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- ;************************************************************************
- ;******************* MWO Uber Cute&Fast ******** config v1.2 ************
- ;************************************************************************
- ;***<<<<<<<< WARNING !!! BladeXXL patch is ABSOLUTE MUST !!! >>>>>>>>****---------------------------------------------
- ;************************************************************************---------------------------------------------
- ;---
- ;============================ Debug =====================================
- sys_DeactivateConsole = 0
- ; --- 0: normal console behavior / 1: hide the console <<< Doesn't work for MWO ? >>>
- con_restricted = 0
- ; --- 0=normal mode / 1=restricted access to the console <<< Doesn't work for MWO ? >>>
- ;e_DisplayMemoryUsageIcon = 1
- ; --- Turns On/Off the memory usage icon rendering: 1 on, 0 off. <<< Doesn't work for MWO ? >>>
- ;============================ Core ======================================
- ;---
- r_VSync = 0
- cl_fov = 75
- gp_mech_sound_system_disable_bitchinbetty = 0
- ; --- Main view frustum FoV
- ;r_DrawNearFoV = 30
- ; --- Near objects (player's weapon) FoV <<< Doesn't work for MWO ? >>>
- r_MultiGPU = 0
- ; --- Enable if SLI/CrossFire
- r_MultiThreaded = 2
- ; --- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
- r_GeomInstancing = 1
- r_stereodevice = 0
- ; --- Sets stereo (visual) device (only possible before app start)
- ;---
- ;---------------------------- Gameplay ----------------------------------
- ; --- Zoom ---
- gp_mech_view_zoom_transitiontime = 0.05
- ; --- [Default: 0.2] Transition time in seconds between zoom levels
- ;---
- ;============================ Controller ================================
- ;---
- i_mouse_inertia = 0
- ;--- Set mouse inertia. It is disabled (0.0) by default.
- i_mouse_smooth = 0
- ;--- [1..30] Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.
- i_mouse_accel = 0
- ; --- usually a small number, 0.1 is a good one
- i_mouse_accel_max = 100
- ; --- Set mouse max mouse delta when using acceleration.
- gp_mech_view_look_sensitivity = 0.0026
- ; --- [Default: 0.00261537] Normal View <<<<<<<<< Mouse sensitivity
- gp_mech_view_zoom_level1_sensitivity_modifier = 0.95
- ; --- [Default:0.95] Zoom 1.5x
- gp_mech_view_zoom_level2_sensitivity_modifier = 0.8
- ; --- [Default: 0.8] Zoom 3x
- gp_mech_view_zoom_level3_sensitivity_modifier = 0.7
- ; --- [Default: 0.7] Zoom 4x
- gp_mech_view_lead_max_pitch = 1.5
- ; --- [Default: 1.0] Maximum lead Pitch when looking. Up/Down
- gp_mech_view_lead_max_yaw = 1.5
- ; --- [Default: 1.0] Maximum lead yaw when looking. Left/Right
- ;---
- ;============================= Renderer ================================
- ;---
- sys_spec_Environment = 1
- sys_spec_GameEffects = 1
- sys_spec_ObjectDetail = 1
- sys_spec_Particles = 1
- sys_spec_PostProcessing = 1
- sys_spec_Shading = 1
- sys_spec_Shadows = 1
- sys_spec_Texture = 1
- sys_spec_Physics = 3
- sys_spec_Sound = 3
- ;-----------------------------------------------------------------------
- q_Renderer = 1
- ; --- Should be set besides q_Quality
- q_Quality = 1
- ; --- If called with a parameter it sets the quality of all q_.. variables
- ; --- but to be 100% sure:
- q_ShaderGeneral = 1
- q_ShaderMetal = 1
- q_ShaderGlass = 1
- q_ShaderVegetation = 1
- q_ShaderIce = 1
- q_ShaderTerrain = 1
- q_ShaderShadow = 1
- q_ShaderWater = 1
- q_ShaderFX = 1
- q_ShaderPostProcess = 1
- q_ShaderHDR = 1
- q_ShaderSky = 1
- e_Recursion = 0
- ; --- [Default:1] If 0 - will skip recursive render calls like render into texture
- ;---
- ;============================= ObjectDetail =============================
- ;--- Occlusion -----
- e_HwOcclusionCullingObjects = 1
- ; --- [Default:0] Activates usage of HW occlusion test for objects
- e_OcclusionLazyHideFrames = 1
- ; --- [Default:0] Makes less occluson tests, but it takes more frames to detect invisible objects
- ; ---
- ;----------------------------- Object LODs --------------------------
- e_ObjQuality = 1
- e_Lods = 1
- ; --- Load and use LOD models for static geometry
- e_LodsForceUse = 1
- e_LodRatio = 10
- ; --- LOD distance ratio for objects
- e_LodMin = 0
- e_CharLodMin = 1
- ; --- Min LOD for character objects
- e_LodMax = 5
- e_LodMinTtris = 1
- ; --- LODs with less triangles will not be used
- e_LodCompMaxSize = 8
- ; --- Affects LOD selection for big objects, small number will switch more objects into lower LOD
- ; ---
- ;e_MaxViewDistance = 150
- ; --- [Default: -1] Far clipping plane distance
- e_MaxViewDistSpecLerp = 0.8
- ; --- [Default: 1]
- ; 1 - use max view distance set by designer for very high spec
- ; 0 - for very low spec
- ; Values between 0 and 1 - will lerp between high and low spec max view distances.
