Fixes For Performance Issues - Updated 1/3/2019
#41
Posted 06 July 2016 - 01:15 PM
#42
Posted 06 July 2016 - 08:06 PM
But, I did a little arts and crafts project with my laptop for better performance. I'll see about posting pictures later. Its a funny little idea, but its done wonders for keeping my laptop cool.
you need a desk fan (smallish with a round fan shroud), some construction paper, some kind of tubing (decent circumference), and some duct tape.
1. fold the construction paper in the shape of a cone, and tape the big end to the back of the fan shroud (so that the fan pulls air from the cone). If you can't manage to get the paper on the back of the fan, then try to take the blades out of fan and turn them around so that it pulls air from the front. Then you can try to tape it up on the front of the fan.
2. tape the hosing to the small end of the paper cone.
3. tape the hosing to the exhaust vent on the laptop. (I used tubing and attachments from my vacuum cleaner in order to tape it to the exhaust vent)
And bam, the fan will pull heat exhaust from the laptop.
DO NOT BLOW AIR INTO THE LAPTOP, ONLY PULL AIR OUT!!!! you dont want to blow hot exhaust back into the laptop.
Edited by Dillion Harper, 06 July 2016 - 08:06 PM.
#43
Posted 02 October 2016 - 03:55 PM
Backup the old one in case you don't like this one.
Also, delete the shader cache before you start the game with the new user.cfg.
C/users/user/saved games/mechwarrior online/shaders/cache
Edited by Dillion Harper, 02 October 2016 - 03:58 PM.
#44
Posted 12 October 2016 - 08:24 PM
Every time you delete the shader cache you will see these oddities.
I do believe that it is good practice to delete that shader cache every once in a while. Maybe after every patch.
#45
Posted 20 October 2016 - 11:42 PM
Edited by G4LV4TR0N, 20 October 2016 - 11:44 PM.
#46
Posted 29 October 2016 - 04:10 AM
#47
Posted 16 January 2017 - 11:57 PM
Dillion Harper, on 08 September 2015 - 07:09 PM, said:
explorer,exe is the windows operating system if you don't run that anything involving Windows is irrelavant you should alsao gointo the C:\windows\temp folder and empty that as well. That is the windows cache folder. Antivirus should be run daily. The worst thing that can happen is you get ransomware software on your computer and you can't pay the ransom. the only thing you can do is get your C drive reformatted or run a powerful magnet over a regular hard drive and reformat then reload everything on yur hard drive. It is a good idea to run games from somewhere other than your C drive if possible. Back up your data at least once a month. That way you don't lose anything you have stored there.
#48
Posted 17 January 2017 - 12:25 AM
Dillion Harper, on 06 July 2016 - 08:06 PM, said:
But, I did a little arts and crafts project with my laptop for better performance. I'll see about posting pictures later. Its a funny little idea, but its done wonders for keeping my laptop cool.
you need a desk fan (smallish with a round fan shroud), some construction paper, some kind of tubing (decent circumference), and some duct tape.
1. fold the construction paper in the shape of a cone, and tape the big end to the back of the fan shroud (so that the fan pulls air from the cone). If you can't manage to get the paper on the back of the fan, then try to take the blades out of fan and turn them around so that it pulls air from the front. Then you can try to tape it up on the front of the fan.
2. tape the hosing to the small end of the paper cone.
3. tape the hosing to the exhaust vent on the laptop. (I used tubing and attachments from my vacuum cleaner in order to tape it to the exhaust vent)
And bam, the fan will pull heat exhaust from the laptop.
DO NOT BLOW AIR INTO THE LAPTOP, ONLY PULL AIR OUT!!!! you dont want to blow hot exhaust back into the laptop.
maybe cut the bottom out of a plastic bag and put the cone in the plastic bag. tape the bag to the back end of the fanslit the plastic bag for the fan mounting and connect a the tube from a toilet paper roll. The plastic bag allows for a better seal around the back of the fan and the cone will give it shape. something firm on the other end will give you something firm to attatch to the laptop. or find the intake for the power supply's fan and blow room temperature air into the laptop, I think the intake vents are on the bottom or rear of the laptop. on a desktop the power supply is more obvious and you can find were the air comes in from.
