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iRacing VR Vive config (Documents/iRacing/rendererDX11.ini)

Oct 16th, 2018
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  1. [AutoCfg]
  2. AutoCfgCompleted=1 ; 0=need to run 3D autocfg at startup
  3. Version=1 ; Version of this file
  4.  
  5. [Graphics Options]
  6. AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping
  7. SelfLitBloom=0 ; 0= disable 1= enable bloom for self lit objects
  8. DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
  9. DNSMShadowFade=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (25 default)
  10. DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night
  11. DNSMHeadlightsCastShadows=1 ; 0=off 1=car headlights cast shadows
  12. DNSMWallsCastShadows=1 ; 0= off 1=track walls cast shadows
  13. DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows
  14. DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow
  15. DNSMEnable=1 ; 0=off 1=dynamic night shadow maps
  16. TwoPassTrees=0 ; 0=off, 1=render trees with higher quality in two passes
  17. NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame)
  18. NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame)
  19. ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled
  20. Distortion=0 ; 0=off, 1=Distortion enabled
  21. SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max)
  22. SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max)
  23. FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow)
  24. FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff)
  25. FXAA=0 ; 0=off, 1=FXAA enabled
  26. Sharpening=1 ; 0=off, 1=sharpening enabled
  27. HeatHaze=0 ; 0=off, 1=heat haze enabled
  28. DepthOfField=0 ; 0=off, 1=depth of field blurs enabled
  29. ShadowMapType=3 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
  30. DynamicShadowFilters=7 ; 1=cockpit only, 7=all)
  31. DynamicShadowMaps=1 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
  32. ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows
  33. VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled
  34. MaxCockpitMirrors=4 ; Maximum number of cockpit mirrors to enable (0 to 4)
  35. MirrorDetail=1 ; 0=low detail, 1=high detail in mirrors
  36. ParticlesSoft=0 ; soft particles: 0=off, 1=on
  37. ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on
  38. ParticleDetail=0 ; particle detail: 0=low, 1=med, 2=high
  39. WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high
  40. ObjectDetail=2 ; object population 0=low, 1=med, 2=high
  41. GrandstandDetail=1 ; 0=low, 1=med, 2=high
  42. CrowdDetail=0 ; 0=off, 1=low, 2=med, 3=high
  43. PitObjectDetail=1 ; 0=off, 1=low, 2=med, 3=high
  44. CarDetail=2 ; 0=low, 1=med, 2=high
  45. Trilinear=1 ; 0=off, 1=improved texture quality
  46. MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
  47. FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass
  48. DriverHands=1 ; Show driver hands? 0=no, 1=yes
  49. SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
  50. EnableSwayTrees=1 ; 0=normal trees, 1=trees sway with wind
  51. TrackDisplacementEnable=1 ; 0=render without displacement, 1=render using track displacement shaders
  52. DNSMMaxLightsPerPass=3 ; 0- 6 = Shadowing lights per-fullscreen pass
  53. DynamicShadowQuality=2 ; 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096
  54. DynamicTireRendering=1 ; 0=render without dynamic tires, 1=render with dynamic tires
  55. DynamicTrackTextureUpdateRate=0 ; 0=min, 1=low, 2=med, 3=high frequency of dynamic track texture updates
  56. DynamicTrackDataRendering=1 ; 0=render without dynamic track data, 1=render with Dynamic Track Data
  57. ShaderQuality=2 ; 0=low, 1=med, 2=high, 3=max
  58. HeadlightLevel=2 ; 0=low quality, 1=medium, 2=high quality. *** -1=disabled ***
  59. ParallelSorting=1 ; 0=disabled 1=multithreaded scene sort
  60. MonochromeHeadlights=0 ; 0=color headlights 1=all white (less blotches/banding)
  61. ProceduralHeadlights=0 ; 0=off 1=dynamic player car headlights if headlightLevel >= MED
  62. HeadlightsInMirrors=1 ; 0=off 1= headlights illuminate track surface in mirrors
  63. LoadTexturesWhenDriving=1 ; 0=only load when out of car
  64. NumMultiGPUs=1 ; Number of GPUs in Crossfire/SLI (1=off to 4). Set low as works.
  65. CompressTexturesSuits=1 ; 0=uncompressed 1=block compress (recommended)
  66. CompressTexturesHelmets=1 ; 0=uncompressed 1=block compress (recommended)
  67. CompressTexturesCars=1 ; 0=uncompressed (warning! no!!) 1=block compress (highly recommended)
  68. CompressedVertices=1 ; 0=off 1=Use compressed vertices
  69. ReduceCockpitFlicker=1 ; 0=off 1=enabled
  70. CarPaint2048x2048=1 ; 0=1024x1024 car textures res, 1=2048x2048 car texture res (max)
  71. CacheSwap3HighResCars=1 ; 0=shrink to fit 1=cache swap higher res for nearest cars
  72. WorldNearPlaneDistance=10 ; In 1/10 meters, min=1(0.1m) max=30(3m), helps z-fighting but may clip track.
  73. VisibilityFrameDelay=5 ; Number of frames to wait before re-testing object visibility. 0 = no delay
  74. AAQuality=0 ; 0=low - 0=max (GPU & AASamples specific)
  75. AASamples=4 ; 1=off, 2, or 4 - num samples
  76. MipLODBias=0 ; % bias texture lookup 100 is a mip level, positive is blurry, negative sharp
  77. LODPct=100 ; % to scale dist before choosing level-of-detail
  78. OcclusionCull=1 ; 0=disable occlusion culling, 1=enabled (usually best)
  79. LimitFrameRate=1 ; 0=no limit, 1=use DesiredFPSLimit
  80. DesiredFPSLimitBatt=90 ; Enabled when LimitFrameRate=1 and on battery
  81. DesiredFPSLimit=90 ; Enabled when LimitFrameRate=1 and on ext. power
  82. MaxPreRenderedFrames=1 ; 1=normal 0=disabled/multi-gpu
  83. VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate
  84. TwoBackBuffers=0 ; 0=1 back buffer, 1=try to create 2 back buffers
  85. MaxWorkingSetMB_64Bit=6125 ; (64-bit) 1024 to 8192 MB - Lower to reduce page faults!
  86. VidMemMB=3574 ; Maximum GPU video memory to consume (MB)
  87. UIScalePct=125 ; User Interface Size
  88.  
