Cheers for the heads-up.
I love my shit so high. Fish-eyed? I don't give a fuck, straight outta Plankton.
... I'm sorry.
I love my shit so high. Fish-eyed? I don't give a fuck, straight outta Plankton.
I don't even have any idea what I'm running, but Booker's arms look goofy at times so it's probably a bit too wide.I love my shit so high. Fish-eyed? I don't give a fuck, straight outta Compton.
I don't even have any idea what I'm running, but Booker's arms look goofy at times so it's probably a bit too wide.
I set my FieldOfView to = 1.750000 and the OffsetPercent to 50.I read that MaxUserFOVOffsetPercent=28.5 in the config file at 100% on the slider is 95FOV... lol I set mine to 45.0 so its at least at 120 or something... still I think the gun models are to big so I'll just leave it... yours must be higher Bookers arms aren't a bother to me...
The "bUseBackgroundLevelStreaming=false" tweak buged my game. I opened a door and the scenario behind it didn't load. Tried restarting the checkpoint and the game itself. But the only thing that worked was changing back to bUseBackgroundLevelStreaming=true.
The "bUseBackgroundLevelStreaming=false" tweak buged my game. I opened a door and the scenario behind it didn't load. Tried restarting the checkpoint and the game itself. But the only thing that worked was changing back to bUseBackgroundLevelStreaming=true.
Some people are saying setting the Min and MaxSmoothingFramerate to 59 and 61 helps a bit. I'm gonna try it now.
These numbers on all monitors or should it be RefreshRate+1 and RefreshRate-1?Some people are saying setting the Min and MaxSmoothingFramerate to 59 and 61 helps a bit. I'm gonna try it now.
Do we know if the game uses the cvar?
Does get applied, but only when running on Low and very low settings.LowPCTexturePoolSizeMB=256
Chen's gunshop, right? I'm pretty sure this has been confirmed to be 100% game breaking at that area. I mentioned this yesterday.
Damn, the GPU usage drops alot and never goes back up when Alt-tabbing. Anyone els have that problem?
Anyone know the difference in Very high and Ultra? I have a 2GB 670, safe to bump it up?
Edit: Just to clarify, it's definitely utilized in game as well being the GPU temp hovers around 83C (86C when alt tabbed) and 48C idle after exiting game.
These numbers on all monitors or should it be RefreshRate+1 and RefreshRate-1?
I found that you can scale portions of the UI using the MaxResolutionUpScale option in XUI.ini. This is incredibly useful for people running at high resolutions who find that the UI is too small to read comfortably.
Change the value from 0 to 1 to enable UI scaling. This might also work for anyone who's into downsampling (see the bullshots thread) but I haven't tested it.
I'm getting huge stuttering problems now and then, like the whole screen just stops for a moment, lika 1 sec. This is making the game unplayable at times, especially in gun fights.
Solutions?
Edit: running a GTX 570 latest drivers
I'm getting huge stuttering problems now and then, like the whole screen just stops for a moment, lika 1 sec. This is making the game unplayable at times, especially in gun fights.
Solutions?
Edit: running a GTX 570 latest drivers
I'm not near my PC, but does this work for menus and subtitles?
Random frame drops are ruining this for me. Tried every trick possible but the game will still suddenly drop to 20FPS every few meters.
Take it with a grain of salt, since I have no idea what I'm talking about, but just because a game uses a certain amount of VRAM doesn't mean it requires that much. Free RAM or VRAM is non-utilized, which is not necessarily desirable.This game eats up VRAM like nothing else. Constantly hitting 2GB. Might need to eventually swap my 2GB 670 for a 4GB version or a new card entirely if future titles continue this VRAM usage (and they probably will). Still, a decent memory OC seems to mitigate the issue somewhat.
No UE stuttering once I changed the pool size as described in the OP.
Also, still no way to turn off the HUD?
It works for practically everything, subtitles included. It seems to be a standard UI scaling option like you'll find in many modern games. I'm surprised it wasn't built into the game's options menu.
You can even set it to values other than 0 and 1.
0.5 makes the UI bigger than default but less intrusive than 1. It's really a huge improvement for me.
Just a reminder, turning off Alternate post-processing REALLY helped me with things like micro-stutter and shitty mouse lag.
post-processing should always be set to normal/off
unless you're one of those guys who likes messing with color balance and shit all over original, intended art style
Literally in the OP.
Some people are saying setting the Min and MaxSmoothingFramerate to 59 and 61 helps a bit. I'm gonna try it now.
Do you have a fan profile set up on your GPU? Those temps seem a bit high. My 680 gets up to 61C in game
Chen's gunshop, right? I'm pretty sure this has been confirmed to be 100% game breaking at that area. I mentioned this yesterday.
This game eats up VRAM like nothing else. Constantly hitting 2GB. Might need to eventually swap my 2GB 670 for a 4GB version or a new card entirely if future titles continue this VRAM usage (and they probably will). Still, a decent memory OC seems to mitigate the issue somewhat.
Hmm, very interesting. Despite the issues with PC gaming, it's great that there are people willing to spend time fixing issues on their own and sharing results with others. Cheers.Ok I did some tests, as the game needs to be launched with the command line "-ReadTexturePoolFromIni" to use the PoolSize value from the file (otherwise it's calculated).
So, in and area where my VRAM was stuck at 2GB (max of my VRAM), and the game was stuttering like hell each time I turned the camera, I tried several values :
PoolSize=140 (like in many UE3 games) : textures are blurry and VRAM does not exceed 750MB.
PoolSize=400 (default one) : less blurry but only 1000MB VRAM used.
PoolSize=1200 : sharp textures and 1900 VRAM used, no stutter in the large areas, even by going from one end to the other.
So it depends on how many VRAM you have, just try.
For now let's say your VRAM minus 800.
To enable this, you have to open the properties of the game in Steam, and in the first tab you have a button "Set launch options", and put "-ReadTexturePoolFromIni" without the "".
For me it works well, the game is always smooth and I only got little drops when it streams the level, but the big stutter is gone.
I found that you can scale portions of the UI using the MaxResolutionUpScale option in XUI.ini. This is incredibly useful for people running at high resolutions who find that the UI is too small to read comfortably.
Change the value from 0 to 1 to enable UI scaling. This might also work for anyone who's into downsampling (see the bullshots thread) but I haven't tested it.
edit: You can set it to values between 0 and 1 as well. 0.5 works really well for me at 2560x1600
Ok I did some tests, as the game needs to be launched with the command line "-ReadTexturePoolFromIni" to use the PoolSize value from the file (otherwise it's calculated).
So, in and area where my VRAM was stuck at 2GB (max of my VRAM), and the game was stuttering like hell each time I turned the camera, I tried several values :
PoolSize=140 (like in many UE3 games) : textures are blurry and VRAM does not exceed 750MB.
PoolSize=400 (default one) : less blurry but only 1000MB VRAM used.
PoolSize=1200 : sharp textures and 1900 VRAM used, no stutter in the large areas, even by going from one end to the other.
So it depends on how many VRAM you have, just try.
For now let's say your VRAM minus 800.
To enable this, you have to open the properties of the game in Steam, and in the first tab you have a button "Set launch options", and put "-ReadTexturePoolFromIni" without the "".
For me it works well, the game is always smooth and I only got little drops when it streams the level, but the big stutter is gone.