#49
Posted 05 February 2017 - 07:46 AM
Thanks in advance.
P.D: nevermind, just solved it.
Edited by RoToR, 09 February 2017 - 02:33 PM.
#50
Posted 08 April 2017 - 12:58 PM
Also here is a little something if you think you are having cpu throttling issues, especially useful for multi-core processors.
Park Control
Edited by Dillion Harper, 07 August 2018 - 11:20 PM.
#51
Posted 27 April 2017 - 08:52 AM
r_UsePOM = 0 e_view_dist_ratio_vegetation = 1 e_vegetation_min_size = 900 r_silhouettePOM = 0 r_ChromaticAberration = 0.0 e_particles_lod = 0.1these don't even exist .... and that was just at a glance ... half of them would be cvars, if they didn't have bonus underscores in them ... and then maybe about 40% of the cvars are 'locked' and beyond that, you need to load the ones that are tunable during level load (tuning.cfg) ... and apparently you should really avoid screwing with physics at all ... setting the relevant sys_spec to 1, does lower some of the physics solvers 'accuracy' from 3, but its really not the thing that's killing FPS for most ... and why would you set the maxfps so low ... that's an upper limit, not a lower limit ... do you get night/heatvision at all with that ? ...
#52
Posted 28 April 2017 - 12:24 AM
r_TesselationTriangleSize = 1
you put 1 but should be much more to improve performance as 1 means best
This is to improve geometry of the textures. you can put that between 1 to 100
be carefull here the lower value is the better quality because of the small size of the triangles, your video cards will allow more polygons per objects.
a
typing error, fix in your cfg
took from
https://forums.rober...ds-explaination
Edited by multisoul, 28 April 2017 - 12:29 AM.
#53
Posted 28 April 2017 - 01:03 AM
I got special low-req config here, it's bit different and made for dual core CPU's. If anybody wants to try or care to review:
Quote
con_restricted = 0
//============================ CPU THREADS ======================================
sys_main_CPU = 0
sys_TaskThread4_CPU = 0
sys_TaskThread2_CPU = 0
sys_physics_CPU = 1
sys_streaming_CPU = 1
sys_TaskThread5_CPU = 1
ca_thread1Affinity = 1
sys_TaskThread0_CPU = 1
sys_TaskThread3_CPU = 1
ca_thread0Affinity = 1
sys_TaskThread1_CPU = 1
r_WaterUpdateThread = 1
//============================ IN GAME SETTINGS =================================
sys_spec_Environment = 1
sys_spec_GameEffects = 1
sys_spec_ObjectDetail = 1
sys_spec_Particles = 1
sys_spec_PostProcessing = 1
sys_spec_Shading = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 1
sys_spec_Sound = 1
//============================ SYSTEM RAM THROUGHPUT ============================
//sys_budget_streamingthroughput = 6661120 /use "winsat mem" then multiply result by 1024
//sys_LocalMemoryGeometryStreamingSpeedLimit = 6505 /use "winsat mem"
//sys_LocalMemoryTextureStreamingSpeedLimit = 6505 /use "winsat mem"
//sys_streaming_max_bandwidth = 6505 /use "winsat mem"
