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Steam Launch Options

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#1 Natred

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Posted 12 February 2017 - 04:43 PM

Anyone know any worth while launch options for steam. Tried some of my counter strike global offensive options with some weird results. It seems this game runs half on direct x 9 and half on direct x 11 but im not sure. lol anyways would be helpful if anyone knew any good ones for improving fps. tired of getting 40 .

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 JediPanther

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Posted 12 February 2017 - 05:03 PM

Only two ways to improve fps in mwo is to lower and mix graphic settings, force it to run the 32 bit version of the stand alone client or start upgrading hard ware specifically the cpu and gpu as mwo uses those very heavily. Steam really doesn't do anything to help mwo run better except maybe patch it faster and better. In my experience I find mwo plays with best with the stand alone client and it's always a good idea to run the repair tool after a new patch or fresh install of mwo.

#3 Natred

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Posted 12 February 2017 - 05:06 PM

im sure there is something. Someone has got to have something viable.

Edited by Natred, 12 February 2017 - 05:11 PM.


#4 AnTi90d

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Posted 12 February 2017 - 05:22 PM

Close out Steam and run the standalone client that's inside of your Steam installation.

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 Natred

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Posted 12 February 2017 - 05:22 PM

hmm this is intersting.. lol i just copied and pasted this into my launch options and instantly got 15 fps improvement. this leads me to believe that this game is poorly optimized and excuses are for losers

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 Natred

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Posted 12 February 2017 - 05:27 PM

have not even had a chance to dissect this user cfg that someone made to figure out the best settings for me and it improved my performance..

#7 JediPanther

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Posted 12 February 2017 - 05:28 PM

You are correct in mwo being (very poorly) optimized indeed. A quick glance in the hardware sub fourm proves just how badly.

#8 Natred

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Posted 12 February 2017 - 05:33 PM

alright now going to try to pick and choose some ones that look good and see if i can narrow down a bit any of the good ones.

#9 Natred

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Posted 12 February 2017 - 05:42 PM

sys_MaxFPS = 120 gp_option_ShowCockpitGlass=0r_DepthOfField = 1r_HDRGrainAmount = 0r_MultiThreaded = 2 r_MultiGPU = 1 sys_physics_CPU = 8 r_UseSoftParticles = 1;Physics

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 dario03

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Posted 12 February 2017 - 06:09 PM

Do all of those from the big list actually work? I thought they turned off a whole bunch of user.cfg stuff a while back.

#11 Natred

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Posted 12 February 2017 - 06:38 PM

not sure bud, just trying anything at this point to get more then 40 fps.. my fps seems to go up considerably in multiplayer the more of the enemy dead. interesting

Edited by Natred, 12 February 2017 - 06:45 PM.


#12 Mawai

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Posted 12 February 2017 - 07:18 PM

Another setting that sometimes helps is to turn off hyper-threading for Intel CPUs that support it and to force AMD FX processors to run one thread / module instead of /core. In the Intel case, hyperthreading loads two threads onto one CPU to enhance performance by more fully utilizing the core. However, if MWO gets two threads on the same physical core it processes much slower than on two separate logical cores. In the AMD case, the two cores in the FX series processors have their own Integer processors but share a floating point unit. If MWO is running two number crunching threads on the same module it can result in slow downs due to the shared resources.

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 INKBALL

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Posted 12 February 2017 - 07:31 PM

Thing is MWO is CPU bottle-necked. i have a i5-6600k overclocked at 4.4mhz (from 3.9). and 16gb+ ddr4 and 980 evga. my 980 running about 50-60% and cpu 95-100% all the time.

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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