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May 23rd, 2019
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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. EnableSPS=1 ; 0=off 1=Use Single Pass Stereo VR (nvidia Pascal/Turing)
  7. DynamicCubemapType=0 ; 0=RGB8, 1=RGBE, 2=RGB16
  8. EnableHDR=0 ; 0=LDR rendering, 1=HDR rendering
  9. AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping
  10. SelfLitBloom=0 ; 0= disable 1= enable bloom for self lit objects
  11. NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame)
  12. Distortion=0 ; 0=off, 1=Distortion enabled
  13. SkyDetail=1 ; 0=low update rate, 1=med update rate, 2=high update rate
  14. EnableTireMarks=1 ; 0=Disable Tire marks 1=Enable tire marks
  15. EnableSwayTrees=1 ; 0=normal trees, 1=trees sway with wind
  16. DynamicShadowRes=1 ; (For 3 maps! So, x3) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096
  17. DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
  18. DNSMShadowFade=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (25 default)
  19. DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night
  20. DNSMHeadlightsCastShadows=1 ; 0=off 1=car headlights cast shadows
  21. DNSMWallsCastShadows=0 ; 0= off 1=track walls cast shadows
  22. DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows
  23. DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow
  24. DNSMEnable=1 ; 0=off 1=dynamic night shadow maps
  25. TwoPassTrees=1 ; 0=off, 1=render trees with higher quality in two passes
  26. NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame)
  27. ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled
  28. SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max)
  29. SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max)
  30. FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow)
  31. FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff)
  32. FXAA=0 ; 0=off, 1=FXAA enabled
  33. Sharpening=1 ; 0=off, 1=sharpening enabled
  34. HeatHaze=0 ; 0=off, 1=heat haze enabled
  35. DepthOfField=0 ; 0=off, 1=depth of field blurs enabled
  36. ShadowMapType=2 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
  37. DynamicShadowFilters=1 ; 1=cockpit only, 7=all)
  38. DynamicShadowMaps=0 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
  39. ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows
  40. VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled
  41. MaxCockpitMirrors=4 ; Maximum number of cockpit mirrors to enable (0 to 4)
  42. MirrorDetail=1 ; 0=low detail, 1=high detail in mirrors
  43. ParticlesSoft=0 ; soft particles: 0=off, 1=on
  44. ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on
  45. ParticleDetail=2 ; particle detail: 0=low, 1=med, 2=high
  46. WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high
  47. ObjectDetail=2 ; object population 0=low, 1=med, 2=high
  48. GrandstandDetail=2 ; 0=low, 1=med, 2=high
  49. CrowdDetail=1 ; 0=off, 1=low, 2=med, 3=high
  50. PitObjectDetail=2 ; 0=off, 1=low, 2=med, 3=high
  51. CarDetail=2 ; 0=low, 1=med, 2=high
  52. Trilinear=1 ; 0=off, 1=improved texture quality
  53. MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
  54. FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass
  55. DriverHands=1 ; Show driver hands? 0=no, 1=yes
  56. SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
  57. TrackDisplacementEnable=1 ; 0=render without displacement, 1=render using track displacement shaders
  58. DNSMMaxLightsPerPass=3 ; 0- 6 = Shadowing lights per-fullscreen pass
  59. DynamicTireRendering=0 ; 0=render without dynamic tires, 1=render with dynamic tires
  60. DynamicTrackTextureUpdateRate=2 ; 0=min, 1=low, 2=med, 3=high frequency of dynamic track texture updates
  61. DynamicTrackDataRendering=1 ; 0=render without dynamic track data, 1=render with Dynamic Track Data
  62. ShaderQuality=1 ; 0=low, 1=med, 2=high, 3=max
  63. HeadlightLevel=2 ; 0=low quality, 1=medium, 2=high quality. *** -1=disabled ***
  64. ParallelSorting=1 ; 0=disabled 1=multithreaded scene sort
  65. MonochromeHeadlights=0 ; 0=color headlights 1=all white (less blotches/banding)
  66. ProceduralHeadlights=0 ; 0=off 1=dynamic player car headlights if headlightLevel >= MED
  67. HeadlightsInMirrors=1 ; 0=off 1= headlights illuminate track surface in mirrors
  68. LoadTexturesWhenDriving=1 ; 0=only load when out of car
  69. NumMultiGPUs=1 ; Number of GPUs in Crossfire/SLI (1=off to 4). Set low as works.
  70. CompressTexturesSuits=1 ; 0=uncompressed 1=block compress (recommended)
  71. CompressTexturesHelmets=1 ; 0=uncompressed 1=block compress (recommended)
  72. CompressTexturesCars=1 ; 0=uncompressed (warning! no!!) 1=block compress (highly recommended)
  73. CompressedVertices=1 ; 0=off 1=Use compressed vertices
  74. ReduceCockpitFlicker=1 ; 0=off 1=enabled
  75. CarPaint2048x2048=1 ; 0=1024x1024 car textures res, 1=2048x2048 car texture res (max)
  76. CacheSwap3HighResCars=1 ; 0=shrink to fit 1=cache swap higher res for nearest cars
  77. WorldNearPlaneDistance=10 ; In 1/10 meters, min=1(0.1m) max=30(3m), helps z-fighting but may clip track.
  78. VisibilityFrameDelay=5 ; Number of frames to wait before re-testing object visibility. 0 = no delay
  79. AAQuality=0 ; 0=low - 0=max (GPU & AASamples specific)
  80. AASamples=8 ; 1=off, 2, or 4 - num samples
  81. MipLODBias=0 ; % bias texture lookup 100 is a mip level, positive is blurry, negative sharp
  82. LODPct=100 ; % to scale dist before choosing level-of-detail
  83. OcclusionCull=1 ; 0=disable occlusion culling, 1=enabled (usually best)