//============================ KNOWN AND CHECKED ================================
r_MultiGPU = 0
r_MultiThreaded = 1
r_ImpostersUpdatePerFrame = 1000
q_Renderer = 0
e_Clouds = 0
r_WaterUpdateFactor = 20
r_WaterUpdateDistance = 20
r_Beams = 0
r_BeamsMaxSlices = 16
r_BeamsDistFactor = 1
r_TexSkyResolution = 2
r_ImposterRatio = 4
r_EnvTexResolution = 0
r_EnvCMResolution = 0
r_DynTexMaxSize = 24
r_DynTexAtlasCloudsMaxSize = 8
r_DynTexAtlasSpritesMaxSize = 8
r_TexAtlasSize = 256
r_VegetationSpritesTexRes = 8
e_VegetationMinSize = 2048
e_MaxViewDistSpecLerp = 0
e_SkyQuality = 2
e_CoverageBufferReproj = 1
//============================ UNKNOWN AND UNCHECKED ============================
r_GeomInstancing = 1
r_stereodevice = 0
//q_Quality = 0 //sets whole set of quality Shaders to 1 or higher
q_ShaderGeneral = 0
q_ShaderGlass = 0
q_ShaderVegetation = 0
q_ShaderIce = 0
q_ShaderTerrain = 0
q_ShaderShadow = 0
q_ShaderWater = 0
q_ShaderFX = 0
q_ShaderPostProcess = 0
q_ShaderHDR = 0
q_ShaderSky = 0
q_ShaderMetal = 0
e_Recursion = 0
e_HwOcclusionCullingObjects = 0
e_ObjQuality = 0
e_ViewDistMin = 0.1 /was10
e_ViewDistRatio = 0.1 /was19
e_ViewDistRatioCustom = 0.1 /was19
e_ViewDistRatioDetail = 0.1
e_ViewDistRatioLights = 0.1 /was5
r_DrawNearZRange = 0.08
e_TerrainNormalMap = 1
e_TerrainTextureStreamingPoolItemsNum = 16
e_TerrainOcclusionCullingMaxDist = 10
e_TerrainOcclusionCullingStepSize = 4
e_TerrainOcclusionCullingStepSizeDelta = 1.05
e_VegetationSprites = 1
e_VegetationSpritesMinDistance = 1
e_DissolveSpriteMinDist = 2
e_DissolveSpriteDistRatio = 0.1
e_VegetationSpritesBatching = 1
r_VegetationSpritesTexRes = 8
e_VegetationBending = 0
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 1
e_ProcVegetation = 0
e_VegetationUseTerrainColor = 1
e_OcclusionCullingViewDistRatio = 0.5
ca_AttachmentCullingRation = 50
es_DebrisLifetimeScale = 0
r_TexBumpResolution = 2
r_DisplacementFactor = 0.4
r_UseMaterialLayers = 2
r_EnvTexUpdateInterval = 1.0
r_TexMinAnisotropy = 0
r_TexMaxAnisotropy = 0
r_DetailTextures = 0
r_DetailDistance = 1
e_Decals = 0
e_DecalsAllowGameDecals = 0
e_DecalsLifeTimeScale = 0
e_DecalsOverlapping = 0
e_DecalsForceDeferred = 0
e_DecalsMerge = 1
e_DecalsScissor = 1
e_DecalsPreCreate = 1
ca_useDecals = 0
r_ColorGrading = 0
r_GlowAnamorphicFlares = 0
r_DepthOfField = 0
r_dofMinZScale = 0
r_dofMinZ = 1
r_DepthOfFieldBokeh = 0
r_DepthOfFieldBokehQuality = 1
r_MotionBlurMaxViewDist = 0
r_RainMaxViewDist_Deferred = 0
r_sunshafts = 0
r_pointslightshafts = 0
r_Coronashafts = 0
r_Coronas = 0
r_Flares = 0
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_MotionBlurShutterSpeed = 0.001
ca_MotionBlurMovementThreshold = 0.001
r_Reflections = 0
r_ReflectionsQuality = 0
r_HDRRendering = 0
r_HDRTexFormat = 0
r_HDRLevel = 1
r_HDROffset = 10
r_HDRSaturation = 1
r_HDRBrightLevel = 0.0
r_HDRBrightOffset = 8
r_HDRBrightThreshold = 5
