ULTRA TWEAKING ! (understanding it)
So 1st of all I will post everything that can be tweaked in ini files, and where to find them !
The only problem so far, is that we need someone who knows 100% WHAT THEY AFFECT and WHAT ARE THE MIN & MAX VALUES that can be entered and readed by the game !
Also it would be nice for those who can actually test it, to come in this thread with comparison screenshots, or videos if necesary !
So lets start with :
GOG Games -> TW3 -> Bin -> Config -> Base:
Audio -> The only thing needed is to make sound options separate for gameplay and cutscenes !
I want sount effects at 50% when playing, but all at 100% in cutscenes !
DLC -> Is per player choice and simple
Gameplay -> What do they mean exactly ?
[Gameplay]
HudTutorialEnabled=true (simple to understand)
AutomaticFinishersEnabled=true ???
ColorblindFocusMode=false ???
MotionSicknessFocusMode=false ???
[Controls]
SwapAcceptCancel=false ???
GC
[Memory/GC]
; Should we use the legacy GC ?
Legacy = true
; Number of threads the GC should be running on
NumThreads = 4 (per player system)
; Upper limit for object count that will automatically trigger the GC
ObjectCountTrigger = 1000000 (what does it mean ?)
; Upper limit for amount of memory used by the objects that will automatically trigger the GC
ObjectMemoryTrigger = 1024 (what does it mean ?)
; Lower limit for amount of free system memory that will automatically trigger the GC
FreeMemoryTrigger = 1024 (what does it mean ?)
; Lower limit for amount of free memory in the default pool that will automatically trigger the GC
DefaultPoolMemoryTrigger = 1024 (what does it mean ?)
; Minimum number of frames between automatic GC
; NOTE: making this number to small with degrate gameplay quality
; Making this number to big may cause OOM
IdleFrameCount = 1000 (what does it mean ?)
; Maximum number of object that can be discarded at any given single time
; NOTE: making this number to small will cause memory to be leaked
MaxDiscardListCount = 2000000 (what does it mean ?)
; After how many objects the automatic discard will be triggered
AutoDiscardCount = 1000 (what does it mean ?)
General - simple
Hidden
HasSetup=false (what does it mean ?)
LockControlScheme=0 (what does it mean ?)
HasSeenDLCMessage=true -> to not show the new dlc available message after patch !
HUD - per player choice
Needs more options like fade options, and the ""talk button" for peopla who you cant talk with !
[Hud]
HudSize=0
TimeLapseModule=true
BoatHealthModule=false
BossFocusModule=true
CompanionModule=true
ConsoleModule=true
DamagedItemsModule=true
EnemyFocusModule=true
EnemyHitEffects=false
NPCNames=false
HorsePanicBarModule=false
HorseStaminaBarModule=false
ItemInfoModule=false
BuffsModule=false
Minimap2Module=true
OnelinersModule=true
OxygenBarModule=true
QuestsModule=false
WolfMedalion=true
MessageModule=false
MinimapRotation=true
MinimapFocusClues=false
MinimapTracksWaypoints=true
MiminapPoiQuestionMarks=true
ControlsFeedbackModule=false
Localization
UsePlaceholdersForMissingStrings = false (what does it mean ?)
Subtitles=false -> all subtitles are set to false or off imo for best gaming imersion
Resources - WE NEED to know what everything means and what are the min and max values that can be readed, and what do they depend on ? video mem or ram mem ? detailed info will help make the game easier to tweak and better graphics and performance !
