+Graphics -resolutionyes, requesting max graphic setting for handheld mode. don't care about framerate.thanks in advance guys, you guys are the best
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Last edited by Froll07,
+Graphics -resolutionyes, requesting max graphic setting for handheld mode. don't care about framerate.thanks in advance guys, you guys are the best
thanks for your mod.whats your mod resloution?and closed dr resloution?
thank you so much sir
Fun fact: Not even the most powerful rig you can get nowdays (2080Ti + 10900K) can reach stable 60FPS on Windows Crysis in Ascension level at Very High settings + 4K.All powerful switch cant even achieve 60fps and its strugling.
Nintendo will never change will they.
This was a big disappointment for me when i heard most switch games wont even be 60fps
So...many games on all-powerful switch don't run 60fps,Fun fact: Not even the most powerful rig you can get nowdays (2080Ti + 10900K) can reach stable 60FPS on Windows Crysis in Ascension level at Very High settings + 4K.
So..
I imagine you have it overclocked on max but is that for official charger or docked
I tested in portable mode with overclock and without charging.I imagine you have it overclocked on max but is that for official charger or docked
I posted two patches on 4pda. The 3rd patch is for the distance of shadows, but it does not add stability.Ihave seen the patch on 4pda.ru, which improves frames and some things, but I am not registered, I cannot download it, can someone share the patch?
I understand, can you lock the framerate at 30?I posted two patches on 4pda. The 3rd patch is for the distance of shadows, but it does not add stability.
What setting do you tweak to increase shadow distance?I posted two patches on 4pda. The 3rd patch is for the distance of shadows, but it does not add stability.
--sys_spec_ObjectDetail=2
e_VegetationMinSize=0.5
e_DecalsLifeTimeScale=1
e_MaxViewDistSpecLerp=0.5
es_DebrisLifetimeScale=0.6
e_CoverageBufferResolution=128
ca_AttachmentCullingRation=200
ca_FacialAnimationRadius=5
e_TerrainOcclusionCullingMaxDist=190 // nx: 130, max: 190
--sys_spec_Shading=2
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderPostProcess=2
q_ShaderHDR=1
q_ShaderSky=1
q_Renderer=1
r_EnvTexUpdateInterval=0.075
--sys_spec_VolumetricEffects=2
r_BeamsDistFactor=0.1
r_BeamsMaxSlices=32
r_BeamsDownSample=0
--sys_spec_Shadows=4
r_ShadowsUseClipVolume=1
r_ShadowJittering=3 // nx:1, max:
e_ShadowsOnAlphaBlend=0
e_GsmCache = 1
e_ShadowsConstBias = 1
e_ShadowsSlopeBias = 1
e_ShadowsMaxTexRes = "1024" // nx: "512", max: "1024"
e_GsmRange = 7.2 // nx: 3.6, max:
e_GsmRangeStep = 3 // nx: 3, max:
e_GsmLodsNum = 4 // nx: 4, only: 4
e_GsmSoftTransition = 4 // nx: 1, max:
--sys_spec_Texture=2
r_ImposterRatio=1.5
r_DynTexAtlasSpritesMaxSize = 12
