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Star Citizen Configuration File

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Sep 22nd, 2013
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  1. r_ShadersAllowCompilation = 1
  2. r_ShadersUserFolder = 1
  3.  
  4. log_IncludeTime = 1
  5. log_spamdelay = 1
  6.  
  7. sys_PakLogInvalidFileAccess = 0
  8.  
  9. sys_float_exceptions = 0
  10. r_ShadersAsyncCompiling = 3
  11. r_ShaderCompilerServer = 192.168.3.56
  12. r_ShaderCompilerPort = 61453
  13. r_ShadersRemoteCompiler = 0
  14.  
  15. r_VSync 0
  16.  
  17. cl_FOV = 80
  18.  
  19. sys_MaxFps = 120
  20.  
  21. i_mouse_smooth = 0.0
  22.  
  23. i_mouse_accel = 0.0
  24.  
  25. r_MotionBlurShutterSpeed = 0.001
  26.  
  27. r_FullscreenWindow 1
  28.  
  29. r_MultiThreaded = 1
  30.  
  31. sys_spec_Environment = 1
  32. sys_spec_GameEffects = 1
  33. sys_spec_ObjectDetail = 1
  34. sys_spec_Particles = 1
  35. sys_spec_PostProcessing = 1
  36. sys_spec_Shading = 1
  37. sys_spec_Shadows = 1
  38. sys_spec_Texture = 1
  39. sys_spec_Physics = 3
  40. sys_spec_Sound = 3
  41.  
  42. q_Renderer = 1
  43. ; --- Should be set besides q_Quality
  44. q_Quality = 1
  45. ; --- If called with a parameter it sets the quality of all q_.. variables
  46. ; --- but to be 100% sure:
  47. q_ShaderGeneral = 1
  48. q_ShaderMetal = 1
  49. q_ShaderGlass = 1
  50. q_ShaderVegetation = 1
  51. q_ShaderIce = 1
  52. q_ShaderTerrain = 1
  53. q_ShaderShadow = 1
  54. q_ShaderWater = 1
  55. q_ShaderFX = 1
  56. q_ShaderPostProcess = 1
  57. q_ShaderHDR = 1
  58. q_ShaderSky = 1
  59. e_Recursion = 0
  60.  
  61. ============================= ObjectDetail =============================
  62. ;--- Occlusion -----
  63. e_HwOcclusionCullingObjects = 1
  64. ; --- [Default:0] Activates usage of HW occlusion test for objects
  65. e_OcclusionLazyHideFrames = 1
  66. ; --- [Default:0] Makes less occluson tests, but it takes more frames to detect invisible objects
  67. ; ---
  68. ;----------------------------- Object LODs --------------------------
  69. e_ObjQuality = 1
  70. e_Lods = 1
  71. ; --- Load and use LOD models for static geometry
  72. e_LodsForceUse = 1
  73. e_LodRatio = 10
  74. ; --- LOD distance ratio for objects
  75. e_LodMin = 0
  76. e_CharLodMin = 1
  77. ; --- Min LOD for character objects
  78. e_LodMax = 5
  79. e_LodMinTtris = 1
  80. ; --- LODs with less triangles will not be used
  81. e_LodCompMaxSize = 8
  82. ; --- Affects LOD selection for big objects, small number will switch more objects into lower LOD
  83. ; ---
  84. ;e_MaxViewDistance = 150
  85. ; --- [Default: -1] Far clipping plane distance
  86. e_MaxViewDistSpecLerp = 0.8
  87. ; --- [Default: 1]
  88. ; 1 - use max view distance set by designer for very high spec
  89. ; 0 - for very low spec
  90. ; Values between 0 and 1 - will lerp between high and low spec max view distances.
