UDK - Mało FPS'ów...

Gry, programy i inne dobra stworzone przez użytkowników, także pomoc w ich kreacji. Bo nie tylko Postalem człowiek żyje.

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Ryuq
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01 kwie 2012, 19:55

Witam, pobrałem sobie UDK [ściągał się 666 lat ale warto było] Odpalam...myślałem że sie nie odpali, ale jednak. Tylko w samym "menu" mam takiego kosmicznego laga że głowa mała. Czy jest jakiś sposób na przyśpieszenie UDK ? Mam słaby komputer, to fakt...ale chyba chociaż o 1/4 da sie to przyśpieszyć prawda? Pobierało mi sie tak długo, nie chce po prostu go usuwać...


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Rycho3D
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01 kwie 2012, 20:35

Da się na 100% Brat miał straszne lagi i coś zrobił że mu śmiga .Jak go spotkam to zapytam.


8=======D
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Lothar
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02 kwie 2012, 04:26

Idź do /Folder_z_UDK/UDKGame/Config/ i otwórz plik UDKEngine.INI. W sekcji [SystemSettings] (w domyślnej wersji linia 837) ustaw (najlepiej wywal oryginał i wklej to):
[SystemSettings]
bUseMaxQualityMode=False
StaticDecals=True
DynamicDecals=False
UnbatchedDecals=False
DecalCullDistanceScale=1.0
DynamicLights=False
DynamicShadows=False
LightEnvironmentShadows=False
CompositeDynamicLights=False
SHSecondaryLighting=False
DirectionalLightmaps=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=1
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
Distortion=False
FilteredDistortion=False
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
OnlyStreamInTextures=False
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=False
AllowD3D11=False
AllowOpenGL=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
AllowImageReflections=False
AllowImageReflectionShadowing=False
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=False
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=0
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=1
MaxMultiSamples=1
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=16
MinPreShadowResolution=8
MaxShadowResolution=256
MaxWholeSceneDominantShadowResolution=512
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=800
ResY=600
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.0
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=1
ShadowDepthBias=.012
PerObjectShadowTransition=60
PerSceneShadowTransition=600
CSMSplitPenumbraScale=.5
CSMSplitSoftTransitionDistanceScale=4
CSMSplitDepthBiasScale=.5
CSMMinimumFOV=40
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
AllowSecondaryDisplays=False
SecondaryDisplayMaximumWidth=1280.0
SecondaryDisplayMaximumHeight=720.0
MobileFeatureLevel=0
MobileFog=True
MobileHeightFog=False
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileColorGrading=True
MobileVertexMovement=True
MobileOcclusionQueries=False
MobileLODBias=-0.5
MobileBoneCount=75
MobileBoneWeightCount=2
MobileUsePreprocessedShaders=True
MobileFlashRedForUncachedShaders=False
MobileWarmUpPreprocessedShaders=True
MobileCachePreprocessedShaders=False
MobileProfilePreprocessedShaders=False
MobileUseCPreprocessorOnShaders=True
MobileLoadCPreprocessedShaders=True
MobileSharePixelShaders=True
MobileShareVertexShaders=True
MobileShareShaderPrograms=True
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
MobileModShadows=True
MobileTiltShift=False
MobileTiltShiftPosition=0.5
MobileTiltShiftFocusWidth=0.3
MobileTiltShiftTransitionWidth=0.5
MobileClearDepthBetweenDPG=False
ApexLODResourceBudget=1000000000000000000000.0
ApexDestructionMaxChunkIslandCount=2500
ApexDestructionMaxShapeCount=0
ApexDestructionMaxChunkSeparationLOD=1.0
ApexDestructionSortByBenefit=True
ApexGRBEnable=false
ApexGRBGPUMemSceneSize=128
ApexGRBGPUMemTempDataSize=128
ApexGRBMeshCellSize=7.5
ApexGRBNonPenSolverPosIterCount=9;
ApexGRBFrictionSolverPosIterCount=3;
ApexGRBFrictionSolverVelIterCount=3;
ApexGRBSkinWidth=0.025
ApexGRBMaxLinearAcceleration=1000000.0
bEnableParallelAPEXClothingFetch=True
ApexClothingAvgSimFrequencyWindow=60
ApexClothingAllowAsyncCooking=True
ApexClothingAllowApexWorkBetweenSubsteps=FALSE
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=128,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=128,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=128,LODBias=0,MinMagFilter=linear,MipFilter=linear)


Sama "gra" będzie przez to wyglądała znacznie gorzej, ale zysk w FPS będzie znaczny (nie tyczy się FPS w oknie edytora). 8-)


