Textures Loading in Front of YOU ?
So I have been testing the issue with textures loading in front of the char for 2 days now, and read all I could find about them !
Everyone says to increase the budget memory so the texture doesnt load in front of you ! BUT NOTHING WORKS !!!! This is the only thing that kills the game ! And its everywhere !
You walk and you see a wall loading, if u go back, it will load again, 100%, and if u run around it, it will continue to load and re-load the same texture infinitly It doesnt matter if u have textures renedered at 1024, 2048, 3072, 4096 or even 8192 ! NOTHING WORKS !
Now i come for help !
Please if anyone knows what to do - tell me ! I dont think i am the only one with this issue !
Here are my inis :
User (read-only):
[Gameplay/EntityPool]
SpawnedLimit=150
[Hidden]
HasSetup=true
uiVerticalFrameScale=1.07
uiHorizontalFrameScale=1.042
[Localization]
SpeechLanguage=EN
TextLanguage=EN
[Viewport]
VSync=true
Resolution="1920x1080"
FullScreenMode=2
VSyncThreshold=0
OutputMonitor=-1
[Hud]
MinimapFocusClues=true
MessageModule=false
OnelinersModule=false
HudSize=0
QuestsModule=false
ConsoleModule=false
EnemyFocusModule=false
ControlsFeedbackModule=false
BoatHealthModule=false
[Budget]
cvMaxAllowedLightsShadowTime=3
cvMaxAllowedApexDestroTickedTime=0.2
cvMaxAllowedGrass=60000
cvMaxAllowedDecalsDynamic=50
cvMaxAllowedDynMeshes=104857600
cvMaxAllowedChunksSkinnedTime=3.5
cvMaxAllowedTrianglesSkinned=100000
cvMaxAllowedDecalsSSTime=0.1
cvMaxAllowedLightsShadow=5
TerrainTileMipDataBudget=3072
cvMaxAllowedApexTicked=160
cvMaxAllowedActiveEnvProbesTime=0.3
cvMaxAllowedStatTextures=514572800
cvMaxAllowedSpeedTree=100000
cvMaxAllowedLightsNonShadowsTime=0.2
cvMaxAllowedSpeedTreeTime=0.1
cvMaxAllowedChunksStatic=6000
cvMaxAllowedTrianglesStatic=400000
cvMaxAllowedHiresChunks=30
cvMaxAllowedDecalsDynamicTime=0.5
cvMaxAllowedLightsNonShadows=40
cvMaxAllowedChunksStaticTime=1.5
cvMaxAllowedChunksSkinned=500
cvMaxAllowedApexDestroTicked=50
cvMaxAllowedStatMeshes=409715200
TerrainTileMinTimeout=2
cvMaxAllowedHiresChunksTime=0.2
cvMaxAllowedApexTickedTime=0.5
cvMaxAllowedCharTextures=209715200
cvMaxAllowedParticlesCountTime=0.2
cvMaxAllowedParticlesCount=2000
cvMaxAllowedGrassTime=1.5
TerrainTileTimeout=10
OcclusionQueryAdditionalMemory=30
TerrainTileLoadingTimeout=5
cvMaxAllowedDecalsSS=200
[Audio]
Subtitles=false
[LoadingScreen/TCR]
ShowProgress=false
[Game]
DoNotPauseWhileStopped=false
[PostProcess]
SharpenAmount=1
MotionBlurPositionTreshold=0.05
MotionBlurRotationTreshold=1
SSAOSolution=2
AllowBlur=false
[Input]
PadVibrationEnabled=false
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_001_001=1
DlcEnabled_dlc_002_001=1
[Gameplay]
Difficulty=4
HudTutorialEnabled=false
[LevelOfDetail]
SwarmHideDistance=200
DecalsHideDistance=200
DimmerHideDistance=200
DynamicDecalsHideDistance=200
StripeHideDistance=200
[General]
ConfigVersion=1
[LoadingScreen/Editor]
Disabled=false
[LoadingOverlay/TCR]
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]
GrassDensity=3400
DecalsSpawnDistanceCutoff=20
TextureStreamingHeadsDistanceLimit=20
GlobalOceanTesselationFactor=512
TextureStreamingCharacterDistanceLimit=80
CascadeShadowFadeTreshold=0.2
CascadeShadowDistanceScale2=3
MaxTextureAnizotropy=8
TextureStreamingDistanceLimit=70000
MaxCascadeCount=8
TextureTimeBudget=3072
TextureMemoryBudget=3072
CascadeShadowDistanceScale3=3
MeshLODDistanceScale=2
MaxSpotShadowSize=4096
ScaleformTextureUnstreamDelay=2.5
DecalsChance=10
TerrainReadAheadDistance=1000
TextureMemoryGUIBudget=3072
HairWorksLevel=0
MaxTextureAnisotropy=16
TerrainScreenSpaceErrorThreshold=1.6
MaxTerrainShadowAtlasCount=8
