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Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sat May 02, 2015 8:03 pm

Test only 12min. Run cpu vs cpu and let them play if you dont have time.
Did you test earlier with 1min and it also crashes?

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sat May 02, 2015 8:27 pm

skoadam wrote:Test only 12min. Run cpu vs cpu and let them play if you dont have time.
Did you test earlier with 1min and it also crashes?

I only ran test with 1min/quarter, it only crash either in the end of 1st or 3rd Quarter so I don't think running full 12mins vs short quarter duration would make any difference.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sat May 02, 2015 8:39 pm

jtrotterj, oh ok

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sat May 02, 2015 8:48 pm

but to be sure, did you also test last roster with 1min? or 12min? if not run last roster in 1min test.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sat May 02, 2015 9:06 pm

+ i knew it i saw somewhere this kind of thread in the past but i think you already checked this
viewtopic.php?f=141&t=84896
did you tried first solution?
I think it have nothing to do with roster file, its just game or/and something with system/hardware idk.

Did you tested last version in 1min test?
Also try to close browser when playin + shut down internet connection, maybe deleting shoes folder?

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sat May 02, 2015 9:13 pm

skoadam wrote:but to be sure, did you also test last roster with 1min? or 12min? if not run last roster in 1min test.


I've run all the current 2015 roster with 1min/quarter except the v5 roster file because v6 doesnt crash so I'll start investigating from there to see where's the anomaly. I've tried pretty much everything like reistalled the games 3times, redownload all parts, tried different scoreboards, community suggestion and even trying different 2k13.exe and still crash using the v31 v32 and v7 release

Please check the images below with Lebron CFID 1013 vs 10130, heck I forgot to edit it before I upload them to highlights those part that I'm thinking could be a potential culprit. We're getting trouble during the upcoming game schedule or broadcast whatever in the end of 1st or 3rd quarter maybe the cause was the not default CFID 10130 for the players being featured during the scenes? I've run default 2k13 roster with only 1013 and it didn't crash either. How many players in the current FinalURB2015/16 roster have the custom CFID you assigned?

I'm not sure if this theory does make sense so please confirm if this wont be an issue.

FinalURB2015
Image


URB V7
Image


URB V6
Image

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sat May 02, 2015 9:32 pm

jtrotterj, Change his cfs id to 1013 and test it, there is hundrets of custom cfs assigned in whole project and run without problem so i dont think this causes issues. But feel free to check this. Maybe this cf of lbj is problematic.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sat May 02, 2015 9:47 pm

skoadam wrote:jtrotterj, Change his cfs id to 1013 and test it, there is hundrets of custom cfs assigned in whole project and run without problem so i dont think this causes issues. But feel free to check this. Maybe this cf of lbj is problematic.


It might trigger the crash if the cutscenes is looking for players Default CFID being showed in that scene. I don't need everyone custom CF's just those starters with top rating in each team that doens't use their default CFID so I can edit them manually too. Hopefully free version of RedMC would support me with this test

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sat May 02, 2015 10:09 pm

oh so you think its about cfid not cf file causes crashes? Well, easiest way to test your theory is to run 90's retro roster in season mode, almost all players with different default cfid there. I think its more one file issue than all starters custom cfid.

Touch Tendency

Sat May 02, 2015 11:14 pm

Slimm I'm gonna compare some players' touch tendencies when using different formulas.

1. URB touch tendency (straight from your roster)
2. (2PAper36 + 0.5*(FTAper36) + ASTper36 + TOVper36)x3
3. (2PAper100 + 0.5*(FTAper100) + ASTper100 + TOVper100)x2

I guess you can imagine why I cut the the FTA in half. USG% and TS% use a 0.44 modifier but I'm not sure about the reasoning for that so I kept it simple.

2004 Lakers
Code:
1. (urb)
bryant 76
shaq 67
payton 66

2. (per36)
bryant 78
shaq 75
payton 63

3. (per 100)
kobe 72
shaq 72
payton 60

Shaq should be closer to kobe than to payton.

1987 Lakers
Code:
1.
magic 92
worthy 76
kareem 80

2.
magic 100 (105)
worthy 69
kareem 69

3.
magic 94
worthy 60
kareem 60

Magic gains a whole lot of separation here.

