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Streaming Settings Overview

The document contains configuration settings for a game engine, focusing on post-processing effects, system performance, and texture streaming. Key settings include adaptive bloom parameters, various quality levels for rendering, and memory management for texture streaming. The document also specifies console variables related to performance and graphical fidelity.

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0% found this document useful (0 votes)
35 views2 pages

Streaming Settings Overview

The document contains configuration settings for a game engine, focusing on post-processing effects, system performance, and texture streaming. Key settings include adaptive bloom parameters, various quality levels for rendering, and memory management for texture streaming. The document also specifies console variables related to performance and graphical fidelity.

Uploaded by

teams785
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

[ROGame.

PostEffects]
AdaptiveBloomPeriod=1
AdaptiveKernelSize=5
AdaptiveThreshold=1
AdaptiveScale=5
AdaptiveEye=True

[SystemSettings]
PerformanceMode=True
DecalCullDistanceScale=0.6
MaxDrawDistanceScale=0.6
StaticMeshLODDistanceMultiplier=1.0
OneFrameThreadLag=True
bEnableBranchingPCFShadows=True
bAllowHardwareShadowFiltering=True
TessellationAdaptivePixelsPerTriangle=8
[Link]=True

[TextureStreaming]
MinTextureResidentMipCount=4.0
DropMipLevelsLimit=4.0
StopIncreasingLimit=4.0
StopStreamingLimit=4.0
[Link]=True

[SystemSettings]
[Link]=0
[Link]=2
[Link]=4

[SystemSettings]
[Link]=0
[Link]=0
[Link]=0.7
[Link]=0
[Link]=0
[Link]=0
[Link]=0.8
[Link]=0.6
[Link]=0
[Link]=0
[Link]=0
[Link]=0
[Link]=0
[Link]=0
[Link]=5
[Link]=0
[Link]=0
[Link]=0
[Link]=0
[Link]=90
[Link]=0
[Link]=0
[Link]=0
[Link]=0.0
[Link]=4
[Link]=True

[ConsoleVariables]
[Link]=90
[Link]=0
[Link]=1
[Link]=0.0
[Link]=1
[Link]=137
[Link]=1
[Link]=60
[Link]=1
[Link]=2
[Link]=0.0
[Link]=0
[Link]=0.0
[Link]=30.0
[Link]=0
[Link]=1
[Link]=1
[Link]=1
[Link]=100
[Link]=True

[/Script/[Link]]
DisplayGamma=3.0

Common questions

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Enabling 'PerformanceMode=True' optimizes the game for better performance, potentially at the expense of visual quality. It adjusts several graphics settings to lower values, such as reducing draw distances and texture details, to ensure higher frame rates and smoother gameplay. This is particularly useful for systems with lower hardware specifications but may result in less detailed graphics and a decrease in visual realism .

The setting 'r.Streaming.MipBias=2' affects how textures are fetched, using lower-resolution versions (mipmaps) before higher-resolution ones. This reduces memory usage and improves performance by minimizing the demand on graphical processing units for texture rendering. While it helps in maintaining smoother performance, it can lead to a slight decrease in texture quality as textures might appear slightly blurrier due to the usage of lower detail mipmaps .

Enabling 'r.TextureStreaming=True' allows the game to load texture data dynamically based on the camera view and memory availability, enhancing memory efficiency. This approach helps maintain high performance by loading only necessary textures at any point in time, preventing unnecessary memory usage. However, it may cause occasional texture pop-ins if predictions of memory needs are inaccurate, which can impact the seamlessness of rendering in fast-moving scenes .

The 'AdaptiveEye' setting, when enabled, allows the game's visual system to automatically adjust the brightness levels according to the scene's lighting conditions. This simulates a realistic adaptation of the human eye to changes in light, enhancing the immersive experience. By dynamically altering brightness, it prevents sudden overexposure or underexposure when transitioning between differently lit environments, such as moving from a dark room to a bright outdoor scene .

The setting 'r.PUBGDeviceFPSLow=90' establishes a lower bound for frame rate dropping mechanisms aimed at sustaining smooth gameplay even under stress. It prevents the game from dropping below 90 FPS, helping ensure a responsive and fluid experience, particularly important in fast-paced games like PUBG. This value balances between maintaining performance and graphics quality, but might need adjustment for devices with differing hardware capabilities to prevent overheating or battery drain .

Setting 'r.MaxAnisotropy' to 0 disables anisotropic filtering, which decreases the quality of textures at oblique viewing angles. While this can improve performance by reducing the processing needed for texture sampling, it results in blurrier textures, especially noticeable on surfaces viewed at a shallow angle. This trade-off favors performance over visual fidelity, which might be undesirable in scenarios prioritizing graphical quality .

Setting 'foliage.LODDistanceScale=0.6' decreases the distance at which foliage's Level of Detail (LOD) transitions occur, effectively reducing the computational demand by rendering simpler models sooner as they become more distant. This enhances performance, particularly in dense environments, but can reduce visual fidelity since detailed foliage may transition to simpler shapes more rapidly, potentially leading to noticeable visual discrepancies in open, nature-heavy areas .

Dynamic Point Lights are used to create more realistic lighting by simulating light sources that cast shadows in different directions. This adds depth and realism to the game scene. Disabling them, as indicated by 'r.MobileNumDynamicPointLights=0', reduces the hardware demand, improving performance but also reducing lighting realism, as scenes will rely more on static, less detailed lighting methods .

Setting 'DecalCullDistanceScale=0.6' reduces the distance at which decals, such as bullet holes and environmental grime, are rendered. This setting decreases the computational load and can significantly enhance performance by culling off-screen and distant decals, which might not be visually impactful. However, if set too low, it may lead to noticeable pop-in effects, where decals reappear swiftly as the camera approaches, potentially breaking immersion .

Setting a high 'TessellationAdaptivePixelsPerTriangle' increases the number of polygons in a 3D model, leading to greater detail and smoother surface representation in graphics. However, this comes at a performance cost, as the system needs to process a larger number of vertices. This trade-off may reduce frame rates or require higher-end graphics hardware to maintain performance, especially in complex scenes .

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