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  1. HOW TO USE! These are my configuration settings within Black Ops 3 on PC. What you need to do to find this file is navigate to your local disk (most are the C drive, mine is the E drive since I have multiple hard drives) it'll look something like this:
  2.  
  3. E:\SteamLibrary\steamapps\common\Call of Duty Black Ops III\players
  4.  
  5. Once you're in there ^ click on the "config" file (I recommend opening it up with notepad++ so you can read things easier). Once you're in here copy EVERYTHING below this line and paste it. If it still doesn't work, fiddle around with some settings until you get your desired performance. MUCH LOVE <3
  6.  
  7. //
  8. //Gameplay
  9. //
  10.  
  11. //Frame rate cap (0 for none)
  12. MaxFPS = "0" // 0 to 1000
  13.  
  14. //Show current framerate on screen
  15. DrawFPS = "0" // 0 or 1
  16.  
  17. //Toggle framerate smoothing
  18. SmoothFramerate = "0" // 0 or 1
  19.  
  20. //Horizontal field of view in degrees assuming 16:9 aspect ratio
  21. FOV = "110" // 65 to 120
  22.  
  23. SplitscreenOrientation = "0" // 0 or 1
  24.  
  25. //Enable network voice chat
  26. VoiceChat = "1" // 0 or 1
  27.  
  28. //Enable occlusion of sound behind solid surfaces
  29. SoundOcclusion = "1" // 0 or 1
  30.  
  31. //Mouse smoothing amount
  32. MouseFilter = "0" // 0 to 10
  33.  
  34. MouseAcceleration = "0" // 0 to 1
  35.  
  36. MouseSensitivity = "2.8" // 0.1 to 30
  37.  
  38. //Mouse vertical sensitivity
  39. MouseVerticalSensitivity = "0.022" // -1 to 1
  40.  
  41. //Enable vertical look with the mouse
  42. MouseVerticalLook = "1" // 0 or 1
  43.  
  44. //Maximum number of simultaneous human corpses
  45. CorpseCount = "1" // 1 to 32
  46.  
  47. //Number of frames the driver is allowed to enqueue, a lower value improves input latency but may decrease performance. Set it to 0 to use the system default, usually 3.
  48. MaxFrameLatency = "0" // 0 to 4
  49.  
  50. //0 use two threads, one thread update frame N while the second render N-1. 1 concatenate update and render. 2 concatenate update render and frame presentation.
  51. //0 is the default for the best performance, 1 and 2 improve latency but require a powerful CPU.
  52. SerializeRender = "2" // 0 to 2
  53.  
  54. //
  55. //Setup
  56. //
  57.  
  58. //Set to zero to force auto-detect to run at startup
  59. AutoDetectHasRun = "1" // 0 or 1
  60.  
  61. //Clear to check driver against recommended
  62. LastDriverNvidia = "36175" // 0 or bigger
  63.  
  64. //Clear to check driver against recommended
  65. LastDriverAMD = "0" // 0 or bigger
  66.  
  67. //Fraction of video memory usage to target
  68. VideoMemory = "1" // 0.75 to 1
  69.  
  70. //Hide graphics options that are too demanding for the user's video card
  71. RestrictGraphicsOptions = "0" // 0 or 1
  72.  
  73. //
  74. //Display
  75. //
  76.  
  77. // 0 - Windowed, 1 - Fullscreen, 2 - Fullscreen Window
  78. FullScreenMode = "2" // 0 to 2
  79.  
  80. //Window X position
  81. WindowX = "0" // -8192 to 8192
  82.  
  83. //Window Y position
  84. WindowY = "0" // -8192 to 8192
  85.  
  86. WindowSize = "1920x1080" // any text
  87.  
  88. RefreshRate = "144.001" // 1 to 240
  89.  
  90. //Monitor index to use for fullscreen
  91. Monitor = "1" // 0 to 8
  92.  
  93. //Vsync only applies in fullscreen
  94. Vsync = "0" // 0 or 1
  95.  