r_HDRBloomMul = 0.5
r_HDRGrainAmount = 0
r_HDRBlueShift = 0
r_HDREyeAdaptionCache = 30
r_MSAA = 0
r_MSAA_quality = 0
r_MSAA_samples = 4
r_PostAA = 0
r_PostAAEdgeFilter = 0
r_PostAAInEditingMode = 0
r_PostAAMode = 0
r_SSAO = 0
r_SSAOQuality = 0
r_SSAODownscale = 0
r_SSAOAmount = 1
r_SSAORadius = 1.5
r_SSAOTemporalConvergence = 0.7
r_SSAOContrast = 1
e_TerrainAo = 0
r_TerrainAO_FadeDist = 8
r_ssdo = 0
r_ssdoAmount = 0
r_ssdoAmbientAmount = 0
r_refraction = 0
r_ssreflections = 0
e_GI = 0
e_GIRSMSize = 64
e_GIAmount = 0.25
e_GIMaxDistance = 150
e_GINumCascades = 1
e_GICascadesRatio = 2
e_GIIterations = 2
e_GIOffset = 0.2
e_GIPropagationAmp = 3.3
e_GICache = 0
e_SkyType = 0
e_SkyUpdateRate = 0
e_Shadows = 0
r_ShadowGen = 0
r_ShadowGenMode = 0
e_ShadowsOnAlphaBlend = 0
e_ShadowsMaxTexRes = 4
e_GsmCastFromTerrain = 0 //was 1
e_ShadowsOnWater = 0
e_ShadowsClouds = 0
e_ShadowsMasksLimit = 1
e_ShadowsLodBiasFixed = 1
e_ShadowsLodBiasInvis = 1
r_ShadowBlur = 0
r_ShadowBluriness = 0.1
r_ShadowJittering = 1.5
e_ShadowsCastViewDistRatio = 0.6
e_ShadowsCastViewDistRatioLights = 0.8
e_ShadowsTessellateCascades = 0
r_ShadowsMaskResolution = 2
r_ShadowsMaskDownScale = 1
e_ShadowsAdaptScale = 2.0
e_ShadowsConstBias = 1.0
e_ShadowsSlopeBias = 1
e_GsmRange = 1
e_GsmRangeStep = 1
e_GsmRangeStepExtended = 6
e_GsmCache = 1
e_GsmCacheLodOffset = 1
e_GsmCacheLodOffsetExtended = 6
e_GsmExtendLastLod = 1
e_GsmExtendLastLodIncludeObjects = 0
e_GsmScatterLodDist = 24
r_CloudsUpdateAlways = 0
r_ImpostersDraw = 0
e_ParticlesQuality = 0
e_ParticlesLights = 0
e_ParticlesGI = 0
e_ParticlesDiffCM = 0
e_ParticlesShadows = 0
r_ShadowsParticleNormalEffect = 0
r_ShadowsParticleKernelSize = 0
r_ShadowsAdaptionMin = 0
r_ShadowsAdaptionSize = 0
e_ParticlesMaxDrawScreen = 1
e_ParticlesMinDrawPixels = 1
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 0
e_ParticlesPoolSize = 4096
e_ParticlesAnimBlend = 0
r_UseParticlesHalfRes = 2
r_UseParticlesHalfResForce = 1
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 0
r_UseParticlesMerging = 0
r_Rain = 0
r_RainAmount = 0
r_RainMaxViewDist_Deferred = 20
e_ParticlesThread = 0
r_UseParticlesMerging = 0
g_breakage_particles_limit = 10
g_joint_breaking = 0
g_tree_cut_reuse_dist = 0
e_FoliageWindActivationDist = 20
e_PhysFoliage = 0
e_PhysOceanCell = 0.5
p_gravity_z = -36.3
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.2
p_max_MC_iters = 10
p_max_object_splashes = 1
p_max_substeps_large_group = 1
p_num_bodies_large_group = 10
p_splash_dist0 = 7
p_splash_dist1 = 30
p_splash_force0 = 10
p_splash_force1 = 100
p_splash_vel0 = 4.5
p_splash_vel1 = 10
v_vehicle_quality = 1
es_MaxPhysDist = 25
es_MaxPhysDistInvisible = 25
sys_preload = 1
i_precache = 1
r_ShadersAsyncCompiling = 3
r_ShadersAsyncMaxThreads = 6
r_ShadersPreactivate = 1
r_ShadersPrecacheAllLights = 1
r_ShadersUseInstanceLookUpTable = 1
e_ParticlesPreload = 1
e_PreloadDecals = 1