- ; ---
- e_ViewDistMin = 10
- ; --- Min distance on what far objects will be culled out
- e_ViewDistRatio = 100
- ; --- View distance ratio for objects
- e_ViewDistRatioCustom = 75
- ; --- View distance ratio for special marked objects (Players,AI,Vehicles)
- e_ViewDistRatioDetail = 35
- ; --- View distance ratio for detail objects
- e_ViewDistRatioLights = 50
- ; --- View distance ratio for light sources
- ;e_ViewDistRatioVegetation = 40
- ; --- [Default: 30] View distance ratio for vegetation
- r_DrawNearZRange = 0.08
- ;----------------------------- Dissolve ---------------------------------
- e_Dissolve = 1
- ; --- [Default: 1] Objects alphatest_noise_fading out on distance
- e_DissolveDistband = 3
- ; --- [Default: 3] Over how many metres transition takes place
- e_DissolveDistMax = 8
- ; --- [Default: 8] At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
- e_DissolveDistMin = 2
- ; --- [Default: 2] At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
- ;---
- ;----------------------------- Terrain ------------------------------
- ;---
- e_TerrainLodRatio = 1
- ; --- lower is better, 0 is disabled terrain LOD
- e_TerrainTextureLodRatio = 2
- ; --- Adjust terrain base texture resolution on distance
- e_TerrainDetailMaterials = 1
- ; --- Activates drawing of detail materials on terrain ground
- e_TerrainDetailMaterialsViewDistZ = 128
- ; --- [Default:128]
- e_TerrainDetailMaterialsViewDistXY = 1024
- ; --- [Default:2048]
- e_TerrainNormalMap = 1
- e_TerrainTextureStreamingPoolItemsNum = 64
- ; --- [Default: 64] Specifies number of textures in terrain base texture streaming pool
- ; ---
- ;----------------------------- Terrain Occlusion ---------------------
- ; ---
- e_TerrainOcclusionCullingVersion = 1
- ; >>> 0 - old, 1 - new <<<
- ; ---
- e_TerrainOcclusionCulling = 1
- ; --- heightmap occlusion culling with time coherency 0=off, 1=on
- e_TerrainOcclusionCullingMaxDist = 120
- ; --- [Default: 200] Max length of ray (for version 1)
- ;e_TerrainOcclusionCullingMaxSteps
- ; --- [Default: 50] Max number of tests per ray (for version 0)
- e_TerrainOcclusionCullingPrecision = 0.25
- ; --- [Default: 0.25] Density of rays
- e_TerrainOcclusionCullingPrecisionDistRatio = 3
- ; --- [Default: 3] Controls density of rays depending on distance to the object
- e_TerrainOcclusionCullingStepSize = 4
- ; --- [Default: 4] Initial size of single step (in heightmap units)
- e_TerrainOcclusionCullingStepSizeDelta = 1.05
- ; --- [Default: 1.05] Step size scale on every next step (for version 1)
- ;---
- ;----------------------------- Vegetation -----------------------------
- ;---
- ;e_VegetationSprites = 1
- ; --- [Default: 1] Activates drawing of sprites instead of distributed objects at far distance
- ;e_VegetationSpritesMinDistance = 8
- ; --- [Default: 8] Sets minimal distance when distributed object can be replaced with sprite
- ;e_DissolveSpriteMinDist = 4
- ; --- [Default: 4] The min dist over which vegetation sprites dissolve
- ;e_DissolveSpriteDistRatio = 0.1
- ; --- [Default: 0.1] The fraction of vegetation sprite draw distance over which to dissolve
- ;e_VegetationSpritesBatching = 1
- ; --- [Default: 1] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation
- r_VegetationSpritesTexRes = 16
- e_VegetationBending = 0
- ; --- [Default: 1] Simulates "wind bending"
- ;e_VegetationAlphaBlend = 1
- ; --- [Default: 1]
- ;e_VegetationMinSize = 0
- ; --- [Default: 0]
- ;e_VegetationSpritesDistanceCustomRatioMin = 1
- ; --- [Default: 1]
- ;e_VegetationSpritesDistanceRatio = 1
- ; --- [Default: 1] Allows changing distance on what vegetation switch into sprite
- ;e_CullVegActivation = 8
