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  1. --;     for as many options as possible to work, this user.cfg file requires usage of a secondary file, called tuning.cfg
  2. --;     tuning.cfg only needs to contain 'exec user.cfg', but it tells teh engine to execute the user.cfg file, AFTER SPAWN
  3. --;     changing lots of things out of line with the 'sys_spec_settings' will result in a lag, the first time the file is
  4. --;     executed, you should load into the testing grounds, before you play, some cvars will only change there, like hdr blooming
  5. --;     find your log file, *probably* located around "C:\Users\* YOUR USER NAME*\Saved Games\MechWarrior Online\Logs"
  6. --;     the line below should appear in your log file, if it doesnt, than the file has not loaded properly. it probably has a .txt extension
  7. LOG_NOTICE_USER.CFG
  8.  
  9. --DumpCommandsVars
  10.  
  11. --;     0) normal mode / 1) restricted access to the console ( and cvars )
  12. con_restricted = 0
  13.  
  14.  
  15. --;     *****************
  16. --;     *       SYSTEM  *
  17. --;     *****************
  18.  
  19. --;     0) normal - all cores / PROPER *DECIMAL* INPUT AFFINITY CONTROL
  20. --sys_affinity = 56
  21.  
  22. --;     Sets the upper limit for frame time (in ms) when monitoring budget | 33) normal ( 30 fps )
  23. --sys_budget_frametime = 16
  24.  
  25. --;     sets the upper limit for number of draw calls per frame. | 3000) normal
  26. --sys_budget_numdrawcalls = 2000
  27.  
  28. --;     1) normal - enable optimization / 0) disable optimization
  29. --sys_deferAudioUpdateOptim = 0
  30.  
  31. --;     Enables budget monitoring. | 0) normal - disabled ? / 1) ?
  32. --sys_enable_budgetmonitoring = 1
  33.  
  34. --;     Speedup files loading from DVD | 0) normal - off - ALL OPTIONS LOCKED
  35. --sys_FileReadSequencer =
  36.  
  37. --;     Controls curve tessellation. Larger values result in coarser, more angular curves | 1) normal
  38. --sys_flash_curve_tess_error = 1
  39.  
  40. --;     Enables/disables edge anti-aliased rendering of flash files | 1) normal
  41. --sys_flash_edgeaa = 0
  42.  
  43. --;     Clears stencil buffer alternate mode | 0) normal - clear command / 1) draw rect
  44. --sys_flash_newstencilclear = 1
  45.  
  46. --;     Specifies the size (in kb) of the static memory pool for flash objects / 0) normal - use dynamic pool / +) set limit - CRASHES?
  47. --sys_flash_static_pool_size = 16384
  48.  
  49. --;     Enables creation of temporary instances through designated memory arena | 1) normal
  50. --sys_flash_use_temp_arena = 1
  51.  
  52. --;     Sets verbosity level for CryEngine related warnings | 1) normal - log warning / 2) log warning and display message / 0) omit warning
  53. --sys_flash_warning_level = 0
  54.  
  55. --;      Enable the JobSystem | 1) enabled, each job is invoked in one of the worker threads /  0) disabled, each job is executed in its invoking thread.
  56. sys_job_system_enable = 0
  57.  
  58. --;     Sets the number of threads to use for the job system | 8) normal - PC / 4) console / 0) as many threads as available cores
  59. --sys_job_system_max_worker = 12
  60.  
  61. --;     Limits p_num_threads to physical CPU count | 1) normal - limit? / 0) dont limit ?
  62. --sys_limit_phys_thread_count = 12
  63.  
  64. --;     Limits the frame rate to specified number | 0) normal / wouldnt call this overly reliable ...
  65. --sys_MaxFPS = 144
  66.  
  67. --;     Preload Game Resources | 0) normal ? / 1) ?
  68. sys_preload = 1
  69.  
  70. --;     Set the statobj geometry memory limit to check streaming (Mb/sec)
  71. --sys_LocalMemoryGeometryLimit = 40
  72.  
  73. --;     Stat object geometry streaming speed limit (approx, Mb/sec)
  74. --sys_LocalMemoryGeometryStreamingSpeedLimit = 40
  75.  
  76. --;     it will log the numeric values
  77. --sys_LocalMemoryLogText = 1
  78.  
  79. --;     Optimal calculation time (MSec) per secundum
  80. --sys_LocalMemoryOptimalMSecPerSec = 100
  81.  
  82. --;     Set the texture memory limit to check streaming (Mb/sec)
  83. --sys_LocalMemoryTextureLimit = 40
  84.  
  85. --;     Texture streaming speed limit (approx, Mb/sec)
  86. --sys_LocalMemoryTextureStreamingSpeedLimit = 40
  87.  
  88. --;     Specifies the maximum physics step in a separate thread
  89. --sys_max_step = 0.016
  90.  
  91. --;     Specifies the minimum physics step in a separate thread
  92. --sys_min_step = 0.01
  93.  
  94. --;     Reduce frame rate if window is not in focus | 0) use full resources (STREAMERS!) / 1) normal - reduce usage when alt-tabbed
  95. --sys_SleepIfInactive = 1
  96.  
  97. --;     Enables capping of max streaming bandwidth in MB/s
  98. --sys_streaming_max_bandwidth = 40
  99.  
  100. --;     Maximum stream finalizing calls per frame to reduce the CPU impact on main thread | 0) normal - disable limit
  101. sys_streaming_max_finalize_per_frame = 256
  102.  
  103.  
  104. --;     *************************
  105. --;     *          THREADING    *
  106. --;     *************************
  107.  
  108. --;     Enable particle threading | x) set particle thread index / -1) use windows scheduler
  109. e_ParticlesThread = -1
  110.  
  111. --;     If >0 enables Animation Multi-Threading' | 1) normal - enabled / 0) disabled
  112. ca_thread = 1
  113.  
  114. --;     Affinity of first Animation Thread | x) set thread index / -1) use windows scheduler
  115. ca_thread0Affinity = -1
  116.  
  117. --;     Affinity of second Animation Thread | x) set thread index / -1) use windows scheduler
  118. ca_thread1Affinity = -1
  119.  
  120. --;     Enables water updating on separate thread | x) set thread index / -1) use windows scheduler
  121. r_WaterUpdateThread = -1
  122.  
  123. --;     Use a thread to perform sub-objects meshes merging | 1) normal ? / 0) disable ?
  124. e_StatObjMergeUseThread = -1
  125.  
  126. --;     threads dedicated to voxel terrain generation | 5) normal
  127. --e_VoxTerThreads =
  128.  
