Chernobylite 2: Exclusion Zone

Chernobylite 2: Exclusion Zone

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FPS FIX FOR THE MOMENT
By M̳O̳M̳E̳N̳T̳U̳M̳
SHORT GUIDE TO GET BETTER FPS
   
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HOW TO FPS!!!!!!!!!!!!! STALKER EDITION!!!!!!!
🔥 Chernobylite 2 - FPS Fix: The Ultimate Radiation Cure! 🔥

☢️ Listen up, Stalker! ☢️ Is your game running as smoothly as a Chernobyl reactor in meltdown? 💀 Congrats, you need this guide more than a Geiger counter in Pripyat! I've got a solution that boosts your FPS from „slideshow“ to „playable“ – at least until the devs wake up from their anomaly. 🎮

💾 How to make the Zone stop rendering in PowerPoint mode:

1️⃣ Start the game and set your graphics settings – yeah, the ones that don’t work anyway. 🎭
2️⃣ Save your settings before leaving the Zone. 🛠️
3️⃣ Exit the game (yes, pain is temporary, bad performance is forever). 😭
4️⃣ Open the secret bunker of FPS magic:
📂 C:\Users\YOUR_USER\AppData\Local\Chernobylite2\Saved\Config\Windows
5️⃣ Find the file GameUserSettings.ini and open it with a hacker tool of your choice (Editor = disgrace). 🕵️‍♂️
6️⃣ Look for this line:

bIsFrameGenerationEnabled=false

7️⃣ Change „false“ to „true“, because we don’t do half-measures: 😎

bIsFrameGenerationEnabled=true

8️⃣ Save the file and set it to „Read-Only“, so the game doesn’t get funny ideas. (Right-click -> Properties -> Set Read-Only -> Apply -> OK). 🔒
9️⃣ Start the game and DO NOT TOUCH GRAPHIC SETTINGS AGAIN! Or you’ll have to crawl back to hell. 🔥

💡 Why does this help? 💡

CAP THE FRAME RATE TO A STABLE NUMBER !
AND THEIR IS SOME DOWNSIDE THE TABLET HAS SOME GRAPGHICA GLITCHES BECAUSE OF FRAMEGEN BUT REST WILL WORK FINE AT LEAST FOR NOW UNTIL THE DEVS FIXES IT !

Because it enables Frame Generation, turning your game experience from „catastrophic slideshow“ to „still broken but playable“. Works best on RTX 30xx and AMD 7800XT cards. Stuttering? Sure, but better than a Monolith ambush. 🤷‍♂️

!!!!TRY THIS ENGINE INI !!!!!!













Open a New Text file
copy paste this ---
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[SystemSettings]
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.StartupMode=3
r.ShaderPipelineCache.BackgroundProcessing=1
r.ShaderPipelineCache.BatchTime=16
r.ShaderPipelineCache.GameFileMaskEnabled=1

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Save this as Engine.ini
Make it read only
and put it where the gameusersettings ini is and try it




Also try this
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use dlss swapper from github
swap dlss fsr and so on to the latest file and replace it !
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AND FOR MOUSE ACCELERATION DISABLE
-------------------------------------------------------------------------------------------
TRY THIS

Make a Textfile name it Input.ini
Copy paste the following into it
_-------------------------------------------------------------------------------------------------------

[InputSettings]
bEnableMouseSmoothing=False
bViewAccelerationEnabled=False
bDisableMouseAcceleration=True

---------------------------------------------------------------------------------------------------------
- Adjust Mouse Sensitivity (If Necessary):
- After modifying the configuration, you might notice a change in mouse sensitivity.
- If needed, adjust the sensitivity settings within the game's options menu to your preference.

These steps have been effective in addressing mouse acceleration issues in games like "S.T.A.L.K.E.R. 2." While "Chernobylite 2" may have different file structures or settings, this method could serve as a useful starting point. Always remember to back up configuration files before making changes.

