Hey guys, feel free try try my engine.ini, it's optimized for shader compilation, multicore rendering, slow hdds, audio low latency. Works online. Doesn't really reduce graphics quality just use medium/low graphics settings for more fps.
[SystemSettings] t.MaxFPS=60 r.DynamicRes.OperationMode=2 ;Dynamic Resolution r.DynamicRes.MinScreenPercentage=70 r.DynamicRes.MaxScreenPercentage=100 r.TonemapperFilm=1 ;forces alternative tonemapper, more vivid and powerful colors r.Tonemapper.Quality=1 ;forces highest Tonemapper quality r.Tonemapper.GrainQuantization=0 ;disables possible noise added by Tonemapper r.SceneColorFringe.Max=0 ;disables chromatic aberration, greatly increasing image quality r.SceneColorFringeQuality=0 ;disables chromatic aberration, greatly increasing image quality r.MaxAnisotropy=16 ;improves the quality of AntiAliasing r.DisableDistortion=1 r.UseAsyncShaderPrecompilation=1 ;Precompile shader code during gameplay. May reduce stutter AsyncLoadingThreadEnabled=True r.ForceAllCoresForShaderCompiling=0 ;When set to 1, it will ignore INI settings and launch as many ShaderCompileWorker instances as cores are available. Improves shader throughput but for big projects it can make the machine run OOM r.MultithreadedShadowmapEncode=1 ;Shadowmap encoding after rebuild lightmaps is done multithreaded. r.MultithreadedLightmapEncode=1 ;Lightmap encoding after rebuild lightmaps is done multithreaded. r.Streaming.PoolSize=2000 r.Streaming.AmortizeCPUToGPUCopy=1 r.Streaming.MaxNumTexturesToStreamPerFrame=3 r.Streaming.NumStaticComponentsProcessedPerFrame=3 r.Streaming.DefragDynamicBounds=1 r.Streaming.MinMipForSplitRequest=0 r.Streaming.HiddenPrimitiveScale=1 r.Streaming.UsePerTextureBias=1 r.Streaming.UseMaterialData=1 r.Streaming.UseNewMetrics=1 r.Streaming.UseBackgroundThreadPool=1 r.Streaming.PrioritizeMeshLODRetention=1 r.Streaming.PerTextureBiasViewBoostThreshold=1 r.Streaming.MipCalculationEnablePerLevelList=1 r.Streaming.MaxTextureUVDensity=1 r.Streaming.MaxReferenceChecksBeforeStreamOut=2 r.Streaming.FramesForFullUpdate=5 r.Streaming.FlushTimeOut=3 r.Streaming.DropMips=0 r.Streaming.MipBias=0 r.Streaming.CheckBuildStatus=1 ;If non-zero, the engine will check whether texture streaming needs rebuild. s.AsyncLoadingThreadEnabled=True s.AsyncLoadingThreadEnabled=1 s.AsyncLoadingTimeLimit=0.1 s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1 #Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged. s.LevelStreamingActorsUpdateTimeLimit=0.1 s.UnregisterComponentsTimeLimit=0.1 s.AsyncLoadingUseFullTimeLimit=0 s.IoDispatcherCacheSizeMB=256 s.LevelStreamingComponentsRegistrationGranularity=1 s.LevelStreamingComponentsUnregistrationGranularity=1 s.MaxIncomingRequestsToStall=1 s.MaxReadyRequestsToStallMB=0 s.MinBulkDataSizeForAsyncLoading=0 s.PriorityAsyncLoadingExtraTime=0 r.bForceCPUAccessToGPUSkinVerts=True r.TargetPrecompileFrameTime=13 ;ms - The target maximum frame time to maintain when r.UseAsyncShaderPrecompilation is enabled. Use -1 to precompile all shaders at once. r.PredrawBatchTime=13 niagara.CreateShadersOnLoad=1 r.ShaderDevelopmentMode=0 r.Shaders.Optimize=1 r.Shaders.FastMath=1 r.UseShaderCaching=1 ;Early submission during shader deserialisation rather than on-demand. Tracking of bound-shader-states so that they may be pre-bound during early submission. r.UseShaderPredraw=1 ;Predrawing of tracked RHI draw states to eliminate first-use hitches. r.RDG.AsyncCompute=2 ;Controls the async compute policy. 0:disabled, no async compute is used; 1:enabled for passes tagged for async compute (default); 2:enabled for all compute passes implemented to use the compute command list; r.AmbientOcclusion.AsyncComputeBudget=4 ;This is a low level developer tweak to get best performance on hardware that supports AsyncCompute. 