--sys_spec_Physics=2
e_CullVegActivation=30
es_MaxPhysDist=100
es_MaxPhysDistInvisible=15
e_PhysOceanCell=1
e_FoliageWindActivationDist=10
e_FoliageColides=1
e_FoliageColidesTerrain=0
e_FoliageColidesAttached=0
p_gravity_z = -13
e_PhysOceanCell=0
--sys_spec_PostProcessing=4
--sys_spec_Particles=1
e_ParticlesPoolSize = 1536
e_ParticlesEmitterPoolSize = 1536
e_ParticlesQuality = 2
--sys_spec_GameEffects=4
g_corpseMinTime = 8.0
g_corpseMinDistance = 40.0
g_battleDust_enable = 1
g_breakage_mem_limit = 500
g_tree_cut_reuse_dist = 1
g_breakageDontReplayTreeBreakage = 1
p_max_substeps=2
p_max_substeps_large_group=2
-------------------
sys_flash_curve_tess_error = 4
sys_PakStreamCache=0
r_HDRRendering = 1
r_HDRBlueShift=1.0
r_HDRBrightLevel=0.85
r_HDRBrightThreshold=6
r_HDRLevel=6
r_HDROffset=10
r_EyeAdaptationBase=0.1
r_EyeAdaptationFactor=0.85
r_HDRGrainAmount=1
r_DetailNumLayers = 2
r_DetailDistance = 4
r_TexBumpResolution=0
r_TexResolution=0
r_TexturesStreaming = 0
r_texpreallocateAtlases=0
r_TexturesStreamPoolSize = 90
r_ShadersUserFolder = 1
r_GeomInstancing = 2
r_refraction = 1
r_ShadowBlur = "1"
e_Coveragebufferrotationsafecheck=2
r_WaterReflections=1
e_WaterTesselationSwathWidth=40
r_WaterUpdateDistance=40.0
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
r_WaterRefractions = 1
r_WaterCausticsDistance = 92
r_WaterReflections_Quality = 4
e_LevelAutoPrecacheTexturesAndShaders = "1"
e_VegetationSprites = 1
e_VegetationSpritesMinDistance = 62
-- 0.3 is fastest value in game04 cxp_benchmark
e_VegetationSpritesDistanceCustomRatioMin=0.4
e_StatObjMerge = "1"
e_DynamicLightsMaxEntityLights = 5
e_ParticlesPreload = 0
e_Clouds=1
e_StreamCgf=0
e_streamCgfPoolSize=24
e_LevelAutoPrecacheCgf = 1
r_UsePOM = 1
e_SkyUpdateRate=0.2
e_ProcVegetationMaxSectorsInCache = 8
e_ProcVegetationMaxObjectsInChunk = 256
e_ProcVegetation=0//not needed for city
e_VegetationSpritesDistanceRatio=1
e_ShadowsLodBiasFixed=1
e_StaggerSunDotTerrainBitMask=15 //update for one in 16 objects
r_PostProcessEffects="1"
r_UseEdgeAA = 1
r_MotionBlur = 2
r_SunShafts = 2
r_Glow = 1
r_beams = 3
r_useSRGB = 0
r_ColorGrading = 2
r_ColorGradingCharts = 1
r_RainMaxViewDist_Deferred=40
ca_MemoryUsageLog=0
ca_physicsProcessImpact=0
sv_gamerules = "SinglePlayer"
hud_startpaused="0"
sys_StreamCallbackTimeBudget=20000
r_ShadersPreactivate = 1
e_DynamicLightsFrameIdVisTest=2
e_DecalsMerge=0 // 0 = less memory allocations and stalls, but more drawcals
e_TerrainLodRatio = 1.4
e_TerrainTextureStreamingPoolItemsNum=64
e_LevelAutoPrecacheCameraJumpDist=0 // precache disabled for less loading time
e_GsmCacheLodOffset=2 // shadow maps update frequentcy
r_DeferredShadingLightVolumes=1
r_DeferredShadingHeightBasedAmbient=1
p_max_mc_iters = 2000
r_DisplayInfo = 1
g_breakage_particles_limit = 40
