1. use capframex (free) software to monitor a short Star Citizen session flying your ship. 2. make a screenshot of the analysis using e.g. Bandicam. 3. register with open ai (Chat GPT), upload your analysis image, state your PC specs in detail and ask for optimization for e.g. dogfights. My PC (yes, it's an old rig, but does it all): CPU: Ryzen 7 1700X GPU: GTX 1060 6 GB RAM: 32 GB G Skill (DDR4-2933) Monitor: LG IPS 2K 1080p SSD Chat GPT helped to create a matching user.cfg file and also told me, that my RAM wasn'*t running as fast as possible. I set the RAM to 2933 Mhz manuell (3200 Mhz won't fly, because I have 4 Modules installed and AMD CPU might have issues with that), created a user.cfg and ran another analysis. Again, I uploaded the screenshot and asked for comparison and more optimization. Chat GPT was very helpful and I got another user.cfg. I also asked to comment the user.cfg (see below). One last time, and I was done. I gained quiet some FPS. Stuttering also went down and I am actually winning dogfights now. Before I was at 25 FPS with quiet some lags and stutter during fights. After I was 30+ FPS and almost no stutter. Cheers :slightly_smiling_face: ; ============================================ ; Star Citizen user.cfg ; Optimized for: ; CPU: AMD Ryzen 7 1700X (8 cores / 16 threads) ; GPU: NVIDIA GeForce GTX 1060 6 GB ; RAM: 32 GB DDR4 (4x8 GB) @ 1467 MHz (2933 MT/s) ; Monitor: 1080p (target resolution) ; Goal: Smoother frametimes, less stuttering, stable FPS ; ============================================ -- PERFORMANCE AND RENDERING -- sys_MaxFPS = 60 ; FPS limit → stabilizes frametimes, reduces hardware load r_VSync = 0 ; V-Sync off → no input delay, FPS limit ensures stability r_MotionBlur = 0 ; Motion Blur disabled → clearer image r_ssdo = 0 ; SSDO off → better performance (fewer shadow/AO calculations) r_TexMaxAnisotropy = 8 ; Good texture quality, not too demanding r_TexMinAnisotropy = 8 r_texturestreaming = 0 ; No streaming → fewer stutter/loading hitches (requires more VRAM) r_TextureAnisotropy = 8 r_ShadowMaxTexRes = 2048 ; Medium-high shadow resolution r_shadows = 1 ; Shadows enabled, moderate quality e_ShadowsPoolSize = 2048 ; Shadow buffer size adjusted to GPU r_ssreflections = 0 ; Reflections off → significant GPU relief -- OBJECT & ENTITY HANDLING -- e_LodRatio = 60 ; LOD distance → balanced between sharpness and performance e_Lods = 1 ; LOD enabled → saves resources e_ObjQuality = 2 ; Object quality set to medium e_Clouds = 1 ; Simple clouds → reduces GPU load -- CPU OFFLOADING -- sys_job_system_enable = 1 ; Multi-core support enabled r_MultiThreaded = 1 ; Multi-threaded rendering on r_usehwskin = 1 ; Hardware skinning → reduces CPU load sys_streaming_cpu = 1 ; Spreads streaming load across CPU -- GPU OFFLOADING & VRAM USAGE -- r_TexturesStreaming = 0 ; No texture streaming during gameplay r_DeferredShadingTiled = 1 ; More efficient GPU rendering r_Batching = 1 ; Batching on → fewer draw calls -- NETWORK/STREAMING -- net_LimitLatency = 0 ; No additional latency net_MaxPacketRate = 100 ; Higher update rate → smoother multiplayer movement -- MISC -- con_restricted = 0 ; Allows console commands