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eshenk

Let's have a discussion about customizing gameconfigs

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eshenk
Posted (edited)

Go to gta5-mods.com and search gameconfig. So many, and each author claiming this and that. Once we download them, and make a side-by-side comparison to the vanilla gameconfig, we see a trend that says "let's throw as many increased values as possible, and see what sticks". Do these authors even know what they are doing?

For the PC, there is no such thing as a "universal gameconfig" that will make a PC be able to do more than otherwise capable. It is true that a customized gameconfig can produce better results than the vanilla, but equally true that it can also cause issues with PCs that have little memory to accommodate such increases.

The gameconfig is responsible for memory management. It provides a map which instructs that game engine how much real estate it has to allocate for all functions and resources required to make the game run, and be stable. If not optimized, we may suffer from things like texture pop-in, models not fully loading, missing collisions, graphical glitches, crashes to desktop, etc.

There is a reason the gameconfig is so underwhelming in terms of what it can allow us to do, with PC-capable hardware, and extra heap - thanks to the heap limit adjuster - which was developed a few months ago, and provided to us here - https://www.gta5-mods.com/tools/heap-limit-adjuster-600-mb-of-heap

The reason the default gameconfig is so underwhelming? To reach the broadest audience, a gameconfig must be tailored to reach those who operate a PC meeting only minimum requirements. If it was made strong enough to do all the things that us on much stronger PCs want to do, then those with much lesser PCs wouldn't be able to run the game out of the box. The first evidence we have of an underwhelming gameconfig, is a view of vehicular and ped densities. Why does it look like a ghost town, when these densities should be so much more? Gameconfig has to be tailored to the lowest common denominator to reach the largest audience, else the developer loses out on sales. This is why we have to configure our gameconfigs ourselves based on how much system memory and vRam we have and what exactly we are aiming to do beyond what a default gameconfig would allow for. If we want higher densities in traffic, the physical streaming engine will need a boost along with the proper edits to create more real estate for vehicles to spawn in. If we want the game engine to be capable of handling additional models spawned into the game-space, we need to tell the config we need this much more allocation for texture dictionaries, fragment dictionaries, possibly drawables, maxmodelinfos, handling data etc.

The ideal gameconfig is one tailored to the specific needs of a user and said user's hardware. Have a potato? Then no edits required because you are lucky you can run the game at all. You have 32 Gb of memory and a 1080t with a modern CPU? With the right edits, we can do so much more, thanks to the heap limit adjuster. We can load more ymaps, more add-on vehicles, we can replace the underwhelming vanilla vehicles with HQ models, increase ped and vehicular densities, more add-on peds, etc.

A properly optimized gameconfig only edits necessary parameters to provide the resources needed to produce expected results, with not one number above what is needed. Looking at the bottom of the config, we have expected maximums. These numbers were mathematically computed to provide a limited space in memory, only necessary to provide for a specific function, and not any more. We only need what we need to produce expected results, and upping these values without need, only provides less space in memory for other functions. Bigger numbers for values does NOT equal better performance - I say this - because there seems to be a "more is better" sentiment when examining the varied gameconfigs hosted on modding sites.

 

The timing of the release of the heap limit adjuster is very unfortunate - released long after the more knowledgeable and seasoned veterans had long since moved on. Extra heap means we can push boundaries beyond what would otherwise be possible, as long as we have the system memory to take advantage of it. Think of all the things that are allocated to the heap portion of memory - the World! Resources that are not constantly swapped in and out of the stack, and need a more permanent residence in memory, now have the extra heap to accommodate such increases. Props of all kinds - brought to us through mapping - now have extra space the heap can manage it did not have before, allowing us to exceed thresholds otherwise not before possible.Maps brought the challenge of maintaining balance as too many props would not have a space in heap, and thus too many props would result in graphical glitches such as pop-in, missing collisions, portions of models not rendering in-game etc. With extra heap, and the appropriate adjustments to the gameconfig, we can now load more maps with more props than ever before.