  91. ; ---
  92. e_ViewDistMin = 10
  93. ; --- Min distance on what far objects will be culled out
  94. e_ViewDistRatio = 100
  95. ; --- View distance ratio for objects
  96. e_ViewDistRatioCustom = 75
  97. ; --- View distance ratio for special marked objects (Players,AI,Vehicles)
  98. e_ViewDistRatioDetail = 35
  99. ; --- View distance ratio for detail objects
  100. e_ViewDistRatioLights = 50
  101. ; --- View distance ratio for light sources
  102. ;e_ViewDistRatioVegetation = 40
  103. ; --- [Default: 30] View distance ratio for vegetation
  104. r_DrawNearZRange = 0.08
  105. ;----------------------------- Dissolve ---------------------------------
  106. e_Dissolve = 1
  107. ; --- [Default: 1] Objects alphatest_noise_fading out on distance
  108. e_DissolveDistband = 3
  109. ; --- [Default: 3] Over how many metres transition takes place
  110. e_DissolveDistMax = 8
  111. ; --- [Default: 8] At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
  112. e_DissolveDistMin = 2
  113. ; --- [Default: 2] At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
  114. ;---
  115. ;----------------------------- Terrain ------------------------------
  116. ;---
  117. e_TerrainLodRatio = 1
  118. ; --- lower is better, 0 is disabled terrain LOD
  119. e_TerrainTextureLodRatio = 2
  120. ; --- Adjust terrain base texture resolution on distance
  121. e_TerrainDetailMaterials = 1
  122. ; --- Activates drawing of detail materials on terrain ground
  123. e_TerrainDetailMaterialsViewDistZ = 128
  124. ; --- [Default:128]
  125. e_TerrainDetailMaterialsViewDistXY = 1024
  126. ; --- [Default:2048]
  127. e_TerrainNormalMap = 1
  128. e_TerrainTextureStreamingPoolItemsNum = 64
  129. ; --- [Default: 64] Specifies number of textures in terrain base texture streaming pool
  130. ; ---
  131. ;----------------------------- Terrain Occlusion ---------------------
  132. ; ---
  133. e_TerrainOcclusionCullingVersion = 1
  134. ; >>> 0 - old, 1 - new <<<
  135. ; ---
  136. e_TerrainOcclusionCulling = 1
  137. ; --- heightmap occlusion culling with time coherency 0=off, 1=on
  138. e_TerrainOcclusionCullingMaxDist = 120
  139. ; --- [Default: 200] Max length of ray (for version 1)
  140. ;e_TerrainOcclusionCullingMaxSteps
  141. ; --- [Default: 50] Max number of tests per ray (for version 0)
  142. e_TerrainOcclusionCullingPrecision = 0.25
  143. ; --- [Default: 0.25] Density of rays
  144. e_TerrainOcclusionCullingPrecisionDistRatio = 3
  145. ; --- [Default: 3] Controls density of rays depending on distance to the object
  146. e_TerrainOcclusionCullingStepSize = 4
  147. ; --- [Default: 4] Initial size of single step (in heightmap units)
  148. e_TerrainOcclusionCullingStepSizeDelta = 1.05
  149. ; --- [Default: 1.05] Step size scale on every next step (for version 1)
  150. ;---
  151. ;----------------------------- Vegetation -----------------------------
  152. ;---
  153. ;e_VegetationSprites = 1
  154. ; --- [Default: 1] Activates drawing of sprites instead of distributed objects at far distance
  155. ;e_VegetationSpritesMinDistance = 8
  156. ; --- [Default: 8] Sets minimal distance when distributed object can be replaced with sprite
  157. ;e_DissolveSpriteMinDist = 4
  158. ; --- [Default: 4] The min dist over which vegetation sprites dissolve
  159. ;e_DissolveSpriteDistRatio = 0.1
  160. ; --- [Default: 0.1] The fraction of vegetation sprite draw distance over which to dissolve
  161. ;e_VegetationSpritesBatching = 1
  162. ; --- [Default: 1] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation
  163. r_VegetationSpritesTexRes = 16
  164. e_VegetationBending = 0
  165. ; --- [Default: 1] Simulates "wind bending"
  166. ;e_VegetationAlphaBlend = 1
  167. ; --- [Default: 1]
  168. ;e_VegetationMinSize = 0
  169. ; --- [Default: 0]
  170. ;e_VegetationSpritesDistanceCustomRatioMin = 1
  171. ; --- [Default: 1]
  172. ;e_VegetationSpritesDistanceRatio = 1
  173. ; --- [Default: 1] Allows changing distance on what vegetation switch into sprite
  174. ;e_CullVegActivation = 8
  175. ; --- [Default: 10] Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
  176. ;e_ProcVegetation = 1
  177. ; --- [Default: 1]
  178. e_VegetationUseTerrainColor = 1
  179. ;---
  180. ;----------------------------- Other...----------------------------------
  181. ;---
  182. ;e_OcclusionCullingViewDistRatio = 0.5
  183. ; --- [Default: 0.5] Skip per object occlusion test for very far objects - culling on tree level will handle it
  184. ca_AttachmentCullingRation = 200
  185. ; --- [Default: 5000] Ration between size of attachment and distance to camera
  186. ;ca_DrawAttachments = 1
  187. ; --- [Default: 1]
  188. ;ca_DrawFaceAttachments = 1
  189. ; --- [Default: 1]
  190. es_DebrisLifetimeScale = 0.5
  191. ; --- [Default: 1]
  192. ;---
  193. ;============================= Textures =================================
  194. ;---
  195. r_TexMinSize = 64
  196. ; --- [Default: 64]
  197. r_TexMaxSize = 0
  198. ; --- [Default: 0 / unlimited (auto)]
  199. r_TexResolution = 1
  200. ;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
  201. ;r_TextureLodDistanceRatio = -1
  202. ; --- [Default: -1 (off)] ; [-1, 0 and bigger] Controls dynamic LOD system for textures used in materials.
