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Is there an optimization/FPS help thread?


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#1 Amonchakad

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Posted 31 October 2012 - 08:25 AM

Hello, due to having a rather aged pc, I went looking through the forums for a "tips and tricks" thread to improve performance, as even with all settings on low, I still get large fps drops as soon as I get into close combat...yet couldn't find any. In fact, I couldn't even find a "tech support" forum at all! Should I just ask for help in this section?

#2 Amonchakad

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Posted 31 October 2012 - 10:39 AM

Shameless self-bump.

I thought this would be a more common problem? I see, both in-game and on the forums, frequent complaints about low performance, yet I can't find any consolidated source of info about it.

#3 StainlessSR

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Posted 31 October 2012 - 01:20 PM

just how low spec'd is your system?, It would help if you listed what you are playing on, some systems will be unplayable no matter what user config you run.

#4 Adridos

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Posted 31 October 2012 - 03:04 PM

There was a thread in the closed beta forums. Noone recreated it as far as I'm aware.

What you need to do is tinker with game settings at a more elementary level (gamefiles) and do the usual performance tweaks (kill explorer.exe once in game, stop anti-virus, etc.).

I'll do a rundown of it if you want to.

#5 JudgeDeathCZ

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Posted 31 October 2012 - 03:10 PM

I am at work now(night shift sux rly...) but when ill come home i can post you my attributes and config.I have graph card bellow min. spec and dual-core procesor but it rocketed my fps from 7-10 to 20-40.
This config is not from me but from Yaros.U can try to send him PM to get it faster ;)

Edited by JudgeDeathCZ, 31 October 2012 - 09:50 PM.


#6 Centagon

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Posted 31 October 2012 - 04:26 PM

This is so stupid. A month ago, I had a solid 30-40 fps as the minimum with a rock bottom modded cfg, and now, Im falling to 20fps even on some areas of Caustic, which used to be the smoothest map at a near 60 fps everywhere. Worse, they changed Thermal vision to look like complete garbage, made the game swing from 12 fps to 25 so that somehow my mouse is speeding up and slowing down, made mechs no longer collide with each other, added this blinding mist of snow in all areas of Frozen City, and made hdr settings worse again for some reason (i tweaked the HDR levels so that it'd be just bright enough on some maps and not too bright on others) so that its way too dark all over.

Im used to dealing with having to update my tweaks every patch back in beta. But with the whole forum change and these AWFUL decisions and changes that dont have anything to do with tweaking, I'm about ready to call this a bait and switch and get a refund.

#7 Amonchakad

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Posted 31 October 2012 - 05:37 PM

Well, I believe that the main problem with my pc is the stone-age CPU...however, I've never really had a problem with any other games, as long as I was willing to tweak the settings and forego some graphical quality.
Anyway, as to my spec:
Intel Core Duo E6550 @ 2.33 GHz
Nvidia Geforce 9800 GT
8 GB RAM
Windows 7 64bit

So far I've been keeping all the graphical settings on low, with AA and motion blur off, and while I can get stable and good FPS at the start of the battle, as soon as I get into a combat everything slows down to 10-15, with frequent oscillations.
I've also noticed that performance gradually worsens if I play some consecutive matches, but I believe this is a known memory usage issue?
Anyway, if there are any tweaks/changes that can be done to the cfg files, please let me know:)

#8 JudgeDeathCZ

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Posted 31 October 2012 - 09:56 PM

ok i am (finally) at home and here u go.

My attributes.xml
<Attributes Version="10">
<Attr name="AntiAlias" value="0"/>
<Attr name="AutoRearm" value="1"/>
<Attr name="AutoRepair" value="1"/>
<Attr name="Email" value="TYPE.YOUR@EMAIL.HERE"/>
<Attr name="FullScreen" value="1"/>
<Attr name="OptionCfg.AutoRearm" value="0"/>
<Attr name="OptionCfg.AutoRepair" value="0"/>
<Attr name="OptionCfg.MSAAMode" value="0"/>
<Attr name="OptionCfg.r_Brightness" value="0.500000"/>
<Attr name="OptionCfg.r_Contrast" value="0.500000"/>
<Attr name="OptionCfg.r_Height" value="600"/>
<Attr name="OptionCfg.r_PostMSAA" value="0"/>
<Attr name="OptionCfg.r_Width" value="800"/>
<Attr name="OptionCfg.s_DialogVolume" value="1.000000"/>
<Attr name="OptionCfg.s_MusicVolume" value="0.600000"/>
<Attr name="OptionCfg.s_SFXVolume" value="1.000000"/>
<Attr name="OptionCfg.sys_spec" value="0"/>
<Attr name="OptionCfg.sys_spec_Environment" value="0"/>
<Attr name="OptionCfg.sys_spec_GameEffects" value="0"/>
<Attr name="OptionCfg.sys_spec_ObjectDetail" value="0"/>
<Attr name="OptionCfg.sys_spec_Particles" value="0"/>
<Attr name="OptionCfg.sys_spec_PostProcessing" value="0"/>
<Attr name="OptionCfg.sys_spec_Shading" value="0"/>
<Attr name="OptionCfg.sys_spec_Shadows" value="0"/>
<Attr name="OptionCfg.sys_spec_Texture" value="0"/>
<Attr name="Quick1" value="677324"/>
<Attr name="Quick2" value="0"/>
<Attr name="Quick3" value="0"/>
<Attr name="Quick4" value="0"/>
<Attr name="RememberEmail" value="1"/>
</Attributes>