  129. --;     enabling rendering in separate thread | 0) disabled / 1) enabled / 2) automatic
  130. r_MultiThreaded = 1
  131.  
  132. --;     Controls the maximum amount of concurrent loading threads | 2) normal / 5) maximal ?
  133. --s_NumLoadingThreadsToUse =
  134.  
  135. --;     Specifies the physical CPU index taskthread0 will run on
  136. sys_TaskThread0_CPU = -1
  137.  
  138. --;     Specifies the physical CPU index taskthread1 will run on
  139. sys_TaskThread1_CPU = -1
  140.  
  141. --;     Specifies the physical CPU index taskthread2 will run on
  142. sys_TaskThread2_CPU = -1
  143.  
  144. --;     Specifies the physical CPU index taskthread3 will run on
  145. sys_TaskThread3_CPU = -1
  146.  
  147. --;     Specifies the physical CPU index taskthread4 will run on
  148. sys_TaskThread4_CPU = -1
  149.  
  150. --;     Specifies the physical CPU index taskthread5 will run on
  151. sys_TaskThread5_CPU = -1
  152.  
  153. --;     Specifies the physical CPU index main will run on
  154. sys_main_CPU = -1
  155.  
  156. --;     Specifies the physical CPU index physics will run on
  157. sys_physics_CPU = -1
  158.  
  159. --;     Specifies the physical CPU file IO thread run on
  160. sys_streaming_CPU = -1
  161.  
  162. --;     *************************
  163. --;     *               NETWORK *
  164. --;     *************************
  165.  
  166. --;      Packet rate on client | this will jump fairly wildly sometimes, maybe a stable rate is better for some
  167. --cl_packetRate = 144
  168.  
  169. --;     Whether or not mech on mech collisions should boost correction priority. This improves fidelity at the cost of bandwidth.
  170. gp_mech_movement_collision_boost_priority = 1
  171.  
  172. --;     Allow net syncing/binding of breakage entities | could be bad form ?
  173. --net_breakage_sync_entities = 1
  174.  
  175. --;     Balances TCP friendlyness versus prioritization of game traffic
  176. --net_bw_aggressiveness = 0.5
  177.  
  178. --;     Display bandwidth statistics per-channel
  179. net_channelstats = 0
  180.  
  181. --;     Max bytes to send across the network across all blocks per second
  182. --net_max_block_bytes_per_second = 0
  183.  
  184. --;     Max block size in bytes
  185. --net_max_block_size_bytes = 1024
  186.  
  187. --;     Sets the maximum packet size we will attempt to send (not including UDP/other headers)
  188. --net_maxpacketsize = 1000
  189.  
  190. --;     Min block size in bytes
  191. --net_min_block_size_bytes = 0
  192.  
  193. --;     Minimum bitrate allowed for TCP friendly transmission
  194. --net_minTCPFriendlyBitRate = 30000
  195.  
  196. --;     When set to 1, this will try to minimize the number of packets sent on a channel.
  197. net_new_queue_behaviour = 0
  198.  
  199. --;      Controls the length of time between ping packets. | could be considered bad form
  200. --net_ping_time = 5
  201.  
  202. --;     *************************
  203. --;     *               LOGGING *
  204. --;     *************************
  205.  
  206. --;     Log UI Actions | 0) disabled / 1) enabled
  207. --gfx_uiaction_log = 0
  208.  
  209. --;     Filter for gfx logging | / "Foo|-Bar" includes Foo,| is a seperator, excludes Bar
  210. gfx_uiaction_log_filter "GameRules"
  211.  
  212. --;     Toggles time stamping of log entries. | 0) off / 1) normal - current time / 2) relative time /  3) current+relative time / 4) absolute time
  213. --log_IncludeTime
  214.  
  215. --;     defines general filter for log events | / "Foo|-Bar" includes Foo,| is a seperator, excludes Bar
  216. --log_Filter "-Error|-Warning|-Flash"
  217.  
  218. --;     Sets the minimum time interval between messages classified as spam | 0) normal - disable
  219. --log_SpamDelay = 0.1
  220.  
  221. --;      When not 0, writes tick log entry into the log file, every N seconds
  222. --log_tick = 0.5
  223.  
  224. --;     toggle to use filter | 0) normal - disabled / 1) filter console / 2) filter file / 3)filter console and file
  225. --log_UseFilter = 2
  226.  
  227. --;     defines the verbosity level for log messages written to console | -1) suppress all logs (including eAlways) / 0) suppress all logs(except eAlways) / 1) additional errors / 2) additional warnings / 3) additional messages / 4) additional comments
  228. --log_Verbosity =
  229.  
  230. --;     when enabled, setting log_verbosity to 0 will stop all logging including writing to file | 1) normal - enabled  / 0) disable
  231. log_VerbosityOverridesWriteToFile = 0
  232.  
  233. --;     defines the verbosity level for log messages written to files | | -1) suppress all logs (including eAlways) / 0) suppress all logs(except eAlways) / 1) additional errors / 2) additional warnings / 3) additional messages / 4) additional comments
  234. log_WriteToFileVerbosity = 0
  235.  
  236. --;      Logging level of network system | 0) normal - disabled ?
  237. --net_log = 1
  238.  
  239. --;     Log remote method invocations | 0) normal - disabled ?
  240. --net_log_remote_methods = 1
  241.  
  242. --gfx_uievents_editorenabled = 1
  243.  
  244. --;     *********************************
  245. --;     *               SCALEFORM - HUD *
  246. --;     *********************************
  247.  
  248. --;     Time in ms to wait between each mouse move hardware event |
  249. gfx_inputevents_mouse_move_threshold = 0.002
  250.  
  251. --;     How many frames till we update the AMS
  252. gp_hud_ams_update = 6
  253.  
  254. --;     How many frames till we update the compass marker
  255. gp_hud_compass_update = 1
  256.  
  257. --;     How many frames till we update the ECM.
  258. gp_hud_ecm_update = 6
  259.  
  260. --;     How many frames till we update the engine.
  261. gp_hud_engine_update = 6
  262.  
  263. --;      How many frames till we update the heading.
  264. gp_hud_heading_update = 6
  265.  
  266. --;     How many frames till we update the heat.
  267. gp_hud_heat_update = 6
  268.  
  269. --;     How many frames till we update the stealth armour.
  270. gp_hud_stealth_armour_update = 6
  271.  
  272. --;     How many targets to update per frame
  273. gp_hud_targetinfo_update = 1
  274.  
  275. --;     How many text warnings to update per frame
  276. gp_hud_textwarning_update = 1
  277.  
  278. --;     How many frames till we update the throttle.
  279. gp_hud_throttle_update = 6
  280.  
