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AMD and tera...

13

Answers

  • I'd give AMD [filtered] because it doesn't offer a particularly good product even for a budget rig. I'd sooner buy a used i5 or xeon than I would an fx8350.

    hell, my current CPU is supposed to be it's competitor.
  • DeadX wrote: »
    Dracconus wrote: »
    DeadX wrote: »
    tera does not have physics.
    Really? You're SURE about that? Tell me, HOW exactly would the gravity be calculated then? What you MEANT to say was that TERA doesn't have PhysX - and if that's what you intended THEN you'd be correct, but your statement is not.
    I've dug through the game's files VERY heavily when I decompressed it, and know quite a large amount regarding the Unreal Engine 3 which TERA was developed on, and believe me - This game (as well as EVERY OTHER GAME) HAS physics.

    Scaleform for the UI IS admittedly a large percentage of the cost but if you're smart, and know how to allocate more resources to it you soon find out that it's not as much of a hit as you'd think.
    The main reason stands.
    AMD SUCKS with Single Threaded Performance compared to Intel - Seriously, just GOOGLE "IPC Intel v\s AMD" and you'll see for yourself.
    The game only utilizes a single core for most of it's calculations, and transmission. It DOES USE more than one core, but not really to ANY amount of advantage.

    and if you can't figure out how to optimize for amd...can't really trust your opinion on anything regarding that manufacturer eh? got any extensive PERSONAL experience? no? didn't think so. benchmarks don't equate to real world performance in lots of scenerios. considering your rig will have different hardware than a test rig...then there's where do you get that info from? how much do you research? how deep do you dig?

    bang for the buck, know what that is? that's where amd wins. you don't compare a $300 processor to a $90 one. you compare it to it's equally priced counterpart because that's what it's competing against.

    as to 'every game has physics' rofl. you're confusing collision detection with physics i think. that isn't physics, it's just hit box detection. notice how hair and weapons clip? eh? that's because it's not even per vertex collisions, or per face. very primitive detection. though if you STUDIED the game files as you claim you'd know that.

    gravity isn't calced...not as you think it is. old bone systems used weights and springs as well as dampeners. which can simulate gravity effects, but there's no global for gravity that effects everything equally. notice a character jumping, always a set height, set arc, etc. hair and clothes always behave the same way. physx or physics they wouldn't as gravity would be calced along with weight maps to determine fall speed.

    oh, btw, i do CG work and play around with unreal 3, unity engine, and apps that actually have physics or physx like 3dmax, poser, and cinema4d. it's pretty easy to spot faked physics in a game just because everything is preset to behave a certain way. it's a CHOICE in unreal 3 to use or not to use, and considering how it was implemented at the time they made the game (cpu heavy) you can see why they chose a less intensive method.

    You are proving more and more how precisely misinformed you are.
    1. yes, I have PLENTY of experience with games, game design, and engines, as well as modifying them to utilize processors both on the GPU, and CPU front, equally. Perhaps if you took the time to ask instead of ASSume you'd know that.
    2. Gravity IS calced. EVERYTHING in the game is calced in one way or another. It's all put through computation before it's thrown into the display. The engine has a definable value for gravity See the Client\Engine\Configs folder filename basegame.ini
    [Engine.Weapon]
    Priority=-1.0
    
    [Engine.WorldInfo]
    DefaultGravityZ=-750.0
    RBPhysicsGravityScaling=1.0
    MaxPhysicsSubsteps=5
    SquintModeKernelSize=128.0
    EmitterPoolClassPath=Engine.EmitterPool
    DecalManagerClassPath=Engine.DecalManager
    FractureManagerClassPath=Engine.FractureManager
    FracturedMeshWeaponDamage=1.0
    ChanceOfPhysicsChunkOverride=1.0
    bEnableChanceOfPhysicsChunkOverride=FALSE
    

    Furthermore
    If you actually took the TIME to inspect the INI that you're claiming that I've not looked around in you'd notice physics is mentioned IN THE NATIVE FORM THAT UNREAL ENGINE 3 USES throughout it's engine: Now you tell me, Mr. Wannabe Game Designer - What makes you POSSIBLY think that Physics are not used in this game when it has chunks loading? Collision detection, and V&M maps is nowhere NEAR the same thing as a gameobject being destroyable, and chunks of physics being strewn across your screen.
    Collision detection is all done server-sided, and IF they're smart about it MOST of the world model objects that are loaded into the game when you load into an area are culled from a STATIC database (which I DOUBT) to further reduce the CPU strain on the server, and amount of data being sent out, and stored in the ram for every entity that spawns in that location.
    [Engine.PhysicsLODVerticalDestructible]
    MaxDynamicChunkCount=1000
    DebrisLifetime=60.0
    
    [Engine.PhysicsLODVerticalEmitter]
    ParticlePercentage=100
    

    Even further decompressing, and actually VIEWING some of the files within the game (don't remember which as the moment) will give you even more insight as to the method of gravity used within the game and the level of which.
    To state that this game doesn't have PHYSICS when you have gameobjects that have states and have parts that BREAK and go flying is just...god you're dumb.

    Call it what you want, but working with CG and tinkering around with Engines pales in comparison to the work that I've done with MMORPGs as I'm basically a household name in anything related to programming, and computers. I've done everything from low-level coding to game development, cellular network infrastructure, android development, world of warcraft server emulation, bot design, hacking (both in, and out of games) network security, and several other aspects, as well as assisted several much larger companies with getting projects "off the ground" which I'm not legally able to discuss due to NDA's.
    All you have to do is Google, my man. It's very simple.
    To sit there, and state that you THINK I know nothing about a game is nothing less than mentally DAFT.

    Scaleform is NOT the only thing holding this game back. IPC matters more than "bang for buck." AMD is great, and holds its own right when it comes to many things, but the fact of the matter is that their processors are just "too slow"
    You want to comapre apples to apples? Cool, look at ANY i3 and its performance in this game compared ot an EIGHT CORE AMD processor. They're relatively the same price (as are some of the i5's ) and yet the i3 will yield comperable, if not better FPS in more heavily utilized scenarios and the reason is simple. Instructions Per Cycle. Honestly, if you don't KNOW what that is, and what it means in terms of raw performance then I feel sorry for ANY game that you put your pathetic hands onto.

    Also, I never once implied that I didn't get it working on my machine. In fact I specifically remember stating that "he is getting worse performance than me even though his Single threaded capability is higher than mine on my AMD rig" so I'm not sure where you got that tidbit of falsified information but I think you and your brain need to get out of la la land and come back to reality.

    You want my optimized configuration file that allows me to play with fairly high settings? Fine. Here ya go.
    [URL]
    Protocol=unreal
    Name=Player
    Map=Start.gmp
    LocalMap=Start.gmp
    TransitionMap=Start.gmp
    MapExt=gmp
    EXEName=S1Game.exe
    DebugEXEName=DEBUG-S1Game.exe
    SaveExt=usa
    Port=7777
    GameName=Project S
    GameNameShort=S1Game

    [Engine.Engine]
    NetworkDevice=IpDrv.TcpNetDriver
    ConsoleClassName=Engine.Console
    GameViewportClientClassName=S1Game.S1GameViewportClient
    LocalPlayerClassName=Engine.LocalPlayer
    DataStoreClientClassName=Engine.DataStoreClient
    Language=int
    bAllowMatureLanguage=TRUE
    GameEngine=Engine.GameEngine
    ;EditorEngine=Editor.EditorEngine
    UnrealEdEngine=UnrealEd.UnrealEdEngine
    Client=WinDrv.WindowsClient
    Render=Render.Render
    Input=Engine.Input
    Canvas=Engine.Canvas
    TinyFontName=EngineFonts.TinyFont
    SmallFontName=EngineFonts.TinyFont
    MediumFontName=EngineFonts.TinyFont
    LargeFontName=EngineFonts.TinyFont
    SubtitleFontName=EngineFonts.TinyFont
    WireframeMaterialName=EngineMaterials.WireframeMaterial
    DefaultMaterialName=EngineMaterials.DefaultMaterial
    CulledTranslucentForBackgorundObjectMaterialName=EngineMaterials.CulledTranslucentForBackgorundObjectMaterial
    DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
    DefaultTextureName=EngineMaterials.DefaultDiffuse
    EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
    GeomMaterialName=EngineMaterials.GeomMaterial
    DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
    TickMaterialName=EditorMaterials.Tick_Mat
    CrossMaterialName=EditorMaterials.Cross_Mat
    DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
    SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
    SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
    RandomAngleTextureName=EngineMaterials.RandomAngles
    RandomNormalTextureName=EngineMaterials.RandomNormal
    WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
    LevelColorationLitMaterialName=EngineMaterials.LevelColorationLitMaterial
    LevelColorationUnlitMaterialName=EngineMaterials.LevelColorationUnlitMaterial
    ShadedLevelColorationUnlitMaterialName=EngineMaterials.ShadedLevelColorationUnlitMaterial
    ShadedLevelColorationLitMaterialName=EngineMaterials.ShadedLevelColorationLitMaterial
    RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
    VertexColorMaterialName=EngineMaterials.VertexColorMaterial
    EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
    DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
    TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
    TerrainCollisionMaterialName=EngineMaterials.TerrainCollisionMaterial
    TerrainErrorMaterialName=EngineMaterials.MaterialError_Mat
    TerrainMaterialMaxTextureCount=1
    TerrainTessellationCheckCount=60
    TerrainTessellationCheckBorder=2.0
    TerrainTessellationCheckDistance=1024.0
    BeginUPTryCount=200000
    bStaticDecalsEnabled=True
    bDynamicDecalsEnabled=False
    bForceStaticTerrain=False
    LightComplexityColors=(R=0,G=0,B=0,A=1)
    LightComplexityColors=(R=0,G=255,B=0,A=1)
    LightComplexityColors=(R=63,G=191,B=0,A=1)
    LightComplexityColors=(R=127,G=127,B=0,A=1)
    LightComplexityColors=(R=191,G=63,B=0,A=1)
    LightComplexityColors=(R=255,G=0,B=0,A=1)
    ShaderComplexityColors=(R=0,G=255,B=100,A=1)
    ShaderComplexityColors=(R=0,G=255,B=0,A=1)
    ShaderComplexityColors=(R=63,G=191,B=0,A=1)
    ShaderComplexityColors=(R=127,G=127,B=0,A=1)
    ShaderComplexityColors=(R=191,G=63,B=0,A=1)
    ShaderComplexityColors=(R=255,G=0,B=0,A=1)
    bUsePixelShaderComplexity=True
    bUseAdditiveComplexity=True
    MaxPixelShaderAdditiveComplexityCount=150
    MaxPixelShaderOpaqueComplexityCount=75
    MaxVertexShaderComplexityCount=10
    TimeBetweenPurgingPendingKillObjects=60
    bUseSound=True
    bUseTextureStreaming=True
    bUseBackgroundLevelStreaming=True
    bSubtitlesEnabled=True
    bSubtitlesForcedOff=FALSE
    ScoutClassName=Engine.Scout
    DefaultPostProcessName=PostProcess.PPC.S1_Default00_PPC
    DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
    ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
    ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
    ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
    DefaultSoundName=EngineSounds.WhiteNoise
    bOnScreenKismetWarnings=TRUE
    bEnableKismetLogging=FALSE
    AllowShadowVolumes=FALSE
    CameraRotationThreshold=45.0
    CameraTranslationThreshold=10000
    PrimitiveProbablyVisibleTime=8.0
    PercentUnoccludedRequeries=0.125
    MaxOcclusionPixelsFraction=0.001
    MinTextureDensity=0.0
    IdealTextureDensity=13.0
    MaxTextureDensity=55.0
    bDisablePhysXHardwareSupport=True
    DemoRecordingDevice=Engine.DemoRecDriver
    bPauseOnLossOfFocus=FALSE
    MaxFluidNumVerts=10485
    FluidSimulationTimeLimit=30.0
    MaxParticleResize=0
    MaxParticleResizeWarn=0
    bCheckParticleRenderSize=True
    NetClientTicksPerSecond=200
    StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
    StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=15.0,Out=(G=255)),(In=17.5,Out=(R=255,G=255)),(In=20.0,Out=(R=255))))
    StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))
    bEnableColorClear=TRUE

