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《木卫四协议》怎么解决卡顿问题? 木卫四适合人类居住吗

更新时间:2024-11-22 16:56:41编辑:曼雁
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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)AppDataLocalNVIDIADXCache 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%CallistoProtocolSavedConfigWindowsNoEditor

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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