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Old 10-31-2012, 11:31 AM   #50
PsYcNeT
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Join Date: May 2004
Location: Marseilles Of The Prairies
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There are some user.cfg tweaks people have posted on the forums that help low fps PCs, but if you have an older CPU (for whatever reason, CryEngine 2/3 leans heavily on the CPU) it might not optimize too much. Core 2 Duo/Quads and AMDs older than Bulldozer seem to have a rough time with it.

Quote:
Originally Posted by Rathji
I am about halfway to one of the cheapest mechs, so maybe I will play enough to grab one and test it out.
Whatever you do, don't buy a Commando. A Jenner is best, but a Raven is at least a usable machine. The Commando however is a tiny metal baby that gets blown up in 3 seconds.

EDIT: Here's the user.cfg tweak for bad FPS:

Click Me

Quote:
;************************************************* ***********************
;*********************** MWO LOWEST PRO Config **************************
;************************************************* ***********************
;---
;============================ Core ======================================
;---
r_VSync = 0
sys_spec_Environment = 0
sys_spec_GameEffects = 0
sys_spec_ObjectDetail = 0
sys_spec_Particles = 0
sys_spec_PostProcessing = 0
sys_spec_Shading = 0
sys_spec_Shadows = 0
sys_spec_Texture = 0
sys_spec_Physics = 0
sys_spec_Sound = 1
;r_MultiThreaded = 2
;--- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
;s_FileCacheManagerSize = 80
;---
;============================ Controller ================================
;---
i_mouse_smooth = 0
i_mouse_accel=0
;cl_sensitivity = 0.25
;cl_sensitivityController = 0.1
;i_mouse_accel_max = 100
;---
;============================= Renderer ================================
;---
q_Quality = 0
q_Renderer = 0
q_ShaderFX = 0
q_ShaderGeneral = 0
q_ShaderGlass = 0
q_ShaderHDR = 0
q_ShaderIce = 0
q_ShaderMetal = 0
q_ShaderPostProcess = 0
q_ShaderShadow = 0
q_ShaderSky = 0
q_ShaderTerrain = 0
q_ShaderVegetation = 0
q_ShaderWater = 0
;---
;============================= ObjectDetail =============================
;---
e_ViewDistMin = 10
e_ViewDistRatio = 100
e_ViewDistRatioCustom = 100
e_ViewDistRatioDetail = 75
e_ViewDistRatioLights = 50
e_ViewDistRatioVegetation = 50
r_DrawNearZRange = 0.08
e_ObjQuality = 2
e_Lods = 1
e_LodRatio = 20
e_LodMin = 0
e_decals=0
ca_useDecals = 0
e_DecalsAllowGameDecals = 0
e_DecalsLifeTimeScale = 2
e_DecalsOverlapping = 0
e_Decal####Cache=0
e_DecalsForceDeferred = 0
e_VegetationBending = 0
e_VegetationMinSize = 0
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 1
e_ProcVegetation = 1
e_TerrainDetailMaterialsViewDistXY = 1024
e_TerrainDetailMaterialsViewDistZ = 128
e_TerrainOcclusionCullingMaxDist = 200
e_Dissolve = 2
e_MaxViewDistSpecLerp = 1
e_OcclusionCullingViewDistRatio = 1
e_streamCgf = 0
ca_AttachmentCullingRation = 200
ca_DrawFaceAttachments = 1
es_DebrisLifetimeScale = 0
;---
;============================= Textures ================================
;---
r_TexResolution = 1
;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
r_TexBumpResolution = 2
;--- Reduces bump texture resolution. Same as ^^^
r_EnvTexResolution = 0
;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512
r_EnvCMResolution = 0
;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256
r_TexSkyResolution = 1
r_DynTexAtlasCloudsMaxSize = 32
r_DynTexAtlasSpritesMaxSize = 32
r_DynTexMaxSize = 80
r_EnvTexUpdateInterval = 0.001
r_ImposterRatio = 1
r_TexAtlasSize = 512
r_TexMinAnisotropy = 0
r_TexturesFilteringQuality = 0
r_VegetationSpritesTexRes = 16
;----------------------------- Detail Textures -------------------------
r_DetailTextures = 0
r_DetailNumLayers = 0
r_DetailDistance = 1
;---
;================ Post-Processing / HDR / DOF / Motion Blur ============
;---
r_ColorGrading = 0
r_DepthOfField = 0
r_dofMinZScale = 0
r_dofMinZ = 1
r_DepthOfFieldBokeh = 0