- ; --- [Default: 10] Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
- ;e_ProcVegetation = 1
- ; --- [Default: 1]
- e_VegetationUseTerrainColor = 1
- ;---
- ;----------------------------- Other...----------------------------------
- ;---
- ;e_OcclusionCullingViewDistRatio = 0.5
- ; --- [Default: 0.5] Skip per object occlusion test for very far objects - culling on tree level will handle it
- ca_AttachmentCullingRation = 200
- ; --- [Default: 5000] Ration between size of attachment and distance to camera
- ;ca_DrawAttachments = 1
- ; --- [Default: 1]
- ;ca_DrawFaceAttachments = 1
- ; --- [Default: 1]
- es_DebrisLifetimeScale = 0.5
- ; --- [Default: 1]
- ;---
- ;============================= Textures =================================
- ;---
- r_TexMinSize = 64
- ; --- [Default: 64]
- r_TexMaxSize = 0
- ; --- [Default: 0 / unlimited (auto)]
- r_TexResolution = 1
- ;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
- ;r_TextureLodDistanceRatio = -1
- ; --- [Default: -1 (off)] ; [-1, 0 and bigger] Controls dynamic LOD system for textures used in materials.
- ; 0 = full LOD to all textures used in frame.
- ; > 0 will activate texture LOD selection depending on distance to the objects.
- r_TexBumpResolution = 2
- ;--- Reduces bump texture resolution. (Behaviour) same as r_TexResolution.
- r_EnvTexResolution = 0
- ;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512
- r_EnvCMResolution = 0
- ;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256
- r_DisplacementFactor = 0.4
- ; --- [Default = 0.4f] Global displacement amount. Parallax?
- r_UseMaterialLayers = 2
- ;--- [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
- r_TexSkyResolution = 1
- r_DynTexAtlasCloudsMaxSize = 12
- r_DynTexAtlasSpritesMaxSize = 8
- r_DynTexMaxSize = 64
- ; --- [Default: 80]
- r_EnvTexUpdateInterval = 0.1
- ; --- [Default: 0.001]
- r_TexAtlasSize = 256
- ; --- [Default: 1024]
- r_TexMinAnisotropy = 0
- r_TexMaxAnisotropy = 4
- ; --- ^^^ Lowered to make textures look sharper, since MSAA is enabled.
- ; r_TexturesFilteringQuality = 1
- ; --- 0: Highest quality ; 1: Medium quality ; 2: Low quality
- ; ---
- ;----------------------------- Detail Textures -------------------------
- r_DetailTextures = 1
- ; r_DetailNumLayers = 1
- r_DetailDistance = 4
- ; --- [1-20] Default is 6.
- ;----------------------------- Object Decals --------------------------
- e_decals = 1
- e_DecalsAllowGameDecals = 1
- e_DecalsLifeTimeScale = 0.8
- e_DecalsOverlapping = 0
- e_DecalsHitCache = 1
- ;e_DecalsForceDeferred = 0
- e_DecalsMerge = 1
- e_DecalsScissor = 1
- e_DecalsPreCreate = 1
- ca_useDecals = 1
- ; --- Decals on characters / base cap frame
- ;---
- ;================ Post-Processing / HDR / DOF / Motion Blur ============
- ;---
- r_PostProcessEffects = 0
- r_PostProcessFilters = 0
- r_PostProcessGameFx = 0
- r_ColorGrading = 1
- r_Glow = 1
- r_GlowAnamorphicFlares = 1
- ; meow
- r_DepthOfField = 1
- r_dofMinZScale = 0
- r_dofMinZ = 1
- r_DepthOfFieldBokeh = 1
- r_DepthOfFieldBokehQuality = 1
- r_PostProcessHUD3DCache = 30
- r_sunshafts = 0
- r_pointslightshafts = 0
- r_Coronashafts = 0
- r_Coronas = 0
- r_Flares = 1
- r_MotionBlur = 0
- r_MotionBlurMaxViewDist = 0
- r_MotionBlurShutterSpeed = 0.00001
- ca_MotionBlurMovementThreshold = 0.00001
- g_radialBlur = 0
- r_Reflections = 0
- r_ReflectionsQuality = 0
- r_Beams = 0
- r_BeamsDistFactor = 1
- r_BeamsMaxSlices = 16
- ;--------------------------------- HDR ------------------------------
- r_HDRRendering = 1
- ;--- [Default:1] [0/1/2/etc] Default is 1 (on), exponential tone mapping; 2 - exponential tone mapping with s-curve output.
