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  1. ///////////////////////////////////////////////////////////////////////////////////////////////////
  2. // USER SETTINGS
  3. //
  4. // Current User:
  5. // User Profile Directory: config.ini
  6. //
  7. // Notes:
  8. // The user settings found in players/config.ini will be applied on boot and will be overridden.
  9. // by the config.ini settings found in the user profile directory once the user is logged in
  10. // to Battle.Net. Any manual edition of the user settings in this file should be followed by
  11. // a copy of the config.ini file in the proper user profile directory.
  12. ///////////////////////////////////////////////////////////////////////////////////////////////////
  13.  
  14. //
  15. //Version info
  16. ///
  17. //This file's version
  18. config_version = "7" // 0 or bigger
  19.  
  20. //keep track of hardware configuration to detect hardware changes
  21. hardware_checksum = "1665302969" // integer
  22.  
  23. //
  24. //Gameplay
  25. //
  26.  
  27. //Frame rate cap (0 for none)
  28. max_fps = "335" // 0 to 1000
  29.  
  30. //Frame rate cap in the frontend (0 for none, should be smaller than com_maxfps)
  31. max_fps_menu = "165" // 0 to 1000
  32.  
  33. //Frame rate cap when game is out of focus (should be smaller than com_maxfps)
  34. maxfps_inactive = "60" // 15 to 1000
  35.  
  36. //Toggle framerate smoothing
  37. smooth_framerate = "0" // 0 or 1
  38.  
  39. //Enable occlusion of sound behind solid surfaces
  40. sound_occlusion = "1" // 0 or 1
  41.  
  42. //Enable vertical look with the mouse
  43. mouse_vertical_look = "1" // 0 or 1
  44.  
  45. //The Game manages it's process priority automatically.
  46. automatic_process_priority = "0" // 0 or 1
  47.  
  48. //Play the intro movies at boot.
  49. play_intro_movies = "1" // 0 or 1
  50.  
  51. //
  52. //Display
  53. //
  54.  
  55. // 0 - Windowed, 1 - Fullscreen, 2 - Fullscreen Window, 3 - Fullscreen Extended Window
  56. fullscreen_mode = "1" // 0 to 3
  57.  
  58. //1 - Fullscreen, 2 - Fullscreen Window, 3 - Fullscreen Extended Window
  59. fullscreen_preferred_mode = "1" // 1 to 3
  60.  
  61. //Window X position
  62. window_x = "3" // -8192 to 8192
  63.  
  64. //Window Y position
  65. window_y = "22" // -8192 to 8192
  66.  
  67. //Window width
  68. window_width = "2554" // 0 to 16384
  69.  
  70. //Window height
  71. window_height = "1346" // 0 to 16384
  72.  
  73. //Window is maximized on boot
  74. window_maximized = "0" // 0 or 1
  75.  
  76. //Fullscreen resolution
  77. fullscreen_resolution = "2560x1440" // any text
  78.  
  79. refresh_rate = "165" // 1 to 400
  80.  
  81. //Monitor index to use for fullscreen
  82. monitor = "1" // 0 to 8
  83.  
  84. //Vsync only applies in fullscreen
  85. vsync = "0" // 0 or 1
  86.  
  87. //Apply Vsync but only in the frontend
  88. vsync_menu = "0" // 0 or 1
  89.  
  90. //Percentage of window resolution that the 3D scene renders at. value set by the user. can be smaller than the actual.
  91. resolution_percent = "100" // 20 to 200
  92.  
  93. //Color spaces for monitor output
  94. display_gamma = "sRGB" // sRGB, or rec.709
  95.  
  96. //Force specific aspect ratio independent of window aspect ratio
  97. aspect_ratio = "window" // window, 5:4, 4:3, 16:10, 16:9, 21:9, or 32:9
  98.  
  99. //
  100. //Graphics
  101. //
  102.  
  103. //LOD's to drop on models, higher numbers are higher quality
  104. mesh_quality = "3" // 0 to 4
  105.  
  106. //0 - Force 2x anisotropic filtering, 1 - Per material, 2 - Force 16x anisotropic filtering
  107. texture_filter = "2" // 0 to 2
  108.  
  109. //Number of mips to drop on streamed textures, lower numbers are higher quality
  110. texture_quality = "0" // 0 to 7
  111.  
  112. //Use texture extra ('next gen') mip maps
  113. use_extra_mips = "0"
  114.  
  115. disable_dynamic_light_shadows = "0" // 0 or 1
  116.  
