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本帖最后由 smile417 于 2025-9-23 17:17 编辑
转自n网:https://www.nexusmods.com/silenthillf/mods/6
Lightweight GPU Stability Pack tweaks Unreal Engine 5’s Engine.ini to cap texture streaming to your GPU’s VRAM, disable ray tracing and Lumen, and enable GPU crash logging, preventing crashes and improving stability on 4–8 GB DX12 graphics cards. Also enables Framegen
轻量级 GPU 稳定性包调整了虚幻引擎 5 的 Engine.ini,以限制到 GPUVRAM 的纹理流送,禁用光线追踪和 Lumen,并启用 GPU 崩溃日志记录,从而防止崩溃并提高 4-8GB DX12 显卡的稳定性。还启用 Framegen
Lightweight GPU Stability PackThe Lightweight GPU Stability Pack is a small but powerful collection of Engine.ini tweaks designed to rescue Unreal Engine 5 projects and mods from GPU-related instability on 4–8 GB graphics cards. By intelligently capping texture streaming, disabling UE5’s most VRAM-hungry systems, and enabling advanced crash logging, this pack delivers smoother frame rates, fewer crashes, and clearer diagnostics—without touching your game’s core assets or source code.
轻量级 GPU 稳定包轻量级 GPU 稳定包是一个小而强大的 Engine.ini 调整集合,旨在将虚幻引擎 5 项目和模组从 4-8GB 显卡上与 GPU 相关的不稳定中拯救出来。通过智能地限制纹理流送、禁用 UE5 中最耗费 VRAM 的系统以及启用高级崩溃日志记录,该包提供了更流畅的帧速率、更少的崩溃和更清晰的诊断,而不会触及游戏的核心资产或源代码。
Key FeaturesDynamic Texture Streaming Cap — Limits Unreal’s texture pool to a safe percentage of your VRAM so ultra-high-res textures never push you into an out-of-memory crash.
主要功能动态纹理流送上限 — 将虚幻的纹理池限制在 VRAM 的安全百分比内,因此超高分辨率纹理永远不会将你推入内存不足的崩溃。
Ray Tracing & Lumen Shutdown — Disables all DirectX 12 ray-tracing and Lumen passes (GI, reflections, hardware rays), forcing UE5 to fall back on lightweight lighting.
光线追踪和 Lumen 关闭 — 禁用所有 DirectX 12 光线追踪和 Lumen 通道(GI、反射、硬件光线),迫使 UE5 回归于轻量级光照。
Shader Cache Optimization — Activates Unreal’s shader pipeline cache to batch and reuse compiled shaders, reducing hitching and long load stalls.
着色器缓存优化 — 激活虚幻的着色器管线缓存以批处理和重用已编译的着色器,从而减少卡顿和长时间的加载停滞。
Optional Frame Generation Toggle — Enables AMD FidelityFX Frame Interpolation for smoother pacing at lower GPU cost.
可选的帧生成切换 — 启用 AMD FidelityFX 帧插值,以更低的 GPU 成本实现更平滑的节奏。
Why You Need It Unreal Engine 5 defaults to unbounded texture and buffer allocations that can easily exceed 6 GB of VRAM—especially on AMD cards, which are more sensitive to DX12 memory leaks. Even if your rig seems stable under normal play, peak moments (dense foliage, Nanite geometry, large open worlds) will reveal those VRAM overflows as sudden GPU device removals or “GPU Crash Dump Triggered” errors.
为什么需要虚幻引擎 5 默认为无限制的纹理和缓冲区分配,这些分配很容易超过 6 GB 的 VRAM,尤其是在对 DX12 内存泄漏更敏感的 AMD 卡上。即使你的绑定在正常游戏下看起来很稳定,峰值时刻(密集的植被、Nanite 几何体、大型开放世界)也会显示这些 VRAM 溢出,表现为突然移除 GPU 设备或“GPU 崩溃转储触发”错误。
This tweak pack pre-emptively reins in Unreal’s appetite before it ever spills over.
这个调整包在虚幻引擎的胃口溢出之前先发制人地控制住了它。
VRAM-Budget RecommendationsGPU VRAMRecommended PoolSize
VRAM 预算建议 GPU VRAM 推荐池大小
Start with your card’s recommended value, then monitor VRAM usage in MSI Afterburner. If you still experience crashes, reduce by 512 MB until stable—trading off minimal texture pop-in for absolute reliability.
从您的卡的推荐值开始,然后在 MSI Afterburner 中监控 VRAM 使用情况。如果仍然遇到崩溃,请减少 512 MB 直到稳定为止,以最小的纹理弹出为代价,以换取绝对的可靠性。
InstallationStep 1: Locate your Config folder
安装步骤 1:找到您的 Config 文件夹
C:\Users\YOURNAME\AppData\Local\SHf\Saved\Config\Windows
Step 2: Create Engine.ini if it doesn’t exist
第 2 步:创建 Engine.ini(如果不存在)
- If Engine.ini is already there → open it in Notepad.