    [D3DDrv.D3DRenderDevice]
    DisableHWShadowMaps=True

    [Engine.StreamingMovies]
    RenderPriorityPS3=1001
    SuspendGameIO=True

    [Engine.ISVHacks]
    bInitializeShadersOnDemand=True
    DisableATITextureFilterOptimizationChecks=False
    UseMinimalNVIDIADriverShaderOptimization=False
    PumpWindowMessagesWhenRenderThreadStalled=False

    [Engine.GameEngine]
    bSmoothFrameRate=FALSE
    MinSmoothedFrameRate=60
    MaxSmoothedFrameRate=120
    bClearAnimSetLinkupCachesOnLoadMap=True
    CacheSizeMegs=2048

    [Engine.DemoRecDriver]
    AllowDownloads=True
    DemoSpectatorClass=Engine.PlayerController
    MaxClientRate=25000
    ConnectionTimeout=15.0
    InitialConnectTimeout=30.0
    AckTimeout=1.0
    KeepAliveTime=1.0
    SimLatency=0
    RelevantTimeout=5.0
    SpawnPrioritySeconds=1.0
    ServerTravelPause=4.0
    NetServerMaxTickRate=30
    LanServerMaxTickRate=30

    [Engine.PackagesToAlwaysCook]

    [Engine.StartupPackages]
    bSerializeStartupPackagesFromMemory=FALSE
    bSerializeStartupPackagesFromMemoryCompressed=FALSE
    Package=DefaultUISkin
    Package=EngineMaterials
    Package=EngineSounds
    Package=EngineFonts
    Package=SoundModes

    [Engine.PackagesToForceCookPerMap]

    [Core.System]
    MaxObjectsNotConsideredByGC=0
    SizeOfPermanentObjectPool=0
    StaleCacheDays=30
    MaxStaleCacheSize=10
    MaxOverallCacheSize=30
    PackageSizeSoftLimit=300
    AsyncIOBandwidthLimit=0
    CachePath=..\S1Game\Cache
    CacheExt=.uxx
    Paths=..\Engine\Content
    ScriptPaths=..\S1Game\Script
    FRScriptPaths=..\S1Game\ScriptFinalRelease
    CutdownPaths=..\S1Game\CutdownPackages
    CutdownPaths=..\S1Game\Script
    ScreenShotPath=C:\Users\Games\Pictures\TERA_ScreenShots
    LocalizationPaths=..\Engine\Localization
    Extensions=upk
    Extensions=u
    TextureFileCacheExtension=tfc
    Suppress=Dev
    Suppress=DevAudio
    Suppress=DevAudioVerbose
    Suppress=DevBind
    Suppress=DevBsp
    Suppress=DevCollision
    Suppress=DevCompile
    Suppress=DevComponents
    Suppress=DevCooking
    Suppress=DevDataStore
    Suppress=DevGarbage
    Suppress=DevKill
    Suppress=DevLoad
    Suppress=DevNetTraffic
    Suppress=DevPath
    Suppress=DevReplace
    Suppress=DevSave
    Suppress=DevSound
    Suppress=DevStats
    Suppress=DevTick
    Suppress=DevUI
    Suppress=DevUIStates
    Suppress=DevUIStyles
    Suppress=DevUIAnimation
    Suppress=DevUIFocus
    Suppress=Input
    Suppress=Inventory
    Suppress=Localization
    Suppress=LocalizationWarning
    Suppress=PlayerMove
    Suppress=DevSHA
    Suppress=DevShaders
    Suppress=DevAnim
    Suppress=DevDecals
    Suppress=RON_DEBUG
    Paths=..\..\..\ReleaseData
    ;+Paths=..\..\TeraData\AdditionalData
    Paths=..\S1Game\Content
    LocalizationPaths=..\S1Game\Localization
    SavePath=..\S1Game\Save
    Extensions=gmp
    Extensions=gpk
    SeekFreePCPaths=..\S1Game\CookedPC
    SeekFreePCExtensions=xxx

    [Engine.Client]
    DisplayGamma=2.2
    MinDesiredFrameRate=60.000000
    InitialButtonRepeatDelay=0
    ButtonRepeatDelay=0

    [WinDrv.WindowsClient]
    AudioDeviceClass=ALAudio.ALAudioDevice
    MinAllowableResolutionX=0
    MinAllowableResolutionY=0
    MaxAllowableResolutionX=0
    MaxAllowableResolutionY=0
    MinAllowableRefreshRate=0
    MaxAllowableRefreshRate=0
    ParanoidDeviceLostChecking=1
    AllowJoystickInput=1

    [Engine.Player]
    ConfiguredInternetSpeed=10000
    ConfiguredLanSpeed=20000
    PP_DesaturationMultiplier=1.0
    PP_HighlightsMultiplier=1.0
    PP_MidTonesMultiplier=1.0
    PP_ShadowsMultiplier=1.0

    [ALAudio.ALAudioDevice]
    MaxChannels=32
    UseEffectsProcessing=True
    TimeBetweenHWUpdates=15
    MinOggVorbisDurationGame=5
    MinOggVorbisDurationEditor=5
    DeviceName=Generic Software

    [IpDrv.TcpNetDriver]
    AllowDownloads=True
    ConnectionTimeout=30.0
    InitialConnectTimeout=200.0
    AckTimeout=1.0
    KeepAliveTime=0.2
    MaxClientRate=15000
    MaxInternetClientRate=10000
    RelevantTimeout=5.0
    SpawnPrioritySeconds=1.0
    ServerTravelPause=4.0
    NetServerMaxTickRate=30
    LanServerMaxTickRate=35
    DownloadManagers=IpDrv.HTTPDownload
    DownloadManagers=Engine.ChannelDownload
    NetConnectionClassName=IpDrv.TcpipConnection

    [IpServer.UdpServerQuery]
    GameName=ut

    [IpDrv.UdpBeacon]
    DoBeacon=True
    BeaconTime=0.50
    BeaconTimeout=5.0
    BeaconProduct=ut
    ServerBeaconPort=8777
    BeaconPort=9777

    [TextureStreaming]
    PoolSize=1400
    HysteresisLimit=30
    DropMipLevelsLimit=24
    StopIncreasingLimit=18
    StopStreamingLimit=12
    MinFudgeFactor=1
    FudgeFactorIncreaseRateOfChange=0.5
    FudgeFactorDecreaseRateOfChange=-0.4
    MinRequestedMipsToConsider=11
    MinTimeToGuaranteeMinMipCount=2
    MaxTimeToGuaranteeMinMipCount=12
    UseTextureFileCache=FALSE

