Sentionline
Semiprofi
- Mitglied seit
- 28.09.2006
- Beiträge
- 1.037
Hm, ich dachte das wäre das Glow Befehl. Ich werde aber weiterforschen.r_glow steht auf 0
So, ich habe nun eine neue Revision einer Config für Mid-Range Rechner. Aber zunächste einige Worte zu der Engine und dessen Schaltern...
Ich finde das ist das Genialste was ich in letzter Zeit an Beschäftigung hatte. Nicht das Spiel, sondern das man so ziemlich an jeder schraube der Engine schrauben kann. Meine erkenntniss ist, das was am schönsten aussieht, kostet enorme Performance. Die übelsten Performancefresser sind:
* Schatten
* Dynamische Vegetationsbewegung
* HDR
* Motion Blur
Sachen die schön aussehen und kaum Performance kosten:
* Wasser
* POM
* Anisotropischer Filter
* Depth Field (Tiefenunschärfe)
* Volumetrische Wolken
* Texturauflösung (-qualität) (nur bei Rechnern mit 2GB)
* Weitsicht mit Vegetation
Blöd ist das kaum eine "deutsche" Dokumentation zu den Schaltern existiert. Zu fast allen hab ich mich schlau gemacht und diese Werte auch benutzt. Bedingt duch meinen schwachen Rechner kann ich diese aber nicht alle ausspielen. Bisher (für mich) interessante Schalter sind:
sys_preload = 0 (ganzen Level im voraus in den Speicher laden)
d3d9_TextureFilter = "" (möglich ist anisotropic, trilinear, bilinear, next neighbor)
e_detail_materials_view_dist_xy = 8192 (Sichtweite für Objekte)
e_detail_materials_view_dist_z = 256 (Sichtweite für Objekte)
e_dynamic_light = 1 (Dynamisches Licht)
e_hw_occlusion_culling_objects = 1 (?)
e_hw_occlusion_culling_water = 1 (?)
e_level_auto_precache_terrain_and_proc_veget = 1 (Vorausladen des Areals und Vegetation)
e_level_auto_precache_textures_and_shaders = 1 (Vorausladen der Texturen und Shaderbefehlen)
e_max_view_dst_spec_lerp = 1 (Maximale Sichtweite - Optionen: 0, 0.5, 1)
e_obj_fast_register = 1 (?)
e_on_demand_physics = 1 (Dynamische Vegetationsphysikberechnung)
e_stream_for_physics = 1 (?)
e_stream_for_visuals = 1 (?)
e_water_waves = 1 (Aktiviert Wasserwellen)
e_water_waves_tesselation_amount = 10 (Stärke von Wasserwellen)
g_blood = 1 (aktiviert Blutdarstellung)
i_precache = 0 (?)
r_Driver = "###" - OpenGL/DX9/DX10/AUTO/NULL
r_Force3DcEmulation = 1 (aktiviert NormalMap kompression)
r_GeomInstancing = 1 (Aktiviert im Grafiktreiber Geometry Instancing - ermöglicht mehr 3D Vegetationsfernsicht)
r_GeomInstancingThreshold = 16 (?)
r_OptimisedLightSetup = 1 (für debug?)
r_TextureCompressor = 1 (aktiviert global das komprimieren der Texturen)
r_TexPostponeLoading = 1 (Laden von Texturen nur auf abruf)
Bäh, ist gar nicht so leicht dies und das zu erforschen. Insgesamt 1600 Befehle will ich aber nicht auswendig kennen. Viele Befehle kenne ich allerdings auch nicht auswendig, wodurch ich immer mal wieder nachschlagen muss. Schlecht wenn man kein perfektes Englisch kann.