  281. --;     How many frames till we update the weapons.
  282. gp_hud_weapon_update = 6
  283.  
  284. --;     Allow autotarget to be explicitly disabled | 0) normal, autotarget under reticle / 1) disable autotarget
  285. gp_mech_disable_autotarget = 0
  286.  
  287. --;     Toggle local ping (f9) | 0) normal - disabled / 1) enabled
  288. gp_mech_ping = 0
  289.  
  290. --;     Toggle local show fps (f9) | 0) normal - disabled / 1) enabled
  291. gp_mech_showfps = 1
  292.  
  293. --;     Toggle local position (f9) | 0) normal - disabled / 1) enabled
  294. gp_mech_showpos = 0
  295.  
  296. --;     *********************************
  297. --;     *          MATERIAL EFFECTS     *
  298. --;     *********************************
  299.  
  300. --;     Enables MaterialEffects. | 1) LOCKED
  301. --mfx_Enable =
  302.  
  303. --;     Enable attached effects (characters, entities...) | 1) LOCKED
  304. --mfx_EnableAttachedEffects =
  305.  
  306. --;     Enabled Flowgraph based Material effects. | 1) LOCKED
  307. --mfx_EnableFGEffects =
  308.  
  309. --;     min distance, in meters, before two effects are to be considered positionally overlapping (for suppression purposes)
  310. --mfx_overlap_dist = 5
  311.  
  312. --;     min time, in seconds, before two effects are to be considered temporally overlapping (for suppression purposes) | 0.05) normal
  313. --mfx_overlap_time = 0
  314.  
  315. --;     Impact threshold for particle effects. Default: 2.0
  316. --mfx_ParticleImpactThresh = 0
  317.  
  318. --;     Max dist (how far away before scale is clamped) | 35) normal
  319. --mfx_pfx_maxDist = 1
  320.  
  321. --;     Max scale (when particle is far) | 1.5) normal
  322. --mfx_pfx_maxScale = 0
  323.  
  324. --;     Min scale (when particle is close) | 0.5) normal
  325. --mfx_pfx_minScale = 0
  326.  
  327. --;     Impact threshold for sound effects if we're rolling. | 3.5) normal
  328. --mfx_RaisedSoundImpactThresh = 0
  329.  
  330. --;     Serialize Flowgraph based effects | 1) normal - LOCKED
  331. --mfx_SerializeFGEffects =
  332.  
  333. --;     Impact threshold for sound effects. | 1.5) normal
  334. --mfx_SoundImpactThresh = 0
  335.  
  336. --;     Timeout (in seconds) to avoid playing effects too often | 0.01) normal
  337. --mfx_Timeout = 60
  338.  
  339. --;     *************************
  340. --;     *                DECALS         *
  341. --;     *************************
  342.  
  343. --;     Activates drawing of decals (game decals and hand-placed) | 1) normal - enabled / 0) disabled ?
  344. --e_Decals = 0
  345.  
  346. --;     Allows creation of decals by game (like weapon bullets marks) | 1) all / 0) disable ?
  347. --e_DecalsAllowGameDecals = 0
  348.  
  349. --;     Clip decal geometry by decal bbox | 1) normal - enabled ? / 0) ?
  350. --e_DecalsClip = 0
  351.  
  352. --;     decals deferred | 1) normal - make all game play decals deferred / 2) make all game play decals non deferred
  353. --e_DecalsDefferedDynamic =
  354.  
  355. --;     switch all non-planar decals placed by level designer to deferred | 1) enabled / 0) ?
  356. --e_DecalsDefferedStatic = 0
  357.  
  358. --;     force to convert all decals to use deferred ones | 1) normal - force / 0) disable ?
  359. --e_DecalsForceDeferred = 0
  360.  
  361. --;     Use smart hit caching for bullet hits (may cause no decals in some cases) | 1) normal - enabled ? / 0) ?
  362. --e_DecalsHitCache = 0
  363.  
  364. --;     Allows to increase or reduce decals life time for different specs | 1) low / 2) med / 4) stupid high
  365. --e_DecalsLifeTimeScale = 0
  366.  
  367. --;     Do not create decals on objects having more than X triangles | 8000) normal / 0) ?
  368. --e_DecalsMaxTrisInObject = 0
  369.  
  370. --;     Maximum number of static decal render mesh updates per frame | 4) normal / 0) ?
  371. --e_DecalsMaxUpdatesPerFrame = 0
  372.  
  373. --;     Number of frames after which not visible static decals are removed | 600) normal
  374. --e_DecalsMaxValidFrames = 0
  375.  
  376. --;     Combine pieces of decals into one render call | 0) normal - disabled ? / 1) ?
  377. --e_DecalsMerge = 1
  378.  
  379. --;     If not zero - new decals will force old decals to fade in X seconds | 4) normal
  380. --e_DecalsNeighborMaxLifeTime = 0
  381.  
  382. --;     If zero - new decals will not be spawned if the distance to nearest decals less than X | 1) all / 0) ?
  383. --e_DecalsOverlapping = 0
  384.  
  385. --;     Pre-create decals at load time | 1) normal - ? / 0) ?
  386. --e_DecalsPreCreate = 0
  387.  
  388. --;     Less precision for decals outside this range | 20) normal / 0) ?
  389. --e_DecalsRange = 0
  390.  
  391. --;     Enable decal rendering optimization by using scissor | 1) normal - enabled ? / 0)
  392. --e_DecalsScissor = 0
  393.  
  394. --;     Toggles deferred decals | 1) general pass darken / 2) light buffer darken / 3) alpha blended / 0) Disable
  395. r_DeferredDecals = 0
  396.  
  397. --;     *************************
  398. --;     *                ENGINE *
  399. --;     *************************
  400.  
  401. --      pool size for temporary allocations in kb, ( must be set before game launch )  
  402. --e_3dEngineTempPoolSize = 32768
  403.  
  404. --;     Force auto pre-cache of CGF render meshes | 1) LOCKED - pre-cache all mehes around camera / 2) pre-cache only important ones (twice faster)
  405. --e_AutoPrecacheCgf = 0
  406.  
  407. --;     Maximum number of parallel streaming tasks during pre-caching | 8) normal ?
  408. --e_AutoPrecacheCgfMaxTasks = 6
  409.  
  410. --;     Force auto pre-cache of terrain textures and procedural vegetation | 0) LOCKED - disabled ? / 1) enabled ?
  411. --e_AutoPrecacheTerrainAndProcVeget = 1
  412.  
  413. --;     Force auto pre-cache of general textures and shaders | 0) normal - disabled ? / 1) enabled ?
