

#1
Posted 12 February 2017 - 04:43 PM
Anyways i was getting terrible fps on counterstrike go about 30 to 50. then found some good options and it wont go under 100 now. Which is crazy but idk it worked all of a sudden.
ones im using now for mwo is
-high
Anything to force the game to upload the graphics or something would be appreciated.
#2
Posted 12 February 2017 - 05:03 PM
#3
Posted 12 February 2017 - 05:06 PM
Edited by Natred, 12 February 2017 - 05:11 PM.
#4
Posted 12 February 2017 - 05:22 PM
Go to your steamapps folder, usually at C:\Program Files\Steam\steamapps\common\MechWarrior Online\Bin32 and make a shortcut for the MWOClient.exe file. Run that and you'll have the standalone client without the need to have Steam sit in the background, eating up resources.
Other than that, reducing your resolution and setting everything to LOW will increase your FPS. (The only setting worth keeping above LOW is your texture setting.)
#5
Posted 12 February 2017 - 05:22 PM
thanks to opus
sys_MaxFPS = 120
gp_option_ShowCockpitGlass=0
r_DepthOfField = 1
r_HDRGrainAmount = 0.0
cl_fov = 81
; Main view frustum FoV
r_MultiGPU = 1
; Enable if SLI/CrossFire
r_MultiThreaded = 2
; 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
sys_physics_CPU = 3
;CPU used for physics "-1"=No CORES "0"=CORE1, "1"=CORE2, "2"=CORE3, "3"=CORE4
sys_spec_GameEffects = 4
sys_spec_ObjectDetail = 4
sys_spec_Particles = 4
sys_spec_PostProcessing = 4
sys_spec_Shading = 4
sys_spec_Shadows = 4
sys_spec_Texture = 4
sys_spec_Environment = 4
; MSAA fix for ATI - toggle as needed. FSAA can work with injector.
r_PostMSAA = 0
r_PostProcessEffects = 0
r_FSAA = 0
;GameEffects (in cvars, does not load in, can be dropped from your user.cfg if desired, included for ;reference)
i_lighteffects = 1
;ObjectDetail (game decals, stuff loaded on top of terrain - fluff. cull to 0 for performance, or lower values for less view distance for that item)
e_ObjQuality = 4
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 1
e_DecalsOverlapping = 1
e_Dissolve = 2
e_LodRatio = 20
e_Lods = 1
e_LodMin = 0
e_MaxViewDistSpecLerp = 1
e_OcclusionCullingViewDistRatio = 1
e_ProcVegetation = 1
e_streamCgf = 0
e_VegetationBending = 0
e_VegetationMinSize = 0
e_VegetationSpritesDistanceCustomRatioMin = 0.5
e_VegetationSpritesDistanceRatio = 1
e_ViewDistMin = 10
e_ViewDistRatio = 100
e_ViewDistRatioCustom = 100
e_ViewDistRatioDetail = 80
e_ViewDistRatioLights = 100
e_ViewDistRatioVegetation = 50
e_TerrainDetailMaterialsViewDistXY = 1536
e_TerrainDetailMaterialsViewDistZ = 96
e_TerrainOcclusionCullingMaxDist = 150
ca_AttachmentCullingRation = 200
ca_DrawFaceAttachments = 1
ca_useDecals = 1
es_DebrisLifetimeScale = 1
i_rejecteffects = 1
e_DecalsForceDeferred = 1
r_DrawNearZRange = 0.08
;Particles (quality of particle effects, explosions, jumpjets, etc.)
e_ParticlesQuality = 2
e_ParticlesLights = 1
e_ParticlesMaxScreenFill = 64
e_ParticlesMinDrawPixels = 1
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
r_UseParticlesHalfRes = 0
r_UseSoftParticles = 1
;Physics (physics. highly CPU intensive, lower for performance on dualcores.)
g_breakage_particles_limit = 64
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
e_CullVegActivation = 50
e_FoliageWindActivationDist = 0
e_PhysFoliage = 2
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 = 4000
p_max_object_splashes = 2
p_max_substeps_large_group = 3
p_num_bodies_large_group = 50
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 = 3
es_MaxPhysDist = 100
es_MaxPhysDistInvisible = 25
;PostProcessing (colorgrading/Depth of field demand many FPS. set to 0 for FPS gains)
;HDR Eyeadaptationcache and postprocesscache can be set to 0 for high defaults, 2/4 for mediums, 30 for
;low end rigs...I cant tell any difference visually ingame, but these 2 settings are key to optimizing
;inclose mech lag/issues. Brightness offset the igher the more it darkens the HDR brightness. HDR helps make the game look good
;due to dropping other settings. Edge AA does not cost much, may want to try 1 or 2 as values. 1 is for normal edge
;AA, 2 is for laplace edge AA.