0: least AsyncCompute, 1: .. (default), 4: most AsyncCompute r.AsyncPipelineCompile=1 ;0 to Create PSOs at the moment they are requested, 1 to Create Pipeline State Objects asynchronously(default) r.AsyncCreateLightPrimitiveInteractions=1 r.AccelTargetPrecompileFrameTime=0 ;[Time in (ms)] An option to accelerate asynchronous precompilation when in a non-interactive mode such as a load screen. Use 0 to use r.AccelPredrawBatchTime=0 ;[Time in (ms)] An option to temporarily accelerate predrawing when in a non-interactive mode such as a load screen. Use 0 to use r.Cache.DrawDirectionalShadowing=1 r.Cache.DrawInterpolationPoints=0 r.Cache.DrawLightingSamples=1 r.Cache.LightingCacheDimension=512 r.Cache.LightingCacheMovableObjectAllocationSize=16 r.Cache.LimitQuerySize=1 r.Cache.ReduceSHRinging=1 r.Cache.QueryNodeLevel=1 r.Cache.SampleTransitionSpeed=1 r.Cache.UpdateEveryFrame=1 r.Cache.UpdatePrimsTaskEnabled=1 r.GTSyncType=1 RHI.TargetRefreshRate=60 RHI.SyncThreshold=5 rhi.SyncSlackMS=4 rhi.SyncInterval=1 rhi.SyncAllowEarlyKick=1 rhi.ResourceTableCaching=1 D3D12.PSO.DiskCache=1 #Enables a disk cache for Pipeline State Objects (PSOs).PSO descs are cached to disk so subsequent runs can create PSOs at load-time instead of at run-time. This cache contains data that is independent of hardware, driver, or machine that it was created on. It can be distributed with shipping content., 0 to disable the pipeline state disk cache,1 to enable the pipeline state disk cache (default) D3D12.PSO.DriverOptimizedDiskCache=1 #Enables a disk cache for driver-optimized Pipeline State Objects (PSOs). PSO descs are cached to disk so subsequent runs can create PSOs at load-time instead of at run-time. This cache contains data specific to the hardware, driver, and machine that it was created on. 0 to disable the driver-optimized pipeline state disk cache, 1 to enable the driver-optimized pipeline state disk cache r.XGEShaderCompile=1 r.XGEShaderCompile.Mode=1 r.XGEShaderCompile.Xml.BatchGroupSize=256 r.XGEShaderCompile.Xml.BatchSize=16 r.XGEShaderCompile.Xml.JobTimeout=0.500000 RHI.GPUHitchThreshold=4 ;Threshold for detecting hitches on the GPU (in milliseconds). D3D12.MaximumFrameLatency=3 RHI.MaximumFrameLatency=3 ;Number of frames that can be queued for render. FX.BatchAsync=1 ;If 1, particle async tasks are batched because they often take less time than it takes to wake up a task thread. No effect on editor. FX.BatchAsyncBatchSize=9999999 ;When FX.BatchAsync = 1, controls the number of particle systems grouped together for threading. FX.AllowGPUParticles=1 ;If true, allow the usage of GPU particles. FX.AllowGPUSorting=1 ;Allow particles to be sorted on the GPU. FX.AllowAsyncTick=1 ;Allow parallel ticking of particle systems. FX.AllowCulling=1 ;Allow emitters to be culled. FX.EarlyScheduleAsync=1 ;If 1, particle system components that can run async will be scheduled earlier in the frame GeometryCache.InterpolateFrames=1 ;Interpolate between geometry cache frames (if topology allows this). GeometryCache.OffloadUpdate=1 ;Offload some updates from the render thread to the workers & RHI threads. r.MeshDrawCommands.AllowOnDemandShaderCreation=1 ;How to create RHI shaders: 0: Always create them on a Rendering Thread, before executing other MDC tasks. 1: If RHI supports multi-threaded shader creation, create them on demand on tasks threads, at the time of submitting the draws. r.MeshDrawCommands.DynamicInstancing=1 ;Whether to dynamically combine multiple compatible visible Mesh Draw Commands into one instanced draw on vertex factories that support it. r.ShaderPipelineCache.StartupMode=3 r.ShaderPipelineCache.Enabled=1 r.ShaderPipelineCache.ReportPSO=1 r.ShaderPipelineCache.GameFileMaskEnabled=0 r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1 r.ShaderPipelineCache.BatchSize=50 r.Vulkan.PipelineCacheFromShaderPipelineCache=1 ThreadedShaderCompileThreshold=2 NumUnusedShaderCompilingThreads=4 NumUnusedShaderCompilingThreadsDuringGame=6 AudioThread.BatchAsyncBatchSize=9999999 AudioThread.UseBackgroundThreadPool=1 AudioThread.EnableBatchProcessing=1 net.AllowAsyncLoading=1