    [StreamByURL]
    PostLoadPause=6.0

    [Editor.EditorEngine]
    LocalPlayerClassName=Editor.EditorPlayer
    bUseSound=True
    bSubtitlesEnabled=True
    GridEnabled=True
    SnapScaleEnabled=True
    ScaleGridSize=5
    SnapVertices=False
    SnapDistance=10.000000
    GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
    RotGridEnabled=True
    RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
    GameCommandLine=-log
    FOVAngle=60.000000
    GodMode=True
    AutoSaveDir=..\S1Game\Content\Maps\Autosaves
    InvertWidgetZAxis=True
    UseAxisIndicator=True
    MatineeCurveDetail=0.1
    Client=WinDrv.WindowsClient
    CurrentGridSz=4
    bUseMayaCameraControls=True
    bPrefabsLocked=True
    HeightMapExportClassName=TerrainHeightMapExporterTextT3D
    EditorOnlyContentPackages=EditorMeshes
    EditorOnlyContentPackages=EditorMaterials
    EditorOnlyContentPackages=EditorResources
    EditPackagesInPath=..\Development\Src
    EditPackages=Core
    EditPackages=Engine
    EditPackages=GameFramework
    EditPackages=Editor
    EditPackages=UnrealEd
    EditPackages=UnrealScriptTest
    EditPackages=IpDrv
    EditPackages=GFxUI
    EditPackages=GFxUIEditor
    EditPackagesOutPath=..\S1Game\Script
    FRScriptOutputPath=..\S1Game\ScriptFinalRelease
    EditPackages=S1Game
    InEditorGameURLOptions=
    EditPackages=GodHand

    [UnrealEd.UnrealEdEngine]
    AutoSave=True
    AutoSaveTimeMinutes=10
    AutoSaveIndex=0
    PackagesToBeFullyLoadedAtStartup=EditorMaterials
    PackagesToBeFullyLoadedAtStartup=EditorMeshes
    PackagesToBeFullyLoadedAtStartup=EditorResources
    PackagesToBeFullyLoadedAtStartup=EngineMaterials
    PackagesToBeFullyLoadedAtStartup=EngineFonts
    PackagesToBeFullyLoadedAtStartup=EngineScenes
    PackagesToBeFullyLoadedAtStartup=EngineResources
    PackagesToBeFullyLoadedAtStartup=DefaultUISkin
    PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
    DefaultPostProcessName=PostProcess.PPC.S1_Default00_PPC

    [Engine.DataStoreClient]
    GlobalDataStoreClasses=Engine.UIDataStore_Strings
    GlobalDataStoreClasses=Engine.UIDataStore_Images
    GlobalDataStoreClasses=Engine.UIDataStore_GameResource
    GlobalDataStoreClasses=Engine.CurrentGameDataStore
    ;;GlobalDataStoreClasses=Engine.UIDataStore_SessionSettings" ; unused
    GlobalDataStoreClasses=Engine.UIDataStore_Fonts
    GlobalDataStoreClasses=Engine.UIDataStore_Color
    GlobalDataStoreClasses=Engine.UIDataStore_Gamma
    GlobalDataStoreClasses=Engine.UIDataStore_Registry
    GlobalDataStoreClasses=Engine.UIDataStore_InputAlias
    ;PlayerDataStoreClassNames=Engine.UIDataStore_InputAlias
    PlayerDataStoreClassNames=Engine.PlayerOwnerDataStore
    ;;PlayerDataStoreclassNames=Engine.UIDataStore_PlayerSettings" ; unused

    [Engine.UIDataStore_SessionSettings]
    SessionSettingsProviderClassNames=Engine.SessionSettingsProvider_GameInfo

    [DevOptions.Shaders]
    AutoReloadChangedShaders=True

    [StatNotifyProviders]
    XmlStatNotifyProvider=false
    CsvStatNotifyProvider=false
    StatsNotifyProvider_UDP=true
    PIXNamedCounterProvider=false

    [StatNotifyProviders.StatNotifyProvider_UDP]
    ListenPort=13000

    [RemoteControl]
    SuppressRemoteControlAtStartup=True

    [LogFiles]
    PurgeLogsDays=2

    [AnimationCompression]
    DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveTrivialKeys
    TranslationCompressionFormat=0
    RotationCompressionFormat=1
    AlternativeCompressionThreshold=1.f
    ForceRecompression=False
    bOnlyCheckForMissingSkeletalMeshes=False

    [IpDrv.OnlineSubsystemCommonImpl]
    MaxLocalTalkers=1
    MaxRemoteTalkers=16
    bIsUsingSpeechRecognition=false

    [IpDrv.OnlineGameInterfaceImpl]
    LanAnnouncePort=14001
    LanQueryTimeout=5.0

    [OnlineSubsystemLive.OnlineSubsystemLive]
    LiveSystemLinkPort=14000
    LanAnnouncePort=14001

    [Engine.StaticMeshCollectionActor]
    bCookOutStaticMeshActors=TRUE
    MaxStaticMeshComponents=100

    [Engine.StaticLightCollectionActor]
    bCookOutStaticLightActors=TRUE
    MaxLightComponents=100

    [LiveSock]
    bUseVDP=True
    bUseSecureConnections=true
    MaxDgramSockets=128
    MaxStreamSockets=64
    DefaultRecvBufsizeInK=128
    DefaultSendBufsizeInK=128

    [CustomStats]
    LD=Streaming fudge factor
    LD=FrameTime
    LD=Terrain Foliage Time
    LD=Foliage Render Time
    LD=Terrain Smooth Time
    LD=Terrain Render Time
    LD=Decal Render Time
    LD=Terrain Triangles
    LD=Foliage Instances
    LD=Decal Triangles
    LD=Decal Draw Calls
    LD=Static Mesh Tris
    LD=Skel Mesh Tris
    LD=Skel Verts CPU Skin
    LD=Skel Verts GPU Skin
    LD=30+ FPS
    LD=Audio Memory Used
    LD=Total CPU rendering time
    LD=Total GPU rendering time
    LD=Occluded primitives
    LD=Projected shadows
    LD=Visible static mesh elements
    LD=Visible dynamic primitives
    LD=Texture Pool Size
    LD=Physical Memory Used
    LD=Virtual Memory Used
    LD=Audio Memory Used
    LD=Texture Memory Used
    LD=360 Texture Memory Used
    LD=Vertex Lighting Memory
    LD=StaticMesh Vertex Memory
    LD=StaticMesh Index Memory
    LD=SkeletalMesh Vertex Memory
    LD=SkeletalMesh Index Memory
    GameThread=Async Loading Time
    GameThread=Audio Update Time
    GameThread=FrameTime
    GameThread=HUD Time
    GameThread=Input Time
    GameThread=Kismet Time
    GameThread=Move Actor Time
    GameThread=RHI Game Tick
    GameThread=RedrawViewports
    GameThread=Script time
    GameThread=Tick Time
    GameThread=Update Components Time
    GameThread=World Tick Time
    GameThread=Async Work Wait
    GameThread=PerFrameCapture

    [MemorySplitClassesToTrack]
    Class=AnimSequence
    Class=AudioComponent
    Class=AudioDevice
    Class=CylinderComponent
    Class=DecalComponent
    Class=DecalLifetime
    Class=DecalLifetimeAge
    Class=DecalLifetimeData
    Class=DecalLifetimeDataAge
    Class=DecalManager
    Class=DecalMaterial
    Class=Field
    Class=Font
    Class=Level
    Class=Material
    Class=MaterialInstanceConstant
    Class=MaterialInstanceTimeVarying
    Class=Model
    Class=ModelComponent
    Class=MorphTarget
    Class=ObjectReferencer
    Class=ParticleModule
    Class=ParticleSystemComponent
    Class=PathNode
    Class=RB_BodyInstance
    Class=RB_BodySetup
    Class=ReachSpec
    Class=SkeletalMesh
    Class=SoundCue
    Class=SoundNode
    Class=StaticMesh
    Class=StaticMeshActor
    Class=StaticMeshComponent
    Class=Terrain
    Class=TerrainComponent
    Class=Texture2D
    Class=UIRoot

    [ConfigCoalesceFilter]
    FilterOut=S1Engine.ini
    FilterOut=S1Editor.ini
    FilterOut=S1Input.ini
    FilterOut=S1Game.ini
    FilterOut=S1UI.ini
    FilterOut=S1Compat.ini
    FilterOut=S1EditorKeyBindings.ini
    FilterOut=S1EditorUserSettings.ini
    FilterOut=UnrealEd.int
    FilterOut=Editor.int
    FilterOut=EditorTips.int
    FilterOut=UnrealScriptTest.int
    FilterOut=WinDrv.int
    FilterOut=XWindow.int

    [TaskPerfTracking]
    bUseTaskPerfTracking=TRUE
    RemoteConnectionIP=10.1.10.83
    ConnectionString=Provider=sqloledb;Data Source=DB-02;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes
    RemoteConnectionStringOverride=Data Source=DB-02;Initial Catalog=EngineTaskPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn

    [TaskPerfMemDatabase]
    bUseTaskPerfMemDatabase=TRUE
    RemoteConnectionIP=10.1.10.83
    ConnectionString=Provider=sqloledb;Data Source=DEVDB-01;Initial Catalog=PerfMem;Trusted_Connection=Yes
    RemoteConnectionStringOverride=Data Source=DEVDB-01;Initial Catalog=PerfMem;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn

    [MemoryPools]
    FLightPrimitiveInteractionInitialBlockSize=512
    FModShadowPrimitiveInteractionInitialBlockSize=512