2015 Rockets
Code:
1.
harden 72
howard 55
smith 56

2.
harden 81
howard 63
smith 57

3.
harden 72
howard 58
smith 54


2007 Suns
Code:
1.
nash 80
amare 71
marion 52
barbosa 54

2.
nash 78
amare 66
marion 42
barbosa 54

3.
nash 72
amare 61
marion 40
barbosa 48


2004 Wolves
Code:
1.
garnett 68
cassell 82
sprewell 55
wally 52

3.
garnett 80
cassell 78
sprewell 50
wally 58 (dif. formula: has his 3PAper100 added to his 2PAper100, explained further down)

Garnett should be higher than Cassell in my mind and I also like wally > spree.

some scorers
Code:
1. - 3. (urb - per100)
00 shaq 85 - 78
95 Drob 77 - 78
94 hakeem 82 - 76
07 dirk 72 - 72
03 duncan 87 - 76
04 garnett 68 - 80
91 jordan 100 - 90
87 jordan 100 - 100 (102)
98 reggie 50 - 62 (also added 3PAper100)

Very interesting to see what happens to duncan and garnett here. Hakeem, Shaq, Duncan, 91 MJ all fall quite a bit and I'm not sure why, especially puzzling is the reason for them being so much higher than Dirk, Garnett & DRob in the first place. I do like the balance between these players with my formula (on paper).

Adding 3PA
I don't know if you can edit formulas in a way that they change depending players' assigned play types but I believe players who havbe 3PT plays run for them should have their 3PA added to the formula (just use FGA instead of 2PA).
I think that is also a good idea for players who don't have 3PT play type but take threes off the dribble (think kobe). I highly doubt this doable with objective data however.
Here's how that change would look for some players using formula 3 (per100) as a base.
Code:
per100 -> (per100 + 3PA)
98 reggie 46 -> 62
07 nash 72 -> 84
15 harden 72 -> 90


Looking at 04 Shaq, 98 Reggie, 04 Garnett and possibly 04 Cassell I think my formula represents some players better but also produces some head scratchers (I think Nash & Amare are really low).
The scales are different and I might like yours better, on mine it seems players in the 80+ region are a rarity (lower multiplier in my formula). Overall there doesn't seem to be too much difference.
Involving
This is all theoretical anyways.

slimm44 wrote:Che, try running a playoff series against the 2004 Lakers and post some stats. I'd like to see how that specific team looks specifically over multiple games.


The lake-show missed the playoffs in my season so playtesting on-court action will take a while but I ran some sims.

Test 1: 2004, LAL-MIN, 12mpq, LAL wins 4-1
Touch: my per100 (formula 3 for the players listed above on both teams, everybody else left at URB default)
Code:
                ppg/apg/topg/mpg/fga/fta - fga & fta are series totals
kobe    32/4/3/39/102/53
shaq     14/2/3/33/46/34
payton   14/5/3/34/67/16

garnett   20/3/1/33/98/21
cassell   21/4/2/37/96/25
spree     18/3/2/37/79/21

Weird how the AI doesn't respect the set rotations (look at Garnett's mpg, should be 39).

Test 2: 2004, MIN-LAL, 12mpq, LAL wins 4-1
Touch: same as before
Code:
           ppg/apg/topg/mpg/fga/fta
garnett   20/3/1/35/96/13
cassell   20/6/3/35/84/22
spree           20/6/4/39/95/22

kobe        31/6/2/37/92/52 (1 50pt game)
shaq     15/3/1/35/61/35
payton   18/8/3/35/67/33


Test 3: 2004, MIN-LAL, 12 mpq, LAL wins 4-0
Touch: URB default for all players
Code:
                ppg/apg/topg/mpg/fga/fta
garnett   22/5/3  /34/76/17
cassell   22/6/5  /38/70/15
spree    19/5/2.5/37/57/23

kobe         32/4/3  /38/91/22
shaq     18/1/3  /32/49/26 (9pt & 29pt game)
payton   17/9/2.5/35/54/24


Shaq always gets the short end of the stick, should have significantly more FGA than Payton and some more MPG (the two are linked of course).
Interestingly in Test 3 Shaq has less AST with more TO and more PPG despite lower Touch. Garnett also seems to be featured more with lower Touch (more PPG, APG, TOPG in Test 3). Kobe doesn't care either way :mrgreen:.

I also simulated a quick series with '00 Shaq and he got 28ppg on 103fga & 46fta in 5 games.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 12:32 am

skoadam wrote:jtrotterj Maybe this cf of lbj is problematic.


Lol It seems that you're right here @skoadam that Lebron CF png11030.iff with 7.71MB was indeed faulty atleast for my system.