- r_HDRTexFormat = 0
- ;--- [Default:0] HDR texture format. [Value] 0:(low precision - cheaper/faster), 1:(high precision)
- r_HDRLevel = 8
- ;--- [Default:8.0] HDR rendering range level (color multiplier tweak together with hdr offset) <<< Bigger = brighter highlights
- r_HDROffset = 10
- ;--- [Default is 10.0]. HDR rendering range offset (color multiplier tweak together with hdr level) <<< Bigger = darker shadows
- ;r_HDRBrightness = 1
- ;--- [Default:1]
- r_HDRSaturation = 1
- ;--- [Default:0.875]
- r_HDRBrightLevel = 0.8
- ;--- [Default is 1.25] <--- HDR Glow ?
- r_HDRBrightOffset = 8
- ;--- [Default is 8.0] ^^^ Controls the general Brightness/Glow of lighting;
- ; Lowering increases brightness, raising - darkens the HDR effect.
- r_HDRBrightThreshold = 5
- ;--- [Default is 8.0]
- r_HDRBloomMul = 0.5
- ;--- [Default is 0.8]
- r_HDRGrainAmount = 0
- ;--- [Default is 0.6]
- r_HDRBlueShift = 0
- ;--- [Default is 0]
- r_HDREyeAdaptionCache = 30
- ;--- Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc
- ;--- Enable/Disable eye adaptation caching overframes
- r_EyeAdaptationBase = 0.8
- ; --- [Default:0.25] --- HDR rendering eye adaptation base value (smaller values result in brighter adaption)
- r_EyeAdaptationFactor = 0.85
- ; --- [Default:0.85] --- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
- r_EyeAdaptationSpeed = 0.5
- ; --- [Default:2.0] --- HDR rendering eye adaptation speed
- ;r_HDRRangeAdapt
- ; --- [Default:0]
- ;r_HDRRangeAdaptationSpeed
- ; --- [Default:4]
- ;r_HDRRangeAdaptLBufferMax
- ; --- [Default:0.125]
- ;r_HDRRangeAdaptLBufferMaxRange
- ; --- [Default:2.0]
- ;r_HDRRangeAdaptMax
- ; --- [Default:1.0]
- ;r_HDRRangeAdaptMaxRange
- ; --- [Default:4.0]
- ;r_HDRSCurveMax
- ; --- [Default:0.95]
- ;r_HDRSCurveMin
- ; --- [Default:0]
- ;---
- ;============================= MSAA / EdgeAA / FSAA / SSAA ============================
- ;---
- r_MSAA = 0
- ; --- [Default: 0] Enables selective supersampled antialiasing.
- r_MSAA_quality = 0
- ; --- [Default: 0] See config/MSAAProfiles*.txt for samples.
- r_MSAA_samples = 4
- ; --- [Default: 4] See config/MSAAProfiles*.txt for samples.
- r_PostAA = 1
- ; --- [0/1]1: 2x SSAA, 0: disabled; Enables amortized super sampling.
- r_PostAAEdgeFilter = 1
- ; --- [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x; Enables morphological edge antialiasing algorithm.
- r_PostAAInEditingMode = 0
- ; --- Debug
- r_PostAAMode = 1
- ; --- [1: to enable 2x distributed SSAA, 2: video capture mode (TBD); Enables supported AA modes.
- ;r_PostAAStencilCulling
- ; --- Enables post processed AA stencil culling.