    [SystemSettings]
    StaticDecals=True
    DynamicDecals=False
    DynamicLights=True
    DynamicShadows=True
    LightEnvironmentShadows=True
    CompositeDynamicLights=False
    DirectionalLightmaps=True
    MotionBlur=False
    DepthOfField=False
    AmbientOcclusion=False
    Bloom=True
    UseHighQualityBloom=True
    Distortion=True
    DropParticleDistortion=False
    SpeedTreeLeaves=False
    SpeedTreeFronds=False
    OnlyStreamInTextures=False
    LensFlares=False
    FogVolumes=False
    FloatingPointRenderTargets=True
    OneFrameThreadLag=True
    UseVsync=True
    UpscaleScreenPercentage=True
    Fullscreen=True
    AllowD3D10=False
    SkeletalMeshLODBias=0
    ParticleLODBias=0
    DetailMode=2
    ShadowFilterQualityBias=0
    MaxAnisotropy=1
    MaxMultisamples=0
    MinShadowResolution=70
    MaxShadowResolution=128
    ShadowFadeResolution=128
    ShadowFadeExponent=2.200000
    ResX=1920
    ResY=1080
    ScreenPercentage=100.000000
    SceneCaptureStreamingMultiplier=1.000000
    FoliageDrawRadiusMultiplier=0.000000
    ShadowTexelsPerPixel=1.273240
    bEnableVSMShadows=False
    bEnableBranchingPCFShadows=False
    bAllowBetterModulatedShadows=True
    bEnableForegroundShadowsOnWorld=False
    bEnableForegroundSelfShadowing=False
    ShadowFilterRadius=2.000000
    ShadowDepthBias=0.012000
    ShadowVolumeLightRadiusThreshold=1000.000000
    ShadowVolumePrimitiveScreenSpacePercentageThreshold=0.250000
    bAllowFracturedDamage=False
    NumFracturedPartsScale=1.000000
    FractureDirectSpawnChanceScale=1.000000
    FractureRadialSpawnChanceScale=1.000000
    FractureCullDistanceScale=1.000000
    TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_LightAndShadowMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0)
    LIGHT_TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_LightAndShadowMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    FXAA=False
    SpeedTreeBranches=False
    SpeedTreeBillboards=False

    [Engine.PhysicsLODVerticalDestructible]
    MaxDynamicChunkCount=25
    DebrisLifetime=2

    [Engine.PhysicsLODVerticalEmitter]
    ParticlePercentage=50

    [Engine.OnlineSubsystem]
    +NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")

    [Engine.OnlineRecentPlayersList]
    MaxRecentPlayers=100
    MaxRecentParties=5






    [Configuration]
    BasedOn=..\Engine\Config\BaseEngine.ini

    [S1Game.ReleaseData]
    Paths=..\..\..\ReleaseData
    ;+Paths=D:\ReleaseData

    [SystemSettingsEditor]
    ResX=1280
    ResY=720

    [Engine.AudioDevice]
    SoundGroups=(GroupName=AmbientMaster,Properties=(Volume=1))
    SoundGroups=(GroupName=Announcer,Properties=(Volume=1,bNoReverb=TRUE))
    SoundGroups=(GroupName=Character,Properties=(Volume=1))
    SoundGroups=(GroupName=Cinematic,Properties=(Volume=1,bNoReverb=TRUE,bBleedStereo=TRUE))
    SoundGroups=(GroupName=CinematicDialog,Properties=(Volume=1))
    SoundGroups=(GroupName=Dialog,Properties=(Volume=1),ChildGroupNames=(StoryDialog,CinematicDialog,Taunts,VoiceChat))
    SoundGroups=(GroupName=Item,Properties=(Volume=1))
    SoundGroups=(GroupName=Master,Properties=(Volume=1),ChildGroupNames=(SFXMaster,MusicMaster,AmbientMaster,UIMaster,VillagerNPCVoice,Cinematic))
    SoundGroups=(GroupName=Music,Properties=(Volume=1,bNoReverb=TRUE,bBleedStereo=TRUE))
    SoundGroups=(GroupName=SFXMaster,Properties=(Volume=1),ChildGroupNames=(Character,damageVoice,Item,damageHit,NPC,SkillEffect,damageEffect,Assassin_Voice,Assassin_Skill,Event_BGM,Weapon,Vehicle))
    SoundGroups=(GroupName=Stinger,Properties=(Volume=1,bNoReverb=TRUE,bBleedStereo=TRUE))
    SoundGroups=(GroupName=StoryDialog,Properties=(Volume=1))
    SoundGroups=(GroupName=Taunts,Properties=(Volume=1))
    SoundGroups=(GroupName=Vehicle,Properties=(Volume=1))
    SoundGroups=(GroupName=VoiceChat,Properties=(Volume=1,bNoReverb=TRUE))
    SoundGroups=(GroupName=Weapon,Properties=(Volume=1))
    SoundGroups=(GroupName=damageVoice,Properties=(Volume=1,MaxConcurrentPlayCount=6))
    SoundGroups=(GroupName=damageHit,Properties=(Volume=1,MaxConcurrentPlayCount=6))
    SoundGroups=(GroupName=damageEffect,Properties=(Volume=1,MaxConcurrentPlayCount=6))
    SoundGroups=(GroupName=NPC,Properties=(Volume=1))
    SoundGroups=(GroupName=UI,Properties=(Volume=1,bNoReverb=TRUE,MaxConcurrentPlayCount=6))
    SoundGroups=(GroupName=SkillEffect,Properties=(Volume=0.8))
    SoundGroups=(GroupName=VillagerNPCVoice,Properties=(Volume=1,MaxConcurrentPlayCount=1))
    SoundGroups=(GroupName=MusicMaster,Properties=(Volume=1),ChildGroupNames=(Music))
    SoundGroups=(GroupName=UIMaster,Properties=(Volume=1),ChildGroupNames=(Announcer,UI,Stinger))
    SoundGroups=(GroupName=Assassin_Voice,Properties=(Volume=1))
    SoundGroups=(GroupName=Assassin_Skill,Properties=(Volume=1))
    SoundGroups=(GroupName=Event_BGM,Properties=(Volume=1, MaxConcurrentPlayCount=1))
    SoundModeNames=Default
    SoundModeNames=Quiet
    SoundModeNames=Loud
    SoundModeNames=Slow
    SoundModeNames=Quick

    [GodHand.GodHandEngine]
    FOVAngle=60.000000
    Client=WinDrv.WindowsClient

    [Windows.StandardUser]
    MyDocumentsSubDirName=ProjectS

    [Aero]
    AeroSet_Continent_1=SkySystem30.AERO.ANC_DefaultSky_AERO
    ;AeroSet_Continent_2=SkySystem30.AERO.ANC_DefaultSky_AERO
    ;AeroSet_Continent_3=SkySystem30.AERO.ANC_DefaultSky_AERO
    AeroSet_Continent_2=SkySystem30.AERO.HSC_DefaultSky_AERO
    AeroSet_Continent_3=SkySystem30.AERO.AL_DefaultSky_AERO
    ;ArtDatasheet=..\..\TeraData\AdditionalData\Art_Data\Datasheet
    ;DesignDatasheet=..\..\TeraData\AdditionalData\Design_Data\Datasheet
    ;ProgramDatasheet=..\..\TeraData\AdditionalData\Program_Data\Datasheet
    ;SoundDatasheet=..\..\TeraData\AdditionalData\Sound_Data\Datasheet
    ;BarrackDefine=..\..\TeraData\AdditionalData\Design_Data\BarrackDefine
    ;Godhand=..\..\TeraData\AdditionalData\Design_Data\GodHandDefine

    [Barrack.ShowGrid]
    GridSize=20
    GridSideLength=500

    [IniVersion]
    0=1463130094.000000
    1=1463649772.000000

    [AppCompat]
    MeasuredCPUScore=-1
    CompatLevelComposite=4
    CompatLevelCPU=5
    CompatLevelGPU=4
    CPUNumLogicalProcessors=6

    [/url]

    Now compare that to your version and you'll see just how much I've changed/added/removed, and WHY it works - I don't have to explain that since you're so knowledgeable, now do I? Aside from packet editing to get rid of a few server-sided transmissions I've got my game EXACTLY where I want it hitting sometimes upwards of 70FPS with relatively decent graphics on my AMD processor :open_mouth:

    Oh, another thing worth noting is another reason mine works. I have the game loading several modified GPK files in external folders to alleviate some of the on-screen non-essentials such as the combo modifier, constant "street fighter" styled combat text, and the reputation notifications, etc - but I'm betting you already knew that would work, and how to do it, since you're an expert, and all.
    *scoff*
  • JenieveJenieve ✭✭✭
    edited October 2016
    wnstn wrote: »
    Dear Tera players,

    As some of you already know, Tera and AMD hardware don't go along with each other .
    Before i am going to ask the question, i want to make clear that i am aware of the uncountable so called 'fpsboost-guides'. Yes i tried tweaking my ini-files, yes i updated my drivers, yes i overclocked my CPU and so on....
    Of course i also play other games, in particular; League of Legends and Counter Strike Global Offensive. I can play both games on MAX graphics without any fps lag or whatsoever..

    This is my setup:

    CPU: AMD FX8320E (Overlocked to 3.5Ghz.)
    VGA:AMD RX480 8GB OC version
    RAM: 8 GB DDR3 1336mhz
    HDD: 1TB 5400 rpm (Tera installed in this)
    SSD: 60GB (Windows on this)

    When i have presets on 0 and i am standing near the broker in Highwatch my fps is like 30 max. When i am just outside highwatch i have 50 max. When i do Forsaken island or Kalivans my fps is 5-15 and so NOT playable.
    Even though i feel like i have decent computer i can't believe this is the MAX i can get in TERA.
    Are there people that can help me?