So, jetzt zu meiner neuen Config:
Egal was ich probiert hab, mehr ist aus meiner Möhre (C2D E6300. 1GB Ram, 6800U) nicht rauszuholen. Ich glaub, ich brauch eine neue Graka
Den Speicherverbrauch hab ich aber erfolgreich auf ~750MB senken können. Ich hätte so gerne HDR dazugeschaltet...dann sieht das ganze wirklich sehr schön aus, drückt aber um ~5fps die Framerate richtig in den Keller. Schade
Die aktuelle: autoexec.cfg
Code:
sys_spec_GameEffects = 1
sys_spec_ObjectDetail = 1
sys_spec_Particles = 2
sys_spec_Physics = 2
sys_spec_PostProcessing = 1
sys_spec_Quality = 1
sys_spec_Shading = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_VolumetricEffects = 1
sys_spec_Water = 2
sys_physics_CPU = 1
sys_budget_sysmem = 1024
sys_budget_videomem = 256
sys_budget_frametime = 20
sys_budget_numdrawcalls = 4000
sys_budget_soundchannels = 32
sys_flash_curve_tess_error = 8
sys_flash_edgeaa = 1
sys_preload = 0
ca_UsePhysics = 1
ca_AttachmentCullingRation = 100
ca_DrawFaceAttachments = 0
ca_drawnormals = 0
ca_UseDecals = 0
con_restricted = 0
d3d9_TextureFilter = "trilinear"
d3d9_TripleBuffering = 0
e_ambient_occlusion = 1
e_cbuffer_resolution = 128
e_clouds = 1
e_cull_veg_activation = 50
e_decals_allow_game_decals = 0
e_decals_life_time_scale = 0.25
e_deformable_objects = 1
e_detail_materials_view_dist_xy = 2048
e_detail_materials_view_dist_z = 128
e_detail_objects = 0
e_dissolve = 1
e_dynamic_light = 0
e_fog = 0
e_fogvolumes = 0
e_gsm_cache = 1
e_gsm_lods_num = 4
e_gsm_range = 3
e_foliage_wind_activation_dist = 10
e_hw_occlusion_culling_objects = 1
e_hw_occlusion_culling_water = 1
e_level_auto_precache_terrain_and_proc_veget = 1
e_level_auto_precache_textures_and_shaders = 1
e_level_auto_precache_camera_jump_dist = 64
e_lods = 1
e_lod_min = 1
e_lod_max = 6
e_lod_ratio = 4
e_lod_min_tris = 150
e_max_entity_lights = 2
e_max_view_dst_spec_lerp = 0
e_obj_fast_register = 1
e_obj_quality = 1
e_on_demand_maxsize = 30
e_on_demand_physics = 1
e_particles = 1
e_particles_lights = 1
e_particles_lod = 2
e_particles_max_emitter_draw_screen = 4
e_particles_object_collisions = 1
e_particles_quality = 4
e_particles_preload = 1
e_particles_thread = 1
e_phys_foliage = 1
e_phys_ocean_cell = 0.5
e_proc_vegetation = 0
e_ram_maps = 1
e_screenshot_width = 1024
e_screenshot_height = 768
e_screenshot_quality = 100
e_screenshot_file_format = jpg
e_shadows = 1
e_shadows_cast_view_dist_ratio = 0.25
e_shadows_clouds = 0
e_shadows_from_terrain_in_all_lods = 0
e_shadows_max_texture_size = 256
e_shadows_on_alpha_blended = 0
e_sky_box = 1
e_sky_type = 1
e_sky_update_rate = 0.12
e_sky_quality = 1
e_stream_for_physics = 1
e_stream_for_visuals = 1
e_terrain = 1
e_terrain_ao = 0
e_terrain_deformations = 1
e_terrain_normal_map = 0
e_terrain_occlusion_culling = 1
e_terrain_occlusion_culling_max_dist = 200
e_terrain_lod_ratio = 0.5
e_terrain_texture_lod_ratio = 1
e_timedemo_frames = 0
e_sun = 1
e_shadows_water = 0
e_vegetation_bending = 2
e_vegetation_min_size = 0
e_vegetation_sprites_distance_ratio = 1.5
e_vegetation_sprites_distance_custom_ratio_min = 1
e_vegetation_static_instancing = 1
e_vegetation_use_terrain_color = 0
e_view_dist_ratio = 80
e_view_dist_ratio_detail = 30
e_view_dist_ratio_vegetation = 45
e_water_ocean = 1
e_water_ocean_fft = 1
e_water_ocean_soft_particles = 0
e_water_tesselation_amount = 10
e_water_waves = 1
e_water_waves_tesselation_amount = 10
e_water_volumes = 1
es_DebrisLifetimeScale = 0.3
es_SplashThreshold = 1