my system.cfg
-- *************************************************************************************************
-- Default system.cfg configuration for development
--
-- Your personal settings can be stored in 'systemcfgoverride.cfg' so that they don't create
-- any conflicts for version control
-- *************************************************************************************************
-- Disable fullscreen mode
r_Fullscreen=0
-- Set 16 by 9
r_Width = 800
r_Height = 600
-- Set D3D driver to DX9 (DX11 does not work yet)
r_driver="DX9"
-- Remove the display info
r_DisplayInfo=0
-- Shaders are compiled in parallel in precache mode
r_ShadersAsyncCompiling=3
-- Disables Remote Shader Compilation
r_ShadersRemoteCompiler=0
-- Store the shader cache in local Game directory instead of User folder (MyDocuments\MyGames)
r_ShadersUserFolder=1
-- Defaults System Spec to High
sys_spec = 0
-- Disables Geometery Highlighting in SandBox
ed_highlightGeometry = 0
-- Sets Current Game Folder
sys_game_folder = Game
-- Sets the sample character as the default model that automatically loads in Character Editor
ca_CharEditModel = "Objects/characters/neutral_male/sdk_character_male.cdf"
sys_float_exceptions = 0
-- for development, disable loading of IMG files, load the cafs instead
-- if no IMG files were created, this will also disable the warning spam messages
ca_UseIMG_AIM = 0
ca_UseIMG_CAF = 0
-- For development only, on pc and when no dbas used, disabling unloading of on demand animations
ca_UnloadAnimationCAF = 0
-- The omicron online backend server address to connect to. This will be different per branch
oo_backend_server_address = "70.42.29.74"
r_stereodevice = 1
sys_dll_game = OmicronGame.dll
-- opt to use of the static heap allocator.
sys_flash_address_space = 67108864 --(Specified in Bytes)


