Dynamic Performance Mode
The Performance Monitor watches frame timing in real-time and automatically adjusts quality. It supports two distinct strategies:
Scaling Strategies
| Mode | Behavior | Best For |
|---|
| SoftScaling | Progressively disables heavy effects (SSR, Ray Tracing, SSGI, Clouds, SSAO, Probes, Soft Particles) first, then reduces Render Scale (down to 0.5), then Bloom. | Competitive games where sudden tier swaps might be distracting. |
| TierScaling | Swaps the entire Quality Tier (e.g., Ultra → High) when FPS drops below threshold. | Games where quality levels are clearly defined by distinct asset presets. |
The "Baseline Ceiling" (Quality Protection)
AGS respects the player's manual choice. By default, even if the GPU has extra headroom, the system will not automatically upgrade to a tier higher than the one the player manually selected in the menu.
- Manual Override: When the player selects a tier, that index becomes the new "Baseline Ceiling".
- Uncapped Mode: You can enable
allowUpgradeAboveBaseline in the settings to allow the system to push quality as high as possible regardless of the manual choice.
Decision Rules
| Rule | Condition | Action |
|---|
| R01 | FPS sampling | Sliding-window average using FrameTimingManager. |
| R02 | avgFPS < 90% of target | Downgrade (Soft step or Tier swap) immediately. |
| R03 | avgFPS ≥ 100% of target for upgradeHoldTime | Upgrade (Soft step or Tier swap) conservatively. |
Configuration
| Parameter | Default | Description |
|---|
enableDynamicPerformance | false | Master toggle. |
dynamicScalingMode | Soft | SoftScaling or TierScaling. |
allowUpgradeAboveBaseline | false | If true, system can auto-upgrade beyond player's choice. |
targetFPS | 60 | Target frame rate monitor tries to maintain. |
samplingWindow | 3s | FPS history duration for averaging. |
upgradeHoldTime | 10s | Stability window required before an upgrade. |