es_MaxPhysDist = 100
es_MaxPhysDistInvisible = 15
g_alienPhysicsAnimRatio = 0.5
g_battleDust_enable = 0
g_blood = 1
g_breakage_particles_limit = 150
g_dof_ironsight = 1
g_joint_breaking = 1
g_ragdollDistance = 15
g_ragdollMinTime = 6
g_tree_cut_reuse_dist = 0.35
gpu_particle_physics = 0
i_lighteffects = 1
i_particleeffects = 1
i_precache = 0
i_rejecteffects = 1
i_soundeffects = 1
p_max_MC_iters = 2000
p_max_substeps_large_group = 3
p_num_bodies_large_group = 30
q_Renderer = 1
q_ShaderGeneral = 0
q_ShaderFX = 0
q_ShaderGlass = 0
q_ShaderHDR = 0
q_ShaderIce = 0
q_ShaderMetal = 2
q_ShaderPostProcess = 1
q_ShaderShadow = 1
q_ShaderSky = 0
q_ShaderTerrain = 1
q_ShaderVegetation = 0
q_ShaderWater = 2
r_Beams = 4
r_BeamsDistFactor = 0.5
r_BeamsMaxSlices = 32
r_BeamsSoftClip = 2
r_ColorGrading = 0
r_CoronaFade = 0
r_cullGeometryForLights = 0
r_CustomVisions = 0
r_DepthOfField = 1
r_DetailDistance = 4
r_DetailNumLayers = 1
r_DetailTextures = 0
r_Driver = "OpenGL"
r_DynTexAtlasCloudsMaxSize = 24
r_DynTexAtlasSpritesMaxSize = 16
r_DynTexMaxSize = 60
r_EnvCMResolution = 1
r_EnvTexResolution = 1
r_EnvTexUpdateInterval = 0.1
r_EyeAdaptionClamp = 2.5
r_Force3DcEmulation = 1
r_FSAA = 0
r_FSAA_samples = 0
r_FSAA_quality = 1
r_FillLights = 0
r_Flares = 0
r_GeomInstancing = 1
r_GeomInstancingThreshold = 16
r_Glow = 0
r_GlowScreenMultiplier = 0.2
r_HairSortingQuality = 0
r_HDRRendering = 0
r_HDRBrightOffset = 8
r_HDRBrightThreshold = 3
r_HDRLevel = 1.2
r_HDRType = 1
r_ImposterRatio = 2
r_LightsSinglePass = 1
r_MotionBlur = 1
r_MultiGPU = 0
r_OceanLodDist = 100
r_OceanRendType = 1
r_OptimisedLightSetup = 1
r_PostProcessEffects = 1
r_PostProcessEffectsFilters = 0
r_PostProcessEffectsGameFx = 0
r_PostProcessEffectsParamsBlending = 0
r_PostProcessProfileFillrate = 0
r_Rain = 2
r_RainMaxViewDist = 32
r_Refraction = 1
r_ShadowJittering = 1
r_ShadowTexFormat = 0
r_ShadowBlur = 0
r_ShadowsMaskResolution = 1
r_ShadowsMaskDownScale = 1
r_ShadersAsyncCompiling = 0
r_shadersAsyncMaxThreads = 0
r_ShadersStaticBranching = 1
r_ShadersDynamicBranching = 0
r_ShadersPrecacheAllLights = 1
r_SSAO = 0
r_SSAO_quality = 2
r_SSAO_blur = 2
r_SSAO_radius = 2
r_SSAO_darkening = 0.3
r_StencilBits = 8
r_sunshafts = 0
r_TexAtlasSize = 512
r_TexBumpResolution = 2
r_TexResolution = 2
r_Texture_Anisotropic_Level = 0
r_TexMaxAnisotropy = 0
r_TexNoAniso = 1
r_TexLMResolution = 1
r_TexPostponeLoading = 1
r_TexturesFilteringQuality = 2
r_TexturesStreaming = 0
r_TextureCompressor = 1
r_TexSkyResolution = 2
r_Usepom = 1
r_UseEdgeAA = 2
r_UseGSParticles = 0
r_UseHWSkinning = 1
r_UseParticlesGlow = 0
r_UseParticlesRefraction = 0
r_UseSoftParticles = 0
r_vsync = 0
r_VegetationSpritesAlphaBlend = 1
r_VegetationSpritesTexRes = 64
r_WaterGodRays = 1
r_WaterRefractions = 1
r_WaterReflections = 1
r_WaterReflectionsQuality = 1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
r_WaterReflectionsMinVisUpdateDistanceMul = 10
r_WaterUpdateDistance = 0.2
r_WaterUpdateFactor = 0.001
s_CacheSize = 60
s_FormatSampleRate = 44100
s_FormatType = 2
s_MPEGDecoders = 32
s_MaxChannels = 16
s_Obstruction = 2
s_ObstructionAccuracy = 1
s_obstructionUpdate = 0.5
s_ReverbType = 0
s_SoundMoodsDSP = 0
s_VariationLimiter = 0.6
s_SpeakerConfig = 2
v_vehicle_quality = 1
\\\DISPLAYS///
MemInfo = 0
MemStatsMaxDepth = 2
r_displayinfo = 0
sys_enable_budgetmonitoring = 0
e_gsm_stats = 0
sys_crashtest = 0
\\\LUSTIGES///
e_default_material = 0
Sieht aus wie eine Baustelle
mfg
Zuletzt bearbeitet: