je pense que beaucoup d'entre nous utilise le tweak de HP qui est l'un des plus beau qui existe, et je propose que je copie les commandes du tweak et le top serai que quelqu'un qui s'y connaisse dise quel paramettre modifié et avec quel chiffre comme cela nous pouvons mettre retrouver la pluspart des commandes dans les autres tweaks...
alors pour celui de HP 1.3 FINAL :
; Post Processing
r_ColorGrading = 1
r_DepthOfField = 2
r_MotionBlur = 4
r_Flares = 1
r_MotionBlurShutterSpeed = 0.02
r_Coronas = 1
; Shaders and Lighting
r_SSAO=1
r_ssao_amount=0.4
r_SSAO_darkening=1.255
r_SSAO_quality=2
r_SSAO_radius=2
r_SSAO_blur 4
r_SSAO_blurriness 1
r_Usepom = 1
r_sunshafts = 1
r_Beams=3
r_BeamsDistFactor = 0.1
r_BeamsMaxSlices=250
;HUMAN EYE
r_EyeAdaptationBase=0.001
r_EyeAdaptationFactor=1
r_EyeAdaptionBase=0.0
r_EyeAdaptionClamp=2.75
r_EyeAdaptionSpeed=0.1
r_HDRBrightOffset=128
r_HDRlevel=0.7525
; Shadows
e_shadows = 1
r_ShadowsMaskResolution=0
e_shadows_on_alpha_blended=1
e_shadows_from_terrain_in_all_lods = 1
e_shadows_cast_view_dist_ratio = 0.6
r_ShadowBlur=3.0
e_shadows_max_texture_size=768
r_ShadowJittering=1.525
r_SSAO_downscale_ztarget=0
; Object Detail
e_obj_quality=4
ca_useDecals=1
e_decals_allow_game_decals=1
e_decals_life_time_scale=2
i_rejecteffects=1
sys_flash_curve_tess_error=2
e_view_dist_ratio=120
e_max_view_dst_spec_lerp=1
es_DebrisLifetimeScale=1
e_cbuffer_resolution=256
e_dissolve=1
ca_DrawFaceAttachments=1
ca_AttachmentCullingRation=60
e_terrain_occlusion_culling = 1
e_terrain_occlusion_culling_max_dist=200
; Vegetation
e_foliage_wind_activation_dist = 30
es_DebrisLifetimeScale = 1
r_DetailNumLayers = 2
r_VegetationSpritesTexRes = 128
r_DynTexAtlasSpritesMaxSize = 32
r_TexAtlasSize = 2048
e_vegetation_bending = 2
e_vegetation_min_size=0
e_proc_vegetation=1
e_vegetation_use_terrain_color=1
; Particles
e_particles_quality=4
e_water_ocean_soft_particles= 1
e_particles_max_emitter_draw_screen = 16
e_particles_object_collisions=1
r_UseSoftParticles = 1
e_particles_thread=1
; Water
r_WaterReflectionsQuality = 4
r_WaterUpdateDistance = 0
r_WaterCaustics=1
r_WaterRefractions=1
r_WaterReflections=1
r_WaterGodRays = 1
e_water_ocean_fft=1
e_water_tesselation_amount = 10
e_water_tesselation_swath_width=10
q_ShaderWater=4
e_phys_ocean_cell = 0.3
r_WaterUpdateFactor = 0
; Misc
e_max_entity_lights = 16
g_battleDust_enable = 1
g_breakage_particles_limit = 250
g_ragdollDistance = 35
g_ragdollMinTime = 15
e_terrain_ao=1
e_terrain_normal_map=1
i_lighteffects = 1
; LODs
e_vegetation_sprites_distance_custom_ratio_min = 1
e_vegetation_sprites_distance_ratio=1.5
e_cull_veg_activation = 60
e_view_dist_ratio_vegetation = 50
e_particles_lod=0.6
es_MaxPhysDist=60
es_MaxPhysDistInvisible=25
e_terrain_lod_ratio=0.8
e_view_dist_ratio_detail=50
e_lod_ratio=6
e_lod_min=0
e_lods=1
e_detail_materials_view_dist_xy=4096
e_detail_materials_view_dist_z=256
r_DetailDistance=12
; FPS Gain commands
r_UseEdgeAA=2
r_TerrainAO_FadeDist=1
r_GeomInstancing=1
e_vegetation_static_instancing=0
e_gsm_lods_num = 5
e_gsm_range = 3
e_gsm_cache = 0
e_ram_maps = 1
e_dissolve = 1
r_TexturesStreaming=0
voila merci
ps: il me semble qu'il y a une commande qui permet de gerer les multi core, en y mettant par exemple =2 pour les dual core et 3 pour les quads (ce qui aide a ameliorer les performances) je sais plus quelle est la commande...