Hello
I myself had some serious performance problems playing with the beta so I tried to mess a little with the config file. I reduced some of the FX, Shadow details and view distance for gras etc.
Anyway my game now runs much more smooth and is much more playable.
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Go to your game installation directory. For me its:
C:\Program Files (x86)\Warhorse Studios\KCD_Beta -
Backup your system.cfg in case you want the original back. (Just copy it and rename to like: backup_system.cfg)
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Open your system.cfg with editor and replace everything with my code from the user.txt.
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Save system.cfg
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Try to run the game and tell me if it helped.
I also deactivate vsync, if you want this too ingame open console and write: r_vsync 0
but you have to do this each time you start the game.
If you have any troubles or game crash you can always delete my system.cfg and rename your backup_system.cfg back to system.cfg.
user.txt (4.5 KB)
Hereâs the code if you not want to download: (copy from first line with stars)
â *************************************************************************************************
â Default system.cfg configuration for development
â Your personal settings can be stored in âuser.cfgâ so that they donât create
â any conflicts for version control
â *************************************************************************************************
â Disable fullscreen mode
r_Fullscreen = 0
â Shaders are compiled in parallel in precache mode
r_ShadersAsyncCompiling = 3
â Disables Remote Shader Compilation
r_ShadersRemoteCompiler = 1
â Store the shader cache in local Game directory instead of User folder (MyDocuments\MyGames)
r_ShadersUserFolder = 1
â Defaults System Spec to Medium (Launcher)
sys_spec = 2
â Sets Current Game Folder
sys_game_folder = Data
sys_float_exceptions = 0
â for development, disable loading of IMG files, load the cafs instead
â if no IMG files were created, this will also disable the warning spam messages
ca_UseIMG_AIM = 1
ca_UseIMG_CAF = 1
â For development only, on pc and when no dbas used, disabling unloading of on demand animations
ca_UnloadAnimationCAF = 1
sys_game_name = âKingdom Come: Deliveranceâ
â fixed missing grass
e_MergedMeshesOutdoorOnly = 0
â default size is 24MB which is not enough
e_StreamCgfPoolSize=400
â Sound and music
â Our implementation of ATL for FMOD Studio
s_AudioSystemImplementationName = CryAudioImplFmod
wh_snd_audio_xmls_dir = â/libs/gameaudio/â
wh_sequence_music_path = âMusic/beta/â
wh_sequence_main_widsh_file = âbeta5.widshâ
â Fallback is:
â s_AudioSystemImplementationName = CryAudioImplFmodEx
â physical hit reactions
ca_physicsProcessImpact = 1
â WARHORSE
â Sets the sample character as the default model that automatically loads in Character Editor
ca_CharEditModel=âObjects/characters/humans/skeleton/male.cdfâ
â HDR
r_HDREyeAdaptationMode = 0
r_HDREyeAdaptationSpeed = 1
â SVOTI
e_svoTI_MinVoxelOpacity = 0.7
e_svoTI_VegetationMaxOpacity = 0.7
e_svoTI_TemporalFilteringBase = 0.3 --Reduces ghosting on characters (and everywhere else) flickering of GI might be an issue
âdetail shadows
r_ShadowsScreenSpace = 0
e_ShadowsPerObject = 0
âUberlods
âRain
r_RainOccluderSizeTreshold=15
sys_dll_game = WHGame.dll
â Using MNM
ai_useMNM = 0
wh_sys_UseSplitLevelFiles = 1
â Fix for âWH Commentâ (flash based 3D text entity)
r_DynTexSourceUseSharedRT = 0
â Facial expressions sampling (by Mikee)
ca_FacialAnimationFramerate = 60
â avoidance radius
ai_ExtraAvoidanceRadius = 0
ai_ExtraActorAvoidanceRadius = 0
â missing eyes fix (including Neuhof)
ca_attachmentcullingration = 100
â shadercache log is not saved to *.cry file while saving level. (shadercache log is uded by offline shadercache generator. We have to re-enable it before building the final game)
wh_sys_DontSaveShadercacheLog = 1
wh_ed_SkipPostLoadMNMRebuild = 1
wh_dirtSystem = 0
r_SSReflCutoff = 0.1
ac_enableProceduralLeaning = 0
â one for each blendspace animation instance, original 64 is way too small
ca_ParametricPoolSize = 612
â periodic updates of the shadows cache (every 10sec) for correct shadows
e_ShadowsCacheUpdate = 0
e_ShadowsCacheInterval = 0
â enable area lights
r_DeferredShadingAreaLights = 0
â disable collisions between (living and living) and (living and rigid) entities
ac_disableLivingVsLivingCollisions = 1
ac_disableLivingVsRigidCollisions = 1
â SSDO settings by !JH
r_ssdoAmountAmbient = 1
r_ssdoAmountDirect = 1
r_ssdoAmountReflection = 1
r_ssdoRadius = 1
r_ssdoRadiusMax = 1
r_ssdoRadiusMin = 0.05
â ToDs for probes and reflex lights
wh_env_DynamicLightTimes = â4:40,5:40,6,8,12,16,18,18:20,19:20â
â vegetation settings
e_ViewDistRatioVegetation=10
â merged meshes
e_MergedMeshesLodRatio = 0.5
e_MergedMeshesInstanceDist = 0.5
â LOD settings
e_LodFaceAreaTargetSize = 0.003
â max time delta (our Timer.cpp change will apply this even to scaled framtime)
p_max_world_step = 0.5
t_MaxStep = 0.5
â tries to mitigate issues with the aggressive occlusion culling
e_CoverageBufferAABBExpand = -0.1
â we canât solve a sync file access in game right now
sys_PakLogInvalidFileAccess = 0
sys_PakMessageInvalidFileAccess = 0
sys_languages = âpdg, german, czech, polish, french, chineses, russianâ
g_language = âpdgâ
e_ObjectLayersActivation = 1
â necessary for chinese fonts
sys_flash_address_space = 53248