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  1. ;************************************************************************
  2. ;******************* MWO Uber Cute&Fast ******** config v1.2 ************
  3. ;************************************************************************
  4. ;***<<<<<<<< WARNING !!! BladeXXL patch is ABSOLUTE MUST !!! >>>>>>>>****---------------------------------------------
  5. ;************************************************************************---------------------------------------------
  6. ;---
  7. ;============================ Debug =====================================
  8. sys_DeactivateConsole = 0
  9. ; --- 0: normal console behavior / 1: hide the console <<< Doesn't work for MWO ? >>>
  10. con_restricted = 0
  11. ; --- 0=normal mode / 1=restricted access to the console <<< Doesn't work for MWO ? >>>
  12. ;e_DisplayMemoryUsageIcon = 1
  13. ; --- Turns On/Off the memory usage icon rendering: 1 on, 0 off. <<< Doesn't work for MWO ? >>>
  14. ;============================ Core ======================================
  15. ;---
  16.  
  17. r_VSync = 0
  18. cl_fov = 75
  19. gp_mech_sound_system_disable_bitchinbetty = 0
  20.  
  21.  
  22. ; --- Main view frustum FoV
  23. ;r_DrawNearFoV = 30
  24. ; --- Near objects (player's weapon) FoV <<< Doesn't work for MWO ? >>>
  25. r_MultiGPU = 0
  26. ; --- Enable if SLI/CrossFire
  27. r_MultiThreaded = 2
  28. ; --- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
  29. r_GeomInstancing = 1
  30. r_stereodevice = 0
  31. ; --- Sets stereo (visual) device (only possible before app start)
  32. ;---
  33. ;---------------------------- Gameplay ----------------------------------
  34. ; --- Zoom ---
  35. gp_mech_view_zoom_transitiontime = 0.05
  36. ; --- [Default: 0.2] Transition time in seconds between zoom levels
  37. ;---
  38. ;============================ Controller ================================
  39. ;---
  40. i_mouse_inertia = 0
  41. ;--- Set mouse inertia. It is disabled (0.0) by default.
  42. i_mouse_smooth = 0
  43. ;--- [1..30] Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.
  44. i_mouse_accel = 0
  45. ; --- usually a small number, 0.1 is a good one
  46. i_mouse_accel_max = 100
  47. ; --- Set mouse max mouse delta when using acceleration.
  48. gp_mech_view_look_sensitivity = 0.0026
  49. ; --- [Default: 0.00261537] Normal View <<<<<<<<< Mouse sensitivity
  50. gp_mech_view_zoom_level1_sensitivity_modifier = 0.95
  51. ; --- [Default:0.95] Zoom 1.5x
  52. gp_mech_view_zoom_level2_sensitivity_modifier = 0.8
  53. ; --- [Default: 0.8] Zoom 3x
  54. gp_mech_view_zoom_level3_sensitivity_modifier = 0.7
  55. ; --- [Default: 0.7] Zoom 4x
  56. gp_mech_view_lead_max_pitch = 1.5
  57. ; --- [Default: 1.0] Maximum lead Pitch when looking. Up/Down
  58. gp_mech_view_lead_max_yaw = 1.5
  59. ; --- [Default: 1.0] Maximum lead yaw when looking. Left/Right
  60. ;---
  61. ;============================= Renderer ================================
  62. ;---
  63. sys_spec_Environment = 1
  64. sys_spec_GameEffects = 1
  65. sys_spec_ObjectDetail = 1
  66. sys_spec_Particles = 1
  67. sys_spec_PostProcessing = 1
  68. sys_spec_Shading = 1
  69. sys_spec_Shadows = 1
  70. sys_spec_Texture = 1
  71. sys_spec_Physics = 3
  72. sys_spec_Sound = 3
  73. ;-----------------------------------------------------------------------
  74. q_Renderer = 1
  75. ; --- Should be set besides q_Quality
  76. q_Quality = 1
  77. ; --- If called with a parameter it sets the quality of all q_.. variables
  78. ; --- but to be 100% sure:
  79. q_ShaderGeneral = 1
  80. q_ShaderMetal = 1
  81. q_ShaderGlass = 1
  82. q_ShaderVegetation = 1
  83. q_ShaderIce = 1
  84. q_ShaderTerrain = 1
  85. q_ShaderShadow = 1
  86. q_ShaderWater = 1
  87. q_ShaderFX = 1
  88. q_ShaderPostProcess = 1
  89. q_ShaderHDR = 1
  90. q_ShaderSky = 1
  91. e_Recursion = 0
  92. ; --- [Default:1] If 0 - will skip recursive render calls like render into texture
  93. ;---
  94. ;============================= ObjectDetail =============================
  95. ;--- Occlusion -----
  96. e_HwOcclusionCullingObjects = 1
  97. ; --- [Default:0] Activates usage of HW occlusion test for objects
  98. e_OcclusionLazyHideFrames = 1
  99. ; --- [Default:0] Makes less occluson tests, but it takes more frames to detect invisible objects
  100. ; ---
  101. ;----------------------------- Object LODs --------------------------
  102. e_ObjQuality = 1
  103. e_Lods = 1
  104. ; --- Load and use LOD models for static geometry
  105. e_LodsForceUse = 1
  106. e_LodRatio = 10
  107. ; --- LOD distance ratio for objects
  108. e_LodMin = 0
  109. e_CharLodMin = 1
  110. ; --- Min LOD for character objects
  111. e_LodMax = 5
  112. e_LodMinTtris = 1
  113. ; --- LODs with less triangles will not be used
  114. e_LodCompMaxSize = 8
  115. ; --- Affects LOD selection for big objects, small number will switch more objects into lower LOD
  116. ; ---
  117. ;e_MaxViewDistance = 150
  118. ; --- [Default: -1] Far clipping plane distance
  119. e_MaxViewDistSpecLerp = 0.8
  120. ; --- [Default: 1]
  121. ; 1 - use max view distance set by designer for very high spec
  122. ; 0 - for very low spec
  123. ; Values between 0 and 1 - will lerp between high and low spec max view distances.