  414. --e_AutoPrecacheTexturesAndShaders = 1
  415.  
  416. --;     Activates drawing of bounding boxes | 0) LOCKED
  417. --e_BBoxes = 1
  418.  
  419. --;     Min LOD for character objects | 0) normal / ?
  420. --e_CharLodMin = 0
  421.  
  422. --;     Check for crazy sized COctreeNode m_objectsBoxes | 0) do nothing / 1) normal- CryWarning / 2) CryWarning and __debugbreak()
  423. --e_CheckOctreeObjectsBoxSize = 0
  424.  
  425. --;     Activates usage of software coverage buffer. | 1) camera culling only / 2) camera culling and light to object check / 0) disable ?
  426. --e_CoverageBuffer = 0
  427.  
  428. --;     expanding the AABB's of the objects to test to avoid z-fighting issues in the Coverage buffer | 0.007) normal - ?
  429. --e_CoverageBufferAABBExpand = 0.01
  430.  
  431. --;     Checking of OBB boxes instead of AABB or bounding rects
  432. --e_CoverageBufferAccurateOBBTest = 1
  433.  
  434. --;     Coverage buffer z-biasing | 0.05) normal
  435. --e_CoverageBufferBias = 0.05
  436.  
  437. --;     Use re-projection technique on CBuffer / 2) normal - ?
  438. --e_CoverageBufferReproj = 2
  439.  
  440. --;     Max time for unlimited AddRenderMesh / 2) normal - ?
  441. --e_CoverageBufferMaxAddRenderMeshTime = 0
  442.  
  443. --;     Resolution of software coverage buffer | 64) normal - ? / 128) ?
  444. --e_CoverageBufferResolution = 384
  445.  
  446. --;     Activates usage of coverage buffer for terrain | 0) normal - ? / 1) ?
  447. --e_CoverageBufferTerrain = 1
  448.  
  449. --;     Controls tessellation of terrain mesh | 2) normal / 0) disable ?
  450. --e_CoverageBufferTerrainLodShift = 1
  451.  
  452. --;     which version of the coverage buffer| 1) Vladimir's / 2) MichaelK's
  453. --e_CoverageBufferVersion = 2
  454.  
  455. --;     Vegetation activation distance limit | 50) normal - ? / 0) disables visibility-based culling (= unconditional activation)
  456. --e_CullVegActivation = 0
  457.  
  458. --;     use gray illumination as default | 0) LOCKED
  459. --e_DefaultMaterial =
  460.  
  461. --;     Enable to Perform some physics events deferred as a task/spu job | 0) normal - LOCKED ?
  462. --e_DeferredPhysicsEvents =
  463.  
  464. --;     Enable / Disable morph based deformable objects | 1) normal - enabled ? / 0) ?
  465. --e_DeformableObjects = 0
  466.  
  467. --;     Activates dynamic light sources | 1) LOCKED
  468. --e_DynamicLights =
  469.  
  470. --;     debug option, no help given | 1) normal
  471. --e_DynamicLightsConsistentSortOrder = 0
  472.  
  473. --;     Convert all lights to deferred (except sun) | 1) LOCKED - enabled ?
  474. --e_DynamicLightsForceDeferred =
  475.  
  476. --;     Activates global height/distance based fog | 1) LOCKED - enabled ?
  477. --e_Fog =
  478.  
  479. --;     Activates local height/distance based fog volumes | 1) LOCKED - enabled ?
  480. --e_FogVolumes =
  481.  
  482. --;     Activates usage of HW occlusion test for objects | 0) normal - disabled ? / 1) enabled ? ( causes glitch?)
  483. --e_HwOcclusionCullingObjects = 1
  484.  
  485. --;     Activates usage of HW occlusion test for ocean | 1) normal - enabled ? / 0) ?
  486. --e_HwOcclusionCullingWater = 0
  487.  
  488. --;     Activates drawing of Mechs | 1) normal - LOCKED
  489. --e_Mechs =
  490.  
  491. --;     Allow game to activate/deactivate object layers | 0) normal - ? / 1) ?
  492. --e_ObjectLayersActivation = 1
  493.  
  494. --;     Allow game to create/free physics of objects | 0) Disable / 1) All / 2) Water only.
  495. --e_ObjectLayersActivationPhysics = 1
  496.  
  497. --;     Render or not all objects
  498. --e_Objects = 0
  499.  
  500. --;     Enable occlusion volumes(antiportals) | 1) normal - enabled ? / 0) ?
  501. --e_OcclusionVolumes = 0
  502.  
  503. --;     Specifies the maximum size of vegetation objects that are physicalized on-demand | 0) normal - ? / 1) ?
  504. --e_OnDemandMaxSize = 1
  505.  
  506. --;     Turns on on-demand vegetation physicalization
  507. --e_OnDemandPhysics = 0
  508.  
  509. --;     Enables physicalized foliage | 1) only for dynamic objects / 2) for static and dynamic / 0) disable ?
  510. --e_PhysFoliage = 0
  511.  
  512. --;     Min size of cell in physical entity grid | 2) normal
  513. --e_PhysMinCellSize = 0
  514.  
  515. --;     Cell size for ocean approximation in physics | 0.5) normal / 0) assumes flat plane ?
  516. --e_PhysOceanCell = 0
  517.  
  518. --;     Maximum allowed triangle count for phys proxies
  519. --e_PhysProxyTriLimit = 100
  520.  
  521. --;     Pre-render objects right after level loading | 0) normal - disabled ? / 1) ?
  522. --e_PrecacheLevel = 1
  523.  
  524. --;     Preload all materials for decals | 1) normal - enabled ? / 0) ?
  525. --e_PreloadDecals = 1
  526.  
  527. --;     Preload level materials from level cache pak and resources list | 1) normal - enabled ? / 0) ?
  528. --e_PreloadMaterials = 1
  529.  
  530. --;     Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage | 0) normal - disabled ? / 1) enabled?
  531. --e_PrepareDeformableObjectsAtLoadTime = 1
  532.  
  533. --;     Show procedurally distributed vegetation | 1) normal - enabled ? / 0) ?
  534. --e_ProcVegetation = 0
  535.  
  536. --;     Maximum number of instances per chunk | 512) normal
  537. --e_ProcVegetationMaxObjectsInChunk = 128
  538.  
  539. --;     Maximum number of 64x64 meter sectors cached in memory | 16) normal
  540. --e_ProcVegetationMaxSectorsInCache = 32
  541.  
  542. --;     If 0 - will skip recursive render calls like render into texture | 1) normal ? / 0) ?
  543. --e_Recursion = 0
  544.  
