Fixed lag and stutter in Howling Waves

HomeOther ContentFixed lag and stutter in Howling Waves
Fixed lag and stutter in Howling Waves
Fixed lag and stutter in Howling Waves
#wuutheringwaves #lagfixwuthetingwaves
When playing Wuthering Waves, users experience lags and stutters with low fps.
So this video aims to fix lag and increase fps while playing breaking waves.

00:00 Presentation
00:16 Method 1 by moving the game to SSD
00:31 Method 2 by changing AMD settings
00:52 Method 3 by editing the engine.ini file
02:50 Method 4 by changing graphics settings

data to paste into the engine.ini file:
[Basic system]
AsyncLoadingThreadEnabledTrue
AsyncLoadingThreadPriority1
s.AsyncLoadingThreadEnabled1
s.AsyncLoadingTimeLimit4.0
s.PriorityAsyncLoadingExtraTime15.0
s.TimeLimitExceededMultiplier1.5
s.TimeLimitExceededMinTime0.005
s.MinBulkDataSizeForAsyncLoading131072; Load large resources asynchronously
s.AsyncLoadingUseFullTimeLimit1
s.UseBackgroundLevelStreamingTrue
s.IoDispatcherCacheSizeMB2048; 2 GB cache size for IO splitter

[/Script/Engine.IOSettings]
Disk1AccessMode ; Optimizes disk access for hard drives
DiskReadAheadSize16384; Sets the read-ahead buffer size for faster data retrieval
DiskWriteBehindSize16384; Sets the writeback buffer size for smoother write operations

[D3D11]
r.D3D11.UseAsyncTextureStreaming1; Enables asynchronous texture streaming for better performance
r.D3D11.AsyncPipelineCompileThreshold4; Compiles pipelines asynchronously to reduce load times
r.D3D11.UseAsyncShaderPrecompilation1; Enables asynchronous precompilation of shaders for faster startup times

[Shader Compiler]
r.ShaderCompiler.AsyncCompileThreshold10; Number of shaders to compile asynchronously at a time
r.ShaderCompiler.MaxBatchSize100; Maximum number of shaders to compile per batch
r.ShaderCompiler.MaxChunkSize3; Maximum size of shader fragments to compile at one time
r.UseShaderCaching1; Enable shader caching to reduce compile times
r.UseAsyncShaderPrecompilation1; Enable asynchronous shader precompilation for faster startup
r.CreateShadersOnLoad1; Precompile shaders on load to reduce runtime issues
r.ShaderPipelineCache.StartupMode3; Fully warm up the shader pipeline cache on startup
r.ShaderPipelineCache.Enabled1; Enable shader pipeline cache for improved performance
r.ShaderPipelineCache.ReportPSO1; Report PSO usage to shader pipeline cache
r.ShaderPipelineCache.GameFileMaskEnabled0; Disable filtering by game files in shader pipeline cache
r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent1; Lazy-loading shaders when PSO cache is present for faster startup

[XGE]
r.XGEShaderCompile1; Enable cross compiler for shader compilation
r.XGEShaderCompile.Mode1; Use multi-compiler mode for shader compilation
r.XGEShaderCompile.Xml.BatchGroupSize256; Set batch group size for cross-compiler XML generation
r.XGEShaderCompile.Xml.BatchSize16; Set batch size for cross-compiler XML generation
r.XGEShaderCompile.Xml.JobTimeout0.500000; Set job timeout for cross-compiler XML generation

One of the best and fastest hosting at discounted rates (up to 80% off):
https://www.hostg.xyz/SHATd

Windows 11 Playlist: https://youtube.com/playlist?listPLttq0w06AnKbGPtDKyI7wBitw0RwogbL8

Subscribe now: https://www.youtube.com/channel/UCnj8CMpvUFtU83-sopqD5hw?sub_confirmation1

Follow me on
Facebook: https://www.facebook.com/thelotusgeek
Twitter: https://www.twitter.com/vizitbanger
YouTube: https://youtube.com/c/lotusgeek

Become a member of the channel and get personalized/on-demand videos and members-only video access. Click the link below to join:
https://www.youtube.com/channel/UCnj8CMpvUFtU83-sopqD5hw/join

My website: https://thelotusgeek.com

If you like my video, please subscribe to my channel and press the bell icon to continue to receive updates from my channel. Don't forget to share my channel.

Thank you for your love and support 🙂
#wutheringwaves #wutheringwaveslagfix

Please take the opportunity to connect and share this video with your friends and family if you find it useful.

No Comments

Leave a Reply

Your email address will not be published. Required fields are marked *