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รายงานปัญหาเกี่ยวกับการแปลภาษา
https://youtu.be/Wu-3XO50X7Q?t=9m28s
https://www.youtube.com/watch?v=OrFcg5g7lCM
So the 8-core/16 thread beats out the 4 core/8 thread and supposedly the i7-4770 has higher IPC LOL
GTX1050 destroys DQXI, as does my 270x. This game has problems with CPU and stronger CPU's can push through those areas. So the 8core/16 thread performing better than a 4core/8 thread is well within reason. Yeah I know you blocked me but for everyone else who isn't a damn Intel fanboy can see that better CPU's = better perf on these areas.
I'm getting tired of these Intel/Nvidia fanboys that cannot be reasoned with even though facts are right there in front of their face.
also check this:
https://www.dsogaming.com/wp-content/uploads/2018/09/Dragon-Quest-XI-CPU.jpg
this shows that there is a 1-2fps difference between a 4 core/8 thread and 6 core/12 thread cpu. so explain why a ryzen destroys my cpu again?
the only thing a ryzen beats a modern i7 on is video encoding via handbrake. very few games even now benefit from more than 8 threads and those that do, don't really need them unless you're targetting high refresh rates.
"when something does utilise more threads"
exactly. WHEN. this game doesn't even use 8 threads let alone 16. the bottleneck is the engine not the cpu.
hence ACO which is far more demanding gives me a higher min fps and stays above 60 despite choking all my cpu threads.
a 7700k runs 99% of games better than a ryzen because of this. I do however agree about the socket crap though
I'm sure that if we introduced an Intel 6/12 or 8/16 into the mix, we'd see the same results.
[SystemSettings]
;Resolution Scale + Upscaling
r.ScreenPercentage=100
; To render in lower resolution and upscale for better performance (or downscaling).
; game default = 100
;r.Upscale.Quality=1
; 0: Nearest filtering
; 1: Simple Bilinear
; 2: 4 tap bilinear
; 3: Directional blur with unsharp mask upsample. (default)
;r.Upscale.Softness
; To scale up with higher quality loosing some sharpness
; 0..1 (0.3 is good for ScreenPercentage 90)
;Pre-load Textures + Texture Quality
r.Streaming.PoolSize=0
; How much VRAM you want squad to use.
; When set to 0, the pool size will be unlimited.
r.Streaming.MaxTempMemoryAllowed=256
; game default = 40, lets increase it a little
r.Streaming.FullyLoadUsedTextures=1
; game default = 0
r.Streaming.FramesForFullUpdate=1
; game default = 5
r.Streaming.HLODStrategy=2
; forces all LOD mips to be loaded rather than streamed. game default = 0
; This controls the loading strategy for hierarchical LOD textures :
; 0 : Allow streaming of all mips
; 1 : Only stream the last mip. The other mips are always loaded.
; 2 : Don't stream any mips. All mips are always loaded.
r.Streaming.MipBias=0
; 0: use full resolution (default) Each value above 0 will cut all textures in game by 50%.
r.MaxAnisotropy=16
; Filter method for textures - 0 to 8. 16 is possible but probably kill your frames. game default = 8
r.MaterialQualityLevel=1
; 0 corresponds to low quality materials, as defined by quality switches in materials,
; 1 corresponds to high.
;View Distance
r.ViewDistanceScale=2.5
; increase render distance. game default = 1
;Anti-aliasing
r.DefaultFeature.AntiAliasing=2
; Engine default (project setting) for AntiAliasingMethod is (postprocess volume/camera/game setting still can override)
; 0: off (no anti-aliasing)
; 1: FXAA (faster than TemporalAA but much more shimmering for non static cases)
; 2: TemporalAA (default)
r.PostProcessAAQuality=6
; Defines the postprocess anti aliasing method which allows to adjust for quality or performance.
; 0:off,
; 1:very low (faster FXAA),
; 2:low (FXAA),
; 3:medium (faster TemporalAA),
; 4:high (default TemporalAA),
; 5:very high,
; 6:max
r.TemporalAA.Upsampling=1
;n/a
r.TemporalAACatmullRom=1
;n/a
r.TemporalAASamples=16
; Number of jittered positions for temporal AA (4, 8=default, 16, 32, 64).
r.TemporalAAPauseCorrect=1
; game default = 1
r.TemporalAACurrentFrameWeight=0.45
r.TemporalAAFilterSize=0.5
r.TemporalAASharpness=0.5
; Sharpness of temporal AA (0.0 = smoother, 1.0 = sharper).
;Post-processing
;Ambient Occlusion
r.AmbientOcclusionLevels=3
; Defines how many mip levels are using during the ambient occlusion calculation. This is useful when tweaking the algorithm.