  124. ; ---
  125. e_ViewDistMin = 10
  126. ; --- Min distance on what far objects will be culled out
  127. e_ViewDistRatio = 100
  128. ; --- View distance ratio for objects
  129. e_ViewDistRatioCustom = 75
  130. ; --- View distance ratio for special marked objects (Players,AI,Vehicles)
  131. e_ViewDistRatioDetail = 35
  132. ; --- View distance ratio for detail objects
  133. e_ViewDistRatioLights = 50
  134. ; --- View distance ratio for light sources
  135. ;e_ViewDistRatioVegetation = 40
  136. ; --- [Default: 30] View distance ratio for vegetation
  137. r_DrawNearZRange = 0.08
  138. ;----------------------------- Dissolve ---------------------------------
  139. e_Dissolve = 1
  140. ; --- [Default: 1] Objects alphatest_noise_fading out on distance
  141. e_DissolveDistband = 3
  142. ; --- [Default: 3] Over how many metres transition takes place
  143. e_DissolveDistMax = 8
  144. ; --- [Default: 8] At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
  145. e_DissolveDistMin = 2
  146. ; --- [Default: 2] At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
  147. ;---
  148. ;----------------------------- Terrain ------------------------------
  149. ;---
  150. e_TerrainLodRatio = 1
  151. ; --- lower is better, 0 is disabled terrain LOD
  152. e_TerrainTextureLodRatio = 2
  153. ; --- Adjust terrain base texture resolution on distance
  154. e_TerrainDetailMaterials = 1
  155. ; --- Activates drawing of detail materials on terrain ground
  156. e_TerrainDetailMaterialsViewDistZ = 128
  157. ; --- [Default:128]
  158. e_TerrainDetailMaterialsViewDistXY = 1024
  159. ; --- [Default:2048]
  160. e_TerrainNormalMap = 1
  161. e_TerrainTextureStreamingPoolItemsNum = 64
  162. ; --- [Default: 64] Specifies number of textures in terrain base texture streaming pool
  163. ; ---
  164. ;----------------------------- Terrain Occlusion ---------------------
  165. ; ---
  166. e_TerrainOcclusionCullingVersion = 1
  167. ; >>> 0 - old, 1 - new <<<
  168. ; ---
  169. e_TerrainOcclusionCulling = 1
  170. ; --- heightmap occlusion culling with time coherency 0=off, 1=on
  171. e_TerrainOcclusionCullingMaxDist = 120
  172. ; --- [Default: 200] Max length of ray (for version 1)
  173. ;e_TerrainOcclusionCullingMaxSteps
  174. ; --- [Default: 50] Max number of tests per ray (for version 0)
  175. e_TerrainOcclusionCullingPrecision = 0.25
  176. ; --- [Default: 0.25] Density of rays
  177. e_TerrainOcclusionCullingPrecisionDistRatio = 3
  178. ; --- [Default: 3] Controls density of rays depending on distance to the object
  179. e_TerrainOcclusionCullingStepSize = 4
  180. ; --- [Default: 4] Initial size of single step (in heightmap units)
  181. e_TerrainOcclusionCullingStepSizeDelta = 1.05
  182. ; --- [Default: 1.05] Step size scale on every next step (for version 1)
  183. ;---
  184. ;----------------------------- Vegetation -----------------------------
  185. ;---
  186. ;e_VegetationSprites = 1
  187. ; --- [Default: 1] Activates drawing of sprites instead of distributed objects at far distance
  188. ;e_VegetationSpritesMinDistance = 8
  189. ; --- [Default: 8] Sets minimal distance when distributed object can be replaced with sprite
  190. ;e_DissolveSpriteMinDist = 4
  191. ; --- [Default: 4] The min dist over which vegetation sprites dissolve
  192. ;e_DissolveSpriteDistRatio = 0.1
  193. ; --- [Default: 0.1] The fraction of vegetation sprite draw distance over which to dissolve
  194. ;e_VegetationSpritesBatching = 1
  195. ; --- [Default: 1] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation
  196. r_VegetationSpritesTexRes = 16
  197. e_VegetationBending = 0
  198. ; --- [Default: 1] Simulates "wind bending"