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Save it as Input.ini , put it int the folder where the Gameusersettings ini is and make it read only , if it not works i will test it next days to improve the game more and more
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Engine INI Tweaks -little fps boost /No Fog Raytracing lumen etc off
Make a Text file Call it Engine.ini , if something is in the ini folder like engine ini ,
copy paste this in , if not make a new fresh engine ini file
--------------------------------------------------------------------------------------------------------
[SystemSettings]
r.PSO.Enable=1
r.PSO.CacheSize=512
r.PSO.OptimizeForSpeed=1

r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.AsyncCompile=0
r.ShaderPipelineCache.Precompile=1
r.ShaderPipelineCache.BackgroundProcessing=1

r.Shaders.Optimize=1
r.Shaders.ReduceStutter=1
r.Shaders.CompileThreshold=2

r.HLOD.DistanceFactor=2.0
r.HLOD.ForceDisable=0
r.HLOD.MaxDrawDistance=50000
r.HLOD.MaxLODLevel=3
r.LOD.DitheredLOD=1
r.LOD.ForceHighPriority=0
r.ViewDistanceScale=3
r.StaticMeshLODDistanceFactor=0.5
r.SkeletalMeshLODBias=-1

r.RayTracing=0
r.Lumen.Reflections=0
r.Lumen.GlobalIllumination=0
r.PathTracing.Enable=0
r.RayTracing.Reconstruction=0

r.TranslucencyLightingVolumeDim=4
r.SSR.Quality=0
r.MaterialQualityLevel=1
r.RefractionQuality=0
r.Tonemapper.Quality=1

r.Fog=0
r.VolumetricFog=0
r.FogDensity=0

---------------------------------------------------------------------------------------------------------------------------
this helps a bit for caching and the usage of pso cahing which is an technique that is not made for large open worlds


Why and what is pso ??????

PSO caching in open-world games can cause stuttering due to the large number of dynamic objects, shaders, and constantly changing environments. These games require many unique shader states, and inefficient PSO management or excessive memory usage can overwhelm the system. Unpredictable loading patterns and frequent shader recompilation further exacerbate the issue. To improve performance, games can optimize shader reuse, pre-compile shaders, limit shader variants, and better manage PSO memory.
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HOW TO RESOLVE THE ISSEUS OF THESE DEVS
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To address PSO caching issues and improve performance in open-world games, here are several techniques you can use:
1. Shader Pre-compilation

Pre-compile shaders before they are needed in the game. This avoids real-time shader compilation and reduces stuttering.
Batch shader compilation: Instead of compiling each shader when needed, compile multiple shaders in batches during the loading phase.

2. Efficient PSO Management

Reuse PSOs: Cache and reuse pipeline states across multiple objects or scenes, rather than creating new PSOs every time.
Limit unique PSO variants: Reduce the number of unique PSO variants (e.g., shaders for different weather conditions, LODs) to avoid overwhelming the cache.
PSO pruning: Implement a system that evicts old or unused PSOs from the cache to free up memory for new ones.

3. Streaming Optimization

Optimize asset streaming: Load and unload assets, including shaders and textures, in a more predictable and efficient manner to avoid runtime delays.
Level of Detail (LOD) management: Use LOD techniques to reduce the number of shaders and textures needed at a distance, minimizing the impact on PSO caching.

4. Memory Management

Memory allocation optimization: Dynamically manage how much memory is dedicated to PSO caching. Limit the number of PSOs in the cache and ensure old or unused ones are evicted efficiently.
Lazy loading: Load shaders and pipeline states only when absolutely necessary, instead of all at once.

5. Driver and Engine Improvements

Use updated graphics drivers: Ensure that drivers are optimized for handling complex caching systems.
Engine-level improvements: Game engines should be optimized to handle PSO creation and caching more effectively, potentially by batching state changes or using more efficient data structures.

6. Shader Optimization

Reduce shader complexity: Simplify shaders and use fewer variants (e.g., combine shaders for similar objects or environments).
Dynamic shader reuse: Use dynamic techniques to adjust shaders based on the environment without creating entirely new PSOs for each object.

