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      1. 使命召喚19幀數(shù)提升方法 cod19幀數(shù)怎么提升

        更新時(shí)間:2022-10-31 19:16:13作者:智慧百科

        使命召喚19幀數(shù)提升方法 cod19幀數(shù)怎么提升

          使命召喚幀數(shù)怎么提升?在游戲當(dāng)中很多玩家還不清楚怎么樣快速提升游戲幀數(shù),其實(shí)提升幀數(shù)的方法有很多,下面一起來(lái)看一下cod19幀數(shù)提升方法,希望可以幫助各位玩家。

        使命召喚19幀數(shù)提升方法 cod19幀數(shù)怎么提升

        使命召喚19幀數(shù)提升方法

          復(fù)制以下部分到你電腦cod19文檔下的options.3.cod22.cst文件相對(duì)應(yīng)位置

        使命召喚19幀數(shù)提升方法 cod19幀數(shù)怎么提升

        使命召喚19幀數(shù)提升方法 cod19幀數(shù)怎么提升

          //

          // Graphics

          //

          // User preferred anti-aliasing technique

          AATechniquePreferred:0.0 = "SMAA T2x" // one of [SMAA T2x, Filmic SMAA T2x, DLSS, DLAA, XeSS]

          // Strength for Contrast Adaptive Sharpening (CAS)

          AMDContrastAdaptiveSharpeningStrength:0.0 = "0.400000" // 0.000000 to 1.000000

          // Enable AMD FidelityFX Super Resolution

          AMDSuperResolution:0.0 = "CAS - Sharpening only" // one of [Off, CAS - Sharpening only, AMD FSR 1.0]

          // AMD FidelityFX Super Resolution quality

          AMDSuperResolutionQuality:0.0 = "Maximum Quality" // one of [Maximum Performance, Balanced, Maximum Quality, Ultra Quality]

          // Absolute target resolution

          AbsoluteTargetResolution:0.0 = "none" // one of [540P, 640P, 720P, 900P, 1080P, 1440P, native, none]

          // Show bullet impacts

          BulletImpacts:0.0 = "false"

          // The maximum distance at which clutter models are rendered.

          ClutterMaxDist:0.0 = "100.000000" // 100.000000 to 10000.000000

          // Corpses culling threshold

          CorpsesCullingThreshold:0.0 = "0.850000" // 0.500000 to 1.000000

          // DLSS performance mode

          DLSSPerfMode:0.0 = "Maximum Quality" // one of [Ultra Performance, Maximum Performance, Balanced, Maximum Quality]

          // DLSS Sharpness.

          DLSSSharpness:0.0 = "0.650000" // -1.000000 to 1.000000

          // Enable deferred physics

          DeferredPhysics:0.0 = "Low Quality" // one of [Low Quality, Medium Quality, High Quality, Developer]

          // Activate dynamic scene resolution

          DynamicSceneResolution:0.0 = "false"

          // Target frame time in ms for dynamic scene resolution.

          DynamicSceneResolutionTarget:0.0 = "3.700000" // 0.000000 to 100.000000

          // Strength of the filmic visual noise filter

          FilmicStrength:0.0 = "0.000000" // 0.000000 to 1.000000

          // Preferred GPU if multiple GPU system

          GPUName:0.0 = "NVIDIA GeForce RTX 3060 Laptop GPU"

          // GTAO Quality level

          GTAOQuality:0.0 = "R_GTAO_QUALITY_LOW" // one of [R_GTAO_QUALITY_LOW, R_GTAO_QUALITY_MEDIUM, R_GTAO_QUALITY_HIGH, R_GTAO_QUALITY_ULTRA]

          // Set HDR activation mode. Option only takes effect on HDR Display.