  203. ; 0 = full LOD to all textures used in frame.
  204. ; > 0 will activate texture LOD selection depending on distance to the objects.
  205. r_TexBumpResolution = 2
  206. ;--- Reduces bump texture resolution. (Behaviour) same as r_TexResolution.
  207. r_EnvTexResolution = 0
  208. ;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512
  209. r_EnvCMResolution = 0
  210. ;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256
  211. r_DisplacementFactor = 0.4
  212. ; --- [Default = 0.4f] Global displacement amount. Parallax?
  213. r_UseMaterialLayers = 2
  214. ;--- [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
  215. r_TexSkyResolution = 1
  216. r_DynTexAtlasCloudsMaxSize = 12
  217. r_DynTexAtlasSpritesMaxSize = 8
  218. r_DynTexMaxSize = 64
  219. ; --- [Default: 80]
  220. r_EnvTexUpdateInterval = 0.1
  221. ; --- [Default: 0.001]
  222. r_TexAtlasSize = 256
  223. ; --- [Default: 1024]
  224. r_TexMinAnisotropy = 0
  225. r_TexMaxAnisotropy = 4
  226. ; --- ^^^ Lowered to make textures look sharper, since MSAA is enabled.
  227. ; r_TexturesFilteringQuality = 1
  228. ; --- 0: Highest quality ; 1: Medium quality ; 2: Low quality
  229. ; ---
  230. ;----------------------------- Detail Textures -------------------------
  231. r_DetailTextures = 1
  232. ; r_DetailNumLayers = 1
  233. r_DetailDistance = 4
  234. ; --- [1-20] Default is 6.
  235. ;----------------------------- Object Decals --------------------------
  236. e_decals = 1
  237. e_DecalsAllowGameDecals = 1
  238. e_DecalsLifeTimeScale = 0.8
  239. e_DecalsOverlapping = 0
  240. e_DecalsHitCache = 1
  241. ;e_DecalsForceDeferred = 0
  242. e_DecalsMerge = 1
  243. e_DecalsScissor = 1
  244. e_DecalsPreCreate = 1
  245. ca_useDecals = 1
  246. ; --- Decals on characters / base cap frame
  247. ;---
  248. ;================ Post-Processing / HDR / DOF / Motion Blur ============
  249. ;---
  250.  
  251. r_PostProcessEffects = 0
  252. r_PostProcessFilters = 0
  253. r_PostProcessGameFx = 0
  254. r_ColorGrading = 1
  255. r_Glow = 1
  256. r_GlowAnamorphicFlares = 1
  257. r_DepthOfField = 0
  258. r_dofMinZScale = 0
  259. r_dofMinZ = 1
  260. r_DepthOfFieldBokeh = 0
  261. r_DepthOfFieldBokehQuality = 0
  262. r_PostProcessHUD3DCache = 30
  263. r_sunshafts = 0
  264. r_pointslightshafts = 0
  265. r_Coronashafts = 0
  266. r_Coronas = 0
  267. r_Flares = 1
  268. r_MotionBlur = 0
  269. r_MotionBlurMaxViewDist = 0
  270. r_MotionBlurShutterSpeed = 0.00001
  271. ca_MotionBlurMovementThreshold = 0.00001
  272. g_radialBlur = 0
  273. r_Reflections = 0
  274. r_ReflectionsQuality = 0
  275. r_Beams = 0
  276. r_BeamsDistFactor = 1
  277. r_BeamsMaxSlices = 16
  278. ;--------------------------------- HDR ------------------------------
  279. r_HDRRendering = 1
  280. ;--- [Default:1] [0/1/2/etc] Default is 1 (on), exponential tone mapping; 2 - exponential tone mapping with s-curve output.