MaxCubeShadowSize=4096
TextureMipBias=0
HardwareCursor=true
TextureInFlightBudget=3072
TextureInFlightCountBudget=3072
TerrainErrorMetricMultiplier=10
CascadeShadowmapSize=4096
CascadeShadowDistanceScale0=4
MeshRenderingDistanceScale=2
CascadeShadowQuality=4
CascadeShadowDistanceScale1=4
[Input/Gestures]
EnableSwipe=true
EnablePan=true
EnableGestures=true
EnablePinch=true
[LoadingScreen]
FadeInTime=3
SkipShowWithAnyKey=true
GameRevealTime=3
SkipHideDelay=3
SkipInputDelay=0.25
FadeOutTime=1.5
SkipAutoshow=true
[Engine]
LimitFPS=0
[Rendering/SpeedTree]
GrassGenerationEfficiency=0.001
GrassDistanceScale=1.5
FoliageDistanceScale=1.5
FoliageShadowDistanceScale=216
GrassRingSize=16777216
[Save]
ShowCompatWarning=false
[Kinect]
Kinect=false
[Foliage]
MaxVisibilityDepth=96
Rendering:
[PostProcess]
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=false
AllowUnderwater=true
AllowChromaticAberration=false
[Rendering]
MaxTextureSize=4096
MaxAtlasTextureSize=4096
MaxCubeShadowSize=4096
MaxSpotShadowSize=4096
TextureDownscale=0
DetailTextureDownscale=0
AtlasTextureDownscale=0
TextureMemoryBudget=3072
TextureMemoryGUIBudget=3072
TextureTimeBudget=3072
TextureInFlightBudget=3072
DecalsChance=10.0f
DecalsSpawnDistanceCutoff=20.0f
TextureStreamingDistanceLimit=70000.f
TextureStreamingCharacterDistanceLimit=80.f
TextureStreamingHeadsDistanceLimit=20.f
TextureStreamingReduceGameplayLOD=true
UberSampling=1
TextureMipBias=-0.7
MsaaLevel=0
DynamicDecalsLimit=60
MeshRenderingDistanceScale=3.0f
MeshLODDistanceScale=2.0f
TerrainScreenSpaceErrorThreshold=1.6f
TerrainErrorMetricMultiplier=10
ForceInstantAdaptation=false
ForceInstantEnvProbeUpdate=false
EnableTemporalAA=true
CascadeShadowFadeTreshold=0.2f
CascadeShadowmapSize=4096
CascadeShadowQuality=4
MaxCascadeCount=8
MaxTerrainShadowAtlasCount=8
GlobalOceanTesselationFactor=512
UseDynamicWaterSimulation=true
UseHairWorks=false
HairWorksAALevel=8
TerrainReadAheadDistance=1000.0f
ForcedDebugPreviewIndex=-1
HardwareCursor=false
[TextureStreaming]
MaxResidentMipMap=6
[LevelOfDetail]
MeshLodGameplayDownscale=0
CharacterLodGameplayDownscale=0
DecalsHideDistance=200
StripeHideDistance=200
SwarmHideDistance=200
DimmerHideDistance=200
[Budget]
DecalBudget=3072
Resources:
[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 = 1000
; Size of the file queue during loading perios (when loading screen is there)
; The bigger, the better
FileQueueSizeLoading = 5000
; 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 = 100
; 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 = 250
; Maximum number of uncompressed blocks that are in-flight
; In general does not matter that much, do not make it to small
MaxUncompressedBlocks = 4096
Platform rendering:
[Rendering]
WaterGeometryQuality=1024
TerrainScreenSpaceErrorThreshold=1.6
CascadeShadowFadeTreshold=3
CascadeShadowQuality=4
MaxTerrainShadowAtlasCount=8
CommandBufferSizeKB=16384
[LevelOfDetail]
DecalsHideDistance=200.0
StripeHideDistance=200.0
SwarmHideDistance=200.0
DimmerHideDistance=200.0
[Budget]
DecalBudget=3072
MaxMeshTrianglesCount=4000000
MaxMeshChunksCount=1000
MaxEmittersCount=200
MaxParticlesCount=30000
MaxParticleMeshChunksCount=100
MaxParticleTriangleCount=6000
VisibleObjectsBudget=3072
If anything else is neede...please aks !
WAITING FOR RESPONS ! THIS IS TRULY STUPID !
I will upload a video - but i need to know how, i can make it with fraps, but dunno how to upload it ! Help
I have monster PC, intel i 7, 32GB DDR5 DOMINATOR, asus 4gb card 290x series etc
So I have been testing the issue with textures loading in front of the char for 2 days now, and read all I could find about them !