  84. LimitFrameRate=0 ; 0=no limit, 1=use DesiredFPSLimit
  85. DesiredFPSLimitBatt=60 ; Enabled when LimitFrameRate=1 and on battery
  86. DesiredFPSLimit=211 ; Enabled when LimitFrameRate=1 and on ext. power
  87. MaxPreRenderedFrames=1 ; 1=normal 0=disabled/multi-gpu
  88. VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate
  89. TwoBackBuffers=0 ; 0=1 back buffer, 1=try to create 2 back buffers
  90. MaxWorkingSetMB_64Bit=8192 ; (64-bit) 1024 to 8192 MB - Lower to reduce page faults!
  91. VidMemMB=4096 ; Maximum GPU video memory to consume (MB)
  92. UIScalePct=100 ; User Interface Size
  93.  
  94. [MonitorSetup]
  95. BezelProtectionPct=7 ; 0-10: % of screen width to keep UI elements away from bezels
  96. Min3ViewZoomDistortion=1 ; 0=off 1=when cameras zoom in alot, relax screen angles
  97. NumMonitors=1 ; 1 or 3
  98. EnableSMPSurround=0 ; 0=off 1=Enable Simultaneous Multi-Projection via GPU
  99. RenderViewPerMonitor=0 ; 0=off 1=separate view on each monitor (less distortion)
  100. MonitorWidth=0 ; (mm) total width of each monitor (screen + bezels)
  101. ScreenWidth=0 ; (mm) usable width of each screen (no bezels)
  102. ScreenAngles=0 ; (deg) side monitor angle, 10=slight, 65=max
  103.  
  104. [Debug]
  105. Renderer=? ; Driver DLL - Don't Edit This!
  106. Version=0 ; Driver Version - Don't Edit This!
  107. Vendor=? ; Driver Vender - Don't Edit This!
  108.  
  109. [Laser Scan]
  110. PointSizeMM=80 ; desired physical point size width (mm): 1 to 120
  111. PointSizeMin=1 ; min point size in screen pixels (1 to 256)
  112. PointSizeMax=1 ; max point size in screen pixels (1 to 256)
  113. MaxLaserScanVidMem=192 ; Max scan density to load into vidmem 128-768 (MB)
  114.  
  115. [Oculus Rift]
  116. MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped)
  117. RiftEnabled=1 ; Enable Oculus Rift Support
  118. PixelsPerDisplayPixel=155 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
  119. AutoSelect=1 ; Use Rift, if detected, without prompting
  120. AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
  121. PrevVirtualMirrorWidth=1296 ; System use only -> do not edit...
  122. PrevVirtualMirrorHeight=252 ; System use only -> do not edit...
  123.  
  124. [OpenVR]
  125. AlignmentFix=1 ; 0=off, 1=simple (SPS), 2=simple (always), 3=advanced (SPS)
  126. MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped)
  127. PredictionMode=1 ; 0=off, 1=dynamic, 2=fixed
  128. OpenVREnabled=1 ; Enable OpenVR Support
  129. ResolutionScalePct=155 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
  130. AutoSelect=0 ; Use OpenVR without prompting (note: Oculus has priority if enabled)
  131. AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
  132.  
  133. [Replay Graphics]
  134. AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping
  135. SelfLitBloom=0 ; 0= disable 1= enable bloom for self lit objects
  136. NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame)
  137. Distortion=0 ; 0=off, 1=Distortion enabled
  138. SkyDetail=2 ; 0=low update rate, 1=med update rate, 2=high update rate
  139. DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
  140. DNSMShadowFade=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (25 default)
  141. DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night
  142. DNSMHeadlightsCastShadows=0 ; 0=off 1=car headlights cast shadows
  143. DNSMWallsCastShadows=0 ; 0= off 1=track walls cast shadows
  144. DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows
  145. DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow
  146. DNSMEnable=1 ; 0=off 1=dynamic night shadow maps
  147. TwoPassTrees=1 ; 0=off, 1=render trees with higher quality in two passes
  148. NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame)
  149. ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled
  150. SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max)
  151. SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max)
  152. FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow)
  153. FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff)
  154. FXAA=0 ; 0=off, 1=FXAA enabled
  155. Sharpening=0 ; 0=off, 1=sharpening enabled
  156. HeatHaze=0 ; 0=off, 1=heat haze enabled
  157. DepthOfField=0 ; 0=off, 1=depth of field blurs enabled
  158. ShadowMapType=3 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
  159. DynamicShadowFilters=7 ; 1=cockpit only, 7=all)
  160. DynamicShadowMaps=0 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
  161. ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows
  162. VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled
  163. MaxCockpitMirrors=4 ; Maximum number of cockpit mirrors to enable (0 to 4)
  164. MirrorDetail=1 ; 0=low detail, 1=high detail in mirrors
  165. ParticlesSoft=0 ; soft particles: 0=off, 1=on
  166. ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on
  167. ParticleDetail=2 ; particle detail: 0=low, 1=med, 2=high
  168. WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high
  169. ObjectDetail=2 ; object population 0=low, 1=med, 2=high
  170. GrandstandDetail=2 ; 0=low, 1=med, 2=high
  171. CrowdDetail=2 ; 0=off, 1=low, 2=med, 3=high
  172. PitObjectDetail=2 ; 0=off, 1=low, 2=med, 3=high
  173. CarDetail=2 ; 0=low, 1=med, 2=high
  174. Trilinear=1 ; 0=off, 1=improved texture quality
  175. MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
  176. FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass
  177. DriverHands=1 ; Show driver hands? 0=no, 1=yes
  178. SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
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