  96. //Percentage of window resolution that the 3D scene renders at
  97. ResolutionPercent = "100" // 50 to 200
  98.  
  99. //Color spaces for monitor output
  100. DisplayGamma = "sRGB" // sRGB, rec.709, or rec.709 - Limited
  101.  
  102. //Set to 3 to enable triple buffering, useful to prevent large framerate drops when vsync is enabled
  103. BackbufferCount = "2" // 2 to 3
  104.  
  105. //
  106. //Graphics
  107. //
  108.  
  109. //LOD's to drop on models, lower numbers are higher quality
  110. MeshQuality = "0" // 0 to 2
  111.  
  112. //0 - Force 2x anisotropic filtering, 1 - Per material, 2 - Force 16x anisotropic filtering
  113. TextureFilter = "2" // 0 to 2
  114.  
  115. //Number of mips to drop on streamed textures, lower numbers are higher quality
  116. TextureQuality = "0" // 0 to 3
  117.  
  118. //Number of mips to drop on effects and dynamic decals, lower numbers are higher quality
  119. TextureQualityFX = "0" // 0 to 15
  120.  
  121. //Number of mips to drop on reflections, lower numbers are higher quality
  122. TextureQualityProbes = "0" // 0 to 16
  123.  
  124. //Number of mips to drop on sun shadows, lower numbers are higher quality
  125. TextureQualityBakedSunShadows = "0" // 0 to 2
  126.  
  127. //Force lowest mips to stay loaded instead of streaming
  128. TextureLowDetailResident = "1" // 0 or 1
  129.  
  130. DisableDynamicLightShadows = "0" // 0 or 1
  131.  
  132. DisableDynamicSunShadows = "0" // 0 or 1
  133.  
  134. //Resolution of spot light shadows
  135. SpotShadowTextureSize = "4096" // 128 to 8192
  136.  
  137. //Resolution of omni (point) light shadows
  138. OmniShadowTextureSize = "512" // 128 to 2048
  139.  
  140. //Enable multi-sampled soft shadows
  141. ShadowFiltering = "1" // 0 or 1
  142.  
  143. //Number of lights with otherwise static shadows to force characters shadows on
  144. ActorShadows = "8" // 0 to 16
  145.  
  146. //Enable volumetric sun and light shafts
  147. VolumetricLightingEnabled = "1" // 0 or 1
  148.  
  149. //Number of raymarch samples for sunlight
  150. VolumetricLightingMaxSunSamples = "40" // 1 to 256
  151.  
  152. //Number of raymarch samples for local lights
  153. VolumetricLightingMaxLightSamples = "80" // 1 to 256
  154.  
  155. //Skip every other sample if color is constant
  156. VolumetricLightingSkipSunSamples = "0" // 0 or 1
  157.  
  158. //Skip every other sample if color is constant
  159. VolumetricLightingSkipLightSamples = "0" // 0 or 1
  160.  
  161. //Enabled order-independent transparency
  162. OIT = "1" // 0 or 1
  163.  
  164. //Maximum number of overlapping transparency layers
  165. OITLayers = "16" // 8, 9, 12, or 16
  166.  
  167. //Screen-space ambient occlusion method
  168. SSAOTechnique = "GTAO Ultra Quality" // Disabled, HEMIAO, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality
  169.  
  170. //Anti-aliasing technique
  171. AATechnique = "SMAA 1x" // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x
  172.  
  173. //Per-object motion blur
  174. MotionBlur = "On" // Off, Auto, or On
  175.  
  176. MotionBlurQuality = "High" // Low, Medium, or High
  177.  
  178. //Better lighting for skin
  179. SubsurfaceScattering = "1" // 0 or 1
  180.  
  181. //If true, the game will switch back to fullscreen once it get back the focus after losing it on Alt+Tab or similar events. If false, the game stay window and can be switch back to fullscreen with Alt+Enter
  182. AutoRestoreFullscreen = "1" // 0 or 1
  183.  
  184. //Set to 1 or 2 to display an ingame overlay of the frame performance over time.
  185. ShowPerformanceGraph = "0" // 0 to 16
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