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Game Performance Optimization Settings

The document contains a series of configuration flags and settings related to graphics rendering, network optimization, and performance controls. Key features include enabling multi-threaded rendering, optimizing network transport, and preloading assets for improved performance. Various debug flags are also included to assist in troubleshooting and performance monitoring.

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0% found this document useful (0 votes)
144 views2 pages

Game Performance Optimization Settings

The document contains a series of configuration flags and settings related to graphics rendering, network optimization, and performance controls. Key features include enabling multi-threaded rendering, optimizing network transport, and preloading assets for improved performance. Various debug flags are also included to assist in troubleshooting and performance monitoring.

Uploaded by

saixslasher
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd

{

"DFIntTaskSchedulerTargetFps": "31",
"FLogNetwork": "7",
"FFlagHandleAltEnterFullscreenManually": "False",
"FIntDebugForceMSAASamples": "0",
"FFlagDebugGraphicsPreferD3D11FL10": "True",
"DFFlagDebugRenderForceTechnologyVoxel": "True",
"DFFlagDisableDPIScale": "False",
"FFlagDebugGraphicsPreferD3D11": "True",
"DFIntTextureQualityOverride": "0",
"DFFlagTextureQualityOverrideEnabled": "True",
"DFIntCanHideGuiGroupId": "3280007",
"FIntFullscreenTitleBarTriggerDelayMillis": "3600000",
"FFlagDebugForceFutureIsBrightPhase3": "True",
"FFlagDebugForceFutureIsBrightPhase2": "True",
"FFlagDisablePostFx": "True",
"FIntRenderShadowIntensity": "0",
"FIntFontSizePadding": "2",
"FIntTerrainArraySliceSize": "0",
"FFlagPreloadAllFonts": "True",
"FStringWhiteListVerifiedUserId": "1168080314",
"FFlagOptimeizeServerTicketRate": "true",
"FFlagOptimizeNetworkTransport": "True",
"FFlagEnableMenuControlsABTest": "False",
"DFFlagEnableSoundPreloading": "True",
"FIntRenderLocalLightUpdatesMin": "0",
"DFIntPlayerNetworkUpdateRate": "60",
"FIntSimDefaultFluidForceEnabled": "999",
"DFIntOptimizePingThreshold": "50",
"FFlagOptimizeNetwork": "True",
"DFIntDebugFRMQualityLevelOverride": "1",
"FIntDebugTextureManagerSkipMips": "6",
"FFlagFixGraphicsQuality": "True",
"FFlagDebugRenderingSetDeterministic": "True",
"FIntRakNetResendBufferArrayLength": "128",
"DFIntServerTickRate": "60",
"DFIntPlayerNetworkUpdateQueueSize": "20",
"DFIntPerformanceControlTextureQualityBestUtility": "-1",
"FFlagGlobalWindActivated": "False",
"DFIntNetworkPrediction": "120",
"DFIntServerTicket": "60",
"FStringReconnectDisabledReason": "A-aah!~ Please!~ Rejoin f-faster...~
NNGGHH~~",
"DFIntConnectionMTUSize": "900",
"DFIntServerPhysicsUpdateRate": "60",
"FFlagDebugDisplayFPS": "True",
"DFIntNetworkLatencyTolerance": "1",
"FFlagAdServiceEnabled": "False",
"FFlagAXAAccessoryAdjustmentIXPEnabledForAll": "True",
"DFIntRakNetResendRttMultiple": "1",
"FFlagOptimizeNetworkRouting": "True",
"FFlagSimAdaptiveTimesteppingDefault2": "True",
"DFIntRaknetBandwidthPingSendEveryXSeconds": "1",
"FFlagDebugDisableTelemetryV2Stat": "True",
"FFlagOptimizeServerTickRate": "True",
"FFlagDebugDisableTelemetry": "True",
"FFlagDebugDisableTelemetryEphemeralCounter": "True",
"FFlagDebugDisableTelemetryV2Event": "True",
"FFlagDebugDisableTelemetryEventIngest": "True",
"FFlagDebugDisableTelemetryV2Counter": "True",
"FFlagDebugDisableTelemetryEphemeralStat": "True",
"FFlagEnableMultiThreadedRendering": "True",
"FFlagRenderHighPerformanceShading": "True",
"FFlagRenderEnableAsyncCompute": "True",
"FFlagDebugForceGenerateHSR": "True",
"FFlagDebugCheckRenderThreading": "True",
"FFlagDebugPerfMode": "True",
"DFFlagTeleportClientAssetPreloadingDoingExperiment2": "True",
"DFFlagTeleportClientAssetPreloadingEnabledIXP2": "True",
"DFFlagTeleportClientAssetPreloadingDoingExperiment": "True",
"DFFlagTeleportClientAssetPreloadingEnabledIXP": "True",
"FIntCameraMaxZoomDistance": "9999",
"FIntRenderMeshOptimizeVertexBuffer": "2",
"FIntRenderLocalLightUpdatesMax": "0",
"FIntRenderMaxShadowAtlasUsageBeforeDownscale": "0",
"FFlagDebugForceFSMCPULightCulling": "True",
"FFlagTaskSchedulerLimitTargetFpsTo2402": "True",
"FFlagRenderNoLowFrmBloom": "False",
"FFlagDebugDisableTelemetryPoint": "True",
"FFlagRenderDynamicResolutionScale8": "True",
"DFFlagEnableTexturePreloading": "True"
}