    Kind regards,

    Winston

    You would be correct I used to run :

    AMD Phenom II 1090T (6 core)
    GTX480

    I upgraded to the 980 and saw 0 change still averaged between negative frames-15 fps in dungeons

    Changed to intel processor (i7 6700K)
    60-80+ fps
  • DracconusDracconus ✭✭
    edited October 2016
    @wnstn
    Navigate to the game directory, and into the Client\S1Game\Config folder.
    For example : "D:\Steam\steamapps\common\TERA\Client\S1Game\Config"
    In there you'll see a file named : "S1Engine.ini" (you may, or may not see the ".ini" portion of it depending on whether you have "hide extensions for known file types" checked in the folder options menu but that's irrelevant)
    Close the game, and launcher if you have either running (The launcher doesn't HAVE to be closed, but hey; why not - Safety First.)
    Create a copy of it (just in case you don't like the settings this creates for you)
    and replace the entire code within the original one (not the backup you just made) with the following.
    [URL]
    Protocol=unreal
    Name=Player
    Map=Start.gmp
    LocalMap=Start.gmp
    TransitionMap=Start.gmp
    MapExt=gmp
    EXEName=S1Game.exe
    DebugEXEName=DEBUG-S1Game.exe
    SaveExt=usa
    Port=7777
    GameName=Project S
    GameNameShort=S1Game

    [Engine.Engine]
    NetworkDevice=IpDrv.TcpNetDriver
    ConsoleClassName=Engine.Console
    GameViewportClientClassName=S1Game.S1GameViewportClient
    LocalPlayerClassName=Engine.LocalPlayer
    DataStoreClientClassName=Engine.DataStoreClient
    Language=int
    bAllowMatureLanguage=TRUE
    GameEngine=Engine.GameEngine
    ;EditorEngine=Editor.EditorEngine
    UnrealEdEngine=UnrealEd.UnrealEdEngine
    Client=WinDrv.WindowsClient
    Render=Render.Render
    Input=Engine.Input
    Canvas=Engine.Canvas
    TinyFontName=EngineFonts.TinyFont
    SmallFontName=EngineFonts.TinyFont
    MediumFontName=EngineFonts.TinyFont
    LargeFontName=EngineFonts.TinyFont
    SubtitleFontName=EngineFonts.TinyFont
    WireframeMaterialName=EngineMaterials.WireframeMaterial
    DefaultMaterialName=EngineMaterials.DefaultMaterial
    CulledTranslucentForBackgorundObjectMaterialName=EngineMaterials.CulledTranslucentForBackgorundObjectMaterial
    DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
    DefaultTextureName=EngineMaterials.DefaultDiffuse
    EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
    GeomMaterialName=EngineMaterials.GeomMaterial
    DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
    TickMaterialName=EditorMaterials.Tick_Mat
    CrossMaterialName=EditorMaterials.Cross_Mat
    DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
    SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
    SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
    RandomAngleTextureName=EngineMaterials.RandomAngles
    RandomNormalTextureName=EngineMaterials.RandomNormal
    WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
    LevelColorationLitMaterialName=EngineMaterials.LevelColorationLitMaterial
    LevelColorationUnlitMaterialName=EngineMaterials.LevelColorationUnlitMaterial
    ShadedLevelColorationUnlitMaterialName=EngineMaterials.ShadedLevelColorationUnlitMaterial
    ShadedLevelColorationLitMaterialName=EngineMaterials.ShadedLevelColorationLitMaterial
    RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
    VertexColorMaterialName=EngineMaterials.VertexColorMaterial
    EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
    DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
    TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
    TerrainCollisionMaterialName=EngineMaterials.TerrainCollisionMaterial
    TerrainErrorMaterialName=EngineMaterials.MaterialError_Mat
    TerrainMaterialMaxTextureCount=1
    TerrainTessellationCheckCount=60
    TerrainTessellationCheckBorder=2.0
    TerrainTessellationCheckDistance=1024.0
    BeginUPTryCount=200000
    bStaticDecalsEnabled=True
    bDynamicDecalsEnabled=False
    bForceStaticTerrain=False
    LightComplexityColors=(R=0,G=0,B=0,A=1)
    LightComplexityColors=(R=0,G=255,B=0,A=1)
    LightComplexityColors=(R=63,G=191,B=0,A=1)
    LightComplexityColors=(R=127,G=127,B=0,A=1)
    LightComplexityColors=(R=191,G=63,B=0,A=1)
    LightComplexityColors=(R=255,G=0,B=0,A=1)
    ShaderComplexityColors=(R=0,G=255,B=100,A=1)
    ShaderComplexityColors=(R=0,G=255,B=0,A=1)
    ShaderComplexityColors=(R=63,G=191,B=0,A=1)
    ShaderComplexityColors=(R=127,G=127,B=0,A=1)
    ShaderComplexityColors=(R=191,G=63,B=0,A=1)
    ShaderComplexityColors=(R=255,G=0,B=0,A=1)
    bUsePixelShaderComplexity=True
    bUseAdditiveComplexity=True
    MaxPixelShaderAdditiveComplexityCount=150
    MaxPixelShaderOpaqueComplexityCount=75
    MaxVertexShaderComplexityCount=10
    TimeBetweenPurgingPendingKillObjects=60
    bUseSound=True
    bUseTextureStreaming=True
    bUseBackgroundLevelStreaming=True
    bSubtitlesEnabled=True
    bSubtitlesForcedOff=FALSE
    ScoutClassName=Engine.Scout
    DefaultPostProcessName=PostProcess.PPC.S1_Default00_PPC
    DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
    ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
    ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
    ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
    DefaultSoundName=EngineSounds.WhiteNoise
    bOnScreenKismetWarnings=TRUE
    bEnableKismetLogging=FALSE
    AllowShadowVolumes=FALSE
    CameraRotationThreshold=45.0
    CameraTranslationThreshold=10000
    PrimitiveProbablyVisibleTime=8.0
    PercentUnoccludedRequeries=0.125
    MaxOcclusionPixelsFraction=0.001
    MinTextureDensity=0.0
    IdealTextureDensity=13.0
    MaxTextureDensity=55.0
    bDisablePhysXHardwareSupport=True
    DemoRecordingDevice=Engine.DemoRecDriver
    bPauseOnLossOfFocus=FALSE
    MaxFluidNumVerts=10485
    FluidSimulationTimeLimit=30.0
    MaxParticleResize=0
    MaxParticleResizeWarn=0
    bCheckParticleRenderSize=True
    NetClientTicksPerSecond=200
    StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
    StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=15.0,Out=(G=255)),(In=17.5,Out=(R=255,G=255)),(In=20.0,Out=(R=255))))
    StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))
    bEnableColorClear=TRUE

    [D3DDrv.D3DRenderDevice]
    DisableHWShadowMaps=True

    [Engine.StreamingMovies]
    RenderPriorityPS3=1001
    SuspendGameIO=True

    [Engine.ISVHacks]
    bInitializeShadersOnDemand=True
    DisableATITextureFilterOptimizationChecks=False
    UseMinimalNVIDIADriverShaderOptimization=False
    PumpWindowMessagesWhenRenderThreadStalled=False

    [Engine.GameEngine]
    bSmoothFrameRate=FALSE
    MinSmoothedFrameRate=60
    MaxSmoothedFrameRate=120
    bClearAnimSetLinkupCachesOnLoadMap=True
    CacheSizeMegs=2048

    [Engine.DemoRecDriver]
    AllowDownloads=True
    DemoSpectatorClass=Engine.PlayerController
    MaxClientRate=25000
    ConnectionTimeout=15.0
    InitialConnectTimeout=30.0
    AckTimeout=1.0
    KeepAliveTime=1.0
    SimLatency=0
    RelevantTimeout=5.0
    SpawnPrioritySeconds=1.0
    ServerTravelPause=4.0
    NetServerMaxTickRate=30
    LanServerMaxTickRate=30

    [Engine.PackagesToAlwaysCook]

    [Engine.StartupPackages]
    bSerializeStartupPackagesFromMemory=FALSE
    bSerializeStartupPackagesFromMemoryCompressed=FALSE
    Package=DefaultUISkin
    Package=EngineMaterials
    Package=EngineSounds
    Package=EngineFonts
    Package=SoundModes

    [Engine.PackagesToForceCookPerMap]

    [Core.System]
    MaxObjectsNotConsideredByGC=0
    SizeOfPermanentObjectPool=0
    StaleCacheDays=30
    MaxStaleCacheSize=10
    MaxOverallCacheSize=30
    PackageSizeSoftLimit=300
    AsyncIOBandwidthLimit=0
    CachePath=..\S1Game\Cache
    CacheExt=.uxx
    Paths=..\Engine\Content
    ScriptPaths=..\S1Game\Script
    FRScriptPaths=..\S1Game\ScriptFinalRelease
    CutdownPaths=..\S1Game\CutdownPackages
    CutdownPaths=..\S1Game\Script
    ScreenShotPath=C:\Users\Games\Pictures\TERA_ScreenShots
    LocalizationPaths=..\Engine\Localization
    Extensions=upk
    Extensions=u
    TextureFileCacheExtension=tfc
    Suppress=Dev
    Suppress=DevAudio
    Suppress=DevAudioVerbose
    Suppress=DevBind
    Suppress=DevBsp
    Suppress=DevCollision
    Suppress=DevCompile
    Suppress=DevComponents
    Suppress=DevCooking
    Suppress=DevDataStore
    Suppress=DevGarbage
    Suppress=DevKill
    Suppress=DevLoad
    Suppress=DevNetTraffic
    Suppress=DevPath
    Suppress=DevReplace
    Suppress=DevSave
    Suppress=DevSound
    Suppress=DevStats
    Suppress=DevTick
    Suppress=DevUI
    Suppress=DevUIStates
    Suppress=DevUIStyles
    Suppress=DevUIAnimation
    Suppress=DevUIFocus
    Suppress=Input
    Suppress=Inventory
    Suppress=Localization
    Suppress=LocalizationWarning
    Suppress=PlayerMove
    Suppress=DevSHA
    Suppress=DevShaders
    Suppress=DevAnim
    Suppress=DevDecals
    Suppress=RON_DEBUG
    Paths=..\..\..\ReleaseData
    ;+Paths=..\..\TeraData\AdditionalData
    Paths=..\S1Game\Content
    LocalizationPaths=..\S1Game\Localization
    SavePath=..\S1Game\Save
    Extensions=gmp
    Extensions=gpk
    SeekFreePCPaths=..\S1Game\CookedPC
    SeekFreePCExtensions=xxx