  281. r_HDRTexFormat = 0
  282. ;--- [Default:0] HDR texture format. [Value] 0:(low precision - cheaper/faster), 1:(high precision)
  283. r_HDRLevel = 5
  284. ;--- [Default:8.0] HDR rendering range level (color multiplier tweak together with hdr offset) <<< Bigger = brighter highlights
  285. r_HDROffset = 75
  286. ;--- [Default is 10.0]. HDR rendering range offset (color multiplier tweak together with hdr level) <<< Bigger = darker shadows
  287. ;r_HDRBrightness = 1
  288. ;--- [Default:1]
  289. ;r_HDRSaturation = 1
  290. ;--- [Default:0.875]
  291. r_HDRBrightLevel = 0.8
  292. ;--- [Default is 1.25] <--- HDR Glow ?
  293. r_HDRBrightOffset = 6
  294. ;--- [Default is 8.0] ^^^ Controls the general Brightness/Glow of lighting;
  295. ; Lowering increases brightness, raising - darkens the HDR effect.
  296. r_HDRBrightThreshold = 5
  297. ;--- [Default is 8.0]
  298. r_HDRBloomMul = 0.5
  299. ;--- [Default is 0.8]
  300. r_HDRGrainAmount = 0
  301. ;--- [Default is 0.6]
  302. r_HDRBlueShift = 0
  303. ;--- [Default is 0]
  304. r_HDREyeAdaptionCache = 30
  305. ;--- Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc
  306. ;--- Enable/Disable eye adaptation caching overframes
  307. r_EyeAdaptationBase = 0.8
  308. ; --- [Default:0.25] --- HDR rendering eye adaptation base value (smaller values result in brighter adaption)
  309. r_EyeAdaptationFactor = 0.85
  310. ; --- [Default:0.85] --- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
  311. r_EyeAdaptationSpeed = 0.5
  312. ; --- [Default:2.0] --- HDR rendering eye adaptation speed
  313. ;r_HDRRangeAdapt
  314. ; --- [Default:0]
  315. ;r_HDRRangeAdaptationSpeed
  316. ; --- [Default:4]
  317. ;r_HDRRangeAdaptLBufferMax
  318. ; --- [Default:0.125]
  319. ;r_HDRRangeAdaptLBufferMaxRange
  320. ; --- [Default:2.0]
  321. ;r_HDRRangeAdaptMax
  322. ; --- [Default:1.0]
  323. ;r_HDRRangeAdaptMaxRange
  324. ; --- [Default:4.0]
  325. ;r_HDRSCurveMax
  326. ; --- [Default:0.95]
  327. ;r_HDRSCurveMin
  328. ; --- [Default:0]
  329. ;---
  330. ;============================= MSAA / EdgeAA / FSAA / SSAA ============================
  331. ;---
  332. r_MSAA = 0
  333. ; --- [Default: 0] Enables selective supersampled antialiasing.
  334. r_MSAA_quality = 0
  335. ; --- [Default: 0] See config/MSAAProfiles*.txt for samples.
  336. r_MSAA_samples = 4
  337. ; --- [Default: 4] See config/MSAAProfiles*.txt for samples.
  338. r_PostAA = 1
  339. ; --- [0/1]1: 2x SSAA, 0: disabled; Enables amortized super sampling.
  340. r_PostAAEdgeFilter = 1
  341. ; --- [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x; Enables morphological edge antialiasing algorithm.
  342. r_PostAAInEditingMode = 0
  343. ; --- Debug
  344. r_PostAAMode = 1
  345. ; --- [1: to enable 2x distributed SSAA, 2: video capture mode (TBD); Enables supported AA modes.
  346. ;r_PostAAStencilCulling
  347. ; --- Enables post processed AA stencil culling.
  348. ; ---
  349. ;r_Supersampling = 1
  350. ; --- [Default: 1] Use supersampled antialiasing (1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
  351. ;r_SupersamplingFilter
  352. ; --- Filter method to use when resolving supersampled output
  353. ; 0 - Box filter; 1 - Tent filter; 2 - Gaussian filter ;3 - Lanczos filter
  354. ;---
  355. ;============================= SSAO ====================================
  356. ;---
  357. r_SSAO = 0
  358. ; --- [Default: 4]
  359. ; 0 - disabled
  360. ; 1 - SSAO technique with normals
  361. ; 2 - SSAO technique with normals and temporal accumulation
  362. ; 3 - Volumetric Obscurance technique with jittering <<< Looks the best, relatively fast too.
  363. ; 4 - Volumetric Obscurance technique with jittering and temporal accumulation
  364. r_SSAOQuality = 0
  365. ; --- [Default: 2] SSAO shader quality [0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
  366. r_SSAODownscale = 1
  367. ; --- [Default: 0] Use downscaled computations for SSAO
  368. r_SSAOAmount = 1
  369. ; --- [Default: 1] Controls how much SSAO affects ambient
  370. r_SSAORadius = 1.5
  371. ; --- [Default: 1.5] Controls size of area tested. The lower the better. the higher this number gets, the darker the shadows get.