and user.cfg
;************************************************************************
;******************* MWO Uber Cute&Fast ******** config v1.0 ************
;************************************************************************
;============================ Debug =====================================
sys_DeactivateConsole = 0
; --- 0: normal console behavior / 1: hide the console <<< Doesn't work for MWO ? >>>
con_restricted = 0
; --- 0=normal mode / 1=restricted access to the console <<< Doesn't work for MWO ? >>>
;e_DisplayMemoryUsageIcon = 1
; --- Turns On/Off the memory usage icon rendering: 1 on, 0 off. <<< Doesn't work for MWO ? >>>
;============================ Core ======================================
;---
r_VSync = 0
cl_fov = 90
; --- Main view frustum FoV
;r_DrawNearFoV = 30
; --- Near objects (player's weapon) FoV <<< Doesn't work for MWO ? >>>
r_MultiGPU = 0
; --- Enable if SLI/CrossFire
r_MultiThreaded = 1
; --- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
r_GeomInstancing = 1
r_stereodevice = 0
; --- Sets stereo (visual) device (only possible before app start)
;---
;---------------------------- Gameplay ----------------------------------
; --- Zoom ---
gp_mech_view_zoom_transitiontime = 0.05
; --- [Default: 0.2] Transition time in seconds between zoom levels
;---
;============================ Controller ================================
;---
i_mouse_inertia = 0
;--- Set mouse inertia. It is disabled (0.0) by default.
i_mouse_smooth = 0
;--- [1..30] Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.
i_mouse_accel = 0
; --- usually a small number, 0.1 is a good one
i_mouse_accel_max = 100
; --- Set mouse max mouse delta when using acceleration.
gp_mech_view_look_sensitivity = 0.0026
; --- [Default: 0.00261537] Normal View <<<<<<<<< Mouse sensitivity
gp_mech_view_zoom_level1_sensitivity_modifier = 0.95
; --- [Default:0.95] Zoom 1.5x
gp_mech_view_zoom_level2_sensitivity_modifier = 0.8
; --- [Default: 0.8] Zoom 3x
gp_mech_view_zoom_level3_sensitivity_modifier = 0.7
; --- [Default: 0.7] Zoom 4x
gp_mech_view_lead_max_pitch = 1.5
; --- [Default: 1.0] Maximum lead Pitch when looking. Up/Down
gp_mech_view_lead_max_yaw = 1.5
; --- [Default: 1.0] Maximum lead yaw when looking. Left/Right
;---
;============================= Renderer ================================
;---
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 = 3
;sys_spec_Sound = 3
;-----------------------------------------------------------------------
q_Renderer = 1
; --- Should be set besides q_Quality
q_Quality = 1
; --- If called with a parameter it sets the quality of all q_.. variables
; --- but to be 100% sure:
q_ShaderGeneral = 1
q_ShaderMetal = 1
q_ShaderGlass = 1
q_ShaderVegetation = 1
q_ShaderIce = 1
q_ShaderTerrain = 1
q_ShaderShadow = 1
q_ShaderWater = 1
q_ShaderFX = 1
q_ShaderPostProcess = 1
q_ShaderHDR = 1
q_ShaderSky = 1
e_Recursion = 0
; --- [Default:1] If 0 - will skip recursive render calls like render into texture
;---
;============================= ObjectDetail =============================
;--- Occlusion -----
e_HwOcclusionCullingObjects = 1
; --- [Default:0] Activates usage of HW occlusion test for objects
e_OcclusionLazyHideFrames = 1
; --- [Default:0] Makes less occluson tests, but it takes more frames to detect invisible objects
; ---
;----------------------------- Object LODs --------------------------
e_ObjQuality = 1
e_Lods = 1
; --- Load and use LOD models for static geometry
e_LodsForceUse = 1
e_LodRatio = 10
; --- LOD distance ratio for objects
e_LodMin = 0
e_CharLodMin = 1
; --- Min LOD for character objects
e_LodMax = 5
e_LodMinTtris = 1
; --- LODs with less triangles will not be used
e_LodCompMaxSize = 8
; --- Affects LOD selection for big objects, small number will switch more objects into lower LOD
; ---
;e_MaxViewDistance = 150
; --- [Default: -1] Far clipping plane distance
e_MaxViewDistSpecLerp = 0.8
; --- [Default: 1]
; 1 - use max view distance set by designer for very high spec
; 0 - for very low spec
; Values between 0 and 1 - will lerp between high and low spec max view distances.
; ---
e_ViewDistMin = 10
; --- Min distance on what far objects will be culled out
e_ViewDistRatio = 100
; --- View distance ratio for objects
e_ViewDistRatioCustom = 75
; --- View distance ratio for special marked objects (Players,AI,Vehicles)
e_ViewDistRatioDetail = 35
; --- View distance ratio for detail objects
e_ViewDistRatioLights = 50
; --- View distance ratio for light sources
;e_ViewDistRatioVegetation = 40
; --- [Default: 30] View distance ratio for vegetation
r_DrawNearZRange = 0.08
;----------------------------- Dissolve ---------------------------------
e_Dissolve = 1
; --- [Default: 1] Objects alphatest_noise_fading out on distance
e_DissolveDistband = 3
; --- [Default: 3] Over how many metres transition takes place
e_DissolveDistMax = 8
; --- [Default: 8] At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
e_DissolveDistMin = 2