r_colorgrading = 2
r_DepthOfField = 1
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 0.1
r_GlowAnamorphicFlares = 1
r_HDRBloomMul = 0.7
r_HDRBlueShift = 0
r_HDRBrightLevel = 0.85
r_HDRBrightOffset = 5
r_HDRBrightThreshold = 6
r_HDREyeAdaptionCache = 0
r_HDRGrainAmount = 0
r_HDRLevel = 3
r_HDROffset = 12
r_HDRRendering = 1
r_MotionBlurMaxViewDist = 0
r_PostProcessHUD3DCache = 0
r_RainMaxViewDist_Deferred = 0
r_sunshafts = 1
r_UseEdgeAA = 0
r_MotionBlur = 0
; Quality default 2 - 3 = highest range is 1-4 I believe, not sure if 0 works or disables it yet, havent tried)
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 5
q_ShaderPostProcess = 3
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
;Shading (lowered from high setting of 16 to 12. lower more for FPS)
e_DynamicLightsMaxEntityLights = 8
e_GI = 1
;GI -
e_GIAmount = 0.8
e_GIMaxDistance = 50
e_GINumCascades = 2
e_SkyType = 1
e_SkyUpdateRate = 1
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_VegetationUseTerrainColor = 1
r_DetailNumLayers = 1
r_DetailDistance = 4
r_DetailTextures = 1
r_ssdo = 0
r_SSAO = 2
r_SSAOQuality = 3
r_SSAODownscale = 0
r_refraction = 2
r_ssreflections = 0
r_ssao_amount = 0.55
r_ssao_darkening = 1.8
;Shadows
;and does help the game look decent)
e_GsmCache = 1
e_GsmCastFromTerrain = 1
e_GsmLodsNum = 2
e_GsmRange = 5
e_ParticlesShadows = 0
e_Shadows = 1
e_ShadowsCastViewDistRatio = 1.2
e_ShadowsMaxTexRes = 128
e_ShadowsOnAlphaBlend = 1
e_ShadowsResScale = 2
e_ShadowsTessellateCascades = 0
r_ShadowBlur = 0
r_ShadowJittering = 1
r_ShadowsMaskResolution = 0
r_ShadowsPCFiltering = 0
r_ShadowsUseClipVolume = 0
;Sound
s_MPEGDecoders = 64
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
;Textures
r_DynTexAtlasCloudsMaxSize = 24
r_DynTexAtlasSpritesMaxSize = 24
r_DynTexMaxSize = 80
r_EnvCMResolution = 1
r_EnvTexResolution = 2
r_EnvTexUpdateInterval = 0.2
r_ImposterRatio = 2
r_TexSkyResolution = 0
r_TexAtlasSize = 1024
r_TexMinAnisotropy = 2
r_TexBumpResolution = 0
r_TexResolution = 0
r_TexturesFilteringQuality = 0
r_VegetationSpritesTexRes = 24
;Water (I've set most to 0 here, leaving some so water actually exists and still performs well)
e_WaterOceanFFT = 1
e_WaterTesselationAmount = 10
e_WaterTesselationAmountX = 10
e_WaterTesselationAmountY = 10
e_WaterTesselationSwathWidth = 10
r_WaterCaustics = 1
r_WaterReflections = 1
r_WaterReflectionsQuality = 2
r_WaterReflectionsMinVisiblePixelsUpdate = 1
r_WaterTessellationHW = 1
r_WaterUpdateDistance = 1
r_WaterUpdateFactor = 1
;Volumetric Effects (lighting, filler, colour. havent played with these much...feel free to experiment)
r_Beams = 2
r_BeamsDistFactor = 0.05
r_BeamsMaxSlices = 300
e_Clouds = 1
r_CloudsUpdateAlways = 0
changed (override) >
r_TexResolution = 1
r_TexturesFilteringQuality = 2
changed (override) <
r_TexturesStreaming = 1
Edited by Natred, 12 February 2017 - 05:26 PM.
#6
Posted 12 February 2017 - 05:27 PM
#7
Posted 12 February 2017 - 05:28 PM
#8
Posted 12 February 2017 - 05:33 PM
#9
Posted 12 February 2017 - 05:42 PM
alright this one gives me solid 80 to 90 fps but some windows on the store page are gone but in game it works wonderful in the testing grounds. seems to be about the same in multiplayer game
dont think the sys_maxfps = 120 is working. it jumps to 2000 on the loading screen.
It runs excellent in the testing grounds and worse in multiplayer.. hmm wierd
Edited by Natred, 12 February 2017 - 06:12 PM.
#10
Posted 12 February 2017 - 06:09 PM
#11
Posted 12 February 2017 - 06:38 PM
Edited by Natred, 12 February 2017 - 06:45 PM.
#12
Posted 12 February 2017 - 07:18 PM
I have heard of folks report both these but I haven't run into them personally.
Another thing I have run into that can cause stuttering and other performance issues is real time backup/anti virus software. I installed a new hard drive which installed some software that insisted on backing up files produced by MWO while it was running ... the crunching of the drive caused stutter in the game so there can be slow downs due to other software on your system depending on exactly what that software might be doing .. needless to say I uninstalled that software but it does mean that MWO performance can be affected by other software using system resources.
#13
Posted 12 February 2017 - 07:31 PM
edit: Which means, there's not a lot of things to do if its your case. Downgrading graphic will help (removing objects in the farthest places)... (its the same thing for me with bf1)
Edited by INKBALL, 12 February 2017 - 07:33 PM.
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