  199. ;e_VegetationAlphaBlend = 1
  200. ; --- [Default: 1]
  201. ;e_VegetationMinSize = 0
  202. ; --- [Default: 0]
  203. ;e_VegetationSpritesDistanceCustomRatioMin = 1
  204. ; --- [Default: 1]
  205. ;e_VegetationSpritesDistanceRatio = 1
  206. ; --- [Default: 1] Allows changing distance on what vegetation switch into sprite
  207. ;e_CullVegActivation = 8
  208. ; --- [Default: 10] Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
  209. ;e_ProcVegetation = 1
  210. ; --- [Default: 1]
  211. e_VegetationUseTerrainColor = 1
  212. ;---
  213. ;----------------------------- Other...----------------------------------
  214. ;---
  215. ;e_OcclusionCullingViewDistRatio = 0.5
  216. ; --- [Default: 0.5] Skip per object occlusion test for very far objects - culling on tree level will handle it
  217. ca_AttachmentCullingRation = 200
  218. ; --- [Default: 5000] Ration between size of attachment and distance to camera
  219. ;ca_DrawAttachments = 1
  220. ; --- [Default: 1]
  221. ;ca_DrawFaceAttachments = 1
  222. ; --- [Default: 1]
  223. es_DebrisLifetimeScale = 0.5
  224. ; --- [Default: 1]
  225. ;---
  226. ;============================= Textures =================================
  227. ;---
  228. r_TexMinSize = 64
  229. ; --- [Default: 64]
  230. r_TexMaxSize = 0
  231. ; --- [Default: 0 / unlimited (auto)]
  232. r_TexResolution = 1
  233. ;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
  234. ;r_TextureLodDistanceRatio = -1
  235. ; --- [Default: -1 (off)] ; [-1, 0 and bigger] Controls dynamic LOD system for textures used in materials.
  236. ; 0 = full LOD to all textures used in frame.
  237. ; > 0 will activate texture LOD selection depending on distance to the objects.
  238. r_TexBumpResolution = 2
  239. ;--- Reduces bump texture resolution. (Behaviour) same as r_TexResolution.
  240. r_EnvTexResolution = 0
  241. ;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512
  242. r_EnvCMResolution = 0
  243. ;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256
  244. r_DisplacementFactor = 0.4
  245. ; --- [Default = 0.4f] Global displacement amount. Parallax?
  246. r_UseMaterialLayers = 2
  247. ;--- [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
  248. r_TexSkyResolution = 1
  249. r_DynTexAtlasCloudsMaxSize = 12
  250. r_DynTexAtlasSpritesMaxSize = 8
  251. r_DynTexMaxSize = 64
  252. ; --- [Default: 80]
  253. r_EnvTexUpdateInterval = 0.1
  254. ; --- [Default: 0.001]
  255. r_TexAtlasSize = 256
  256. ; --- [Default: 1024]
  257. r_TexMinAnisotropy = 0
  258. r_TexMaxAnisotropy = 4
  259. ; --- ^^^ Lowered to make textures look sharper, since MSAA is enabled.
  260. ; r_TexturesFilteringQuality = 1
  261. ; --- 0: Highest quality ; 1: Medium quality ; 2: Low quality
  262. ; ---
  263. ;----------------------------- Detail Textures -------------------------
  264. r_DetailTextures = 1
  265. ; r_DetailNumLayers = 1
  266. r_DetailDistance = 4
  267. ; --- [1-20] Default is 6.
  268. ;----------------------------- Object Decals --------------------------
  269. e_decals = 1
  270. e_DecalsAllowGameDecals = 1
  271. e_DecalsLifeTimeScale = 0.8
  272. e_DecalsOverlapping = 0
  273. e_DecalsHitCache = 1
  274. ;e_DecalsForceDeferred = 0
  275. e_DecalsMerge = 1
  276. e_DecalsScissor = 1
  277. e_DecalsPreCreate = 1
  278. ca_useDecals = 1
  279. ; --- Decals on characters / base cap frame
  280. ;---
  281. ;================ Post-Processing / HDR / DOF / Motion Blur ============
  282. ;---
  283.  
  284. r_PostProcessEffects = 0
  285. r_PostProcessFilters = 0
  286. r_PostProcessGameFx = 0
  287. r_ColorGrading = 1
  288. r_Glow = 1
  289. r_GlowAnamorphicFlares = 1
  290.  
  291. ; meow
  292. r_DepthOfField = 1
  293.  