  117. disable_dynamic_sun_shadows = "0" // 0 or 1
  118.  
  119. //Particle shadow support
  120. fx_shadows = "1" // 0 or 1
  121.  
  122. //Enable multi-sampled soft shadows
  123. shadow_filtering = "1" // 0 or 1
  124.  
  125. //Enabled order-independent transparency
  126. oit = "0" // 0 or 1
  127.  
  128. //Maximum number of overlapping transparency layers
  129. oit_layers = "16" // 8, 9, 12, or 16
  130.  
  131. //Screen-space ambient occlusion method
  132. ssao_technique = "Disabled" // Disabled, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality
  133.  
  134. //Anti-aliasing technique
  135. aa_technique = "NVIDIA DLSS" // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, Filmic SMAA T2x, or NVIDIA DLSS
  136.  
  137. //User preferred anti-aliasing technique
  138. aa_technique_preferred = "Filmic SMAA T2x" // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x
  139.  
  140. //DLSS performance mode
  141. dlss_perf_mode = "Performance" // Ultra performance, Performance, Balanced, Quality, Ultra Quality, or Automatic
  142.  
  143. //Per-object motion blur
  144. motion_blur = "Off" // Off, Auto, On, or Viewmodel Only
  145.  
  146. motion_blur_quality = "Low" // Low, Medium, or High
  147.  
  148. //Better lighting for skin
  149. subsurface_scattering = "0" // 0 or 1
  150.  
  151. //Set to 3 to enable triple buffering, useful to prevent large framerate drop when vsync is on
  152. backbuffer_count = "2" // 2 to 3
  153.  
  154. //HDR display mode
  155. hdr_display_mode = "-1" // -1 to 2
  156.  
  157. //HDR calibration min
  158. st2084minNits = "0" // 0 to 0.5
  159.  
  160. //HDR calibration max
  161. st2084maxNits = "3842.09" // 250 to 10000
  162.  
  163. //Enable screenspace reflection
  164. ssr = "0" // 0 or 1
  165.  
  166. //SSR gloss threshold (0 uses only SSR, 1 uses only static reflections)
  167. ssr_gloss_threshold = "0.9" // 0 to 1
  168.  
  169. //Index of GPU to use (-1 for auto-detect)
  170. display_adapter = "-1" // -1 or bigger
  171.  
  172. //Enable viewmodel self shadowing
  173. shadow_viewmodel_self = "All" // Off, Sun Only, Spot Only, or All
  174.  
  175. dedicated_player_shadow = "All" // Off, Sun Only, Spot Only, or All
  176.  
  177. //Number of pixel in screen required to be culled, lower numbers are higher quality
  178. auto_cull_radius = "1" // 0 to 10
  179.  
  180. //0 for normal resolution volumetric lighting, 1 for high resolution
  181. volumetric_light_quality = "0" // 0 to 1
  182.  
  183. //0.5 for half sample count volumetric lighting, 1 for normal sample count and 2 to double sample count
  184. volumetric_light_sample_mult = "2" // 0.5 to 2
  185.  
  186. //Auto-detected quality level by game
  187. auto_detected_quality = "12" // 10 to 12
  188.  
  189. //Terrain texture filtering quality, 0 to 4 : (linear, aniso2x, aniso 4x, aniso 8x and aniso 16x)
  190. terrain_filter_quality = "2" // 0 to 4
  191.  
  192. //Terrain tile generation update count : higher filter quality needs higher tile count to prevent popping but is also more expensive
  193. terrain_tile_update_qty = "16" // 8 to 16
  194.  
  195. //Shadow quality preset (0 = high, 1 = medium, 2 = low and 3 = very low)
  196. shadow_preset = "1" // 0 to 3
  197.  
  198. //Use next gen fx
  199. fx_nextgen = "1" // 0 or 1
  200.  
  201. //Use high resolution UI textures
  202. high_resolution_ui_textures = "0" // 0 or 1
  203.  
  204. //Use next gen volumetrics
  205. nextgen_volumetrics = "0" // 0 or 1
  206.  
  207. //Use next gen shadow updates
  208. nextgen_shadow_updates = "0" // 0 or 1
  209.  
  210. //Raytraced AO
  211. rtx_ao = "Off" // Off, Auto, or On
  212.  
  213. //Raytraced sun shadows
  214. rtx_sun_shadow = "Off" // Off, Auto, or On
  215.  
  216. //Raytraced local shadows
  217. rtx_local_shadow = "Off" // Off, Auto, or On
  218.  
