Because devs are tied to SDK. And SDK Has clear limitations on what is possible.Why can the dev not unlock overclock on Switch?
Because devs are tied to SDK. And SDK Has clear limitations on what is possible.Why can the dev not unlock overclock on Switch?
They may use 460 mhz in handheld mode like BOTW and Witcher 3 developers. I think that nintendo must add option to SDK for higher clocks for Mariko consoles, cause it have lower TDP.Because devs are tied to SDK. And SDK Has clear limitations on what is possible.
They can't if Epic won't add option for it to UE4.They may use 460 mhz in handheld mode like BOTW and Witcher 3 developers.
And I think that nintendo must add option to SDK for higher clocks for Marico consoles, cause it have lower TDP.
I think that if they wanted to do it they requested epic to change configs in ue4.They can't if Epic won't add option for it to UE4.
Iirc Unity still doesn't have option to enable 460 MHz.
NVN is not responsible for clocks. Only nnSDK.I think that if they wanted to do it they requested epic to change configs in ue4.
BTW may be nvn api have this options to change gpu clocks?
I tested your config on 460 Mhz and it's laggy but beatiful (cfg code also is more beatiful), lower or lowest cfgs is more comfortable to play.Here's my config based on vanilla ver with these addtional settings:
-Enable SSAO
-Enable DOF
-Improved AA quality and image sharpness
-Change texture filtering to anisotropy (based on PS4 ver in DefaultDeviceProfiles.ini) and MaxAnisotropy=4
-Adjust dynamic resolutions (docked mode lowest is 60%=1152x648, handheld lowest is 60%=768x432)
-Disabled lens flare (It's known for causing light flickering issues)
-SSR is enabled as vanilla ver
-Increase ViewDistanceQuality, ShadowQuality, TextureQuality, FoliageQuality for Docked ver
I don't have time to test the performance yet, so you guy can try it out and tell me
Here's my config based on vanilla ver with these addtional settings:
-Enable SSAO
-Enable DOF
-Improved AA quality and image sharpness
-Change texture filtering to anisotropy (based on PS4 ver in DefaultDeviceProfiles.ini) and MaxAnisotropy=4
-Adjust dynamic resolutions (docked mode lowest is 60%=1152x648, handheld lowest is 60%=768x432)
-Disabled lens flare (It's known for causing light flickering issues)
-SSR is enabled as vanilla ver
-Increase ViewDistanceQuality, ShadowQuality, TextureQuality, FoliageQuality for Docked ver
I don't have time to test the performance yet, so you guy can try it out and tell me
Why you changed +CVars=r.GTSyncType= to 0 from 2? mode 2 is for reducing frame latency.This might be my last update, I'm happy with it's performance now
- Reduced lowest dynamic res to 55%
- Reduced shadow quality in handheld mode (Shadow.MaxResolution=512, Shadow.CSM.MaxCascades=1)
- Reduced docked graphics profile (sg.TextureQuality, sg.FoliageQuality still remain higher than handheld)
- Add a version with SSR disabled in handheld mode (if you don't mind those bright white water ponds on ground, use this for better performance).
That GSyncType was in vanilla settings I didn't touch it. I don't know but when I put r.PostProcessAAQuality=2 in Default Enginee.ini it's FXAAWhy you changed +CVars=r.GTSyncType= to 0 from 2? mode 2 is for reducing frame latency.
https://docs.unrealengine.com/en-US/Platforms/LowLatencyFrameSyncing/index.html
And in scalability options r.PostProcessAAQuality= is jumping from FXAA to TAA as you said earlier.
--------------------- MERGED ---------------------------
For making bigger interface and font change ApplicationScale to 1.100000 in section [/Script/Engine.UserInterfaceSettings] in DefaultEngine.ini
The ghosting may be is a penalty for sharper, less blurry TAA, you can increase sg.AntialiasingQuality to 3 - 6, r.TemporalAASamples to 4 or 6, increase TemporalAACurrentFrameWeight in BaseSwitchDeviceProfiles.ini and see if it still there.I dunno if it’s just me but does anyone else notice like a ghosting effect trail when moving your characters gun from left to right. Is more noticeable when facing water and puddles.
try this, I added +CVars=r.Streaming.MaxTempMemoryAllowed=35 from default configs in 1st page, also increased sg.AntialiAliasingQuality to 3 to reduce ghosting trailI noticed fps drop about 5 fps when i came to room and texture was loading from blurry and my moving was laggy. I think we must look at texture streaming.
this config is the same as ssr off.try this, I added +CVars=r.Streaming.MaxTempMemoryAllowed=35 from default configs in 1st page, also increased sg.AntialiAliasingQuality to 3 to reduce ghosting trail
This might be my last update, I'm happy with it's performance now
- Reduced lowest dynamic res to 55%
- Reduced shadow quality in handheld mode (Shadow.MaxResolution=512, Shadow.CSM.MaxCascades=1)
- Reduced docked graphics profile (sg.TextureQuality, sg.FoliageQuality still remain higher than handheld)
- Add a version with SSR disabled in handheld mode (if you don't mind those bright white water ponds on ground, use this for better performance).
Here's my config based on vanilla ver with these addtional settings:
-Enable SSAO
-Enable DOF
-Improved AA quality and image sharpness
-Change texture filtering to anisotropy (based on PS4 ver in DefaultDeviceProfiles.ini) and MaxAnisotropy=4
-Adjust dynamic resolutions (docked mode lowest is 60%=1152x648, handheld lowest is 60%=768x432)
-Disabled lens flare (It's known for causing light flickering issues)
-SSR is enabled as vanilla ver
-Increase ViewDistanceQuality, ShadowQuality, TextureQuality, FoliageQuality for Docked ver
I don't have time to test the performance yet, so you guy can try it out and tell me