使命召唤19怎么提升帧数 使命召唤19提升帧数教程一览

时间:2022-11-05 13:35

使命召唤19如何提拔帧数?在游戏之中许多小伙伴还不明白怎样快捷提拔游戏帧数,本来提拔帧数的方式有许多,接下来一块儿来看一下使命召唤19提拔帧数攻略一览,期望能够帮助诸位小伙伴。

使命召唤19擢升帧数方法一览

复制以下一些到你电脑cod19文档下的options.3.cod22.cst文件对应应坐标

//

// 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 subdivision level

SubdivisionLevel: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]

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