O que é o VSync? Deve activá-lo para jogos ou deixá-lo desligado?
Composite dynamic lights are a type of dynamic lights that can affect both static and movable objects in the scene, such as characters, weapons, and vehicles. If this setting is set to True, the game will use static and dynamic shadows for image-based reflections. Static shadows are precomputed from opaque surfaces and stored in shadow maps. Dynamic shadows are calculated at runtime from dynamic objects and reflected about a plane. If this setting is set to False, the game will not render self-shadows from foreground objects, which may reduce the performance cost but also make the scene look less realistic. If this setting is set to False, the game will not render shadows from foreground objects onto the world objects, which may reduce the performance cost but also make the scene look less realistic.
If u have any perforamce issues in Tera this will solve at least 95% of it.
The value of this setting is either True or False, where True means that TAA is enabled and False means that TAA is disabled. A setting that controls whether to use one frame GPU lag in Unreal Engine 3 games. One frame GPU lag is a technique that delays the rendering of the current frame by one frame, which means that the game will display the previous frame instead of the current one.
Any way to limit fps?
A value of False means that the game will not use composite dynamic lights, which may result in a faster and smoother gameplay, but also a lower visual quality and immersion. Proprietary alternatives like Nvidia G-Sync and AMD Freesync are just as good, and arguably better than traditional VSync. However, you may experience noticeable input lag and dropped frame rates if VSync isn’t right for what you’re doing on your PC. Both AMD and Nvidia GPUs support “adaptive sync”, which you could say is somewhere between vsync and G-Sync/Freesync in terms of quality. Adaptive sync turns on vsync when you’re above your monitor’s refresh rate, then turns it off when you’re below it. If a game offers it, you should use it instead of vsync in most cases.
- If this setting is set to False, the game will not render self-shadows from foreground objects, which may reduce the performance cost but also make the scene look less realistic.
- A setting that controls whether to allow distortion and color in the same material in Unreal Engine 3 games.
- If this setting is set to False, the game will not use VSM shadows, but instead use other types of shadows, such as PCF or CSM.
- Some people might prefer more fx but there’s always the insert slots on your sequencer.
- But there’s enough information to work with all the features easily.
- Composite dynamic lights are a type of dynamic lights that can affect both static and movable objects in the scene, such as characters, weapons, and vehicles.
- If you play the best PC games or run 3D applications on your computer, then you’ve no doubt seen a setting called VSync.
- It can create a sense of speed, depth, and focus, but it can also reduce performance and clarity.
- A setting that controls whether translucent objects are rendered separately from the rest of the scene.
Some people aren’t much bothered by screen tearing, but for others, it can break a game’s immersion and pull you out of the experience. I noticed an error when playing the game at Texture Resolution setting 0, or 1. Im pretty sure any player can replicate this issue if they turn down texture resolution from max. I ran my game with both GTX460’s in SLi, with the default AF2 setting.
A higher value means more mipmaps and more detail, but also more memory and bandwidth usage. World objects are objects that are rendered in a lower priority, such as terrain, buildings, and foliage. A higher value means more tessellation and more detail, but also tera vsync more performance cost.
Roughly how many texels per world unit when generating a building LOD lighting texture. Use the launcher that is included and do a file check and it should restore the files. For very advanced users, you can set up packet QoS priority, port forwarding, or ask your ISP to disable network interleaving on your DSL. These tweaks are also sometimes effective for those living close to the server but suffer from fluctuating or unstable internet rather than high latency.
Is a setting that controls whether to use Morphological Anti-Aliasing (MLAA) in Unreal Engine 3 games. MLAA can improve the visual quality of the game, but it can also introduce some blurring and performance overhead. FMod shadow primitive interactions are data structures that store information about how FMod lights affect static meshes in the scene. FMod lights are a type of dynamic light that use distance field shadow maps to create soft and realistic shadows. Setting that controls the maximum number of shader instructions that can be used to calculate each pixel of your scene in Unreal Engine 3 games.
This is a low impact on performance setting with a high reward in clarity. The value of this setting is either True or False, where True means that minimal shader optimization is enabled and False means that it is disabled. A value of False means that the game will use a fixed texture streaming system, which may result in a more stable and consistent gameplay, but also a more rigid and suboptimal behavior. Sets how wide an indirect sunlight/illumination lighting source spans, like the focus width of a flashlight.
Whole-scene dominant shadows are a type of dynamic shadows that are cast by a single dominant light source, such as the sun or the moon, over the entire scene. They can create realistic and dramatic lighting effects, but they also have a high performance cost. A setting that controls how quickly the texture streaming system reacts to changes in the level of detail (LOD) of textures in Unreal Engine 3 games. Texture streaming is a feature that allows the game to load and unload textures dynamically based on the available memory and the distance from the camera. This can help reduce memory usage and improve the performance of the game, but it can also cause some visual artifacts such as blurry or popping textures. A setting that controls how big the light has to be on the screen before it starts to fade out in Unreal Engine 3 games.