; --- [Default: 2] At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
;---
;----------------------------- Terrain ------------------------------
;---
e_TerrainLodRatio = 1
; --- lower is better, 0 is disabled terrain LOD
e_TerrainTextureLodRatio = 2
; --- Adjust terrain base texture resolution on distance
e_TerrainDetailMaterials = 1
; --- Activates drawing of detail materials on terrain ground
e_TerrainDetailMaterialsViewDistZ = 128
; --- [Default:128]
e_TerrainDetailMaterialsViewDistXY = 1024
; --- [Default:2048]
e_TerrainNormalMap = 1
e_TerrainTextureStreamingPoolItemsNum = 64
; --- [Default: 64] Specifies number of textures in terrain base texture streaming pool
; ---
;----------------------------- Terrain Occlusion ---------------------
; ---
e_TerrainOcclusionCullingVersion = 1
; >>> 0 - old, 1 - new <<<
; ---
e_TerrainOcclusionCulling = 1
; --- heightmap occlusion culling with time coherency 0=off, 1=on
e_TerrainOcclusionCullingMaxDist = 120
; --- [Default: 200] Max length of ray (for version 1)
;e_TerrainOcclusionCullingMaxSteps
; --- [Default: 50] Max number of tests per ray (for version 0)
e_TerrainOcclusionCullingPrecision = 0.25
; --- [Default: 0.25] Density of rays
e_TerrainOcclusionCullingPrecisionDistRatio = 3
; --- [Default: 3] Controls density of rays depending on distance to the object
e_TerrainOcclusionCullingStepSize = 4
; --- [Default: 4] Initial size of single step (in heightmap units)
e_TerrainOcclusionCullingStepSizeDelta = 1.05
; --- [Default: 1.05] Step size scale on every next step (for version 1)
;---
;----------------------------- Vegetation -----------------------------
;---
;e_VegetationSprites = 1
; --- [Default: 1] Activates drawing of sprites instead of distributed objects at far distance
;e_VegetationSpritesMinDistance = 8
; --- [Default: 8] Sets minimal distance when distributed object can be replaced with sprite
;e_DissolveSpriteMinDist = 4
; --- [Default: 4] The min dist over which vegetation sprites dissolve
;e_DissolveSpriteDistRatio = 0.1
; --- [Default: 0.1] The fraction of vegetation sprite draw distance over which to dissolve
;e_VegetationSpritesBatching = 1
; --- [Default: 1] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation
r_VegetationSpritesTexRes = 16
e_VegetationBending = 0
; --- [Default: 1] Simulates "wind bending"
;e_VegetationAlphaBlend = 1
; --- [Default: 1]
;e_VegetationMinSize = 0
; --- [Default: 0]
;e_VegetationSpritesDistanceCustomRatioMin = 1
; --- [Default: 1]
;e_VegetationSpritesDistanceRatio = 1
; --- [Default: 1] Allows changing distance on what vegetation switch into sprite
;e_CullVegActivation = 8
; --- [Default: 10] Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
;e_ProcVegetation = 1
; --- [Default: 1]
e_VegetationUseTerrainColor = 1
;---
;----------------------------- Other...----------------------------------
;---
;e_OcclusionCullingViewDistRatio = 0.5
; --- [Default: 0.5] Skip per object occlusion test for very far objects - culling on tree level will handle it
ca_AttachmentCullingRation = 200
; --- [Default: 5000] Ration between size of attachment and distance to camera
;ca_DrawAttachments = 1
; --- [Default: 1]
;ca_DrawFaceAttachments = 1
; --- [Default: 1]
es_DebrisLifetimeScale = 0.5
; --- [Default: 1]
;---
;============================= Textures =================================
;---
r_TexMinSize = 64
; --- [Default: 64]
r_TexMaxSize = 0
; --- [Default: 0 / unlimited (auto)]
r_TexResolution = 1
;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
;r_TextureLodDistanceRatio = -1
; --- [Default: -1 (off)] ; [-1, 0 and bigger] Controls dynamic LOD system for textures used in materials.
; 0 = full LOD to all textures used in frame.
; > 0 will activate texture LOD selection depending on distance to the objects.
r_TexBumpResolution = 2
;--- Reduces bump texture resolution. (Behaviour) same as r_TexResolution.
r_EnvTexResolution = 0
;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512
r_EnvCMResolution = 0
;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256
r_DisplacementFactor = 0.4
; --- [Default = 0.4f] Global displacement amount. Parallax?
r_UseMaterialLayers = 2
;--- [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
r_TexSkyResolution = 1
r_DynTexAtlasCloudsMaxSize = 12
r_DynTexAtlasSpritesMaxSize = 8
r_DynTexMaxSize = 64
; --- [Default: 80]
r_EnvTexUpdateInterval = 0.1
; --- [Default: 0.001]
r_TexAtlasSize = 256
; --- [Default: 1024]
r_TexMinAnisotropy = 0
r_TexMaxAnisotropy = 4
; --- ^^^ Lowered to make textures look sharper, since MSAA is enabled.
; r_TexturesFilteringQuality = 1
; --- 0: Highest quality ; 1: Medium quality ; 2: Low quality
; ---
;----------------------------- Detail Textures -------------------------
r_DetailTextures = 1
; r_DetailNumLayers = 1
r_DetailDistance = 4
; --- [1-20] Default is 6.
;----------------------------- Object Decals --------------------------
e_decals = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 0.8
