Discussion in 'Videocards - AMD Radeon' started by WhiteLightning, Sep 28, 2018.
Deus Ex May Return Under Embracer, Eidos Wants to “Do What Cyberpunk 2077 Couldn’t”
Following Embracer Group’s purchase of Square Enix’s Western AAA studios, most of the focus has been on what might happen with Crystal Dynamics and the Tomb Raider franchise, but what about Eidos Montreal?
With another Guardians of the Galaxy game likely off the table, what might they be tackling next? Well, according to Jeff Grubb on the latest episode of his Game Mess Mornings show,
it seems they may be going back to the franchise they’re best known for – Deus Ex.
While everything’s still very early, Embracer is said to be much more open to bringing back Adam Jensen, and Eidos Montreal is fired up to “do what Cyberpunk 2077 couldn’t” within the sci-fi RPG sphere.
"We don't know, really, what to expect from an Embracer-owned, Crystal Dynamics, Eidos Montreal. It's early, the rumblings I've heard... they want to get right back into [Deus Ex].
They want to do what Cyberpunk 2077 couldn't, that's the word going around. I mean, we'll see if that happens. It's so early, who knows what that will turn into, but that was probably not even...
there was no possibility of that conversation to even begin under Square Enix, right?"
OP Updated: Tweaks for UE4 & possibly UE5:
Description of settings Engine.ini
File Engine.ini located on the path settings for game:
After add options in Engine.ini, be sure to set "read only" in the properties of file Engine.ini
r.ViewDistanceScale draw distance multiplier, multiplier for how far away all things will be drawn low (0.1) to high (10), default(1) strong performance impact
r.ViewDistanceQuality quality of draw distance low (0) to high (4)
r.SceneColorFormat affects performance, quality especially with translucency low (0) to high (5) default 4, optimally 3 average-low performance impact
r.CreateShadersOnLoad create shaders on load (1), which can reduce hitching
r.FinishCurrentFrame improve latency, but slow down overall performance (1), switch off can improve fps (0)
r.OneFrameThreadLag increases input lag, but boost fps(1)
r.RenderTargetPoolMin low 100 to high 5000 and above, rendering pool - non-freed memory needed for processing if it is not enough lags are possible, for default 400, but if you look at the log (C:\Users\%userprofile%\AppData\Local\FactoryGame\Saved\Logs\FactoryGame.log) and there are errors like:
LogRenderTargetPool: Warning: r.RenderTargetPoolMin exceeded 675/400 MB (ok in editor, bad on fixed memory platform)
then increase the value to the desired value, for example, in this case 1000 will be more than enough, but do not forget that this way you use up the video memory required for textures
r.bForceCPUAccessToGPUSkinVerts at (1) increases the load on the processor by reducing the load on the video card, if the processor is free, you can turn it on, increases fps
r.Streaming.MipBias quality of textures when streaming from low (2) to high (0)
r.MaterialQualityLevel quality of materials low(0), high(1), medium(2), epic(3)
r.Fog fog disable (0), enable (1)
r.StaticMeshLODDistanceScale level of distance at which meshes will be used from low (1) to high (0.25) has average effect on fps
r.MipMapLODBias sets the sharpness of textures from more blurry (15) to sharper (-15) has little or no effect on fps
r.DetailMode current detail mode from low (0) to high (2) medium impact on fps
r.Color.Mid color correction by default 0.5(50%) by changes is similar to gamma correction or contrast does not affect fps at all
r.ScreenPercentage increasing or decreasing the rendering resolution (supersampling, downsampling), 100 means 100% of the selected screen resolution, in extreme cases, to increase the fps, you can try to decrease the value
r.DefaultFeature.AntiAliasing AA mode 3-MSAA, 2-TAA, 1-FXAA
r.TemporalAASharpness at 1 enables the ability to adjust the sharpness of the picture
r.Tonemapper.Sharpen the strength of the sharpness of the whole picture, gives good clarity at 1 or higher
r.TemporalAACurrentFrameWeight at 0 there will be perfect anti-aliasing without flickering, the lower the value, the less ladders at the edges of objects and better anti-aliasing, the higher the value, the more noise,flickering from anti-aliasing
r.TemporalAAFilterSize filter size for AA, the parameter is selected experimentally
r.TemporalAASamples the number of samples for TAA anti-aliasing, does not greatly affect the FPS more than 16 does not make sense
Vegetation, buildings and grass settings: the quality and range of buildings are tied to the foliage parameter
foliage.LODDistanceScale distance to draw vegetation, the higher the value then less trees will suddenly pop-in when approaching them from low (0) to high (10)
r.SkeletalMeshLODBias distance to draw buildings, the higher the value then less buildings will suddenly pop-in when approaching them (0) to high (-10)
foliage.DensityScale vegetation density,vegetation on trees? low (0) to high (10) up to 2 the effect on fps is not large further fps decrease more
foliage.MinimumScreenSize Clipping, culling distance of grass, trees and parts of buildings from high (0.00000001) to full culling (1), examples of how it works [docs.unrealengine.com]
foliage.ForceLOD sets the maximum distance for drawing vegetation from no LOD (-1) to everything will be cardboard consisting of LOD (1) strongly affects the fps
grass.MaxUpdateFrequency the frequency of how quickly the grass will appear when approaching from low (1) to high (60) and more has little or no effect on fps, decrease value can decrease hitching,stuttering when moving
grass.DensityScale grass density from no grass (0) to high (10) up to 2 the effect on fps is not large further fps decrease more
r.ShadowQuality quality of shadows from 0 without shadows to 5, the optimal value is 3
r.Shadow.DistanceScale distance of drawing shadows from low (0.1) to high (10) the effect on FPS is not large and depends on the higher the value, the stronger the effect
r.Shadow.PreShadowResolutionFactor distance at which the shadow quality will decrease from 0.1 to 5
r.Shadow.MaxResolution maximum shadow resolution. Higher = better quality shadows but at a performance cost, optimally 1024
r.Shadow.MaxCSMResolution=1024 Max square dimensions (in texels) allowed for rendering Cascaded Shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost, optimally 1024
Removing restrictions on textures stored in memory or you can set your own values:
r.TextureStreaming enable (1) disable (0) texture streaming when disabled, the game will load longer, but all textures will be stored in memory, and not loaded from disk gradually, you will need at least 8GB of video card memory and 16GB of RAM
r.Streaming.UseFixedPoolSize use static pool of allocated memory (1), dynamically allocated memory (0)
r.Streaming.FullyLoadUsedTextures (1) turns on all used textures to their maximum resolution and stores them in memory as long as the application is open. This should be used as an alternative to completely disabling r.TextureStreaming
r.Streaming.LimitPoolSizeToVRAM if this parameter is enabled (1), the texture pool size will be limited by the video card memory.
PoolSizeVRAMPercentage is specified as a percentage of the video card memory, infinitely (0) OR
PoolSize is specified in megabytes, infinite (0)
THX to Internet & Steam guys
poor framerate, too much DOF, low res textures.
id Software: "The team is hard at work on our next big game, but we are not ready to share details quite yet."
So, now You know