- Back up all your original files before applying these methods -
Path: %appdata%/The Creative Assembly/Warhammer2/scriptsFirst of all, you`d better set the game option,
Bc when the game`s launched, the file`s also changed to default.
So, set the game option first, and then edit this file,
the next, change the property of this file, read-only.
gfx_video_memory 7516192768; # gfx_video_memory , Override available video memory (bytes) #
Type your available GPU Mem in bytes.
Windows also use some memory from gpu, and
if you use a few internet browser,
subtract about 500MB~1GB
Ex:) 7GB->7*1024*1024*1024=7516192768 bytes
explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinity #
It`s more helpful, true
gfx_direct_resource_access true; # gfx_direct_resource_access , Enable Direct Resource Access #
It`s more helpful, true
gfx_hdr false; # gfx_hdr , Use high dynamic range rendering pipeline #
gfx_hdr 0; # gfx_hdr , Set high dynamic range rendering quality #
For performance, false or 0
gfx_shadermodel 4; # gfx_shadermodel , Set shader model, 0-SM3LQ, 1-SM3, 2-SM4, 3=SM4.1, 4=SM5 #
gfx_shadermodel 3; # gfx_shadermodel , Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 #
Set your shader model version of GPU.
If your GPU supports on, but with a poor performance, it could be more worse,
so try to set this option to be match for you.
I set just to SM5.
gfx_god_rays true; # gfx_god_rays , Enable god rays #
It may be helpful, but I didn`t set on TTW2.
gfx_fade_near_units true; # gfx_fade_near_units , Enable fading of units near the camera #
As the description, for performance you`d better set, true
I did it.
proximity_fading true; # proximity_fading , When enabled, entities will automatically fade out as get close to them rather than clipping with camera. #
This is the option from TTW2.
I did it.
gfx_hide_dead_bodies true; # gfx_hide_dead_bodies , Enable hiding of dead bodies on the battlefield #
I didn`t apply on TTW2, but it may be helpful
gfx_cloud_shadows true; # gfx_cloud_shadows , Enable cloud shadows #
If you turn off this option, set to false. But I didn`t set on TTW2.
gfx_hide_foliage true; # gfx_hide_foliage , Hide foliage around the camera #
As the description, for performance you`d better set, true.
I didn`t apply it.
gfx_aa 1; # gfx_aa , Set antialiasing, 0-no, 1 = FXAA #
FXAA, it consumes very little of resources.
gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D11 1-D3D11, 2-GL3 3-D3D12 #
gfx_device_type 1; # gfx_device_type , Set device type, 0-D3D9, 1-D3D11, 2-GL3 #
gfx_enable_directx11 true; # gfx_enable_directx11 , Enable DirectX 11 rendering #
This game fits dx11 more than dx12.
gfx_ssao false; # gfx_ssao , Enable Screen Space Ambient Occlusion buffer #
gfx_screen_space_shadows false; # gfx_screen_space_shadows , Enable screen space shadows #
gfx_screen_space_reflections false; # gfx_screen_space_reflections , Enable Screen Space Reflections. #
gfx_screen_space_reflections 0; # gfx_screen_space_reflections , Enable Screen Space Reflections, 0 - off, 3 - max quality #
SSAO options, for performance, try to set to 0 or false
gfx_hardware_shadows false; # gfx_hardware_shadows , Enable hardware shadows #
If you use this option, it may occur some lags considerably,
so I recommend to set, false.
gfx_alpha_blend 2; # gfx_alpha_blend , Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
When I set to 2, the frame boosted up to 5~10 at least,
But I assume it relys on your performance.
ui_leaf_clipping 2; # ui_leaf_clipping , If true, will hide nearby leaves to make fighting in forests more user friendly (0 is off, 1 is just clip on hold space, 2 is locked on all the time) #
I set to 2.
automanage_regions true; # automanage_regions , Let the AI manage taxes etc in players regions #
This option isn`t in the game option.
If you want it, set to true.
multithreaded_model_enabled true; # multithreaded_model_enabled , Run the battle model on a separate thread #
Multithreading function, true.
sound_channels 256; # sound_channels , Number of sound channels. Fewer channels means fewer sounds but faster performance. #
More lower value, more performance.
I set to 256
audio_quality 0; # audio_quality , 0 = high(default), 1 = medium, 2 = low #
Make your choice, I set to 0
bink_use_thread true; # bink_use_thread , tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
It may be more nice to set, true.
I set to true.
number_of_threads 8; # number_of_threads , Set the number of threads <= 0 - automatic, >0 = explicit number #
Type the threads of your cpu.
number_of_threads_for_campaign_pathfinder_cache 8; # number_of_threads_for_campaign_pathfinder_cache , Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads. = 0 - explicit number #
Default is -32, but I set to 8, threads of my cpu.
Actually Idk of a proper value at this option.
I assume it would be helpful for the turn time.
I`ve heard if you use it, all shadows not to set in the game option will be removed.
But I didn`t use it.
My txt file is attached.
2. Culling and scissoring
I`d touched about some Unreal engine games,
but this game engine is developed as their own engine, as you know,
and Idk of coding or programming.
So, I tried to find out what I could,
I found the command about culling in the shaders folder,
and I changed to CULL_MODE_CCW
only from CULL_MODE_NONE
And the second, I found the command, 'scissor',
So I tried to change some files,
in the name of ssao, shadow, ambient, fog(blur only), light(except gamma),
It may be very rough, but it`s stable now, IMO.
Edited files are below.Path: your TTW2/datadata.pack
The files are the latest version (v1.7.1 Build 11765.1750977) for now.
So, if it`s patched for future, extract from the 'shaders' folder of uploaded with pack file manager,
and paste to the new files.
+ i7 6700K 4.4GHz, mem 16GB, RX 480 8GB, HDD, Win10 1607
+ If you apply the txt file and change 3 files, it may boot your fps up about 10~15fps,
and the game response velocity more faster, very smooth than before.
+ First loading time takes some time, but it`s still more better than not to be applied,
if you restart a campaign or load the save files, It`s been more faster since the 2nd loading time.
+ The 1st loading time took about 2 min and 35 sec,
2nd loading time took about 25 sec for me(HDD) at the mortal cam restarted.