e_DecalsOverlapping = 0
e_DecalsHitCache = 1
;e_DecalsForceDeferred = 0
e_DecalsMerge = 1
e_DecalsScissor = 1
e_DecalsPreCreate = 1
ca_useDecals = 0
; --- Decals on characters
;---
;================ Post-Processing / HDR / DOF / Motion Blur ============
;---
r_ColorGrading = 1
r_Glow = 1
r_GlowAnamorphicFlares = 1
r_DepthOfField = 0
r_dofMinZScale = 0
r_dofMinZ = 1
r_DepthOfFieldBokeh = 0
r_DepthOfFieldBokehQuality = 0
r_PostProcessHUD3DCache = 30
r_sunshafts = 0
r_pointslightshafts = 0
r_Coronashafts = 0
r_Coronas = 0
r_Flares = 1
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_MotionBlurShutterSpeed = 0.00001
ca_MotionBlurMovementThreshold = 0.00001
r_Reflections = 0
r_ReflectionsQuality = 0
r_Beams = 0
r_BeamsDistFactor = 1
r_BeamsMaxSlices = 16
;--------------------------------- HDR ------------------------------
r_HDRRendering = 1
;--- [Default:1] [0/1/2/etc] Default is 1 (on), exponential tone mapping; 2 - exponential tone mapping with s-curve output.
r_HDRTexFormat = 0
;--- [Default:0] HDR texture format. [Value] 0:(low precision - cheaper/faster), 1:(high precision)
r_HDRLevel = 5
;--- [Default:8.0] HDR rendering range level (color multiplier tweak together with hdr offset) <<< Bigger = brighter highlights
r_HDROffset = 75
;--- [Default is 10.0]. HDR rendering range offset (color multiplier tweak together with hdr level) <<< Bigger = darker shadows
;r_HDRBrightness = 1
;--- [Default:1]
;r_HDRSaturation = 1
;--- [Default:0.875]
r_HDRBrightLevel = 0.8
;--- [Default is 1.25] <--- HDR Glow ?
r_HDRBrightOffset = 6
;--- [Default is 8.0] ^^^ Controls the general Brightness/Glow of lighting;
; Lowering increases brightness, raising - darkens the HDR effect.
r_HDRBrightThreshold = 5
;--- [Default is 8.0]
r_HDRBloomMul = 0.5
;--- [Default is 0.8]
r_HDRGrainAmount = 0
;--- [Default is 0.6]
r_HDRBlueShift = 0
;--- [Default is 0]
r_HDREyeAdaptionCache = 30
;--- Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc
;--- Enable/Disable eye adaptation caching overframes
r_EyeAdaptationBase = 0.8
; --- [Default:0.25] --- HDR rendering eye adaptation base value (smaller values result in brighter adaption)
r_EyeAdaptationFactor = 0.85
; --- [Default:0.85] --- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
r_EyeAdaptationSpeed = 0.5
; --- [Default:2.0] --- HDR rendering eye adaptation speed
;r_HDRRangeAdapt
; --- [Default:0]
;r_HDRRangeAdaptationSpeed
; --- [Default:4]
;r_HDRRangeAdaptLBufferMax
; --- [Default:0.125]
;r_HDRRangeAdaptLBufferMaxRange
; --- [Default:2.0]
;r_HDRRangeAdaptMax
; --- [Default:1.0]
;r_HDRRangeAdaptMaxRange
; --- [Default:4.0]
;r_HDRSCurveMax
; --- [Default:0.95]
;r_HDRSCurveMin
; --- [Default:0]
;---
;============================= MSAA / EdgeAA / FSAA / SSAA ============================
;---
r_MSAA = 0
; --- [Default: 0] Enables selective supersampled antialiasing.
r_MSAA_quality = 0
; --- [Default: 0] See config/MSAAProfiles*.txt for samples.
r_MSAA_samples = 4
; --- [Default: 4] See config/MSAAProfiles*.txt for samples.
r_PostAA = 1
; --- [0/1]1: 2x SSAA, 0: disabled; Enables amortized super sampling.
r_PostAAEdgeFilter = 1
; --- [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x; Enables morphological edge antialiasing algorithm.
r_PostAAInEditingMode = 0
; --- Debug
r_PostAAMode = 1
; --- [1: to enable 2x distributed SSAA, 2: video capture mode (TBD); Enables supported AA modes.
;r_PostAAStencilCulling
; --- Enables post processed AA stencil culling.
; ---
;r_Supersampling = 1
; --- [Default: 1] Use supersampled antialiasing (1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
;r_SupersamplingFilter
; --- Filter method to use when resolving supersampled output
; 0 - Box filter; 1 - Tent filter; 2 - Gaussian filter ;3 - Lanczos filter
;---
;============================= SSAO ====================================
;---
r_SSAO = 0
; --- [Default: 4]
; 0 - disabled
; 1 - SSAO technique with normals
; 2 - SSAO technique with normals and temporal accumulation
; 3 - Volumetric Obscurance technique with jittering <<< Looks the best, relatively fast too.
; 4 - Volumetric Obscurance technique with jittering and temporal accumulation
r_SSAOQuality = 0
; --- [Default: 2] SSAO shader quality [0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
r_SSAODownscale = 1
; --- [Default: 0] Use downscaled computations for SSAO
r_SSAOAmount = 1
; --- [Default: 1] Controls how much SSAO affects ambient
r_SSAORadius = 1.5
; --- [Default: 1.5] Controls size of area tested. The lower the better. the higher this number gets, the darker the shadows get.
r_SSAOTemporalConvergence = 0.7
; --- [Default: 0.7] Temporal SSAO update/convergence speed
r_SSAOContrast = 1
; --- [Default: 1] SSAO contrast coefficient (higher contrast highlights edges)
e_TerrainAo = 1
; --- [Default: 1] Activate deferred terrain ambient occlusion
r_TerrainAO_FadeDist = 4
; --- [Default: 8] this defines how much shading you see from things like trees and vegetation. The higher the number, the less self shadowing the shrubs and vegetation produce.