e_AutoPrecacheCgfMaxTasks = 16
e_PreloadMaterials = 1
e_StatObjPreload = 1
e_AutoPrecacheCgf = 2
ca_PrecacheAnimationSets = 1
e_PrecacheLevel = 1
r_TexturesWarmup = 0
e_ShadowsResScale = 0.1
r_TessellationTriangleSize = 20
e_DynamicLightsMaxEntityLights = 2
ca_UsePhysics = 0
e_gsmlodsnum = 0
e_ParticlesLod = 0.1
r_FogShadows = 0
e_HwOcclusionCullingWater = 0
e_WaterWaves = 0
e_WaterOceanFFT = 0
r_WaterReflectionsMGPU = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0
r_WaterReflectionsUseMinOffset = 0
e_WaterTessellationAmountX = 0
e_WaterTessellationAmountY = 0
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
e_Tessellation = 0
e_TessellationMaxDistance = 0
r_PostProcessHUD3DCache = 0
d3d9_TripleBuffering = 1
d3d9_TextureFilter = bilinear
//============================ LOD DISSOLVE =====================================
e_Dissolve = 1
e_DissolveDistband = 3
e_DissolveDistMax = 8
e_DissolveDistMin = 2
//============================ TEXTURES STREAMING ===============================
r_TexturesStreaming = 0 //was 2
r_TexturesStreamPoolSize = 192 //disable if r_TexturesStreaming = 2
r_TexturesStreamingMipBias = 4
r_TexturesStreampoolDefragmentation = 2 //0 = Disabled; 1 = CPU; 2 = GPU
//============================ ADDITIONAL SETTINGS ==============================
sys_MaxFPS = 32
r_VSync = 0
gp_option_ShowCockpitGlass = 0
gp_default_cockpit_light = 1
gp_mech_showfps = 1
//============================ FLASH SCALEFORM SETTINGS ========================
sys_flash_edgeaa = 0
sys_flash_static_pool_size = 0
sys_flash_address_space = 98304
sys_flash_allow_reset_mesh_cache = 1
sys_flash_check_filemodtime = 1
sys_flash_curve_tess_error = 24 //[0...8...24...28...32...] <- interesting values
sys_flash_allow_reset_mesh_cache = 1
sys_flash_newstencilclear = 1
//============================ LOD SETTINGS =====================================
e_Lods = 1
e_LodsForceUse = 1
e_LodRatio = 0 //Lower values force LODs to load sooner
e_LodMin = 6 //[0..3...6]
e_TerrainLodRatio = 4 //was 0
e_TerrainTextureLodRatio = 5 //was 0
e_CharLodMin = 1 /was1024
e_LodMinTtris = 0 /was1
e_LodCompMaxSize = 19 //Lower values force the LODs to load sooner //[0.1...1...19]
e_CoverageBufferTerrainLodShift = 0 //[0...100...1024]
r_TextureLodDistanceRatio = -1
//============================ TESTING ==========================================
//p_num_threads = 2
//p_num_jobs = 2
r_WaterTessellationHW = 1
r_Batching = 2
r_BatchType = 0
r_UseHWSkinning = 1
r_UseGSParticles = 0
r_ShadersAsyncCompiling = 0
e_VegetationBending = 0
e_CullVegActivation = 1 /was 20
e_WaterOceanBottom = 0 /was 1
s_MemoryPoolSoundPrimary = 0
s_MemoryPoolSystem = 0
sys_budget_soundCPU = 0
//============================ MODIFIED BY MWO ==================================
e_Wind = 0
r_RainDropsEffect = 0
r_HUDHitEffect = 0
e_LodMax = 3
e_SkyBox = 0
e_ViewDistRatioVegetation = 0
e_TerrainOcclusionCullingVersion = 0