  294. r_dofMinZScale = 0
  295. r_dofMinZ = 1
  296. r_DepthOfFieldBokeh = 1
  297. r_DepthOfFieldBokehQuality = 1
  298. r_PostProcessHUD3DCache = 30
  299. r_sunshafts = 0
  300. r_pointslightshafts = 0
  301. r_Coronashafts = 0
  302. r_Coronas = 0
  303. r_Flares = 1
  304. r_MotionBlur = 0
  305. r_MotionBlurMaxViewDist = 0
  306. r_MotionBlurShutterSpeed = 0.00001
  307. ca_MotionBlurMovementThreshold = 0.00001
  308. g_radialBlur = 0
  309. r_Reflections = 0
  310. r_ReflectionsQuality = 0
  311. r_Beams = 0
  312. r_BeamsDistFactor = 1
  313. r_BeamsMaxSlices = 16
  314. ;--------------------------------- HDR ------------------------------
  315. r_HDRRendering = 1
  316. ;--- [Default:1] [0/1/2/etc] Default is 1 (on), exponential tone mapping; 2 - exponential tone mapping with s-curve output.
  317. r_HDRTexFormat = 0
  318. ;--- [Default:0] HDR texture format. [Value] 0:(low precision - cheaper/faster), 1:(high precision)
  319. r_HDRLevel = 8
  320. ;--- [Default:8.0] HDR rendering range level (color multiplier tweak together with hdr offset) <<< Bigger = brighter highlights
  321. r_HDROffset = 10
  322. ;--- [Default is 10.0]. HDR rendering range offset (color multiplier tweak together with hdr level) <<< Bigger = darker shadows
  323. ;r_HDRBrightness = 1
  324. ;--- [Default:1]
  325. r_HDRSaturation = 1
  326. ;--- [Default:0.875]
  327. r_HDRBrightLevel = 0.8
  328. ;--- [Default is 1.25] <--- HDR Glow ?
  329. r_HDRBrightOffset = 8
  330. ;--- [Default is 8.0] ^^^ Controls the general Brightness/Glow of lighting;
  331. ; Lowering increases brightness, raising - darkens the HDR effect.
  332. r_HDRBrightThreshold = 5
  333. ;--- [Default is 8.0]
  334. r_HDRBloomMul = 0.5
  335. ;--- [Default is 0.8]
  336. r_HDRGrainAmount = 0
  337. ;--- [Default is 0.6]
  338. r_HDRBlueShift = 0
  339. ;--- [Default is 0]
  340. r_HDREyeAdaptionCache = 30
  341. ;--- Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc
  342. ;--- Enable/Disable eye adaptation caching overframes
  343. r_EyeAdaptationBase = 0.8
  344. ; --- [Default:0.25] --- HDR rendering eye adaptation base value (smaller values result in brighter adaption)
  345. r_EyeAdaptationFactor = 0.85
  346. ; --- [Default:0.85] --- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
  347. r_EyeAdaptationSpeed = 0.5
  348. ; --- [Default:2.0] --- HDR rendering eye adaptation speed
  349. ;r_HDRRangeAdapt
  350. ; --- [Default:0]
  351. ;r_HDRRangeAdaptationSpeed
  352. ; --- [Default:4]
  353. ;r_HDRRangeAdaptLBufferMax
  354. ; --- [Default:0.125]
  355. ;r_HDRRangeAdaptLBufferMaxRange
  356. ; --- [Default:2.0]
  357. ;r_HDRRangeAdaptMax
  358. ; --- [Default:1.0]
  359. ;r_HDRRangeAdaptMaxRange
  360. ; --- [Default:4.0]
  361. ;r_HDRSCurveMax
  362. ; --- [Default:0.95]
  363. ;r_HDRSCurveMin
  364. ; --- [Default:0]
  365. ;---
  366. ;============================= MSAA / EdgeAA / FSAA / SSAA ============================
  367. ;---
  368. r_MSAA = 0
  369. ; --- [Default: 0] Enables selective supersampled antialiasing.
  370. r_MSAA_quality = 0
  371. ; --- [Default: 0] See config/MSAAProfiles*.txt for samples.
  372. r_MSAA_samples = 4
  373. ; --- [Default: 4] See config/MSAAProfiles*.txt for samples.
  374. r_PostAA = 1
  375. ; --- [0/1]1: 2x SSAA, 0: disabled; Enables amortized super sampling.
  376. r_PostAAEdgeFilter = 1
  377. ; --- [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x; Enables morphological edge antialiasing algorithm.
  378. r_PostAAInEditingMode = 0
  379. ; --- Debug
  380. r_PostAAMode = 1
  381. ; --- [1: to enable 2x distributed SSAA, 2: video capture mode (TBD); Enables supported AA modes.
  382. ;r_PostAAStencilCulling
  383. ; --- Enables post processed AA stencil culling.
