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 …
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, …
Black Desert’s engine stores a significant amount of local data in the UserCache folder, including character-specific UI positions and, more …
Unlike standard configuration files, SnowRunner stores its data in a compressed .pak format (essentially a ZIP file with a specific …
The challenge with ATS has always been its rendering of fine lines—fences, power lines, and distant thin objects. Old methods …
The primary issue with ETS2 mirrors is the “Mirror Scaling” and “Reflection Quality” cap. Even at 400% global scaling, the …
The primary challenge in Garry’s Mod is the sheer volume of networked entities. Every prop, NPC, and contraption sends data …
Phasmophobia’s voice recognition system relies on a bridge between your hardware’s input and the game’s language processing engine. Even with …