Overview
A 6 trillion dollar NASA computer that detects gravitational waves couldn’t run this terribly optimized game.Played this game since beta, through 3 graphics cards, 5 – 15 fps in battle for 10 years.Fix your FPS
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vindictus > appdata > en-US > bin > config_material.txt
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“DXLevel_V1”
Direct X Levels:
80 = Direct X 8
90 = Direct X 9
95 = Direct X 9.5
100 = Direct X 10
110 = Direct X 11
120 = Direct X 12
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“multicore”
0 = disabled
3 = for multicore on
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“threads”
find out how many threads your CPU has
4 = 4
8 = 8
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copy paste this:
“r_threaded_particles” “1”
“r_threaded_renderables” “1”
“mat_queue_mode” “2”
“snd_mix_async” “1”
“mat_forcemanagedtextureintohardware” “1” //this might work better set to 0 for some users
explanations of these configs in video source
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save and change to read only so when you open options in game it won’t reset all your config
Untested Commands to experiment with
“cl_threaded_bone_setup” “1”
“cl_threaded_client_leaf_system” “1”
“r_threaded_client_shadow_manager” “1”
Copy Paste my settings (edit some things like resolution and threads, the steps above to your specifications)
“config”
{
“AutoConfigVersion” “1”
“ScreenWidth” “1920”
“ScreenHeight” “1200”
“ScreenWindowed” “1”
“ScreenMSAA” “0”
“ScreenMonitorGamma” “2.2”
“mat_forceaniso” “1”
“mat_picmip” “0”
“mat_trilinear” “0”
“mat_vsync” “0”
“mat_forcehardwaresync” “1”
“mat_parallaxmap” “1”
“mat_shaderlevel” “3”
“r_shadowrendertotexture” “2”
“r_rootlod” “0”
“r_waterforceexpensive” “1”
“r_waterforcereflectentities” “1”
“mat_antialias” “0”
“mat_specular” “1”
“mat_bumpmap” “1”
“mat_hdr_level” “2”
“mat_colorcorrection” “1”
“mat_motion_blur_enabled” “1”
“cl_cloth_physics_mode” “0”
“cl_particle_limit” “2”
“mat_vignette_effect” “1”
“r_drawdecals” “1”
“multicore” “3”
“r_lighting_level” “2”
“effect_visible_self” “0”
“effect_alpha_control_self” “100”
“effect_alpha_control_other” “100”
“texture_delay_load” “1”
“scaleform_ui_scale” “0”
“visible_mmopc_limit” “40”
“visible_mmopc_type” “0”
“DXLevel_V1” “120”
“VendorID” “4098”
“DeviceID” “29471”
“threads” “4”
“r_threaded_particles” “1”
“r_threaded_renderables” “1”
“mat_queue_mode” “2”
“snd_mix_async” “1”
“mat_forcemanagedtextureintohardware” “1”
}
Explanation
I suppose there was a bottleneck restricting CPU to only using one thread. Once you open that up you can max the graphics at DX12 and have smoother performance anyway, as it should be.