발번역 완료...

 

※ 아래내용 그대로 자신의 컴퓨터에 적용하면 에러를 야기할 수 있습니다

   (아래내용은 CPU 캐시램 16M, GPU HD7870 기준으로 설정된 값임)

  반드시 본문 내용을 읽고 자신의 CPU/GPU설정값을 제대로 등록해야 에러가 발생하지 않습니다.

※ 사용해본 결과 기존 벤치보다 큰 효과는 없는것 같습니다.

==============================================================================================

 

출처 : http://therevolutionx.net/tera/2013/02/20/tera-visual-enhancement-and-frame-rate

 

==============================================================================================

Tera, Visual Enhancement and Frame Rate

 

Make duplicates of any files you modify, for one its just good practice and second, doing a verify scan from the loader tools takes a pretty long time. I have been working on enhancing the visual quality and at the same time improving the frame rate, which has been challenging to say the least, this post shares the greater majority of them, some were excluded due to being too trivial or haven’t been comfortably validated to my liking as of this writing.

 

파일 수정전에 복사본 만들것

==============================================================================================

 

Everything that one can edit will be found either Tera/Client/Engine/Config or Tera/Client/S1Game/Config.

Register Your Video Card
Add your video card to the BaseCompat.INI file, the video cards stated in this file are damn near prehistoric. you’ll input something similar to this.
0×6818=4,AMD Radeon HD 7800 Series
to obtain the code that looks something similar to the following 0×6818 code use either SiSoftware Sandra or Razer Game Booster beta, in diagnose option. you will find how the client rates your given graphic solution at the very bottom of Tera/Client/S1Game/Config/S1Engine, it will look similar to below.

[AppCompat]

MeasuredCPUScore=232.816330

CompatLevelComposite=4

CompatLevelCPU=5

CompatLevelGPU=4

 

※ 그래픽카드 등록 : 수정할 파일위치는 Tera/Client/S1Game/Config에 있음 (참고로 BaseCompat.INI 수정불가)

S1Compat.INI  목록에 자신의 VGA가 없다면 아래 참조하여 0×6818=4,AMD Radeon HD 7800 Series 처럼 등록

- 0×6818 : 그래픽카드 고유 Code(Device ID)임, 아래 링크에서 Code 확인(Chip Description도 같이) 

- Geforce

http://www.pcidatabase.com/search.php?device_search_str=geforce

- Radeon

http://www.pcidatabase.com/search.php?device_search_str=radeon

※ 위 링크에서도 Code(Device ID)가 나오지 않으면 GPU-z로도 확인 가능, 또는 구글에서 "device id 그래픽명"으로도 검색가능

 

Code(Device ID)값은 Tera/Client/S1Game/Config/S1Engine.ini 파일 제일 아래에 [AppCompat]에 자신의 CompatLevelGPU값이 나옴

; CompatLevelGPU=4

 

 즉, Device ID=CompatLevelGPU값, Chip Description 을 BaseCompat.INI 파일에 등록

[AppCompat]값이 S1Compat.INI 값과 다를 경우 기본 세팅값과 변경값 중 적용시 좋은 쪽 사용

==============================================================================================

 

Now that you’ve entered your video solution into the file, you can modify other relevant settings. The most relevant are processor memory video memory and the number of total shaders per card. For example I configured mine as below.

CPUMemory1=0.5
CPUMemory2=2.0
CPUMemory3=4.0
CPUMemory4=8.0
CPUMemory5=16.0
GPUmemory1=128
GPUmemory2=128
GPUmemory3=1024
GPUmemory4=1536
GPUmemory5=2048
GPUShader1=2
GPUShader2=2
GPUShader3=960
GPUShader4=1280
GPUShader5=1280

 

글쓴이 자신 컴에 맞게 셋팅한 값

- CPUMemory5는 CPU 캐시메모리, GPUmemory5는 그래픽RAM을 나타내는듯

(CPU캐시는 CPU-z, 그래픽 Ram은 GPU-z 같은 프로그램으로 확인 가능)

- GPUShader값은 버전을 나타내는것 같은데 글쓴이가 잘못알고 수정한듯(수정X)

==============================================================================================

 

Editing BaseEngine.INI  / BaseEngine.INI 수정안되니 실제로는 S1Engine.INI 수정

 

 

TerrainMaterialMaxTextureCount=16
TerrainTessellationCheckCount=6
TerrainTessellationCheckBorder=2.0

If you can’t modify this within Catalyst Control Center or the Nvidia equivalent then edit it here.

The texture count is perfectly fine, but a tessellation of 8 or 16 will make a large visual increase.

