Normally I'm not against using ini-tweaks at all, but I'm unsure what these tweaks actually do. The post explaining some of them didn't really help much either. Is this particular configuration safe-proof? Does it decrease anything visually?
I definetly wouldn't mind less stuttering and lag. I got a pretty good PC.
I'll answer what I can
PhysXGpuHeapSize
PhysXMeshCacheSize
PoolSize
Changes the amount of vram dedicated to physx
MaxProcBuildingLODColorTextureSize
MaxProcBuildingLODLightingTextureSize
Changes the distance at which full resolution textures are loaded
To save myself time I'm going to steal some of these
HysteresisLimit
Sets a limit on textures rendered when transitioning from one LOD to another, limiting spurious load/unload requests.
DropMipLevelsLimit
Sets the number of miplevels to drop (increase fudge) before uploading a texture LOD.
StopIncreasingLimit
Sets a memory limit for texture pop-ins (MIPS) in MB. Setting this higher with an increased poolsize will help pop-in issues.
StopStreamingLimit
Sets a memory limit for texture streaming in MB. Setting this higher with an increased poolsize will help smooth streaming.
MinEvictSize
Sets a memory limit for texture tiles that are mapped/pinned as necessary and then evicted as per cache rules.
MinFudgeFactor
Sets a min margin of error for texture steaming. Anything higher than 1.0f means that textures don't fit & will be blurry.
udgeFactorDecreaseRateOfChange
Tells when to increase the margin of error rate for texture streaming.
MinTimeToGuaranteeMinMipCount
Sets a min time to eliminate the loading buffer and shows texture density at its max right away instead of loading it.
MaxTimeToGuaranteeMinMipCount
Sets a max time to eliminate the loading buffer and shows texture density at its max right away instead of loading it.
LoadMapTimeLimit
Sets a time limit for the pre-streaming texture blocking operation, making streaming more smooth. Lower # assumes more bandwidth. So if you have a really powerful card you can experiment with lower this more)
TerrainTessellationCheckCount
This is the number of frames that are used between terrain tessellation re-calculations. More for performance.
TerrainTessellationCheckBorder
Tessellation settings: More for quality, less for performance.
TerrainTessellationCheckDistance
The radius from the view origin that terrain tessellation checks should be performed.
bSmoothFramerate
FPS smoother, lowers details to improve FPS when lagging. True for performance, false for quality. always disable as it limits fps.
MinSmoothedFrameRate
Minimum framerate smoothing will kick in.
MaxChannels
Amount of sound channels. Requires more of CPU the higher the setting but decreases the chance sounds will be cut out with a lot going on.
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Looking into this I noticed some things that can be better with the settings I pulled from those threads so I think I'm going to go through and make some changes.
System/Video....................2gb/512mb.....4gb/1gb.....8gb+/2gb+
PhysXGpuHeapSize=32 to..........64..................128..............256
PhysXMeshCacheSize=8 to........16....................32................64
PoolSize=160 to......................320..................640..............960
MaxProcBuildingLODColorTextureSize=1024 to 512
MaxProcBuildingLODLightingTextureSize=256 to 128
HysteresisLimit=20 to 24
DropMipLevelsLimit=16 to 20
StopIncreasingLimit=12 to 18
StopStreamingLimit=8 to 12
MinEvictSize=10 to 12
MinFudgeFactor=1 to 0.5
FudgeFactorDecreaseRateOfChange=-0.4 to -0.5
MinTimeToGuaranteeMinMipCount=2 to 0
MaxTimeToGuaranteeMinMipCount=12 to 0
LoadMapTimeLimit=20.0 to 10.0
TerrainTessellationCheckCount=99 - Default 6
TerrainTessellationCheckBorder=0.0
TerrainTessellationCheckDistance=2048.0 - Default 4096
bSmoothFramerate = False
MinSmoothedFrameRate=18 - default 22
MaxChannels=128 - Default 32 (I went 64 here because I had problems with 128 in diablo 3)
Did a test of the 150 mercenaries ICP run and noticed another minor improvement.
I also want to emphasize that there are only a couple outcomes from using these:
You have worse performance
You have the same performance
You have better performance
The game crashes
Create a back up of the ini before you edit it in case you get one of the bad ones, then you can revert and try again with values tuned more specifically to your PC, or just leave it default.
Based on the descriptions you can exclude anything that reduces graphical quality but this is an isometric game where you can reduce the LOD on objects in the distance without noticing the lower LOD because it's off-screen. A lot of the optimizations are focused on keeping more in VRAM, reducing details in the distance that you wont see, and increasing the time between the engine checking the states of certain effects (similar to the lighting update rate option in the in-game graphics settings).
There isn't anything dangerous about this.