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> Chivalry Texture levels (increase FPS)
MonkeyFiend
post Oct 7 2013, 10:18 AM
Post #1


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Firstly credits to Retsnom for working on this biggrin.gif

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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