/ CCC(Catalyst Control Center, 공간분할)나 Nvidia제어판에서 수정불가시, 이걸 수정

 미세한 Texture(질감)도 tessellation값 8~16으로 그래픽을 크게 향상

 

 

MaxPixelShaderAdditiveComplexityCount=256
MaxPixelShaderOpaqueComplexityCount=384
MaxVertexShaderComplexityCount=256
MaxPixelShaderAdditiveComplexityCount=300
MaxPixelShaderOpaqueComplexityCount=100
MaxVertexShaderComplexityCount=100

This is one of my personal favorite things to adjust because it has a great visual reward for doing so and as a bonus it won’t kill your overall performance.

/ 큰 성능저하없이 그래픽을 크게 향상할 수 있음

 

 

MinTextureDensity=0.0
IdealTextureDensity=64.0
MaxTextureDensity=256.0
MinTextureDensity=0.0
IdealTextureDensity=13.0
MaxTextureDensity=55.0

I currently have mine set up to what I consider to be quite conservative, more is better until you get to the utterly ridiculous.

/ 꽤 고심하여 수정한 부분으로, 화면이 이상해질때까지 값을 더 올리면 더 좋아짐

 

 

[Engine.GameEngine]
bSmoothFrameRate=TRUE
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=180
[Engine.GameEngine]
bSmoothFrameRate=TRUE
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62

This won’t change much besides your top possible frame rate.

you could disable it altogether, but you might experience some binding inside of towns.

/ Max값을 더 높이더라도 큰 변화는 없음

 SmoothFrameRate=False로 설정시 건물들이 겹쳐서 보일수 있음

 (인벤팁게에 따르면 False로 설정시 프레임 크게 향상됨,

 True 설정시 역동적인 모션에서 타겟시점의 주변시야를 흐릿하게 해주는 효과임)

 

 

PackageSizeSoftLimit=2048PackageSizeSoftLimit=300

I haven’t seen this command in other unreal powered games, but my assumption is that its their texture buffer. seeing the above settings are basically voided.

/ 다른 unreal 게임에선 못본 옵션으로, Texture Buffer값으로 추정

  (자신의 그래픽카드 램용량으로 세팅)

 

 

PoolSize=180
HysteresisLimit=60
DropMipLevelsLimit=60
StopIncreasingLimit=20
StopStreamingLimit=40
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=3.5
FudgeFactorDecreaseRateOfChange=-2.8
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=4
UseTextureFileCache=TRUE
PoolSize=140
HysteresisLimit=30
DropMipLevelsLimit=24
StopIncreasingLimit=18
StopStreamingLimit=12
MinFudgeFactor=1
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=2
MaxTimeToGuaranteeMinMipCount=12
UseTextureFileCache=FALSE

Modifying this correctly will greatly decrease the amount of time it takes to load in an area and load all the textures when in a high traffic area.

/ 렉이 심한곳에서 한번에 읽어드리는 Texture값을 크게 감소시킴

 

 

[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=4096[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=1024
[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=100[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=100

I edit this as a matter of personal preference, trying to improve overall performance and visual quality.

/ 성능과 그래픽품질 모두 개선하기 위해 가장 고심한 부분

 

 

LD=Streaming fudge factor
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Audio Memory Used
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Foliage Time
LD=Foliage Render Time
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Foliage Instances
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Audio Memory Used
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
Earlier I had mentioned that they made a lot of custom code to throttle the game, I have removed a fair amount of them to increase my overall frame rate. I still don’t have a high frame rate but get high thirties to forties out hunting and low twenties in averagely populated towns, lower during peak hours.
/ 그래픽코드와 연관된 부분으로, 쓸모없는 부분을 지움으로써 프레임 상승
 (그래픽코드목록이 구시대 유물만 있다고 언급함)
 
 
 

Texture Modifications

 

TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=6,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=6,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=32,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=32,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=32,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=1024,LODBias=3,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=1024,LODBias=2,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=1024,LODBias=2,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=8,MaxLODSize=2048,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=8,MaxLODSize=2048,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=8,MaxLODSize=2048,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=512,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_LightAndShadowMap=(MinLODSize=32,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=2048,LODBias=6,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=2048,LODBias=6,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=2048,LODBias=6,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_Character=(MinLODSize=32,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_CharacterNormalMap=(MinLODSize=32,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_CharacterSpecular=(MinLODSize=32,MaxLODSize=2048,LODBias=-1,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=512,LODBias=3,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=512,LODBias=3,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=512,LODBias=3,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_Vehicle=(MinLODSize=16,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_VehicleNormalMap=(MinLODSize=16,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_VehicleSpecular=(MinLODSize=16,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=512,LODBias=0,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=512,LODBias=2,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_LightAndShadowMap=(MinLODSize=32,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
LIGHT_TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=aniso,MipFilter=point)

you can easily lower allot of these without any noticeable difference and lower memory bloat.

 / 큰 그래픽저하없이 메모리 점유율을 낮춤