Summing it all up, more is not better, more does not equal better performance, more is only needed for the very specific resources we need to allocate for what we are attempting to do beyond what a default value/values would allow for.
Edited by eshenk

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ZodaEX

 

Go to gta5-mods.com and search gameconfig. So many, and each author claiming this and that. Once we download them, and make a side-by-side comparison to the vanilla gameconfig, we see a trend that says "let's throw as many increased values as possible, and see what sticks". Do these authors even know what they are doing?

 

For the PC, there is no such thing as a "universal gameconfig" that will make a PC be able to do more than otherwise capable. It is true that a customized gameconfig can produce better results than the vanilla, but equally true that it can also cause issues with PCs that have little memory to accommodate such increases.

 

The gameconfig is responsible for memory management. It provides a map which instructs that game engine how much real estate it has to allocate for all functions and resources required to make the game run, and be stable. If not optimized, we may suffer from things like texture pop-in, models not fully loading, missing collisions, graphical glitches, crashes to desktop, etc.

 

There is a reason the gameconfig is so underwhelming in terms of what it can allow us to do, with PC-capable hardware, and extra heap - thanks to the heap limit adjuster - which was developed a few months ago, and provided to us here - https://www.gta5-mods.com/tools/heap-limit-adjuster-600-mb-of-heap

 

The reason the default gameconfig is so underwhelming? To reach the broadest audience, a gameconfig must be tailored to reach those who operate a PC meeting only minimum requirements. If it was made strong enough to do all the things that us on much stronger PCs want to do, then those with much lesser PCs wouldn't be able to run the game out of the box. The first evidence we have of an underwhelming gameconfig, is a view of vehicular and ped densities. Why does it look like a ghost town, when these densities should be so much more? Gameconfig has to be tailored to the lowest common denominator to reach the largest audience, else the developer loses out on sales. This is why we have to configure our gameconfigs ourselves based on how much system memory and vRam we have and what exactly we are aiming to do beyond what a default gameconfig would allow for. If we want higher densities in traffic, the physical streaming engine will need a boost along with the proper edits to create more real estate for vehicles to spawn in. If we want the game engine to be capable of handling additional models spawned into the game-space, we need to tell the config we need this much more allocation for texture dictionaries, fragment dictionaries, possibly drawables, maxmodelinfos, handling data etc.

 

The ideal gameconfig is one tailored to the specific needs of a user and said user's hardware. Have a potato? Then no edits required because you are lucky you can run the game at all. You have 32 Gb of memory and a 1080t with a modern CPU? With the right edits, we can do so much more, thanks to the heap limit adjuster. We can load more ymaps, more add-on vehicles, we can replace the underwhelming vanilla vehicles with HQ models, increase ped and vehicular densities, more add-on peds, etc.

 

A properly optimized gameconfig only edits necessary parameters to provide the resources needed to produce expected results, with not one number above what is needed. Looking at the bottom of the config, we have expected maximums. These numbers were mathematically computed to provide a limited space in memory, only necessary to provide for a specific function, and not any more. We only need what we need to produce expected results, and upping these values without need, only provides less space in memory for other functions. Bigger numbers for values does NOT equal better performance - I say this - because there seems to be a "more is better" sentiment when examining the varied gameconfigs hosted on modding sites.

 

The timing of the release of the heap limit adjuster is very unfortunate - released long after the more knowledgeable and seasoned veterans had long since moved on. Extra heap means we can push boundaries beyond what would otherwise be possible, as long as we have the system memory to take advantage of it. Think of all the things that are allocated to the heap portion of memory - the World! Resources that are not constantly swapped in and out of the stack, and need a more permanent residence in memory, now have the extra heap to accommodate such increases. Props of all kinds - brought to us through mapping - now have extra space the heap can manage it did not have before, allowing us to exceed thresholds otherwise not before possible.Maps brought the challenge of maintaining balance as too many props would not have a space in heap, and thus too many props would result in graphical glitches such as pop-in, missing collisions, portions of models not rendering in-game etc. With extra heap, and the appropriate adjustments to the gameconfig, we can now load more maps with more props than ever before.

 

Summing it all up, more is not better, more does not equal better performance, more is only needed for the very specific resources we need to allocate for what we are attempting to do beyond what a default value/values would allow for.

 

 

Actually you are wrong about no edits should be done for a potato computer. You should always disable shadows if your computer is not giving you adequately playable performance.

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