RoboCop: Rogue City
Robocop Rogue City Lagging, Stuttering and Freezing Fix
Sup, most of you have bought the murphy edition and most of you will be face these issues so this is a fix for most of the freezing and lagging issues
Navigate to the game’s configuration folder. For example, “C:\Users\YourUsername\RoboCop\Saved\Config\Windows.”
Locate the “Engine.ini” file and open it with a text editor.
In the “Engine.ini” file, you’ll find various settings that can be adjusted to optimize the game. Make the changes as indicated:

Under the [TextureStreaming] section, change the value for MinTextureResidentMipCount to 14. Replace the line with MinTextureResidentMipCount=14.
Under the [SystemSettings] section, make the following changes:
r.DontLimitOnBattery=1 p.Chaos.VisualDebuggerEnable=0 fx.EnableCircularAnimTrailDump=0 fx.ParticlePerfStats.Enabled=0 memory.logGenericPlatformMemoryStats=0 r.FastVRam.CustomDepth=1 r.FastVRam.DBufferA=1 r.FastVRam.DBufferB=2 r.FastVRam.DBufferC=3 r.FastVRam.DBufferMask=1 r.FastVRam.ForwardLightingCullingResources=0 r.FastVRam.GBufferA=1 r.FastVRam.GBufferC=1 r.FastVRam.GBufferE=1 r.FastVRam.GBufferF=1 r.FastVRam.GBufferVelocity=1 r.FastVRam.HZB=0 r.FastVRam.ShadowCSM=1 r.FastVRam.SeparateTranslucency r.FastVRam.DistanceFieldAODownsampledBentNormal r.FastVRam.DistanceFieldAOHistory r.FastVRam.DistanceFieldAOScreenGridResources r.FastVRam.DistanceFieldCulledObjectBuffers r.FastVRam.DistanceFieldNormal r.FastVRam.DistanceFieldShadows r.FastVRam.DistanceFieldTileIntersectionResources
Save the “Engine.ini” file.

Play the game now and enjoy.

I've created a detailed guide too
https://www.thepanthertech.com/solved-robocop-rogue-city-lagging-stuttering-and-freezing/
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Сообщения 115 из 26
Incase someone faces any issues. Good luck
Does this actually do anything for traversal stutters?
For those confused, the OP listed the wrong path. It's not in your user directory, it's in your Local folder in your AppData folder.
Автор сообщения: XGSDonkyBoY
If the game still suffers in performance I will just refund.
is no big drama I can get it l8r if they bother to fix for $15 on sale.

They said they would fix this for release, Guess they were wrong.
Bro you have a 3090. I have a RX 7900 and I don't have performance issues. You're gonna be fine.
I opened the engini.ini file but it doesnt have these values?
Автор сообщения: Karsk
I opened the engini.ini file but it doesnt have these values?
Same. My Engine.ini just lists off plugins, it has no values like the OP.
Автор сообщения: MonkeyBone
Автор сообщения: Karsk
I opened the engini.ini file but it doesnt have these values?
Same. My Engine.ini just lists off plugins, it has no values like the OP.

That is normal, most default values are "baked" into the gamefiles. If you put differing values into the ini files those will be used instead. Just add them at the end of the file.
Has anyone here tried these fixes and have they actually made any differences?
I've not used these but instead tried the ini-files from "Ultra Plus Stutter Performance and Visual Hotfixes" from nexusmods and tweaked them a tiny bit. With that the game looks nearly photorealistic when in downtown but has some trouble once an ED-209 enters the scene.

EDIT: This is how it looks for me with those fixes in an ideal scene

https://steamcommunity.com/profiles/76561197961250628/screenshot/2158973210192395285/
Отредактировано w00kie; 2 ноя. 2023 г. в 4:28
Автор сообщения: w00kie
I've not used these but instead tried the ini-files from "Ultra Plus Stutter Performance and Visual Hotfixes" from nexusmods and tweaked them a tiny bit. With that the game looks nearly photorealistic when in downtown but has some trouble once an ED-209 enters the scene.

EDIT: This is how it looks for me with those fixes in an ideal scene

https://steamcommunity.com/profiles/76561197961250628/screenshot/2158973210192395285/

Con you share your tweaks? Thanks in advance!
Have to make two posts for that, as it's to large for comments...