e_TerrainOcclusionCulling = 0
e_TerrainOcclusionCullingPrecision = 0.1
e_TerrainOcclusionCullingPrecisionDistRatio = 1
e_VegetationAlphaBlend = 0
r_TexMinSize = 0
r_TexMaxSize = 4
r_TexResolution = 0.1
e_DecalsHitCache = 0
r_PostProcessEffects = 0
r_PostProcessFilters = 0
r_PostProcessGameFx = 0
r_Glow = 0
r_EyeAdaptationBase = 0.5
r_EyeAdaptationFactor = 0
r_EyeAdaptationSpeed = 0.5
e_Fog = 0
e_FogVolumes = 0
e_ParticlesCullAgainstViewFrustum = 1
e_ParticlesMaxScreenFill = 16
e_ParticlesEmitterPoolSize = 2048
e_AutoPrecacheTerrainAndProcVeget = 1
e_AutoPrecacheTexturesAndShaders = 1
e_Particles = 0
e_WaterOcean = 2
e_WaterVolumes = 0
e_WaterWavesTessellationAmount = 0.5
//============================ DISABLED BY MWO===================================
r_UsePOM = 0
e_LodMinTris = 1
gpu_particle_physics = 1
e_view_dist_ratio_vegetation = 1 //?
e_vegetation_min_size = 2048 //higher = faster
e_vegetation_sprites_distance_ratio = 1 //?
r_TexturesFilteringQuality = 2
r_DetailNumLayers = 1
g_radialBlur = 0
r_silhouettePOM = 0
r_ChromaticAberration = 0
i_particleeffects = 0
r_FogShadowsWater = 0
r_Sharpening = 0
e_ShadowsPoolSize = 256
e_MergedMeshesInstanceDist = 0
r_HDRBloomRatio = 0.000
e_MergedMeshesViewDistRatio = 0
e_particles_thread = 1
e_dynamic_light = 0
e_gsm_lods_num = 0
e_particles_max_emitter_draw_screen = 1
e_particlesmaxemitterdrawscreen = 1
e_particles_lod = 0.1
r_VolumetricFog = 0
e_vegetation_sprites_distance_ratio = 0.9
e_proc_vegetation = 0
e_ParticlesForceSoftParticles = 0
e_detailmaterialsviewdistz = 1
e_detail_materials_view_dist_z = 1
sys_LowSpecPak = 1
sys_budget_fps = 32
d3d11_TripleBuffering = 1
r_ParticlesHalfRes = 2
e_hw_occlusion_culling_water = 0
r_WaterUpdateChange = 1
d3d9_ClipPlanes = 1
r_TexturesStreamingSkipMips = 2
Edited by G4LV4TR0N, 09 May 2017 - 03:09 AM.
#54
Posted 28 April 2017 - 06:55 PM
multisoul, on 28 April 2017 - 12:24 AM, said:
be very careful using options that come from other versions of cryengine, because nearly all of them, are from forks which are later/newer than MWO ....
G4LV4TR0N, on 28 April 2017 - 01:03 AM, said:
your provided 'user.cfg' has options in it that are not from our engine also ...
d3d9_ClipPlanes = 1 gpu_particle_physics = 1don't exist in the engine, and should throw an error ... as they don't exist, its just an extra wasted line that has to be parsed, fail, and write an error about it ... all of which should be done within 1ms ... but ... still ... try changine
e_CoverageBufferReproj = 0to 1, which enables simple reprojection, which kinda desyncs the coverage buffer to be one frame behind, say, you calculate it 'this' frame, and the next frame, instead of waiting for the calculation to come back, just use the previous frame, and use the current one for the next frame ...
g_showFPS = 1should be
gp_mech_showfps = 1assuming that you want the fps shown by default ...
