

NumStreamedMips is an optional setting that defaults to -1. Setting NumStreamedMips to -1 means that all mips are allowed to be streamed in or out (there are still other restrictions that apply though). Setting NumStreamedMips to 0 means that no mips will be streamed and the textures using this LOD group will always be fully loaded. The texture will therefore have 8-10 mips in memory at any given time. If a texture has 10 mips and NumStreamedMips is 2, only the 2 highest mips will be allowed to stream in or out. The number of mips that are allowed to be streamed in or out. very noticeable when you are dead and cycle through your teammates and the map's static camera. For example, that fixed problems I had with shadows of map terrain being streamed in&out depending on the camera position, e.g. Should be set to 180 to avoid rubberbanding.Īnother aspect that might help: Adding ",NumStreamedMips=0" to the texturegroups will disable streaming out the textures. "MipFadeInSpeed0=0" (these even out mipmap loads and draw time)ĪfaIk, these are locked and setting changes are not applied to the game anymore. I have some remarks as Adetonian's post on crossfire.nu is a bit old already: _ if you have any problems or questions ask me in the.
BEST DIRTY BOMB CONFIG FILE UPDATE
Oh and if your game stutters on level 9000 (audio lags and nothing from this fix helped you ) it is probally windows 10 fault, update it for it.

When the 1st method didn't change anything put it back where it was bcuz it kills fps. Notes: when the file is set to "Read-only" applied settings won't be pernament. **EDIT: as of right now u do not have to set it to read only ( might change in the future) Save the file, then right click the file "ShooterEngine" and go "Properties", in the "General" tab tick the box at the bottom that says "Read-only" and press ok. "OnlyStreamInTextures=True" (reduces overall texture batch call size) "ThreadedShaderCompileThreshold=4" (formulate like this: "numbers of cpu-cores (not threads) -2) "bAllowMultiThreadedShaderCompile=True" (should already be on by default) "UseMinimalNVIDIADriverShaderOptimization=False" (same here) "DisableATITextureFilterOptimizationChecks=False" (driver based opt is MUCH faster) "bUseTextureStreaming=True" (these are default for most but not all UE3 games) ( press crtl+F to search in the ShooterEngine) ** My Games -> UnrealEngine3 -> ShooterGame -> Config -> open ShooterEngine in note pad (make sure to back this file up) To map these binds to your preferred key just change them out.-> as far as I know everything got fixed, if u still have problems try some of the things below or ask me. Unfortunately, I don't think it's possible to bind the vsays (at lest i have not figured it out yet). You will need to open the file in this link (C:\Users\YOURNAME\Documents\My Games\UnrealEngine3\ShooterGame\Config\shooterinput.ini) and paste these binds at the end of the following section (don't forget to make the file read only when finished). I've been able to recreate some of the popular binds and toggles from Enemy Territory, such as teamsays for"need medic", "need ammo", and an fov toggle. Been messing around with some advanced binding in Dirty Bomb using the tips on