    [Engine.Client]
    DisplayGamma=2.2
    MinDesiredFrameRate=60.000000
    InitialButtonRepeatDelay=0
    ButtonRepeatDelay=0

    [WinDrv.WindowsClient]
    AudioDeviceClass=ALAudio.ALAudioDevice
    MinAllowableResolutionX=0
    MinAllowableResolutionY=0
    MaxAllowableResolutionX=0
    MaxAllowableResolutionY=0
    MinAllowableRefreshRate=0
    MaxAllowableRefreshRate=0
    ParanoidDeviceLostChecking=1
    AllowJoystickInput=1

    [Engine.Player]
    ConfiguredInternetSpeed=10000
    ConfiguredLanSpeed=20000
    PP_DesaturationMultiplier=1.0
    PP_HighlightsMultiplier=1.0
    PP_MidTonesMultiplier=1.0
    PP_ShadowsMultiplier=1.0

    [ALAudio.ALAudioDevice]
    MaxChannels=32
    UseEffectsProcessing=True
    TimeBetweenHWUpdates=15
    MinOggVorbisDurationGame=5
    MinOggVorbisDurationEditor=5
    DeviceName=Generic Software

    [IpDrv.TcpNetDriver]
    AllowDownloads=True
    ConnectionTimeout=30.0
    InitialConnectTimeout=200.0
    AckTimeout=1.0
    KeepAliveTime=0.2
    MaxClientRate=15000
    MaxInternetClientRate=10000
    RelevantTimeout=5.0
    SpawnPrioritySeconds=1.0
    ServerTravelPause=4.0
    NetServerMaxTickRate=30
    LanServerMaxTickRate=35
    DownloadManagers=IpDrv.HTTPDownload
    DownloadManagers=Engine.ChannelDownload
    NetConnectionClassName=IpDrv.TcpipConnection

    [IpServer.UdpServerQuery]
    GameName=ut

    [IpDrv.UdpBeacon]
    DoBeacon=True
    BeaconTime=0.50
    BeaconTimeout=5.0
    BeaconProduct=ut
    ServerBeaconPort=8777
    BeaconPort=9777

    [TextureStreaming]
    PoolSize=1400
    HysteresisLimit=30
    DropMipLevelsLimit=24
    StopIncreasingLimit=18
    StopStreamingLimit=12
    MinFudgeFactor=1
    FudgeFactorIncreaseRateOfChange=0.5
    FudgeFactorDecreaseRateOfChange=-0.4
    MinRequestedMipsToConsider=11
    MinTimeToGuaranteeMinMipCount=2
    MaxTimeToGuaranteeMinMipCount=12
    UseTextureFileCache=FALSE

    [StreamByURL]
    PostLoadPause=6.0

    [Editor.EditorEngine]
    LocalPlayerClassName=Editor.EditorPlayer
    bUseSound=True
    bSubtitlesEnabled=True
    GridEnabled=True
    SnapScaleEnabled=True
    ScaleGridSize=5
    SnapVertices=False
    SnapDistance=10.000000
    GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
    RotGridEnabled=True
    RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
    GameCommandLine=-log
    FOVAngle=60.000000
    GodMode=True
    AutoSaveDir=..\S1Game\Content\Maps\Autosaves
    InvertWidgetZAxis=True
    UseAxisIndicator=True
    MatineeCurveDetail=0.1
    Client=WinDrv.WindowsClient
    CurrentGridSz=4
    bUseMayaCameraControls=True
    bPrefabsLocked=True
    HeightMapExportClassName=TerrainHeightMapExporterTextT3D
    EditorOnlyContentPackages=EditorMeshes
    EditorOnlyContentPackages=EditorMaterials
    EditorOnlyContentPackages=EditorResources
    EditPackagesInPath=..\Development\Src
    EditPackages=Core
    EditPackages=Engine
    EditPackages=GameFramework
    EditPackages=Editor
    EditPackages=UnrealEd
    EditPackages=UnrealScriptTest
    EditPackages=IpDrv
    EditPackages=GFxUI
    EditPackages=GFxUIEditor
    EditPackagesOutPath=..\S1Game\Script
    FRScriptOutputPath=..\S1Game\ScriptFinalRelease
    EditPackages=S1Game
    InEditorGameURLOptions=
    EditPackages=GodHand

    [UnrealEd.UnrealEdEngine]
    AutoSave=True
    AutoSaveTimeMinutes=10
    AutoSaveIndex=0
    PackagesToBeFullyLoadedAtStartup=EditorMaterials
    PackagesToBeFullyLoadedAtStartup=EditorMeshes
    PackagesToBeFullyLoadedAtStartup=EditorResources
    PackagesToBeFullyLoadedAtStartup=EngineMaterials
    PackagesToBeFullyLoadedAtStartup=EngineFonts
    PackagesToBeFullyLoadedAtStartup=EngineScenes
    PackagesToBeFullyLoadedAtStartup=EngineResources
    PackagesToBeFullyLoadedAtStartup=DefaultUISkin
    PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
    DefaultPostProcessName=PostProcess.PPC.S1_Default00_PPC

    [Engine.DataStoreClient]
    GlobalDataStoreClasses=Engine.UIDataStore_Strings
    GlobalDataStoreClasses=Engine.UIDataStore_Images
    GlobalDataStoreClasses=Engine.UIDataStore_GameResource
    GlobalDataStoreClasses=Engine.CurrentGameDataStore
    ;;GlobalDataStoreClasses=Engine.UIDataStore_SessionSettings" ; unused
    GlobalDataStoreClasses=Engine.UIDataStore_Fonts
    GlobalDataStoreClasses=Engine.UIDataStore_Color
    GlobalDataStoreClasses=Engine.UIDataStore_Gamma
    GlobalDataStoreClasses=Engine.UIDataStore_Registry
    GlobalDataStoreClasses=Engine.UIDataStore_InputAlias
    ;PlayerDataStoreClassNames=Engine.UIDataStore_InputAlias
    PlayerDataStoreClassNames=Engine.PlayerOwnerDataStore
    ;;PlayerDataStoreclassNames=Engine.UIDataStore_PlayerSettings" ; unused

    [Engine.UIDataStore_SessionSettings]
    SessionSettingsProviderClassNames=Engine.SessionSettingsProvider_GameInfo

    [DevOptions.Shaders]
    AutoReloadChangedShaders=True

    [StatNotifyProviders]
    XmlStatNotifyProvider=false
    CsvStatNotifyProvider=false
    StatsNotifyProvider_UDP=true
    PIXNamedCounterProvider=false

    [StatNotifyProviders.StatNotifyProvider_UDP]
    ListenPort=13000

    [RemoteControl]
    SuppressRemoteControlAtStartup=True

    [LogFiles]
    PurgeLogsDays=2

    [AnimationCompression]
    DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveTrivialKeys
    TranslationCompressionFormat=0
    RotationCompressionFormat=1
    AlternativeCompressionThreshold=1.f
    ForceRecompression=False
    bOnlyCheckForMissingSkeletalMeshes=False

    [IpDrv.OnlineSubsystemCommonImpl]
    MaxLocalTalkers=1
    MaxRemoteTalkers=16
    bIsUsingSpeechRecognition=false

    [IpDrv.OnlineGameInterfaceImpl]
    LanAnnouncePort=14001
    LanQueryTimeout=5.0

    [OnlineSubsystemLive.OnlineSubsystemLive]
    LiveSystemLinkPort=14000
    LanAnnouncePort=14001

    [Engine.StaticMeshCollectionActor]
    bCookOutStaticMeshActors=TRUE
    MaxStaticMeshComponents=100

    [Engine.StaticLightCollectionActor]
    bCookOutStaticLightActors=TRUE
    MaxLightComponents=100

    [LiveSock]
    bUseVDP=True
    bUseSecureConnections=true
    MaxDgramSockets=128
    MaxStreamSockets=64
    DefaultRecvBufsizeInK=128
    DefaultSendBufsizeInK=128

    [CustomStats]
    LD=Streaming fudge factor
    LD=FrameTime
    LD=Terrain Foliage Time
    LD=Foliage Render Time
    LD=Terrain Smooth Time
    LD=Terrain Render Time
    LD=Decal Render Time
    LD=Terrain Triangles
    LD=Foliage Instances
    LD=Decal Triangles
    LD=Decal Draw Calls
    LD=Static Mesh Tris
    LD=Skel Mesh Tris
    LD=Skel Verts CPU Skin
    LD=Skel Verts GPU Skin
    LD=30+ FPS
    LD=Audio Memory Used
    LD=Total CPU rendering time
    LD=Total GPU rendering time
    LD=Occluded primitives
    LD=Projected shadows
    LD=Visible static mesh elements
    LD=Visible dynamic primitives
    LD=Texture Pool Size
    LD=Physical Memory Used
    LD=Virtual Memory Used
    LD=Audio Memory Used
    LD=Texture Memory Used
    LD=360 Texture Memory Used
    LD=Vertex Lighting Memory
    LD=StaticMesh Vertex Memory
    LD=StaticMesh Index Memory
    LD=SkeletalMesh Vertex Memory
    LD=SkeletalMesh Index Memory
    GameThread=Async Loading Time
    GameThread=Audio Update Time
    GameThread=FrameTime
    GameThread=HUD Time
    GameThread=Input Time
    GameThread=Kismet Time
    GameThread=Move Actor Time
    GameThread=RHI Game Tick
    GameThread=RedrawViewports
    GameThread=Script time
    GameThread=Tick Time
    GameThread=Update Components Time
    GameThread=World Tick Time
    GameThread=Async Work Wait
    GameThread=PerFrameCapture

