Prey: Best game.cfg for High-End PC Visuals
The primary goal of this optimization is to eliminate the “Shadow Fade” and “Object Pop-in” that occur even on the …
The primary goal of this optimization is to eliminate the “Shadow Fade” and “Object Pop-in” that occur even on the …
The primary performance bottleneck in Dishonored 2 is the Frame Time consistency. The game’s internal budget for “Shadow Maps” and …
The primary culprit for Wolfenstein II’s launch issues is the way it handles high-performance features like Async Compute and Image …
The secret to Doom Eternal’s performance lies in its “Async Compute” and “Variable Rate Shading” (VRS). While the game is …
The Enhanced Edition introduces a fully ray-traced lighting pipeline. This means traditional performance-saving tricks (like turning off shadows) aren’t always …
Control’s visual identity relies on its “brutalist” architecture being reactively lit by particles and service weapon impacts. The standard settings …
Death Stranding’s PC port is an absolute showcase for DLSS, often doubling frame rates on RTX GPUs. However, the default …
The primary bottleneck in the Uncharted PC port is the Shader Compilation and VRAM management. The game often “hiccups” when …
The Last of Us Part I on PC is heavily reliant on a process called “Shader Compilation” and a sophisticated …
The primary issue for low VRAM users in this title is the “Texture Budget” system. When VRAM is full, the …
The primary performance killer in Spider-Man isn’t the reflections themselves, but the Object Range. On “Very High,” the game calculates …
The primary difference between the “Original” and “Ultra” presets in God of War is how the engine handles Ambient Occlusion …
The primary cause of the “Fatal D3D Error” in RE4 Remake is VRAM overflow. The game’s in-game “Memory Usage” bar …
While DMC5 is visually stunning, its engine hard-locks the UI and certain camera parameters to 16:9. Simply changing the resolution …
Monster Hunter World uses Capcom’s MT Framework engine, which is notoriously CPU-intensive due to its multi-threading logic. The “Volume Rendering …