  384. ; ---
  385. ;r_Supersampling = 1
  386. ; --- [Default: 1] Use supersampled antialiasing (1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
  387. ;r_SupersamplingFilter
  388. ; --- Filter method to use when resolving supersampled output
  389. ; 0 - Box filter; 1 - Tent filter; 2 - Gaussian filter ;3 - Lanczos filter
  390. ;---
  391. ;============================= SSAO ====================================
  392. ;---
  393. r_SSAO = 0
  394. ; --- [Default: 4]
  395. ; 0 - disabled
  396. ; 1 - SSAO technique with normals
  397. ; 2 - SSAO technique with normals and temporal accumulation
  398. ; 3 - Volumetric Obscurance technique with jittering <<< Looks the best, relatively fast too.
  399. ; 4 - Volumetric Obscurance technique with jittering and temporal accumulation
  400. r_SSAOQuality = 0
  401. ; --- [Default: 2] SSAO shader quality [0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
  402. r_SSAODownscale = 1
  403. ; --- [Default: 0] Use downscaled computations for SSAO
  404. r_SSAOAmount = 1
  405. ; --- [Default: 1] Controls how much SSAO affects ambient
  406. r_SSAORadius = 1.5
  407. ; --- [Default: 1.5] Controls size of area tested. The lower the better. the higher this number gets, the darker the shadows get.
  408. r_SSAOTemporalConvergence = 0.7
  409. ; --- [Default: 0.7] Temporal SSAO update/convergence speed
  410. r_SSAOContrast = 1
  411. ; --- [Default: 1] SSAO contrast coefficient (higher contrast highlights edges)
  412. e_TerrainAo = 1
  413. ; --- [Default: 1] Activate deferred terrain ambient occlusion
  414. r_TerrainAO_FadeDist = 4
  415. ; --- [Default: 8] this defines how much shading you see from things like trees and vegetation. The higher the number, the less self shadowing the shrubs and vegetation produce.
  416. ; ---
  417. ;--------------------------- SSDO (DirectX11 only?) -------------------------
  418. r_ssdo = 0
  419. ; --- [Default: 0]
  420. r_ssdoAmount = 0
  421. ; --- [Default: 2]
  422. r_ssdoAmbientAmount = 0
  423. ; --- [Default: 1]
  424. r_refraction = 0
  425. ; --- [Default: 1]
  426. r_ssreflections = 0
  427. ; --- [Default: 0]
  428. ;---
  429. ;============================= GI / Sky / Light / Shading ===========================
  430. ;---
  431. e_GI = 0
  432. ; --- [Default: 0 (Disabled)] Enable/disable global illumination <<< Disabled, can't see any visual difference...
  433. e_GIRSMSize = 64
  434. ; --- [Default: 384] minimum: 64, maximum: 512 ; Set the default reflective shadow map size.
  435. e_GIAmount = 0.25
  436. ; --- [Default: 1]
  437. e_GIMaxDistance = 80
  438. ; --- [Default: 50. Max: 150] Maximum distance of global illumination in meters. The less the distance the better the quality.
  439. e_GINumCascades = 1
  440. e_GICascadesRatio = 2
  441. ; --- Slope ratio
  442. e_GIIterations = 5
  443. ; --- [Default: 10. Max: 32] Maximum number of propagation iterations global illumination.
  444. ; The less number of propagation iterations the shorter the light propagation distance.
  445. e_GIOffset = 0.2
  446. ; --- [Default: 0.2 Min: 0 Max: 1] Offset of GI in front of camera in percents [0;1].
  447. e_GIPropagationAmp = 3.3
  448. ; --- [Default: 3.3 Min: 1 Max: 5] Light amplification during each propagation iteration.
  449. e_GICache = 7
  450. ; --- [Default: 7 Min: 0 (disabled)] Sparse temporal caching for RSM rendering. Measured in framed per generation.
  451. e_DynamicLightsMaxEntityLights = 8
  452. ;----------------------------------- Sky ----------------------------------
  453. e_SkyBox = 1
  454. e_SkyType = 0
  455. ; --- Type of sky used: 0 (static), 1 (dynamic).
  456. e_SkyQuality = 2
  457. ; --- Quality of dynamic sky: 1 (very high), 2 (high).
  458. e_SkyUpdateRate = 0
  459. ;---
  460. ;============================= Shadows =================================
  461. ;---
  462. e_Shadows = 1
  463. r_ShadowGen = 0
  464. ; --- [ Default: 1] 0=disable shadow map updates, 1=enable shadow map updates
  465. r_ShadowGenMode = 0
  466. ; --- [ Default: 1] 0=Use Frustums Mask, 1=Regenerate all sides
  467. ; r_ShadowsBias
  468. ; --- [Default: 8e-005]
  469. e_ShadowsOnAlphaBlend = 0
  470. e_ShadowsMaxTexRes = 256
  471. ; --- [Default: 1024]
  472. e_GsmCastFromTerrain = 1
  473. e_ShadowsOnWater = 0
  474. e_ShadowsClouds = 0
  475. ; ---
  476. e_ShadowsMasksLimit = 1
  477. ; --- [Default: 0] Maximum amount of allocated shadow mask textures. This limits the number of shadow casting lights overlapping.