  372. r_SSAOTemporalConvergence = 0.7
  373. ; --- [Default: 0.7] Temporal SSAO update/convergence speed
  374. r_SSAOContrast = 1
  375. ; --- [Default: 1] SSAO contrast coefficient (higher contrast highlights edges)
  376. e_TerrainAo = 1
  377. ; --- [Default: 1] Activate deferred terrain ambient occlusion
  378. r_TerrainAO_FadeDist = 4
  379. ; --- [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.
  380. ; ---
  381. ;--------------------------- SSDO (DirectX11 only?) -------------------------
  382. r_ssdo = 0
  383. ; --- [Default: 0]
  384. r_ssdoAmount = 0
  385. ; --- [Default: 2]
  386. r_ssdoAmbientAmount = 0
  387. ; --- [Default: 1]
  388. r_refraction = 0
  389. ; --- [Default: 1]
  390. r_ssreflections = 0
  391. ; --- [Default: 0]
  392. ;---
  393. ;============================= GI / Sky / Light / Shading ===========================
  394. ;---
  395. e_GI = 0
  396. ; --- [Default: 0 (Disabled)] Enable/disable global illumination <<< Disabled, can't see any visual difference...
  397. e_GIRSMSize = 64
  398. ; --- [Default: 384] minimum: 64, maximum: 512 ; Set the default reflective shadow map size.
  399. e_GIAmount = 0.25
  400. ; --- [Default: 1]
  401. e_GIMaxDistance = 80
  402. ; --- [Default: 50. Max: 150] Maximum distance of global illumination in meters. The less the distance the better the quality.
  403. e_GINumCascades = 1
  404. e_GICascadesRatio = 2
  405. ; --- Slope ratio
  406. e_GIIterations = 5
  407. ; --- [Default: 10. Max: 32] Maximum number of propagation iterations global illumination.
  408. ; The less number of propagation iterations the shorter the light propagation distance.
  409. e_GIOffset = 0.2
  410. ; --- [Default: 0.2 Min: 0 Max: 1] Offset of GI in front of camera in percents [0;1].
  411. e_GIPropagationAmp = 3.3
  412. ; --- [Default: 3.3 Min: 1 Max: 5] Light amplification during each propagation iteration.
  413. e_GICache = 7
  414. ; --- [Default: 7 Min: 0 (disabled)] Sparse temporal caching for RSM rendering. Measured in framed per generation.
  415. e_DynamicLightsMaxEntityLights = 8
  416. ;----------------------------------- Sky ----------------------------------
  417. e_SkyBox = 1
  418. e_SkyType = 0
  419. ; --- Type of sky used: 0 (static), 1 (dynamic).
  420. e_SkyQuality = 2
  421. ; --- Quality of dynamic sky: 1 (very high), 2 (high).
  422. e_SkyUpdateRate = 0
  423. ;---
  424. ;============================= Shadows =================================
  425. ;---
  426. e_Shadows = 1
  427. r_ShadowGen = 0
  428. ; --- [ Default: 1] 0=disable shadow map updates, 1=enable shadow map updates
  429. r_ShadowGenMode = 0
  430. ; --- [ Default: 1] 0=Use Frustums Mask, 1=Regenerate all sides
  431. ; r_ShadowsBias
  432. ; --- [Default: 8e-005]
  433. e_ShadowsOnAlphaBlend = 0
  434. e_ShadowsMaxTexRes = 256
  435. ; --- [Default: 1024]
  436. e_GsmCastFromTerrain = 1
  437. e_ShadowsOnWater = 0
  438. e_ShadowsClouds = 0
  439. ; ---
  440. e_ShadowsMasksLimit = 1
  441. ; --- [Default: 0] Maximum amount of allocated shadow mask textures. This limits the number of shadow casting lights overlapping.
  442. ; 0=disable limit(unpredictable memory requirements)
  443. ; 1=one texture (4 channels for 4 lights)
  444. ; 2=two textures (8 channels for 8 lights), ...
  445. e_ShadowsLodBiasFixed = 2
  446. ; --- [Default: 1] Simplifies mesh for shadow map generation by X LOD levels
  447. e_ShadowsLodBiasInvis = 3
  448. ; --- [Default: 0] Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
  449. r_ShadowBlur = 0
  450. ; --- [Default: 3] ; [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
  451. ; --- Selected shadow map screenspace blurring technique.
  452. r_ShadowBluriness = 0
  453. ; --- [Default: 1] ; [0.1 - 16] Select shadow map blurriness if r_ShadowBlur is activated.