Everyone says to increase the budget memory so the texture doesnt load in front of you ! BUT NOTHING WORKS !!!! This is the only thing that kills the game ! And its everywhere !
You walk and you see a wall loading, if u go back, it will load again, 100%, and if u run around it, it will continue to load and re-load the same texture infinitly It doesnt matter if u have textures renedered at 1024, 2048, 3072, 4096 or even 8192 ! NOTHING WORKS !
Now i come for help !
Please if anyone knows what to do - tell me ! I dont think i am the only one with this issue !
Here are my inis :
User (read-only):
[Gameplay/EntityPool]
SpawnedLimit=150
[Hidden]
HasSetup=true
uiVerticalFrameScale=1.07
uiHorizontalFrameScale=1.042
[Localization]
SpeechLanguage=EN
TextLanguage=EN
[Viewport]
VSync=true
Resolution="1920x1080"
FullScreenMode=2
VSyncThreshold=0
OutputMonitor=-1
[Hud]
MinimapFocusClues=true
MessageModule=false
OnelinersModule=false
HudSize=0
QuestsModule=false
ConsoleModule=false
EnemyFocusModule=false
ControlsFeedbackModule=false
BoatHealthModule=false
[Budget]
cvMaxAllowedLightsShadowTime=3
cvMaxAllowedApexDestroTickedTime=0.2
cvMaxAllowedGrass=60000
cvMaxAllowedDecalsDynamic=50
cvMaxAllowedDynMeshes=104857600
cvMaxAllowedChunksSkinnedTime=3.5
cvMaxAllowedTrianglesSkinned=100000
cvMaxAllowedDecalsSSTime=0.1
cvMaxAllowedLightsShadow=5
TerrainTileMipDataBudget=3072
cvMaxAllowedApexTicked=160
cvMaxAllowedActiveEnvProbesTime=0.3
cvMaxAllowedStatTextures=514572800
cvMaxAllowedSpeedTree=100000
cvMaxAllowedLightsNonShadowsTime=0.2
cvMaxAllowedSpeedTreeTime=0.1
cvMaxAllowedChunksStatic=6000
cvMaxAllowedTrianglesStatic=400000
cvMaxAllowedHiresChunks=30
cvMaxAllowedDecalsDynamicTime=0.5
cvMaxAllowedLightsNonShadows=40
cvMaxAllowedChunksStaticTime=1.5
cvMaxAllowedChunksSkinned=500
cvMaxAllowedApexDestroTicked=50
cvMaxAllowedStatMeshes=409715200
TerrainTileMinTimeout=2
cvMaxAllowedHiresChunksTime=0.2
cvMaxAllowedApexTickedTime=0.5
cvMaxAllowedCharTextures=209715200
cvMaxAllowedParticlesCountTime=0.2
cvMaxAllowedParticlesCount=2000
cvMaxAllowedGrassTime=1.5
TerrainTileTimeout=10
OcclusionQueryAdditionalMemory=30
TerrainTileLoadingTimeout=5
cvMaxAllowedDecalsSS=200
[Audio]
Subtitles=false
[LoadingScreen/TCR]
ShowProgress=false
[Game]
DoNotPauseWhileStopped=false
[PostProcess]
SharpenAmount=1
MotionBlurPositionTreshold=0.05
MotionBlurRotationTreshold=1
SSAOSolution=2
AllowBlur=false
[Input]
PadVibrationEnabled=false
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_001_001=1
DlcEnabled_dlc_002_001=1
[Gameplay]
Difficulty=4
HudTutorialEnabled=false
[LevelOfDetail]
SwarmHideDistance=200
DecalsHideDistance=200
DimmerHideDistance=200
DynamicDecalsHideDistance=200
StripeHideDistance=200
[General]
ConfigVersion=1
[LoadingScreen/Editor]
Disabled=false
[LoadingOverlay/TCR]
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]
GrassDensity=3400
DecalsSpawnDistanceCutoff=20
TextureStreamingHeadsDistanceLimit=20
GlobalOceanTesselationFactor=512
TextureStreamingCharacterDistanceLimit=80
CascadeShadowFadeTreshold=0.2
CascadeShadowDistanceScale2=3
MaxTextureAnizotropy=8
TextureStreamingDistanceLimit=70000
MaxCascadeCount=8
TextureTimeBudget=3072
TextureMemoryBudget=3072
CascadeShadowDistanceScale3=3
MeshLODDistanceScale=2
MaxSpotShadowSize=4096
ScaleformTextureUnstreamDelay=2.5
DecalsChance=10
TerrainReadAheadDistance=1000
TextureMemoryGUIBudget=3072
HairWorksLevel=0
MaxTextureAnisotropy=16
TerrainScreenSpaceErrorThreshold=1.6
MaxTerrainShadowAtlasCount=8
MaxCubeShadowSize=4096