#55
Posted 28 April 2017 - 08:13 PM
By the way, I found out that my cfg files has "e_CoverageBufferReproj" twice, first time with "0" and second time with "1" because I have forgot to remove earlier entry. I guess that config is being read from top to bottom and in such case "0" was overwritten by "1", right?
Also, do you know anything about those settings that I have in "Texture Streaming", "Flash Scaleform" or "Lod Settings" sections?
Edited by G4LV4TR0N, 28 April 2017 - 08:24 PM.
#56
Posted 03 May 2017 - 03:34 AM
G4LV4TR0N, on 28 April 2017 - 01:03 AM, said:
yes values 'later' in the file will overwrite the cvar, assuming your able to change it in the first place ...
personally I never messed much with the texture streaming system ... and have always left it at 0, it might help early load related stuttering, but doesn't make a detectable difference at my end
in the flash settings, the tessellation error probably gives the most noticeable effect, imagine bending a line into a circle, and the tessellation is how many corners we put onto it to make us visually believable its a circle, and the error is how many of those corners we don't process, to save on time ... its not something that's overused though, so going for the max value, probably wont yield much results ...
if your trying to increase performance on a lower end machine, I would change these to values ...
e_TerrainLodRatio = 4 -- 4) super low! / 3) normal low / 2) med/high / 1) really high / 0) mixed results e_TerrainTextureLodRatio = 5 -- 5) normal low spec / 2) med spec / 1) high spec
#57
Posted 09 May 2017 - 01:20 AM
Tesselation error is value is causing some HUD elements to disappear when used with higher values. Those are probably minor things, but after "24" or so your targeting rectangle loses dot and does not look like a square anymore.
I do wonder because I have certain lines copied from other configs, one of them is:
e_GsmCastFromTerrain = 1
But from what I know it should be 0 or disabled for performance. Additionally as shadows are completely disabled this variable shouldn't even matter, am I correct? What about this one?
r_PostProcessHUD3DCache = 0
And is this one important? For me it makes things displayed much better, one of few things I got in config that ain't set to lowest value. Somehow similar to Object Detail slidebar in options:
e_LodCompMaxSize = 19
Edited by G4LV4TR0N, 09 May 2017 - 03:10 AM.
#58
Posted 09 August 2017 - 09:00 PM
Then I threw the thing into this thread thinking, "hey, maybe the few people that stumble across this old lost thread can make some use out of it."
I didn't realize how many people would go looking at the thread; and I haven't payed any attention to the thread, for that, I am sorry. I will sit down some time this week and go through the user.cfg and repair it. And i will carefully read all the information that you contributed.
Also, i am somewhat pleased that i messed it up because you guys put some interesting stuff in your comments that are really useful. I'm Just a dude trying to collect anything that can be used for performance. I really appreciate the help.
Edited by Dillion Harper, 09 August 2017 - 09:09 PM.
#59
Posted 13 August 2017 - 12:21 AM
I can run almost anything on very high setting at res 1080p for 60 fps but somehow in this game it runs at 30 40 fps no matter what the setting is...
#60
Posted 17 August 2017 - 07:46 AM
xxSilverWolfxx, on 13 August 2017 - 12:21 AM, said:
I can run almost anything on very high setting at res 1080p for 60 fps but somehow in this game it runs at 30 40 fps no matter what the setting is...
They put a bunch of load on the cpu. It would be interesting if they put all the multiplayer/network stuff onto a second exe that would run along side the main exe. Then we could put the network exe onto a virtual ram buffer thingy(cant remember what its called).
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