  454. r_ShadowJittering = 1.5
  455. ; --- [Default: 3.4] "Dithered" shadow blurring, looks good and is cheap to process.
  456. e_ShadowsCastViewDistRatio = 0.6
  457. ; --- [Default: 0.8] View dist ratio for shadow maps casting from objects
  458. e_ShadowsCastViewDistRatioLights = 0.8
  459. ; --- [Default: 1] View dist ratio for shadow maps casting for light sources
  460. ;e_ShadowsTessellateCascades = 0
  461. ; --- [Default: 1] Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
  462. ;r_ShadowsMaskResolution = 2 <<<< WRECKS SHADOWS
  463. ; --- [Default: 0]
  464. ; --- 0=per pixel shadow mask; 1=horizontal half resolution shadow mask; 2=horizontal and vertical half resolution shadow mask
  465. ;r_ShadowsMaskDownScale = 1 <<<< WRECKS SHADOWS
  466. ; --- [Default: 0]
  467. ; --- Saves video memory by using lower resolution for shadow masks except first one. 0=per pixel shadow mask; 1=half resolution shadow mask.
  468. ;r_ShadowsPCFiltering = 1
  469. ; --- [Default: 1]
  470. ;r_UseShadowsPool = 1
  471. ; --- [Default: 1]
  472. ;-------------- Shadows slope bias for shadowgen -----------------
  473. e_ShadowsAdaptScale = 2.0
  474. ; --- [Default: 2.72]
  475. e_ShadowsConstBias = 1.0
  476. ; --- [Default: 1]
  477. ;e_ShadowsResScale = 2.0
  478. ; --- [Default: 2.8]
  479. e_ShadowsSlopeBias = 1
  480. ; --- [Default: 1]
  481. ;-----------------------------------------------------------------
  482. e_GsmLodsNum = 3
  483. ; --- [Default: 5]
  484. e_GsmRange = 4
  485. ; --- [Default: 3] Size of LOD 0 GSM area (in meters)
  486. e_GsmRangeStep = 5
  487. ; --- [Default: 3] Range of next GSM lod is previous range multiplied by step
  488. e_GsmRangeStepExtended = 6
  489. ; --- [Default: 6] Extended gsm_range_step for last gsm lod containing terrain
  490. ;e_GsmViewSpace
  491. ; --- [Default: 0] 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
  492. e_GsmCache = 1
  493. ; --- [Default: 0] Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
  494. e_GsmCacheLodOffset = 1
  495. ; --- [Default: 3] Makes first X GSM lods not cached
  496. e_GsmCacheLodOffsetExtended = 6
  497. ; --- [Default: 6] <<< Important ! How fast to update terrain GSM lod (player's mech shadow I would say) >>>
  498. e_GsmExtendLastLod = 1
  499. ; --- [Default: 0] Make last cascade bigger and use less frequent updates
  500. e_GsmExtendLastLodIncludeObjects = 0
  501. ; --- [Default: 0] Includes object shadows into last very big shadow frustum
  502. e_GsmScatterLodDist = 50
  503. ; --- [Default: 70] Size of Scattering LOD GSM (in meters)
  504. ;---
  505. ;============================= Volumetrics =============================
  506. ;---
  507. e_Fog = 0
  508. ; --- Activates global height/distance based fog
  509. e_FogVolumes = 0
  510. ; --- Activates local height/distance based fog volumes
  511. e_Clouds = 0
  512. r_CloudsUpdateAlways = 0
  513. r_ImpostersDraw = 0
  514. ; --- Default is 1 (on). Set to 0 to disable imposters (Clouds).
  515. r_ImpostersUpdatePerFrame = 1000
  516. ; --- [Default = 6000 (6 megabytes)] ; [1000-30000]
  517. r_ImposterRatio = 4
  518. ;--- 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)
  519. ;---
  520. ;============================ Particles ================================
  521. ;---
  522. e_ParticlesLod = 0.5
  523. ; --- Multiplier to particle count
  524. e_ParticlesQuality = 1
  525. e_ParticlesLights = 1
  526. ;i_lighteffects = 1
  527. e_ParticlesGI = 0
  528. e_ParticlesDiffCM = 0
  529. ; --- Apply diffuse cubemaps to appropriate particle effects
  530. e_ParticlesShadows = 0
  531. r_ShadowsParticleNormalEffect = 0
  532. ; --- [Default: 1 (on)] Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows).
  533. r_ShadowsParticleKernelSize = 0
  534. ; --- Blur kernel size for particles shadows.
  535. r_ShadowsAdaptionMin = 0
  536. ; --- starting kernel size, to avoid blocky shadows.