; ---
;--------------------------- SSDO (DirectX11 only?) -------------------------
r_ssdo = 0
; --- [Default: 0]
r_ssdoAmount = 0
; --- [Default: 2]
r_ssdoAmbientAmount = 0
; --- [Default: 1]
r_refraction = 0
; --- [Default: 1]
r_ssreflections = 0
; --- [Default: 0]
;---
;============================= GI / Sky / Light / Shading ===========================
;---
e_GI = 0
; --- [Default: 0 (Disabled)] Enable/disable global illumination <<< Disabled, can't see any visual difference...
e_GIRSMSize = 64
; --- [Default: 384] minimum: 64, maximum: 512 ; Set the default reflective shadow map size.
e_GIAmount = 0.25
; --- [Default: 1]
e_GIMaxDistance = 80
; --- [Default: 50. Max: 150] Maximum distance of global illumination in meters. The less the distance the better the quality.
e_GINumCascades = 1
e_GICascadesRatio = 2
; --- Slope ratio
e_GIIterations = 5
; --- [Default: 10. Max: 32] Maximum number of propagation iterations global illumination.
; The less number of propagation iterations the shorter the light propagation distance.
e_GIOffset = 0.2
; --- [Default: 0.2 Min: 0 Max: 1] Offset of GI in front of camera in percents [0;1].
e_GIPropagationAmp = 3.3
; --- [Default: 3.3 Min: 1 Max: 5] Light amplification during each propagation iteration.
e_GICache = 7
; --- [Default: 7 Min: 0 (disabled)] Sparse temporal caching for RSM rendering. Measured in framed per generation.
e_DynamicLightsMaxEntityLights = 8
;----------------------------------- Sky ----------------------------------
e_SkyBox = 1
e_SkyType = 0
; --- Type of sky used: 0 (static), 1 (dynamic).
e_SkyQuality = 2
; --- Quality of dynamic sky: 1 (very high), 2 (high).
e_SkyUpdateRate = 0
;---
;============================= Shadows =================================
;---
e_Shadows = 0
r_ShadowGen = 0
; --- [ Default: 1] 0=disable shadow map updates, 1=enable shadow map updates
r_ShadowGenMode = 0
; --- [ Default: 1] 0=Use Frustums Mask, 1=Regenerate all sides
; r_ShadowsBias
; --- [Default: 8e-005]
e_ShadowsOnAlphaBlend = 0
e_ShadowsMaxTexRes = 256
; --- [Default: 1024]
e_GsmCastFromTerrain = 1
e_ShadowsOnWater = 0
e_ShadowsClouds = 0
; ---
e_ShadowsMasksLimit = 1
; --- [Default: 0] Maximum amount of allocated shadow mask textures. This limits the number of shadow casting lights overlapping.
; 0=disable limit(unpredictable memory requirements)
; 1=one texture (4 channels for 4 lights)
; 2=two textures (8 channels for 8 lights), ...
e_ShadowsLodBiasFixed = 2
; --- [Default: 1] Simplifies mesh for shadow map generation by X LOD levels
e_ShadowsLodBiasInvis = 3
; --- [Default: 0] Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
r_ShadowBlur = 0
; --- [Default: 3] ; [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
; --- Selected shadow map screenspace blurring technique.
r_ShadowBluriness = 0
; --- [Default: 1] ; [0.1 - 16] Select shadow map blurriness if r_ShadowBlur is activated.
r_ShadowJittering = 1.5
; --- [Default: 3.4] "Dithered" shadow blurring, looks good and is cheap to process.
e_ShadowsCastViewDistRatio = 0.6
; --- [Default: 0.8] View dist ratio for shadow maps casting from objects
e_ShadowsCastViewDistRatioLights = 0.8
; --- [Default: 1] View dist ratio for shadow maps casting for light sources
;e_ShadowsTessellateCascades = 0
; --- [Default: 1] Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
;r_ShadowsMaskResolution = 2 <<<< WRECKS SHADOWS
; --- [Default: 0]
; --- 0=per pixel shadow mask; 1=horizontal half resolution shadow mask; 2=horizontal and vertical half resolution shadow mask
;r_ShadowsMaskDownScale = 1 <<<< WRECKS SHADOWS
; --- [Default: 0]
; --- Saves video memory by using lower resolution for shadow masks except first one. 0=per pixel shadow mask; 1=half resolution shadow mask.
;r_ShadowsPCFiltering = 1
; --- [Default: 1]
;r_UseShadowsPool = 1
; --- [Default: 1]
;-------------- Shadows slope bias for shadowgen -----------------
e_ShadowsAdaptScale = 2.0
; --- [Default: 2.72]
e_ShadowsConstBias = 1.0
; --- [Default: 1]
;e_ShadowsResScale = 2.0
; --- [Default: 2.8]
e_ShadowsSlopeBias = 1
; --- [Default: 1]
;-----------------------------------------------------------------
e_GsmLodsNum = 3
; --- [Default: 5]
e_GsmRange = 4
; --- [Default: 3] Size of LOD 0 GSM area (in meters)
e_GsmRangeStep = 5
; --- [Default: 3] Range of next GSM lod is previous range multiplied by step
e_GsmRangeStepExtended = 6
; --- [Default: 6] Extended gsm_range_step for last gsm lod containing terrain
;e_GsmViewSpace
; --- [Default: 0] 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
e_GsmCache = 1
; --- [Default: 0] Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
e_GsmCacheLodOffset = 1
; --- [Default: 3] Makes first X GSM lods not cached
e_GsmCacheLodOffsetExtended = 6
; --- [Default: 6] <<< Important ! How fast to update terrain GSM lod (player's mech shadow I would say) >>>
e_GsmExtendLastLod = 1