          HDR:0.0 = "Off" // one of [Off, On, Automatic]

          // LODs distance quality

          ModelLodDistanceQuality:0.0 = "Base Quality" // one of [High Quality, Base Quality]

          // Models quality

          ModelLodQuality:0.0 = "Base quality" // one of [High quality, Base quality]

          // Enable NVIDIA Image Scaling

          NVIDIAImageScaling:0.0 = "false"

          // NVIDIA Image Scaling quality

          NVIDIAImageScalingQuality:0.0 = "Maximum Quality" // one of [Maximum Performance, Balanced, Maximum Quality, Ultra Quality, Custom, Native Quality]

          // NVIDIA Image Scaling sharpness

          NVIDIAImageScalingSharpness:0.0 = "0.300000" // 0.000000 to 1.000000

          // Particle Lighting Quality

          ParticleLighting:0.0 = "0" // 0 to 5

          // Particle Quality quality level

          ParticleQualityLevel:0.0 = "very low" // one of [very low, low, medium, high]

          // Particle Resolution quality level

          ParticuleResolution:0.0 = "true"

          // Enable persistent damage layer

          PersistentDamageLayer:0.0 = "true"

          // Particle Lighting quality level

          PixelPerLightmapTexel:0.0 = "1.000000" // 1.000000 to 256.000000

          // Enable half resolution reflection probes

          ReflectionProbeHalfResolution:0.0 = "true"

          // Reflection probe relighting update stages

          ReflectionProbeRelighting:0.0 = "1" // 1 to 4

          // SMAA Quality level

          SMAAQuality:0.0 = "SMAA_QUALITY_LOW" // one of [SMAA_QUALITY_LOW, SMAA_QUALITY_MEDIUM, SMAA_QUALITY_HIGH, SMAA_QUALITY_ULTRA]

          // Screen-space ambient occlusion method

          SSAOTechnique:0.0 = "Off" // one of [Off, GTAO, MDAO, GTAO & MDAO]

          // Screen-space reflection mode

          SSRMode:0.0 = "Off" // one of [Off, Deferred LQ, Deferred HQ]

          // Screen Space Shadow quality level

          ScreenSpaceShadowQuality:0.0 = "Off" // one of [Off, Low, High]

          // Select the shader quality setting

          ShaderQuality:0.0 = "Low" // one of [Default, Medium, Low]

          // Shadow resolution quality level

          ShadowMapResolution:1.0 = "Normal" // one of [Very Low, Low, Normal, High, Extra, Ultra]

          // Adjust size of Spot Shadow Cache

          SpotShadowCacheSize:0.0 = "0" // 0 to 3

          // Quality level of spot shadow

          SpotShadowQualityLevel:0.0 = "Low" // one of [Low, Medium, High]

          // Static sunshadow moment clipmap resolution

          StaticSunshadowClipmapResolution:0.0 = "0" // 0 to 2147483647

          // Catmull Clark subpision level

          SubpisionLevel:0.0 = "0" // 0 to 8

          // Quality level of shadows from the sun at a distance

          SunShadowCascade:0.0 = "Normal (2-3 cascades)" // one of [Low (1 cascade), Normal (2-3 cascades)]

          // Tessellation quality level

          Tessellation:0.0 = "0_Off" // one of [0_Off, 1_Near, 2_All]

          // Texture filtering quality level

          TextureFilter:0.0 = "TEXTURE_FILTER_ANISO16X" // one of [TEXTURE_FILTER_NEAREST, TEXTURE_FILTER_LINEAR, TEXTURE_FILTER_ANISO2X, TEXTURE_FILTER_ANISO4X, TEXTURE_FILTER_ANISO8X, TEXTURE_FILTER_ANISO16X, TEXTURE_FILTER_CMP]

          // Texture quality level, high to low ( higher number means lower resolution )

          TextureQuality:0.0 = "3" // 0 to 3

          // Ui Quality

          UiQuality:0.0 = "1080P" // one of [1080P, 4K, Auto]

          // Use large physical textures

          VirtualTexturingLargeMemory:0.0 = "false"

          // Volumetric quality

          VolumetricQuality:0.0 = "QUALITY_LOW" // one of [QUALITY_LOW, QUALITY_MEDIUM, QUALITY_HIGH]

          // Select water caustics mode

          WaterCausticsMode:0.0 = "Off" // one of [Off, Low Quality, High Quality]

          // Select weather grid volumes quality

          WeatherGridVolumesQuality:0.0 = "Off" // one of [Ultra, High, Medium, Low, Off]

          // World streaming quality option

          WorldStreamingQuality:0.0 = "Low" // one of [Low, High]

          // XeSS quality

          XeSSQuality:0.0 = "Balanced" // one of [Maximum Performance, Balanced, Maximum Quality, Ultra Quality, Custom]