Hey man amazing mod, i've been using it for a long ass time now, but i want to ask which thing in the settings stops MUI's sparking aura from appearing, because even now that we have the beast dlc he has the same style and he looks goofy charging with nothing, so i'd like to know what i can do to make both appear again.
This is a great mod. It's a stable 60, but for some reason whenever a Ki Blast connects with a character, the framerate immediately spikes down (this was already happening before I installed any mods just to be clear). It spikes down to 57-ish fps then swiftly jumps back up to 60. If I spam Ki blasts, the fps goes all the way down to 50 and then goes back to 60 after the Ki Blasts disappear. Also still can't play Online, the game disconnects me as soon as it begins.
It's a very weird quirk. I tried locking the framerate to 50 via RTSS and that makes the game never dip below 50, but then the game runs slower since it targets 60 fps by default. So I tried doing the Steam Deck ini files (not the ones here to be clear) that let you play at 50 fps without slowdown, but for some utterly weird and wacky reason, the Ki Blasts start spiking the framerate again, and it starts spiking down to 40 fps. No matter what fps I'm on, the Ki Blasts ALWAYS find a way spike my framerate even when they literally shouldn't be able to unless I lock the game at 30 fps. But by then it's a far too big compromise.
I have an i7-3770, GTX 980 4gb and 16Gb RAM just to be clear about specs. I'm pretty sure this behavior is unfixable via INI edits, but I'm just posting this here anyway because I'm so fuckin annoyed with this s#*!, lol.
I understand, there must be some way to limit the use of ki blast resources, I don't know it but probably if I try to investigate the issue I can give an answer.Regarding the online mode, the version that I published is based on other mods that already "work online" a little more optimized, since I cannot test the online mod (because I do not have the original game, ironic not being able to test my mod hahaha)If later I find a way to get the original game, I will create an online version that works on all computers, for the moment I can only rely on other existing mods
55 comments
[Core.System]
Paths=../../../Engine/Content
Paths=%GAMEDIR%Content
Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
Paths=../../../Engine/Plugins/Animation/ControlRig/Content
Paths=../../../Engine/Plugins/Animation/IKRig/Content
Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content
Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content
Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content
Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content
Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
Paths=../../../Engine/Plugins/Experimental/ColorCorrectRegions/Content
Paths=../../../Engine/Plugins/Experimental/Dataflow/Content
Paths=../../../Engine/Plugins/Experimental/FieldSystemPlugin/Content
Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
Paths=../../../Engine/Plugins/Experimental/Landmass/Content
Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
Paths=../../../Engine/Plugins/Experimental/UVEditor/Content
Paths=../../../Engine/Plugins/Experimental/Volumetrics/Content
Paths=../../../Engine/Plugins/FX/CascadeToNiagaraConverter/Content