p_joint_damage_accum=2
p_joint_damage_accum_threshold=0.2
p_max_entity_cells=10000
log_AllowDirectLoggingFromAnyThread = 1
sys_maxfps = 29
-- copied from notperforce01's console.cfg
--ENGINE E_ e_
e_DecalsHitCache=1 // default: 1
e_DecalsNeighborMaxLifeTime=4 // default: 1
e_DecalsOverlapping=1 // default: 0
e_Dissolve=2 // default: 2
e_HwOcclusionCullingWater = 1 // default: 1
e_OcclusionCullingViewDistRatio = 1 // default: 0.5
e_ObjQuality=2 // default: 2
e_OnDemandPhysics = 1 // default: 0
e_ParticlesMaxScreenFill = 64 // default: 16 // Needs quality check (both platforms)
e_ParticlesMinDrawPixels = 2 // default: 2 // Needs quality check (both platforms)
e_ShadowsCastViewDistRatio=1 // default: 1 // Needs quality check (both platforms)
e_MinShadowsCastViewDist=40.0
e_TerrainAo=1 // default: 0
e_VegetationSpritesMinDistance = 32 // default: 32
e_VegetationUseTerrainColor = 1 // default: 0 // for performance reasons disabled on C2, saved 1% frametime, decided with MartinM to disable it
e_WaterOcean = 2 // default: 2
e_WaterTesselationAmount=6 // default: 1
--QUALITY Q_ q_
q_ShaderWater=3 // default: 1
--RENDERER R_ r_
r_DynTexAtlasCloudsMaxSize = 16 // default: 8
r_DynTexMaxSize = 20 // default: 20
r_HDRBrightThreshold = 6 // default: 6
r_MotionBlurShutterSpeed = 250 // default: 250
r_RainAmount = 1 // default: 1.2 // Needs quality check
r_ssdo=1
r_SSAO=4 // default: 4
r_ShadersAsyncCompiling = 0
r_TexAtlasSize = 1024
r_VegetationSpritesTexRes = 128 // default: 64
r_WaterUpdateFactor = 0.05 // default: 0.15
r_coronas = 1 // default: 1 // unsuported on consoles atm
r_NightVision = 2 // default: 2 // 0 - off, 1 - nightvision, 2 - nanovision
r_HDREyeAdaptionCache = 2
--SOUND S- s_
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.5
s_SoundMoodsDSP=1
s_ReverbType=0
s_FormatSampleRate=24000 // default: 48000
s_hdr=1
s_allowNotCachedAccess=1
-- pulled up from common ps3.cfg and x360.cfg
e_CharLodMin = 1
e_coveragebuffer=0
e_statobjbufferrendertasks=1
e_coveragebufferreproj=2
e_coveragebufferbias=0.01
e_coveragebufferAABBExpand=0.007
e_gi=0
s_VariationLimiter = 1 // default: 1
cl_fov = 55
r_DrawNearFoV = 55
i_maxPickupHighLightDist = 15
i_pickup_distAhead = 0.25
i_pickup_distAround = 1.2
pl_melee.melee_snap_target_select_range = 3.5
pl_melee.melee_snap_angle_limit = 50
pl_melee.melee_snap_move_speed_multiplier = 9
pl_melee.melee_snap_end_position_range = 1.2
g_glassAutoShatterOnExplosions = 1
hud_ctrl_Curve = 2.7
pl_zeroGSpeedModeEnergyConsumption = 0.07
pl_zeroGSpeedMultSpeed = 2.5
pl_zeroGSpeedMultSpeedSprint = 4.0
pl_zeroGSpeedMultNormalSprint = 2
ai_SightRangeMediumIllumMod = 1
ai_SightRangeDarkIllumMod = 1
ai_SightRangeSuperDarkIllumMod = 1
ai_RODVehicleHitChance = 0.12
ai_RODVehicleMissMin = 0.0
ai_RODVehicleMissMax = 0.5
v_fpSensitivityMult = 0.66