  89. [MonitorSetup]
  90. BezelProtectionPct=7 ; 0-10: % of screen width to keep UI elements away from bezels
  91. Min3ViewZoomDistortion=1 ; 0=off 1=when cameras zoom in alot, relax screen angles
  92. NumMonitors=1 ; 1 or 3
  93. EnableSMPSurround=0 ; 0=off 1=Enable Simultaneous Multi-Projection via GPU
  94. RenderViewPerMonitor=0 ; 0=off 1=separate view on each monitor (less distortion)
  95. MonitorWidth=0 ; (mm) total width of each monitor (screen + bezels)
  96. ScreenWidth=0 ; (mm) usable width of each screen (no bezels)
  97. ScreenAngles=0 ; (deg) side monitor angle, 10=slight, 65=max
  98.  
  99. [Debug]
  100. Renderer=? ; Driver DLL - Don't Edit This!
  101. Version=0 ; Driver Version - Don't Edit This!
  102. Vendor=? ; Driver Vender - Don't Edit This!
  103.  
  104. [Laser Scan]
  105. PointSizeMM=80 ; desired physical point size width (mm): 1 to 120
  106. PointSizeMin=1 ; min point size in screen pixels (1 to 256)
  107. PointSizeMax=1 ; max point size in screen pixels (1 to 256)
  108. MaxLaserScanVidMem=192 ; Max scan density to load into vidmem 128-768 (MB)
  109.  
  110. [Oculus Rift]
  111. RiftEnabled=1 ; Enable Oculus Rift Support
  112. PixelsPerDisplayPixel=116 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
  113. AutoSelect=0 ; Use Rift, if detected, without prompting
  114. AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
  115. PrevVirtualMirrorWidth=1456 ; System use only -> do not edit...
  116. PrevVirtualMirrorHeight=284 ; System use only -> do not edit...
  117.  
  118. [OpenVR]
  119. OpenVREnabled=1 ; Enable OpenVR Support
  120. PredictionMode=1 ; 0=off, 1=dynamic, 2=fixed
  121. ResolutionScalePct=130 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
  122. AutoSelect=0 ; Use OpenVR without prompting (note: Oculus has priority if enabled)
  123. AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
  124.  
  125. [Replay Graphics]
  126. AllowTSOSelfShadows=0 ; 0=off, 1=more self-shadowing objects when shadow mapping
  127. SelfLitBloom=1 ; 0= disable 1= enable bloom for self lit objects
  128. DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
  129. DNSMShadowFade=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (25 default)
  130. DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night
  131. DNSMHeadlightsCastShadows=1 ; 0=off 1=car headlights cast shadows
  132. DNSMWallsCastShadows=1 ; 0= off 1=track walls cast shadows
  133. DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows
  134. DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow
  135. DNSMEnable=1 ; 0=off 1=dynamic night shadow maps
  136. TwoPassTrees=1 ; 0=off, 1=render trees with higher quality in two passes
  137. NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame)
  138. NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame)
  139. ReplayRenderModes=1 ; 0=off, 1=Replay Render Modes enabled
  140. Distortion=1 ; 0=off, 1=Distortion enabled
  141. SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max)
  142. SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max)
  143. FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow)
  144. FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff)
  145. FXAA=0 ; 0=off, 1=FXAA enabled
  146. Sharpening=1 ; 0=off, 1=sharpening enabled
  147. HeatHaze=1 ; 0=off, 1=heat haze enabled
  148. DepthOfField=1 ; 0=off, 1=depth of field blurs enabled
  149. ShadowMapType=2 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
  150. DynamicShadowFilters=1 ; 1=cockpit only, 7=all)
  151. DynamicShadowMaps=0 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
  152. ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows
  153. VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled
  154. MaxCockpitMirrors=4 ; Maximum number of cockpit mirrors to enable (0 to 4)
  155. MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors
  156. ParticlesSoft=0 ; soft particles: 0=off, 1=on
  157. ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on
  158. ParticleDetail=2 ; particle detail: 0=low, 1=med, 2=high
  159. WeekendDetail=1 ; event detail: 0=low, 1=med, 2=high
  160. ObjectDetail=1 ; object population 0=low, 1=med, 2=high
  161. GrandstandDetail=1 ; 0=low, 1=med, 2=high
  162. CrowdDetail=1 ; 0=off, 1=low, 2=med, 3=high
  163. PitObjectDetail=1 ; 0=off, 1=low, 2=med, 3=high
  164. CarDetail=1 ; 0=low, 1=med, 2=high
  165. Trilinear=1 ; 0=off, 1=improved texture quality
  166. MaxAniso=8 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
  167. FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass
  168. DriverHands=1 ; Show driver hands? 0=no, 1=yes
  169. SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
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