7. Custom Caching Strategies

Custom PSO caching: Developers can create custom caching strategies that are more specific to the game’s needs. For example, implementing a cache that stores only the most commonly used PSOs or stores a few variants for different conditions.

These techniques can reduce the overhead of PSO caching, preventing stuttering and improving performance in open-world games.
---------------------------------------------------------------------------------------------------------------------------------OTHER TECHNIQUES OR WITHOUT PSO CACHE
------------------------------------------------------------------------------
1. Shader Pre-compilation (Without PSO Caching)

Technique: Pre-compile all shaders at the start of the game or during a loading screen, rather than compiling shaders dynamically during gameplay.
Why it works: This avoids runtime shader compilation, eliminating the need for PSO caching. It reduces stuttering by ensuring that all necessary shaders are ready to be used when needed.

2. Static Shader Set

Technique: Limit the number of shaders used by simplifying the game’s visuals or using a smaller set of shaders that can be reused across multiple objects and conditions.
Why it works: Reducing shader complexity and variation decreases the need for a large cache, lowering memory usage and preventing stuttering due to shader recompilation.

3. Efficient Asset Management

Technique: Use texture streaming and object pooling to load only the assets needed at any given moment.
Why it works: By loading only the necessary assets and shaders, it reduces the overall memory footprint, thus reducing the demand on the PSO cache and improving performance without needing caching for shaders.

4. Level of Detail (LOD) Techniques

Technique: Use LOD to simplify models, textures, and shaders as the player moves farther away from objects, making objects less detailed at a distance.
Why it works: By reducing the complexity of objects in the distance, fewer shaders and pipeline states are required, eliminating the need for caching large amounts of state information.

5. Baking Lighting and Shadows

Technique: Pre-bake lighting and shadow information into textures or maps rather than calculating them dynamically.
Why it works: Pre-baking avoids real-time calculations and reduces the need for shaders related to lighting and shadows, thus lowering the need for PSO caching while maintaining visual quality.

6. Texture Atlases

Technique: Combine multiple textures into a single texture atlas, reducing the number of texture switches and shader calls.
Why it works: This approach minimizes the need for different shaders that would typically require different PSO states, improving performance without using a PSO cache.

7. Fixed Pipelines

Technique: Use fixed function pipelines (where possible) rather than programmable shaders.
Why it works: Fixed function pipelines use predefined rendering stages, avoiding the overhead of dynamically creating pipeline states or shaders, leading to improved performance without PSO caching.

8. Culling and Occlusion Techniques

Technique: Implement frustum culling and occlusion culling to avoid rendering objects outside of the player’s view or that are obstructed by other objects.
Why it works: By reducing the number of objects being rendered and thus reducing the number of shaders required, you reduce the demand on PSO caching.

9. Threading and Parallel Processing

Technique: Use multi-threading or asynchronous loading to load shaders and assets in parallel while the game continues running, especially during non-critical times like loading screens or when transitioning between areas.
Why
BONUS!!
⚡ Bonus Tips:
✅ Install the game on an NVMe or SSD, because HDDs are for boomers. 💽
✅ Set View Distance to High, so you can see how bad the optimization is. 🔭
✅ Pray, because that might work better than this fix. 🙏

🚨 Warning, Disclaimer: 🚨
☠️ If your PC explodes or turns into an anomaly – tough luck. 💥
🛸 If your game suddenly runs at 500 FPS, hit me up and we’ll start a cult. 🚀
🔮 If the devs ever fix the game, we’ll pretend this guide never existed. 🧠

👍 Did this help? Give me a thumbs-up or sacrifice an artifact! If not, well… welcome to the Zone, Stalker! 💀

💀 Stay safe, Stalker! 💀
I WILL UPDATE IT MORE
If i found a fix for other stuff i will update it as soon as i can
if your appreciate it and this helps let some points here or a hot cofee!!!!!

Usefull list of engine commands to try !
[/previewim
HERE IS A LIST OF USEFULL COMMANDS TO TRY
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1. Engine.ini (General system, graphics, and advanced performance settings)

The Engine.ini file typically contains settings for how the game interacts with the hardware and low-level graphical features.

