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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.

Tera Modification Guide – Increase FPS and Image Quality – in Depth Version

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.

The higher the value, the faster the shadows will disappear as the distance from the camera increases. This setting can affect the performance and appearance of the game, depending on the hardware and preferences of the user. When UpscaleScreenPercentage is set to True or 1, the game will scale the image to fill the entire screen, but this may result in reduced image quality and blurry textures12. When UpscaleScreenPercentage is set to False or 0, the game will not scale the image, but this may result in black borders around the screen or a smaller window size2.

  • TAA can improve the visual quality and smoothness of the game, but it can also introduce some blur or ghosting artifacts.
  • The higher the resolution of precomputed shadow maps, the more detailed and sharper the shadows are, but also the more performance cost and memory usage they incur.
  • Shader optimization is the process of reducing the number of instructions and calculations that the graphics card has to perform to render the scene.

(BaseSystemSettings.ini)

Is a setting that controls whether to use Morphological Anti-Aliasing (MLAA) in Unreal Engine 3 games. MLAA can improve the visual quality of the game, but it can also introduce some blurring and performance overhead. FMod shadow primitive interactions are data structures that store information about how FMod lights affect static meshes in the scene. FMod lights are a type of dynamic light that use distance field shadow maps to create soft and realistic shadows. Setting that controls the maximum number of shader instructions that can be used to calculate each pixel of your scene in Unreal Engine 3 games.

  • Screen percentage is a resolution scaling technique that renders the game at a different resolution than the actual screen resolution1.
  • When it is disabled (set to False or 0), the game thread syncs with the rendering thread, which may reduce input latency but also lower the frame rate.
  • So since a single one of my GTX460’s can handle TERA alone, I figured I could get away with using Ambient Occlusion, which is, to my knowledge, a completely GPU powered task.
  • This setting controls the use of Bloom Lighting, which exaggerates the brightness and glow of lights, creating a slightly hazy, more atmospheric look.
  • Not all VRR displays include this feature, so look out for it when making a purchase.

Set it to False to improve performance, though this may improve performance when enabled on some systems. This game was built using Unreal Engine 3, which is built using Dynamic Lighting. It’s confusing because you can disable many different types of dynamic stuff like shadows, decals, blood, and whatnot, but everything turns black if you turn off dynamic lighting. Enables dynamic decals, blood emitting out of an enemy, and a small round shadow under our character and NPCs. Change it to False to disable these effects and improve performance.

Shader instructions are the basic operations that the graphics card performs to render the scene, such as texture lookups, math operations, lighting calculations, etc. The more shader instructions you use, the more complex and realistic your scene can look, but also the more performance cost you incur. Nvidia’s G-Sync, for example, adapts a display’s refresh rate to match your game’s framerate. This typically creates a smoother gaming experience tera vsync with no tearing, stuttering or sharp frame rate drops. However, unlike VSync, which is a software solution available to just about all PCs, G-Sync only works with Nvidia GPUs and G-sync-compatible monitors and TVs.

Roughly how many texels per world unit when generating a building LOD lighting texture. Use the launcher that is included and do a file check and it should restore the files. For very advanced users, you can set up packet QoS priority, port forwarding, or ask your ISP to disable network interleaving on your DSL. These tweaks are also sometimes effective for those living close to the server but suffer from fluctuating or unstable internet rather than high latency.

OPTIONAL – Time in seconds (game time) to wait between purging object references to objects that are pending kill. Set this to -1 (off); this will lead to a VERY long pause when the memory reaches the ceiling allowed but may help dramatically reduce fps drops and stop the 10-second stutter. The value of this setting is a float that represents the maximum RMSD for combining similar mappings. RMSD is a measure of how much the combined mapping deviates from the original mappings. A lower RMSD means a more accurate and faithful combination, but also a less aggressive optimization. A higher RMSD means a more approximate and distorted combination, but also a more efficient optimization.

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