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转自n网:https://www.nexusmods.com/wuchangfallenfeathers/mods/109
Please don’t just max out all the settings! This mod is designed for fine-tuning — blindly setting everything to “Best” 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“最佳”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 (No Toggle Option)
TL;DR 优化设置(无切换选项)
- Set Overall Quality to High
将整体质量设置为高 - Set Vegetation Quality to Low
将植被质量设置为低
NOTE: Static screenshots can only show the best case scenario for TAA. Vanilla suffers from the typical TAA blurring in-motion and this mod significantly improves upon that, but it's still not as perfect compared to just having TAA off.
注意:静态屏幕截图只能显示 TAA 的最佳情况。原版在运动中存在典型的 TAA 模糊问题,这个模组对此进行了显着改进,但与仅关闭 TAA 相比,它仍然没有那么完美。
Native Rendering is Dead
原生渲染已死 As of Patch 1.3, the game’s internal resolution scaling has become misleading. Although a slider still exists, it only selects from fixed resolution targets, making true 100% native rendering no longer possible.
从 1.3 补丁开始,游戏的内部分辨率缩放已经变得具有误导性。尽管滑块仍然存在,但它只能从固定分辨率目标中进行选择,因此无法再进行真正的 100% 原生渲染 。
Actual resolution values used:
实际使用的分辨率值:
• 100% – 2560×1440 (100% of 1440p) — Native (deprecated)
• 100% – 2560×1440(1440p 的 100%)— 原生(已弃用)
• 67–100% – 1716×965 (67% of 1440p) — Quality
• 67–100% – 1716×965(1440p 的 67%)— 质量
• 59–66% – 1485×836 (58% of 1440p) — Balanced
• 59–66% – 1485×836(1440p 的 58%)— 平衡
• 31–58% – 1280×720 (50% of 1440p) — Performance
• 31–58% – 1280×720(1440p 的 50%)— 性能
• 25–30% – 853×480 (33% of 1440p) — Extreme Performance
• 25–30% – 853×480(1440p 的 33%)— 极致性能
Upon further investigation, it would seem that this "fixed" behavior only occurs with DLSS. FSR and TSR both have granular control of r.ScreenPercentage value.
经过进一步调查,这种“固定”行为似乎只发生在 DLSS 上。FSR 和 TSR 都对 r.ScreenPercentage 值进行了精细控制。
+------------------+-----------------------------+------------------------------+
| Upscaling Method | Sharpness Slider | AA Method |
+------------------+-----------------------------+------------------------------+
| DLSS | r.NIS.Sharpness | TAA (r.AntialiasingMethod=2) |
| TSR | r.NIS.Sharpness | TSR (r.AntialiasingMethod=4) |
| FSR | r.FidelityFX.FSR3.Sharpness | TSR (r.AntialiasingMethod=4) |
+------------------+-----------------------------+------------------------------+
NOTE: At 1440p, with a 3090, the game limits the resolution scale to 59.0-66.0%. LMAO.
注意:在 1440p 下,使用 3090,游戏将分辨率比例限制为 59.0-66.0%。LMAO。 Pop-in is a noticeable issue, especially for objects like cloth or ground leaves — even on max settings. This mod aims to resolve those issues with minimal performance loss.
弹出是一个明显的问题,尤其是对于布料或地叶等物体——即使在最大设置下也是如此。该模组旨在以最小的性能损失解决这些问题。
Anti-Aliasing Quality
抗锯齿质量
+------------+-----------+-------------------------------+-------------------------------+
| AA Quality | No Toggle | UE4 | UE5 |
+------------+-----------+-------------------------------+-------------------------------+
| Low | FXAA | Blurry TAA (Stable) | Blurry TSR (Stable) |
| Mid | TAA | Sharp TAA (Slight Jitter) | Sharp TSR (Slight Jitter) |
| High | TSR | Sharpest TAA (Obvious Jitter) | Sharpest TSR (Obvious Jitter) |
+------------+-----------+-------------------------------+-------------------------------+
Native is back, only it must be manually adjusted on each launch, as the game resets resolution settings upon startup (modsnow exist to revert old behavior). The resolution "slider" still works otherwise.
Native 又回来了,只是每次启动时都必须手动调整,因为游戏会在启动时重置分辨率设置(现在存在用于恢复旧行为的模组)。否则分辨率“滑块”仍然有效。 Contact shadows are disabled if TAA is off to reduce visual noise. Optimized with Hybred's UE Tweaks.
如果 TAA 关闭,则会禁用接触阴影,以减少视觉噪点。 使用 Hybred 的 UE 调整进行了优化 。
Post-Processing 后处理
Motion blur actually looks good now, if you want to use it for some reason.