Go to %localappdata%\RoboCop\Saved\Config\Windows and add this to engine.ini after the last "PATHS=" line and keep the empty lines in that code intact:

[TextureStreaming] MinTextureResidentMipCount=14 ; default is 7 but i can't extract ini files at the moment - here just in case [SystemSettings] r.DontLimitOnBattery=1 ; (0) UE incorrectly detects state p.Chaos.VisualDebuggerEnable=0 ; (1) debug option, disabling fx.EnableCircularAnimTrailDump=0 ; (2) debug option, disabling fx.ParticlePerfStats.Enabled=0 ; (1) debug option, disabling memory.logGenericPlatformMemoryStats=0 ; (1) debug option, disabling r.FastVRam.CustomDepth=1 ; (0) custom depth is used r.FastVRam.DBufferA=1 ; (0) base color, opacity. r.DBuffer enabled but not in fastvram, so enabling pending further testing r.FastVRam.DBufferB=2 ; (0) world normal. r.DBuffer enabled but not in fastvram, so enabling pending further testing r.FastVRam.DBufferC=3 ; (0) roughness, metallic, specular. r.DBuffer enabled but not in fastvram, so enabling pending further testing r.FastVRam.DBufferMask=1 ; (0) masking. r.DBuffer enabled but not in fastvram, so enabling pending further testing r.FastVRam.ForwardLightingCullingResources=0 ; (1) deferred lighting is used r.FastVRam.GBufferA=1 ; (0) world normal, likely used, enabling r.FastVRam.GBufferC=1 ; (0) basecolor, likely used, enabling r.FastVRam.GBufferE=1 ; (0) TEST precomputed shadows may be used, not sure yet r.FastVRam.GBufferF=1 ; (0) anisotropy, likely used, enabling r.FastVRam.GBufferVelocity=1 ; (0) TEST may be used, not sure yet r.FastVRam.HZB=0 ; (1) not used, disabling r.FastVRam.ShadowCSM=1 ; (0) CSM is used, enabling r.GPUDefrag.MaxRelocations=2 ; (10) 10 per frame is too high, will cause hitches, trying 2 r.GPUScene.MaxPooledUploadBufferSize=512000 ; (256000) too small causes hitches during scene uploads gc.NumRetriesBeforeForcingGC=4 ; (10) r.DownsampledOcclusionQueries=1 ; (0) free FPS r.FrustumCullNumWordsPerTask=1024 ; (128) TEST FramesToExpandNewlyOcclusionTestedBBoxes=10 ; (2) reduce white flashes r.ExpandNewlyOcclusionTestedBBoxesAmount=200 ; (0) reduce white flashes r.GBufferFormat=3 ; (1) TEST r.GTSyncType=1 ; (0) sync with RHI r.CustomDepth.Order=0 ; (2) always before base pass (not sure if DBuffer is used yet) D3D12.SyncThreshold=999 ; (7) don't fallback to vsync RHI.SyncThreshold=999 ; (7) don't fallback to vsync r.RHICmdBufferWriteLocks=0 ; (1) debug. disabling r.ForceAllCoresForShaderCompiling=1 ; (0) doesn't make much difference usually r.ShaderLibrary.PrintExtendedStats=0 ; (1) debug option, disabling r.CompileShadersForDevelopment=0 ; (1) debug option, disabling r.Shaders.Validation=0 ; (1) debug option, disabling r.Shaders.CompressionFormat.Oodle.Algo=1 ; (2) use Selkie. faster decode, minor quality difference r.Shaders.CompressionFormat.Oodle.Level=4 ; (6) normal should be fine for shaders r.ShaderPipelineCache.PreOptimizeEnabled=1 ; (0) TEST r.ShaderPipelineCache.ReportPSO=0 ; (1) disabling, does nothing r.ShaderPipelineCache.BackgroundBatchTime=1.0 ; (0.0) TEST r.ShaderPipelineCache.BackgroundBatchSize=16 ; (1) TEST r.ShaderPipelineCache.BatchTime=6.0 ; (16.0) 16 is too high (62 fps) r.ShaderPipelineCache.AutoSaveTime=10 ; (30) TEST are PSOs used? r.FidelityFX.FSR2.DeDither=1 ; (2) dedither full scene. attempt to fix noisy reflections r.NGX.DLSS.Sharpness=-1.0 ; (0.0) use DLSS as unsharp mask before r.Tonemapper.Sharpen r.NGX.Automation.Enable=True ; (False) fix DLSS Auto quality r.NGX.DLSS.AutomationTesting=1 ; (0) fix DLSS Auto quality r.NGX.DLSS.Preset=4 ; (0) Preset D is newer r.NGX.DLSS.Reflections.TemporalAA=0 ; (1) not used