GUILTY GEAR Xrd -SIGN-

GUILTY GEAR Xrd -SIGN-

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Mejora gráfica para Guilty Gear Xrd
By A.Bogard
Modificación gráfica para el juego en computadores de mediana a baja categoría
   
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¿Para qué sirve esta guía?
Esta guia es útil para rebajarle - o anular - ciertas opciones gráficas, al igual que permite optimizar ciertas opciones que no están disponibles dentro del propio juego.
Modificando el engine del juego - Parte 1
No es complicado. Después de aciertos y errores, he podido llevar el juego a niveles muy buenos de juego en mi EVGA Geforce 550Ti a 1920x1080, corriendolo a 60fps con excelente detalle.

Para ello debemos ir a la carpeta del juego e ir a la modificación de las opciones - x es el disco duro donde está guardado steam y el juego - :

X:\Program Files (x86)\Steam\SteamApps\common\GUILTY GEAR Xrd -SIGN-\Engine\Config

Y allí abrimos un archivo denominado
BaseSystemSettings.ini

Dado que he modificado mayor parte del ini, es mejor copiar y pegar directamente desde la segunda linea del ini. Pueden copiar y pegar directamente y eliminar los encabezados de cada sección. Las guias de steam no dejan pegar tanto texto.

AVISO

Asumo que por lo menos, la mayoría debe tener una PC de doble núcleo o más dado que hay un valor para usar la CPU multinucleo para optimizar el juego. Colocar todo en FALSE hará que el fondo del juego desaparezca por completo, además de afectar la manera cómo se verá nuestro personaje.

------------------------------------------------------------------------------------------------------------------

[SystemSettings]
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.0
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=True
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=1
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=True
Distortion=False
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=False
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=True
AllowOpenGL=False
AllowRadialBlur=True
AllowSubsurfaceScattering=True
AllowImageReflections=True
AllowImageReflectionShadowing=True
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=True
MaxFilterBlurSampleCount=16
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=0
MaxMultiSamples=1
bAllowD3D9MSAA=True
bAllowTemporalAA=False
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=1120
MobileShadowTextureResolution=1120
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=1920
ResY=1080
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.0
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=0
; This is the default per-object shadow depth bias, larger values reduce self shadowing artifacts but increase the disconnect between caster and where the shadow starts
ShadowDepthBias=.012
; This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts.
PerObjectShadowTransition=30
; Same as PerObjectShadowTransition, but for whole scene shadows. If CSM used, this value will be scaled by CSMSplitSoftTransitionDistanceScale below.
PerSceneShadowTransition=600
; This is used to get the penumbra size in further CSM cascades to match up more closely with closer cascades, even though they are a different underlying resolution density
CSMSplitPenumbraScale=.5
; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
CSMSplitSoftTransitionDistanceScale=4
; This scales ShadowDepthBias for the further cascades
CSMSplitDepthBiasScale=.5
; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
CSMMinimumFOV=40
; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=True
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
; Whether secondary displays are allowed
AllowSecondaryDisplays=False
; The maximuim allowed width and height of secondary displays
SecondaryDisplayMaximumWidth=1280.0
SecondaryDisplayMaximumHeight=720.0
;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
MobileFeatureLevel=0
;turn on all mobile features by default
MobileFog=True
MobileHeightFog=False
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileColorGrading=False
MobileVertexMovement=True
MobileOcclusionQueries=False
MobileGlobalGammaCorrection=False
MobileAllowGammaCorrectionWorldOverride=False
MobileLODBias=-0.5
;mobile skeletal mesh bone limit
MobileBoneCount=75
;limit for number of weights that will influence a skeletal mesh on mobile devices
MobileBoneWeightCount=2
;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
MobileUsePreprocessedShaders=True
;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
MobileFlashRedForUncachedShaders=False
;On mobile device, whether to load the shaders at startup or load on demand
MobileWarmUpPreprocessedShaders=True
;Used to create a cache of shaders that were seen during an example run on PC
MobileCachePreprocessedShaders=False
;Generates profiling information for generated shaders
MobileProfilePreprocessedShaders=False
;Whether to slim down generated shader code during cooking
MobileUseCPreprocessorOnShaders=True
;Whether to load the generated code from teh cooker
MobileLoadCPreprocessedShaders=True
;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
MobileSharePixelShaders=True
;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
MobileShareVertexShaders=True
;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
MobileShareShaderPrograms=True
;Whether mobile antialiasing is enabled
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
;Settings to adjust light shafts on mobile
MobileLightShaftScale=2.0
MobileLightShaftFirstPass=0.5
MobileLightShaftSecondPass=1.0
;Default mobile shadows to on so they work in PIE/PC
MobileModShadows=True
MobileTiltShift=False
MobileMaxMemory=300
MobilePostProcessBlurAmount = 32.0
; These settings are in percent of the screen height
MobileTiltShiftPosition = 0.5
MobileTiltShiftFocusWidth = 0.3
MobileTiltShiftTransitionWidth = 0.5
MobileMaxShadowRange=500.0