    [MemorySplitClassesToTrack]
    Class=AnimSequence
    Class=AudioComponent
    Class=AudioDevice
    Class=CylinderComponent
    Class=DecalComponent
    Class=DecalLifetime
    Class=DecalLifetimeAge
    Class=DecalLifetimeData
    Class=DecalLifetimeDataAge
    Class=DecalManager
    Class=DecalMaterial
    Class=Field
    Class=Font
    Class=Level
    Class=Material
    Class=MaterialInstanceConstant
    Class=MaterialInstanceTimeVarying
    Class=Model
    Class=ModelComponent
    Class=MorphTarget
    Class=ObjectReferencer
    Class=ParticleModule
    Class=ParticleSystemComponent
    Class=PathNode
    Class=RB_BodyInstance
    Class=RB_BodySetup
    Class=ReachSpec
    Class=SkeletalMesh
    Class=SoundCue
    Class=SoundNode
    Class=StaticMesh
    Class=StaticMeshActor
    Class=StaticMeshComponent
    Class=Terrain
    Class=TerrainComponent
    Class=Texture2D
    Class=UIRoot

    [ConfigCoalesceFilter]
    FilterOut=S1Engine.ini
    FilterOut=S1Editor.ini
    FilterOut=S1Input.ini
    FilterOut=S1Game.ini
    FilterOut=S1UI.ini
    FilterOut=S1Compat.ini
    FilterOut=S1EditorKeyBindings.ini
    FilterOut=S1EditorUserSettings.ini
    FilterOut=UnrealEd.int
    FilterOut=Editor.int
    FilterOut=EditorTips.int
    FilterOut=UnrealScriptTest.int
    FilterOut=WinDrv.int
    FilterOut=XWindow.int

    [TaskPerfTracking]
    bUseTaskPerfTracking=TRUE
    RemoteConnectionIP=10.1.10.83
    ConnectionString=Provider=sqloledb;Data Source=DB-02;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes
    RemoteConnectionStringOverride=Data Source=DB-02;Initial Catalog=EngineTaskPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn

    [TaskPerfMemDatabase]
    bUseTaskPerfMemDatabase=TRUE
    RemoteConnectionIP=10.1.10.83
    ConnectionString=Provider=sqloledb;Data Source=DEVDB-01;Initial Catalog=PerfMem;Trusted_Connection=Yes
    RemoteConnectionStringOverride=Data Source=DEVDB-01;Initial Catalog=PerfMem;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn

    [MemoryPools]
    FLightPrimitiveInteractionInitialBlockSize=512
    FModShadowPrimitiveInteractionInitialBlockSize=512

    [SystemSettings]
    StaticDecals=True
    DynamicDecals=False
    DynamicLights=True
    DynamicShadows=False
    LightEnvironmentShadows=False
    CompositeDynamicLights=True
    DirectionalLightmaps=True
    MotionBlur=False
    DepthOfField=False
    AmbientOcclusion=False
    Bloom=True
    UseHighQualityBloom=True
    Distortion=True
    DropParticleDistortion=False
    SpeedTreeLeaves=False
    SpeedTreeFronds=False
    OnlyStreamInTextures=False
    LensFlares=False
    FogVolumes=False
    FloatingPointRenderTargets=True
    OneFrameThreadLag=True
    UseVsync=True
    UpscaleScreenPercentage=True
    Fullscreen=True
    AllowD3D10=False
    SkeletalMeshLODBias=0
    ParticleLODBias=0
    DetailMode=2
    ShadowFilterQualityBias=0
    MaxAnisotropy=1
    MaxMultisamples=0
    MinShadowResolution=70
    MaxShadowResolution=128
    ShadowFadeResolution=128
    ShadowFadeExponent=2.200000
    ResX=1920
    ResY=1080
    ScreenPercentage=100.000000
    SceneCaptureStreamingMultiplier=1.000000
    FoliageDrawRadiusMultiplier=0.000000
    ShadowTexelsPerPixel=1.273240
    bEnableVSMShadows=False
    bEnableBranchingPCFShadows=False
    bAllowBetterModulatedShadows=True
    bEnableForegroundShadowsOnWorld=False
    bEnableForegroundSelfShadowing=False
    ShadowFilterRadius=2.000000
    ShadowDepthBias=0.012000
    ShadowVolumeLightRadiusThreshold=1000.000000
    ShadowVolumePrimitiveScreenSpacePercentageThreshold=0.250000
    bAllowFracturedDamage=False
    NumFracturedPartsScale=1.000000
    FractureDirectSpawnChanceScale=1.000000
    FractureRadialSpawnChanceScale=1.000000
    FractureCullDistanceScale=1.000000
    TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_LightAndShadowMap=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=256,LODBias=0)
    LIGHT_TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_LightAndShadowMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
    LIGHT_TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
    FXAA=False
    SpeedTreeBranches=False
    SpeedTreeBillboards=False

    [Engine.PhysicsLODVerticalDestructible]
    MaxDynamicChunkCount=25
    DebrisLifetime=2

    [Engine.PhysicsLODVerticalEmitter]
    ParticlePercentage=25

    [Engine.OnlineSubsystem]
    +NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")

    [Engine.OnlineRecentPlayersList]
    MaxRecentPlayers=100
    MaxRecentParties=5


    [Configuration]
    BasedOn=..\Engine\Config\BaseEngine.ini

    [S1Game.ReleaseData]
    Paths=..\..\..\ReleaseData
    ;+Paths=D:\ReleaseData

    [SystemSettingsEditor]
    ResX=1280
    ResY=720

    [Engine.AudioDevice]
    SoundGroups=(GroupName=AmbientMaster,Properties=(Volume=1))
    SoundGroups=(GroupName=Announcer,Properties=(Volume=1,bNoReverb=TRUE))
    SoundGroups=(GroupName=Character,Properties=(Volume=1))
    SoundGroups=(GroupName=Cinematic,Properties=(Volume=1,bNoReverb=TRUE,bBleedStereo=TRUE))
    SoundGroups=(GroupName=CinematicDialog,Properties=(Volume=1))
    SoundGroups=(GroupName=Dialog,Properties=(Volume=1),ChildGroupNames=(StoryDialog,CinematicDialog,Taunts,VoiceChat))
    SoundGroups=(GroupName=Item,Properties=(Volume=1))
    SoundGroups=(GroupName=Master,Properties=(Volume=1),ChildGroupNames=(SFXMaster,MusicMaster,AmbientMaster,UIMaster,VillagerNPCVoice,Cinematic))
    SoundGroups=(GroupName=Music,Properties=(Volume=1,bNoReverb=TRUE,bBleedStereo=TRUE))
    SoundGroups=(GroupName=SFXMaster,Properties=(Volume=1),ChildGroupNames=(Character,damageVoice,Item,damageHit,NPC,SkillEffect,damageEffect,Assassin_Voice,Assassin_Skill,Event_BGM,Weapon,Vehicle))
    SoundGroups=(GroupName=Stinger,Properties=(Volume=1,bNoReverb=TRUE,bBleedStereo=TRUE))
    SoundGroups=(GroupName=StoryDialog,Properties=(Volume=1))
    SoundGroups=(GroupName=Taunts,Properties=(Volume=1))
    SoundGroups=(GroupName=Vehicle,Properties=(Volume=1))
    SoundGroups=(GroupName=VoiceChat,Properties=(Volume=1,bNoReverb=TRUE))
    SoundGroups=(GroupName=Weapon,Properties=(Volume=1))
    SoundGroups=(GroupName=damageVoice,Properties=(Volume=1,MaxConcurrentPlayCount=6))
    SoundGroups=(GroupName=damageHit,Properties=(Volume=1,MaxConcurrentPlayCount=6))
    SoundGroups=(GroupName=damageEffect,Properties=(Volume=1,MaxConcurrentPlayCount=6))
    SoundGroups=(GroupName=NPC,Properties=(Volume=1))
    SoundGroups=(GroupName=UI,Properties=(Volume=1,bNoReverb=TRUE,MaxConcurrentPlayCount=6))
    SoundGroups=(GroupName=SkillEffect,Properties=(Volume=0.8))
    SoundGroups=(GroupName=VillagerNPCVoice,Properties=(Volume=1,MaxConcurrentPlayCount=1))
    SoundGroups=(GroupName=MusicMaster,Properties=(Volume=1),ChildGroupNames=(Music))
    SoundGroups=(GroupName=UIMaster,Properties=(Volume=1),ChildGroupNames=(Announcer,UI,Stinger))
    SoundGroups=(GroupName=Assassin_Voice,Properties=(Volume=1))
    SoundGroups=(GroupName=Assassin_Skill,Properties=(Volume=1))
    SoundGroups=(GroupName=Event_BGM,Properties=(Volume=1, MaxConcurrentPlayCount=1))
    SoundModeNames=Default
    SoundModeNames=Quiet
    SoundModeNames=Loud
    SoundModeNames=Slow
    SoundModeNames=Quick

