game engine variables, lets first look at additional ways of improving the appearance of jagged outlines in the game via anti-aliasing. Improved Antialiasing Borderlands 2 and Borderlands: The Pre-Sequel have a quick and easy FXAA in-game setting, as described in the Graphics Settings section. For the most part this is a relatively effective way of reducing jagged outlines with minimal performance impact, and its only real drawback is a mild blurring effect. For those who dont like this blurring, or want to attempt to smooth out jagged lines more thoroughly, consider the methods below. SMAA . One method of AA available to everyone is Subpixel Morphological Anti-Aliasing (SMAA). This can be applied using the free injectSMAA and SweetFX utilities. SMAA allows for similar results to FXAA in terms of smoothing outlines and performance, but without the blurring. To implement SMAA in Borderlands 2, download the latest version of the utility from the link above and follow these instructions: Extract the files from the downloaded archive - in particular, were only after the contents of the d3d9 folder of injectSMAA. Move these files into the base directory of Borderlands 2 or Borderlands: The Pre-Sequel. Typically this is C:Program Files (x86)SteamsteamappscommonBorderlands 2BinariesWin32 . Basically its the same directory in which the Borderlands2.exe file resides. Note: Borderlands: The Pre-Sequel uses identical folder structure, albeit in BorderlandsPreSequel Launch the game as normal and SMAA will automatically be in effect. It is recommended that you disable the in-game FXAA option to prevent blurring and conflicts. To toggle SMAA offon at any time, use the PAUSE key. To remove SMAA completely, delete the files you moved into the base directory of Borderlands 2 and Borderlands: The Pre-Sequel in Step 2. Typically these are d3d9.dll . SMAA. fx . SMAA. h and injector. ini . SSAA: Super-Sample Anti-Aliasing (SSAA) is a relatively performance intensive form of anti-aliasing, but a handy method nonetheless, because it works in almost all games regardless of their rendering method. For NVIDIA users, the best method of implementing various types of SSAA is to use the free NVIDIA Inspector utility. Follow the steps below: Download and install NVIDIA Inspector. Importantly, make absolutely certain that you have also updated your graphics drivers to the latest version, as NVIDIA Inspector requires the Borderlands 2 and Borderlands: The Pre-Sequel profiles from the latest drivers. Launch NVIDIA Inspector and click the small Driver Profile Settings button (the crossed wrench and screwdriver icon) next to the Driver Version box. In the window which opens, click the Profiles drop-down box and select Borderlands 2 or Borderlands: The Pre-Sequel. If the profile isnt there, see Step 1. For the Antialiasing Compatibility setting, click in the SettingValue box and enter 0x000000C1. For Antialiasing - Behavior Flags, select None. For Antialiasing - Mode, select Override any application setting. For Antialiasing - Setting, in this example we will use 4x 4x Multisampling. This wont implement Multisampling, but it is a requirement for making the setting in the next step work properly. For Antialiasing - Transparency Supersampling, select an option. In our example, we will use 4x Sparse Grid Supersampling (4x SGSSAA). SGSSAA can slightly blur the scene. If you want to remove this blurring, you can do so by going to the Texture Filtering section and adjusting the Texture Filtering - LOD Bias (DX9) setting. For 2x SGSSAA enter -0.500, for 4x SGSSAA enter -1.000 and for 8x SGSSAA enter -1.500. Make sure the Texture Filtering - Negative LOD Bias setting is also set to Allow. Click the Apply changes button at the top right to save your settings. You can close NVIDIA Inspector if you wish as it doesnt need to be active for your settings to work. Launch Borderlands 2 or Borderlands: The Pre-Sequel as normal to see the changes. It is strongly recommended that you disable the in-game FXAA option to prevent additional blurring or conflicts. To undo these changes at any time, click the small green NVIDIA logo button at the top of the profiles screen in NVIDIA Inspector, and the Borderlands 2 and Borderlands: The Pre-Sequel profiles will be returned to their default settings. In step 8 above, you can also experiment with the various Transparency Supersampling options to see which looks best to you, but for the most part they will all have a major impact on performance. The screenshots above compare Borderlands 2 first with no AA whatsoever then with the in-game FXAA setting enabled next we substitute SMAA in place of FXAA and finally, only 4x SGSSAA is used. At a glance, all three forms of AA provide a suitable amount of reduction in jagged outlines: the railing in the center of the screen, the metal ledge to the left, and the edge of the hanging metal structure at the top left for example all lose their rough, jagged edges. When examined more closely, we can see that FXAA seems to provide the smoothest outlines out of the three AA methods. The outline of the railing in the center for example is almost completely smooth with FXAA, but still shows slight roughness with SMAA or 4x SGSSAA. This is because the blurring which accompanies