Paths=../../../Engine/Plugins/FX/Niagara/Content
Paths=../../../Engine/Plugins/JsonBlueprintUtilities/Content
Paths=../../../Engine/Plugins/Marketplace/ACLPlugin/Content
Paths=../../../Engine/Plugins/Marketplace/KantanCharts/Content
Paths=../../../Engine/Plugins/Marketplace/MORT/Content
Paths=../../../Engine/Plugins/Marketplace/RMAFoliageTools/Content
Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
Paths=../../../Engine/Plugins/Media/MediaPlate/Content
Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
Paths=../../../Engine/Plugins/Runtime/AudioWidgets/Content
Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content
Paths=../../../Engine/Plugins/Runtime/Metasound/Content
Paths=../../../Engine/Plugins/Runtime/ResonanceAudio/Content
Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
Paths=../../../Engine/Plugins/Runtime/WaveTable/Content
Paths=../../../Engine/Plugins/Runtime/nDisplayModularFeatures/Content
Paths=../../../Engine/Plugins/SS/EditorMenu/Content
Paths=../../../Engine/Plugins/SS/VertexAnimToolset/Content
Paths=../../../Engine/Plugins/SpUE/SpUEEditor/Content
Paths=../../../Engine/Plugins/SpUE/SpUERuntime/Content
Paths=../../../Engine/Plugins/SpUE/SpUEXXX/Content
Paths=../../../Engine/Plugins/Tests/EditorTests/Content
Paths=../../../Engine/Plugins/Tests/RuntimeTests/Content
Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
Paths=../../../SparkingZERO/Plugins/KoratUDS/Content
Paths=../../../SparkingZERO/Plugins/KoratUDS_WeatherParamControl/Content
Paths=../../../SparkingZERO/Plugins/Runtime/CriWare/CriWareCinematics/Content
Paths=../../../SparkingZERO/Plugins/Runtime/CriWare/CriWare/Content
Paths=../../../SparkingZERO/Plugins/WindSimShader/Content
[SystemSettings]
t.MaxFPS=60
r.DynamicRes.OperationMode=2 ;Dynamic Resolution
r.DynamicRes.MinScreenPercentage=70
r.DynamicRes.MaxScreenPercentage=100
r.TonemapperFilm=1 ;forces alternative tonemapper, more vivid and powerful colors
r.Tonemapper.Quality=1 ;forces highest Tonemapper quality
r.Tonemapper.GrainQuantization=0 ;disables possible noise added by Tonemapper
r.SceneColorFringe.Max=0 ;disables chromatic aberration, greatly increasing image quality
r.SceneColorFringeQuality=0 ;disables chromatic aberration, greatly increasing image quality
r.MaxAnisotropy=16 ;improves the quality of AntiAliasing
r.DisableDistortion=1
r.UseAsyncShaderPrecompilation=1 ;Precompile shader code during gameplay. May reduce stutter
AsyncLoadingThreadEnabled=True
r.ForceAllCoresForShaderCompiling=0 ;When set to 1, it will ignore INI settings and launch as many ShaderCompileWorker instances as cores are available. Improves shader throughput but for big projects it can make the machine run OOM
r.MultithreadedShadowmapEncode=1 ;Shadowmap encoding after rebuild lightmaps is done multithreaded.
r.MultithreadedLightmapEncode=1 ;Lightmap encoding after rebuild lightmaps is done multithreaded.
r.Streaming.PoolSize=2000
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.MaxNumTexturesToStreamPerFrame=3
r.Streaming.NumStaticComponentsProcessedPerFrame=3
r.Streaming.DefragDynamicBounds=1
r.Streaming.MinMipForSplitRequest=0
r.Streaming.HiddenPrimitiveScale=1
r.Streaming.UsePerTextureBias=1
r.Streaming.UseMaterialData=1
r.Streaming.UseNewMetrics=1
r.Streaming.UseBackgroundThreadPool=1
r.Streaming.PrioritizeMeshLODRetention=1
r.Streaming.PerTextureBiasViewBoostThreshold=1
r.Streaming.MipCalculationEnablePerLevelList=1
r.Streaming.MaxTextureUVDensity=1
r.Streaming.MaxReferenceChecksBeforeStreamOut=2
r.Streaming.FramesForFullUpdate=5
r.Streaming.FlushTimeOut=3
r.Streaming.DropMips=0
r.Streaming.MipBias=0
r.Streaming.CheckBuildStatus=1 ;If non-zero, the engine will check whether texture streaming needs rebuild.