cl_frozenMouseMult = 0.2
cl_frozenKeyMult = 0.01
r_multithreaded=2
r_TexturesStreamPoolSize = 45
r_TexturesStreaming = 0
r_texpreallocateatlases=1
r_texatlassize=2048
r_dyntexmaxsize=80
r_dyntexatlasspritesmaxsize=32
r_VegetationSpritesTexRes=128
r_dyntexatlasdyntexsrcsize=16
e_LodMin=0 // default: 0
e_LodMinTtris=300 // default: 300, nx: 150, max: 600
e_LodRatio=10 // default: 6, nx: 5, max: 12
e_ViewDistMin=40 // default: 0, nx: 10, max: 50
e_ViewDistRatio=90 // default: 60, nx: 40, max: 170
e_ViewDistRatioCustom=90 // default: 60, nx: 50, max: 120
e_ViewDistRatioDetail=50 // default: 30, nx: 19, max: 90
e_ViewDistRatioLights=80 // default: , nx: 50, max: 170
e_ViewDistRatioPortals=100 // default: 60, nx: 60, max: 190
e_ViewDistRatioVegetation=70// default: 30, nx: 30, max: 70
e_VegetationSprites=1
e_VegetationMinSize=0
p_num_threads=2
d3d9_pip_buff_size = 24
r_ShadowsStencilPrePass = 2
r_DeferredShadingSortLights=1
r_DeferredShadingStencilMSAA=1 // C1C Only: disable MSAA optimisation for stencil volumes
r_VSync = 1
d3d9_rb_verts=49152
d3d9_rb_Tris=131072
e_particlesThread=4
sys_streaming_cpu=1
sys_physics_CPU=5
sys_dump_format = 2
e_cullerthread = 1
e_streamCgfPoolSize=27
--RENDERER R_ r_
r_Rain=2 // default: 2
r_dyntexmaxsize = 20 // default: 20, nx: 11
//r_PostMSAA = 0
r_shadersasyncactivation=0
r_shaderslogcachemisses=0
r_PostMSAA = 4
r_AntialiasingMode=4
r_AntialiasingTAAPattern=4
r_MotionBlur=2
q_ShaderPostProcess=1 //MotionBlur_v3
r_MotionBlurShutterSpeed = 0.1500 // default: 0.004 , MotionBlur_v3
s_ADPCMDecoders = 2 // default: 2
s_MPEGDecoders = 0 // default: 0
s_XMADecoders = 48 // default: 48
nx: value, max: value (empty)
now,do you find what value can change resloution or off dr resloution?I took as base @Froll07 configs and created a more balanced setting so it doesn't affect framerate as much, also increased the shadow distance, the shadow transition (so it looks more natural and the shadow doesn't pop out of nowhere), and shadow jittering (it not longer jitter in distant shadows).
The framerate is set at 29 as recommended be @masagrator to get locked 30 fps, it's just not possible get higher constant fps with all these tweaks in place.
Code:--sys_spec_ObjectDetail=2 e_VegetationMinSize=0.5 e_DecalsLifeTimeScale=1 e_MaxViewDistSpecLerp=0.5 es_DebrisLifetimeScale=0.6 e_CoverageBufferResolution=128 ca_AttachmentCullingRation=200 ca_FacialAnimationRadius=5 e_TerrainOcclusionCullingMaxDist=190 // nx: 130, max: 190 --sys_spec_Shading=2 q_ShaderGeneral=1 q_ShaderMetal=1 q_ShaderGlass=1 q_ShaderVegetation=1 q_ShaderIce=1 q_ShaderTerrain=1 q_ShaderShadow=1 q_ShaderFX=1 q_ShaderPostProcess=2 q_ShaderHDR=1 q_ShaderSky=1 q_Renderer=1 r_EnvTexUpdateInterval=0.075 --sys_spec_VolumetricEffects=2 r_BeamsDistFactor=0.1 r_BeamsMaxSlices=32 r_BeamsDownSample=0 --sys_spec_Shadows=4 r_ShadowsUseClipVolume=1 r_ShadowJittering=3 // nx:1, max: e_ShadowsOnAlphaBlend=0 e_GsmCache = 1 e_ShadowsConstBias = 1 e_ShadowsSlopeBias = 1 e_ShadowsMaxTexRes = "1024" // nx: "512", max: "1024" e_GsmRange = 7.2 // nx: 3.6, max: e_GsmRangeStep = 3 // nx: 3, max: e_GsmLodsNum = 4 // nx: 4, only: 4 e_GsmSoftTransition = 4 // nx: 1, max: --sys_spec_Texture=2 r_ImposterRatio=1.5 r_DynTexAtlasSpritesMaxSize = 12 --sys_spec_Physics=2 e_CullVegActivation=30 es_MaxPhysDist=100 es_MaxPhysDistInvisible=15 e_PhysOceanCell=1 e_FoliageWindActivationDist=10 e_FoliageColides=1 e_FoliageColidesTerrain=0 e_FoliageColidesAttached=0 p_gravity_z = -13 e_PhysOceanCell=0 --sys_spec_PostProcessing=4 --sys_spec_Particles=1 e_ParticlesPoolSize = 1536 e_ParticlesEmitterPoolSize = 1536 e_ParticlesQuality = 2 --sys_spec_GameEffects=4 g_corpseMinTime = 8.0 g_corpseMinDistance = 40.0 g_battleDust_enable = 1 g_breakage_mem_limit = 500 g_tree_cut_reuse_dist = 1 g_breakageDontReplayTreeBreakage = 1 p_max_substeps=2 p_max_substeps_large_group=2 ------------------- sys_flash_curve_tess_error = 4 sys_PakStreamCache=0 r_HDRRendering = 1 r_HDRBlueShift=1.0 r_HDRBrightLevel=0.85 r_HDRBrightThreshold=6 r_HDRLevel=6 r_HDROffset=10 r_EyeAdaptationBase=0.1 r_EyeAdaptationFactor=0.85 r_HDRGrainAmount=1 r_DetailNumLayers = 2 r_DetailDistance = 4 r_TexBumpResolution=0 r_TexResolution=0 r_TexturesStreaming = 0 r_texpreallocateAtlases=0 r_TexturesStreamPoolSize = 90 r_ShadersUserFolder = 1 r_GeomInstancing = 2 r_refraction = 1 r_ShadowBlur = "1" e_Coveragebufferrotationsafecheck=2 r_WaterReflections=1 e_WaterTesselationSwathWidth=40 r_WaterUpdateDistance=40.0 e_WaterOcean_fft=1 r_WaterReflectionsMinVisiblePixelsUpdate = 0.05 r_WaterRefractions = 1 r_WaterCausticsDistance = 92 r_WaterReflections_Quality = 4 e_LevelAutoPrecacheTexturesAndShaders = "1" e_VegetationSprites = 1 e_VegetationSpritesMinDistance = 62 -- 0.3 is fastest value in game04 cxp_benchmark e_VegetationSpritesDistanceCustomRatioMin=0.4 e_StatObjMerge = "1" e_DynamicLightsMaxEntityLights = 5 e_ParticlesPreload = 0 e_Clouds=1 e_StreamCgf=0 e_streamCgfPoolSize=24 e_LevelAutoPrecacheCgf = 1 r_UsePOM = 1 e_SkyUpdateRate=0.2 e_ProcVegetationMaxSectorsInCache = 8 e_ProcVegetationMaxObjectsInChunk = 256 e_ProcVegetation=0//not needed for city e_VegetationSpritesDistanceRatio=1 e_ShadowsLodBiasFixed=1 e_StaggerSunDotTerrainBitMask=15 //update for one in 16 objects r_PostProcessEffects="1" r_UseEdgeAA = 1 r_MotionBlur = 2 r_SunShafts = 2 r_Glow = 1 r_beams = 3 r_useSRGB = 0 r_ColorGrading = 2 r_ColorGradingCharts = 1 r_RainMaxViewDist_Deferred=40 ca_MemoryUsageLog=0 ca_physicsProcessImpact=0 sv_gamerules = "SinglePlayer" hud_startpaused="0" sys_StreamCallbackTimeBudget=20000 r_ShadersPreactivate = 1 e_DynamicLightsFrameIdVisTest=2 