MobileBloomTint = (R=1.0,G=0.75,B=0.0,A=1.0)
Modificando el engine del juego - Parte 2
MobileClearDepthBetweenDPG=False
; settings this to FALSE can result in incorrect shadow rendering on mobile (rare cases?) but good performance increase
MobileSceneDepthResolveForShadows=TRUE

ApexLODResourceBudget=1000000000000000000000.0
ApexDestructionMaxChunkIslandCount=2500
ApexDestructionMaxShapeCount=0
ApexDestructionMaxChunkSeparationLOD=1.0
ApexDestructionMaxActorCreatesPerFrame=-1
ApexDestructionMaxFracturesProcessedPerFrame=-1
ApexDestructionSortByBenefit=True
ApexGRBEnable=false
ApexGRBGPUMemSceneSize=128
ApexGRBGPUMemTempDataSize=128
ApexGRBMeshCellSize=7.5
ApexGRBNonPenSolverPosIterCount=9;
ApexGRBFrictionSolverPosIterCount=3;
ApexGRBFrictionSolverVelIterCount=3;
ApexGRBSkinWidth=0.025
ApexGRBMaxLinearAcceleration=1000000.0
bEnableParallelAPEXClothingFetch=True
ApexClothingAvgSimFrequencyWindow=60
ApexClothingAllowAsyncCooking=True
ApexClothingAllowApexWorkBetweenSubsteps=FALSE

TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)

[SystemSettingsBucket1]
BasedOn=SystemSettings

[SystemSettingsBucket2]
BasedOn=SystemSettings

[SystemSettingsBucket3]
BasedOn=SystemSettings

[SystemSettingsBucket4]
BasedOn=SystemSettings

[SystemSettingsBucket5]
BasedOn=SystemSettings

[SystemSettingsScreenshot]
BasedOn=SystemSettings
; Modify various system settings to get the best quality regardless of performance impact
MaxAnisotropy=0
ShadowFilterQualityBias=1
MinShadowResolution=16
ShadowFadeResolution=1
MinPreShadowResolution=16
PreShadowFadeResolution=1
ShadowTexelsPerPixel=4.0f
PreShadowResolutionFactor=1.0
MaxShadowResolution=4096
MaxWholeSceneDominantShadowResolution=4096
CompositeDynamicLights=FALSE

TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=linear,MipFilter=linear)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)

[SystemSettingsEditor]
; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
BasedOn=SystemSettings
Modificando el engine del juego - parte 3
[SystemSettingsSplitScreen2]
BasedOn=SystemSettings
; System settings overrides for split screen
bAllowWholeSceneDominantShadows=False
bAllowLightShafts=False
; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
DetailMode=1

[SystemSettingsMobile]
BasedOn=SystemSettings
;mobile apps should default to fullscreen
Fullscreen=True
;disable standard lighting path for mobile devices
DirectionalLightmaps=False
DynamicLights=False
SHSecondaryLighting=False
StaticDecals=True
DynamicDecals=False
UnbatchedDecals=False
;Disable post-process settings
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
DropParticleDistortion=TRUE
FloatingPointRenderTargets=FALSE
MaxAnisotropy=2
bAllowLightShafts=FALSE
;turn off by default for all mobile devices
MobileModShadows=False
MobileClearDepthBetweenDPG=False
; we have dedicated shaders for 1, 4 and 16 samples so for better performance we clamp
MaxFilterBlurSampleCount=4