[Memory/Unloading]
; Master flag - enable the resource runtime unloading system
; This system is using refcounting instead of the Garbage Collector
EnableUnloading = 0
; How many cleanup iterations we should do in one purge
; To few - we may risk delaying destruction of resources to much
; To much - stalls. Should not be bigger than the biggest dependency chain any way (which is around 10)
MaxCleanupIterations = 10
; Minimal amount of frames between each resource purge
AutoPurgeDelay = 30
; Resource grace period - resource will not be released even if it has no references for this amount of frames
GracePeriod = 30
; Validation that the resources we thing we can free we can really free
; This is done by dependency scannig (kind of like in the GC) - VERY SLOW
EnableValidation = 0
; Report potential memory leaks - objects that were referenced from the resources that we freed but did not get deleted
EnableLeakCheck = 0
[ResourceLoading]
; Size of the file queue during game (when loading screen is not there)
; The bigger, the better
FileQueueSizeGame = 3072
; Size of the file queue during loading perios (when loading screen is there)
; The bigger, the better
FileQueueSizeLoading = 3072
; Number of files to load for which we do not bother with starting fully async process
; Basicaly - if we only have to load few file it does not matter if we use prefetching or not
AsyncLoadingFileCountTreshold = 1
; Do we allow async loading to be used
UseAsyncLoading = true
; Should we use dependency cache
UseDependencyCache = true
; Streaming offset distance in meters (stream in Xm before autohide distance kicks in to allow dissolve to work)
StreamingOffset = 2;
[ResourceLoading/Decompression]
; Maximum number of AsyncIO requests that can be in flight from the resource loading system
; Note that anything more than 50 has a HIGH CHANCE of crashing/freezing the game
; The internal maximum number of pending async requests is 64 and we need to leave some slots avaiable for other systems (caches)
MaxRequests = 45
; Reserved number of AsyncIO requests per priority
; Non zero value guarantees that there'll always be some free slots to service high priority trafic
RequestsPriorityReserve = 4
; Maximum memory budget for compressed data
; The bigger, the faster the loading
; Note: the memory is not pre allocated, it's just tracked and limited
MaxCompressedBudget = 1000
; Maximum number of compressed blocks that are in-flight
; In general does not matter that much, do not make it to small
MaxCompressedBlocks = 4096
; Maximum memory budget for uncompressed data
; The bigger, the faster the loading
; Note: the memory is not pre allocated, it's just tracked and limited
; Note2: this should always be bigger than MaxCompressedBudget value, usually x2.5 times (average compression ratio)
MaxUncmpressedBudget = 2500
; Maximum number of uncompressed blocks that are in-flight
; In general does not matter that much, do not make it to small
MaxUncompressedBlocks = 4096
Visuals - very easy
[Visuals]
Gamma=1
MovieFramerate=60.0
MovieUbersampling=true
---------- Updated at 05:18 PM ----------
RENDERING
[PostProcess] -> per player choice
AllowBloom=true
AllowShafts=true
AllowAntialias=true
AllowMSAA=false
AllowBlur=true
AllowDOF=true
AllowVignette=false
SharpenAmount=1.f
AllowRain=true
AllowSSAO=true
AllowMotionBlur=false
AllowCutsceneDOF=true
AllowBillboards=true
AllowSoftLight=true
AllowFog=true
AllowUnderwater=true
AllowChromaticAberration=false
[Rendering]
- WHAT ARE THE MIN AND MAX VALUES FOR EACH OF THE FOLLOWING
- ON WHAT DO THOSE BUDGETS DEPEND ON - I HAVE 4GB VIDEO CARD AND 32GB DDR5 RAM -
BUT I CAN SET IT TO MAX 3072, AFTER THAT I GET SOME QUANTIC AND DIGITAL IMAGES ON THE LANDSCAPE LIKE A MENU OF SORTS !
MaxTextureSize=8192
MaxAtlasTextureSize=8192
MaxCubeShadowSize=4096
MaxSpotShadowSize=4096
TextureDownscale=0 (UNDERSTANDEABLE)
DetailTextureDownscale=0 (UNDERSTANDEABLE)
AtlasTextureDownscale=0 (UNDERSTANDEABLE)
TextureMemoryBudget=3072
TextureMemoryGUIBudget=3072
TextureTimeBudget=3072
TextureInFlightBudget=3072
DecalsSpawnDistanceCutoff=100.0f
TextureStreamingDistanceLimit=100000.f
TextureStreamingCharacterDistanceLimit=100.f
TextureStreamingHeadsDistanceLimit=100.f
TextureStreamingReduceGameplayLOD=true
UberSampling=1
TextureMipBias=0
MsaaLevel=0
DynamicDecalsLimit=300
MeshRenderingDistanceScale=4.0f
MeshLODDistanceScale=4.0f
TerrainScreenSpaceErrorThreshold=1.6f
TerrainErrorMetricMultiplier=6
ForceInstantAdaptation=false (UNDERSTANDEABLE)
ForceInstantEnvProbeUpdate=false
CascadeShadowFadeTreshold=0.1f
CascadeShadowmapSize=4096
CascadeShadowQuality=4
MaxCascadeCount=8
MaxTerrainShadowAtlasCount=8
GlobalOceanTesselationFactor=128
UseDynamicWaterSimulation=true
TerrainReadAheadDistance=1000.0f
ForcedDebugPreviewIndex=-1
[TextureStreaming]
UseMipRefiner=true
MaxResidentMipMap=6 (min and max ?)
CinematicModeMipBias=0 - ?????????????????
