木卫四协议怎么解决卡顿问题
在游戏《木卫四协议》里,木卫四协议是虚幻4引擎游戏,所以这个方法可以有效的消除虚幻4引擎游戏的卡顿,玩家记得要清除direct X缓存,把里面的内容全部删除,具体的方法可以看如下。
怎么解决卡顿问题
此方法能有效消除虚幻4引擎游戏的卡顿,包括刚上市的木卫4
记得清除direct X缓存 (删除所有内容) - C:\Users\(你的用户名)\AppData\Local\NVIDIA\DXCache 或者运行“磁盘清理”勾选"Direct X缓存"
1. 首先使用快捷键Win+R调出运行框,复制命令进入如下文件夹
%LOCALAPPDATA%\CallistoProtocol\Saved\Config\WindowsNoEditor
2. 用文本编辑器比如VS Code打开Engine.ini
3. 复制粘贴如下内容,保存 !
[/script/engine.renderersettings]
r.Shaders.Optimize=1
r.OptimizeForUAVPerformance=1
r.AOAsyncBuildQueue=1
r.AOComputeShaderNormalCalculation=1
r.MaxAnisotropy=16
r.VirtualTexture=1
r.FastVRam.BokehDOF=1
r.FastVRam.CircleDOF=1
r.FastVRam.CombineLUTs=1
r.FastVRam.Distortion=1
r.FastVRam.HZB=1
r.FastVRam.Histogram=1
r.FastVRam.SSR=1
r.FastVRam.ShadowPointLight=1
r.FastVRam.Tonemap=1
r.FastVRam.Upscale=1
r.DX11NVAfterMathEnabled=0
D3D12.PSO.DiskCache=1
D3D12.PSO.DriverOptimizedDiskCache=1
D3D11.AFRSyncTemporalResources=1
D3D11.AFRUseFramePacing=1
D3D11.AdjustTexturePoolSizeBasedOnBudget=1
D3D11.AsyncDeferredDeletion=1
D3D11.ForceThirtyHz=0
D3D11.InsertOuterOcclusionQuery=1
D3D11.ResidencyManagement=1
D3D11.StablePowerState=0
D3D11.SyncWithDWM=1
D3D11.TexturePoolOnlyAccountStreamableTexture=1
D3D11.UseUpdateTexture3DComputeShader=1
D3D11.ZeroBufferSizeInMB=32
D3D12.AFRSyncTemporalResources=1
D3D12.AFRUseFramePacing=1
D3D12.AsyncDeferredDeletion=1
D3D12.ForceThirtyHz=0
D3D12.InsertOuterOcclusionQuery=1
D3D12.ResidencyManagement=1
D3D12.StablePowerState=0
D3D12.SyncWithDWM=1
D3D12.TexturePoolOnlyAccountStreamableTexture=1
D3D12.UseUpdateTexture3DComputeShader=1
D3D12.ZeroBufferSizeInMB=128
r.ShaderPipelineCache.PreOptimizeEnabled=1
r.ShaderPipelineCache.SaveUserCache=1
r.ShaderPipelines=1
r.Shaders.ZeroInitialise=1
r.Shadow.CachePreshadow=1
r.Shadow.CacheWPOPrimitives=1
r.SceneRenderTargetResizeMethod=2
r.SceneRenderTargetResizeMethodForceOverride=1
r.ShaderComplexity.CacheShaders=1
r.ShaderPipelineCache.StartupMode=3
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LogPSO=1
r.ShaderPipelineCache.SaveBoundPSOLog=1
r.ShaderPipelineCache.ReportPSO=1
r.ShaderPipelineCache.GameFileMaskEnabled=1
r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
r.ShaderPipelineCache.BatchSize=10
r.Vulkan.PipelineCacheFromShaderPipelineCache=1
r.D3D.ForceDXC=1
r.GTSyncType=1
niagara.CreateShadersOnLoad=1
r.ShaderPipelineCache.AlwaysGenerateOSCache=0
r.XGEShaderCompile=1
r.XGEShaderCompile.Mode=1
r.XGEShaderCompile.Xml.BatchGroupSize=256
r.XGEShaderCompile.Xml.BatchSize=16
r.XGEShaderCompile.Xml.JobTimeout=0.500000
r.RHICmdUseParallelAlgorithms=1
r.RHICmdVelocityPassDeferredContexts=1
r.RHICmdUseThread=1
r.RHICmdWidth=12
r.ParallelRendering=1
r.ParallelShadows=1
r.ParallelTranslucency=1
