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Good to know if this was a finished game, but its 2 weeks into alpha so there isn't any optimization which will come at the end after everything is in place. The game itself is only 6 months old so most of it isn't even developed. Its amazing that it runs as well as it does for being an alpha game.
http://steamcommunity.com/sharedfiles/filedetails/?id=374738562
If you find stuff to add just post it or if it is too much ask me and I'll make you able to edit the guide.
I know it is early access though so I will wait for optimization fixes. :)
Once you make changes be sure to save and then right click the file, hit properties and change to "Read Only" this will prevent the game from overwriting your changes you just made.
Also a quick note, the game seems to have a very hard time keeping my resolution set so it might revert back to something smaller than what you had set previously. It might be all the patches overwirting though.
Any questions let me know and I will explain the best I can.
[SystemSettings]
bUseMaxQualityMode=FALSE(Usually causes bugs when TRUE so leave as is)
bMobileMinimizeFogShaders=FALSE
bMobileAllowDepthPrePass=FALSE
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.0(Distance at which decals start to fade out. Lower this for better performance)
DynamicLights=True(Set to false for better performance. Controls light that are run in real time think of a swinging light and not prebaked(such as a lamp))
DynamicShadows=True(Set to false for better performance. Same thing as above except dealing with the shadows the lights cast)
LightEnvironmentShadows=True
CompositeDynamicLights=True(Kepp this at true for better performance an no loss to visual quality)
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=True(Turn off for better performance when sprinting, driving or moving quickly)
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True(Adds a blur effect to objects that are out of focus, disable for better performance)
AmbientOcclusion=True(Disable for a sizeable performance gain. Very GPU heavy as this is a post process effect)
Bloom=True(Adds a glow effect to bright lights, disable for minimal performance gains or visual preference)
bAllowLightShafts=True(Adds god rays from the sun as the sun is displaced by an object such as a tree. You will see a light shafts around the tree, disable for performance gains)
Distortion=True(Heat shimmer effect, disable for performance gain)
FilteredDistortion=True(Adds a filter to the distortion for improved quality, minimal performance gain if any)
DropParticleDistortion=False(Removes distortion on particle effects, disable for performance gains)
AllowDistortionAndColorInSameMaterial=True
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=True(Disable to remove all leaves from the trees, possible performance gain, untested by myself)
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True(Colored "halo" rings when you look at a bright object, which simulates a camera. Minimal gains to be had by disabling)
FogVolumes=True
FloatingPointRenderTargets=True(Affects shadows and SSAO so leave on, or turn to false if you disabled SSAO)
OneFrameThreadLag=True
UseVsync=False(Syncs every frame to your monitors refresh rate. Can have a large performance impact if your computer is underpowered, set to false.)
UpscaleScreenPercentage=True
Fullscreen=True
AllowD3D11=False(Keep to false, game does not use any form of DX11)
AllowOpenGL=False(Keep false, usually crashes if set to true)
AllowRadialBlur=True(Blurring effect when you rotate quickly, disable for performance gain)
AllowSubsurfaceScattering=True(Simulates how light penetrates surfaces such as skin, or plant fibers, disable for performance gains)
AllowImageReflections=True(Allows for image based reflections, disable for performance)
AllowImageReflectionShadowing=True
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=True
MaxFilterBlurSampleCount=16
SkeletalMeshLODBias=0(Set HIGHER to reduce quality, highest value is 2, and best quality is -1)
ParticleLODBias=0(Same as above)
DetailMode=2(Set lower to improve performance, I think 0 is lowest)
MaxDrawDistanceScale=1(Overall draw distance, reduce to improve performace. I dont know if this controls how far you can actually see or at what distance lower LOD's are rendered)
ShadowFilterQualityBias=0
MaxAnisotropy=16(Max amount of Antistropic Filtering samples. Leave at 16 for no performance loss and better image quality)
MaxMultiSamples=1(Number of samples for MSAA, higher yields lower jagged edges but loss in performance. 1=OFF)
bAllowD3D9MSAA=False
bAllowTemporalAA=False(Allows transparent textures and objects to recieve AA, think of thinks like fences and trees)
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=64(Lowest resolution of shadows, leave at 64 because changing it causes shadow glitches)
MinPreShadowResolution=8
MaxShadowResolution=1120(Maximum shadow resolution. Game engines usually follow a 512, 1024, 2048 ect pattern so thats what I use, however Unreal might be different. I couldnt find any documentation on their scale)
MobileShadowTextureResolution=1120
MaxWholeSceneDominantShadowResolution=1344
MobileBloomMultiplier=1.0
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=1280(Resolution of screen width. Most will be 1920)
ResY=720(Resolution of screen height. Most will be 1080)
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.0
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=False(Allows your character to cast a self shadow on the ground)
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=2(Controls how sharp or blurry shadows will look. Set lower for crisp shadows and higher for softer shadows)
Better having more people to work on one guide and ensure quality :P
@Septimussynn unfortunately there is nothing that can be changed in the INI files to reduce ram usage, thats just how the game is designed. Most games stream in data as you play dividing the game into invisible "cells" or "zones".
Take Skyrim for example, massive game by all accounts but ram usage is very low compared to GRAV. The main difference? Skyrim only renders what is inside your "cell", everything outside of it stays static. This provides much lower ram usage, however it can break immersion when you can see great distances as the LOD(Level of Detail) can be very low, such as waterfalls that dont move, animals stuck in place ect.
Both have pros and cons, and frankly I would rather have everything pre load and have no loading screens or stuttering, than have it stream in. The reality is that computers are getting more and more powerful for lower and lower costs. Several years ago 8gb of ram was overkill for just about everything, now a days it is commonplace to have 8gb or 16gb.
As more and more patches roll out the game becomes better optimized, however I would not expect to have the RAM usage cut in half of what it is now. I would say a 20% reduction would be a remarkable improvement, and probably all that can be saved. This would then be reversed by adding in more content, its a constant balancing act.