Help For Low -End PC's (New Version)

A new update is now available, introducing seasons and more!
Latest hotfix: 0.8.0.1 (2024-12-20)
  • Okay so after playing the playable demo for a bit I leaped into the config settings and compared it to the old config of the original Rising World made some changes and here is a copy, paste of the changes I made on my end for massive FPS increase which could help many of you. I hope this helps you all out there to be able to play the "new version" of the game. Now how to make these changes? Go into the game files select the new version open the config with Notepad++. Then just copy the below text and select the same in your config file. Paste it over top of it as this will replace what is already there. I will make a video on how to do this as well instead of Minecraft for Sunday there will be a tutorial for this. Make sure to save the config ini file and close Notpad++ and run the game. You will now have a significant FPS boost.



    ## Rising World Version 0.1.2 (0) Settings ##


    ## GRAPHICS SETTINGS


    # Enables or disables the ambient occlusion effect

    Graphic_AmbientOcclusion=False

    # Ambient occlusion intensity (0-4)

    Graphic_AmbientOcclusionIntensity=1

    # Enables or disables anisotropic filtering for textures

    Graphic_AnisotropicFilter=False

    # Anti-Aliasing mode. 0 = off, 1 = FXAA, 2 = TAA, 3 = SMAA

    Graphic_AntiAliasingMode=1

    # Enables or disables the bloom effect

    Graphic_Bloom=False

    # Bloom effect intensity (0-1). Default: 0.56

    Graphic_BloomIntensity=0.56

    # Bloom effect quality (0-2). Default: 1

    Graphic_BloomQuality=1

    # Bloom effect threshold. Default: 0.56

    Graphic_BloomThreshold=0.56

    # Enables or disables the blur effect (which is visible when the menu is active, for example)

    Graphic_Blur=False

    # Global brightness (between -1.0 and 1.0)

    Graphic_Brightness=1.0

    # Enables or disables the chromatic aberration effect

    Graphic_ChromaticAberration=False

    # Chromatic aberration quality (0-1)

    Graphic_ChromaticAberrationIntensity=0.25

    # Global contrast (between -100 and 100). Default: 0

    Graphic_Contrast=0

    # Enables or disables decals. Default: true

    Graphic_Decals=True

    # Enables or disables the depth-of-field effect

    Graphic_DepthOfField=False

    # Depth-of-field distance. Higher values result in less blur

    Graphic_DepthOfFieldRange=500

    # Depth-of-field start range factor. Default: 0.6

    Graphic_DepthOfFieldStartRange=0.6

    # Display mode. 0 = Fullscreen, 1 = Borderless fullscreen (default), 2 = Maximized window, 3 = Windowed

    Graphic_DisplayMode=3

    # Enables or disables dithering to reduce color banding

    Graphic_Dithering=False

    # If true, light effects (like flickering lights etc) will be active. Has minor impact on performance

    Graphic_EnableLightEffects=False

    # If true, chunks will be smoothly faded out when detaching

    Graphic_FadeChunkDetach=False

    # Enables or disables the film grain effect

    Graphic_FilmGrain=False

    # Film grain intensity (0-1)

    Graphic_FilmGrainIntensity=0.05

    # Film grain response (0-1)

    Graphic_FilmGrainResponse=0

    # Film grain type (0-9)

    Graphic_FilmGrainType=4

    # Field-of-view (FOV) of camera. Default: 75

    Graphic_FOV=65

    # Global gamma (between -1.0 and 1.0)

    Graphic_Gamma=0

    # Determines if grass should be enabled. It's highly recommended to keep that set to true

    Graphic_GrassEnabled=True

    # Enables or disables shadow casting for grass. 0 = off, 1 = basic, 2 = full shadowing

    Graphic_GrassShadows=0

    # Enables or disables HDR (High Dynamic Range Rendering)

    Graphic_HDR=True

    # If true, buildings stay visible until distance > LOD view distance

    Graphic_KeepBuildingsVisible=True

    # Global LOD bias. Default: 1.0

    Graphic_LODBias=1

    # If true, there will be a smooth cross-fade when changing LOD levels. Has impact on performance

    Graphic_LODCrossFade=True

    # Duration of transitions between different LOD levels

    Graphic_LODFadeDuration=2

    # Max LOD level. Default: 0

    Graphic_LODMaxLevel=0

    # LOD terrain mesh resolution (1 = full, 2 = half, 4 = quarter etc)

    Graphic_LODTerrainMesh=2

    # Enables or disables shadow casting for LOD terrain. 0 = off, 1 = basic, 2 = full shadowing