r_DepthOfFieldBokehQuality = 0
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 0.1
r_GlowAnamorphicFlares = 1
r_HDRBloomMul = 0.5
r_HDRBlueShift = 0.2
r_HDRBrightLevel = 0.50
r_HDRBrightOffset = 30
r_HDRBrightThreshold = 5
r_HDREyeAdaptionCache = 30
r_HDRGrainAmount = 0
r_HDRLevel = 0
r_HDROffset = 10
r_HDRRendering = 1
r_MotionBlurMaxViewDist = 0
r_PostProcessHUD3DCache = 30
r_RainMaxViewDist_Deferred = 0
r_sunshafts = 0
r_Coronashafts = 0
r_Coronas = 0
r_Flares = 1
r_MotionBlur = 0
r_MotionBlurShutterSpeed = 0.00001
ca_MotionBlurMovementThreshold = 0.00001
r_Reflections = 0
r_ReflectionsQuality = 0
;---
;============================= Light/Shading ===========================
;---
e_DynamicLightsMaxEntityLights = 8
e_GI = 1
e_GIAmount = 0.5
e_GIMaxDistance = 80
e_GINumCascades = 1
e_SkyType = 1
e_SkyUpdateRate = 0
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_VegetationUseTerrainColor = 1
;---
;============================= Shadows =================================
;---
e_GsmCache = 0
e_GsmCastFromTerrain = 0
e_GsmLodsNum = 0
e_GsmRange = 0
e_ParticlesShadows = 0
e_Shadows = 0
e_ShadowsCastViewDistRatio = 0
e_ShadowsMaxTexRes = 0
e_ShadowsOnAlphaBlend = 0
e_ShadowsResScale = 0
e_ShadowsTessellateCascades = 0
r_ShadowBlur = 0
r_ShadowJittering = 0
r_ShadowsMaskResolution = 0
r_ShadowsPCFiltering = 0
r_ShadowsUseClipVolume = 0
e_ShadowsSlopeBias=0
;---
;============================= AA/MSAA/FSAA ============================
;---
r_PostMSAA = 0
r_PostMSAAMode = 0
r_PostMSAAEdgeFilterNV = 0
r_FSAA = 0
r_UseEdgeAA = 0
;---
;============================= SSAO ====================================
;---
r_ssdo = 0
r_SSAO = 0
r_SSAOQuality = 0
r_SSAODownscale = 0
r_refraction = 0
r_ssreflections = 0
r_ssdoAmbientAmount = 0
r_ssdoAmount = 0
;---
;============================= Volumetrics =============================
;---
r_FogColorGradient = 0
r_Beams = 0
r_BeamsDistFactor = 0.05
r_BeamsMaxSlices = 200
e_Clouds = 0
r_CloudsUpdateAlways = 0
;---
;============================ Particles ================================
;---
e_ParticlesQuality = 0
e_ParticlesLights = 0
e_ParticlesMaxScreenFill = 32
e_ParticlesMinDrawPixels = 1
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
r_UseParticlesHalfRes = 0
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 0
r_UseParticlesMerging = 0
r_UseParticlesHalfResForce = 0
r_RainDropEffect = 0
r_RainAmount = 0
r_Rain = 0
;e_particles_thread = 1
;---
;============================ Water ===================================
;---
e_WaterOceanFFT = 0
e_WaterTesselationAmount = 10
e_WaterTesselationAmountX = 10
e_WaterTesselationAmountY = 10
e_WaterTesselationSwathWidth = 10
r_WaterCaustics = 0
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0
r_WaterUpdateDistance = 0
r_WaterUpdateFactor = 0
;---
;============================ Physics ==================================
;---
;Physics
g_breakage_particles_limit = 90
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
e_CullVegActivation = 50
e_FoliageWindActivationDist = 25
e_PhysFoliage = 0
e_PhysOceanCell = 0.5
p_gravity_z = -36.3
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.2
p_max_MC_iters = 4000
p_max_object_splashes = 3
p_max_substeps_large_group = 5
p_num_bodies_large_group = 100
p_splash_dist0 = 7
p_splash_dist1 = 30
p_splash_force0 = 10
p_splash_force1 = 100
p_splash_vel0 = 4.5
p_splash_vel1 = 10
v_vehicle_quality = 4
es_MaxPhysDist = 100
es_MaxPhysDistInvisible = 15
;---
;============================ Sound ===================================
;---
s_FormatSampleRate = 44100
s_MaxChannels=32
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_ReverbType = 1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_PrecacheData = 1
s_PriorityThreshold = 1
;---
;============================ STREAMING ===============================
__________________

Quote:
Originally Posted by MrMastodonFarm View Post
Settle down there, Temple Grandin.

Last edited by PsYcNeT; 10-31-2012 at 11:36 AM.
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