Vo acaba com sofrimento de vcs com memoria..., tem uma mod peguei em forum gringo que acaba com esse problema, aqui com ele é muito dificil fica abaixo de 30fps nessa faze em dx10, em dx9 so nessa mesmo pra fica 35fps porque as outra sempre acima de 40fps
segue duas SS pra vcs ve. dx9 e dx10
segue o mod: como todos já sabem, só cola no bloco ne notas e salva como autoexec.cfg
; User Options commands
sys_spec_Full = 3
sys_spec_ObjectDetail = 2
sys_spec_Shading = 3
sys_spec_VolumetricEffects = 2
sys_spec_Shadows = 1
sys_spec_Texture = 2
sys_spec_Physics = 2
sys_spec_PostProcessing = 1
sys_spec_Particles = 2
sys_spec_Sound = 3
sys_spec_Shadows = 1
sys_spec_Water = 2
sys_spec_GameEffects = 3
; User Options commands
con_restricted = 0
r_displayinfo = 0
r_VSync=0
d3d9_TripleBuffering= 0 ;1
; mix Ex-Inferis
r_MultiGPU = 1
gpu_particle_physics = 1
cl_hitBlur = 0
cl_hitShake = 0
e_particles_receive_shadows = 0
sys_physics_CPU = 1
sys_budget_videomem = 1024 ; sem SLI use 512
; Post Processing
r_ColorGrading = 0 ;1
r_DepthOfField = 2
r_MotionBlur = 0
; Shaders and Lighting
r_EyeAdaptationBase=0.25
r_SSAO=1
r_ssao_amount=0.4
r_SSAO_darkening=1.25
r_SSAO_quality=2
r_SSAO_radius=2
r_SSAO_blur= 4
r_SSAO_blurriness= 1
r_HDRlevel=0.75
r_Usepom = 0 ;1
r_sunshafts = 1
r_Beams=3
r_BeamsDistFactor = 0.1
r_BeamsMaxSlices=250
;[~]SHADOW SETTINGS[~]
e_shadows = 1
r_ShadowJittering = 1
e_shadows_max_texture_size = 512
r_ShadowBlur = 2 ;0
e_gsm_lods_num = 5
e_gsm_range = 6
e_gsm_range_step = 1.96
e_shadows_cast_view_dist_ratio = 0.85
r_ShadowsMaskResolution = 0
e_shadows_on_alpha_blended = 0
e_shadows_from_terrain_in_all_lods = 0
e_gsm_cache = 1
r_ShadowGen = 1
r_shadowtexformat = 4
e_gsm_combined=0
e_gsm_view_space=0
e_shadows_occ_check=0
e_shadows_occ_cutCaster=0
e_shadows_slope_bias=0
r_UseShadowsPool=0
r_ShadowPass=1
r_ShadowsStencilPrePass=1
r_ShadowJittering=1.5
; Object Detail
e_obj_quality=4
ca_useDecals=1
e_decals_allow_game_decals=1
e_decals_life_time_scale=2
i_rejecteffects=1
sys_flash_curve_tess_error=2
e_view_dist_ratio=120 ;60
e_max_view_dst_spec_lerp=1
es_DebrisLifetimeScale=1
e_cbuffer_resolution=256
e_dissolve=0 ;1
ca_DrawFaceAttachments=1
ca_AttachmentCullingRation=60
e_terrain_occlusion_culling = 1
e_terrain_occlusion_culling_max_dist=200
; Vegetation
e_foliage_wind_activation_dist = 30
es_DebrisLifetimeScale = 1
r_DetailNumLayers = 4 ;2
r_VegetationSpritesTexRes = 128
r_DynTexAtlasSpritesMaxSize = 32
r_TexAtlasSize = 2048
e_vegetation_bending = 2
e_vegetation_min_size=0
e_proc_vegetation=1
e_vegetation_use_terrain_color=1
; Particles
e_particles_quality=4
e_water_ocean_soft_particles= 1
e_particles_max_emitter_draw_screen = 16
e_particles_object_collisions=1
r_UseSoftParticles = 1
e_particles_thread=1
; Water
r_WaterReflectionsQuality = 3
r_WaterUpdateDistance = 0.2
r_WaterCaustics=1
r_WaterRefractions=1
r_WaterReflections=1
r_WaterGodRays = 1
e_water_ocean_fft=1
e_water_tesselation_amount = 10
e_water_tesselation_swath_width=10
q_ShaderWater=3
e_phys_ocean_cell = 0.3
; Misc
e_max_entity_lights = 16
g_battleDust_enable = 1
g_breakage_particles_limit = 250
g_ragdollDistance = 35
g_ragdollMinTime = 15
e_terrain_ao=1
e_terrain_normal_map=1
; LODs
e_vegetation_sprites_distance_custom_ratio_min = 1
e_vegetation_sprites_distance_ratio=1.5
e_cull_veg_activation = 60
e_view_dist_ratio_vegetation = 100 ; 50
e_particles_lod=0.6
es_MaxPhysDist=60
es_MaxPhysDistInvisible=25
e_terrain_lod_ratio=0.8
e_view_dist_ratio_detail= 60 ;30
e_lod_ratio=6
e_lod_min=0
e_lods=1
e_detail_materials_view_dist_xy=4096
e_detail_materials_view_dist_z=256
r_DetailDistance=12
; FPS Gain commands
r_UseEdgeAA=2
r_TerrainAO_FadeDist=1
r_GeomInstancing=1
e_vegetation_static_instancing=0
e_gsm_lods_num = 5
e_gsm_range = 3
e_gsm_cache = 0
e_ram_maps = 1
e_dissolve = 1
r_TexturesStreaming = 0