Tower Unite

Tower Unite

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TU/Unreal Engine 4 Performance Guide
由 RekoRed_ 制作
This guide will improve performance from launch options to .INI tweaks!
   
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DISCLAMER
Do this at your own risk!
I am NOT liable for any bans, modding especially the .INI files of any game is seriously frowned upon by many game developers.
LAUNCH OPTIONS
Right click Tower United and go into properites, then go into the "Advanced options"

Command
Description
Options
-WinX
-WinY
Changes the size of the window
You can also change this in game as "Screen Resolution"
-WinX 1920
-WinY 1080
-ResY
-ResX
Changes the INTERNAL resultion
You can also change this in game as "Resolution Scale"
-ResY 1920
-ResX 1080
-fullscreen
Launches the game in fullscreen
-fullscreen
-windowed
Launches the game in a window
-windowed
-vsync
Enables VSync
-vsync
-fps
Sets FPS limit
-fps 90
-useallavailablecores
Uses all cores on the system
-useallavailablecores
-lanplay
Tells the engine to not cap client bandwidth
-lanplay
-notexturestreaming
Forces the game to load all textures instead of streaming them in when needed. This uses ALOT of VRAM (graphics card RAM)
-notexturestreaming
-nosplash
Instead of showing you that small box with TU logo for a few seconds (the splash image) it will just skip to booting the game. Useless in terms of performance, will just shave a few seconds off launching TU.
-nosplash

My launch options:
-WinX 1600 -WinY 900 -ResX 1280 -ResY 720 -fullscreen -lanplay -useallavailablecores -notexturestreaming
EDITING INI FILES
HIDDEN FODLERS
If you do not see "AppData" in your main user folder, below where it has: file, home, share and view, click view. Then check the "Hidden Items" checkbox and the folder should apper!

LOCKING YOUR FILES
Also, after editing the INI files remeber to lock the files, the game will attempt to edit them, strangly just to get rid of the comments but still. Right click the file and go into PROPERITES, then check the "Read-Only" checkbox and click OK

IN C:\Users\[USERNAME]\AppData\Local\Tower\Saved\Config\WindowsNoEditor\
Go into Engine.ini and add this v
;======[ RED'S CONFIG ]====== ;======[ START ]====== [/script/engine.engine] MinDesiredFrameRate=0 bSmoothFrameRate=False SmoothedFrameRateRange=(LowerBound= (Type=ERangeBoundTypes::Inclusive",Value=0),UpperBound= (Type=ERangeBoundTypes::Exclusive",Value=0)) MaxPixelShaderAdditiveComplexityCount=0 MaxES2PixelShaderAdditiveComplexityCount=0 TimeBetweenPurgingPendingKillObjects=0 PoolSize=0 PhysXGpuHeapSize=0 PhysXMeshCacheSize=0 DynamicStreaming=False bUseBackgroundLevelStreaming=False MipFadeInSpeed0=0 MipFadeOutSpeed0=0 MipFadeInSpeed1=0 MipFadeOutSpeed1=0 [/script/engine.renderersettings] ;======[ EXPERIMENTAL ]====== ;======[ STEAMING ]====== r.Streaming.Boost=0 r.Streaming.MipBias=15 r.Streaming.PoolSize=0 r.Streaming.LimitPoolSizeToVRAM=1 // ;"maximizes VRAM to be utilized as texture streaming pool but not more than available VRAM" r.Streaming.DefragDynamicBounds=1 //Defrag the VRAM r.Streaming.HLODStrategy=2 r.Streaming.FullyLoadUsedTextures=1 ;"load things up on RAM then hold rather then streaming in and out" r.bForceCPUAccessToGPUSkinVerts=True ;"as variable name says it's about CPU. CPU usage will go up about 5%~10%" r.CreateShadersOnLoad=1 //Reduce hitching, but use more memory. r.Shaders.Optimize=1 r.Shaders.FastMath=1 r.UseShaderCaching=1 r.UseShaderPredraw=1 r.TargetPrecompileFrameTime=13 r.PredrawBatchTime=13 r.AccelPredrawBatchTime=0 r.AccelTargetPrecompileFrameTime=0 ;shader caching r.Streaming.FramesForFullUpdate=60 ;"texture streaming update cycle frequency" r.FinishCurrentFrame=0 ;"it's most effective factor to your fps set this 0 for better Framerate or 1 for lower Frame latency" ; ALL THE LODs r.ViewDistanceScale=0.4 ;r.ViewDistanceScale=0 //NEEDS FURTHER RESEARCH! DERENDERS EVERYTHING!] ; [ Use 0.375 if you are desperate for performance, use 0.4+ if not. ] ;r.SkeletalMeshLODBias=15 //NEEDS FURTHER RESEARCH! DERENDERS EVERYTHING! ;r.ParticleLODBias=15 //Get rid of the comma to say goodbye to particals ;======[ CORE ]====== ;======[ Post Process Stuff ]====== r.DefaultFeature.AmbientOcclusion=False r.DefaultFeature.AmbientOcclusionStaticFraction=False r.AmbientOcclusionRadiusScale=0 r.AmbientOcclusionLevels=0 r.FastBlurThreshold=0 r.Tonemapper.Sharpen=1 ;======[ "Quality" settings ]====== r.DepthOfFieldQuality=0 r.LensFlareQuality=0 r.LightFunctionQuality=0 r.LightShaftQuality=0 ;r.MaterialQualityLevel=0 r.MotionBlurQuality=0 r.PostProcessAAQuality=0 r.RefractionQuality=0 r.TonemapperQuality=0 r.TrueSkyQuality=0 r.BloomQuality=0 r.EyeAdaptationQuality=0 ;======[ "DefaultFeature" settings ]====== r.DefaultFeature.AntiAliasing=0 r.DefaultFeature.AutoExposure=False r.DefaultFeature.Bloom=False r.DefaultFeature.DepthOfField=False r.DefaultFeature.MotionBlur=False r.DefaultFeature.LensFlare=False ;======[ Shadows ]====== r.CustomDepth=1 r.DistanceFieldShadowing=0 r.SceneColorFormat=3 r.SceneColorFringeQuality=0 ;r.SeparateTranslucency=False //this might disable crosshairs. Remove if needed. r.Shadow.CSM.MaxCascades=0 r.Shadow.CSM.TransitionScale=0 r.Shadow.DistanceScale=0.01 r.Shadow.MaxResolution=0 r.Shadow.RadiusThreshold=0 r.ShadowQuality=0 r.Shadow.NearInstanceShadowOption=0 ;======[ Other settings ]====== r.TranslucencyVolumeBlur=0 ;r.RenderTargetPoolMin=0 r.SSR.Quality=0 r.SSS.SampleSet=0 r.SSS.Scale=0 r.SwitchGridShadow=0 r.DistanceFieldAO=0 r.EmitterSpawnRateScale=0 r.DepthOfField.MaxSize=0 r.EarlyZPass=0 r.SSAOSmartBlur=0 r.HZBOcclusion=0 r.DetailMode=0 r.MaxAnisotropy=0 r.simpledynamiclighting=1 r.ExposureOffset=0.3 r.ReflectionEnvironment=0 r.Atmosphere=0 r.Shadow.MaxResolution=2 r.UpsampleQuality=0 ;======[ Stuff that should really be in Scalability.ini ]====== PerfIndexValues_ResolutionQuality=0 ;r.MipMapLODBias=15 r.BlurGBuffer=0 r.SSR=0 [/script/engine.inputsettings] bEnableMouseSmoothing=False
In my case this did improve my FPS alot!
Q&A
The config doesn't do much