[SystemSettings]
r.MotionBlurQuality=0 ; Disable Motion Blur (FPS boost)
r.DepthOfFieldQuality=0 ; Disable Depth of Field (reduces GPU usage)
r.ShadowQuality=0 ; Low shadows for performance
r.TextureQuality=0 ; Low textures for performance
r.FogQuality=0 ; Disable fog for performance
r.AmbientOcclusion=0 ; Disable Ambient Occlusion for performance
r.LODDistanceFactor=0.8 ; Reduce LOD distance for better performance
r.ReflectQuality=0 ; Disable reflections for FPS boost
r.VSync=0 ; Disable VSync (for smoother performance)
r.AnisoLevel=1 ; Set Anisotropic Filtering to 1x
r.TemporalAA=0 ; Disable Temporal Anti-Aliasing
r.LightingQuality=0 ; Set Lighting Quality to Low
r.MotionBlur=0 ; Disable Motion Blur (FPS boost)
r.Tessellation=0 ; Disable tessellation for FPS

[DLSS]
r.DLSS=1 ; Enable DLSS
r.DLSS.Mode=2 ; Set DLSS quality to Quality (0=Performance, 2=Quality)

[FSR]
r.FSR=1 ; Enable FSR
r.FSR.Mode=3 ; Set FSR quality to Ultra Quality (0=Ultra Performance, 3=Quality)

[XeSS]
r.XeSS=1 ; Enable XeSS (Intel's super sampling)
r.XeSS.Mode=2 ; Set XeSS quality to Ultra Quality (0=Performance, 2=Ultra Quality)

[FrameGeneration]
r.FrameGeneration=1 ; Enable Frame Generation (RTX 40xx GPUs only)

2. GameUserSettings.ini (User settings for resolution, fullscreen, mouse, and controls)

The GameUserSettings.ini file typically contains user-specific settings like resolution, fullscreen mode, input bindings, and graphical settings that are tied to your user profile.

[SystemSettings]
ScreenWidth=1920 ; Set to your monitor's native resolution (width)
ScreenHeight=1080 ; Set to your monitor's native resolution (height)
FullScreenMode=True ; Fullscreen Mode (performance boost)
VSync=False ; Disable Vertical Sync
MaxFPS=60 ; Limit FPS to 60 (or set to a higher value if needed)

[Graphics]
TextureQuality=0 ; Low textures (for better performance)
ShadowQuality=0 ; Low shadow quality (for performance)
PostProcessingQuality=0 ; Disable Post Processing effects (FPS boost)
AntiAliasing=0 ; Disable Anti-Aliasing (FPS boost)
AnisotropicFiltering=0 ; Disable Anisotropic Filtering (FPS boost)

[Graphics_Advanced]
DLSS=1 ; Enable DLSS (Deep Learning Super Sampling)
DLSS_Mode=2 ; Set DLSS quality mode (0=Performance, 1=Balanced, 2=Quality)

FSR=1 ; Enable FSR (FidelityFX Super Resolution)
FSR_Mode=3 ; Set FSR mode to Ultra Quality (0=Ultra Performance, 3=Quality)

XeSS=1 ; Enable XeSS (Intel Xe Super Sampling)
XeSS_Mode=2 ; Set XeSS quality mode (0=Performance, 2=Ultra Quality)

[Input]
bInvertMouse=False ; Disable mouse inversion
bEnableMouseSmoothing=False ; Disable mouse smoothing
bEnableMouseAcceleration=False ; Disable mouse acceleration

3. Input.ini (Input settings, control mappings)

This file typically handles control mappings for keyboard, mouse, and gamepad.

[Mouse]
bInvertMouse=False ; Disable mouse inversion
bEnableMouseSmoothing=False ; Disable mouse smoothing
bEnableMouseAcceleration=False ; Disable mouse acceleration

[Keyboard]
bEnableKeyboard=False ; Disable keyboard input (if needed)

4. Graphics.ini (Game-specific graphical settings for fine-tuning)

If the game has a Graphics.ini or similar file, it’s where settings like dynamic resolution scaling or quality settings would typically go.