如果 Engine.ini 已经存在→在记事本中打开它。 - If not → create a new blank text file, rename it to Engine.ini (remove .txt if Windows adds it).
如果没有→创建一个新的空白文本文件,请将其重命名为 Engine.ini(如果 Windows 添加了它,则将其删除 .txt)。
Step 3: Add the tweaks
第 3 步:添加调整
- Scroll to the bottom (or leave blank if new).
滚动到底部(如果是新的,则留空)。 - Copy the block for your VRAM size (see below) and paste it.
复制适合您的 VRAM 大小的块(见下文)并粘贴。
Step 4: Save and Protect
第 4 步:保存和保护
- Save the file. 保存文件。
- Right-click it → Properties → set Read-Only.
右键单击它→ 属性 →设置 只读 。
This prevents the game from overwriting your custom settings.
这可以防止游戏覆盖您的自定义设置。
Preset Blocks 预设块
; 3 GB VRAM (2 GB Texture Pool)
[SystemSettings]
r.TextureStreaming=1
r.Streaming.PoolSize=2048
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1
r.RayTracing=False
r.Lumen.DiffuseIndirect.Allow=0
r.Lumen.Reflections.Allow=0
r.Lumen.HardwareRayTracing=0
r.Shadow.Virtual.Enable=0
r.LumenScene.DirectLighting.VirtualShadowMap=0
r.Shadow.Virtual.Cache=0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.BatchTime=2
r.GPUCrashDebugging=1
r.FidelityFX.FI.Enabled=1
; 4 GB VRAM (3 GB Texture Pool)
[SystemSettings]
r.TextureStreaming=1
r.Streaming.PoolSize=3072
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1
r.RayTracing=False
r.Lumen.DiffuseIndirect.Allow=0
r.Lumen.Reflections.Allow=0
r.Lumen.HardwareRayTracing=0
r.Shadow.Virtual.Enable=0
r.LumenScene.DirectLighting.VirtualShadowMap=0
r.Shadow.Virtual.Cache=0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.BatchTime=2
r.GPUCrashDebugging=1
r.FidelityFX.FI.Enabled=1
; 5 GB VRAM (4 GB Texture Pool)
[SystemSettings]
r.TextureStreaming=1
r.Streaming.PoolSize=4096
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1
r.RayTracing=False
r.Lumen.DiffuseIndirect.Allow=0
r.Lumen.Reflections.Allow=0
r.Lumen.HardwareRayTracing=0
r.Shadow.Virtual.Enable=0
r.LumenScene.DirectLighting.VirtualShadowMap=0
r.Shadow.Virtual.Cache=0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.BatchTime=2
r.GPUCrashDebugging=1
r.FidelityFX.FI.Enabled=1
; 6 GB VRAM (5 GB Texture Pool)
[SystemSettings]
r.TextureStreaming=1
r.Streaming.PoolSize=5120
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1
r.RayTracing=False
r.Lumen.DiffuseIndirect.Allow=0
r.Lumen.Reflections.Allow=0
r.Lumen.HardwareRayTracing=0
r.Shadow.Virtual.Enable=0
r.LumenScene.DirectLighting.VirtualShadowMap=0
r.Shadow.Virtual.Cache=0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.BatchTime=2
r.GPUCrashDebugging=1
r.FidelityFX.FI.Enabled=1
; 7 GB VRAM (6 GB Texture Pool)
[SystemSettings]
r.TextureStreaming=1
r.Streaming.PoolSize=6144
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1
r.RayTracing=False
r.Lumen.DiffuseIndirect.Allow=0
r.Lumen.Reflections.Allow=0
r.Lumen.HardwareRayTracing=0
r.Shadow.Virtual.Enable=0
r.LumenScene.DirectLighting.VirtualShadowMap=0
r.Shadow.Virtual.Cache=0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.BatchTime=2
r.GPUCrashDebugging=1
r.FidelityFX.FI.Enabled=1
; 8 GB VRAM (7 GB Texture Pool)
[SystemSettings]
r.TextureStreaming=1
r.Streaming.PoolSize=7168
r.Streaming.LimitPoolSizeToVRAM=1
r.Streaming.DefragDynamicBounds=1
r.RayTracing=False
r.Lumen.DiffuseIndirect.Allow=0
r.Lumen.Reflections.Allow=0
r.Lumen.HardwareRayTracing=0
r.Shadow.Virtual.Enable=0
r.LumenScene.DirectLighting.VirtualShadowMap=0
r.Shadow.Virtual.Cache=0
r.ShaderPipelineCache.Enabled=1
r.ShaderPipelineCache.BatchTime=2
r.GPUCrashDebugging=1
r.FidelityFX.FI.Enabled=1
⚠️ Compatibility NotesThis pack works with any UE5 DX12 title but may conflict with other mods that override the same CVars. If so, merge settings line by line to avoid overwriting.
⚠️ 兼容性说明此包适用于任何 UE5 DX12 游戏,但可能与覆盖相同 CVar 的其他模组发生冲突。如果是这样,请逐行合并设置以避免覆盖。
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