  219. //Raytraced AO quality
  220. rtx_ao_quality = "Normal" // Normal, High, Ultra, or Use DVARs
  221.  
  222. //Raytraced sun shadows quality
  223. rtx_sun_shadow_quality = "Normal" // Normal, High, Ultra, or Use DVARs
  224.  
  225. //Raytraced local shadows quality
  226. rtx_local_shadow_quality = "Normal" // Normal, High, Ultra, or Use DVARs
  227.  
  228. //Enable or disable Nvidia Reflex mode, enabling to lower input latency when possible
  229. nv_reflex_enabled = "1" // 0 or 1
  230.  
  231. //Enable or disable boost mode for Nvidia Reflex, boost mode will keep gpu clock maxed out to make sure gpu is running at full speed at all time.
  232. nv_reflex_boost_mode = "1" // 0 or 1
  233.  
  234. //Enable the water tesselation
  235. fft_water_tessellation = "0"
  236.  
  237. //
  238. //Audio
  239. //
  240.  
  241. //Adjusts the volume for character and announcer voices.
  242. voice_scale = "0.79" // 0 to 1
  243.  
  244. //Adjusts the volume of the music.
  245. music_scale = "0.76" // 0 to 1
  246.  
  247. //Adjusts the volume of the sound effects.
  248. sfx_scale = "0.47" // 0 to 1
  249.  
  250. //Adjusts the volume during cinematics.
  251. cinematic_scale = "0.5" // 0 to 1
  252.  
  253. //Adjusts overall volume.
  254. master_scale = "0.4" // 0 to 1
  255.  
  256. //Adjusts the overall volume when someone is speaking in chat, 1 for complete audio fading
  257. audio_scale_when_speaking = "0.5" // 0 to 1
  258.  
  259. //Enable the adjustment of the overall volume when someone is speaking in chat
  260. enable_scale_when_speaking = "0" // 0 or 1
  261.  
  262. //Mutes all sound.
  263. mute_master = "0" // 0 or 1
  264.  
  265. //Mutes music only.
  266. mute_music = "0" // 0 or 1
  267.  
  268. //Mutes character and announcer voices only.
  269. mute_voice = "0" // 0 or 1
  270.  
  271. //Mute audio while the window is out of focus
  272. mute_audio_out_of_focus = "0" // 0 or 1
  273.  
  274. //Main output device
  275. sound_output_device = "" // any text
  276.  
  277. //
  278. //Voice Chat
  279. //
  280.  
  281. //Enable voice chat
  282. enable_voice = "0" // 0 or 1
  283.  
  284. //Chat input device
  285. voice_input_device = "" // any text
  286.  
  287. //Using push to talk
  288. voice_push_to_talk = "1" // 0 or 1
  289.  
  290. //
  291. //Telemetry
  292. //
  293.  
  294. //Set to 1 or 2 to display an ingame overlay of the frame performance over time.
  295. show_performance_graph = "0" // 0 to 16
  296.  
  297. ///////////////////////////////////////////////////////////////////////////////////////////////////
  298. // SYSTEM SETTINGS
  299. //
  300. // Notes:
  301. // These settings are specific to this system's hardware, and are only applied at boot time.
  302. ///////////////////////////////////////////////////////////////////////////////////////////////////
  303.  
  304. //Set to zero to force auto-detect to run at startup
  305. auto_detect_version = "5" // 0 to 100000
  306.  
  307. //Thread count for handling the job queue
  308. worker_threads = "4" // 2 to 4
  309.  
  310. //Clear to check driver against recommended
  311. last_driver_nvidia = "46677" // 0 or bigger
  312.  
  313. //Clear to check driver against recommended
  314. last_recommended_driver_nvidia = "45730" // 0 or bigger
  315.  
  316. //Clear to check driver against recommended
  317. last_driver_amd = "0" // 0 or bigger
  318.  
  319. //Clear to check driver against recommended
  320. last_recommended_driver_amd = "0" // 0 or bigger
  321.  
  322. //Fraction of video memory usage to target
  323. video_memory = "0.7" // 0.5 to 1
  324.  
  325. //Number of jobqueue worker threads that will NOT do background compilation of PSOs
  326. pso_excluded_workers = "13" // 0 to 15
  327.  
  328. //Frame rate cap in the frontend while precompiling shaders (0 for unlimited)
  329. pso_preload_max_fps = "60" // 0 or bigger
  330.  
  331.  
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