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The Forest: Best options.cfg for Realistic Lighting vs Performance

The primary performance killer in The Forest is the way the engine calculates light passing through transparent textures (leaves and …

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Fallout New Vegas: Memory Patch Tweaks via FalloutNV.ini

Fallout: New Vegas runs on an older version of the Gamebryo engine, which was designed for dual-core processors and very …

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Skyrim: Best Skyrim.ini for Script Processing Stability

Skyrim’s scripting language, Papyrus, runs on a specific time budget. By default, the engine allows scripts to run for only …

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Fallout 4: Disabling Godrays via Fallout4Prefs.ini for FPS

Godrays in the Creation Engine are rendered using a technique that relies heavily on GPU tessellation. In the vanilla game, …

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Cities Skylines 2: Best GraphicSettings.coc for Large Cities

Cities: Skylines 2 uses a modern rendering pipeline that utilizes “Virtual Texturing” and “Global Illumination.” The primary bottleneck in large …

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Europa Universalis IV: Optimizing Water Rendering via Config Files

The primary goal of optimizing water in EU4 is to remove the “Visual Noise” and shader complexity. In the base …

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Crusader Kings III: Best pdx_settings.txt for Character Portrait Speed

CK3 characters are rendered in real-time using high-poly meshes and a complex “Portrait Multisampling” system. In the late game, the …

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Stellaris: Late-Game Lag Fix via Galaxy Map Config Tweaks

The “Clausewitz Engine” used by Stellaris struggles with the sheer volume of entities (ships, stations, and pops) in the 2400+ …

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Hearts of Iron IV: Disabling 3D Units for Speed via settings.txt

The primary goal for performance in HOI4 is to reduce the workload on the game’s main thread. 3D units, buildings, …

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Mount & Blade II: Increasing Battle Size Beyond Limit in engine_config.txt

Bannerlord’s engine utilizes a highly parallelized architecture where every soldier (agent) has its own AI, pathfinding, and physics calculations. The …

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No Man’s Sky: Fixing Texture Pop-in via TKGRAPHICSSETTINGS.xml

No Man’s Sky uses a unique procedural engine that streams data constantly as you move. By default, the game’s “Thread” …

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7 Days to Die: Best options.xml for Horde Night Stability

The primary bottleneck during Horde Night is the CPU (handling zombie pathing and AI) and VRAM (rendering complex lighting and …

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Valheim: Enabling Vulkan Mode and FPS Tweaks in boot.config

Valheim’s engine (Unity) defaults to DirectX 11, which often struggles with the high instance counts of player-made structures. The Vulkan …

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Sea of Thieves: Best GameUserSettings.ini for Ocean Performance

Sea of Thieves runs on a heavily modified Unreal Engine 4. The game’s water is a proprietary system that combines …

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Final Fantasy XIV: Best FFXIV.cfg Settings for 144Hz Monitors

Final Fantasy XIV’s engine handles high refresh rates through a “Ratio” system (e.g., 1/1, 1/2, 1/4). On a 144Hz monitor, …

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Warface: Optimizing game_settings.xml for Competitive Edge

February 11, 2026

Quake Champions: Best client.config for Classic Arena FPS Speed

February 11, 2026

Rocket League: Best TASystemSettings.ini for Ultra-Fast Response

February 11, 2026

Team Fortress 2: Mastercomfig: Editing modules.cfg for Max Frames

February 11, 2026

Overwatch 2: Reducing “Buffering” via Settings_v0.ini Adjustments

February 11, 2026

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