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medjutim mora malo da se cacka I po baznim konfiguracionim fajlovima u dje vam je na disku\The Witcher 3 Wild Hunt\bin\config\base
moj Rendering
moj GC
moj Rendering
[PostProcess]
AllowBloom=true
AllowShafts=true
AllowAntialias=true
AllowMSAA=false
AllowBlur=true
AllowDOF=true
AllowVignette=true
SharpenAmount=1.f
AllowRain=true
AllowSSAO=true
AllowMotionBlur=true
AllowCutsceneDOF=true
AllowBillboards=true
AllowSoftLight=true
AllowFog=true
AllowUnderwater=true
AllowChromaticAberration=true
[Rendering]
MaxTextureSize=2048
MaxAtlasTextureSize=2048
MaxCubeShadowSize=512
MaxSpotShadowSize=512
TextureDownscale=0
DetailTextureDownscale=0
AtlasTextureDownscale=0
TextureMemoryBudget=500
TextureMemoryGUIBudget=80
TextureTimeBudget=10
TextureInFlightBudget=128
DecalsChance=1.0f
DecalsSpawnDistanceCutoff=10.0f
TextureStreamingDistanceLimitSq=40000.f
TextureStreamingCharacterDistanceLimitSq=225.f
TextureStreamingHeadsDistanceLimitSq=100.f
TextureStreamingReduceGameplayLOD=true
UberSampling=0
TextureMipBias=0
MsaaLevel=0
DynamicDecalsLimit=60
DynamicDecalsChunkLimit=30
MeshRenderingDistanceScale=1.0f
MeshLODDistanceScale=1.0f
TerrainScreenSpaceErrorThreshold=2.0f
TerrainErrorMetricMultiplier=10
ForceInstantAdaptation=false
ForceInstantEnvProbeUpdate=false
EnableTemporalAA=true
CascadeShadowFadeTreshold=1.0f
CascadeShadowmapSize=1024
CascadeShadowQuality=0
MaxCascadeCount=4
MaxTerrainShadowAtlasCount=3
GlobalOceanTesselationFactor=10
UseDynamicWaterSimulation=true
UseHairWorks=true
HairWorksAALevel=4
HairWorksGlobalStrandSmoothness=3
HairWorkstGlobalDensityLimit=2.0f
HairWorksGlobalDensityQuality=1.0f
HairWorksGlobalDetailLODFactor=1.0f
HairWorksGlobalWidthLimit=5.0f
TerrainReadAheadDistance=200.0f
ForcedDebugPreviewIndex=-1
HardwareCursor=false
[TextureStreaming]
MaxResidentMipMap=6
[LevelOfDetail]
MeshLodGameplayDownscale=0
CharacterLodGameplayDownscale=0
DecalsHideDistance=30
StripeHideDistance=60
SwarmHideDistance=200
DimmerHideDistance=60
[Budget]
DecalBudget=100
[Scaleform/GlyphCache/1]
NumTextures=2
TextureHeight=2048
TextureWidth=2048
MaxSlotHeight=48
SlotPadding=2
AllowBloom=true
AllowShafts=true
AllowAntialias=true
AllowMSAA=false
AllowBlur=true
AllowDOF=true
AllowVignette=true
SharpenAmount=1.f
AllowRain=true
AllowSSAO=true
AllowMotionBlur=true
AllowCutsceneDOF=true
AllowBillboards=true
AllowSoftLight=true
AllowFog=true
AllowUnderwater=true
AllowChromaticAberration=true
[Rendering]
MaxTextureSize=2048
MaxAtlasTextureSize=2048
MaxCubeShadowSize=512
MaxSpotShadowSize=512
TextureDownscale=0
DetailTextureDownscale=0
AtlasTextureDownscale=0
TextureMemoryBudget=500
TextureMemoryGUIBudget=80
TextureTimeBudget=10
TextureInFlightBudget=128
DecalsChance=1.0f
DecalsSpawnDistanceCutoff=10.0f
TextureStreamingDistanceLimitSq=40000.f
TextureStreamingCharacterDistanceLimitSq=225.f
TextureStreamingHeadsDistanceLimitSq=100.f
TextureStreamingReduceGameplayLOD=true
UberSampling=0
TextureMipBias=0
MsaaLevel=0
DynamicDecalsLimit=60
DynamicDecalsChunkLimit=30
MeshRenderingDistanceScale=1.0f
MeshLODDistanceScale=1.0f
TerrainScreenSpaceErrorThreshold=2.0f
