グラフィック
Engine.ini ジェネレーター
グラフィックカード196種と、AION 2がそれぞれに割り当てるプリセット。
Graphics card
No card pickedPreset 高い
Goal
Fixes
Quick tuning
描画距離Distance at which the world, objects and foliage are drawn in detail.
キャラクターの精細度Detail of characters, monsters and NPCs further away.
影と反射Shadow quality, small shadows and screen reflections, in preset steps.
スキルエフェクトParticles and the light effects cast.
植生と草How much foliage and grass is drawn.
ポストプロセスBloom, depth of field, lens flares and light shafts.
シャープネス
レンダリング解像度Percent of the screen resolution the world renders at.
明るさMid tones of the picture.
VRAMTexture memory set to half the card's VRAM and kept inside it.
フレーム上限Overrides the in-game limit.
フォグ
水面の反射
入力応答Responsive: rendering no longer runs a frame behind the game.
テクスチャ読み込み
メモリ解放When the game frees memory it no longer needs.
映像スタイル
Settings
Image0/15
シャープ化Sharpens the whole picture. 0.5 is half strength, 1 full.
r.Tonemapper.Sharpen被写界深度Blur on things out of focus.
r.DepthOfFieldQualityモーションブラーBlur on fast movement. Off at every preset already.
r.MotionBlurQualityレンズフレアFlares from bright lights.
r.LensFlareQuality色収差Coloured fringes at the edges of the screen.
r.SceneColorFringeQualityブルームGlow around bright light.
r.BloomQualityライトシャフトRays of light through gaps.
r.LightShaftQuality高さフォグFog over the landscape.
r.FogボリューメトリックフォグFog that light passes through.
r.VolumetricFog中間トーンBelow 0.5 darkens the mid tones, above brightens them.
r.Color.Midレンダリング解像度Percent of the screen resolution the world renders at.
r.ScreenPercentageエフェクト解像度Resolution of see-through effects, in percent.
r.SeparateTranslucencyScreenPercentage固定ガンマReplaces the screen's colour curve with this fixed gamma.
r.TonemapperGamma暗部トーンAbove 0 lifts the darks towards grey; below 0 turns more darks black.
r.Color.MinハイライトBelow 1 darkens the highlights; above 1 moves more colours towards white.
r.Color.MaxView distance and detail0/7
描画距離How far away things are still drawn.
r.ViewDistanceScaleオブジェクト詳細距離Higher switches objects to simpler versions sooner. 0.5 keeps full detail twice as far.
r.StaticMeshLODDistanceScaleキャラクターの精細度Below 0 keeps characters and monsters detailed further away.
r.SkeletalMeshLODBiasジオメトリ詳細The triangle size the world is drawn at, in pixels. Lower is finer.
r.Nanite.MaxPixelsPerEdge植生の量How much foliage is drawn.
foliage.DensityScale草の量How much grass is drawn.
grass.DensityScale植生詳細距離Higher keeps foliage detailed and drawn further away.
foliage.LODDistanceScaleShadows and lighting0/10
影の品質0 turns shadows off.
r.ShadowQuality影の距離How far away shadows are drawn.
r.Shadow.DistanceScale小さな影Objects smaller on screen than this cast no shadow. Higher drops more.
r.Shadow.RadiusThresholdコンタクトシャドウFine shadows where objects touch.
r.ContactShadowsグローバルイルミネーションLight bouncing off surfaces (Lumen). Can only be turned off here.
r.Lumen.DiffuseIndirect.AllowLumen反射Reflections from Lumen. Can only be turned off here.
r.Lumen.Reflections.Allowライティング詳細Rays per lighting probe: this number squared.
r.Lumen.ScreenProbeGather.RadianceCache.ProbeResolution画面の反射Reflections of what is on screen.
r.SSR.QualityアンビエントオクルージョンSoft shading in corners and creases.
r.AmbientOcclusionLevels水面の反射How water reflects the scene.
r.Water.SingleLayer.ReflectionEffects0/2
パーティクルの量Scales how many particles effects spawn.
r.EmitterSpawnRateScaleパーティクルライトLight cast by effects.
r.ParticleLightQualityTextures and memory1/8
テクスチャメモリMemory for textures, in MB.
r.Streaming.PoolSizeテクスチャをVRAM内に収めるLimits texture memory to the free memory of the graphics card.
r.Streaming.LimitPoolSizeToVRAMテクスチャのシャープネスEach step loads textures one size smaller.
r.Streaming.MipBiasテクスチャ詳細ブーストAbove 1 asks for sharper textures, below 1 for softer.
r.Streaming.Boostテクスチャをフルで読み込むEvery texture in use loads in full, as fast as possible.
r.Streaming.FullyLoadUsedTexturesテクスチャ読み込みメモリTemporary memory for loading textures, in MB.
r.Streaming.MaxTempMemoryAllowedエリアのアンロード後に解放On frees memory as soon as an area unloads, with a short hitch at that moment.
s.ForceGCAfterLevelStreamedOutメモリ解放の間隔Seconds between memory cleanups.
gc.TimeBetweenPurgingPendingKillObjectsFrame rate0/2
フレームレート上限Highest frame rate. Overrides the in-game limit.
t.MaxFPS一フレーム遅れで描画On: rendering runs one frame behind the game. Steadier frame rate, one frame more input delay.
r.OneFrameThreadLag設置する
1. AION 2を終了する。上のファイルパスを開き(Windows + R、貼り付け、Enter)、ファイルのコピーを保存しておく。 2. ブロックを末尾に貼り付けて保存する。 3. ゲームを起動する。元に戻すには、AION 2 WIKI STARTからAION 2 WIKI ENDまでの行を削除する。
Engine.iniに記述した行は、その設定についてゲーム内のグラフィックメニューより優先される。
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