使命召唤19帧数提升方法 cod19帧数怎么提升
使命召唤帧数怎么提升?在游戏当中很多玩家还不清楚怎么样快速提升游戏帧数,其实提升帧数的方法有很多,下面一起来看一下cod19帧数提升方法,希望可以帮助各位玩家。
使命召唤19帧数提升方法复制以下部分到你电脑cod19文档下的options.3.cod22.cst文件相对应位置
// // Graphics // // User preferred anti-aliasing technique AATechniquePreferred:0.0 = "SMAA T2x" // one of [SMAA T2x, Filmic SMAA T2x, DLSS, DLAA, XeSS] // Strength for Contrast Adaptive Sharpening (CAS) AMDContrastAdaptiveSharpeningStrength:0.0 = "0.400000" // 0.000000 to 1.000000 // Enable AMD FidelityFX Super Resolution AMDSuperResolution:0.0 = "CAS - Sharpening only" // one of [Off, CAS - Sharpening only, AMD FSR 1.0] // AMD FidelityFX Super Resolution quality AMDSuperResolutionQuality:0.0 = "Maximum Quality" // one of [Maximum Performance, Balanced, Maximum Quality, Ultra Quality] // Absolute target resolution AbsoluteTargetResolution:0.0 = "none" // one of [540P, 640P, 720P, 900P, 1080P, 1440P, native, none] // Show bullet impacts BulletImpacts:0.0 = "false" // The maximum distance at which clutter models are rendered. ClutterMaxDist:0.0 = "100.000000" // 100.000000 to 10000.000000 // Corpses culling threshold CorpsesCullingThreshold:0.0 = "0.850000" // 0.500000 to 1.000000 // DLSS performance mode DLSSPerfMode:0.0 = "Maximum Quality" // one of [Ultra Performance, Maximum Performance, Balanced, Maximum Quality] // DLSS Sharpness. DLSSSharpness:0.0 = "0.650000" // -1.000000 to 1.000000 // Enable deferred physics DeferredPhysics:0.0 = "Low Quality" // one of [Low Quality, Medium Quality, High Quality, Developer] // Activate dynamic scene resolution DynamicSceneResolution:0.0 = "false" // Target frame time in ms for dynamic scene resolution. DynamicSceneResolutionTarget:0.0 = "3.700000" // 0.000000 to 100.000000 // Strength of the filmic visual noise filter FilmicStrength:0.0 = "0.000000" // 0.000000 to 1.000000 // Preferred GPU if multiple GPU system GPUName:0.0 = "NVIDIA GeForce RTX 3060 Laptop GPU" // GTAO Quality level GTAOQuality:0.0 = "R_GTAO_QUALITY_LOW" // one of [R_GTAO_QUALITY_LOW, R_GTAO_QUALITY_MEDIUM, R_GTAO_QUALITY_HIGH, R_GTAO_QUALITY_ULTRA] // Set HDR activation mode. Option only takes effect on HDR Display. HDR:0.0 = "Off" // one of [Off, On, Automatic] // LODs distance quality ModelLodDistanceQuality:0.0 = "Base Quality" // one of [High Quality, Base Quality] // Models quality ModelLodQuality:0.0 = "Base quality" // one of [High quality, Base quality] // Enable NVIDIA Image Scaling NVIDIAImageScaling:0.0 = "false" // NVIDIA Image Scaling quality NVIDIAImageScalingQuality:0.0 = "Maximum Quality" // one of [Maximum Performance, Balanced, Maximum Quality, Ultra Quality, Custom, Native Quality] // NVIDIA Image Scaling sharpness NVIDIAImageScalingSharpness:0.0 = "0.300000" // 0.000000 to 1.000000 // Particle Lighting Quality ParticleLighting:0.0 = "0" // 0 to 5 // Particle Quality quality level ParticleQualityLevel:0.0 = "very low" // one of [very low, low, medium, high] // Particle Resolution quality level ParticuleResolution:0.0 = "true" // Enable persistent damage layer PersistentDamageLayer:0.0 = "true" // Particle Lighting quality level PixelPerLightmapTexel:0.0 = "1.000000" // 1.000000 to 256.000000 // Enable half resolution reflection probes ReflectionProbeHalfResolution:0.0 = "true" // Reflection probe relighting update stages ReflectionProbeRelighting:0.0 = "1" // 1 to 4 // SMAA Quality level SMAAQuality:0.0 = "SMAA_QUALITY_LOW" // one of [SMAA_QUALITY_LOW, SMAA_QUALITY_MEDIUM, SMAA_QUALITY_HIGH, SMAA_QUALITY_ULTRA] // Screen-space ambient occlusion method SSAOTechnique:0.0 = "Off" // one of [Off, GTAO, MDAO, GTAO & MDAO] // Screen-space reflection mode SSRMode:0.0 = "Off" // one of [Off, Deferred LQ, Deferred HQ] // Screen Space Shadow quality level ScreenSpaceShadowQuality:0.0 = "Off" // one of [Off, Low, High] // Select the shader quality setting ShaderQuality:0.0 = "Low" // one of [Default, Medium, Low] // Shadow resolution quality level ShadowMapResolution:1.0 = "Normal" // one of [Very Low, Low, Normal, High, Extra, Ultra] // Adjust size of Spot Shadow Cache SpotShadowCacheSize:0.0 = "0" // 0 to 3 // Quality level of spot shadow SpotShadowQualityLevel:0.0 = "Low" // one of [Low, Medium, High] // Static sunshadow moment clipmap resolution StaticSunshadowClipmapResolution:0.0 = "0" // 0 to 2147483647 // Catmull Clark subdivision level SubdivisionLevel:0.0 = "0" // 0 to 8 // Quality level of shadows from the sun at a distance SunShadowCascade:0.0 = "Normal (2-3 cascades)" // one of [Low (1 cascade), Normal (2-3 cascades)] // Tessellation quality level Tessellation:0.0 = "0_Off" // one of [0_Off, 1_Near, 2_All] // Texture filtering quality level TextureFilter:0.0 = "TEXTURE_FILTER_ANISO16X" // one of [TEXTURE_FILTER_NEAREST, TEXTURE_FILTER_LINEAR, TEXTURE_FILTER_ANISO2X, TEXTURE_FILTER_ANISO4X, TEXTURE_FILTER_ANISO8X, TEXTURE_FILTER_ANISO16X, TEXTURE_FILTER_CMP] // Texture quality level, high to low ( higher number means lower resolution ) TextureQuality:0.0 = "3" // 0 to 3 // Ui Quality UiQuality:0.0 = "1080P" // one of [1080P, 4K, Auto] // Use large physical textures VirtualTexturingLargeMemory:0.0 = "false" // Volumetric quality VolumetricQuality:0.0 = "QUALITY_LOW" // one of [QUALITY_LOW, QUALITY_MEDIUM, QUALITY_HIGH] // Select water caustics mode WaterCausticsMode:0.0 = "Off" // one of [Off, Low Quality, High Quality] // Select weather grid volumes quality WeatherGridVolumesQuality:0.0 = "Off" // one of [Ultra, High, Medium, Low, Off] // World streaming quality option WorldStreamingQuality:0.0 = "Low" // one of [Low, High] // XeSS quality XeSSQuality:0.0 = "Balanced" // one of [Maximum Performance, Balanced, Maximum Quality, Ultra Quality, Custom] |