; --- [Default: 0] Make last cascade bigger and use less frequent updates
e_GsmExtendLastLodIncludeObjects = 0
; --- [Default: 0] Includes object shadows into last very big shadow frustum
e_GsmScatterLodDist = 50
; --- [Default: 70] Size of Scattering LOD GSM (in meters)
;---
;============================= Volumetrics =============================
;---
e_Fog = 0
; --- Activates global height/distance based fog
e_FogVolumes = 0
; --- Activates local height/distance based fog volumes
e_Clouds = 0
r_CloudsUpdateAlways = 0
r_ImpostersDraw = 0
; --- Default is 1 (on). Set to 0 to disable imposters (Clouds).
r_ImpostersUpdatePerFrame = 1000
; --- [Default = 6000 (6 megabytes)] ; [1000-30000]
r_ImposterRatio = 4
;--- Default is 1 (1:1 normal). Bigger values can help to save texture space. (e.g. value 2 results in 1/4 texture memory usage)
;---
;============================ Particles ================================
;---
e_ParticlesLod = 0.5
; --- Multiplier to particle count
e_ParticlesQuality = 1
e_ParticlesLights = 1
;i_lighteffects = 1
e_ParticlesGI = 0
e_ParticlesDiffCM = 0
; --- Apply diffuse cubemaps to appropriate particle effects
e_ParticlesShadows = 0
r_ShadowsParticleNormalEffect = 0
; --- [Default: 1 (on)] Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows).
r_ShadowsParticleKernelSize = 0
; --- Blur kernel size for particles shadows.
r_ShadowsAdaptionMin = 0
; --- starting kernel size, to avoid blocky shadows.
r_ShadowsAdaptionSize = 0
; --- Select shadow map blurriness if r_ShadowsBias is activated.
e_ParticlesCullAgainstViewFrustum = 1
; --- [Default: 0] Cull particles against the view frustum
e_ParticlesMaxScreenFill= 64
; --- [Default: 64] Screen size max of total particles to draw
e_ParticlesMaxDrawScreen = 2
; --- [Default: 2] Screen size max per particle -- fade out earlier
e_ParticlesMinDrawPixels = 1
; --- [Default: 1]
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
; e_ParticlesPoolSize = 4096
; --- [Default: 12288]
; e_ParticlesEmitterPoolSize = 2048
; --- [Default: 6144]
e_ParticlesAnimBlend = 1
; --- [0,1,2 = Disable, Allow, Force]. Blend between animated texture frames.
r_UseParticlesHalfRes = 1
r_UseParticlesHalfResForce = 1
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 1
r_UseParticlesMerging = 0
r_Rain = 0
r_RainAmount = 0
r_RainMaxViewDist_Deferred = 20
e_ParticlesThread = 1
r_UseParticlesMerging = 0
;---
;============================ Water / Ocean ===================================
e_HwOcclusionCullingWater = 1
; --- Activates usage of HW occlusion test for ocean
;---
e_WaterOcean = 2
;--- Activates drawing of ocean. 1: use usual rendering path; 2: use fast rendering path with merged fog
e_WaterOceanBottom = 1
e_WaterVolumes = 0
e_WaterWaves = 0
e_WaterOceanFFT = 0
; e_WaterTesselationAmount = 0.5
e_WaterWavesTessellationAmount = 0.5
; e_WaterTesselationAmountX = 10
; e_WaterTesselationAmountY = 10
; e_WaterTesselationSwathWidth = 5
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterReflections = 1
r_WaterReflectionsMGPU = 0
; --- Default is 0 (single render update), 1 (multiple render updates)
r_WaterReflectionsQuality = 0
; --- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
r_WaterReflectionsMinVisiblePixelsUpdate = 0.1
; --- [Default: 0.05]
;r_WaterReflectionsMinVisUpdateDistanceMul
; --- [Default: 10] --- Activates update distance multiplier when water mostly occluded.
;r_WaterReflectionsMinVisUpdateFactorMul
; --- [Default: 20] --- Activates update factor multiplier when water mostly occluded.
r_WaterReflectionsUseMinOffset = 2
; --- [Default: 1] --- Activates water reflections if visible pixels above a certain threshold.
r_WaterUpdateDistance = 2
; --- [Default: 2]
r_WaterUpdateFactor = 0.1
; --- [Default: 0.01] <<< Update Ratio ???
;---
;============================ Physics ==========================
;---
g_breakage_particles_limit = 50
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
e_FoliageWindActivationDist = 15
e_PhysFoliage = 1
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 = 8000
p_max_object_splashes = 3
p_max_substeps_large_group = 5
p_num_bodies_large_group = 50
p_splash_dist0 = 7
p_splash_dist1 = 15
p_splash_force0 = 10
p_splash_force1 = 100
p_splash_vel0 = 4.5
p_splash_vel1 = 10
v_vehicle_quality = 4
es_MaxPhysDist = 120
; 200
es_MaxPhysDistInvisible = 25
;---
;============================ Sound ===================================
;---
s_FormatSampleRate = 48000
s_MaxChannels=64
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_ReverbType = 1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_PrecacheData = 1
s_PriorityThreshold = 1
;---
;============================ PRECACHE ================================
;---
sys_preload = 1
i_precache = 1
;----------------------------------------------- Disabled shader precache block for compatibility reasons
;r_ShadersAsyncCompiling = 3
; --- Enable asynchronous shader compiling
; 0 = off, (stalling) shaders compiling
; 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
