Grafik
Engine.ini-Generator
196 Grafikkarten und die Voreinstellung, die AION 2 jeder zuweist.
Graphics card
No card pickedPreset Hoch
Goal
Fixes
Quick tuning
SichtweiteDistance at which the world, objects and foliage are drawn in detail.
CharakterdetailsDetail of characters, monsters and NPCs further away.
Schatten und SpiegelungenShadow quality, small shadows and screen reflections, in preset steps.
FähigkeitseffekteParticles and the light effects cast.
Vegetation und GrasHow much foliage and grass is drawn.
NachbearbeitungBloom, depth of field, lens flares and light shafts.
Schärfe
Render-AuflösungPercent of the screen resolution the world renders at.
HelligkeitMid tones of the picture.
VRAMTexture memory set to half the card's VRAM and kept inside it.
Frame-LimitOverrides the in-game limit.
Nebel
Wasserspiegelungen
EingabereaktionResponsive: rendering no longer runs a frame behind the game.
Texturladen
SpeicherbereinigungWhen the game frees memory it no longer needs.
Bildstil
Settings
Image0/15
SchärfenSharpens the whole picture. 0.5 is half strength, 1 full.
r.Tonemapper.SharpenTiefenschärfeBlur on things out of focus.
r.DepthOfFieldQualityBewegungsunschärfeBlur on fast movement. Off at every preset already.
r.MotionBlurQualityLens FlaresFlares from bright lights.
r.LensFlareQualityChromatische AberrationColoured fringes at the edges of the screen.
r.SceneColorFringeQualityBloomGlow around bright light.
r.BloomQualityLichtstrahlenRays of light through gaps.
r.LightShaftQualityHöhennebelFog over the landscape.
r.FogVolumetrischer NebelFog that light passes through.
r.VolumetricFogMitteltöneBelow 0.5 darkens the mid tones, above brightens them.
r.Color.MidRender-AuflösungPercent of the screen resolution the world renders at.
r.ScreenPercentageEffektauflösungResolution of see-through effects, in percent.
r.SeparateTranslucencyScreenPercentageFestes GammaReplaces the screen's colour curve with this fixed gamma.
r.TonemapperGammaDunkle TöneAbove 0 lifts the darks towards grey; below 0 turns more darks black.
r.Color.MinLichterBelow 1 darkens the highlights; above 1 moves more colours towards white.
r.Color.MaxView distance and detail0/7
SichtweiteHow far away things are still drawn.
r.ViewDistanceScaleObjektdetail-DistanzHigher switches objects to simpler versions sooner. 0.5 keeps full detail twice as far.
r.StaticMeshLODDistanceScaleCharakterdetailsBelow 0 keeps characters and monsters detailed further away.
r.SkeletalMeshLODBiasGeometriedetailsThe triangle size the world is drawn at, in pixels. Lower is finer.
r.Nanite.MaxPixelsPerEdgeVegetationsmengeHow much foliage is drawn.
foliage.DensityScaleGrasmengeHow much grass is drawn.
grass.DensityScaleVegetationsdetail-DistanzHigher keeps foliage detailed and drawn further away.
foliage.LODDistanceScaleShadows and lighting0/10
Schattenqualität0 turns shadows off.
r.ShadowQualitySchattendistanzHow far away shadows are drawn.
r.Shadow.DistanceScaleKleine SchattenObjects smaller on screen than this cast no shadow. Higher drops more.
r.Shadow.RadiusThresholdKontaktschattenFine shadows where objects touch.
r.ContactShadowsGlobale BeleuchtungLight bouncing off surfaces (Lumen). Can only be turned off here.
r.Lumen.DiffuseIndirect.AllowLumen-SpiegelungenReflections from Lumen. Can only be turned off here.
r.Lumen.Reflections.AllowBeleuchtungsdetailsRays per lighting probe: this number squared.
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolutionBildschirmspiegelungenReflections of what is on screen.
r.SSR.QualityUmgebungsverdeckungSoft shading in corners and creases.
r.AmbientOcclusionLevelsWasserspiegelungenHow water reflects the scene.
r.Water.SingleLayer.ReflectionEffects0/2
PartikelmengeScales how many particles effects spawn.
r.EmitterSpawnRateScalePartikellichterLight cast by effects.
r.ParticleLightQualityTextures and memory1/8
TexturspeicherMemory for textures, in MB.
r.Streaming.PoolSizeTexturen im VRAM haltenLimits texture memory to the free memory of the graphics card.
r.Streaming.LimitPoolSizeToVRAMTexturschärfeEach step loads textures one size smaller.
r.Streaming.MipBiasTexturdetail-BoostAbove 1 asks for sharper textures, below 1 for softer.
r.Streaming.BoostTexturen vollständig ladenEvery texture in use loads in full, as fast as possible.
r.Streaming.FullyLoadUsedTexturesTextur-LadespeicherTemporary memory for loading textures, in MB.
r.Streaming.MaxTempMemoryAllowedBereinigung nach dem Entladen eines GebietsOn frees memory as soon as an area unloads, with a short hitch at that moment.
s.ForceGCAfterLevelStreamedOutSpeicherbereinigungsintervallSeconds between memory cleanups.
gc.TimeBetweenPurgingPendingKillObjectsFrame rate0/2
BildratenlimitHighest frame rate. Overrides the in-game limit.
t.MaxFPSEinen Frame verzögert rendernOn: rendering runs one frame behind the game. Steadier frame rate, one frame more input delay.
r.OneFrameThreadLagInstallieren
1. Schließe AION 2. Öffne den obigen Dateipfad (Windows + R, einfügen, Enter) und lege eine Kopie der Datei an. 2. Füge den Block am Ende ein und speichere. 3. Starte das Spiel. Zum Rückgängigmachen lösche die Zeilen von AION 2 WIKI START bis AION 2 WIKI END.
Eine Zeile in der Engine.ini überschreibt für diese Einstellung das Grafikmenü im Spiel.
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