I changed Lebron custom CFID on URB2015 roster and then rename png11030.iff file to png1013 to use that as CF and it's still crashing and wasn't able to reach the scenes where Lebron vs Gasol is being featured. So that Default ID vs Custom ID doesn't really matter in the 1st/3rd Quarter for upcoming scheduled broadcast. It will read the current CFID that player is using in the roster files. You can ignore that topic.

I replaced that png11030.iff that I renamed previously with a different Lebron CF files and then boom it didn't crash when Cavs vs Lakers upcoming games is being broadcast. Tested it with URB2015Season.RFG and still not crashing so far.

Damn that png11030.iff CF I tested almost everything just to fix the crashing only to found out it was caused by Lebron. I wanted to know who's the modder for that Cyberface :evil:
Image

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 2:02 am

Che, I meant play a series, not sim. Touches have no bearing on the sim engine and Take Shot has no effect on gameplay. Touches determines how often a play is called for a player in game. Take Shot determines how many shots per game a player takes in the sim engine. During gameplay, Take Inside, Take Close, Take Mid, and Take 3PT determine how often a player takes a shot from a specific area on the court and those tendencies also determine the amount of shots a player takes from those areas in the sim engine.

Also, when the 2004 Lakers missed the playoffs (what the what???), did you load the 2004 roster and simulate the season or did you set the rotation? I just ran a sim with the same team after I set the lineups in the season file and the Lakers went 53-29, 2nd in the West.

Kobe - 35.2 MPG, 18FGA, 23.3PPG, 5.5RPG, 4.5APG, 1SPG, .3BPG, 2.4TOPG, 47.5FG%, 29.83PT%, 77.3FT%
Shaq - 36.8 MPG, 13.5FGA, 20PPG, 10.3RPG, 2.5APG, .3SPT, 1.6BPG, 1.8TOPG, 59%FG, 57%FT
Payton 32.9 MPG, 15FGA, 18.5PPG, 3.8RPG, 6.3APG, 1.4SPG, 2.5TOPG, 47.7FG%, 28.93PT%, 73.5FT%
Malone 34.1 MPG, 7.7FGA, 11PPG, 8.4RPG, 4.2APG, .8SPG, .2BPG, 1.6TOPG, 47.5FG%, 75.3FT%

The main player I see that is significantly off is Payton with +2.5FGA per game higher in the sim than real life. Kobe and Shaq were within .5FGA per game.

It is VITAL to set rotations correctly in season or association sims because the AI does not.
Last edited by slimm44 on Sun May 03, 2015 4:14 am, edited 1 time in total.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 3:52 am

Che, without changing anything, here are the results from game 1 of the 2004 Playoffs between Houston and the Lakers

This was a CPU vs. CPU game, by the way.

Image

Image

Image

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 4:46 am

slimm44 wrote:Che, I meant play a series, not sim. Touches have no bearing on the sim engine and Take Shot has no effect on gameplay. Touches determines how often a play is called for a player in game. Take Shot determines how many shots per game a player takes in the sim engine. During gameplay, Take Inside, Take Close, Take Mid, and Take 3PT determine how often a player takes a shot from a specific area on the court and those tendencies also determine the amount of shots a player takes from those areas in the sim engine.

Thanks for the info.
I suspected I'll have to play... I'll play a series against LA on All-Star, URB sliders, 7min quarters. I guess what matters stats-wise is how the players compare against each other, so it should be fine to not play full length games. If this is problematic for you, then tell me, I'm writing this to have the confusion now and not afterwards.


Also, when the 2004 Lakers missed the playoffs (what the what???), did you load the 2004 roster and simulate the season or did you set the rotation? I just ran a sim with the same team after I set the lineups in the season file and the Lakers went 53-29, 2nd in the West.

Yeah, it's ridiculous but it was only a 14 game season, one game vs each team in the west (I don't care for the 04 eastern conference) so this happening was a risk I took. I think they had the same record as the 8th seed (6-8).
I set the rotations for all west teams myself after starting the season.


Kobe - 35.2 MPG, 18FGA, 23.3PPG, 5.5RPG, 4.5APG, 1SPG, .3BPG, 2.4TOPG, 47.5FG%, 29.83PT%, 77.3FT%
Shaq - 36.8 MPG, 13.5FGA, 20PPG, 10.3RPG, 2.5APG, .3SPT, 1.6BPG, 1.8TOPG, 59%FG, 57%FT
Payton 32.9 MPG, 15FGA, 18.5PPG, 3.8RPG, 6.3APG, 1.4SPG, 2.5TOPG, 47.7FG%, 28.93PT%, 73.5FT%
Malone 34.1 MPG, 7.7FGA, 11PPG, 8.4RPG, 4.2APG, .8SPG, .2BPG, 1.6TOPG, 47.5FG%, 75.3FT%

The main player I see that is significantly off is Payton with +2.5FGA per game higher in the sim than real life. Kobe and Shaq were within .5FGA per game.

