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 …
The primary performance killer in The Forest is the way the engine calculates light passing through transparent textures (leaves and …
Fallout: New Vegas runs on an older version of the Gamebryo engine, which was designed for dual-core processors and very …
Skyrim’s scripting language, Papyrus, runs on a specific time budget. By default, the engine allows scripts to run for only …
Godrays in the Creation Engine are rendered using a technique that relies heavily on GPU tessellation. In the vanilla game, …
Cities: Skylines 2 uses a modern rendering pipeline that utilizes “Virtual Texturing” and “Global Illumination.” The primary bottleneck in large …
The primary goal of optimizing water in EU4 is to remove the “Visual Noise” and shader complexity. In the base …
CK3 characters are rendered in real-time using high-poly meshes and a complex “Portrait Multisampling” system. In the late game, the …
The “Clausewitz Engine” used by Stellaris struggles with the sheer volume of entities (ships, stations, and pops) in the 2400+ …
The primary goal for performance in HOI4 is to reduce the workload on the game’s main thread. 3D units, buildings, …
Bannerlord’s engine utilizes a highly parallelized architecture where every soldier (agent) has its own AI, pathfinding, and physics calculations. The …
No Man’s Sky uses a unique procedural engine that streams data constantly as you move. By default, the game’s “Thread” …
The primary bottleneck during Horde Night is the CPU (handling zombie pathing and AI) and VRAM (rendering complex lighting and …
Valheim’s engine (Unity) defaults to DirectX 11, which often struggles with the high instance counts of player-made structures. The Vulkan …
Sea of Thieves runs on a heavily modified Unreal Engine 4. The game’s water is a proprietary system that combines …
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, …