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Game still isn't friendly to Lower-end PCs


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#41 Bashars

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Posted 17 February 2013 - 11:37 AM

View PostCenturionOmega, on 17 February 2013 - 09:59 AM, said:

Been awhile, thanks for the suggestions guys. looks like i'll lower my resolution, see if that helps. See you all out there!

It took you 3 months to get back to this thread? hope its working better now after like 5-10+ patches

#42 ScholarHim

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Posted 18 February 2013 - 11:14 AM

There is a thread that has a User.cfg file that tones down the graphics. I really dont want to have to dig for it, so I will just post my modified version of the low end User.cfg file. I modified the cl_flv so that your point of view is default, and I set cl_sensitivity so that it is half of the default value. Everything else is how it was on the forum. Just copy the text and save it as User.cfg in "C:\Games\Piranha Games\MechWarrior Online" folder.

Quote

;Field of View inside Cockpit (Default:75)
cl_fov = 75
;Mouse Options
i_mouse_smooth = 0
i_mouse_accel=0
;mouse speed (working - 0.1 - windows mouse at 6 notch, 1200 dpi mouse raise/lower as needed)
cl_sensitivity = 0.5
gp_mech_view_zoom_transitiontime = 0.01
r_MultiThreaded = 1
e_particles_thread = 1
gpu_particle_physics = 1
e_MaxViewDistSpecLerp = 0
;Environment
e_WaterOceanFFT = 1
e_WaterTessellationAmount = 1
e_WaterTessellationAmountX = 10
e_WaterTessellationAmountY = 10
e_WaterTessellationSwathWidth = 10
r_WaterCaustics = 0
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0
r_WaterTessellationHW = 0
r_WaterUpdateDistance = 1
r_WaterUpdateFactor = 0.1
e_DynamicLightsMaxEntityLights = 7
e_GI = 1
e_GIAmount = 0.6
e_GIMaxDistance = 50
e_GINumCascades = 2
e_SkyType = 1
e_SkyUpdateRate = 0.5
e_TerrainAo = 0
e_TerrainNormalMap = 1
e_VegetationUseTerrainColor = 1
r_DetailDistance = 4
r_DetailTextures = 1
r_ssdo = 0
r_SSAO = 0
r_SSAOQuality = 0
r_SSAODownscale = 0
r_refraction = 0
r_SSReflections = 0
r_Beams = 3
r_BeamsDistFactor = 0.5
r_BeamsMaxSlices = 32
e_Clouds = 1
r_CloudsUpdateAlways = 0
r_Reflections = 0
e_TerrainLodRatio=2
;GameEffects
i_lighteffects = 0
g_ragdollUnseenTime = 1
g_ragdollMinTime = 5
g_ragdollDistance = 10
;ObjectDetail
e_ObjQuality = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 1
e_DecalsOverlapping = 1
e_Dissolve = 2
e_LodRatio = 10
e_Lods = 1
e_LodMin = 0
e_MaxViewDistSpecLerp = 0.5
e_OcclusionCullingViewDistRatio = 0
e_ProcVegetation = 1
e_streamCgf = 0
e_VegetationBending = 0
e_VegetationMinSize = 0.5
e_VegetationSpritesDistanceCustomRatioMin = 0.6
e_VegetationSpritesDistanceRatio = 1
e_ViewDistMin = 10
e_ViewDistRatio = 60
e_ViewDistRatioCustom = 100
e_ViewDistRatioDetail = 30
e_ViewDistRatioLights = 30
e_ViewDistRatioVegetation = 30
e_TerrainDetailMaterialsViewDistXY = 1024
e_TerrainDetailMaterialsViewDistZ = 128
e_TerrainOcclusionCullingMaxDist = 0
ca_AttachmentCullingRation = 80
ca_DrawFaceAttachments = 1
ca_useDecals = 1
es_DebrisLifetimeScale = 0.4
i_rejecteffects = 1
e_Tessellation = 0
e_DecalsForceDeferred = 1
r_DrawNearZRange = 0.08
;Particles
e_ParticlesQuality = 1
e_ParticlesLights = 0
e_ParticlesMaxScreenFill = 32
e_ParticlesMinDrawPixels = 2
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
r_UseParticlesHalfRes = 1
r_UseSoftParticles = 0
;Physics
g_breakage_particles_limit = 80
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
e_CullVegActivation = 0
e_FoliageWindActivationDist = 0
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 = 4000
p_max_object_splashes = 3
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 = 2
es_MaxPhysDist = 50
es_MaxPhysDistInvisible = 25
;PostProcessing
r_ColorGrading = 1
r_DepthOfField = 0
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 4
r_GlowAnamorphicFlares = 1
r_HDRBloomMul = 0.95
r_HDRBlueShift = 0
r_HDRBrightLevel = 0.95
r_HDRBrightOffset = 20
r_HDRBrightThreshold = 6
r_HDREyeAdaptionCache = 10
r_HDRGrainAmount = 0
r_HDRLevel = 4
r_HDROffset = 10
r_HDRRendering = 1
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_PostProcessHUD3DCache = 30
r_RainMaxViewDist_Deferred = 20
r_Sunshafts = 1
r_UseEdgeAA = 0
;Shading
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 3
q_ShaderPostProcess = 0
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
;Shadows
e_Shadows = 1
e_GsmCache = 1
e_GsmLodsNum = 3
e_GsmRange = 2
e_ParticlesShadows = 0
e_ShadowsCastViewDistRatio = 0.8
e_ShadowsMaxTexRes = 128
e_ShadowsOnAlphaBlend = 0
e_ShadowsResScale = 3.4
e_ShadowsTessellateCascades = 0
r_ShadowBlur = 0
r_ShadowJittering = 1
r_ShadowsPCFiltering = 1
r_ShadowsUseClipVolume = 1
r_FogShadows = 0
e_ShadowsCastViewDistRatioLights = 0.5
;Sound
s_CacheSize = 50
s_FormatSampleRate = 44100
s_Obstruction = 2
s_ObstructionAccuracy = 0
s_ObstructionUpdate = 1
s_ReverbType = 0
s_SoundMoodsDSP = 0
s_VariationLimiter = 0.3
;Textures
r_DynTexAtlasCloudsMaxSize = 16
r_DynTexAtlasSpritesMaxSize = 16
r_DynTexMaxSize = 60
r_EnvCMResolution = 0
r_EnvTexResolution = 1
r_EnvTexUpdateInterval = 1
r_ImposterRatio = 2
r_TexSkyResolution = 1
r_TexAtlasSize = 512
r_TexMinAnisotropy = 2
r_TexBumpResolution = 1
r_TexResolution = 1
r_VegetationSpritesTexRes = 32
r_TexturesStreaming = 0