  478. ; 0=disable limit(unpredictable memory requirements)
  479. ; 1=one texture (4 channels for 4 lights)
  480. ; 2=two textures (8 channels for 8 lights), ...
  481. e_ShadowsLodBiasFixed = 2
  482. ; --- [Default: 1] Simplifies mesh for shadow map generation by X LOD levels
  483. e_ShadowsLodBiasInvis = 3
  484. ; --- [Default: 0] Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
  485. r_ShadowBlur = 0
  486. ; --- [Default: 3] ; [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
  487. ; --- Selected shadow map screenspace blurring technique.
  488. r_ShadowBluriness = 0
  489. ; --- [Default: 1] ; [0.1 - 16] Select shadow map blurriness if r_ShadowBlur is activated.
  490. r_ShadowJittering = 1.5
  491. ; --- [Default: 3.4] "Dithered" shadow blurring, looks good and is cheap to process.
  492. e_ShadowsCastViewDistRatio = 0.6
  493. ; --- [Default: 0.8] View dist ratio for shadow maps casting from objects
  494. e_ShadowsCastViewDistRatioLights = 0.8
  495. ; --- [Default: 1] View dist ratio for shadow maps casting for light sources
  496. ;e_ShadowsTessellateCascades = 0
  497. ; --- [Default: 1] Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
  498. ;r_ShadowsMaskResolution = 2 <<<< WRECKS SHADOWS
  499. ; --- [Default: 0]
  500. ; --- 0=per pixel shadow mask; 1=horizontal half resolution shadow mask; 2=horizontal and vertical half resolution shadow mask
  501. ;r_ShadowsMaskDownScale = 1 <<<< WRECKS SHADOWS
  502. ; --- [Default: 0]
  503. ; --- Saves video memory by using lower resolution for shadow masks except first one. 0=per pixel shadow mask; 1=half resolution shadow mask.
  504. ;r_ShadowsPCFiltering = 1
  505. ; --- [Default: 1]
  506. ;r_UseShadowsPool = 1
  507. ; --- [Default: 1]
  508. ;-------------- Shadows slope bias for shadowgen -----------------
  509. e_ShadowsAdaptScale = 2.0
  510. ; --- [Default: 2.72]
  511. e_ShadowsConstBias = 1.0
  512. ; --- [Default: 1]
  513. ;e_ShadowsResScale = 2.0
  514. ; --- [Default: 2.8]
  515. e_ShadowsSlopeBias = 1
  516. ; --- [Default: 1]
  517. ;-----------------------------------------------------------------
  518. e_GsmLodsNum = 3
  519. ; --- [Default: 5]
  520. e_GsmRange = 4
  521. ; --- [Default: 3] Size of LOD 0 GSM area (in meters)
  522. e_GsmRangeStep = 5
  523. ; --- [Default: 3] Range of next GSM lod is previous range multiplied by step
  524. e_GsmRangeStepExtended = 6
  525. ; --- [Default: 6] Extended gsm_range_step for last gsm lod containing terrain
  526. ;e_GsmViewSpace
  527. ; --- [Default: 0] 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
  528. e_GsmCache = 1
  529. ; --- [Default: 0] Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
  530. e_GsmCacheLodOffset = 1
  531. ; --- [Default: 3] Makes first X GSM lods not cached
  532. e_GsmCacheLodOffsetExtended = 6
  533. ; --- [Default: 6] <<< Important ! How fast to update terrain GSM lod (player's mech shadow I would say) >>>
  534. e_GsmExtendLastLod = 1
  535. ; --- [Default: 0] Make last cascade bigger and use less frequent updates
  536. e_GsmExtendLastLodIncludeObjects = 0
  537. ; --- [Default: 0] Includes object shadows into last very big shadow frustum
  538. e_GsmScatterLodDist = 50
  539. ; --- [Default: 70] Size of Scattering LOD GSM (in meters)
  540. ;---
  541. ;============================= Volumetrics =============================
  542. ;---
  543. e_Fog = 0
  544. ; --- Activates global height/distance based fog
  545. e_FogVolumes = 0
  546. ; --- Activates local height/distance based fog volumes
  547. e_Clouds = 0
  548. r_CloudsUpdateAlways = 0
  549. r_ImpostersDraw = 0
  550. ; --- Default is 1 (on). Set to 0 to disable imposters (Clouds).