e_DecalsMerge=0 // 0 = less memory allocations and stalls, but more drawcals e_TerrainLodRatio = 1.4 e_TerrainTextureStreamingPoolItemsNum=64 e_LevelAutoPrecacheCameraJumpDist=0 // precache disabled for less loading time e_GsmCacheLodOffset=2 // shadow maps update frequentcy r_DeferredShadingLightVolumes=1 r_DeferredShadingHeightBasedAmbient=1 p_max_mc_iters = 2000 r_DisplayInfo = 1 g_breakage_particles_limit = 40 p_joint_damage_accum=2 p_joint_damage_accum_threshold=0.2 p_max_entity_cells=10000 log_AllowDirectLoggingFromAnyThread = 1 sys_maxfps = 29 -- copied from notperforce01's console.cfg --ENGINE E_ e_ e_DecalsHitCache=1 // default: 1 e_DecalsNeighborMaxLifeTime=4 // default: 1 e_DecalsOverlapping=1 // default: 0 e_Dissolve=2 // default: 2 e_HwOcclusionCullingWater = 1 // default: 1 e_OcclusionCullingViewDistRatio = 1 // default: 0.5 e_ObjQuality=2 // default: 2 e_OnDemandPhysics = 1 // default: 0 e_ParticlesMaxScreenFill = 64 // default: 16 // Needs quality check (both platforms) e_ParticlesMinDrawPixels = 2 // default: 2 // Needs quality check (both platforms) e_ShadowsCastViewDistRatio=1 // default: 1 // Needs quality check (both platforms) e_MinShadowsCastViewDist=40.0 e_TerrainAo=1 // default: 0 e_VegetationSpritesMinDistance = 32 // default: 32 e_VegetationUseTerrainColor = 1 // default: 0 // for performance reasons disabled on C2, saved 1% frametime, decided with MartinM to disable it e_WaterOcean = 2 // default: 2 e_WaterTesselationAmount=6 // default: 1 --QUALITY Q_ q_ q_ShaderWater=3 // default: 1 --RENDERER R_ r_ r_DynTexAtlasCloudsMaxSize = 16 // default: 8 r_DynTexMaxSize = 20 // default: 20 r_HDRBrightThreshold = 6 // default: 6 r_MotionBlurShutterSpeed = 250 // default: 250 r_RainAmount = 1 // default: 1.2 // Needs quality check r_ssdo=1 r_SSAO=4 // default: 4 r_ShadersAsyncCompiling = 0 r_TexAtlasSize = 1024 r_VegetationSpritesTexRes = 128 // default: 64 r_WaterUpdateFactor = 0.05 // default: 0.15 r_coronas = 1 // default: 1 // unsuported on consoles atm r_NightVision = 2 // default: 2 // 0 - off, 1 - nightvision, 2 - nanovision r_HDREyeAdaptionCache = 2 --SOUND S- s_ s_Obstruction = 1 s_ObstructionAccuracy = 1 s_ObstructionUpdate = 0.5 s_SoundMoodsDSP=1 s_ReverbType=0 s_FormatSampleRate=24000 // default: 48000 s_hdr=1 s_allowNotCachedAccess=1 -- pulled up from common ps3.cfg and x360.cfg e_CharLodMin = 1 e_coveragebuffer=0 e_statobjbufferrendertasks=1 e_coveragebufferreproj=2 e_coveragebufferbias=0.01 e_coveragebufferAABBExpand=0.007 e_gi=0 s_VariationLimiter = 1 // default: 1 cl_fov = 55 r_DrawNearFoV = 55 i_maxPickupHighLightDist = 15 i_pickup_distAhead = 0.25 i_pickup_distAround = 1.2 pl_melee.melee_snap_target_select_range = 3.5 pl_melee.melee_snap_angle_limit = 50 pl_melee.melee_snap_move_speed_multiplier = 9 