TLDR; This only effects objects and models that are created by PixelTail games, not custom models made by players.

This only effects objects and models that are created by PixelTail games, since custom avatars have no set LOD (separate models that reduce in tris/polygon count) and is always at it's highest, player models alone this will not help much. The only thing people could do is when making a models for TU (or any game) is to try to optimise where possible, balancing both quality with performance. If you want a estimate i'd say about <20k tris if you can but don't go crazy like 40k>

[rant]
It's a real shame that rarely, some developers allow you to configure content though the engine/editor the game was built with. I know PixelTail wouldn't want you uploading avatars though the Editor (probably because of the risk of it being abused) but that would be the only way you would be able to edit the LOD and then it's trivial if that would be reflected in game.
[/rant]

Why did you(me) crank the settings to ultra?

TLDR; I never said for everyone to do this. If you can't, don't

The truth is (at least now) I have quite a powerful PC and don't need this config anymore myself. I crank things on ultra to stress my computer and compare when I apply my config.

Some things are relative to the settings in game and some are not.
I can only change the most of them and that was just for my use case.

Ofc if you are having fps problems (you must be since your here?)
Don't raise everything to ultra in fact, do to the opposite. It might help. ;)
7 条留言
Doroti 2024 年 6 月 5 日 下午 12:25 
Yandex gave me your manual for fixing Level Streaming. And I simply have to say:
Thanks a lot, man!

P.S.
I feel that will help me not only with Bleak Faith, though xD
MonieThu 2023 年 11 月 22 日 下午 9:12 
I'm guessing I can't get banned from singleplayer games.
akira kogami Δ: cake eater 2020 年 11 月 27 日 上午 11:49 
ResX and ResY are not in the proper order, it should be X before Y, because then you'd get 1080 by 1920, and if someone's copying and pasting, it could cause some unnecessary trouble. Just pointing it out there!
Kodi022 2020 年 4 月 17 日 下午 11:22 
I did not get very nice results from this, in a plaza of about 10 people i get normally 70 fps on ultra, but using this dropped it to around 30. It's probably very dependent on what GPU you have for what the performance change would be. the launch options are helpful though
[Unintelligible] 2020 年 4 月 14 日 上午 5:25 
Since I've installed the config, my workshop cache limit thingy is stuck at like 250mb, with no slider to change it, that might be the problem.

Also I'm dumb as a rock when it comes to computing with computers so I probably will never find out what the cause is.
RekoRed_  [作者] 2020 年 4 月 13 日 下午 9:00 
They load fine for me with the config. Nothing completely disables workshop items. But the config adjusts rendering params in groups like grass and bushes are all under foliage. It can only change these values with UE4 itself + to the extent PixelTail have put them settings into TU.

Here's what to do is this, it will sound crazy, turn everything as high as you can, I tested this all on max settings to see what it would change with no limiting factors.

If you can, take out some blocks of this config like from a start of one of these "[ Shadows ]"
until the next. Save then run, see if the objects come back then go through the individual commands until you get to the one trouble cmd until you see it again, ofc let me know

I think it might either they put under a obscure class that I am disabling. Thats the only thing I can think of but I'm not devs so I don't know how they have linked their settings with the engine and can only really speculate the cause.

Thanks for letting me know.
[Unintelligible] 2020 年 4 月 13 日 上午 9:43 
Hiya. Since this is your config, could you tell me which line affects the loading of Steam Workshop items? The config itself is great but I can't load workshop objects properly. Thanks in advance.