运动模糊现在看起来不错,如果你出于某种原因想使用它的话。 • Low – Bloom disabled
• 低 - 禁用泛光
• Mid – Slight DOF/Bloom/AO tweaks
• 中 – 轻微的景深/光晕/AO 调整
• High – Full-res Bloom, Lens Flares and DOF
• 高 – 全分辨率光晕、镜头光晕和景深
Shadow Quality 阴影质量(Shadow Quality)
+----------------+--------------+--------------+---------+
| Shadow Quality | No Toggle | UE4 | UE5 |
+----------------+--------------+--------------+---------+
| Low | 1024x, 0.5d | 1024x, 0.5d | VSM 0x |
| Mid | 1536x, 0.75d | 1536x, 0.75d | VSM 2x |
| High | VSM 0x | 2048x, 1.0d | VSM 4x |
| Ultra | VSM 8x | 3072x, 1.5d | VSM 8x |
| Extreme | VSM 16X | 4096x, 2.0d | VSM 16x |
+----------------+--------------+--------------+---------+
Effects Quality
+----------------+--------------+--------------+---------+
| Shadow Quality | No Toggle | UE4 | UE5 |
+----------------+--------------+--------------+---------+
| Low | 1024x, 0.5d | 1024x, 0.5d | VSM 0x |
| Mid | 1536x, 0.75d | 1536x, 0.75d | VSM 2x |
| High | VSM 0x | 2048x, 1.0d | VSM 4x |
| Ultra | VSM 8x | 3072x, 1.5d | VSM 8x |
| Extreme | VSM 16X | 4096x, 2.0d | VSM 16x |
+----------------+--------------+--------------+---------+
效果质量
Enabled SSR on all levels. Moved Subsurface Scattering settings from Shadow Quality.
在所有级别启用 SSR。将次表面散射设置从 阴影质量(Shadow Quality) 移开。 Viewing Distance 观看距离
Now controls draw distance of some light emitting objects.
现在控制绘制一些发光对象的距离。 Texture Quality 纹理质量
This mainly adjusts the VRAM limits and anisotropic filtering.
这主要调整 VRAM 限制和各向异性滤波。 Vegetation Quality 植被质量
Pop-in resolved by forcing `foliage.MinimumScreenSize = 0` across all settings.
弹出通过强制“树叶”解决。所有设置中的 MinimumScreenSize = 0'。 • Low – Default foliage distance
• 低(Low) - 默认植被距离
• Mid – Doubled foliage draw distance, slightly faster due to lower material quality
• 中 – 树叶绘制距离加倍,由于材料质量较低而稍快
• High – Quadrupled foliage draw distance
• 高 – 树叶绘制距离增加四倍
Volumetric Fog 体积雾(Volumetric Fog)
• Low – Turns volumetric fog off.
• 低 - 关闭体积雾。
• Mid – Unchanged
• 中 - 不变
• High – Unchanged
• 高 - 不变
Global Illumination 全局光照
+------------+-----------------------+------------------------+----------------------+
| GI Quality | No Toggle | UE4 | UE5 |
+------------+-----------------------+------------------------+----------------------+
| Off | DFAO Off, AOQuality 0 | DFAO Off, AOQuality 0 | Lumen 48x Downsample |
| Low | DFAO 64x, AOQuality 1 | DFAO 64x, AOQuality 1 | Lumen 36x Downsample |
| Mid | Lumen 24x Downsample | DFAO 128x, AOQuality 1 | Lumen 24x Downsample |
| High | Lumen 12x Downsample | DFAO 128x, AOQuality 2 | Lumen 12x Downsample |
+------------+-----------------------+------------------------+----------------------+
Ambient Occlusion
+------------+-----------------------+------------------------+----------------------+
| GI Quality | No Toggle | UE4 | UE5 |
+------------+-----------------------+------------------------+----------------------+
| Off | DFAO Off, AOQuality 0 | DFAO Off, AOQuality 0 | Lumen 48x Downsample |
| Low | DFAO 64x, AOQuality 1 | DFAO 64x, AOQuality 1 | Lumen 36x Downsample |
| Mid | Lumen 24x Downsample | DFAO 128x, AOQuality 1 | Lumen 24x Downsample |
| High | Lumen 12x Downsample | DFAO 128x, AOQuality 2 | Lumen 12x Downsample |
+------------+-----------------------+------------------------+----------------------+
环境光遮蔽(Ambient Occlusion)
+------------+-------------------+---------------------+
| AO Quality | No Toggle Version | Toggle Version |
+------------+-------------------+---------------------+
| Low | Does Nothing | Lumen OFF + VSM OFF |
| High | Does Nothing | Lumen ON + VSM ON |
+------------+-------------------+---------------------+
Reflection Quality
+------------+-------------------+---------------------+ |AO 质量 |无切换版本 | 切换版本 | +------------+-------------------+---------------------+ |低 |什么都不 做 |流明关闭 + VSM 关闭 | |高 |什么都不 做 |流明开启 + VSM 开启 | +------------+-------------------+---------------------+ 反射质量
Mainly adjusts Lumen reflection quality. SSR is controlled by older Effect Quality instead.
主要调整流明反射质量。SSR 由较旧的效果质量控制。
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