- ; ---
- ;r_Supersampling = 1
- ; --- [Default: 1] Use supersampled antialiasing (1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
- ;r_SupersamplingFilter
- ; --- Filter method to use when resolving supersampled output
- ; 0 - Box filter; 1 - Tent filter; 2 - Gaussian filter ;3 - Lanczos filter
- ;---
- ;============================= SSAO ====================================
- ;---
- r_SSAO = 0
- ; --- [Default: 4]
- ; 0 - disabled
- ; 1 - SSAO technique with normals
- ; 2 - SSAO technique with normals and temporal accumulation
- ; 3 - Volumetric Obscurance technique with jittering <<< Looks the best, relatively fast too.
- ; 4 - Volumetric Obscurance technique with jittering and temporal accumulation
- r_SSAOQuality = 0
- ; --- [Default: 2] SSAO shader quality [0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
- r_SSAODownscale = 1
- ; --- [Default: 0] Use downscaled computations for SSAO
- r_SSAOAmount = 1
- ; --- [Default: 1] Controls how much SSAO affects ambient
- r_SSAORadius = 1.5
- ; --- [Default: 1.5] Controls size of area tested. The lower the better. the higher this number gets, the darker the shadows get.
- r_SSAOTemporalConvergence = 0.7
- ; --- [Default: 0.7] Temporal SSAO update/convergence speed
- r_SSAOContrast = 1
- ; --- [Default: 1] SSAO contrast coefficient (higher contrast highlights edges)
- e_TerrainAo = 1
- ; --- [Default: 1] Activate deferred terrain ambient occlusion
- r_TerrainAO_FadeDist = 4
- ; --- [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.
- ; ---
- ;--------------------------- SSDO (DirectX11 only?) -------------------------
- r_ssdo = 0
- ; --- [Default: 0]
- r_ssdoAmount = 0
- ; --- [Default: 2]
- r_ssdoAmbientAmount = 0
- ; --- [Default: 1]
- r_refraction = 0
- ; --- [Default: 1]
- r_ssreflections = 0
- ; --- [Default: 0]
- ;---
- ;============================= GI / Sky / Light / Shading ===========================
- ;---
- e_GI = 0
- ; --- [Default: 0 (Disabled)] Enable/disable global illumination <<< Disabled, can't see any visual difference...
- e_GIRSMSize = 64
- ; --- [Default: 384] minimum: 64, maximum: 512 ; Set the default reflective shadow map size.
- e_GIAmount = 0.25
- ; --- [Default: 1]
- e_GIMaxDistance = 80
- ; --- [Default: 50. Max: 150] Maximum distance of global illumination in meters. The less the distance the better the quality.
- e_GINumCascades = 1
- e_GICascadesRatio = 2
- ; --- Slope ratio
- e_GIIterations = 5
- ; --- [Default: 10. Max: 32] Maximum number of propagation iterations global illumination.
- ; The less number of propagation iterations the shorter the light propagation distance.
- e_GIOffset = 0.2
- ; --- [Default: 0.2 Min: 0 Max: 1] Offset of GI in front of camera in percents [0;1].
- e_GIPropagationAmp = 3.3
- ; --- [Default: 3.3 Min: 1 Max: 5] Light amplification during each propagation iteration.
- e_GICache = 7
- ; --- [Default: 7 Min: 0 (disabled)] Sparse temporal caching for RSM rendering. Measured in framed per generation.
- e_DynamicLightsMaxEntityLights = 8
- ;----------------------------------- Sky ----------------------------------
- e_SkyBox = 1
- e_SkyType = 0
- ; --- Type of sky used: 0 (static), 1 (dynamic).
- e_SkyQuality = 2
- ; --- Quality of dynamic sky: 1 (very high), 2 (high).
- e_SkyUpdateRate = 0
- ;---
- ;============================= Shadows =================================
- ;---
- e_Shadows = 1
- r_ShadowGen = 0
- ; --- [ Default: 1] 0=disable shadow map updates, 1=enable shadow map updates
- r_ShadowGenMode = 0
- ; --- [ Default: 1] 0=Use Frustums Mask, 1=Regenerate all sides
- ; r_ShadowsBias
- ; --- [Default: 8e-005]
- e_ShadowsOnAlphaBlend = 0
- e_ShadowsMaxTexRes = 256
- ; --- [Default: 1024]
- e_GsmCastFromTerrain = 1
- e_ShadowsOnWater = 0
- e_ShadowsClouds = 0
- ; ---
- e_ShadowsMasksLimit = 1
- ; --- [Default: 0] Maximum amount of allocated shadow mask textures. This limits the number of shadow casting lights overlapping.