  545. --;     disable occlusion tests for recursive render calls like render into texture | 0) normal - use
  546. --e_RecursionOcclusionCulling = 1
  547.  
  548. --;     Set all view distances shorter by factor of X | 0.1) normal / 0) ?
  549. --e_RecursionViewDistRatio = 0
  550.  
  551. --;     Set output image file format for hires screen shots. Can be JPG or TGA | tga) normal - save tga / jpg) save jpeg
  552. --e_ScreenShotFileFormat = jpg
  553.  
  554. --;     1 - occlusion test on render node level, 2 - occlusion test on render mesh level
  555. --e_StatObjBufferRenderTasks = 0
  556.  
  557. --;     Load level CGF's in efficient way | 1) normal
  558. --e_StatObjPreload = 1
  559.  
  560. --;     Set they way pre-tessellated version of meshes is created | 0) no pre-tessellation / 1) normal - load from disk / 2) generate from normal mesh on loading
  561. --e_StatObjTessellationMode = 0
  562.  
  563. --;     Activates sun light source | 0) disabled / 1) normal - enabled - LOCKED
  564. --e_Sun = 1
  565.  
  566. --;     Voxel Terrain, pretty much all 'actual' terrain ... | 0) normal - enabled / 1) disabled - will crash *when* you load mechlab
  567. --e_VoxTer = 0
  568.  
  569. --;     Actuate all terrain meshes and textures available marked as needed for game play | 0) normal - ? / 1) ?
  570. --e_VoxTerActivateAll =
  571.  
  572. --;     no help offered ... | 0) ? / 1) normal - ?
  573. --e_VoxTerAddBrushes = 0
  574.  
  575. --;     no help offered ... | 0) ? / 1) normal - ?
  576. --e_VoxTerAsyncPhysicalization = 1
  577.  
  578. --;     no help offered ... | 0) ? / 1) ? / 2) normal - ?
  579. --e_VoxTerBorderLodPlus = 0
  580.  
  581. --;     no help offered ... | 0) normal - ?
  582. --e_VoxTerHideIntegrated =
  583.  
  584. --;     no help offered ... | 0) ? / 1) normal - ?
  585. --e_VoxTerInGameTextureStreaming = 0
  586.  
  587. --;     no help offered ... | 0) ? - normal / 1) ?
  588. --e_VoxTerIntegrateBoxes =
  589.  
  590. --;     no help offered ... | 0) ? - normal / 1) ?
  591. --e_VoxTerIntegrateVegetations =
  592.  
  593. --;     no help offered ... | 0) ? / 5) normal - ?
  594. --e_VoxTerMaxMeshBuildDepth =
  595.  
  596. --;     no help offered ... | 0) ? / 5) normal - ?
  597. --e_VoxTerMaxMeshBuildDepthLimit =
  598.  
  599. --;     no help offered ... | 0) ? / 2000) normal - ?
  600. --e_VoxTerMaxMeshesInMem = 4000
  601.  
  602. --;     no help offered ... | 0) ? / 9) normal - ?
  603. --e_VoxTerMaxMeshLods = 1
  604.  
  605. --;     no help offered ... | 0) ? / 1) normal - ?
  606. --e_VoxTerMeshSimplify = 0
  607.  
  608. --;     no help offered ... | 0) ? / 2) normal - ?
  609. --e_VoxTerMeshSize =
  610.  
  611. --;     Store blend info, base color and normals in textures | 0) normal - ? / 1) ?
  612. --e_VoxTerMixMask =
  613.  
  614. --;     no help offered ... | 0) normal - ? / 1) ?
  615. --e_VoxTerOnTheFlyIntegration =
  616.  
  617. --;     no help offered ... | 0) normal - ? / 1) ?
  618. --e_VoxTerOptimizeLods =
  619.  
  620. --;     Use overlay blending mode | 0) normal - ? / 1) ?
  621. --e_VoxTerOverlayBlend =
  622.  
  623. --;     no help offered | 0) ? / 10) normal - ?
  624. --e_VoxTerPaintSleep = 0
  625.  
  626. --;     no help offered | 0) normal - ? / 1) ?
  627. --e_VoxTerPlanarProjection = 1
  628.  
  629. --;     Use X vertex relaxation passes during voxel terrain mesh generation | 0) normal - ? / 1) ?
  630. --e_VoxTerRelaxation = 1
  631.  
  632. --;     no help offered ... | 0) ? / 1) normal - ?
  633. --e_VoxTerRoadsCheck =
  634.  
  635. --;     no help offered | 0) ? / 4) normal - ?
  636. --e_VoxTerRoadsCullDist =
  637.  
  638. --;     no help offered ... | 0) ? / 1) normal - ?
  639. --e_VoxTerShadows =
  640.  
  641. --;     no help offered ... | 0) normal - ? / 1) ?
  642. --e_VoxTerShapeCheck =
  643.  
  644. --;     no help offered ... | 0) normal - ? / 1) ?
  645. --e_VoxTerTexBuildOnCPU = 1
  646.  
  647. --;     no help offered ... | 0) ? / 256) normal - ?
  648. --e_VoxTerTexBuildsPerFrame =
  649.  
  650. --;     Mega-texture format | 22) normal - eTF_DXT1 / 24) eTF_DXT5 / 7) eTF_A4R4G4B4 /  8) eTF_R5G6B5
  651. --e_VoxTerTexFormat = 24
  652.  
  653. --;     no help offered ... | 0) ? / 1) normal - ?
  654. --e_VoxTerTexRangeScale =
  655.  
  656. --;     no help offered ... | 0) normal - ? / 1) ?
  657. --e_VoxTerTexRebuildEveryFrame =
  658.  
  659. --;     no help offered ... | 0) ? / 1) normal - ?
  660. --e_VoxTerTexResBumpDownscale = 0
  661.  
  662. --;     no help offered ... | 0) ? / 256) normal - ?
  663. --e_VoxTerTexResFinal =
  664.  
  665. --;     no help offered ... | 0) ? / 256) normal - ?
  666. --e_VoxTerTexResInternal =
  667.  
  668. --;     no help offered ... | 0) ? / 1) normal - ?
  669. --e_VoxTerTexTiling =
  670.  
  671. --;     no help offered ... | 0) normal - ? / 1) ?
  672. --e_VoxTerUpdateTextures =
  673.  
  674. --;     no help offered ... | 0) normal - ? / 1) ?
  675. --e_VoxTerVegetationEx =
  676.  
  677. --;     no help offered ... | 0.5) normal - ? / 1) ?
  678. --e_VoxTerViewDistRatio = 1
  679.  
  680. --;     no help offered ... | 0.5) normal - ? / 1) ?