Jeśli powyższe nie pomoże, to jeszcze wersja dla hardkorowców:

[SystemSettings]
bUseMaxQualityMode=False
StaticDecals=False
DynamicDecals=False
UnbatchedDecals=False
DecalCullDistanceScale=1.0
DynamicLights=False
DynamicShadows=False
LightEnvironmentShadows=False
CompositeDynamicLights=False
SHSecondaryLighting=False
DirectionalLightmaps=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
Distortion=False
FilteredDistortion=False
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
OnlyStreamInTextures=False
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=False
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=False
AllowD3D11=False
AllowOpenGL=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
AllowImageReflections=False
AllowImageReflectionShadowing=False
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=False
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=0
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=1
MaxMultiSamples=1
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=8
MinPreShadowResolution=8
MaxShadowResolution=32
MaxWholeSceneDominantShadowResolution=128
ShadowFadeResolution=32
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=800
ResY=600
ScreenPercentage=80.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.0
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=False
bUseConservativeShadowBounds=False
ShadowFilterRadius=0
ShadowDepthBias=.012
PerObjectShadowTransition=30
PerSceneShadowTransition=300
CSMSplitPenumbraScale=.5
CSMSplitSoftTransitionDistanceScale=4
CSMSplitDepthBiasScale=.5
CSMMinimumFOV=40
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=False
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
AllowSecondaryDisplays=False
SecondaryDisplayMaximumWidth=1280.0
SecondaryDisplayMaximumHeight=720.0
MobileFeatureLevel=0
MobileFog=True
MobileHeightFog=False
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileColorGrading=True
MobileVertexMovement=True
MobileOcclusionQueries=False
MobileLODBias=-0.5
MobileBoneCount=75
MobileBoneWeightCount=2
MobileUsePreprocessedShaders=True
MobileFlashRedForUncachedShaders=False
MobileWarmUpPreprocessedShaders=True
MobileCachePreprocessedShaders=False
MobileProfilePreprocessedShaders=False
MobileUseCPreprocessorOnShaders=True
MobileLoadCPreprocessedShaders=True
MobileSharePixelShaders=True
MobileShareVertexShaders=True
MobileShareShaderPrograms=True
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
MobileModShadows=True
MobileTiltShift=False
MobileTiltShiftPosition=0.5
MobileTiltShiftFocusWidth=0.3
MobileTiltShiftTransitionWidth=0.5
MobileClearDepthBetweenDPG=False
ApexLODResourceBudget=1000000000000000000000.0
ApexDestructionMaxChunkIslandCount=2500
ApexDestructionMaxShapeCount=0
ApexDestructionMaxChunkSeparationLOD=1.0
ApexDestructionSortByBenefit=False
ApexGRBEnable=false
ApexGRBGPUMemSceneSize=128
ApexGRBGPUMemTempDataSize=128
ApexGRBMeshCellSize=7.5
ApexGRBNonPenSolverPosIterCount=9;
ApexGRBFrictionSolverPosIterCount=3;
ApexGRBFrictionSolverVelIterCount=3;
ApexGRBSkinWidth=0.025
ApexGRBMaxLinearAcceleration=1000000.0
bEnableParallelAPEXClothingFetch=False
ApexClothingAvgSimFrequencyWindow=60
ApexClothingAllowAsyncCooking=False
ApexClothingAllowApexWorkBetweenSubsteps=FALSE
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=64,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=linear,MipFilter=linear)
Ostatnio zmieniony 02 kwie 2012, 04:41 przez Lothar, łącznie zmieniany 2 razy.


Nobody Expects The Spanish Inquisition! :biskup:
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Tiquill
V.I.P.
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Posty: 14479
Rejestracja: 25 sty 2007, 02:00
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08 kwie 2012, 14:19

Przenoszę z MHP do Innych gier. No i apeluję: Cokolwiek o grach - piszcie w dziale o grach, nie w MHP, łatwiej znaleźć. ;)


Zawsze jest ryzyko, że wyczerpałeś już limit dobrych dni i czeka cię już tylko samo zło...
Obrazek
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Rycho3D
Modder
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Posty: 11978
Rejestracja: 24 kwie 2011, 15:47
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08 kwie 2012, 16:44

Już wiem co brat zrobił ,by przyśpieszyć.
zmienił w mapach w ZoneInfo rozdzielczość renderowania cieni,świateł z 1024 na 512px.
Każda mapa ma własne ustawienia wpisane w siebie.


8=======D
ODPOWIEDZ