Seems your season went better stats-wise than mine but my sample size was really small, both for games and minutes played.

It is VITAL to set rotations correctly in season or association sims because the AI does not.

Yeah, although it's a pain to do. At least rotations are kept intact when you start a new playoff from the main menu.



Your CPU vs CPU game seems to have gone well for Shaq, dude went to town but man (Mailman too), coach Pop would be so jealous of that Rocket 3pt defense, wow.
Shaq didn't get a lot of minutes, foul trouble I presume? Otherwise it's worrying, considering the other starters played a lot and he was on fire.

I'm gonna post some stats and impression after I played a few games, so far the passive Shaq in my season seems like an outlier.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 5:38 am

Sko, as far as the crashes I mentioned I am sure you're right. I am not getting crashes while using the unedited roster/season files.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 6:11 am

che wrote:
slimm44 wrote:Che, I meant play a series, not sim. Touches have no bearing on the sim engine and Take Shot has no effect on gameplay. Touches determines how often a play is called for a player in game. Take Shot determines how many shots per game a player takes in the sim engine. During gameplay, Take Inside, Take Close, Take Mid, and Take 3PT determine how often a player takes a shot from a specific area on the court and those tendencies also determine the amount of shots a player takes from those areas in the sim engine.

Thanks for the info.
I suspected I'll have to play... I'll play a series against LA on All-Star, URB sliders, 7min quarters. I guess what matters stats-wise is how the players compare against each other, so it should be fine to not play full length games. If this is problematic for you, then tell me, I'm writing this to have the confusion now and not afterwards.


Also, when the 2004 Lakers missed the playoffs (what the what???), did you load the 2004 roster and simulate the season or did you set the rotation? I just ran a sim with the same team after I set the lineups in the season file and the Lakers went 53-29, 2nd in the West.

Yeah, it's ridiculous but it was only a 14 game season, one game vs each team in the west (I don't care for the 04 eastern conference) so this happening was a risk I took. I think they had the same record as the 8th seed (6-8).
I set the rotations for all west teams myself after starting the season.


Kobe - 35.2 MPG, 18FGA, 23.3PPG, 5.5RPG, 4.5APG, 1SPG, .3BPG, 2.4TOPG, 47.5FG%, 29.83PT%, 77.3FT%
Shaq - 36.8 MPG, 13.5FGA, 20PPG, 10.3RPG, 2.5APG, .3SPT, 1.6BPG, 1.8TOPG, 59%FG, 57%FT
Payton 32.9 MPG, 15FGA, 18.5PPG, 3.8RPG, 6.3APG, 1.4SPG, 2.5TOPG, 47.7FG%, 28.93PT%, 73.5FT%
Malone 34.1 MPG, 7.7FGA, 11PPG, 8.4RPG, 4.2APG, .8SPG, .2BPG, 1.6TOPG, 47.5FG%, 75.3FT%

The main player I see that is significantly off is Payton with +2.5FGA per game higher in the sim than real life. Kobe and Shaq were within .5FGA per game.

Seems your season went better stats-wise than mine but my sample size was really small, both for games and minutes played.

It is VITAL to set rotations correctly in season or association sims because the AI does not.

Yeah, although it's a pain to do. At least rotations are kept intact when you start a new playoff from the main menu.



Your CPU vs CPU game seems to have gone well for Shaq, dude went to town but man (Mailman too), coach Pop would be so jealous of that Rocket 3pt defense, wow.
Shaq didn't get a lot of minutes, foul trouble I presume? Otherwise it's worrying, considering the other starters played a lot and he was on fire.

I'm gonna post some stats and impression after I played a few games, so far the passive Shaq in my season seems like an outlier.


I would strongly recommend 12 minute periods and 82 game seasons.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 8:37 am

jtrotterj wrote:
skoadam wrote:jtrotterj Maybe this cf of lbj is problematic.


Lol It seems that you're right here @skoadam that Lebron CF png11030.iff with 7.71MB was indeed faulty atleast for my system.

I changed Lebron custom CFID on URB2015 roster and then rename png11030.iff file to png1013 to use that as CF and it's still crashing and wasn't able to reach the scenes where Lebron vs Gasol is being featured. So that Default ID vs Custom ID doesn't really matter in the 1st/3rd Quarter for upcoming scheduled broadcast. It will read the current CFID that player is using in the roster files. You can ignore that topic.

