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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.Max
View 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.LODDistanceScale
Shadows 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.Allow
Lumen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.Reflection
Effects0/2
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.ParticleLightQuality
Textures 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.TimeBetweenPurgingPendingKillObjects
Frame 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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