TerrainErrorMetricMultiplier=10
ForceInstantAdaptation=false
ForceInstantEnvProbeUpdate=false
EnableTemporalAA=true
CascadeShadowFadeTreshold=1.0f
CascadeShadowmapSize=1024
CascadeShadowQuality=0
MaxCascadeCount=4
MaxTerrainShadowAtlasCount=3
GlobalOceanTesselationFactor=10
UseDynamicWaterSimulation=true
UseHairWorks=true
HairWorksAALevel=4
HairWorksGlobalStrandSmoothness=3
HairWorkstGlobalDensityLimit=2.0f
HairWorksGlobalDensityQuality=1.0f
HairWorksGlobalDetailLODFactor=1.0f
HairWorksGlobalWidthLimit=5.0f
TerrainReadAheadDistance=200.0f
ForcedDebugPreviewIndex=-1
HardwareCursor=false
[TextureStreaming]
MaxResidentMipMap=6
[LevelOfDetail]
MeshLodGameplayDownscale=0
CharacterLodGameplayDownscale=0
DecalsHideDistance=30
StripeHideDistance=60
SwarmHideDistance=200
DimmerHideDistance=60
[Budget]
DecalBudget=100
[Scaleform/GlyphCache/1]
NumTextures=2
TextureHeight=2048
TextureWidth=2048
MaxSlotHeight=48
SlotPadding=2
moj GC
[Memory/GC]
; Should we use the legacy GC ?
Legacy = true
; Number of threads the GC should be running on
NumThreads = 4 ; broj fizickih tredova na procesoru ovdi je defolt 1
; Upper limit for object count that will automatically trigger the GC
ObjectCountTrigger = 1000000
; Upper limit for amount of memory used by the objects that will automatically trigger the GC
ObjectMemoryTrigger = 280
; Lower limit for amount of free system memory that will automatically trigger the GC
FreeMemoryTrigger = 64
; Lower limit for amount of free memory in the default pool that will automatically trigger the GC
DefaultPoolMemoryTrigger = 100
; Minimum number of frames between automatic GC
; NOTE: making this number to small with degrate gameplay quality
; Making this number to big may cause OOM
IdleFrameCount = 900
; Maximum number of object that can be discarded at any given single time
; NOTE: making this number to small will cause memory to be leaked
MaxDiscardListCount = 2000000
; After how many objects the automatic discard will be triggered
AutoDiscardCount = 1000
; Report objects freed by GC as leaks
; Should we use the legacy GC ?
Legacy = true
; Number of threads the GC should be running on
NumThreads = 4 ; broj fizickih tredova na procesoru ovdi je defolt 1
; Upper limit for object count that will automatically trigger the GC
ObjectCountTrigger = 1000000
; Upper limit for amount of memory used by the objects that will automatically trigger the GC
ObjectMemoryTrigger = 280
; Lower limit for amount of free system memory that will automatically trigger the GC
FreeMemoryTrigger = 64
; Lower limit for amount of free memory in the default pool that will automatically trigger the GC
DefaultPoolMemoryTrigger = 100
; Minimum number of frames between automatic GC
; NOTE: making this number to small with degrate gameplay quality
; Making this number to big may cause OOM
IdleFrameCount = 900
; Maximum number of object that can be discarded at any given single time
; NOTE: making this number to small will cause memory to be leaked
MaxDiscardListCount = 2000000
; After how many objects the automatic discard will be triggered
AutoDiscardCount = 1000
; Report objects freed by GC as leaks

Kad se već hvališ hehehehe