s.AsyncLoadingThreadEnabled=True
s.AsyncLoadingThreadEnabled=1
s.AsyncLoadingTimeLimit=0.1
s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1 #Whether to repeatedly kick off incremental GC when there are levels still waiting to be purged.
s.LevelStreamingActorsUpdateTimeLimit=0.1
s.UnregisterComponentsTimeLimit=0.1
s.AsyncLoadingUseFullTimeLimit=0
s.IoDispatcherCacheSizeMB=256
s.LevelStreamingComponentsRegistrationGranularity=1
s.LevelStreamingComponentsUnregistrationGranularity=1
s.MaxIncomingRequestsToStall=1
s.MaxReadyRequestsToStallMB=0
s.MinBulkDataSizeForAsyncLoading=0
s.PriorityAsyncLoadingExtraTime=0
r.bForceCPUAccessToGPUSkinVerts=True
r.TargetPrecompileFrameTime=13 ;ms - The target maximum frame time to maintain when r.UseAsyncShaderPrecompilation is enabled. Use -1 to precompile all shaders at once.
r.PredrawBatchTime=13
niagara.CreateShadersOnLoad=1
r.ShaderDevelopmentMode=0
r.Shaders.Optimize=1
r.Shaders.FastMath=1
r.UseShaderCaching=1 ;Early submission during shader deserialisation rather than on-demand. Tracking of bound-shader-states so that they may be pre-bound during early submission.
r.UseShaderPredraw=1 ;Predrawing of tracked RHI draw states to eliminate first-use hitches.
r.RDG.AsyncCompute=2 ;Controls the async compute policy. 0:disabled, no async compute is used; 1:enabled for passes tagged for async compute (default); 2:enabled for all compute passes implemented to use the compute command list;
r.AmbientOcclusion.AsyncComputeBudget=4 ;This is a low level developer tweak to get best performance on hardware that supports AsyncCompute. 0: least AsyncCompute, 1: .. (default), 4: most AsyncCompute
r.AsyncPipelineCompile=1 ;0 to Create PSOs at the moment they are requested, 1 to Create Pipeline State Objects asynchronously(default)
r.AsyncCreateLightPrimitiveInteractions=1
r.AccelTargetPrecompileFrameTime=0 ;[Time in (ms)] An option to accelerate asynchronous precompilation when in a non-interactive mode such as a load screen. Use 0 to use
r.AccelPredrawBatchTime=0 ;[Time in (ms)] An option to temporarily accelerate predrawing when in a non-interactive mode such as a load screen. Use 0 to use
r.Cache.DrawDirectionalShadowing=1
r.Cache.DrawInterpolationPoints=0
r.Cache.DrawLightingSamples=1
r.Cache.LightingCacheDimension=512
r.Cache.LightingCacheMovableObjectAllocationSize=16
r.Cache.LimitQuerySize=1
r.Cache.ReduceSHRinging=1
r.Cache.QueryNodeLevel=1
r.Cache.SampleTransitionSpeed=1
r.Cache.UpdateEveryFrame=1
r.Cache.UpdatePrimsTaskEnabled=1
r.GTSyncType=1
RHI.TargetRefreshRate=60
RHI.SyncThreshold=5
rhi.SyncSlackMS=4
rhi.SyncInterval=1
rhi.SyncAllowEarlyKick=1
rhi.ResourceTableCaching=1
D3D12.PSO.DiskCache=1 #Enables a disk cache for Pipeline State Objects (PSOs).PSO descs are cached to disk so subsequent runs can create PSOs at load-time instead of at run-time. This cache contains data that is independent of hardware, driver, or machine that it was created on. It can be distributed with shipping content., 0 to disable the pipeline state disk cache,1 to enable the pipeline state disk cache (default)
D3D12.PSO.DriverOptimizedDiskCache=1 #Enables a disk cache for driver-optimized Pipeline State Objects (PSOs). PSO descs are cached to disk so subsequent runs can create PSOs at load-time instead of at run-time. This cache contains data specific to the hardware, driver, and machine that it was created on. 0 to disable the driver-optimized pipeline state disk cache, 1 to enable the driver-optimized pipeline state disk cache
r.XGEShaderCompile=1
r.XGEShaderCompile.Mode=1
r.XGEShaderCompile.Xml.BatchGroupSize=256
r.XGEShaderCompile.Xml.BatchSize=16
r.XGEShaderCompile.Xml.JobTimeout=0.500000
RHI.GPUHitchThreshold=4 ;Threshold for detecting hitches on the GPU (in milliseconds).