#43 Frostee6

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Posted 19 February 2013 - 02:59 PM

I copied it i won a few fps, sadly its still not enough :D (10-15 fps from 8)
Hope there will be more preformance patches.

#44 POOTYTANGASAUR

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Posted 28 March 2013 - 01:50 PM

View PostPapaKilo, on 31 October 2012 - 07:09 PM, said:

Since it works just fine on technology from five years ago (Core 2 Quads came out five years ago), how far do you want them to go back? Seven years? Ten?

Try the game again the next time you upgrade your machine.

I have a quad core i-5 2320 which would run the game flawlessly with a good graphics card. The trouble is i have an amd 7350 HD which is udderly horrid. I get 10-18 fps on all maps.

#45 Corvus Antaka

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Posted 28 March 2013 - 02:48 PM

This is simply NOT true. You can run this game perfectly fine on a dual core from over 6 years ago. given the engine they are using etc this is frankly amazing. PGI has worked very hard to support older machines and done a great job in this area.

If you need help getting it working you need to surf these forums or buy a new PC. For myself this game ran just great on a dual core with an old 4870 video card.

#46 CMGrendel

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Posted 28 March 2013 - 02:58 PM

A decent GFX card helps a great deal.

Of course, if you are running this on a laptop, then it means you are probably boned, unless your board had a decent GPU to begin with.





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