FXAA helps to further hide rough edges. On the other hand, FXAAs blurring causes some loss of detail, most visible in this scene on the section of the metal ledge just below the crosshairs. When comparing SMAA to 4x SGSSAA, look carefully at the outlines along the top yellow portion of the shotgun - 4x SGSSAA doesnt seem to provide the same smoothness as SMAA. Given 4x SGSSAA also has almost half the framerate of SMAA, it seems hard to argue that it would be preferable to SMAA. So on balance, for the best performance and smoothest outlines, FXAA seems to be a winner. On the other hand, if you want to prevent very fine detail from being blurred, and dont mind edges which are a touch rougher, then SMAA is recommended instead. There seems little need to implement other more performance-intensive methods of AA such as SuperSampling, since to get a better result than FXAA or SMAA youd have to use such a high level of SSAA that the framerate would be crushed. You may also wish to consider an FXAA Injector. which would approach the same level of quality as the in-game FXAA option, but also allow for the application of sharpness tweaks and other graphical modifications. On the next page we look at how to tweak the. ini files for advanced customization of graphics..ini Tweaks A range of game engine parameters can be altered by editing certain initialization (.ini) files using an ordinary text editor such as Windows Notepad. The key. ini files to edit in Borderlands 2 and Borderlands: The Pre-Sequel are: WillowEngine. ini . WillowGame. ini and WillowInput. ini . These are all found under your UsersUsernameMy DocumentsMy GamesBorderlands 2WillowGameConfig directory (Note: Borderlands: The Pre-Sequel uses an identical folder structure, albeit in BorderlandsPreSequel ). Create backup copies of these files before making any changes to them. Most of the variables in these three main. ini files are either already fully adjustable via the in-game settings, are non-functional on PC, or are not designed to be edited by the user in any meaningful way. Below we examine a range of the most useful tweaks in the. ini files which cannot otherwise be made using the in-game settings, and which actually have a noticeable image quality or performance impact. If you cant find the relevant variable in the. ini file, press CTRLF in the text editor to bring up the search function and enter the variable name. WillowEngine. ini MipFadeInSpeed00 MipFadeOutSpeed00 MipFadeInSpeed10 MipFadeOutSpeed10 The game engine uses a texture streaming technique to load up textures on the fly. This can reduce stuttering and loading pauses, but a side-effect of this is that certain areas or objects will be visibly blurry for a few seconds while textures are steadily loaded in. To greatly reduce, and in most cases eliminate, this texture pop-in effect, set the four variables above to 0 as shown. Note that there may still be momentary texture loading visible at times, particularly at the start of a session and in new areas, based on the speed of your system. By default, enemy bodies persist in the game world for up to 10 minutes, and during a big battle they can quickly stack up. By modifying SecondsBeforeConsideringRagdollRemoval and SecondsBeforeVisibleRagdollRemoval to lower values performance can be greatly improved. However, values too low may result in bodies vanishing in front of your eyes, breaking immersion. As such, experiment with the values and determine what you find acceptable. This variable controls whether interactive objects in the game world, such as characters and vehicles, cast shadows, both on themselves and other surfaces. If set to False, all such shadows will be removed, leaving only generic shadows cast by fixed objects such as buildings and terrain. The screenshots above demonstrate the difference, showing that when Dynamic Shadows are disabled, some shadows are removed completely, and most lose a lot of depth and detail. This includes the loss of self-shadowing on the Sanctuary Citizen, and the removal of his shadow on the grass behind him. Disabling Dynamic Shadows can noticeably boost performance at the cost of some richness in the games graphics. If you still need more FPS, you can disable dynamic lighting altogether by setting this variable to False. This will make the game world relatively bland and darker in some areas, but will provide an even larger performance boost than just disabling Dynamic Shadows. If this variable is set to False, the shafts of light visible when staring at an object through strong light, dubbed God Rays, will be removed. The screenshots above show that there is a clear difference in atmosphere when light shafts are enabled, but disabling them will provide a substantial increase in performance in outdoor areas. If this variable is set to False, certain distortion effects, such as the heat warp effect around an exploding grenade, will be disabled. This can prevent slowdowns during heavy combat, without a huge loss in image quality. This variable controls minor details in the game world, and is interesting in that it appears to be what the in-game Game Detail setting should control. However the in-game Game Detail setting actually controls another variable called PopulationAdjustment. In any