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Borderlands (UE3) ini tuning

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Apr 3rd, 2019
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  1. mess with the ini files and Nvidia Inspector
  2.  
  3. Best performance for the majority of U3 and U2.5 engine games - 0x000100C5 (issues in some u3 engine games).
  4. Even when nvidia uses a different one in their official profile, you can often gain significant performance
  5. just by changing to this flag.
  6.  
  7.  
  8. BaseEngine, PCEngine, DefaultEngine, Engine and UserEngine.ini etc
  9. [Engine.Engine] and [Engine.GameEngine] (all instances you can find bSmoothFrameRate)
  10. bSmoothFrameRate=TRUE
  11. MinSmoothedFrameRate=45
  12. MaxSmoothedFrameRate=120
  13. TerrainTessellationCheckCount=12 (doubled 6)(This is the number of frames that are used between terrain. tessellation re-calculations. More for performance.)
  14. TerrainTessellationCheckDistance=8192.0 (doubled 4096.0)(The radius from the view origin that terrain tessellation checks should be performed. If 0.0 = infinity.)
  15. FluidSimulationTimeLimit=60.0 (Time limit (in milliseconds) for a fluid simulation update, to avoid spiraling into a bad feedback-loop with slower and slower framerate. This value is doubled in debug builds. So you should increase that value for higher performance.Default 30.0)
  16. PhysXGpuHeapSize=96 (Defines main memory allocated to PhysX, the more, the faster textures and data are stored and used by PhysX enfine. If you are using PhysX might consider increasing this.)
  17. MaxParticleResize=7000 (double the ingame value) (The maximum allowed size to a ParticleEmitterInstance Resize call. If value is larger, the function will return without resizing. 0 = infinite. Adjust the value between 532 and up. 532-10,000 is a good range for limiting the particles.)
  18. (BAK had it at 0 lol)
  19. [TextureStreaming]
  20. PoolSize=768 (no more higher or problems)
  21. MemoryMargin=192 (Poolsize/4)
  22.  
  23. DefaultSystemSettings, BaseSystemSettings, SystemSettings, UserSystemSettings.ini etc
  24. [SystemSettings]
  25. MaxFPS=120.000000
  26. MotionBlur=False
  27. DepthOfField=False (some games requires this to be true to work without glitches)
  28. ChromaticAberration=False
  29. FilmGrain=False
  30. UseVsync=False
  31. MinShadowResolution=512
  32. MaxShadowResolution=1024
  33. bEnableBranchingPCFShadows=True
  34. bAllowHardwareShadowFiltering=True
  35. SkeletalMeshLODBias=-0.250
  36. ParticleLODBias=-0.250
  37. ShadowFilterQualityBias=-0.250
  38. AllowRadialBlur=False
  39. MotionBlurSkinning=0
  40. MobilePostProcessBlurAmount=0.0
  41. MaxAnisotropy=0 (force it through nvidia control panel instead)
  42. ShadowDepthBias=0.009
  43.  
  44. DefaultInput, BaseInput, Input, UserInput.ini etc
  45. [Engine.PlayerInput]
  46. bEnableMouseSmoothing=False
  47.  
  48. [UTGame.UTConsolePlayerInput]
  49. bViewAccelerationEnabled=FALSE
  50.  
  51.  
  52. DISABLE STREAMING (HEAVY solution so backup *game*Engine.ini, depends on the game if it helps ofcourse)
  53. USE MODERATE PREALLOCATION IN NVIDIA SETTINGS
  54. [Engine.Engine]
  55. bUseBackgroundLevelStreaming=False
  56. bUseTextureStreaming=True
  57. OnlyStreamInTextures=True
  58. MipFadeInSpeed0=0
  59. MipFadeOutSpeed0=0
  60. MipFadeInSpeed1=0
  61. MipFadeOutSpeed1=0
  62.  
  63. [TextureStreaming]
  64. OnlyStreamInTextures=True
  65. LoadMapTimeLimit=20
  66. LightmapStreamingFactor=0
  67. ShadowmapStreamingFactor=0
  68. bAllowSwitchingStreamingSystem=False
  69. UseDynamicStreaming=False
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