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转自n网:https://www.nexusmods.com/metalgearsoliddeltasnakeeater/mods/73
Please don’t just max out all the settings! This mod is designed for fine-tuning — blindly setting everything to “Ultra” WILL hurt performance. Adjust each option based on your system and preferences for the best experience.
请不要只是最大化所有设置!这个模组是为微调而设计的——盲目地将所有内容设置为“超”会损害性能。根据您的系统和偏好调整每个选项以获得最佳体验。
TL;DR Optimized Settings TL;DR 优化设置
- Shadows: Medium (choose between UE4 Shadows [Low-Medium], or VSM [High-Ultra])
阴影: 中( 在 UE4 阴影[低-中]或 VSM[高-超]之间进行选择) - Textures: Medium (it only adjusts Anisotropic Filtering and MipMapBias)
纹理: 中( 它仅调整各向异性过滤和 MipMapBias) - Global Illumination: Medium (choose between DFAO [Low], Soft. Lumen [Medium], or Hard. Lumen [High-Ultra])
全局照明: 中 (在 DFAO [低]、柔和之间进行选择。流明 [中等],或硬。流明 [高超]) - Bloom: Subjective
绽放: 主观 - Motion Blur: Subjective
运动模糊: 主观 - Depth of Field: Subjective
景深: 主观
To enable Hardware RT add these lines to your %LocalAppData%\MGSDelta\Saved\Config\Windows\Engine.ini:
若要启用硬件 RT,请将以下行添加到 %LocalAppData%\MGSDelta\Saved\Config\Windows\Engine.ini:
[ConsoleVariables]
r.Lumen.HardwareRaytracing=1 ; Enables hardware lumen in general.
r.Lumen.Reflections.HardwareRayTracing=1 ; Enables hardware lumen reflections.
r.LumenScene.DirectLighting.HardwareRayTracing=1 ; Enables hardware lumen direct lighting (affects reflections).
r.Lumen.ScreenProbeGather.HardwareRayTracing=1 ; Enables hardware lumen ambient occlusion.
If you'd like a different form of Anti-aliasing, use (choose only one and append it to your Engine.ini):
如果您想要不同形式的抗锯齿,请使用(仅选择一种并将其附加到您的 Engine.ini):
[ConsoleVariables]
r.AntialiasingMethod=0 ; AA Off
r.AntialiasingMethod=1 ; FXAA
r.AntialiasingMethod=2 ; TAA
r.AntialiasingMethod=4 ; TSR
TSR performance can be significantly improved at the cost of more blur,
TSR 性能可以显着提高,但代价是更多的模糊,
just modify %LocalAppData%\MGSDelta\Saved\Config\Windows\GameUserSettings.ini:
只需修改 %LocalAppData%\MGSDelta\Saved\Config\Windows\GameUserSettings.ini:
[ScalabilityGroups]
...
sg.ViewDistanceQuality=3 ; This can be adjusted to back down to 2 to mimic vanilla behavior.
sg.AntiAliasingQuality=3 ; Set this to 0 or 1 for better performance, but worse image clarity.
...
This mod provides a graphics tuning overhaul for Metal Gear Solid Δ: Snake Eater, focusing on better balancing image quality against performance.
该模组为《合金装备 Δ:食蛇者》提供了图形调整大修 ,重点是更好地平衡图像质量与性能 。
In the vanilla game, Low settings have lazy implementations — they simply disable features outright instead of offering optimized alternatives. For example, disabling shadows or ambient occlusion entirely rather than using cheaper non-RT methods.
在原版游戏中, 低设置有懒惰的实现 ——它们只是直接禁用功能,而不是提供优化的替代方案。例如,完全禁用阴影或环境光遮蔽,而不是使用更便宜的非 RT 方法。
This mod reworks scalability groups to preserve visual quality while still reducing GPU load, ensuring that each setting tier offers meaningful image quality for the performance it provides.