; If MobileModShadows is enabled and depth textures are supported, projected shadow maps will be used.
; If MobileModShadows is enabled but no depth texture support, a blob shadow will be rendered.
; If MobileModShadows is disabled, a planar shadow will be rendered which is only appropriate for very restricted scenes with a completely flat area around the shadow caster.
DynamicShadows=False
MobileMaxMemory=300

[SystemSettingsMobilePreviewer]
BasedOn=SystemSettingsMobile
Fullscreen=False

[SystemSettingsMobileTextureBias]
BasedOn=SystemSettingsMobile
;Bias Texture settings by 1 LOD
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)

[SystemSettingsAndroid]
BasedOn=SystemSettingsMobileTextureBias

[SystemSettingsFlash]
BasedOn=SystemSettingsMobileTextureBias
;Disable post-process settings
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
bAllowLightShafts=TRUE
MobileModShadows=True
DynamicShadows=True
MobileClearDepthBetweenDPG=True
DirectionalLightmaps=False
MobileHeightFog=False

[SystemSettingsFlash_Detail]
BasedOn=SystemSettingsMobileTextureBias
;Disable post-process settings
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
bAllowLightShafts=TRUE
MobileModShadows=True
DynamicShadows=True
MobileClearDepthBetweenDPG=True
DirectionalLightmaps=True
MobileHeightFog=True

[SystemSettingsIPhone]
BasedOn=SystemSettingsMobileTextureBias

; Settings for iPhone 3GS only
[SystemSettingsIPhone3GS]
BasedOn=SystemSettingsMobileTextureBias
LensFlares=False
DetailMode=1
MobileEnableMSAA=True
MobileMaxMemory=100

; Settings for iPhone 4 only
[SystemSettingsIPhone4]
BasedOn=SystemSettingsMobile
MobileContentScaleFactor=2.0
LensFlares=False

; Settings for iPhone 4S only
[SystemSettingsIPhone4S]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=False
ShadowDepthBias=0.025
MobileContentScaleFactor=2.0
MaxShadowResolution=256
MobileShadowTextureResolution=256

; Settings for iPod Touch 4 only
[SystemSettingsIPodTouch4]
BasedOn=SystemSettingsMobileTextureBias
MobileContentScaleFactor=2.0
LensFlares=False
MobileMaxMemory=100

; Settings for iPad only
[SystemSettingsIPad]
BasedOn=SystemSettingsMobileTextureBias
;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
MobileMaxMemory=100

; Scale down on iPad
; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
MobileContentScaleFactor=0.9375

; Settings for iPad2 only
[SystemSettingsIPad2]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=False
ShadowDepthBias=0.016
MobileContentScaleFactor=1.0
MaxShadowResolution=256
MobileShadowTextureResolution=256

; Settings for iPad3 only
[SystemSettingsIPad3]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=True
ShadowDepthBias=0.016
MobileContentScaleFactor=1.40625
MaxShadowResolution=256
MobileShadowTextureResolution=256
MobileMaxMemory=500

[SystemSettingsIPad2_Detail]
BasedOn=SystemSettingsIPad2
Conclusiones
Es posible que se me escape algo, estaré jugando con el ini hasta encontrar un balance perfecto entre framerate, jugabilidad y visibilidad en equipos menores al mio.
4 Comments
Azael 20 Jun, 2016 @ 11:44pm 
Buah muchas gracias por que ahora me va bastante mejor, aun así yo también toqueteare un poco para ajustarlo más a mi pc pero vaya me has salvado el culo
Fafnir-man 28 Dec, 2015 @ 6:31pm 
yo lo probe pero no me inicia el juego, nada mas lo cierra, no se si podras subir el ini a mega o algo por favor
R I K U P A N 26 Dec, 2015 @ 8:08pm 
Tienes el archivo original como estaba que me lo puedas pasar? no sé si el mio va mas rapido de lo normal o si asi es de rapido :(
Mexican_Akuma 15 Dec, 2015 @ 10:30pm 
Gracias por la guia! :D