r.ParallelVelocity=1
r.SkeletalMeshLODBias=-2
r.HighQualityLightMaps=1
r.CreateShadersOnLoad=1
r.AllowOcclusionQueries=1
[/script/engine.engine]
FrameRateLimit=144.000000
bEnableMouseSmoothing=False
bAllowMultiThreadedShaderCompile=true
[ConsoleVariables]
AllowAsyncRenderThreadUpdates=1
AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1
AllowAsyncRenderThreadUpdatesEditor=1
s.AsyncLoadingThreadEnabled=True
r.CreateShadersOnLoad=1
D3D12.PSO.DiskCache=1
D3D12.PSO.DriverOptimizedDiskCache=1
r.ShaderPipelineCache.StartupMode=3
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
r.Vulkan.PipelineCacheFromShaderPipelineCache=1
r.UseShaderCaching=1
r.UseShaderPredraw=1
r.UseAsyncShaderPrecompilation=1
r.UseShaderBinaryCache=1
[TextureStreaming]
r.Streaming.Boost=1
r.Streaming.FullyLoadUsedTextures=1
r.Streaming.HLODStrategy=2
r.bForceCPUAccessToGPUSkinVerts=True
r.Streaming.FramesForFullUpdate=1
r.Streaming.UseBackgroundThreadPool=1
r.Cache.UpdateEveryFrame=1
r.Streaming.DropMips=0
r.Streaming.LimitPoolSizeToVRAM=0
r.Streaming.MaxTempMemoryAllowed=1024
r.Streaming.MinMipForSplitRequest=0
r.Streaming.HiddenPrimitiveScale=1
r.DetailMode=3
r.LODFadeTime=0.2
r.Streaming.MipBias=0
r.Streaming.UseAllMips=1
r.Streaming.UseMaterialData=1
r.Streaming.UseNewMetrics=1
r.Streaming.UsePerTextureBias=1
r.Shaders.Optimize=1
r.Shaders.FastMath=1
r.UseShaderCaching=1
r.UseShaderPredraw=1
FX.AllowGPUParticles=1
FX.AllowAsyncTick=1
FX.EarlyScheduleAsync=1
r.ForceAllCoresForShaderCompiling=1
FX.BatchAsync=1
FX.BatchAsyncBatchSize=1
r.Emitter.FastPoolEnable=1
FX.AllowGPUSorting=1
r.UseAsyncShaderPrecompilation=1
r.AmbientOcclusion.AsyncComputeBudget=1
r.HZB.BuildUseCompute=1
r.MultithreadedLightmapEncode=1
r.MultithreadedShadowmapEncode=1
r.RDG.AsyncCompute=1
RHI.MaximumFrameLatency=3
r.TargetPrecompileFrameTime=2.00
r.PredrawBatchTime=13
r.AccelPredrawBatchTime=0
r.AccelTargetPrecompileFrameTime=0
r.Streaming.DefragDynamicBounds=1
s.AsyncLoadingThreadEnabled=True
s.AsyncLoadingThreadEnabled=1
r.Streaming.PoolSize=0
r.VirtualTextures=1
r.Streaming.AmortizeCPUToGPUCopy=1
r.Streaming.MaxNumTexturesToStreamPerFrame=3
r.Streaming.NumStaticComponentsProcessedPerFrame=3
s.AsyncLoadingTimeLimit=2.0
s.LevelStreamingActorsUpdateTimeLimit=1.00
s.UnregisterComponentsTimeLimit=0.00
s.AsyncLoadingUseFullTimeLimit=0
s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
s.PriorityAsyncLoadingExtraTime=10.00
s.IoDispatcherCacheSizeMB=2048
s.LevelStreamingComponentsRegistrationGranularity=1
s.LevelStreamingComponentsUnregistrationGranularity=1
s.MaxIncomingRequestsToStall=100
s.MaxReadyRequestsToStallMB=0
s.MinBulkDataSizeForAsyncLoading=1000
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