; 0:none, 1:one, 2:two, 3:three(default), 4:four(larger at little cost but can flicker)
r.AmbientOcclusionRadiusScale=1
; Allows to scale the ambient occlusion radius (SSAO).
; 0:off, 1.0:normal, <1:smaller, >1:larger
r.AmbientOcclusionSampleSetQuality=1
; Defines how many samples we use for ScreenSpace Ambient Occlusion
; -1: sample count depends on post process settings (default)
; 0: low sample count (defined in shader, 3 * 2)
; 1: high sample count (defined in shader, 6 * 2)
r.RenderTargetPoolMin=400
;If the render target pool size (in MB) is below this number there is no deallocation of rendertargets. Default is 200 MB.
;Lens Flare
r.LensFlareQuality=2
; 0: off but best for performance
; 1: low quality with good performance
; 2: good quality (default)
; 3: very good quality but bad performance
r.SceneColorFringeQuality=1
; 0: off but best for performance
; 1: 3 texture samples (default)
;Tone/Color
r.TonemapperQuality=1
; 1: high (default, with high frequency pixel pattern to fight 8 bit color quantization)
; 0: low (minor performance benefit)
r.Tonemapper.GrainQuantization=1
;Subsurface
r.SubsurfaceQuality=1
; Define the quality of the Screenspace subsurface scattering postprocess.
; 0: low quality for speculars on subsurface materials
; 1: higher quality as specular is separated before screenspace blurring (Only used if SceneColor has an alpha channel)
;Screen Space Reflections
r.SSR.Quality=3
; Whether to use screen space reflections and at what quality setting.
; (limits the setting in the post process settings which has a different scale)
; (costs performance, adds more visual realism but the technique has limits)
; 0: off (default)
; 1: low (no glossy)
; 2: medium (no glossy)
; 3: high (glossy/using roughness, few samples)
; 4: very high (likely too slow for real-time)
;Screen Space Subsurface Scattering
r.SSS.Filter=1
; 0: point filter (useful for testing, could be cleaner)
; 1: bilinear filter
r.SSS.Scale= 1
; n/a
r.SSS.SampleSet=2
; 0: lowest quality
; 1: medium quality
; 2: high quality (default)
;Lighting
r.LightFunctionQuality=2
; Defines the light function quality which allows to adjust for quality or performance.
; <=0: off (fastest)
; 1: low quality (e.g. half res with blurring, not yet implemented)
; 2: normal quality (default)
; 3: high quality (e.g. super-sampled or colored, not yet implemented)
r.LightShafts=1
; Whether light shafts are allowed to be rendered, defaults to 1.
r.LightShaftQuality=1
; Defines the light shaft quality.
; 0: off
; 1: on (default)
r.EyeAdaptationQuality=2
; Defines the eye adaptation quality which allows to adjust for quality or performance.
; <=0: off (fastest)
; 1: low quality (e.g. non histogram based, not yet implemented)
; 2: normal quality (default)
; 3: high quality (e.g. screen position localized, not yet implemented)
;Shadows
r.ShadowQuality=5 ;Defines the shadow method which allows to adjust for quality or performance.
; 0:off,
; 1:low(unfiltered),
; 2:low .. 5:max (default)
r.Shadow.CSM.MaxCascades=4
; the maximum number of cascades with which to render dynamic directional light shadows.
; above 3 doesn't seem to make any difference, try lowering it if you like.
; game default = 10
r.Shadow.CSM.MaxFarCascades=0
; n/a
r.Shadow.AllowForegroundShadows=1
; n/a
r.Shadow.MaxResolution=2048
; Max square dimensions (in texels) allowed for rendering shadow depths. Range 4 to hardware limit. Higher = better quality shadows but at a performance cost.
; anything higher than 4096 is placebo, best performance with 2048. game default = 2048
r.Shadow.RadiusThreshold=0.015
; Cull shadow casters if they are too small, value is the minimal screen space bounding sphere radius
(default 0.03)
; lower value = further shadow distance. game default = 0.03
r.Shadow.DistanceScale=1.0
; Scalability option to trade shadow distance versus performance for directional lights (clamped within a reasonable range).
; <1: shorter distance
; 1: normal (default)
; >1: larger distance
r.DistanceFieldShadowing=1
; n/a
r.DistanceFieldAO=1
; n/a
r.Shadow.CSM.TransitionScale=1.0
; Allows to scale the cascaded shadow map transition region. Clamped within 0..2.