Common questions

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The document disables manual handling of the full-screen toggle through Alt+Enter, as indicated by the 'FFlagHandleAltEnterFullscreenManually' being set to 'False' . This implies that the functionality is likely managed automatically by the system, potentially leading to a more consistent user experience but may reduce flexibility for developers in customizing full-screen behavior. This decision might impact the performance by ensuring stability in user interface manipulations, but reduces direct control over specific full-screen iteractions.

The document optimizes server tick rates as indicated by 'FFlagOptimizeServerTickRate' set to 'True' . This optimization likely improves system efficiency by ensuring that the server processes updates at optimal intervals, reducing unnecessary computational load and ensuring a balance between performance and computational overhead. Such an approach helps in maintaining smooth operations in game servers, potentially enhancing user experience through reduced latency and consistent frame updates.

Frequent server ticket rate optimizations are visible with settings like 'DFIntServerTicket' and 'DFIntServerTickRate' both set to '60' . This optimization reflects an approach to maximize processing efficiency by aligning logical server updates closely in real-time. Such optimizations enhance network stability by reducing the latency between client commands and server acknowledgment, crucial in environments where real-time responsiveness significantly impacts user experience. However, this increases demand on server resources, necessitating a robust hardware capacity to avoid negative effects on server-side stability, particularly under high load conditions.

'DFIntPlayerNetworkUpdateRate' is set to '60', indicating that the players' network updates are set to occur 60 times per second . This high update rate supports smoother synchronizations in multiplayer environments, potentially leading to enhancements in gameplay responsiveness but at the cost of increased server load and bandwidth requirements. It reveals an approach that prioritizes real-time interaction quality over resource allocation, essential for fast-paced or precision-sensitive games.

The 'DFIntTextureQualityOverride' parameter with a value of '0', in conjunction with 'DFFlagTextureQualityOverrideEnabled' set to 'True', indicates the system is set to force a specific level of texture quality, potentially the default setting . This approach suggests a controlled texture quality environment across different devices, promoting consistent user experience and easier performance tuning. The enabling of this override implies a focus on minimal texture quality variation, controlling resource allocation, and possibly mitigating performance issues from real-time texture quality changes.

'DFIntOptimizePingThreshold' set at '50' indicates a design choice to optimize actions around a ping threshold of 50 milliseconds . This threshold is a critical determinant for assessing network performance issues, particularly in gaming where latency directly impacts gameplay experience. By setting it moderately low, the goal seems to be minimizing lag and ensuring smooth client-server interactions. However, it implies that the system must be adept at detecting and correcting latency spikes quickly, potentially boosting user experience but also requiring robust network handling capabilities to manage variability in user connections effectively.

Enabling multi-threaded rendering, indicated by 'FFlagEnableMultiThreadedRendering' set to 'True', allows the rendering process to be spread over multiple CPU cores rather than a single one . This can significantly enhance rendering performance by reducing the bottleneck that happens in single-threaded scenarios, leading to smoother graphics performance and potentially higher frame rates. However, this approach can increase complexity in developer implementation and debugging. It demands careful management of thread synchronization and resource sharing, which if not handled properly, can introduce new unforeseen issues.

The document's setting 'DFFlagDisableDPIScale' to 'False' suggests that DPI scaling is enabled . Enabling DPI scaling adjusts the interface and graphics elements appropriately based on display settings, improving visual quality by making sure images and fonts appear consistent and are not pixelated across a variety of screen resolutions. While this results in better interface usability on high-definition screens, it might also introduce performance overheads in rendering. The decision to disable deactivation suggests the intent to focus on user experience consistency over slight performance gains possibly achieved through scaling deactivation.

By enabling 'FFlagRenderDynamicResolutionScale8', the system employs a strategy to dynamically adjust rendering resolutions to maintain balance between rendering performance and graphics quality . This adaptive approach allows systems to reduce rendering resolutions during performance-heavy scenes, thus maintaining smoother frame rates. While this can significantly improve playability on systems where GPU resources are constrained, it might lead to noticeable changes in visual quality, especially in detailed scenes. Such techniques are crucial in ensuring high performance without compromising gameplay feel and immersion.

'DFIntServerPhysicsUpdateRate' is set to '60', which means game physics calculations are updated 60 times per second . This frequency ensures that physics interactions, like collisions and environmental responses, are calculated with high precision, resulting in realistic and responsive interactions. A high update rate coupled with a detailed physics model can greatly enhance realism but may strain CPU resources. Thus, while offering better user experiences, the setting requires careful balance against overall system performance capabilities.

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