D3D12.MaximumFrameLatency=3
RHI.MaximumFrameLatency=3 ;Number of frames that can be queued for render.
FX.BatchAsync=1 ;If 1, particle async tasks are batched because they often take less time than it takes to wake up a task thread. No effect on editor.
FX.BatchAsyncBatchSize=9999999 ;When FX.BatchAsync = 1, controls the number of particle systems grouped together for threading.
FX.AllowGPUParticles=1 ;If true, allow the usage of GPU particles.
FX.AllowGPUSorting=1 ;Allow particles to be sorted on the GPU.
FX.AllowAsyncTick=1 ;Allow parallel ticking of particle systems.
FX.AllowCulling=1 ;Allow emitters to be culled.
FX.EarlyScheduleAsync=1 ;If 1, particle system components that can run async will be scheduled earlier in the frame
GeometryCache.InterpolateFrames=1 ;Interpolate between geometry cache frames (if topology allows this).
GeometryCache.OffloadUpdate=1 ;Offload some updates from the render thread to the workers & RHI threads.
r.MeshDrawCommands.AllowOnDemandShaderCreation=1 ;How to create RHI shaders: 0: Always create them on a Rendering Thread, before executing other MDC tasks. 1: If RHI supports multi-threaded shader creation, create them on demand on tasks threads, at the time of submitting the draws.
r.MeshDrawCommands.DynamicInstancing=1 ;Whether to dynamically combine multiple compatible visible Mesh Draw Commands into one instanced draw on vertex factories that support it.
r.ShaderPipelineCache.StartupMode=3
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.ReportPSO=1
r.ShaderPipelineCache.GameFileMaskEnabled=0
r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
r.ShaderPipelineCache.BatchSize=50
r.Vulkan.PipelineCacheFromShaderPipelineCache=1
ThreadedShaderCompileThreshold=2
NumUnusedShaderCompilingThreads=4
NumUnusedShaderCompilingThreadsDuringGame=6
AudioThread.BatchAsyncBatchSize=9999999
AudioThread.UseBackgroundThreadPool=1
AudioThread.EnableBatchProcessing=1
net.AllowAsyncLoading=1
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
s.AsyncLoadingThreadEnabled=True
[/script/akaudio.aksettings]
bEnableMultiCoreRendering=True
[/script/engine.renderersettings]
r.CreateShadersOnLoad=1
WorkerProcessPriority=1
bro it crashes as soon as I start the game with this
It's a very weird quirk. I tried locking the framerate to 50 via RTSS and that makes the game never dip below 50, but then the game runs slower since it targets 60 fps by default. So I tried doing the Steam Deck ini files (not the ones here to be clear) that let you play at 50 fps without slowdown, but for some utterly weird and wacky reason, the Ki Blasts start spiking the framerate again, and it starts spiking down to 40 fps. No matter what fps I'm on, the Ki Blasts ALWAYS find a way spike my framerate even when they literally shouldn't be able to unless I lock the game at 30 fps. But by then it's a far too big compromise.
I have an i7-3770, GTX 980 4gb and 16Gb RAM just to be clear about specs. I'm pretty sure this behavior is unfixable via INI edits, but I'm just posting this here anyway because I'm so fuckin annoyed with this s#*!, lol.