r.NGX.DLSS.WaterReflections.TemporalAA=0 ; not used r.CookOutUnusedDetailModeComponents=1 ; (0) sure why not r.MaterialQualityLevel=3 ; (1) TEST r.DetailMode=2 ; (1) TEST r.SkeletalMeshLODBias=-2 ; (1) offset DLSS/FSR positive LOD bias for better DLSS/FSR r.MipMapLODBias=-2 ; (1) offset DLSS/FSR positive LOD bias for better DLSS/FSR r.LODFadeTime=3.0 ; (0.25) over 3 seconds thanks r.Shadow.FadeExponent=3.0 ; (0.25) also shadows r.Decal.FadeDurationScale=3.0 ; (1.0) also decals / non-deferred decals if used D3D12.ZeroBufferSizeInMB=16 ; (4) r.EnableDebugSpam_GetObjectPositionAndScale=0 ; (1) old UE bug workaround, disabling s.MaxIncomingRequestsToStall=0 ; (100) don't EVER stall, why is this still default Epic?? s.MaxReadyRequestsToStallMB=0 ; (30) don't EVER stall, why is this still default Epic?? r.Streaming.MaxTempMemoryAllowed=1400 ; (50) r.Streaming.ParallelRenderAssetsNumWorkgroups=8 ; (2) 2 is too low r.Streaming.Boost=2 ; (1) try to increase wanted textures s.IoDispatcherCacheSizeMB=384 ; (0) can't remember if this helps streaming without texture amortisation, so enabling anyway s.IoDispatcherBufferMemoryMB=16 ; (8) s.IoDispatcherBufferSizeKB=512 ; (256) s.IoDispatcherDecompressionWorkerCount=8 ; (4) LOOK r.Streaming.PoolSize=2000 ; (800) 2000 works well for Epic quality r.Streaming.UseFixedPoolSize=1 l (0) r.Streaming.NumStaticComponentsProcessedPerFrame=0 (50) TEST r.Streaming.FlushTimeOut=1 ; (3) TEST faster timeout (and memory release) from streamer r.Cache.LightingCacheDimension=100 ; (64) should be a multiple of 5 r.ParallelShadowsNonWholeScene=1 ; (0) TEST r.HFShadowQuality=3 ; (2) don't think height fields are used r.Shadow.WholeSceneShadowCacheMb=400 ; (150) r.Shadow.CSMCaching=1 ; (0) TEST r.Shadow.MaxNumFarShadowCascades=4 ; (10) higher is likely never used r.Shadow.UnbuiltPreviewInGame=0 ; (1) can cause major hitching if lighting is not built r.Shadow.WholeSceneShadowUnbuiltInteractionThreshold=9999 ; (500) TEST prevent switching to whole scene unbuilt shadows r.Shadow.UnbuiltWholeSceneDynamicShadowRadius=1000 ; (200000.0) yikes 2000 metres. should be disabled but just in case r.Shadow.EnableModulatedSelfShadow=1 ; (0) TEST fix jagged shadows r.Shadow.PerObject=0 ; (1) TEST disabling r.Lumen.Reflections.RadianceCache=1 ; (1) faster r.Lumen.SampleFog=1 ; (0) include fog in Lumen r.Lumen.Reflections.Temporal=0 ; (1) disabling fixes noisy road reflections, but causes grain in rough reflections r.Lumen.Reflections.Temporal.MaxFramesAccumulated=256 ; (32) improve noisy road reflections r.Lumen.ScreenProbeGather.Temporal.MaxFramesAccumulated=32 ; (10) fix noisy GI r.ParticleLightQuality=2 ; (1) fx.Niagara.QualityLevel=4 ; (3) fx.MaxNiagaraGPUParticlesSpawnPerFrame=1000000 ; (2000000) r.RectLightAtlas.MaxResolution=2048 ; (4096) excessive, reducing r.SSS.Checkerboard=0 ; (1) enable higher quality, requires 64-bit SceneColor r.SSS.Scale=0.8 ; (1) slightly reduce blurry skin r.SSS.SubSurfaceColorAsTansmittanceAtDistance=0.1 ; (0.15) r.Bloom.AsyncCompute=1 ; (0) TRY r.Bloom.HalfResolutionFFT=0 ; (1) negligible r.FastBlurThreshold=7 ; (3) slight improvement RenderTargetPoolMin=800 ; (400) TEST r.PostProcessing.PreferCompute=1 ; (0) can improve visual quality in some implementations r.DepthOfFieldQuality=4 ; (2) TEST r.LensFlareQuality=3 ; (2) however, pretty sure custom lens flare is used r.SceneColorFormat=4 ; (3) higher accuracy colour r.SeparateTranslucency=0 ; (1) TEST reduce 64-bit colour memory r.Tonemapper.Sharpen=1.0 ; (0.0) increase if you want sharper r.Lumen.HardwareRayTracing=1 ;w00kies try
Then overwrite GameUserSettings.ini with these settings:

[ScalabilityGroups] sg.ResolutionQuality=71 sg.ViewDistanceQuality=3 sg.AntiAliasingQuality=4 sg.ShadowQuality=3 sg.GlobalIlluminationQuality=3 sg.ReflectionQuality=4 sg.PostProcessQuality=4 sg.TextureQuality=4 sg.EffectsQuality=4 sg.FoliageQuality=4 sg.ShadingQuality=4 [/script/engine.gameusersettings] bUseDesiredScreenHeight=False [/script/game.mygameusersettings] BuildVersion=1.1.1.0 Difficulty=2 MouseSensitivity=0.046465 GamepadPresetValue=0 ImmersivePresetValue=2 ResolutionIntValue=13 PlayerSelectedSkinID=0 PistolSelectedSkinID=0 bAimingToggle=False bNotFirstTimeRunningGame=True bRunningToggle=True ObjectiveMarkersVisibilityMode=1 bCombatHUDAlwaysVisible=False bEnemyIconAlwaysVisible=False bCrosshairVisible=True bUseUltravisionHighlight=True bAbberationOn=True bDetectionSliderVisible=True bUseDetectionSound=True bQuestListVisible=True bCompassVisible=True bExperienceBarVisible=True bUseNotificationSound=True bDamageIndicatorVisible=True bSubtitlesOn=True bReducedPlayerFootstepsVolume=True bHighQualityTranslucentReflections=True bPickedUpItemsNotificationsVisible=True bQuestNotificationsVisible=True bEnemiesHealthBarsVisible=True bCharacterNamesVisible=True bTutorialsOn=True bInteractiveObjectsHelpers=True bLessCameraShake=True HealthBarVisibility=0.500000 WeaponsBarVisibility=0.500000 FieldOfView=106.025940 BaseMinFieldOfView=80.000000 BaseMaxFieldOfView=100.000000 MasterVolume=1.000000 VolumeSFX=1.000000 VolumeMusic=1.000000 VolumeVoices=1.000000 Gamma=2.200000 CustomResolutionScaleValue=100.000000 MaterialQualityLevel=1 GraphicQuality=4 Language=0 bAutodetectPlatformLanguage=False bGrainIntensityEnabled=True bMotionBlurEnabled=True ConsoleGraphicMode=0 UpscalingMethod=2 NvidiaDLSS=4 IntelXeSS=1 AmdFSR=0 NvidiaSharpness=0.000000 bNvidiaFrameGeneration=False bNCBRMode=False bDisableGamepadDetection=False bRightHandedControlsEnabled=True bVRMode=False bVibrationsOn=True bActiveTriggerOn=True bGamepadInvertY=False bMouseInvertY=False ViewSensitivityX=1.000000 ViewSensitivityY=1.000000 bUseLeftThumbstickForWeaponCircle=False bVRFont=False VRDefaultHeight=180.000000 VRMovementSpeedMultiplier=2.000000 bVRQuickRotation=True bVRShowGripIcon=True VRDefaultControllerSide=0 VRVideoQualityPreset=1 VRAAQuality=2 VRGamepadPresetValue=1 bDontShowDLCNotice=False bUseVSync=False bUseDynamicResolution=False ResolutionSizeX=2560 ResolutionSizeY=1080 LastUserConfirmedResolutionSizeX=2560 LastUserConfirmedResolutionSizeY=1080 WindowPosX=-1 WindowPosY=-1 FullscreenMode=1 LastConfirmedFullscreenMode=1 PreferredFullscreenMode=1 Version=5 AudioQualityLevel=0 LastConfirmedAudioQualityLevel=0 FrameRateLimit=0.000000 DesiredScreenWidth=1280 DesiredScreenHeight=720 LastUserConfirmedDesiredScreenWidth=1280 LastUserConfirmedDesiredScreenHeight=720 LastRecommendedScreenWidth=-1.000000 LastRecommendedScreenHeight=-1.000000 LastCPUBenchmarkResult=-1.000000 LastGPUBenchmarkResult=-1.000000 LastGPUBenchmarkMultiplier=1.000000 bUseHDRDisplayOutput=False HDRDisplayOutputNits=1000 GamepadActionMappings=(Action="Jump",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="Crouch",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="Healing",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Right,bHold=True) GamepadActionMappings=(Action="Sprint",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_LeftThumbstick,bHold=False) GamepadActionMappings=(Action="Shoot",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_RightTrigger,bHold=False) GamepadActionMappings=(Action="Reload",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Left,bHold=False) GamepadActionMappings=(Action="Aim",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_LeftTrigger,bHold=False) GamepadActionMappings=(Action="Activate",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Left,bHold=False) GamepadActionMappings=(Action="Grenade",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="Inventory",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