Tera Modification Guide Increase FPS and Image Quality in Depth Version PDF Graphics Processing Unit Random Access Memory
Distortion is a technique that simulates the refraction of light through transparent or translucent surfaces, such as glass, water, or fire. Color is the property that determines the hue, saturation, and brightness of a surface. Sets allow the game to switch stream rates to compensate for stuttering/lag spikes but reduce framerate priority and cause more stuttering under certain conditions if set true.
- The manipulation of the controller was boosted to maximize the experience of non-targeting action, and an expansive world of fantasy and content was established to deeply immerse the players.
- The value of this setting is the number of pixels per triangle that the tessellation algorithm will try to achieve.
- DynamicShadows – False will give performance boosts with shadow on, but your shadow quality will be reduced.
- Enabling triple buffering may mitigate this issue but that isn’t always reliable.
(BaseSystemSettings.ini)
A value of 0 disables shadows altogether, where anything above 2 is only seen at 1920 or higher res. Sets the in-game character & animation quality where -1 is the highest quality and 10 is the lowest “8-bit Mario” style quality. Shader optimization is the process of reducing the number of instructions and calculations that the graphics card has to perform to render the scene. Setting to false removes the FPS cap altogether but may cause jerkiness.
This can help improve the performance and stability of the game, but also introduce some input lag and visual artifacts. A setting that controls the initial size of the memory block allocated for storing light primitive interactions in Unreal Engine 3 games. Light primitive interactions are data structures that store information about how dynamic lights affect static meshes in the scene. The more light primitive interactions there are, the more memory is needed to store them. But you should ideally not notice a difference, because your sufficiently far from the texture. If anyone has tera vsync any ideas on why viewing additional mobs would create such massive CPU usage, please enlighten me.
TERA Online .ini Performance Tweaks Guide
Secondary lighting can improve the visual quality and realism of the scene, but also increase the performance cost and memory usage. A setting that controls how big the light must be on the screen before it starts to fade out the precomputed shadows in Unreal Engine 3 games. Precomputed shadows are textures that store precomputed lighting and shadow information for static objects in the scene. The higher the value of this setting, the more stable and consistent the precomputed shadows are, but also the more performance cost and memory usage they incur. A lower value of this setting means less maximum resolution for shadow maps, which may result in a lower visual quality and realism for shadows, but also a lower performance cost and memory usage. Is a setting that controls whether the game engine uses whole-scene dominant shadows in Unreal Engine 3 games.
- The interface and combat control system is optimized for the console devices.
- For example, if you have two overlapping smoke particles with separate translucency, they may not blend correctly and look like they are on different layers.
- I believe its because of this FPS killing code that additional mobs creates.
- So I doubt that you will get banned for changing some the .ini file settings.
- This is particularly useful when your monitor’s refresh rate is out of sync with your game’s frame rate.
- A setting that controls whether to enable or disable temporal anti-aliasing (TAA) in Unreal Engine 3 games.
Its an unreal engine 3 game, and vsync is set to off in the .ini file. Setting the file to read only will prevent the game from starting as it cannot overwrite the modified file. A setting that controls whether translucent objects are rendered separately from the rest of the scene. Translucent objects are those that allow some light to pass through them, such as glass, water, or smoke.
If you want max details on all players, including your friends, set this to 3. Can affect the visual appearance and performance of your game, as well as the compatibility with different platforms and devices. Sets the number of MIP levels to drop (increase fudge) before uploading a texture LOD. MinTextureDensity, IdealTextureDensity, MaxTextureDensity, MinLightMapDensity, IdealLightMapDensity, MaxLightMapDensity settings. If you have a low-end PC with limited VRAM and a HDD, you may want to keep this at True to avoid long loading times and crashes. If you set this to false, the game will turn a very round hill of many polygons into a jagged hill of fewer polygons further away you get.