pl_melee.melee_snap_end_position_range = 1.2 g_glassAutoShatterOnExplosions = 1 hud_ctrl_Curve = 2.7 pl_zeroGSpeedModeEnergyConsumption = 0.07 pl_zeroGSpeedMultSpeed = 2.5 pl_zeroGSpeedMultSpeedSprint = 4.0 pl_zeroGSpeedMultNormalSprint = 2 ai_SightRangeMediumIllumMod = 1 ai_SightRangeDarkIllumMod = 1 ai_SightRangeSuperDarkIllumMod = 1 ai_RODVehicleHitChance = 0.12 ai_RODVehicleMissMin = 0.0 ai_RODVehicleMissMax = 0.5 v_fpSensitivityMult = 0.66 cl_frozenMouseMult = 0.2 cl_frozenKeyMult = 0.01
Code:r_multithreaded=2 r_TexturesStreamPoolSize = 45 r_TexturesStreaming = 0 r_texpreallocateatlases=1 r_texatlassize=2048 r_dyntexmaxsize=80 r_dyntexatlasspritesmaxsize=32 r_VegetationSpritesTexRes=128 r_dyntexatlasdyntexsrcsize=16 e_LodMin=0 // default: 0 e_LodMinTtris=300 // default: 300, nx: 150, max: 600 e_LodRatio=10 // default: 6, nx: 5, max: 12 e_ViewDistMin=40 // default: 0, nx: 10, max: 50 e_ViewDistRatio=90 // default: 60, nx: 40, max: 170 e_ViewDistRatioCustom=90 // default: 60, nx: 50, max: 120 e_ViewDistRatioDetail=50 // default: 30, nx: 19, max: 90 e_ViewDistRatioLights=80 // default: , nx: 50, max: 170 e_ViewDistRatioPortals=100 // default: 60, nx: 60, max: 190 e_ViewDistRatioVegetation=70// default: 30, nx: 30, max: 70 e_VegetationSprites=1 e_VegetationMinSize=0 p_num_threads=2 d3d9_pip_buff_size = 24 r_ShadowsStencilPrePass = 2 r_DeferredShadingSortLights=1 r_DeferredShadingStencilMSAA=1 // C1C Only: disable MSAA optimisation for stencil volumes r_VSync = 1 d3d9_rb_verts=49152 d3d9_rb_Tris=131072 e_particlesThread=4 sys_streaming_cpu=1 sys_physics_CPU=5 sys_dump_format = 2 e_cullerthread = 1 e_streamCgfPoolSize=27 --RENDERER R_ r_ r_Rain=2 // default: 2 r_dyntexmaxsize = 20 // default: 20, nx: 11 //r_PostMSAA = 0 r_shadersasyncactivation=0 r_shaderslogcachemisses=0 r_PostMSAA = 4 r_AntialiasingMode=4 r_AntialiasingTAAPattern=4 r_MotionBlur=2 q_ShaderPostProcess=1 //MotionBlur_v3 r_MotionBlurShutterSpeed = 0.1500 // default: 0.004 , MotionBlur_v3 s_ADPCMDecoders = 2 // default: 2 s_MPEGDecoders = 0 // default: 0 s_XMADecoders = 48 // default: 48
There are a few comments in the .cfg so you can know what value was changed.
If the line contains:
That means that line was modified.Code:nx: value, max: value (empty)
"nx:" is the original value.
"max:" is the max value contained in @Froll07 configs, if max is empty you can try higher values.
"only:" means is you can't change that value or else will break the game.
"default:" are internal developer values
Oh, and before you ask, yes max overclock is needed CPU/GPU, if you want decent framerate.
At least it's not present on nx.cfg, nor nx_console.cfg. It's probably controlled by the main exe, in which case we need an exeFS patch saddly.now,do you find what value can change resloution or off dr resloution?