[LevelOfDetail]
MeshLodGameplayDownscale=0
CharacterLodGameplayDownscale=0
DecalsHideDistance=1000 (min and max ?)
StripeHideDistance=1000 (min and max ?)
SwarmHideDistance=1000 (min and max ?)
DimmerHideDistance=1000 (min and max ?)
[Budget]
DecalBudget=3072 (min and max ?) AND ON WHAT IT DEPENDS ??
AFTER PATCH 1.05 OR 1.04
[Scaleform/GlyphCache/1]
NumTextures=4 (min and max ?) what does it affaect ?
TextureHeight=8192 (min and max ?) what does it affaect ?
TextureWidth=8192 (min and max ?) what does it affaect ?
MaxSlotHeight=96 (min and max ?) what does it affaect ?
SlotPadding=2 (min and max ?) what does it affaect ?
---------- Updated at 05:20 PM ----------
PLEASE DO NOT RESPOND OR COMMENT ABOUT THINGS YOU ARE NOT 100% SURE ABOUT ! THANK YOU !
---------- Updated at 05:21 PM ----------
GOG Games -> TW3 -> Bin -> Config -> Platform -> Pc :
RENDERING - again what are the min and max valueas of each, and what exactly do they do ?
[Rendering]
WaterGeometryQuality=128
TerrainScreenSpaceErrorThreshold=1.6
CascadeShadowFadeTreshold=0.2
CascadeShadowQuality=4
MaxTerrainShadowAtlasCount=8
CommandBufferSizeKB=16384
[LevelOfDetail]
DecalsHideDistance=1000.0
StripeHideDistance=1000.0
SwarmHideDistance=1000.0
DimmerHideDistance=1000.0
[Budget]
DecalBudget=3072
MaxMeshTrianglesCount=8000000
MaxMeshChunksCount=2000
MaxEmittersCount=1000
MaxParticlesCount=50000
MaxParticleMeshChunksCount=1000
MaxParticleTriangleCount=10000
VisibleObjectsBudget=3072
---------- Updated at 05:29 PM ----------
AND OFC THE USER.INI
[Gameplay/EntityPool]
SpawnedLimit=1000 -> MIN AND MAX VALUEAS ? AND WHAT DOES IT DO ?
[Hidden]
HasSeenDLCMessage=true
HasSetup=true
uiVerticalFrameScale=1.072
uiHorizontalFrameScale=1.042
[Localization]
RequestedSpeechLanguage=
SpeechLanguage=EN
RequestedTextLanguage=
TextLanguage=EN
[Viewport]
VSync=true
Resolution="1920x1080"
FullScreenMode=2
VSyncThreshold=0
OutputMonitor=-1
[Hud]
MinimapFocusClues=true
MessageModule=false
OnelinersModule=false
HudSize=0
QuestsModule=false
BuffsModule=false
HorsePanicBarModule=false
ConsoleModule=false
EnemyFocusModule=false
HorseStaminaBarModule=false
ControlsFeedbackModule=false
BoatHealthModule=false
THE REAL MISTERY - BUDGET - WHAT DO ALL OF THEESE DO AND WHAT ARE MIN AND MAX VALUES FOR EACH PLEASE !?
I have changed to x2 x5 x10 or even x100 some of them, no FPS loss, but no actual difference....so yeah...
[Budget]
cvMaxAllowedLightsShadowTime=1
cvMaxAllowedApexDestroTickedTime=0.2
cvMaxAllowedGrass=30000
cvMaxAllowedDecalsDynamic=300
cvMaxAllowedDynMeshes=1048576000
cvMaxAllowedChunksSkinnedTime=2.5
cvMaxAllowedTrianglesSkinned=100000
cvMaxAllowedDecalsSSTime=0.1
cvMaxAllowedLightsShadow=3
TerrainTileMipDataBudget=3072
cvMaxAllowedApexTicked=60
cvMaxAllowedActiveEnvProbesTime=0.1
cvMaxAllowedStatTextures=3145728000
cvMaxAllowedSpeedTree=5000
cvMaxAllowedLightsNonShadowsTime=0.2
cvMaxAllowedSpeedTreeTime=2.2
cvMaxAllowedChunksStatic=1500
cvMaxAllowedTrianglesStatic=500000
cvMaxAllowedHiresChunks=25
cvMaxAllowedDecalsDynamicTime=0.5
cvMaxAllowedLightsNonShadows=40
cvMaxAllowedChunksStaticTime=1.5
cvMaxAllowedChunksSkinned=400
cvMaxAllowedApexDestroTicked=20
cvMaxAllowedStatMeshes=2097152000
TerrainTileMinTimeout=2
cvMaxAllowedHiresChunksTime=0.2
cvMaxAllowedApexTickedTime=0.5
cvMaxAllowedCharTextures=2097152000
cvMaxAllowedParticlesCountTime=0.2
cvMaxAllowedParticlesCount=1000
cvMaxAllowedGrassTime=1.5
TerrainTileTimeout=10
OcclusionQueryAdditionalMemory=50
TerrainTileLoadingTimeout=5
cvMaxAllowedDecalsSS=300
[Audio]
Subtitles=false
[LoadingScreen/TCR]
ShowProgress=false -> to not show little loading bar on the loading screen betwen the spinning snake and the "loading" message
[Game]
DoNotPauseWhileStopped=false ?????