case, adjusting DetailMode down to a value of 1 or 0 strips away very minor visual detail in the game world, which may improve performance on low-end machines. An example is provided in the screenshots above, showing full detail when at DetailMode2, and slightly less detail when at DetailMode0 - the only real difference is the removal of an antenna on the roof of the shack. This variable has primary control of the resolution of shadows in the game. The lower the value, the more jagged and generic shadows become, and the higher the value, the more defined and detailed the shadows will be, at the cost of performance. The screenshots above demonstrate the difference at two extremes on either side of the default value of 2048. At a low resolution of 128 in the first screenshot, the shadow of the New-U Station, as well as other shadows, are all extremely blurry - so much so that the antenna shadow is missing. At the other extreme of 4096 in the third screenshot, you can see that the slightly jagged edges of the shadows in 2048 resolution are now almost completely smooth at 4096. Reducing shadow resolution will improve performance at the cost of detailed shadows, while raising it will lower performance but improve shadow clarity. These variables determine your horizontal (ResX) and vertical (ResY) resolution. This can be adjusted using the in-game Resolution setting, but if you want to set a custom resolution that is not available there, you can use these variables instead. This variable is usually controlled by the in-game Foliage Distance setting. However here you can determine the view distance for foliage more precisely. The in-game Foliage Distance Far setting equals a value of 1.0 for this variable, and Near equals 0.5, but you can choose any value in between if you wish. Values above 1.0 wont extend foliage distance, but the most useful aspect of this variable is that if you want to remove foliage (mainly dynamically generated grass) altogether, set this variable to a value of 0. This can improve performance in outdoor areas. The list above covers the key. ini tweaks which have been tested as working properly, and have a noticeable impact on image quality, performance or gameplay. There are many other variables in the. ini files with tempting names, however upon testing these, the vast majority show no discernible change. Some of the popular tweaks being used at the moment fall into this category. And of course, the most important variables are already tied to the in-game settings, and not covered above, as they should be adjusted in-game. Theres plenty of scope to experiment further with the variables in the. ini files, as you may discover something interesting. However I strongly recommend against simply copying and pasting large portions of anyone elses. ini contents into your own. ini file. Always test each. ini tweak individually, preferably using screenshot comparisons and an FPS counter to detect any genuine impact. If you happen to mess up one of the three main. ini files mentioned at the start of this section, move the file to another folder or delete it, and the next time you launch Borderlands 2 or Borderlands: The Pre-Sequel, it will create a clean new copy of this file with the correct defaults, minus any customizations you made. Console Commands In this section we look at a range of game engine variables which can be altered on the fly while the game is running. This is done via the Command Console, which is disabled by default. To enable the in-game console in Borderlands 2 and Borderlands: The Pre-Sequel, open the DefaultInput. ini file found under the Program Files (x86)SteamsteamappscommonBorderlands 2WillowGameConfig directory (Note: Borderlands: The Pre-Sequel uses an identical folder structure, albeit in BorderlandsPreSequel ). Under the Engine. Console section at the top, add the following line immediately below it: This allows the use of the Tilde ( ) key, typically found below the ESC key on most keyboards, to open and close the console. You can assign another key to this function if you wish, but this may cause problems if it conflicts with another bound command, so Tilde is recommended. Save and exit the. ini file, and launch Borderlands 2 or Borderlands: The Pre-Sequel. You can now open and close the console window using the key at any time during normal gameplay. There are a range of console commands you can use. The most useful of these are documented below: Stat FPS . Displays a small FPS counter on the right of the screen. Use the same command again to remove it. ToggleHUD . Removes the Heads Up Display (HUD) elements. Removing the HUD is not recommended for normal gameplay, but it does allow for more cinematic screenshots or videos. Use the same command again to return the HUD. FOV degrees . You can already adjust the Field of View (FOV) using the in-game setting of the same name. However this command allows you to use values outside the range of the in-game slider. Any value you use for FOV will be retained when you restart the game. SetRes HxV Pixels . This command lets you set a custom resolution, outside of those available in the Resolution in-game setting. The value for this command must be in the format Horizontal x Vertical pixel count. For example, setres 