  551. r_ImpostersUpdatePerFrame = 1000
  552. ; --- [Default = 6000 (6 megabytes)] ; [1000-30000]
  553. r_ImposterRatio = 4
  554. ;--- Default is 1 (1:1 normal). Bigger values can help to save texture space. (e.g. value 2 results in 1/4 texture memory usage)
  555. ;---
  556. ;============================ Particles ================================
  557. ;---
  558. e_ParticlesLod = 0.5
  559. ; --- Multiplier to particle count
  560. e_ParticlesQuality = 1
  561. e_ParticlesLights = 1
  562. ;i_lighteffects = 1
  563. e_ParticlesGI = 0
  564. e_ParticlesDiffCM = 0
  565. ; --- Apply diffuse cubemaps to appropriate particle effects
  566. e_ParticlesShadows = 0
  567. r_ShadowsParticleNormalEffect = 0
  568. ; --- [Default: 1 (on)] Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows).
  569. r_ShadowsParticleKernelSize = 0
  570. ; --- Blur kernel size for particles shadows.
  571. r_ShadowsAdaptionMin = 0
  572. ; --- starting kernel size, to avoid blocky shadows.
  573. r_ShadowsAdaptionSize = 0
  574. ; --- Select shadow map blurriness if r_ShadowsBias is activated.
  575. e_ParticlesCullAgainstViewFrustum = 1
  576. ; --- [Default: 0] Cull particles against the view frustum
  577. e_ParticlesMaxScreenFill= 64
  578. ; --- [Default: 64] Screen size max of total particles to draw
  579. e_ParticlesMaxDrawScreen = 8
  580. ; --- [Default: 2] Screen size max per particle -- fade out earlier
  581. e_ParticlesMinDrawPixels = 8
  582. ; --- [Default: 1]
  583. e_ParticlesMotionBlur = 0
  584. e_ParticlesObjectCollisions = 1
  585. ; e_ParticlesPoolSize = 4096
  586. ; --- [Default: 12288]
  587. ; e_ParticlesEmitterPoolSize = 2048
  588. ; --- [Default: 6144]
  589. e_ParticlesAnimBlend = 1
  590. ; --- [0,1,2 = Disable, Allow, Force]. Blend between animated texture frames.
  591. r_UseParticlesHalfRes = 1
  592. r_UseParticlesHalfResForce = 1
  593. r_UseSoftParticles = 0
  594. r_UseParticlesRefraction = 0
  595. r_UseParticlesGlow = 1
  596. r_UseParticlesMerging = 0
  597. r_Rain = 0
  598. r_RainAmount = 0
  599. r_RainMaxViewDist_Deferred = 20
  600. e_ParticlesThread = 1
  601. r_UseParticlesMerging = 0
  602. ;---
  603. ;============================ Water / Ocean ===================================
  604. e_HwOcclusionCullingWater = 1
  605. ; --- Activates usage of HW occlusion test for ocean
  606. ;---
  607. e_WaterOcean = 2
  608. ;--- Activates drawing of ocean. 1: use usual rendering path; 2: use fast rendering path with merged fog
  609. e_WaterOceanBottom = 1
  610. e_WaterVolumes = 0
  611. e_WaterWaves = 0
  612. e_WaterOceanFFT = 0
  613. ; e_WaterTesselationAmount = 0.5
  614. e_WaterWavesTessellationAmount = 0.5
  615. ; e_WaterTesselationAmountX = 10
  616. ; e_WaterTesselationAmountY = 10
  617. ; e_WaterTesselationSwathWidth = 5
  618. r_WaterCaustics = 0
  619. r_WaterGodRays = 0
  620. r_WaterReflections = 1
  621. r_WaterReflectionsMGPU = 0
  622. ; --- Default is 0 (single render update), 1 (multiple render updates)
  623. r_WaterReflectionsQuality = 0
  624. ; --- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
  625. r_WaterReflectionsMinVisiblePixelsUpdate = 0.1
  626. ; --- [Default: 0.05]
  627. ;r_WaterReflectionsMinVisUpdateDistanceMul
  628. ; --- [Default: 10] --- Activates update distance multiplier when water mostly occluded.
  629. ;r_WaterReflectionsMinVisUpdateFactorMul
  630. ; --- [Default: 20] --- Activates update factor multiplier when water mostly occluded.
  631. r_WaterReflectionsUseMinOffset = 2
  632. ; --- [Default: 1] --- Activates water reflections if visible pixels above a certain threshold.
  633. r_WaterUpdateDistance = 2
  634. ; --- [Default: 2]
  635. r_WaterUpdateFactor = 0.1
  636. ; --- [Default: 0.01] <<< Update Ratio ???