  537. r_ShadowsAdaptionSize = 0
  538. ; --- Select shadow map blurriness if r_ShadowsBias is activated.
  539. e_ParticlesCullAgainstViewFrustum = 1
  540. ; --- [Default: 0] Cull particles against the view frustum
  541. e_ParticlesMaxScreenFill= 64
  542. ; --- [Default: 64] Screen size max of total particles to draw
  543. e_ParticlesMaxDrawScreen = 8
  544. ; --- [Default: 2] Screen size max per particle -- fade out earlier
  545. e_ParticlesMinDrawPixels = 8
  546. ; --- [Default: 1]
  547. e_ParticlesMotionBlur = 0
  548. e_ParticlesObjectCollisions = 1
  549. ; e_ParticlesPoolSize = 4096
  550. ; --- [Default: 12288]
  551. ; e_ParticlesEmitterPoolSize = 2048
  552. ; --- [Default: 6144]
  553. e_ParticlesAnimBlend = 1
  554. ; --- [0,1,2 = Disable, Allow, Force]. Blend between animated texture frames.
  555. r_UseParticlesHalfRes = 1
  556. r_UseParticlesHalfResForce = 1
  557. r_UseSoftParticles = 0
  558. r_UseParticlesRefraction = 0
  559. r_UseParticlesGlow = 1
  560. r_UseParticlesMerging = 0
  561. r_Rain = 0
  562. r_RainAmount = 0
  563. r_RainMaxViewDist_Deferred = 20
  564. e_ParticlesThread = 1
  565. r_UseParticlesMerging = 0
  566. ;---
  567. ;============================ Water / Ocean ===================================
  568. e_HwOcclusionCullingWater = 1
  569. ; --- Activates usage of HW occlusion test for ocean
  570. ;---
  571. e_WaterOcean = 2
  572. ;--- Activates drawing of ocean. 1: use usual rendering path; 2: use fast rendering path with merged fog
  573. e_WaterOceanBottom = 1
  574. e_WaterVolumes = 0
  575. e_WaterWaves = 0
  576. e_WaterOceanFFT = 0
  577. ; e_WaterTesselationAmount = 0.5
  578. e_WaterWavesTessellationAmount = 0.5
  579. ; e_WaterTesselationAmountX = 10
  580. ; e_WaterTesselationAmountY = 10
  581. ; e_WaterTesselationSwathWidth = 5
  582. r_WaterCaustics = 0
  583. r_WaterGodRays = 0
  584. r_WaterReflections = 1
  585. r_WaterReflectionsMGPU = 0
  586. ; --- Default is 0 (single render update), 1 (multiple render updates)
  587. r_WaterReflectionsQuality = 0
  588. ; --- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
  589. r_WaterReflectionsMinVisiblePixelsUpdate = 0.1
  590. ; --- [Default: 0.05]
  591. ;r_WaterReflectionsMinVisUpdateDistanceMul
  592. ; --- [Default: 10] --- Activates update distance multiplier when water mostly occluded.
  593. ;r_WaterReflectionsMinVisUpdateFactorMul
  594. ; --- [Default: 20] --- Activates update factor multiplier when water mostly occluded.
  595. r_WaterReflectionsUseMinOffset = 2
  596. ; --- [Default: 1] --- Activates water reflections if visible pixels above a certain threshold.
  597. r_WaterUpdateDistance = 2
  598. ; --- [Default: 2]
  599. r_WaterUpdateFactor = 0.1
  600. ; --- [Default: 0.01] <<< Update Ratio ???
  601. ;---
  602. ;============================ Physics ==========================
  603. ;---
  604. ;---
  605. ;============================ Sound ===================================
  606. ;---
  607. s_FormatSampleRate = 48000
  608. s_MaxChannels=64
  609. s_MPEGDecoders = 32
  610. s_Obstruction = 1
  611. s_ObstructionAccuracy = 1
  612. s_ObstructionUpdate = 0.1
  613. s_ReverbType = 1
  614. s_SoundMoodsDSP = 1
  615. s_VariationLimiter = 1
  616. s_PrecacheData = 1
  617. s_PriorityThreshold = 1
  618. ;---
  619. ;============================ PRECACHE ================================
  620. ;---
  621. sys_preload = 1
  622. i_precache = 1
  623. ;----------------------------------------------- Disabled shader precache block for compatibility reasons
  624. ;r_ShadersAsyncCompiling = 3
  625. ; --- Enable asynchronous shader compiling
  626. ; 0 = off, (stalling) shaders compiling
  627. ; 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
  628. ; 2 = on, shaders are compiled in parallel, missing shaders are not rendered
  629. ; 3 = on, shaders are compiled in parallel in precache mode
  630. ;r_ShadersAsyncMaxThreads = 3
  631. ;r_ShadersPreactivate = 1
  632. ;r_ShadersPrecacheAllLights = 1
  633. ;r_ShadersUseInstanceLookUpTable = 0
  634. ; --- Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.