    [GodHand.GodHandEngine]
    FOVAngle=75.000000
    Client=WinDrv.WindowsClient

    [Windows.StandardUser]
    MyDocumentsSubDirName=ProjectS

    [Aero]
    AeroSet_Continent_1=SkySystem30.AERO.ANC_DefaultSky_AERO
    ;AeroSet_Continent_2=SkySystem30.AERO.ANC_DefaultSky_AERO
    ;AeroSet_Continent_3=SkySystem30.AERO.ANC_DefaultSky_AERO
    AeroSet_Continent_2=SkySystem30.AERO.HSC_DefaultSky_AERO
    AeroSet_Continent_3=SkySystem30.AERO.AL_DefaultSky_AERO
    ;ArtDatasheet=..\..\TeraData\AdditionalData\Art_Data\Datasheet
    ;DesignDatasheet=..\..\TeraData\AdditionalData\Design_Data\Datasheet
    ;ProgramDatasheet=..\..\TeraData\AdditionalData\Program_Data\Datasheet
    ;SoundDatasheet=..\..\TeraData\AdditionalData\Sound_Data\Datasheet
    ;BarrackDefine=..\..\TeraData\AdditionalData\Design_Data\BarrackDefine
    ;Godhand=..\..\TeraData\AdditionalData\Design_Data\GodHandDefine

    [Barrack.ShowGrid]
    GridSize=20
    GridSideLength=500

    [IniVersion]
    0=1463130094.000000
    1=1463649772.000000

    [AppCompat]
    MeasuredCPUScore=-1
    CompatLevelComposite=4
    CompatLevelCPU=5
    CompatLevelGPU=4
    CPUNumLogicalProcessors=8

    [/url]

    After you've done this right click on the file you just saved, and click on "Properties" then select "read only" on the bottom left. Hit "Apply" then "OK"
    Now start your game and test it. If there's anything you'd like to change then let me know, and I'll be more than happy to adjust it for you. This is a "bare minimum without loss of fidelity" setting that gives a more stable framerate to AMD - It's not great for giving MAX FPS but it definitely helps level them out while giving a small boost. It's what i personally use alongside a few other modifications that are a bit less "novice" (more tricky) to do.
  • JR2NJR2N ✭✭
    edited October 2016
  • DeadXDeadX ✭✭✭
    @Dracconus

    her's a little bit of info for ya son, you can call it physics all you want, it isn't. i've made the exact same type of engines that EMULATE physics...using bone rigging and thee tools involved with that. but hey...didja know that particle emitters can emit...wait for it...CHUNKS? wow, fancy that. and that you can control them without any physics calcs being used whatsoever? AMAZING.

    IF this actually had physics, you would not have consistently repeatable animations and effects that rely on physics since the calcs are dynamic, run whenever and object or objects are effected. at MOST, there are physics attached to particle emitters and that's it.

    btw, it's not game designer, it's game developer. you know, the people who actually code. but hey, you knew that right? right? and you might want to look at these and keep in mind when this game first started development.

    https://forums.epicgames.com/archive/index.php/t-744587.html
    https://forums.epicgames.com/archive/index.php/t-743587.html

    now, considering you can obviously fake physics...something you should know being such a 'household name' and 'professional' then you SHOULD have been able to spot where that occurs in the game...but somehow missed it. or maybe you're unfamiliar with the old way of faking it, not my concern frankly. it is however easy to spot when physics calcs are being done...and when they're not. even old havok (early gamebryo engines and elsewhere) as bad as it was was at least still physics in a sense. it worked on a per event basis. whereas tera? not so much son.

    actions are identical, hair falls the same way, clothes behave the same, tails bob the same, etc. that's animation and rigging tricks. for your further education.



    notice how the glitch effects every so called physics object? funny that since according to you there's a global gravity...doesn't seem to be affecting the character at all. HOWEVER, using the rigging tricks...makes perfect sense since all animations associated with the characters rigging are slowed as well. but the slowdown ignores your 'global' gravity for all 'physics' objects. even the particle effects from skills are slowed while environmental effects remain unchanged. so much for global gravity.

    i think you're just completely unfamiliar with the tricks that used to be used. no one bothers with them now or has for the last few years. using built in physics or physx functionality makes everything soooo much easier. set it and forget it it, the engine does all the heavy lifting with fewer errors.
  • So I stand corrected on the "physics" (even though that's what they themselves refer to it as.)
    The point still stands that the un-optimized coding of the game, and it's continuous addition of horribly coded content, alongside the fact that it is only able to effectively utilize one core to "max capacity" (and still doesn't even do that. I've yet to see a single core hit 100% while playing this game) is still going to hold entirely all too viable to the fault of the game.

    Scaleform (naturally, as it has since its creation) is just adding to the problem, but there's nothing that someone running an AMD system is going to be able ot do about it as a "fix" aside from what I'd already stated.

    Overclock, Swap for Intel, Defrag, Get an SSD - the usual "my mmorpg runs slow" fixes.
    IPC IS single handedly the largest "determining factor" of how well someone's going to run 99% of the games in this genre.


    It sucks, but it's true.

    If you want decent FPS in this game, Rift, WoW, and many others then your only real "option" is going to be Intel.
    If you want to try to squeeze more fps out of the game with Intel I threw the config up.

    As for the "tricks that used to be used" I don't know if I'm "hip to them" because a large portion of my work isn't doing anything with the animation or physics of the game. I'm just going off the documentation within the game, compressed files, configurations, etc. but what I will say is this: There's far too much in this game that relies on the CPU for it to be even remotely "enjoyable" on AMD hardware until Zen (IF AMD gets it right) comes out. Even an FX9590 isn't going to hit 60FPS in most instances (occasions, not the substitute for dungeons) because of how much TERA relies on the CPU. I've seen gameplay on FX9590's in some endgame dungeons running at less than 30FPS and weren't even on max settings from what I could tell (they didn't show the options, but I certainly saw no effects to make me think that it was maxed.)
  • Tenshi1Tenshi1 ✭✭✭✭
    The other night I took a look at Bernkastel's guide and followed through, and my results were marvelous. I highly recommend his guide

    Not sure how many fps I have since my in game thing still says around 20, but It's got to be much higher, It looks like I run much faster that I ever did before, with no buffs or anything! It's so smooth, even with the first lighting enrichment on, which I would always have to turn off. Haven't tried it in dgs yet though, so I may have to turn it off again, but we'll see
  • MyuuMewMyuuMew ✭✭
    edited October 2016
    For reference on what guide Tenshi means its here

    I also wanna point out i have radeon rather than nvidia so I didnt use those tweaks for obv reasons.
    in the end this may help yuu out a lot as tenshi just stated
  • So let me see if I'm getting this right, your telling people who use AMD like me and even though every other MMORPG I play or PC game I run currently I get 80+ fps and my AMD does great with everything else I throw at it, But we should go buy an Intel System and GPU just to play Tera to get better fps, Wow that's just an incredibly stupid thing to tell people.
  • vkobevkobe ✭✭✭✭✭
    edited November 2016
    i use amd processor and graphic card and my elin is so cute with amd :3
  • CatoriiCatorii ✭✭✭
    edited November 2016
    Kennin303 wrote: »
    Wow that's just an incredibly stupid thing to tell people.

    They're just telling the truth. If you're getting awful performance with AMD, you're going to double or triple your FPS by switching to Intel, assuming your GPU isn't ancient. Do you have to? No. But if the .ini adjustments and other tweaks people often suggest don't boost FPS enough for someone with AMD, what's the next solution?

    To get Intel, or deal with it. They're not going to change the game engine, and AMD is inferior for gaming anyway. It's just not usually so blatant a difference as it is here.

    This is coming from someone with an FX-6300, by the way. I averaged 30 FPS in BRHM days; now I'm lucky if I hit 15 in a boss fight - with certain tweaks to my client that improve performance. Imperator has me below 10 most of the time. Do I complain about the game's [filtered] coding, though? No. I know if I want better FPS I'll have to get Intel, which I'm planning on doing when I can afford to build a new computer.

    Edit: I got 40-50 FPS on average in BnS at low-ish settings, but had the same stuttering problem a lot of people had. I get 60 in Warframe at max settings, 30-40 in GW2 on high settings, though it drops to the low 20s or lower at WBs or in mass PvP. Yes, TERA does suck, but go try those same games with Intel and you'll get much, much better performance. Aside from maybe Warframe, which is the most optimized game I've ever played.
  • feazesherofeazeshero ✭✭✭
    edited November 2016
    That's definitely the truth. For Tera, I had horrible performance under AMD fx 8350 (when I had it for about a week). After spending 3-4 hours trying different tweaks in s1engine, checking out every guide that involved AMD and other stuff, I ended up switching to i5 6600k. The only thing I didn't try was the unpark core but that was uncomfortable to me considering that I care about longevity and cooling issues.

    Can't say how happy I was to make the switch to i5; getting somewhere between 100-150 fps in town without any s1engine tweaks when I loaded tera under the i5 cpu first time. I was scared that I had to put a fps cap limit so my msi radeon 480x wouldn't fry up. My old pc with i7 960 from 2011, does much better performance for Tera than when I had the amd cpu on new pc. But I was amazed at the detail and smoothness I was getting in Tera under the i5 and automatically it was at a preset 6.

    When I had researched more about i5, I realized i5 may be best cpu for Tera. And amd cpu is better for things like streaming. Amd seems like it gets a little less FPS in most games than intel but in some certain games AMD does outshine intel. Does this mean someone should switch to i5? It's not required to but if you have the budget for a new system and Tera is one of your daily games, it's definitely recommended. I switched because I was in the midst of building a new pc and since I was still within 15 days before my returning of cpu, that's why I made the change so I can get it over with and be happy.
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