; 0: no transition (fastest)
; 1: as specific in the light settings (default)
; 2: 2x larger than what was specified in the light
;Preshadows
r.Shadow.Preshadows=1
; Whether to allow preshadows (static world casting on character)
r.Shadow.PreShadowResolutionFactor=2
; Mulitplier for preshadow resolution
r.Shadow.CachePreshadow=1
; Whether preshadows can be cached as an optimization
;Other Effects
r.TranslucencyLightingVolumeDim=64
; Dimensions of the volume textures used for translucency lighting. Larger textures result in higher resolution but lower performance.
;Skeletal Mesh LOD Bias
r.SkeletalMeshLODBias=-2 ; increase character LODs. game default = 0
r.StaticMeshLODDistanceScale=0.33 ;Scale factor for the screen radius used in computing discrete LOD for skeletal meshes. (0.25-1) increase static mesh LOD distances, lower = larger distance. game default = 1
r.Fog=0
; 0 = no fog
; 1 = fog
;Grass and Foilage
foliage.DensityScale=2
grass.DensityScale=2
foliage.LODDistanceScale=5
; increase grass LOD distance, not much perf impact. game default = 1
foliage.MinInstancesPerOcclusionQuery=1024
; game default = 256, but UE4 recommended is 1024-65536...
; Reflection/Refraction
r.ReflectionEnvironment=1
; Whether to render the reflection environment feature, which implements local reflections through Reflection Capture actors.
; 0:off,
; 1:on and blend with scene,
; 2:on and overwrite scene.
r.RefractionQuality=3
; Defines the distorion/refraction quality which allows to adjust for quality or performance.
; <=0: off (fastest)
; 1: low quality (not yet implemented)
; 2: normal quality (default)
; 3: high quality (e.g. color fringe, not yet implemented)
;Optimisations
r.SkinCaching=1
; Whether or not to use the GPU compute skinning cache.
; This will perform skinning on a compute job and not skin on the vertex shader.
; GPUSkinVertexFactory.usf needs to be touched to cause a recompile if this changes.
; 0 is off(default), 1 is on
r.UseShaderCaching=1 ; game default = 0
r.UseShaderPredraw=1 ; game default = 0
r.OptimizeForUAVPerformance 1
; Allows to profile if hardware has a performance cost due to render target reuse
; 0: Optimize for GPU memory savings and reuse render targets (default)
; 1: Optimize for GPU performance (might render faster but can require more GPU memory)
; game default=0 (optimizes for memory instead)
;Misc
a.URO.ForceInterpolation=1 ; game default = 0
a.URO.ForceAnimRate=2 ; 1 = 30fps, 2 = 60fps? game default = 0
r.MaxQualityMode= 1
; If set to 1, override certain system settings to highest quality regardless of performance impact
r.TrueSkyQuality=1
r.GroundClutterQuality=1
r.IBLQuality=1
r.HFShadowQuality=3
r.SceneColorFormat=4
r.DetailMode=2
; Current detail mode; determines whether components of actors should be updated/ ticked.
; 0: low, show only object with DetailMode low or higher
; 1: medium, show all object with DetailMode medium or higher
; 2: high, show all objects (default)
r.TranslucencyVolumeBlur=1
; Whether to blur the translucent lighting volumes.
; 0:off, default is 1
r.MinScreenRadiusForLights=0.015 ; game default = 0.03
r.MinScreenRadiusForSmallLights=0.005 ; game default = 0.01
; Threshold below which lights will be culled.
;MSAA
; r.MSAA.CompositingSampleCount=8
; r.MSAACount=8
BTW if you want a list of all the vars the game actually uses I posted one here: https://pastebin.com/GXh7MN2W
That's dumped from the game at runtime, so it should be every cvar in the game.
Also if you want to try messing with these cvars while it's running my DQXIHook re-enables the UE4 console, works with the majority of cvars: https://steamcommunity.com/app/742120/discussions/0/1732087825006394099/
Thank you. This one tweak freed up a good 20 or so FPS for me.
i run the game maxed out at 1920x1080 with a pretty old cpu:
i5-3450 (4cpu) ~3,7GHz
gtx1060 6GB
16gb ram
win7
(no ingame overlays and recently formatted the pc)
using a slightly tweaked version from the OP to further enhance the graphics, but less overkill:
the motionblur is really sweet, its barely noticable and can only be seen during fast moving characters/monsters/effects, not during camera panning.
example:
https://steamcommunity.com/sharedfiles/filedetails/?id=1524405160
its hard to capture motion blur well with a screenshot so heres another example. notice how most of the scene appears sharp except for the claw and tail, which are moving really fast:
https://steamcommunity.com/sharedfiles/filedetails/?id=1517318715
I do like the ambient occlusion though - I have this under both sections ([/script/engine.renderersettings] and [SystemSettings])
r.AmbientOcclusionLevels=2
r.AmbientOcclusionRadiusScale=1.5