And this is how it looks like after pressing F9
There are config changes I am sure they help my fps, and there are other changes where I have yet no clue; I will write those where I am unsure in Italic and those I am sure in bold. You will have to search for these entries, I am not posting all of them.
And lastly the entry FloatingPointRenderTargets I have that on false, but the image quality is much better with it on true. The last entry for ShooterInput, gives a new bind on F9 to disable Postprocess antialias and remove fog. Floatingpointrendertargets on false with fog is really looking bad. And 800x600 with Postprocess antialias very blurry. Actually I play now at 960x600, half my screen size basically.
The configuration files are stored in
C:\Program Files (x86)\WarChest\Dirty Bomb\Published\Content\ShooterGame\Config
If you modify any other file in another config folder, the game will reinstall itself most probably.
Be aware you can break the game with these configs, you can for example force it to run on OpenGL - which won’t work as it misses some files for that - so the game crashes on start.
ShooterEngine.ini
bFirstRun=False
bUseMaxQualityMode=False
StaticDecals=False
DynamicDecals=False
UnbatchedDecals=False
DecalCullDistanceScale=1.000000
DynamicLights=False
DynamicShadows=False
LightEnvironmentShadows=False
CompositeDynamicLights=False
SHSecondaryLighting=False
DirectionalLightmaps=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
bUseARGB8=False
Distortion=False
FilteredDistortion=False
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
OnlyStreamInTextures=False
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=False
OneFrameThreadLag=True
UseVsync=True
UpscaleScreenPercentage=True
Fullscreen=False
AllowD3D11=False
AllowOpenGL=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
AllowImageReflections=True
AllowImageReflectionShadowing=False
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=False
bAllowWeatherEffect=False
SkeletalMeshLODBias=1
ParticleLODBias=0
DetailMode=0
MaxDrawDistanceScale=1.000000
ShadowFilterQualityBias=0
MaxAnisotropy=4
MaxMultiSamples=1
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500.000000
TemporalAA_StartDepthVelocityScale=100.000000
MinShadowResolution=16
MinPreShadowResolution=2
MaxShadowResolution=280
MaxWholeSceneDominantShadowResolution=336
ShadowFadeResolution=32
PreShadowFadeResolution=4
ShadowFadeExponent=0.250000
ResX=800
ResY=600
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=0.200000
PreShadowResolutionFactor=0.500000
bEnableVSMShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationFactorMultiplier=1.000000
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=False
bUseConservativeShadowBounds=False
ShadowFilterRadius=2.000000
ShadowDepthBias=0.012000
PerObjectShadowTransition=60.000000
CSMSplitPenumbraScale=0.500000
CSMSplitSoftTransitionDistanceScale=4.000000
CSMSplitDepthBiasScale=0.500000
CSMMinimumFOV=40.000000
CSMFOVRoundFactor=4.000000
UnbuiltWholeSceneDynamicShadowRadius=20000.000000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=1.000000
FractureDirectSpawnChanceScale=1.000000
FractureRadialSpawnChanceScale=1.000000
FractureCullDistanceScale=1.000000
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
MobileFeatureLevel=0
MobileFog=True
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileVertexMovement=True
MobileLODBias=-0.5
MobileBoneCount=75
MobileBoneWeightCount=2
MobileUsePreprocessedShaders=True
MobileFlashRedForUncachedShaders=False
MobileWarmUpPreprocessedShaders=True
MobileCachePreprocessedShaders=False
MobileProfilePreprocessedShaders=False
MobileUseCPreprocessorOnShaders=True
MobileLoadCPreprocessedShaders=True
MobileSharePixelShaders=True
MobileShareVertexShaders=True
MobileShareShaderPrograms=True
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
ApexLODResourceBudget=1000000020040877300000.000000
ApexDestructionMaxChunkIslandCount=2147483647
ApexDestructionMaxChunkSeparationLOD=1.000000
bEnableParallelAPEXClothingFetch=False
TEXTUREGROUP_World=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=8,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
ShooterInput.ini
[B][ShooterGame.SGPlayerInputPawn]
Bindings=(Name="F9",Command="POSTPROCESSAATYPE 0 | BloomSize 0 | FogDensity 0",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
[/B]
If your fps suddenly drops in mid game, for me the reason was that my laptop did overheat and throttle down. I was able to fix that by manually throttling down the gfx card, but not as much as it would automatically. So now I have 405mhz instead of 624 and it uses a lower voltage, and DB runs fine for me with ~60fps stable.
Old Post:
Well probably I went much to far, and higher values like 256 should be safe too instead of 64. But I like the pixelized Doom look. But actually it looks really ugly :D, but I play for the gameplay so I don’t care at all. If I had a better PC, probably I had not cared about this.
I have also changed more things in configs, but this gave the biggest difference. Especially usefull is the NumStreamedMips=0; as the texture size with 64x64 is pretty small I suppose all fits in the texture pool, and it gives even less perfomance drops.
This aint perfect, some textures get random colors. Means that I should raise one of the MaxlodSize to 64. But haven’t figured out which one.
If you want Pixelized look, keep the Point filter, else use what is described here:
http://udn.epicgames.com/Three/TextureSupportAndSettings.html#TEXTUREGROUP Properties
This goes into [SystemSettings] in the file ShooterEngine.ini in C:\Program Files (x86)\WarChest\Dirty Bomb\Published\Content\ShooterGame\Config\
Make a backup of that file at best - first.
TEXTUREGROUP_World=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Character=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Vehicle=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=linear,MipFilter=linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=linear,MipFilter=linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Skybox=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=linear,MipFilter=linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Lightmap=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=linear,MipFilter=linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=linear,MipFilter=linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ImageBasedReflection=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage) TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Point,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)