  681. --e_VoxTerViewDistRatioMeshActivate =
  682.  
  683. --;     no help offered ... | 0) ? / 1) normal - ?
  684. --e_VoxTerViewDistRatioPrediction =
  685.  
  686. --;     *************************
  687. --;     *                GAME     *
  688. --;     *************************
  689.  
  690. --;     Enable/Disable battledust | 1) normal - enabled ? / 0) ?
  691. --g_battleDust_enable = 0
  692.  
  693. --;     Sets a budget for procedurally breakable objects (in KBs) | 0) normal - auto ?
  694. --g_breakage_mem_limit = 0
  695.  
  696. --;     attached view camera lagging issue in cinematics recording | 1) MWO normal / 0) crytek normal - dropship bounce lol mode
  697. --g_deferredviewsystemupdate = 1
  698.  
  699. --;     GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE | 0) normal - ? / 1) ?
  700. --g_forceFastUpdate = 1
  701.  
  702. --;     Prevents secondary procedural breaks (to keep down memory usage)
  703. --g_no_secondary_breaking = 0
  704.  
  705. --;     Radial blur on explosions. | 1) normal - enabled / 0) to disable
  706. --g_radialBlur = 0
  707.  
  708. --;     show fullscreen info (and which one to show) | 0) normal - ? / ?
  709. --g_show_fullscreen_info = 1
  710.  
  711. --;     Maximum distance from a previously made cut that allows reusing
  712. --g_tree_cut_reuse_dist = 0.35
  713.  
  714.  
  715. --;     *************************
  716. --;     *          RENDERING    *
  717. --;     *************************
  718.  
  719.  
  720. --;     Enables conditional rendering | 0) normal - enabled ? / 1) disabled ?
  721. --r_ConditionalRendering = 1
  722.  
  723. --;     Enables/Disables ambient processing | 0) disabled - goes weird / 1) normal - vis + outdoors / 2) outdoors only - debug
  724. --r_DeferredShadingAmbient = 1
  725.  
  726. --;     Toggles deferred shading combined depth bounds test + stencil test | 1) normal - enabled / 0) disabled ?
  727. --r_DeferredShadingDBTstencil = 0
  728.  
  729. --;     Toggles deferred shading depth bounds test. | 1) normal - enabled / 0) disabled ?
  730. --r_DeferredShadingDepthBoundsTest = 0
  731.  
  732. --;     Toggles deferred environment probes rendering | 1) normal - enabled / 0) this fixes some weird lighting behaviours ...
  733. r_DeferredShadingEnvProbes = 0
  734.  
  735. --;     Toggles experimental height based ambient | 1) normal - enabled / 0) goes weird ...
  736. --r_DeferredShadingHeightBasedAmbient = 0
  737.  
  738. --;     Enables/Disables lights processing | 0) disable most lights / 1) normal - on
  739. --r_DeferredShadingLights = 1
  740.  
  741. --;     Sets screen ratio for deferred lights to use stencil | 0.21) 21% of screen ...
  742. --r_DeferredShadingLightStencilRatio = 0
  743.  
  744. --;     Toggles Light volumes for deferred shading | 0) ? / 1) normal - enabled
  745. --r_DeferredShadingLightVolumes = 0
  746.  
  747. --;     Toggles deferred shading scissor test | 0) ? / 1) normal - enabled
  748. --r_DeferredShadingScissor = 0
  749.  
  750. --;     Sorts light by influence | 0) off / 1) ?
  751. --r_DeferredShadingSortLights = 1
  752.  
  753. --;     Toggles deferred shading stencil pre pass. | 0) ? / 1) normal - enabled
  754. --r_DeferredShadingStencilPrepass = 0
  755.  
  756. --;     How close to the 'camera' to draw things | 0.08) all / 0.1) crytek default
  757. --r_DrawNearZRange =
  758.  
  759. --;     no help offered | 0) ?  1) normal
  760. --r_LightsSinglePass = 0
  761.  
  762. --;     no help offered | 0) ? / 1) ? / 2) normal - ?
  763. --r_OptimisedLightSetup = 0
  764.  
  765. --;     Enables point light shafts | 0) normal - off / 1) on
  766. --r_pointslightshafts = 1
  767.  
  768. --;     Enables per-pixel culling for deferred volumetric fog pass | -0.0005) normal -
  769. --;     0) culling disabled
  770. --;     > 0) fixed linear world space culling depth
  771. --;     < 0) optimal culling depth will be computed automatically based on camera direction and fog settings
  772. --r_FogDepthTest = 0
  773.  
  774. --;     Enables deferred volumetric fog shadows
  775. --r_FogShadows = 1
  776.  
  777. --;     intended for SLI setups | 0) disabled / 1) extra overhead to allow SLI or Crossfire / 2) normal - auto, nvidia only(?)
  778. --r_MultiGPU = 1
  779.  
  780. --;     Sets renderer to ignore hardware gamma correction | 1) normal - disabled / 0) enabled
  781. --r_NoHWGamma = 0
  782.  
  783. --;     Sets maximum view distance (in meters) for deferred rain reflection layer | 50) normal
  784. --r_RainMaxViewDist_Deferred = 50
  785.  
  786. --;     Sets fullscreen scratches post-process effect usage. | 0) force off / 1) force on / 2) on in game mode only / 3) on but independent of sun
  787. --r_Scratches = 2
  788.  
  789. --;     Enable asynchronous shader activation | 0) normal - synchronous shaders activation / 1) insta crash
  790. --r_ShadersAsyncActivation = 0
  791.  
  792. --;     nothing offered ... | 1) normal
  793. --r_ShadersAsyncMaxThreads = 5
  794.  
  795. --;     Toggles post processed soft alpha test for shaders supporting this | 1) normal - enabled / 0) disabled ?
  796. --r_SoftAlphaTest = 0
  797.  
  798. --;     Enables material layers rendering | 2) normal - enabled optimized / 1) debug with no optimiztion / 0) disable ?
  799. --r_UseMaterialLayers = 0
  800.  
  801. --;     Enables motion blur merged with DOF | 1) normal - half res mode / 2) full res mode / 3) quality mode / 0) ?
  802. --r_UseMergedPosts = 2
  803.  
  804. --;     Toggles alpha blended objects | 1) normal - enable alpha blends / 0) disable alpha blending ( bad idea ... )
  805. --r_UseAlphaBlend = 1
  806.  
  807. --;     Toggles Z pass | 1) on - normal / 0) disabled - goes whack / 2) reprojection technique
  808. --r_UseZPass = 2
  809.  