I replaced that png11030.iff that I renamed previously with a different Lebron CF files and then boom it didn't crash when Cavs vs Lakers upcoming games is being broadcast. Tested it with URB2015Season.RFG and still not crashing so far.

Damn that png11030.iff CF I tested almost everything just to fix the crashing only to found out it was caused by Lebron. I wanted to know who's the modder for that Cyberface :evil:
[ Image ]


Did you figure out if the Lebron cyberface was the cause of the crashes?

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 8:42 am

first of all, im not a dude for any of you

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 12:25 pm

MrMojok69 wrote:Sko, as far as the crashes I mentioned I am sure you're right. I am not getting crashes while using the unedited roster/season files.

I had crashes previously even in the unedited roster/season when the upcoming game broadcast featured Lebron vs Gasol

steveurkel wrote:Did you figure out if the Lebron cyberface was the cause of the crashes?

Yes, I haven't experienced any crash anymore after I replaced png11030.iff with different Lebron CF file, Tested it with unedited and edited/custom roster with URB2015/2016.

skoadam wrote:first of all, im not a dude for any of you

Okay, I'll stop posting now seems like skoadam is :x mad with me spamming the thread :cry:

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 12:37 pm

jtrotterj wrote: Yes, I haven't experienced any crash anymore after I replaced png11030.iff with different Lebron CF file, Tested it with unedited and edited/custom roster with URB2015/2016.


I'll try doing that and see what happens.

skoadam wrote:first of all, im not a dude for any of you


Your not a dude for any of us because your a Chicken :D but I thought you were an Hawk?

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 4:18 pm

Let me say that I respect the work you've put into this. I was wondering, however, if it were possible to just get the rosters with portraits and cyberfaces only? For some reason, the courts are blurry and many of the jerseys don't look right unless I run player on high, which will cause lag.

Thanks.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 4:55 pm

jtrotterj, that was a joke, dont take things personally in my thread :wink:
So it is lbj cf, i know lbj never agreed with balding, now i know that game dont want it. Balding lbj is not allowed.

steveurkel, there is only one hawk, the saint one :bowdown2:

KennyReno, man, we have 2015 and your rig is still 2weak to run 2k13 on high? i know users here with integrated gpu, high sets, stable 30fps.....and laptop. You must rebuild your pc, the time has come.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 5:36 pm

skoadam wrote: KennyReno, man, we have 2015 and your rig is still 2weak to run 2k13 on high? i know users here with integrated gpu, high sets, stable 30fps.....and laptop. You must rebuild your pc, the time has come.


Well, when the money is funny, you can't do it so much. If it's not possible, thanks anyway for responding. Maybe I'll get lucky and find some other method of getting those rosters. It kinda sucks, because, again, mad props for the work you've done on it.

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 5:45 pm

KennyReno, full understand but you dont need a lot of money to run 2k13 on high, whats your specs?

Re: URB Roster V32 [32 Complete Seasons Mods] WHERE SIM HAPPENS! 2016 RELEASED!

Sun May 03, 2015 8:03 pm

skoadam wrote:KennyReno, full understand but you dont need a lot of money to run 2k13 on high, whats your specs?


Here's my specs:

Operating System: Windows 7 Home Premium With Service Pack 1 (x64)
Manufacturer/Model: Acer Aspire 5517
Processor: (Below minimum requirements, I'm afraid): AMD Athlon TF-20 (1.60 GHz)
Installed RAM: 3.00 GB
Virtual RAM: 4.2 GB (Maximum Recommended by Windows in the paging file section)
Video Card: ATI Radeon HD 3200 Series

Now after my last post, I tweaked around with my 3D settings on the ATI Catalyst Control Center, putting them on high performance. I found a resolution on the game that seems to be the best thing as far as a 16:10 Widescreen Aspect Ratio (1024x600). Keep in mind, I still have the player setting to low. Now I started an Association, and after the ending buzzer of the first quarter, the game shuts off and goes straight to the desktop (This is a recurring trend, as I've read previous posts about this on prior releases of this patch on here and reading a few on the fan page on Facebook).

Keep in mind that I've never ran NBA 2K13 with the player setting on high, yet the graphics and performance are pretty good, with a few small spots of slight lag here and there, even with the use of some other jersey and court patches. Through all of this, I've also used iobit's Game Booster 3 as well.
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