- ; 0=disable limit(unpredictable memory requirements)
- ; 1=one texture (4 channels for 4 lights)
- ; 2=two textures (8 channels for 8 lights), ...
- e_ShadowsLodBiasFixed = 2
- ; --- [Default: 1] Simplifies mesh for shadow map generation by X LOD levels
- e_ShadowsLodBiasInvis = 3
- ; --- [Default: 0] Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
- r_ShadowBlur = 0
- ; --- [Default: 3] ; [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
- ; --- Selected shadow map screenspace blurring technique.
- r_ShadowBluriness = 0
- ; --- [Default: 1] ; [0.1 - 16] Select shadow map blurriness if r_ShadowBlur is activated.
- r_ShadowJittering = 1.5
- ; --- [Default: 3.4] "Dithered" shadow blurring, looks good and is cheap to process.
- e_ShadowsCastViewDistRatio = 0.6
- ; --- [Default: 0.8] View dist ratio for shadow maps casting from objects
- e_ShadowsCastViewDistRatioLights = 0.8
- ; --- [Default: 1] View dist ratio for shadow maps casting for light sources
- ;e_ShadowsTessellateCascades = 0
- ; --- [Default: 1] Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
- ;r_ShadowsMaskResolution = 2 <<<< WRECKS SHADOWS
- ; --- [Default: 0]
- ; --- 0=per pixel shadow mask; 1=horizontal half resolution shadow mask; 2=horizontal and vertical half resolution shadow mask
- ;r_ShadowsMaskDownScale = 1 <<<< WRECKS SHADOWS
- ; --- [Default: 0]
- ; --- Saves video memory by using lower resolution for shadow masks except first one. 0=per pixel shadow mask; 1=half resolution shadow mask.
- ;r_ShadowsPCFiltering = 1
- ; --- [Default: 1]
- ;r_UseShadowsPool = 1
- ; --- [Default: 1]
- ;-------------- Shadows slope bias for shadowgen -----------------
- e_ShadowsAdaptScale = 2.0
- ; --- [Default: 2.72]
- e_ShadowsConstBias = 1.0
- ; --- [Default: 1]
- ;e_ShadowsResScale = 2.0
- ; --- [Default: 2.8]
- e_ShadowsSlopeBias = 1
- ; --- [Default: 1]
- ;-----------------------------------------------------------------
- e_GsmLodsNum = 3
- ; --- [Default: 5]
- e_GsmRange = 4
- ; --- [Default: 3] Size of LOD 0 GSM area (in meters)
- e_GsmRangeStep = 5
- ; --- [Default: 3] Range of next GSM lod is previous range multiplied by step
- e_GsmRangeStepExtended = 6
- ; --- [Default: 6] Extended gsm_range_step for last gsm lod containing terrain
- ;e_GsmViewSpace
- ; --- [Default: 0] 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
- e_GsmCache = 1
- ; --- [Default: 0] Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
- e_GsmCacheLodOffset = 1
- ; --- [Default: 3] Makes first X GSM lods not cached
- e_GsmCacheLodOffsetExtended = 6
- ; --- [Default: 6] <<< Important ! How fast to update terrain GSM lod (player's mech shadow I would say) >>>
- e_GsmExtendLastLod = 1
- ; --- [Default: 0] Make last cascade bigger and use less frequent updates
- e_GsmExtendLastLodIncludeObjects = 0
- ; --- [Default: 0] Includes object shadows into last very big shadow frustum
- e_GsmScatterLodDist = 50
- ; --- [Default: 70] Size of Scattering LOD GSM (in meters)
- ;---
- ;============================= Volumetrics =============================
- ;---
- e_Fog = 0
- ; --- Activates global height/distance based fog
- e_FogVolumes = 0
- ; --- Activates local height/distance based fog volumes
- e_Clouds = 0
- r_CloudsUpdateAlways = 0
- r_ImpostersDraw = 0
- ; --- Default is 1 (on). Set to 0 to disable imposters (Clouds).
- r_ImpostersUpdatePerFrame = 1000
- ; --- [Default = 6000 (6 megabytes)] ; [1000-30000]
- r_ImposterRatio = 4
- ;--- 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)
- ;---
- ;============================ Particles ================================
- ;---
- e_ParticlesLod = 0.5
- ; --- Multiplier to particle count
- e_ParticlesQuality = 1
- e_ParticlesLights = 1
- ;i_lighteffects = 1
- e_ParticlesGI = 0
- e_ParticlesDiffCM = 0
- ; --- Apply diffuse cubemaps to appropriate particle effects
- e_ParticlesShadows = 0
- r_ShadowsParticleNormalEffect = 0
- ; --- [Default: 1 (on)] Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows).