  810. --;     Toggles vertical sync | 0) disabled / 1) enabled / 2) asynchronous swaps ( on X360 )
  811. --r_VSync = 0
  812.  
  813. --;     Toggles under water caustics deferred pass | 0) disabled / 1) enabled / 2) normal - enabled with prepass
  814. --r_WaterCausticsDeferred = 0
  815.  
  816. --;     Toggles Z pass depth sorting. | 0) No depth sorting / 1) Sort by depth layers (default) / 2) Sort by distance
  817. --r_ZPassDepthSorting = 0
  818.  
  819. --;     *********************************
  820. --;     *                  STREAMING            *
  821. --;     *********************************
  822.  
  823.  
  824. --;     Enable streaming of static render meshes | 0) normal
  825. --e_StreamCgf = 0
  826.  
  827. --;     Enables direct streaming of textures from disk during game | 0) all - disable / 1) enable / 2) force, can get weird here and there
  828. --r_TexturesStreaming = 2
  829.  
  830. --;     Maximum number of tasks submitted to streaming system
  831. --r_TexturesStreamingMaxRequestedJobs = 512
  832.  
  833. --;     Controls how texture LOD depends from distance to the objects,  | 0) normal
  834. --;     ( Increasing this value will reduce amount of memory required for textures )
  835. --r_TexturesStreamingMipBias = -4
  836.  
  837. --;     Controls how the new texture MIP appears after being streamed in | 1) normal - enable ? / 0) ?
  838. --r_TexturesStreamingMipFading = 1
  839.  
  840. --;     Postpone loading of high res mipmaps to improve resolution ballance of texture streaming | 0) normal ? - disabled / 1) enabled, crytek default
  841. --r_TexturesStreamingPostponeMips = 1
  842.  
  843. --;     Toggle for resident textures streaming support | 1) normal - enabled
  844. --r_TexturesStreamingResidencyEnabled = 1
  845.  
  846. --;     Size of pool for textures streaming in MB | 128) normal - crytek default for pc
  847. --r_TexturesStreamPoolSize = 256
  848.  
  849. --;     Size of system memory pool for managed textures in MB | 800) normal - crytek default for pc
  850. --r_TexturesStreamPoolSysSize = 1024
  851.  
  852. --;     no help offered ... | 64) all / 0) ?
  853. --r_VegetationSpritesTexRes = 32
  854.  
  855. --;     *********************************
  856. --;     *        SYS_SPEC_ENVIRONEMNT   *
  857. --;     *********************************
  858.  
  859. --;     Enable clouds rendering | 1) normal - enabled all settings / 0) disabled ?
  860. --e_Clouds = 0
  861.  
  862. --;     Activates dynamic light sources | 1) normal - enabled - LOCKED
  863. --e_DynamicLights =
  864.  
  865. --;     Convert all lights to deferred (except sun) | 1) normal - enabled - LOCKED
  866. --e_DynamicLightsForceDeferred =
  867.  
  868. --;     Sets maximum amount of dynamic light sources | 512) normal - LOCKED
  869. --e_DynamicLightsMaxCount =
  870.  
  871. --;     Set maximum number of lights affecting object | 0) disable - goes whack / 1) min - weird / 7) low / 11) medium / 16) high
  872. --;     changing this value from what the settings are results in light flickering before spawn
  873. --e_DynamicLightsMaxEntityLights = 16
  874.  
  875. --;     Activates drawing of entities and brushes | 1) normal - enabled - LOCKED
  876. --e_Entities = 0
  877.  
  878. --;     Enable/disable global illumination | 0) low - disabled / 1) med + high - enabled
  879. --e_GI = 1
  880.  
  881. --;     Sparse temporal caching for RSM rendering. Measured in framed per generation | 7) normal - enabled / 0) disabled ?
  882. --e_GICache = 0
  883.  
  884. --;     Multiplier for brightness of the global illumination (X times brighter) | 0.6) PGI default / 25) cryengine default
  885. --e_GIAmount =
  886.  
  887. --;     The less number of propagation iterations the shorter the light propagation distance | 10) MWO default / 6) cryengine default /  32) Max
  888. --e_GIIterations =
  889.  
  890. --;     The less the distance the better the quality | 400) PGI Default / 320) PGI min / 50) cryengine default / 150) cryengine recommended max
  891. --e_GIMaxDistance =
  892.  
  893. --;     Sets number of cascades for global illumination | 1) normal - default / 0) disable ?
  894. --e_GINumCascades =
  895.  
  896. --;     Set the default reflective shadow map size | 256) PC normal / 128) consoles  / 64) minimum / 512) crashes
  897. --e_GIRSMSize = 64
  898.  
  899. --;     Type of sky used | 1) normal - dynamic / 0) static
  900. --e_SkyType =
  901.  
  902. --;     Percentage of a full dynamic sky update calculated per frame | 0.5) low / 1) med + high / 0) no updates ?
  903. --e_SkyUpdateRate = 1
  904.  
  905. --;     Activate deferred terrain ambient occlusion | 0) low / 1) med + high
  906. --e_TerrainAo = 1
  907.  
  908. --;     Allows in-game terrain surface deformations | 0) normal - disabled ? / 1) ?
  909. --e_TerrainDeformations = 1
  910.  
  911. --;     Activates drawing of detail materials on terrain ground | 1) normal - enabled ? / 0) ?
  912. --e_TerrainDetailMaterials = 0
  913.  
  914. --;     Set heightmap LOD | 3) low / 2) med + high / 1.5) REALLY high / 0) full at maximum distance, big performance penalty
  915. e_TerrainLodRatio = 1
  916.  
  917. --;     Use terrain normal map for base pass if available | 0) low / 1) med + high
  918. --e_TerrainNormalMap = 1
  919.  
  920. --;     Adjust terrain base texture resolution on distance | 5) low / 2) med / 1) high / 0) stupid high ? or disabled ?
  921. e_TerrainTextureLodRatio = 1
  922.  
  923. --;     Specifies number of textures in terrain base texture streaming pool | 64) low+med / 256) high   [REQUIRE_LEVEL_RELOAD]
  924. --e_TerrainTextureStreamingPoolItemsNum = 256
  925.  
  926. --;     Allow blend with terrain color for vegetations | 1) normal - enabled / 0) ?
  927. --e_VegetationUseTerrainColor =
  928.  
  929. --;     Activates drawing of ocean. | 1) normal - LOCKED - use fast path with merged fog / 2) use usual rendering path
  930. --e_WaterOcean =
  931.  
  932. --;     Activates drawing bottom of ocean | 1) normal - LOCKED
  933. --e_WaterOceanBottom =
  934.  
