Chivalry Texture levels (increase FPS) |
Chivalry Texture levels (increase FPS) |
Oct 7 2013, 10:18 AM
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#1
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
Firstly credits to Retsnom for working on this
Ok guys this one is a bit complicated so after reading this if you want to just copy and paste this in the right location that is fine. What this tweak does is limits UDK use of textures resolutions for the entire game by changing the resolution. It will make all the textures in game look less detailed depending on how low you set them. These settings are in the UDKSystemSettings.INI Under the first section of SystemSettings you will find these default settings: HTML [SystemSettings] TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=256,LODBia s=1,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=256,LODBia s=1,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=256,LODBia s=1,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Character=(MinLODSize=128,MaxLODSize=256,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=128,MaxLODSize=256,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterSpecular=(MinLODSize=128,MaxLODSize=256,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=512,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=512,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=512,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=1024,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point, M ipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=1024,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point, M ipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=1024,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point, M ipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=4096,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point, M ipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=256,LODBia s=1,MinMagFilter=Aniso,MipFilter=Point,M i pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mi p GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=1024,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point, M ipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=1024,LODBi as=1,MinMagFilter=Aniso,MipFilter=Point, M ipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4096,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point, M ipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=4096,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point, N umStreamedMips=3,MipGenSettings=TMGS_Sim p leAverage) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mi p GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias= 0,MinMagFilter=Aniso,MipFilter=Point,Mip G enSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mi p GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias= 0,MinMagFilter=Aniso,MipFilter=Point,Mip G enSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mi p GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mi p GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBi as=0,MinMagFilter=aniso,MipFilter=linear , MipGenSettings=TMGS_Blur5) TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias= 0,MinMagFilter=Linear,MipFilter=Linear,M i pGenSettings=TMGS_SimpleAverage) PerformedBucketing=True OriginalBucket=5 SoundMinCompressed=3 TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mi p GenSettings=TMGS_SimpleAverage) What you are going to be changing is the MinLODSize and the MaxLODSize. The Max is the one that controls the resolution of the textures in each of the TextureGroups. I suggest cutting these numbers in half. This will reduce cpu and GPU processing of textures freeing them up for better FPS. You have to do this in these increments: 4096 - 2048 - 1024 - 512 - 256 - 128 - 64 - 32 So for example: MinLODSize=256,MaxLODSize=4096 Change to: MinLODSize=128,MaxLODSize=2048 Do this for all texture groups. Or you can copy and paste the following. Make sure you make a back up of your UDKSystemSettings.ini first. Then make sure you copy and paste every thing in the exact location and format. This is 50% reduction in Texture resolution CODE TEXTUREGROUP_World=(MinLODSize=128,MaxLODSize=128,LODBia s=1,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldNormalMap=(MinLODSize=128,MaxLODSize=128,LODBia s=1,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldSpecular=(MinLODSize=128,MaxLODSize=128,LODBia s=1,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Character=(MinLODSize=128,MaxLODSize=128,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=64,MaxLODSize=128,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mip GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterSpecular=(MinLODSize=64,MaxLODSize=128,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mip GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Weapon=(MinLODSize=128,MaxLODSize=256,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=128,MaxLODSize=256,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponSpecular=(MinLODSize=128,MaxLODSize=256,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=512,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=512,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleSpecular=(MinLODSize=256,MaxLODSize=512,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Cinematic=(MinLODSize=128,MaxLODSize=2048,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point,M ipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Effects=(MinLODSize=64,MaxLODSize=129,LODBias =1,MinMagFilter=Aniso,MipFilter=Point,Mip GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=2048,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mip GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Skybox=(MinLODSize=256,MaxLODSize=512,LODBia s=0,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_UI=(MinLODSize=256,MaxLODSize=512,LODBia s=1,MinMagFilter=Aniso,MipFilter=Point,Mi pGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Lightmap=(MinLODSize=256,MaxLODSize=2048,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point,M ipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Shadowmap=(MinLODSize=256,MaxLODSize=2048,LODBi as=0,MinMagFilter=Aniso,MipFilter=Point,N umStreamedMips=3,MipGenSettings=TMGS_Simp leAverage) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2046,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mip GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=128,LODBias= 0,MinMagFilter=Aniso,MipFilter=Point,MipG enSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=512,LODBias= 0,MinMagFilter=Aniso,MipFilter=Point,MipG enSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=128,LODBias= 0,MinMagFilter=Aniso,MipFilter=Point,MipG enSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=2048,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mip GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=2048,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mip GenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=2048,LODBi as=0,MinMagFilter=aniso,MipFilter=linear, MipGenSettings=TMGS_Blur5) TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=128,LODBias= 0,MinMagFilter=Linear,MipFilter=Linear,Mi pGenSettings=TMGS_SimpleAverage) PerformedBucketing=True OriginalBucket=5 SoundMinCompressed=3 TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=2048,LODBias =0,MinMagFilter=Aniso,MipFilter=Point,Mip GenSettings=TMGS_SimpleAverage) Now certainly you can go much lower if you want by cutting the numbers in half again and again but dont push the MinLODSize too small. So copy and paste this first and test it. Tweak more if necessary. -------------------- |
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Oct 7 2013, 10:33 AM
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#2
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Security and Projects Group: Clan Dogsbody Posts: 4,687 Thank(s): 1098 Points: 2,440 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 |
If you can't read the code above as the fromatting is screwy, a better copy is here:
http://www.tornbanner.com/forums/viewtopic...s+tweak#p178471 -------------------- |
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Lo-Fi Version | Time is now: 24th November 2024 - 01:46 PM |