1920x1200 . Shot . Takes a screenshot and places the file in a screenshot folder under your Program Files (x86)Steamuserdatausernumber760remote49520screenshots directory ( Program Files (x86)Steamuserdatausernumber760remote261640screenshots for Borderlands: The Pre-Sequel). The Screenshot console command does the same thing as the Shot command, but you can take more complex Tiled Screenshots using the TiledShot command. When using these commands, input them into the single-line console, accessed via the Backslash () key, otherwise the console will be shown in the screenshot. Exit . You can use this command to quickly exit the game back to your desktop without going through several promptsscreens. The Quit command does the same thing. A range of other Unreal Engine 3 console commands were tested, but none will work aside from those above which have been specifically enabled by Gearbox. Faster Startup If you wish to skip the in-game movies for 2K Games and Gearbox that appear when loading: Open your Steam Games Library. Right-click on Borderlands 2 or Borderlands: The Pre-Sequel in the Library, and select Properties. Click the Set Launch Options button. In the dialog box which opens, type - nostartupmovies and click OK. Close the Properties window. Bypassing The Launcher One final tweak for those who want an even faster start-up for Borderlands 2 and Borderlands: The Pre-Sequel: to bypass the special Launcher screen which appears on your desktop when you launch Borderlands 2 or Borderlands: The Pre-Sequel, follow these steps: Open your Steam Games Library. Right-click on Borderlands 2 in the Library, and select Properties. Click the Set Launch Options button. In the dialog box which opens, type - nolauncher and click OK. If you have nostartupmovies enabled from above, configure the box to say - nolauncher - nostartupmovies Close the Properties window. Now whenever you launch Borderlands 2 or Borderlands: The Pre-Sequel from Steam, it will open the game directly, without first opening the launcher. If you want to regain the launcher, follow the steps above and delete the - nolauncher command in Step 4. Conclusion Borderlands 2 gained quite a few accolades amongst PC gamers for its refreshing combination of fun gameplay and addictive RPG attributes, and its likely Borderlands: The Pre-Sequel will as well. The games also run extremely well on most systems, making them accessible even to those who havent upgraded in some years. In terms of settings, if youre looking to squeeze out extra performance, then a combination of reducing View Distance, turning off Ambient Occlusion, Depth of Field, or PhysX should do the trick while still keeping things pretty to look at. If you are using an older GPU but still want to enjoy the games PhysX effects, then consider adding a second NVIDIA GPU to improve performance by up to 2x. If youre really struggling for FPS, a few advanced tweaks like disabling God Rays and Dynamic Shadows will help you get better framerates. If youre having difficulties with the game, or just want to talk to other Borderlands players, check the Official Borderlands Forums. If youre experiencing lag in Borderlands 2 or Borderlands: The Pre-Sequel online, refer to the How to Get Rid of Lag article to correctly determine the source of your lag and what if anything you can do about it. Borderlands 2 Weapons Weapons in Borderlands 2 . much like in the previous game, are generated using a procedural algorithm which combines various Parts to create an enormously large number of possible variations. Unlike the original, Gearbox has not given an exact figure, though Randy Pitchford has stated that the number greatly exceeds the original games total and There are enough where it doesnt matter. It really doesnt matter. 1 Weapon types Weapon classes have been reorganized. Revolvers and Repeaters were two distinct kinds of weapons in the original Borderlands they have since been consolidated into a single Pistol category. Eridian weapons have been replaced by E-tech weapons which conform to the revised six categories listed below: Pistols 160: Versatile class of weapons usually suited to short-to-medium range combat, typically with fast reload speed. Sub-types include auto-firing machine pistols with larger magazines but lower accuracy, middle-of-the-road repeaters, and revolvers with longer range and higher accuracy but slower reloads and lower ammo capacity. Submachine Guns 160: High rate of fire and low recoil, good at close range and decent at medium range. Usually lower per-round damage than pistols of lower level, but greater rate of fire means higher DPS, and tend to have high capacity magazines. Shotguns 160: Fire multiple pellets, effective at close range but lowest accuracy of any weapon type. Sub-types include single-barrel fast-firing weapons with larger magazines, medium-range weapons with low spread, and multi-barrel weapons with huge per-shot damage but slow rates of fire and frequent reloads. Assault Rifles 160: Versatile mediumlong range weapon. Sub-types include accurate, high-damage semi-auto weapons, general-purpose burst or automatic rifles, and high-capacity light machine guns with heavy recoil. Special assault rifles can fire grenades or rockets with standard rifle ammunition, though at a cost of multiple rounds per shot. Sniper Rifles 160: High-damage, accurate weapons which are most effective at long range, usually with very limited magazine size and slow rates of fire. They are almost always equipped with scopes, and often have a bonus to Critical Hit Damage. Unlike the original Borderlands, fully automatic sniper rifles are not limited to a single very rare model. Rocket Launchers 160: Powerful shoulder-fired weapons with many positive firing characteristics, but low ammo capacity, long reload time and expensive ammo. Subtypes include high-velocity cannons, low-velocity cruise missiles with devastatingly high damage and shotgun-like spread launchers. Weapon Proficiencies no longer exist all characters have the same abilities with weapons throughout the game, with only Skills or class mods offering bonuses to particular types. The Item Card is shown whenever a weapon is examined on the ground or selected in any menu. This contains basic information about the weapon the weapons name is shown in its appropriate rarity colour, followed by the weapons Damage, Accuracy, Fire Rate, Reload Speed (measured in seconds, higher numbers mean longer reloads), Magazine Size, any Elemental Damage the weapon deals, the Elemental Effect Chance, and a text box containing notes on any special bonuses or abilities the weapon has. Bonuses in this area are included in the stats displayed above it for example, a weapon with a displayed magazine size of 14 and 3 magazine size has a magazine size of 14, not 17. The logo of the weapons Manufacturer is shown in the lower-left, while the logo for the weapons Element (if it has one) is shown in the middle. A weapons minimum level is shown at the top of the Item Card if this exceeds the level of the character examining the weapon, the entire Item Card is shown with a red background, and the weapon cannot be equipped by that character (though it may be picked up, carried in their inventory and sold as normal). Rarely, weapons may have no level limitations this is typically only seen on the Gearbox pre-order weapons and weapons which spawn right at the start of the game. A weapons value in dollars is shown at the bottom of the Card this is its sell price for a weapon belonging to that character or on the ground, or the buy price for a weapon being viewed in a vendor. A weapons buy price is always far higher than its sell price. Weapons scope magnifications were not originally displayed on item cards however this was changed in patch 1.6.0 (August 29th 2013). Tech pool stats have been replaced by the simpler Elemental Effect Chance section. The weapon itself is no longer displayed on the card, only a generic icon for the weapon class coloured for the weapons rarity. Instead, a weapon can be viewed in full 3D in the inventory menu or store screen using the Inspect option. A weapons level determines a number of things aside from whether or not a character can use it. All other things being equal, as a weapons Level increases its Damage and Elemental Damage will also increase proportionally other stats do not increase in the same way, and are mainly determined by a weapons Parts, manufacturer and rarity. The increases are much more pronounced than in the original Borderlands . scaling exponentially by a factor of 1.13215 per level. For example, a no-level white-rarity Dahl Repeater acquired at the start of the game will deal around 11 damage per shot, while a level 50 version will deal over 5,000 damage per shot. The Level a weapon spawns at is decided by the level of the enemy who dropped it, or the level of the area it is in if it is found in a chest or vending machine. Areas in Normal Mode and True Vault Hunter Mode usually scale to the character, with a set maximum which they cannot scale beyond. Loot drops will usually be within two levels of the area level. A weapons Fire Rate statistic can mean one of three things depending on the fire mode of the weapon in question. For fully automatic weapons (those which fire repeatedly as long as the button is held) it shows how many rounds the weapon fires per second. For semi-automatic weapons (those which only fire a single shot per press of the fire button), it displays the weapons Firecap . the maximum rate at which the game will accept separate presses of the fire button. For Jakobs weapons with the special text Fires as fast as you can pull the trigger this cap is usually set sufficiently high that a human player could not hope to meet it the limit exists to prevent auto-fire devices generating arbitrarily high rates of fire from these weapons. Finally, burst-firing weapons fire a set number of rounds each time the fire button is pressed. For these, it appears the Fire Rate defines both the rate at which the game accepts presses of the fire button after a burst concludes, and the speed of the burst itself. Flavour Text Flavour Text is found on Unique, Legendary and Seraph weapons Item Cards, at the top of the text box it is printed in red, and is usually a cryptic line of text which references the effects of the weapon and also some item of trivia or pop culture. See Special Weapon Effects Borderlands 2 for a comprehensive list of weapon effects. Hyperion Policy sniper rifles at increasing rarity levels, common. uncommon. rare. and very rare . A weapons Rarity determines the overall quality of the weapon, the strength of bonuses applied to it, and also the rate at which it will drop from enemies and chests and be available at vendors. Common weapons Each manufacturer has weapon textures of increasing quality for non-unique weapons. Quality varies from white (common), through green (uncommon), blue (rare), and purple (very rare), with the weapons stats being boosted more by each increasing rarity level. The mnemonic phrase given by a loading screen in the game to remember the order of the color system is When Grandma Burps, Patrick Obeys (W, G, B, P O). Given all DLCs are applied it is instead W, G, B, P, P, O, C (White, Green, BlueUnique, PurpleE-tech, Seraph, Legendary, Pearlescent). White weapons will never have an accessory attached (see Prefixes below). Green and blue weapons have a chance of spawning with an accessory, while purple and higher rarity weapons will always have an accessory attached. Unique amp Legendary Weapons These weapons are variants of standard gun models with special effects and bonuses added. Unique weapons are always of blue or purple rarity and are typically assigned as special rewards for quests or given for defeating named enemies. Legendary weapons are always of orange quality and are usually dropped by the toughest enemies on Pandora they have the highest material bonuses, but are generally not directly comparable to lower-level weapons with the same barrel and body due to their various special effects, and have their own unique materials rather than using a standard one for their rarity. As with all loot, there is a very small chance of both types of weapons being found from any suitable loot source, but it is exceptionally rare. E-tech weapons use their manufacturers purple-quality skin, but are colour-coded magenta. They spawn with a special Eridian barrel instead of a normal one, and are thus a higher rarity level than purple. E-tech weapons use Eridium technology attached to the weapon to convert bullets into other projectiles. They are characterised by the hexagonal petals on their barrels, which flare outwards from the weapon as it is being fired. While their stats vary, they often have superior damage to regular weapons of their level at the cost of using multiple ammo per shot. Pearlescent Pearlescent weapons are cyan - quality weapons and are only obtained as drops via Badass enemies and Loot Midgets in Ultimate Vault Hunter Mode albeit their drop rates are unknown. All but Anshin and Pangolin manufacture a Pearlescent quality item, it is debatable whether the Pearlescent weapons are more useful than the Legendary items produced. Players will need to acquire the Ultimate Vault Hunter Upgrade Pack in order to find these weapons. Elemental effects Many weapons have a chance of spawning with an ability to deal one of five types of Elemental Damage these are Corrosive. Incendiary. Explosive. Shock and Slag. The first four types all work in roughly the same way, while Slag is a special case. The four types each have a set chance of causing an elemental effect when they hit a target, which will deal increased damage to that target. Elemental effect chances are much less abstract than in the original Borderlands every shot fired by a weapon has a set percentage chance of dealing elemental damage, which is displayed on the Item Card. A shot which deals this damage is said to Proc (short for programmed random occurrence). Explosive weapons do not display their elemental effect chance on their Item Card as they Proc 100 of the time. Corrosive. Incendiary and Shock are each effective against specific types of targets respectively, they deal extra damage to Armour (yellow health bars), Flesh (red health bars) and Shields (blue health bars). Each of these elements can deal damage over time (DoT) to an enemy, with the damage taken per second displayed on their Item Card. Enemies attacked with an incorrect element will have the word RESIST pop out along with the damage number, and take decreased damage. Slag weapons work slightly differently in that the Slag elemental effect deals no actual damage instead, if a Slag weapon Procs it will cover the target in Eridium goo for 8 seconds, and all damage from non - Slag weapons will be doubled during that period. Jakobs weapons never have any elemental effects, while Maliwan weapons always do. Torgue weapons are limited to explosive elemental effects, while Maliwan weapons cannot be explosive elemental (their grenades, however, can). The explosive element can spawn on rocket launchers and Torgue weapons regardless of rarity, while other elements will only spawn on uncommon or higher weapons for any manufacturer but Maliwan. Weapon Manufacturers There are eight weapon manufacturers on Pandora. each with their own distinctive receiver all of the original games human manufacturers return except the Atlas Corporation and SampS Munitions. In addition, the Bandits have started manufacturing their own weapons. Each manufacturer has a distinctive gimmick which defines them. Bandit 160: Bandit weapons feature very large magazines, increased reload times but otherwise below average stats. Bandit weapon names are usually misspelled, and