  637. ;---
  638. ;============================ Physics ==========================
  639. ;---
  640. ;---
  641. ;============================ Sound ===================================
  642. ;---
  643. s_FormatSampleRate = 48000
  644. s_MaxChannels=64
  645. s_MPEGDecoders = 32
  646. s_Obstruction = 1
  647. s_ObstructionAccuracy = 1
  648. s_ObstructionUpdate = 0.1
  649. s_ReverbType = 1
  650. s_SoundMoodsDSP = 1
  651. s_VariationLimiter = 1
  652. s_PrecacheData = 1
  653. s_PriorityThreshold = 1
  654. ;---
  655. ;============================ PRECACHE ================================
  656. ;---
  657. sys_preload = 1
  658. i_precache = 1
  659. ;----------------------------------------------- Disabled shader precache block for compatibility reasons
  660. ;r_ShadersAsyncCompiling = 3
  661. ; --- Enable asynchronous shader compiling
  662. ; 0 = off, (stalling) shaders compiling
  663. ; 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
  664. ; 2 = on, shaders are compiled in parallel, missing shaders are not rendered
  665. ; 3 = on, shaders are compiled in parallel in precache mode
  666. ;r_ShadersAsyncMaxThreads = 6
  667. ;r_ShadersPreactivate = 1
  668. ;r_ShadersPrecacheAllLights = 1
  669. ;r_ShadersUseInstanceLookUpTable = 0
  670. ; --- Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.
  671. ; -----------------
  672. ;r_PrecacheShaderList = 1
  673. ;r_PrecacheShadersLevels = 1
  674. ;r_PrecacheShaders = 1 <<< 'Precache shaders' HANGING AFTER OCT.09 PATCH
  675. ; ---------------------------------------------
  676. r_MeshPrecache = 1
  677. e_ParticlesPreload = 1
  678. ; --- Enable preloading of all particle effects at the beginning
  679. e_PreloadDecals = 1
  680. ; --- Preload all materials for decals
  681. e_AutoPrecacheCgfMaxTasks = 16
  682. ; --- [Default: 8]. Maximum number of parallel streaming tasks during pre-caching
  683. e_AutoPrecacheTerrainAndProcVeget = 1
  684. ; --- Force auto pre-cache of terrain textures and procedural vegetation
  685. e_AutoPrecacheTexturesAndShaders = 1
  686. ; --- Force auto pre-cache of general textures and shaders
  687. e_PreloadMaterials = 1
  688. ; --- Preload level materials from level cache pak and resources list
  689. e_StatObjPreload = 1
  690. ; --- Load level CGF's in efficient way
  691. e_AutoPrecacheCgf = 2
  692. ; --- Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)
  693. ca_PrecacheAnimationSets = 1
  694. ; --- Enable Precaching of Animation Sets per Character.
  695. e_PrecacheLevel = 1
  696. ; --- Pre-render objects right after level loading
  697. ;---
  698. ;============================ STREAMING ===============================
  699. ;---
  700. e_streamCgf = 0
  701. ; --- Enable streaming of static render meshes
  702. r_TexturesStreaming=0
  703. ; *** r_TexturesStreaming=1 is HARD-CODED into the engine core after Sept/19,25 patch, so BLADEXXX patch is OBLIGATORY. ***
  704. r_TexturesWarmup = 0
  705. ; --- Enables textures uploading to video memory after level loading. [0,1]
  706. r_TexturesStreamingMipBias = 2
  707. ; --- [Default: 0], Usage: [-4..0..4] Controls how texture LOD depends from distance to the objects.
  708. ; >>> !!! Increasing this value will reduce amount of memory required for textures. !!! <<<
  709. ; r_TexturesStreamingMaxRequestedJobs=1
  710. ; --- Maximum number of tasks submitted to streaming system. Default is 256.
  711. ; e_StreamPredictionUpdateTimeSlice = 0.1
  712. ; --- Maximum amount of time to spend for scene streaming priority update in milliseconds
  713. ; r_TexturesStreamingMaxRequestedMB=2.0
  714. ; --- Maximum amount of texture data requested from streaming system in MB. Default is 2.0(MB)
  715. ; r_TexturesStreamPoolSysSize=256
  716. ; --- Size of system memory pool for managed textures in MB. Default is 800 MB for PC.
  717. ; r_TexturesStreamPoolSize=128
  718. ; --- Size of pool for textures streaming in MB. Default is 128(MB) for PC.
  719. ; r_TexturesStreamingMinReadSizeKB=128
  720. ; --- Minimal read portion in KB. Default is 32
  721. ; r_texturesstreamingPostponeThresholdMip=1
  722. ; --- Threshold used to postpone high resolution mipmaps. Default is 1
  723. ; r_TexturesStreamingPostponeThresholdKB=1024
  724. ; --- Threshold used to postpone high resolution mipmap loads in KB. Default is 1024(KB)
  725. ; r_TexturesStreamingPostponeMips=1
  726. ; --- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Default is 1 (on).
  727. ; r_TexturesStreamingResidencyEnabled=1
  728. ; --- Toggle for resident textures streaming support
  729. ; r_TexturesStreamingSync=0
  730. ; --- Force only synchronous texture streaming. All textures will be streamed in the main thread. Default is 0, 1 for enable
  731. ; r_TexturesStreamingResidencyThrottle=1
  732. ; --- Default is 0.5. Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident
  733. ; r_TexturesStreamingResidencyTime=600
  734. ; --- Time to keep textures resident for before allowing them to be removed from memory, in seconds.
  735. ; r_texturesstreampooldefragmentation=0
  736. ; >>> Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
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