- r_ShadowsParticleKernelSize = 0
- ; --- Blur kernel size for particles shadows.
- r_ShadowsAdaptionMin = 0
- ; --- starting kernel size, to avoid blocky shadows.
- r_ShadowsAdaptionSize = 0
- ; --- Select shadow map blurriness if r_ShadowsBias is activated.
- e_ParticlesCullAgainstViewFrustum = 1
- ; --- [Default: 0] Cull particles against the view frustum
- e_ParticlesMaxScreenFill= 64
- ; --- [Default: 64] Screen size max of total particles to draw
- e_ParticlesMaxDrawScreen = 8
- ; --- [Default: 2] Screen size max per particle -- fade out earlier
- e_ParticlesMinDrawPixels = 8
- ; --- [Default: 1]
- e_ParticlesMotionBlur = 0
- e_ParticlesObjectCollisions = 1
- ; e_ParticlesPoolSize = 4096
- ; --- [Default: 12288]
- ; e_ParticlesEmitterPoolSize = 2048
- ; --- [Default: 6144]
- e_ParticlesAnimBlend = 1
- ; --- [0,1,2 = Disable, Allow, Force]. Blend between animated texture frames.
- r_UseParticlesHalfRes = 1
- r_UseParticlesHalfResForce = 1
- r_UseSoftParticles = 0
- r_UseParticlesRefraction = 0
- r_UseParticlesGlow = 1
- r_UseParticlesMerging = 0
- r_Rain = 0
- r_RainAmount = 0
- r_RainMaxViewDist_Deferred = 20
- e_ParticlesThread = 1
- r_UseParticlesMerging = 0
- ;---
- ;============================ Water / Ocean ===================================
- e_HwOcclusionCullingWater = 1
- ; --- Activates usage of HW occlusion test for ocean
- ;---
- e_WaterOcean = 2
- ;--- Activates drawing of ocean. 1: use usual rendering path; 2: use fast rendering path with merged fog
- e_WaterOceanBottom = 1
- e_WaterVolumes = 0
- e_WaterWaves = 0
- e_WaterOceanFFT = 0
- ; e_WaterTesselationAmount = 0.5
- e_WaterWavesTessellationAmount = 0.5
- ; e_WaterTesselationAmountX = 10
- ; e_WaterTesselationAmountY = 10
- ; e_WaterTesselationSwathWidth = 5
- r_WaterCaustics = 0
- r_WaterGodRays = 0
- r_WaterReflections = 1
- r_WaterReflectionsMGPU = 0
- ; --- Default is 0 (single render update), 1 (multiple render updates)
- r_WaterReflectionsQuality = 0
- ; --- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
- r_WaterReflectionsMinVisiblePixelsUpdate = 0.1
- ; --- [Default: 0.05]
- ;r_WaterReflectionsMinVisUpdateDistanceMul
- ; --- [Default: 10] --- Activates update distance multiplier when water mostly occluded.
- ;r_WaterReflectionsMinVisUpdateFactorMul
- ; --- [Default: 20] --- Activates update factor multiplier when water mostly occluded.
- r_WaterReflectionsUseMinOffset = 2
- ; --- [Default: 1] --- Activates water reflections if visible pixels above a certain threshold.
- r_WaterUpdateDistance = 2
- ; --- [Default: 2]
- r_WaterUpdateFactor = 0.1
- ; --- [Default: 0.01] <<< Update Ratio ???
- ;---
- ;============================ Physics ==========================
- ;---
- ;---
- ;============================ Sound ===================================
- ;---
- s_FormatSampleRate = 48000
- s_MaxChannels=64
- s_MPEGDecoders = 32
- s_Obstruction = 1
- s_ObstructionAccuracy = 1
- s_ObstructionUpdate = 0.1
- s_ReverbType = 1
- s_SoundMoodsDSP = 1
- s_VariationLimiter = 1
- s_PrecacheData = 1
- s_PriorityThreshold = 1
- ;---
- ;============================ PRECACHE ================================
- ;---
- sys_preload = 1
- i_precache = 1
- ;----------------------------------------------- Disabled shader precache block for compatibility reasons
- ;r_ShadersAsyncCompiling = 3
- ; --- Enable asynchronous shader compiling
- ; 0 = off, (stalling) shaders compiling
- ; 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
- ; 2 = on, shaders are compiled in parallel, missing shaders are not rendered
- ; 3 = on, shaders are compiled in parallel in precache mode
- ;r_ShadersAsyncMaxThreads = 6
- ;r_ShadersPreactivate = 1
- ;r_ShadersPrecacheAllLights = 1
- ;r_ShadersUseInstanceLookUpTable = 0
- ; --- Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.