TextureMipBias=0
HardwareCursor=true
TextureInFlightBudget=3072
TextureInFlightCountBudget=3072
TerrainErrorMetricMultiplier=10
CascadeShadowmapSize=4096
CascadeShadowDistanceScale0=4
MeshRenderingDistanceScale=2
CascadeShadowQuality=4
CascadeShadowDistanceScale1=4
[Input/Gestures]
EnableSwipe=true
EnablePan=true
EnableGestures=true
EnablePinch=true
[LoadingScreen]
FadeInTime=3
SkipShowWithAnyKey=true
GameRevealTime=3
SkipHideDelay=3
SkipInputDelay=0.25
FadeOutTime=1.5
SkipAutoshow=true
[Engine]
LimitFPS=0
[Rendering/SpeedTree]
GrassGenerationEfficiency=0.001
GrassDistanceScale=1.5
FoliageDistanceScale=1.5
FoliageShadowDistanceScale=216
GrassRingSize=16777216
[Save]
ShowCompatWarning=false
[Kinect]
Kinect=false
[Foliage]
MaxVisibilityDepth=96
Rendering:
[PostProcess]
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=false
AllowUnderwater=true
AllowChromaticAberration=false
[Rendering]
MaxTextureSize=4096
MaxAtlasTextureSize=4096
MaxCubeShadowSize=4096
MaxSpotShadowSize=4096
TextureDownscale=0
DetailTextureDownscale=0
AtlasTextureDownscale=0
TextureMemoryBudget=3072
TextureMemoryGUIBudget=3072
TextureTimeBudget=3072
TextureInFlightBudget=3072
DecalsChance=10.0f
DecalsSpawnDistanceCutoff=20.0f
TextureStreamingDistanceLimit=70000.f
TextureStreamingCharacterDistanceLimit=80.f
TextureStreamingHeadsDistanceLimit=20.f
TextureStreamingReduceGameplayLOD=true
UberSampling=1
TextureMipBias=-0.7
MsaaLevel=0
DynamicDecalsLimit=60
MeshRenderingDistanceScale=3.0f
MeshLODDistanceScale=2.0f
TerrainScreenSpaceErrorThreshold=1.6f
TerrainErrorMetricMultiplier=10
ForceInstantAdaptation=false
ForceInstantEnvProbeUpdate=false
EnableTemporalAA=true
CascadeShadowFadeTreshold=0.2f
CascadeShadowmapSize=4096
CascadeShadowQuality=4
MaxCascadeCount=8
MaxTerrainShadowAtlasCount=8
GlobalOceanTesselationFactor=512
UseDynamicWaterSimulation=true
UseHairWorks=false
HairWorksAALevel=8
TerrainReadAheadDistance=1000.0f
ForcedDebugPreviewIndex=-1
HardwareCursor=false
[TextureStreaming]
MaxResidentMipMap=6
[LevelOfDetail]
MeshLodGameplayDownscale=0
CharacterLodGameplayDownscale=0
DecalsHideDistance=200
StripeHideDistance=200
SwarmHideDistance=200
DimmerHideDistance=200
[Budget]
DecalBudget=3072
Resources:
[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 = 1000
; Size of the file queue during loading perios (when loading screen is there)
; The bigger, the better
FileQueueSizeLoading = 5000
; 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 = 100
; 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 = 250
; Maximum number of uncompressed blocks that are in-flight
; In general does not matter that much, do not make it to small
MaxUncompressedBlocks = 4096
Platform rendering:
[Rendering]
WaterGeometryQuality=1024
TerrainScreenSpaceErrorThreshold=1.6
CascadeShadowFadeTreshold=3
CascadeShadowQuality=4
MaxTerrainShadowAtlasCount=8
CommandBufferSizeKB=16384
[LevelOfDetail]
DecalsHideDistance=200.0
StripeHideDistance=200.0
SwarmHideDistance=200.0
DimmerHideDistance=200.0
[Budget]
DecalBudget=3072
MaxMeshTrianglesCount=4000000
MaxMeshChunksCount=1000
MaxEmittersCount=200
MaxParticlesCount=30000
MaxParticleMeshChunksCount=100
MaxParticleTriangleCount=6000
VisibleObjectsBudget=3072
If anything else is neede...please aks !
WAITING FOR RESPONS ! THIS IS TRULY STUPID !
I will upload a video - but i need to know how, i can make it with fraps, but dunno how to upload it ! Help
I have monster PC, intel i 7, 32GB DDR5 DOMINATOR, asus 4gb card 290x series etc
Last edited:


