Warhammer 40000: Darktide – FPS Config and Tweaks

Warhammer 40000: Darktide – FPS Config and Tweaks 1 - steamlists.com
Warhammer 40000: Darktide – FPS Config and Tweaks 1 - steamlists.com

Welcome to Warhammer 40000: Darktide – FPS Config and Tweaks Guide. This guide will help you how to improve your fps settings in-game for low-end pc.

 

 

Step guide:

  • Go to C:\Users\Steam\AppData\Roaming\Fatshark\Darktide\user_settings
  • Take everything out of this game.
  • When you’ve finished making changes, go to properties and change to READ ONLY.

This guide presupposes that you have decreased the quality of the launcher and in-game settings as much as possible.

 

 

Fixes

– local_lights_shadows_enabled = false (this will aesthetically cuck your game and make it appear flat)

– lod_object_multiplier = 0.1 (Delicious and pervasive pop-in of world objects for your Pentium III PC)

– for 16:9; (Make sure you change both resolutions in the config file, there are two)
screen_resolution = [
854
480

– for 16:10
screen_resolution = [
960
600

  • It is recommended that you change the native resolution of your monitor to the corresponding Sega Saturn-like resolution; P.S. You might need to make a custom resolution as I did.
  • Use Performance (DLSS) or Ultra-Performance mode (FSR 2);
  • nak*d mole rat experience (can’t see enemies clearly past 15 feet;
  • feels like playing a DOS box game on a lower-than-intended resolution)

– static_sun_shadows = false (we need to go flatter… like 2D flat)

-particles_capacity_multiplier = 0 (no bullet tracers, no indication of where you’re channeling a Trauma force staff, no red beam from [invisibly pixellated] snipers.. biggest increase in performance…)

 

Medium Fixes

– volumetric_fog_quality = “false”

– performance_settings = {
decal_lifetime = 0
max_blood_decals = 0
max_impact_decals = 0
max_ragdolls = 1 *NOTE: DO NOT REDUCE RAGDOLLS TO ZERO = CRASH*

– decals_enabled = false

– display_noise_enabled = false

– local_lights_max_dynamic_shadow_distance = 0
local_lights_max_non_shadow_casting_distance = 0
local_lights_max_static_shadow_distance = 0 (or default if you have Local_Lights enabled)
local_lights_shadow_atlas_size = [
1 (or 128 if you have Local_Lights enabled)
1 (or 128 if you have Local_Lights enabled)
]
local_lights_shadow_map_filter_quality = “false”

– rt_checkerboard_reflections = false
rt_light_quality = “false”
rt_mixed_reflections = false
rt_particle_reflections_enabled = false
rt_reflections_enabled = false
rt_shadow_ray_multiplier = 0
rt_transparent_reflections_enabled = false
rtxgi_enabled = false
rtxgi_scale = 0

– static_sun_shadow_map_size = [
1 (or 128 if you have static_sun_shadows enabled)
(or 128 if you have static_sun_shadows enabled)

– sun_shadow_map_filter_quality = “false”

– volumetric_extrapolation_high_quality = false
volumetric_extrapolation_volumetric_shadows = false
volumetric_lighting_local_lights = false
volumetric_reprojection_amount = 0
volumetric_volumes_enabled = false

 

Miscellaneous Fixes

– jitter_enabled = false *according to the wiki*; “In computer graphics, to “jitter a pixel” means to place it off the side of its normal placement by some random amount to achieve a more natural appearance.” I don’t know what kind of performance impact turning this off has.

– world_interaction_size = [
128
128

*What does this even do?*

– ***nv_reflex_low_latency = 0***Mostly, users claim that this option is bugged and that disabling it will significantly improve performance.

– nv_low_latency_markers = false (not sure what this does but I turned this off thinking that it could be tied to the bugged low_latency mode)

 

Hope this guide will help!

 

 

 


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