[PostProcess]
SharpenAmount=1
MotionBlurPositionTreshold=0.05
AllowVignette=false
MotionBlurRotationTreshold=1 -> ??????
AllowMotionBlur=false
SSAOSolution=2
[Input]
PadVibrationEnabled=true
KeyboardCooldownSpeed=0.1
InvertCameraXOnMouse=false
InvertCameraYOnMouse=false
CameraAutoRotX=true
InvertCameraX=false
UIMouseSensitivity=1
CameraAutoRotY=true
RightStickCameraSensitivity=1
InvertCameraY=false
RightStickAimSensitivity=1
MouseSensitivity=0.25
[DLC]
DlcEnabled_dlc_005_001=1
DlcEnabled_dlc_013_001=1
DlcEnabled_dlc_004_001=1
DlcEnabled_dlc_001_001=1
DlcEnabled_dlc_002_001=1
DlcEnabled_dlc_003_001=1
[Gameplay]
Difficulty=0
[LevelOfDetail] - MIN AND MAX VALLUES ? WHAT DO THEY MEAN ?
SwarmHideDistance=1000
DecalsHideDistance=1000
DimmerHideDistance=1000
DynamicDecalsHideDistance=1000
StripeHideDistance=1000
[General]
ConfigVersion=1
[LoadingScreen/Editor] - ?????????????
Disabled=false
[LoadingOverlay/TCR] - maybe undersandeable
FadeOutCooldownExtraTime=1
FadeInSpinnerTime=1
NoninteractiveSpinnerTime=3
FadeOutSpinnerTime=1
NoninteractiveEndCooldown=1
[Visuals]
InventoryBgColorScaleB=0.036
InventoryFixedLuminance=0.25
InventoryBgColorScaleG=0.034
MovieFramerate=60
GammaValue=1
InventoryBgColorScaleR=0.02
[Rendering] - Min and max values for all who knows please - even if some are already known from the nvidia guide !
GrassDensity=3400
DecalsSpawnDistanceCutoff=100
TextureStreamingHeadsDistanceLimit=100
TextureStreamingCharacterDistanceLimit=100
CascadeShadowDistanceScale2=3
MaxTextureAnizotropy=8
TextureStreamingDistanceLimit=100000
MaxCascadeCount=4
CascadeShadowDistanceScale3=3
MeshLODDistanceScale=4
ScaleformTextureUnstreamDelay=2.5
DecalsChance=10
TerrainReadAheadDistance=1000
MaxTextureAnisotropy=16
MaxTerrainShadowAtlasCount=8
TextureInFlightCountBudget=3072
CascadeShadowmapSize=3072
CascadeShadowDistanceScale0=4
MeshRenderingDistanceScale=4
CascadeShadowDistanceScale1=4
[Input/Gestures] - ??????????
EnableSwipe=true
EnablePan=true
EnableGestures=true
EnablePinch=true
[Streaming/Textures]
UseMipRefiner=true
MaxResidentMipMap=6 - Min MAX ??
CinematicModeMipBias=0 - ????
[LoadingScreen]
FadeInTime=3
SkipShowWithAnyKey=true - ??????
GameRevealTime=3
SkipHideDelay=3
SkipInputDelay=0.25
FadeOutTime=1.5
SkipAutoshow=false - ????????
[Engine]
LimitFPS=0
[Rendering/SpeedTree]
GrassGenerationEfficiency=0.001
GrassDistanceScale=1.5
FoliageDistanceScale=1.5
FoliageShadowDistanceScale=218
GrassRingSize=16777216 - ????????
[Save]
ShowCompatWarning=false
[Kinect]
Kinect=false
[Foliage]
MaxVisibilityDepth=96 - ??????