; 2 = on, shaders are compiled in parallel, missing shaders are not rendered
; 3 = on, shaders are compiled in parallel in precache mode
;r_ShadersAsyncMaxThreads = 3
;r_ShadersPreactivate = 1
;r_ShadersPrecacheAllLights = 1
;r_ShadersUseInstanceLookUpTable = 0
; --- Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.
; -----------------
;r_PrecacheShaderList = 1
;r_PrecacheShadersLevels = 1
;r_PrecacheShaders = 1 <<< 'Precache shaders' HANGING AFTER OCT.09 PATCH
; ---------------------------------------------
r_MeshPrecache = 1
e_ParticlesPreload = 1
; --- Enable preloading of all particle effects at the beginning
e_PreloadDecals = 1
; --- Preload all materials for decals
e_AutoPrecacheCgfMaxTasks = 16
; --- [Default: 8]. Maximum number of parallel streaming tasks during pre-caching
e_AutoPrecacheTerrainAndProcVeget = 1
; --- Force auto pre-cache of terrain textures and procedural vegetation
e_AutoPrecacheTexturesAndShaders = 1
; --- Force auto pre-cache of general textures and shaders
e_PreloadMaterials = 1
; --- Preload level materials from level cache pak and resources list
e_StatObjPreload = 1
; --- Load level CGF's in efficient way
e_AutoPrecacheCgf = 2
; --- Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)
ca_PrecacheAnimationSets = 1
; --- Enable Precaching of Animation Sets per Character.
e_PrecacheLevel = 1
; --- Pre-render objects right after level loading
;---
;============================ STREAMING ===============================
;---
e_streamCgf = 0
; --- Enable streaming of static render meshes
r_TexturesStreaming=0
; *** r_TexturesStreaming=1 is HARD-CODED into the engine core after Sept/19,25 patch, so BLADEXXX patch is OBLIGATORY. ***
r_TexturesWarmup = 0
; --- Enables textures uploading to video memory after level loading. [0,1]
; r_TexturesStreamingMipBias = 3
; --- [Default: 0], Usage: [-4..0..4] Controls how texture LOD depends from distance to the objects.
; >>> !!! Increasing this value will reduce amount of memory required for textures. !!! <<<
; r_TexturesStreamingMaxRequestedJobs=1
; --- Maximum number of tasks submitted to streaming system. Default is 256.
; e_StreamPredictionUpdateTimeSlice = 0.1
; --- Maximum amount of time to spend for scene streaming priority update in milliseconds
; r_TexturesStreamingMaxRequestedMB=2.0
; --- Maximum amount of texture data requested from streaming system in MB. Default is 2.0(MB)
; r_TexturesStreamPoolSysSize=256
; --- Size of system memory pool for managed textures in MB. Default is 800 MB for PC.
; r_TexturesStreamPoolSize=128
; --- Size of pool for textures streaming in MB. Default is 128(MB) for PC.
; r_TexturesStreamingMinReadSizeKB=128
; --- Minimal read portion in KB. Default is 32
; r_texturesstreamingPostponeThresholdMip=1
; --- Threshold used to postpone high resolution mipmaps. Default is 1
; r_TexturesStreamingPostponeThresholdKB=1024
; --- Threshold used to postpone high resolution mipmap loads in KB. Default is 1024(KB)
; r_TexturesStreamingPostponeMips=1
; --- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Default is 1 (on).
; r_TexturesStreamingResidencyEnabled=1
; --- Toggle for resident textures streaming support
; r_TexturesStreamingSync=0
; --- Force only synchronous texture streaming. All textures will be streamed in the main thread. Default is 0, 1 for enable
; r_TexturesStreamingResidencyThrottle=1
; --- Default is 0.5. Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident
; r_TexturesStreamingResidencyTime=600
; --- Time to keep textures resident for before allowing them to be removed from memory, in seconds.
; r_texturesstreampooldefragmentation=0
; >>> Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.


all credits to Colonel Pada,Yaross and other cfg tweakers which i dont remember

#9 Amonchakad

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Posted 01 November 2012 - 09:52 AM

I tried the user.cfg file posted, and if there was an improvement, it was quite small. I still get an average of 10 FPS when there's at least a couple mechs on my screen, and 20-25 in an empty area.

@Adridos
Well, I'm not very computer savvy, so perhaps if you could indeed post a rundown I might know exactly all the things I can try:)

#10 JudgeDeathCZ

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Posted 01 November 2012 - 11:10 AM

you should change this in system cfg and in attributes.xml or it will not work
sys_spec = 0

#11 Enervation

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Posted 01 November 2012 - 04:54 PM

thanks for posting all three files, it was really helpful to see what a working trio is supposed to look like.
sadly, my system has started scoffing at all system.cfg and user.cfg changes, and seems to be picking and choosing what it wants to use (the shadows wont go away!!).
ive been deleting the cache folder, but maybe i need to restart my machine too...





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