If we look at how badly tweaked or adapted even basic config or engine parameters are in a lot if not most of even AAA game releases are we can see that sadly those details are often not handled with the care they deserve.įor a lot of games it's a lazy copy and paste shader solution, likely of an older draft of Lottes FXAA (which had eg. We do not know which version of FXAA ended up in this engine or the game implementation (meaning this games creators/ devs looking through shader files, adapting values, tweaking all the stuff Lottes implemented and intended to be adapted and making sure to use the latest, fixed draft of FXAA).Īs a common known bad example, see Skyrims original FXAA implementation, cases like that one gave FXAA it's bad name. More background on topic of FXAA/ PostAA: Log_AllowDirectLoggingFromAnyThread (seems defaulted to be enabled - wouldn't this decrease performance?) R_PostMSAAEdgeFilterNV (=0 = should be disabled as potentially older bugged/ less efficient implementation)Ĭa_physicsProcessImpact (might make for more fluent physics at higher performance costs- could also help if you have a very powerfull CPU?) R_UseEdgeAA (=0 = should be disabled as potentially older bugged/ less efficient implementation) R_UsePOM (would be 1 for quality 0 for performance) R_TexturesStreamPoolSize (try 256 or higher?) Some more that could be worth checking out:
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