    Graphic_LODTerrainShadows=0

    # Max ingame frames per second (use this to cap your framerate artificially)

    Graphic_MaxFPS=200

    # Visible distance for punctual lights. Higher values have a big impact on performance

    Graphic_MaxLightDistance=50

    # Max number of active punctual lights. Higher values have a big impact on performance

    Graphic_MaxLights=7

    # Visible distance for punctual light shadows, relative to light distance (0-1)

    Graphic_MaxShadowDistanceFactor=1

    # Monitor which should display the game (default: 0). Only relevant when having more than one monitor

    Graphic_Monitor=0

    # Enables or disables motion blur effect

    Graphic_MotionBlur=False

    # If true, camera motion is also considered for this effect - otherwise just object motion

    Graphic_MotionBlurFromCameraMotion=False

    # Motion blur intensity. Default: 1

    Graphic_MotionBlurIntensity=1

    # If true, objects will also be generated in LOD chunks. Default: false

    Graphic_ObjectsInLODChunks=False

    # Refresh rate (default: 0 = automatic handling)

    Graphic_RefreshRate=0

    # Optionally resizes the output resolution. Use a lower value (< 1) to improve performance. Default: 1

    Graphic_ResolutionScale=1

    # Screen width (horizontal resolution). Most screens are 1920

    Graphic_ResolutionX=1280

    # Screen height (vertical resolution). Most screens are 1080

    Graphic_ResolutionY=720

    # Global saturation (between -100 and 100). Default: 10

    Graphic_Saturation=10

    # Shadow quality. 0 = off, 1 = very low, 2 = low, 3 = medium, 4 = high, 5 = custom

    Graphic_ShadowQuality=3

    # Enables or disables shadows completely. Shadows have a considerable impact on performance

    Graphic_ShadowsEnabled=True

    # Bone count for mesh skinning. 1, 2 or 4

    Graphic_SkinWeights=2

    # SMAA quality. 0 = low, 1 = medium, 2 = high

    Graphic_SMAAQuality=1

    # Enables or disables glitter / sparkling of snow

    Graphic_SnowGlitter=False

    # Enables or disables soft blending for particles

    Graphic_SoftParticles=True

    # Enable this only if you experience render issues (screen flickering)

    Graphic_StopNaNs=False

    # TAA sharpen strength (0-2). Only relevant when anti-aliasing mode is set to TAA

    Graphic_TAASharpenStrength=0.75

    # Enables or disables distance blending for terrain to avoid tiling. Has a small impact on performance

    Graphic_TerrainDistanceBlend=True

    # Enables or disables height-based terrain blending

    Graphic_TerrainHeightBlend=True

    # Enables or disables shadow casting for terrain. 0 = off, 1 = basic, 2 = full shadowing

    Graphic_TerrainShadows=1

    # Texture quality (0-2)

    Graphic_TextureQuality=1

    # Enables or disables mipmap streaming. Reduces VRAM consumption

    Graphic_TextureStreaming=False

    # Max number of texture file io calls (only if streaming is enabled). Default is 1024

    Graphic_TextureStreamingMaxIO=1024

    # Max miplevel reduction per texture (only if streaming is enabled). Default is 2

    Graphic_TextureStreamingMaxReduction=2

    # Max memory budget for texture streaming (only if streaming is enabled). Default is 512

    Graphic_TextureStreamingMemory=512

    # If true, vegetation will also be generated in LOD chunks. Default: true

    Graphic_VegetationInLODChunks=True

    # Detail view distance (number of chunks visible in each direction)

    Graphic_ViewDistance=5

    # View distance for buildings, i.e. blocks and constructions (number of chunks visible in each direction)

    Graphic_ViewDistanceBuildings=5

    # View distance for felled trees / tree logs (in block units)

    Graphic_ViewDistanceFelledTrees=100

    # Total LOD view distance (number of chunks visible in each direction)

    Graphic_ViewDistanceLOD=15

    # Enables or disables a slight "vignette" effect

    Graphic_Vignette=True

    # If true, the volumetric light output will be smoothed

    Graphic_VolumetricLightFilter=False

    # Enables or disables volumetric lights. Has a considerable impact on performance

    Graphic_VolumetricLights=False

    # VSync (enabling this prevents 'tearing' on your screen, but has impact on performance). Default: 0

    Graphic_VSync=0

    # Wind quality (affects grass and vegetation). 0 = off, 1 = simple, 2 = full (default)

    Graphic_Wind=1

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