I wish I have installed this one sooner, I'm already 90 hours in lol. If I wanted to use version 2, do I delete version one? do I have to rename ver 2 or I could just keep both file under mods?
This mod removed constant stuttering, making the game butter smooth and it looks really beautiful too. Ryzen 5900X and RTX 4070 TI Super. I wonder what the developers at square enix do when they keep releasing games this poorly tuned. Do they not know how to use the Unreal Engine to make a game?
I took a look at the changes made in the ini and noticed some issues.
First, some settings are set twice: r.ParallelMeshProcessing r.ParallelPhysicsScene r.ParallelSceneCapture r.ParallelTranslucency r.ParallelRendering r.ParallelVelocity r.ParallelShadows r.Streaming.LimitPoolSizeToVRAM r.CompileShadersForDevelopment r.Shaders.Optimize D3D12.SyncThreshold RHI.SyncThreshold fx.ParticlePerfStats.Enabled r.DontLimitOnBattery r.ShaderPipelineCache.PreOptimizeEnabled FX.EnableCircularAnimTrailDump FX.BatchAsync memory.logGenericPlatformMemoryStats s.MaxIncomingRequestsToStall s.MaxReadyRequestsToStallMB
Then some are set the same as the default game when using the latest patch. I don't know if this has changed since the initial release as I only used the latest to check it: fx.NiagaraAllowRuntimeScalabilityChanges D3D12.PSO.DriverOptimizedDiskCache D3D12.AsyncDeferredDeletion D3D12.ResidencyManagement fx.NiagaraAllowRuntimeScalabilityChanges r.Shaders.Optimize r.ShaderPipelineCache.SaveUserCache r.ShaderPipelineCache.Enabled r.Streaming.UseNewMetrics r.AOAsyncBuildQueue r.AsyncPipelineCompile r.OneFrameThreadLag r.UseFastIntersect r.GPUCrashDebugging r.D3D12.GPUCrashDebuggingMode r.UniformBufferPooling r.RHICmdAsyncRHIThreadDispatch r.D3D.RemoveUnusedInterpolators r.ParallelShadows r.ParallelVelocity r.ParallelTranslucency gc.CreateGCClusters vm.OptimizeVMByteCode net.TickAllOpenChannels r.Streaming.DefragDynamicBounds r.CompileShadersForDevelopment r.AsyncPipelineCompile D3D12.MaximumFrameLatency FX.SkipVectorVMBackendOptimizations net.TickAllOpenChannels s.AsyncLoadingThreadEnabled gc.MultithreadedDestructionEnabled gc.AllowParallelGC gc.CreateGCClusters gc.AssetClustreringEnabled
Then there are a number of settings that the game returns as "Not Recognized" when checked using the command console when FF7Hook is installed: r.Occlusion.SingleRHIThreadStall r.Shadow.DetectVertexShaderLayerAtRuntime D3D11.PSO.DiskCache D3D11.AsyncDeferredDeletion D3D11.ResidencyManagement D3D11.PSO.DriverOptimizedDiskCache D3D11.SyncThreshold r.AsyncCompute r.UseShaderCaching r.ShaderComplexity.CacheShaders r.Streaming.UseAsyncRequestsForDDC r.Shaders.RemoveUnusedInterpolators r.ShaderLibrary.PrintExtendedStats p.Chaos.Spring.ISPC r.Renderer.UseGPUInstancing r.Bloom.AsyncCompute r.ParallelRendering r.ParallelPhysicsScene r.ParallelSceneCapture r.ParallelMeshProcessing r.OptimizedWPO D3D12.MaxCommandsPerCommandList GeometryCache.OffloadUpdate p.RemoveFarBodiesFromBVH bOptimizeAnimBlueprintMemberVariableAccess bAllowMultiThreadedAnimationUpdate bAllowMultiThreadedShaderCompile bEnableMultiCoreRendering MaxSmoothedFrameRate MinSmoothedFrameRate bDisableAILogging UseAllCores bAllowMultiThreadedShaderCompile LogCrashReportHydra LogCrashUploader
I ran these by the UE4 4.27 command list, and only a few are there: r.ShaderComplexity.CacheShaders r.Streaming.UseAsyncRequestsForDDC r.ShaderLibrary.PrintExtendedStats p.Chaos.Spring.ISPC D3D12.MaxCommandsPerCommandList GeometryCache.OffloadUpdate p.RemoveFarBodiesFromBVH
I also took a look at the descriptions for each command to see what they do, and I think some may not be useful
r.CookOutUnusedDetailModeComponents: Looks like this is for compiling the game, not for runtime.
r.Streaming.AmortizeCPUToGPUCopy- Needs r.Streaming.MaxNumTexturesToStreamPerFrame set to >0 to work, which it isn't in the game or in the ini file.
r.CompileShadersForDevelopment- Ue4 list says this does nothing at runtime. Looks like used at cooking
D3D12.AFRUseFramePacing- Only seems to be used for multi GPU situations
s.ProcessPrestreamingRequests- May be for compiling, not runtime
Except for the lod fix mod, most optimization mods are placebos. Almost all engine optimizations don't even find that most of the settings have no effect. Not to mention this kind of mod that is never updated.But using lod fix will make your texture loading worse. In fact, 1.003 no longer requires any optimization mods
Using the standard version of this patch made this game 70% more playable for me. Just installed Rebirth for the first time today so seems to be working with the latest patches. Its actually incredible how much stability this patch brought to my framerate, before was an absolute stutterfest (9900k, 4070TI, 32G DDR4).