  635. ; -----------------
  636. ;r_PrecacheShaderList = 1
  637. ;r_PrecacheShadersLevels = 1
  638. ;r_PrecacheShaders = 1 <<< 'Precache shaders' HANGING AFTER OCT.09 PATCH
  639. ; ---------------------------------------------
  640. r_MeshPrecache = 1
  641. e_ParticlesPreload = 1
  642. ; --- Enable preloading of all particle effects at the beginning
  643. e_PreloadDecals = 1
  644. ; --- Preload all materials for decals
  645. e_AutoPrecacheCgfMaxTasks = 16
  646. ; --- [Default: 8]. Maximum number of parallel streaming tasks during pre-caching
  647. e_AutoPrecacheTerrainAndProcVeget = 1
  648. ; --- Force auto pre-cache of terrain textures and procedural vegetation
  649. e_AutoPrecacheTexturesAndShaders = 1
  650. ; --- Force auto pre-cache of general textures and shaders
  651. e_PreloadMaterials = 1
  652. ; --- Preload level materials from level cache pak and resources list
  653. e_StatObjPreload = 1
  654. ; --- Load level CGF's in efficient way
  655. e_AutoPrecacheCgf = 2
  656. ; --- Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)
  657. ca_PrecacheAnimationSets = 1
  658. ; --- Enable Precaching of Animation Sets per Character.
  659. e_PrecacheLevel = 1
  660. ; --- Pre-render objects right after level loading
  661. ;---
  662. ;============================ STREAMING ===============================
  663. ;---
  664. e_streamCgf = 0
  665. ; --- Enable streaming of static render meshes
  666. r_TexturesStreaming=0
  667. ; *** r_TexturesStreaming=1 is HARD-CODED into the engine core after Sept/19,25 patch, so BLADEXXX patch is OBLIGATORY. ***
  668. r_TexturesWarmup = 0
  669. ; --- Enables textures uploading to video memory after level loading. [0,1]
  670. r_TexturesStreamingMipBias = 2
  671. ; --- [Default: 0], Usage: [-4..0..4] Controls how texture LOD depends from distance to the objects.
  672. ; >>> !!! Increasing this value will reduce amount of memory required for textures. !!! <<<
  673. ; r_TexturesStreamingMaxRequestedJobs=1
  674. ; --- Maximum number of tasks submitted to streaming system. Default is 256.
  675. ; e_StreamPredictionUpdateTimeSlice = 0.1
  676. ; --- Maximum amount of time to spend for scene streaming priority update in milliseconds
  677. ; r_TexturesStreamingMaxRequestedMB=2.0
  678. ; --- Maximum amount of texture data requested from streaming system in MB. Default is 2.0(MB)
  679. ; r_TexturesStreamPoolSysSize=256
  680. ; --- Size of system memory pool for managed textures in MB. Default is 800 MB for PC.
  681. ; r_TexturesStreamPoolSize=128
  682. ; --- Size of pool for textures streaming in MB. Default is 128(MB) for PC.
  683. ; r_TexturesStreamingMinReadSizeKB=128
  684. ; --- Minimal read portion in KB. Default is 32
  685. ; r_texturesstreamingPostponeThresholdMip=1
  686. ; --- Threshold used to postpone high resolution mipmaps. Default is 1
  687. ; r_TexturesStreamingPostponeThresholdKB=1024
  688. ; --- Threshold used to postpone high resolution mipmap loads in KB. Default is 1024(KB)
  689. ; r_TexturesStreamingPostponeMips=1
  690. ; --- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Default is 1 (on).
  691. ; r_TexturesStreamingResidencyEnabled=1
  692. ; --- Toggle for resident textures streaming support
  693. ; r_TexturesStreamingSync=0
  694. ; --- Force only synchronous texture streaming. All textures will be streamed in the main thread. Default is 0, 1 for enable
  695. ; r_TexturesStreamingResidencyThrottle=1
  696. ; --- Default is 0.5. Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident
  697. ; r_TexturesStreamingResidencyTime=600
  698. ; --- Time to keep textures resident for before allowing them to be removed from memory, in seconds.
  699. ; r_texturesstreampooldefragmentation=0
  700. ; >>> Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
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