该模组重新设计了可扩展性组,以保持视觉质量,同时仍减少 GPU 负载 ,确保每个设置层为其提供的性能提供有意义的图像质量。
Features 特征
Anti-aliasing Overhaul 抗锯齿大修
- Implements recommended TAA/TSR tweaks from Hybred's UE Tweaks.
实现 Hybred 的 UE 调整中推荐的 TAA/TSR 调整 。 - Adds tonemapper sharpening for a clearer image.
添加色调映射器锐化以获得更清晰的图像。
Shadow Quality Revamp 阴影质量改造
- Low-Medium now uses traditional shadow maps.
低-中现在使用传统的阴影贴图 。 - High–Ultra utilize Virtual Shadow Maps (VSM).
High–Ultra 利用虚拟阴影贴图 (VSM)。
Global Illumination & Ambient Occlusion
全局光照和环境光遮蔽
- Restores DFAO (Distance Field AO) as a fallback when Lumen is disabled.
在禁用 Lumen 时恢复 DFAO(距离场 AO) 作为后备。 - SSAO properly stacks with Lumen at higher quality levels.
SSAO 在更高的质量级别上与 Lumen 正确堆叠。
Texture Quality Improvements
纹理质量改进
- Adjusts MipMapBias and Anisotropic Filtering per quality level.
根据质量级别调整 MipMapBias 和 Anisotropic Filtering。
Other Fixes 其他修复
- Improved SSR quality. 提高了 SSR 质量。
- Adjusted Motion Blur so cutscenes remain cinematic while gameplay is cleaner.
调整了运动模糊, 使过场动画保持电影感,同时游戏玩法更干净。
Quality Level Breakdown
质量级别细分
Shadows 阴影
- Low → Shadow maps (512px, 1 cascade) + Low Distance Field Shadows
低 →阴影贴图(512 像素,1 个级联)+ 低距离场阴影 - Medium → Shadow maps (1024x, 3 cascades) + High Distance Field Shadows
中 →阴影贴图(1024x,3 个级联)+ 高距离场阴影 - High → VSM 4x 高 → VSM 4x
- Ultra → VSM 8x 超 → VSM 8x
Global Illumination 全局光照
- Low → DFAO only 仅低→ DFAO
- Medium → Lumen, 64x Downsample + ShortRangeAO
中→ 流明,64 倍下采样 + 短距离 AO - High → Lumen, 32x Downsample + ShortRangeAO
高 →流明,32 倍下采样+短距离 AO - Ultra → Lumen, 32x Downsample + DiffuseIndirect.SSAO
超 →流明,32 倍下采样 + DiffuseIndirect.SSAO
Textures 纹理
- Low → MipBias +1, Aniso x4
低 → MipBias +1,Aniso x4 - Medium → MipBias 0, Aniso x8
中→ MipBias 0,Aniso x8 - High → MipBias -1, Aniso x8
高 → MipBias -1,茴香 x8 - Ultra → MipBias –2, Aniso x16
超 → MipBias –2,茴香 x16
Limitations 局限性
- Antialiasing Method is locked by the game (r.AntialiasingMethod=4). Can only be overridden via Engine.ini edits or CLI commands.
抗锯齿方法被游戏锁定 (r.AntialiasingMethod=4)。只能通过 Engine.ini 编辑或 CLI 命令覆盖。 - Texture PoolSize is capped at 2000, likely due to engine-side restrictions.
纹理池大小的上限为 2000,可能是由于引擎端的限制。 - Hardware Lumen tends to get stuck after enabling. Some in-game logic prevents it from being disabled after Scalability toggles it on.
启用后, 硬件流明往往会卡住。某些游戏内逻辑会阻止在可扩展性打开后将其禁用。
Drop ~mods folder to <path-to-game>\MGSDelta\Content\Paks
将 ~mods 文件夹拖放到 <path-to-game>\MGSDelta\Content\Paks
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