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.ini Tweaks for performance

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.ini Tweaks for performance

Post Sat May 05, 2012 5:40 am

OK, so I've been playing around with the ini file some for tribes ascend, and think i have found a pretty good balance point for frame rate stability-vs- still having it look good.

in case you want to try it out...

Highlights:
Removed branches from tree's to give better line of sight on some maps, it's not quite as pretty, but it gives you a better idea of where you can actually fly, and all the comp players do it...so..yeah.

Removed some glare and lens flare you might encounter while looking into the sun.

Adjusted particle bias, so that thumper and crossbow shots can be seen better allowing for better judging where your shots are going. (this actually might lose a frame or two..but worth it IMHO)

Added a line that removes some engine generated lag from the mouse input, mouse should feel less "soupy" (you might not have noticed on high end systems, on borderline you might really notice the change)

Turned off Bloom. Just looks better, not really sure i understand why they have this on be default.

there may be a couple other changes I'm forgetting at the moment.

Be sure to save your config file as tirbesold.ini or similar to test, unless you have made no modifications, tribes will check for the ini file, and if it does not exist it will rebuilt with the default.

would love to get some feedback on what you guys think of the results...all these changes are legal btw.
-------------------------------------------------------------------------------------------------------------------------
C:\Users\Venz\Documents\My Games\Tribes Ascend\tribesgame\config

[SystemSettings]
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.000000
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=False
SHSecondaryLighting=True
DirectionalLightmaps=True
OneFrameThreadLag=False
MotionBlur=False
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True
AmbientOcclusion=True
Bloom=False
bAllowLightShafts=False
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=True
UseVsync=False
Fullscreen=True
AllowD3D10=False
AllowD3D11=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
SkeletalMeshLODBias=0
ParticleLODBias=-1
DetailMode=2
ShadowFilterQualityBias=0
MaxAnisotropy=16
MaxMultisamples=1
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=1120
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=0.250000
ResX=1680
ResY=1050
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.273240
PreShadowResolutionFactor=0.500000
bAllowBetterModulatedShadows=False
bAllowWholeSceneDominantShadows=True
Borderless=False
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=128,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
m_TrShadowLODGroup=2
m_TrTextureLODGroup=5
PlayerShadowFadeResolution=16

[TribesGame.TrAudioSettings]
m_nVolumeMaster=100
m_nVolumeEffects=100
m_nVolumeMusic=20
m_nVolumeVoice=100

[WinDrv.WindowsClient]
DisplayGamma=2.2

[TribesGame.TrGameEngine]
bSmoothFrameRate=False
MaxSmoothedFrameRate=122.000000
AllowScreenDoorFade=False
AllowNvidiaStereo3d=False
bForceStaticTerrain=False

[Engine.GameViewportClient]
bUseHardwareCursorWhenWindowed=TRUE

[TribesGame.TrDevice]
m_bTinyWeaponsEnabled=True

[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False

[TextureStreaming]
PoolSize=250
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
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~Words Have No More Meaning Then That Which You Give Them... Choose Both Wisely~ -Venz
Venz
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Post Sat May 05, 2012 6:03 am

Sweet, thanks for sharing. I'll test it out tomorrow probably and see what I like/don't like.
"Always code as if the person who ends up maintaining your code will be a violent psychopath who knows where you live."
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Drumstix42
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Post Sat May 05, 2012 10:25 pm

will give it a try, thanks.
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