- ; -----------------
- ;r_PrecacheShaderList = 1
- ;r_PrecacheShadersLevels = 1
- ;r_PrecacheShaders = 1 <<< 'Precache shaders' HANGING AFTER OCT.09 PATCH
- ; ---------------------------------------------
- r_MeshPrecache = 1
- e_ParticlesPreload = 1
- ; --- Enable preloading of all particle effects at the beginning
- e_PreloadDecals = 1
- ; --- Preload all materials for decals
- e_AutoPrecacheCgfMaxTasks = 16
- ; --- [Default: 8]. Maximum number of parallel streaming tasks during pre-caching
- e_AutoPrecacheTerrainAndProcVeget = 1
- ; --- Force auto pre-cache of terrain textures and procedural vegetation
- e_AutoPrecacheTexturesAndShaders = 1
- ; --- Force auto pre-cache of general textures and shaders
- e_PreloadMaterials = 1
- ; --- Preload level materials from level cache pak and resources list
- e_StatObjPreload = 1
- ; --- Load level CGF's in efficient way
- e_AutoPrecacheCgf = 2
- ; --- Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)
- ca_PrecacheAnimationSets = 1
- ; --- Enable Precaching of Animation Sets per Character.
- e_PrecacheLevel = 1
- ; --- Pre-render objects right after level loading
- ;---
- ;============================ STREAMING ===============================
- ;---
- e_streamCgf = 0
- ; --- Enable streaming of static render meshes
- r_TexturesStreaming=0
- ; *** r_TexturesStreaming=1 is HARD-CODED into the engine core after Sept/19,25 patch, so BLADEXXX patch is OBLIGATORY. ***
- r_TexturesWarmup = 0
- ; --- Enables textures uploading to video memory after level loading. [0,1]
- r_TexturesStreamingMipBias = 2
- ; --- [Default: 0], Usage: [-4..0..4] Controls how texture LOD depends from distance to the objects.
- ; >>> !!! Increasing this value will reduce amount of memory required for textures. !!! <<<
- ; r_TexturesStreamingMaxRequestedJobs=1
- ; --- Maximum number of tasks submitted to streaming system. Default is 256.
- ; e_StreamPredictionUpdateTimeSlice = 0.1
- ; --- Maximum amount of time to spend for scene streaming priority update in milliseconds
- ; r_TexturesStreamingMaxRequestedMB=2.0
- ; --- Maximum amount of texture data requested from streaming system in MB. Default is 2.0(MB)
- ; r_TexturesStreamPoolSysSize=256
- ; --- Size of system memory pool for managed textures in MB. Default is 800 MB for PC.
- ; r_TexturesStreamPoolSize=128
- ; --- Size of pool for textures streaming in MB. Default is 128(MB) for PC.
- ; r_TexturesStreamingMinReadSizeKB=128
- ; --- Minimal read portion in KB. Default is 32
- ; r_texturesstreamingPostponeThresholdMip=1
- ; --- Threshold used to postpone high resolution mipmaps. Default is 1
- ; r_TexturesStreamingPostponeThresholdKB=1024
- ; --- Threshold used to postpone high resolution mipmap loads in KB. Default is 1024(KB)
- ; r_TexturesStreamingPostponeMips=1
- ; --- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Default is 1 (on).
- ; r_TexturesStreamingResidencyEnabled=1
- ; --- Toggle for resident textures streaming support
- ; r_TexturesStreamingSync=0
- ; --- Force only synchronous texture streaming. All textures will be streamed in the main thread. Default is 0, 1 for enable
- ; r_TexturesStreamingResidencyThrottle=1
- ; --- Default is 0.5. Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident
- ; r_TexturesStreamingResidencyTime=600
- ; --- Time to keep textures resident for before allowing them to be removed from memory, in seconds.
- ; r_texturesstreampooldefragmentation=0
- ; >>> Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
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