the weapons have a rough and ready look with exposed bolts and screws. However, at higher rarity levels, Bandit weapons stats can match or even surpass counterparts from other manufacturers. Dahl 160: Dahl weapons are burst-fire when aiming down the sights, and semi-automatic or fully automatic depending on the weapon when firing from the hip. Dahl weapon names are typically operator terms found in modern military fiction, and are visually based on Western high-tech firearms with parts like MagPul PMAGs. They boast increasingly ostentatious camouflage patterns with increasing rarity. Hyperion 160: Hyperion weapons have reverse recoil, explained in-game by the use of stabilizers. They have heavy initial scope sway but become more stable and accurate as they are continuously fired. (Hyperion sniper rifles gradually stabilize as the user aims down the sight.) Hyperion weapons have a corporate naming theme, and are sharp and angular. They always use vibrant colors which become more contrasting at higher rarities. Jakobs 160: Jakobs weapons specialise in high power, and are always semi-automatic or bolt action. Jakobs weapons have an Old West naming theme, and have an old-style look with wood furnishings as well as engraved metal and highly-figured wood at higher levels. Maliwan 160: Maliwan weapons always feature an elemental effect, and sometimes use more than one ammo per shot. Maliwan weapons have a ten dollar word naming theme (Consummate, Acuminous, etc) and use flowing, organic shapes. The color scheme remains mostly the same at different rarity levels, but becomes more vibrant. Tediore 160: Tediore guns have mediocre statistics but very fast reloads they are thrown in an arc, much like a grenade, instead of reloading, dealing damage based on the amount of ammunition left in the magazine (which is lost on reload). Rocket launchers are thrown overarm and travel straight initially, but randomly deviate off-course. Tediore weapons tend to be named like mass-produced generic products (New and Improved, Original, Basic, etc) and have a blocky aesthetic, taking on synthetic patterns at higher rarity levels. Torgue 160: Torgue weapons always deal explosive damage, and some variants fire rockets using bullet ammunition. Torgue weapon names are typically crude sex puns. The weapons themselves usually have a bulging, rounded appearance, with large projecting exhaust pipes or ports on the barrels. They have racing-themed color schemes that increase in detail with increasing rarity. Unlike in Borderlands, Torgue does not produce sniper rifles or submachine guns. Vladof 160: Vladof weapons are known best for their high rates of fire. They have a revolutionary theme (Glorious, Workers, etc) and appear similar to RussianSoviet Cold War-era hardware, with parts based on actual Russian weapons and equipment as well as slavic imagery on some parts of the guns. Higher-rarity Vladof weapons are all-metal and highly polished in appearance. When aiming a sniper you can also read Russian numbers in it regarding height and wind. Construction The pistol corresponding to the Item Card above. This Tediore pistol body has a Maliwan barrel, giving it the Title Handgun. and also has a Maliwan grip. The scope is Hyperion - made, and the gun has an increased rate of fire, giving it the Prefix Peppy. The skin indicates Purple rarity, while the blue lights indicate it is Shock elemental. Each manufacturer makes a complete set of weapon Parts for any weapon they manufacture, enough to make a weapon with only that manufacturers Parts. In practice, however, the only Part specific to any given manufacturer is the Body of a weapon this is the receiver, frame, or the midsection of a rocket launcher. This Part determines what manufacturer the weapon has. The Barrel of the weapon, in combination with the Body, decides the weapons Title. All other parts determine various bonuses for example, many Bodies can spawn with two different Magazines, one higher capacity than the other. The first part of a weapons name is called its Prefix . Each manufacturer has a list of Prefixes, and which one a weapon gets is determined by a number of factors including Parts, what Element it has (if any) and any bonuses the weapon has. Prefixes form a hierarchy, with each having a set priority. The highest-priority Prefix is the one that will be displayed, while all others will be hidden. Some Unique weapons have special Prefixes which are actually part of their Titles in the game files, but are handled in such a way they are replaced with higher-priority Prefixes. For example, Good Touch actually has the full Title Miss Moxxis Good Touch, but the first portion can be replaced to make an Acuminous Good Touch if the weapon spawns with a bayonet accessory. This appears to be a coding hack designed to give these weapons unique but replaceable Prefixes. Occasionally a weapon will spawn with no Prefix at all this tends to be because it has a Maliwan grip (which assigns no Prefix) and no other Prefix-giving parts (ex. Shield, The Bee, etc.). The second part of a weapons name is its Title . In common weapons, the Title is determined entirely by the combination of Body and Barrel parts it has the Body is determined by the weapons manufacturer, while the