_DPad_Right,bHold=False) GamepadActionMappings=(Action="Skip",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Left,bHold=False) GamepadActionMappings=(Action="Map",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_Special_Left,bHold=False) GamepadActionMappings=(Action="WeaponCircle",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="MeleeAttack",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_RightShoulder,bHold=False) GamepadActionMappings=(Action="InGameMenu",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_Special_Right,bHold=False) GamepadActionMappings=(Action="HealingItemChange",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="GrenadeChange",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="DetectiveMode",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_LeftTriggerAxis,bHold=False) GamepadActionMappings=(Action="Flashlight",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="TakeAPhoto",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="NextWeapon",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Top,bHold=False) GamepadActionMappings=(Action="VRLeftGripAction",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="VRRightGripAction",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="VRLeftTriggerAction",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="VRRightTriggerAction",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="VRRotateLeft",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="VRRotateRight",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="VRButtonY",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=OculusTouch_Left_Y_Click,bHold=False) GamepadActionMappings=(Action="VRButtonB",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=OculusTouch_Right_B_Click,bHold=False) GamepadActionMappings=(Action="VRButtonA",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=OculusTouch_Right_A_Click,bHold=False) GamepadActionMappings=(Action="",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=None,bHold=False) GamepadActionMappings=(Action="Grab",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Left,bHold=False) GamepadActionMappings=(Action="ReleaseThrowing",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Left,bHold=False) GamepadActionMappings=(Action="TriggerFreeCamera",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Left,bHold=False) GamepadActionMappings=(Action="Dash",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Bottom,bHold=False) GamepadActionMappings=(Action="Shield",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Right,bHold=False) GamepadActionMappings=(Action="SlomoBulletTime",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_LeftShoulder,bHold=False) GamepadActionMappings=(Action="ShockWave",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_DPad_Down,bHold=False) GamepadActionMappings=(Action="CycleFireMode",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_DPad_Up,bHold=False) GamepadActionMappings=(Action="NightVisionMode",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_RightThumbstick,bHold=False) GamepadActionMappings=(Action="Skills",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_DPad_Left,bHold=False) GamepadActionMappings=(Action="HUDInputAction",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Top,bHold=True) GamepadActionMappings=(Action="ExitCSI",bIsAxis=False,Scale=1.000000,Key1=None,Key2=None,GamepadKey=Gamepad_FaceButton_Right,bHold=False) ActionMappings=(Action="SlomoBulletTime",bIsAxis=False,Scale=0.000000,Key1=Y,Key2=None,GamepadKey=None,bHold=False)

These are my settings slightly adapted from Nexus' Mods post by sammilucia for 2560x1080 on a 4070. Please know that I can't link directly to nexusmods from here without my comment getting stuck in review by steam
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Дата создания: 31 окт. 2023 г. в 2:05
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