[Graphics]
Resolution=1920x1080 ; Set resolution to native monitor resolution
VSync=False ; Disable Vertical Sync for smoother gameplay
MotionBlur=False ; Disable motion blur
LightingQuality=0 ; Low lighting quality for FPS boost
ShadowQuality=0 ; Low shadow quality for performance

5. SystemSettings.ini (System-specific configuration)

If the game has a SystemSettings.ini file, it may contain specific optimizations related to CPU, GPU, or disk caching.

[Performance]
bEnableMultiThreading=True ; Enable multi-threading for better CPU usage
bEnableGPUOptimizations=True ; Enable GPU optimizations for better performance
bEnableFastLoading=True ; Enable faster loading times for the game
bForceLowMemory=True ; Forces low memory settings for better performance

[Advanced]
bEnableDiskCache=True ; Enable disk caching for better load performance
bEnableMemoryManagement=True ; Enable memory management optimizations

Additional Notes:

DLSS and FSR settings will work if the game supports these technologies. If you're playing on a Nvidia RTX card, you will likely have the option for DLSS. FSR works on both Nvidia and AMD cards.
XeSS is specific to Intel Arc GPUs, so enabling it would be for Intel's hardware (but it’s compatible with some other GPUs as well).
Frame Generation can be enabled on RTX 40-series GPUs only, so enabling this on unsupported hardware won’t have an effect.

How to Apply:

Navigate to the game directory where the .ini files are located (usually in AppData, Documents, or the installation folder).
Open the relevant .ini files (such as GameUserSettings.ini, Engine.ini) with a text editor (like Notepad).
Copy and paste the appropriate settings into the file.
Save the file and launch the game to check the performance improvements.

Let me know if you need more help!
Inventory fix / Graphic settings
⚡ Chernobylite 2 Performance Boost – Smooth Menu & No Stuttering 🔧

If the menu in Chernobylite 2 feels sluggish or lags, this simple tweak will fix it while also improving overall performance.
📜 Step 1: Create Engine.ini

1️⃣ Create a new file named Engine.ini.
2️⃣ Open it with a text editor (e.g., Notepad++ or Windows Notepad).
3️⃣ Copy and paste the following code:

[SystemSettings]
r.UI.ScaleForGPU=True
r.VSync=0
r.OneFrameThreadLag=1
r.HZBOcclusion=0
r.FastVRam.PostProcess=1

4️⃣ Save the file and set it to Read-Only (Right-click → Properties → Enable "Read-Only").
⚙️ Step 2: Optimize In-Game Settings

✅ Set FPS to 120
✅ Enable VSync
✅ Use any upscaler – Choose TSR, DLSS, XeSS, or FSR, and set quality to 100 (Custom Mode)
🎯 Step 3: The Final Trick










💡 Press "Enter" in the menu – yes, it sounds weird, but it will make the menu run smoothly without stuttering! sometime in the open world you will have drops to 70s 60s but thats how it is i tryed my best guys hope this helped a bit !
Wow .......
Nice answer






Die wahrheit !!!!!!!!!!!

5 Comments
M̳O̳M̳E̳N̳T̳U̳M̳  [author] Mar 10 @ 9:54pm 
there is too much broken atm , iam still on it trying via ini files to compensate performance and the other bugs , but at least the devs must fix it i cant do their job , shader cache is broken they nee direct storage and so on , also better raw performance without upscaling techniques , i will work on more fixes the next days , thanks for feedback
M̳O̳M̳E̳N̳T̳U̳M̳  [author] Mar 10 @ 9:32pm 
yeah i know try to cap fps at 60
Herald Navidad Mar 10 @ 9:30pm 
FPS definitely increase but opening inventory stuttering like crazy cant do anything and crash almost everytime
NightmareEvil3475™ Mar 10 @ 12:18am 
:ridden_thumbsup:
Beefyrulz Mar 9 @ 4:51pm 
Definitely an improvement to FPS.
Now if you can figure out how to disable mouse acceleration, I'll give you free internet points.