[TERA PC & Console] En Masse is closing, but TERA lives on! We will continue to support TERA PC (NA) and TERA Console until service is transferred. Stay tuned for more information.
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[TERA PC] The 64-bit update (v97) is now live. Check out all the changes delivered on August 11 here: https://bit.ly/tera64_patchnotes
[TERA PC & CONSOLE] Summerfest Part 2: The Beach Bash is on from August 11 until September 1! Participate in event activities to earn tokens redeemable for costumes, consumables, mounts, and more! Details: https://bit.ly/tera_sf20
Answers
hell, my current CPU is supposed to be it's competitor.
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
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.
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.
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
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*
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
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.
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
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Bloom=True
UseHighQualityBloom=True
Distortion=True
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SpeedTreeLeaves=False
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LensFlares=False
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FloatingPointRenderTargets=True
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bAllowFracturedDamage=False
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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.
http://download.enmasse.com/documents/201205-gdm-tera.pdf
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.
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.)
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
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
essentialmana.com/forums/#/discussion/7246/tera-and-unlocking-cores
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.
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.