87 comments
First, some settings are set twice:
r.ParallelMeshProcessing
r.ParallelPhysicsScene
r.ParallelSceneCapture
r.ParallelTranslucency
r.ParallelRendering
r.ParallelVelocity
r.ParallelShadows
r.Streaming.LimitPoolSizeToVRAM
r.CompileShadersForDevelopment
r.Shaders.Optimize
D3D12.SyncThreshold
RHI.SyncThreshold
fx.ParticlePerfStats.Enabled
r.DontLimitOnBattery
r.ShaderPipelineCache.PreOptimizeEnabled
FX.EnableCircularAnimTrailDump
FX.BatchAsync
memory.logGenericPlatformMemoryStats
s.MaxIncomingRequestsToStall
s.MaxReadyRequestsToStallMB
Then some are set the same as the default game when using the latest patch. I don't know if this has changed since the initial release as I only used the latest to check it:
fx.NiagaraAllowRuntimeScalabilityChanges
D3D12.PSO.DriverOptimizedDiskCache
D3D12.AsyncDeferredDeletion
D3D12.ResidencyManagement
fx.NiagaraAllowRuntimeScalabilityChanges
r.Shaders.Optimize
r.ShaderPipelineCache.SaveUserCache
r.ShaderPipelineCache.Enabled
r.Streaming.UseNewMetrics
r.AOAsyncBuildQueue
r.AsyncPipelineCompile
r.OneFrameThreadLag
r.UseFastIntersect
r.GPUCrashDebugging
r.D3D12.GPUCrashDebuggingMode
r.UniformBufferPooling
r.RHICmdAsyncRHIThreadDispatch
r.D3D.RemoveUnusedInterpolators
r.ParallelShadows
r.ParallelVelocity
r.ParallelTranslucency
gc.CreateGCClusters
vm.OptimizeVMByteCode
net.TickAllOpenChannels
r.Streaming.DefragDynamicBounds
r.CompileShadersForDevelopment
r.AsyncPipelineCompile
D3D12.MaximumFrameLatency
FX.SkipVectorVMBackendOptimizations
net.TickAllOpenChannels
s.AsyncLoadingThreadEnabled
gc.MultithreadedDestructionEnabled
gc.AllowParallelGC
gc.CreateGCClusters
gc.AssetClustreringEnabled
Then there are a number of settings that the game returns as "Not Recognized" when checked using the command console when FF7Hook is installed:
r.Occlusion.SingleRHIThreadStall
r.Shadow.DetectVertexShaderLayerAtRuntime
D3D11.PSO.DiskCache
D3D11.AsyncDeferredDeletion
D3D11.ResidencyManagement
D3D11.PSO.DriverOptimizedDiskCache
D3D11.SyncThreshold
r.AsyncCompute
r.UseShaderCaching
r.ShaderComplexity.CacheShaders
r.Streaming.UseAsyncRequestsForDDC
r.Shaders.RemoveUnusedInterpolators
r.ShaderLibrary.PrintExtendedStats
p.Chaos.Spring.ISPC
r.Renderer.UseGPUInstancing
r.Bloom.AsyncCompute
r.ParallelRendering
r.ParallelPhysicsScene
r.ParallelSceneCapture
r.ParallelMeshProcessing
r.OptimizedWPO
D3D12.MaxCommandsPerCommandList
GeometryCache.OffloadUpdate
p.RemoveFarBodiesFromBVH
bOptimizeAnimBlueprintMemberVariableAccess
bAllowMultiThreadedAnimationUpdate
bAllowMultiThreadedShaderCompile
bEnableMultiCoreRendering
MaxSmoothedFrameRate
MinSmoothedFrameRate
bDisableAILogging
UseAllCores
bAllowMultiThreadedShaderCompile
LogCrashReportHydra
LogCrashUploader
I ran these by the UE4 4.27 command list, and only a few are there:
r.ShaderComplexity.CacheShaders
r.Streaming.UseAsyncRequestsForDDC
r.ShaderLibrary.PrintExtendedStats
p.Chaos.Spring.ISPC
D3D12.MaxCommandsPerCommandList
GeometryCache.OffloadUpdate
p.RemoveFarBodiesFromBVH
I also took a look at the descriptions for each command to see what they do, and I think some may not be useful
Both mods at the same time make game crash.
but its no longer needed after UET v11.
dxgi_error_device_removed.