Barrel assigns a specific Title from that manufacturers list. Unique and Legendary weapons have their own unique Titles, but still use the common Prefixes for their manufacturer. Since the Title is the part of a weapons name which does not change, it is used for categorisation purposes on this wiki. This section list the basic Titles of all the randomly generated weapons in Borderlands 2, by the barrels which assign them. It excludes the names of Unique and Legendary weapons from these manufacturers. The number of weapons a character can carry (along with all other loot including Class Mods, Relics, Shields and Grenade Mods) is determined by how many inventory Storage Deck Upgrades have been purchased from Crazy Earl in Sanctuary. Under normal circumstances a character cannot pick up or purchase a weapon if they are at their inventory limit, though this is ignored for mission rewards which are given regardless. If the character is over their inventory limit, they must sell or discard items until they are not in order to pick anything up. The number of weapons which can be equipped at any given time defaults to two. Two more equip slots can be unlocked by completing storyline missions, and are given at set times. Ammunition Ammunition is divided into the same categories as weapons themselves pistol ammunition, SMG ammunition, shotgun shells, rifle ammunition, sniper rifle ammunition and rockets. Ammunition can be found in most lootable containers, and is often dropped by enemies. The amount of ammunition a character can carry for each type is determined by how many Storage Deck Upgrades (SDU) have been purchased from Crazy Earl in Sanctuary, certain skills, or a stockpile relic. Certain types of ammunition will not spawn at first in particular, rockets do not spawn from low-level vending machines in Normal Mode. The price of ammunition from vendors is based on the level of the area it is purchased in, and increases as the game goes on. Purchasing a SDU will refill that ammunition type to its new maximum Bursts and Damage Multipliers This Legendary Dahl Hornet pistol has a double accessory, the device under the barrel. x2 can be seen next to the damage figure on its Item Card. Since the Hornet fires a 5-round burst when aimed, this Hornet fires 10 rounds for every press of the fire button when aiming, and two rounds at once when not aiming. Certain weapons will fire multiple rounds with a single press of the fire button. This can be either in a multi-round burst where each bullet is fired sequentially, or multiple projectiles fired at the same time. Burst fire is the Dahl manufacturer gimmick, and almost exclusively present on their weapons. A burst-firing weapon fires a set number of rounds sequentially each time the fire button is pressed. The game counts this as normal fire, and any effect that would only affect a single round (such as an Amplify Shield or Zer0s Decepti0n Skill) will only affect the first round fired in the burst. Shotguns are the most common example of a weapon which fires multiple projectiles at the same time, but this effect is also present on all Bandit Rocket Launchers. Jakobs Gatling Guns. and any weapon which spawns with a double fire accessory. In all cases, any effect that is restricted to a single shot will apply to every projectile since they all count as being fired together for example, an Amplify Shield will add its damage buff to all 18 projectiles fired by a Torgue Ravager shotgun, though as of Patch 1.2.0 the bonus is divided evenly among them rather than applied to each in full. If the weapon has an element, each projectile has a separate chance to Proc for elemental damage. Both effects can be present on a weapon at the same time this is most common with Dahl weapons that spawn with double accessories. If this is the case, every shot fired in the burst will consist of multiple projectiles. Damage Per Second Fast firing weapons are often chosen based on Damage Per Second (DPS), which can be easily calculated by multiplying Damage by Fire Rate. DPS reflects an imaginary rate of fire which does not include reloading (for real weapons this is referred to as the cyclic rate of fire), which can also be a major factor in choosing a weapon. Missing Weapons Each manufacturer are missing two weapon types that they simply do not produce, appart from Bandit, that is only missing one weapon type. Bandit does not produce sniper rifles. Hyperion does not produce rocket launchers or assault rifles. Dahl does not produce shotguns or rocket launchers. Maliwan does not produce shotguns or assault rifles. Tediore does not produce sniper rifles or assault rifles, although, in a leaked alpha-gameplay from 2011. a Tediore assault rifle is seen. Jakobs does not produce submachine guns or rocket launchers. Vladof does not produce submachine guns or shotguns. Torgue does not produce sniper rifles or submachine guns. Interferência de bloqueador de anúncios detectada O Wikia é um site gratuito que gera dinheiro com publicidade. Nós temos uma experiência modificada para os espectadores usando ad bloqueadores Wikia não está acessível se youve fez outras modificações. Remove the custom ad blocker rule(s) and the page will load as expected.
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