  935. --;     Activates fft based ocean | 1) normal - all sys_spec / 0) disables 'oceans'
  936. --e_WaterOceanFFT = 1
  937.  
  938. --;     Set tessellation amount | 1) low / 10) med+high / 0) min
  939. --e_WaterTessellationAmount = 0
  940.  
  941. --;     Set tessellation on X axis | 10) low + med + high / 85) very high / 2) BAIT recommended min
  942. --e_WaterTessellationAmountX = 2
  943.  
  944. --;     Set tessellation on Y axis | 10) low + med + high / 85) very high / 2) BAIT recommended min
  945. --e_WaterTessellationAmountY = 2
  946.  
  947. --;     Set the swath width for the boustrophedonic mesh stripping | 10) normal / 0) min
  948. --e_WaterTessellationSwathWidth = 2
  949.  
  950. --;     Activates drawing of water volumes | 2) normal - LOCKED
  951. --e_WaterVolumes =
  952.  
  953. --;     Toggles light (not laser) beams | 3) normal - optimized with glow / 0) disable / 1) full resolution / 2) fake beams
  954. --r_Beams = 2
  955.  
  956. --;     Distance between slices | 0.5) low + med / 0.05) high
  957. --r_BeamsDistFactor = 0
  958.  
  959. --;     Number of volumetric slices allowed per light beam | 32) low / 64) med / 128) high / 200) very high
  960. --r_BeamsMaxSlices = 1
  961.  
  962. --;     Toggles light beams clip type | 1) normal - software clipping / 0) harware clipping
  963. --r_BeamsSoftClip = 0
  964.  
  965. --;     Toggles updating of clouds each frame | 0) normal - off / 1) on ?
  966. --r_CloudsUpdateAlways = 0
  967.  
  968. --;     Distance used for per-pixel detail layers blending | 4) low / 8) high / 6) crytek default
  969. --r_DetailDistance = 0
  970.  
  971. --;     Toggles detail texture overlays | 1) normal - on / 0) off
  972. --r_DetailTextures = 0
  973.  
  974. --;     Enables selective supersampled antialiasing | 0) off / 1) on - will not disable once flipped
  975. --r_MSAA = 0
  976.  
  977. --;     Enable temporary workaround for resolvesubresources poor performance on AMD
  978. --r_MSAA_amd_resolvessubresource_hack = 0
  979.  
  980. --;     Quality level used when multisampled antialiasing is enabled | different values enable different hardware modes on cards ....
  981. --r_MSAA_quality = 0
  982.  
  983. --;     Number of subsamples used when multisampled antialiasing is enabled | different values enable different hardware modes on cards ....
  984. --r_MSAA_samples = 0
  985.  
  986. --;     Toggles reflections | 0) low - off / 1) med + high - on
  987. --r_Reflections = 0
  988.  
  989. --;     Toggles reflections quality | 3) normal - everything / 2) terrain + particcles + brushes / 1) terrain + particles / 0) terrain only
  990. --r_ReflectionsQuality = 0
  991.  
  992. --;     Enables refraction | 0) low - disabled / 1) med - enabled
  993. --r_refraction = 0
  994.  
  995. --;     Do a partial screen resolve before refraction | 2) normal - enabled / 1) non optimized enable / 0) disable
  996. --r_RefractionPartialResolves = 0
  997.  
  998. --;     Screen space ambient occlusion | 0) low - disabled / 1) med - SSAO + normals / 2) high - SSAO + normals + temporal / 3) Volumentric with jitter / 4) volumetric with jitter and temporal / 5) volumetric with multiple radii
  999. --r_SSAO = 0
  1000.  
  1001. --;     Controls how much SSAO affects ambient | 1) normal
  1002. --r_SSAOAmount = 1.1
  1003.  
  1004. --;     Margin for brightening in multi-radii SSAO | 1.0) no brigtening / 1.1) some parts up to 10% brigter
  1005. --r_SSAOBrighteningMargin = 1.1
  1006.  
  1007. --;     SSAO contrast coefficient (higher contrast highlights edges) | 1) normal
  1008. --r_SSAOContrast = 1
  1009.  
  1010. --;     Use downscaled computations for SSAO | 1) med - half resolution / 0) high - disabled
  1011. --r_SSAODownscale = 1
  1012.  
  1013. --;     Scale factor for large radius in multi-radii SSAO
  1014. --r_SSAOLargeRadiusRatio =
  1015.  
  1016. --;     SSAO shader quality | 0) low spec / 1) medium spec 2) high spec / 3) highest spec
  1017. --r_SSAOQuality = 0
  1018.  
  1019. --;     Controls size of area tested | 1.5) normal
  1020. --r_SSAORadius =
  1021.  
  1022. --;     Scale factor for small radius in multi-radii SSAO | 0.3) normal
  1023. --r_SSAOSmallRadiusRatio =
  1024.  
  1025. --;     Temporal SSAO update/convergence speed | 0.7) normal
  1026. --r_SSAOTemporalConvergence =
  1027.  
  1028. --;     Glossiness value below which reflections are disabled |
  1029. --r_SSReflCutoff =
  1030.  
  1031. --;     Screen space reflections | 0) normal - minimum  / 1) noisy sharp / 2) glossy blurred / 3) alternate blur / 4) specular diffuse
  1032. --r_SSReflections = 0
  1033.  
  1034. --;     Screen Space Directional Occlusion | 0) disabled - low - high / 1) enabled for local lights and sun - very high         !DONT USE WITH SSAO!
  1035. --r_ssdo = 0
  1036.  
  1037. --;     Strength of SSDO ambient occlusion | 1) normal
  1038. --r_ssdoAmbientAmount =
  1039.  
  1040. --;     Strength of the directional occlusion | 1.2 - normal
  1041. --r_ssdoAmount =
  1042.  
  1043. --;     SSDO radius | 0.4) normal
  1044. --r_ssdoRadius =
  1045.  
  1046. --;     Max clamped SSDO radius | 0.2 ) normal
  1047. --r_ssdoRadiusMax =
  1048.  
  1049. --;     Min clamped SSDO radiuS | 0.06) normal
  1050. --r_ssdoRadiusMin =
  1051.  
  1052. --;     Toggles under water caustics | 0) low - disabled / 1) med - enabled / 2) ?
  1053. --r_WaterCaustics = 0
  1054.  
  1055. --;     Toggles under water caustics deferred pass | 2) normal - enabled with pre-pass / 1) enabled / 0) disable
  1056. --r_WaterCausticsDeferred = 0
  1057.  
  1058. --;     Enables under water god rays | 1) normal - enabled / 0) disabled ?
  1059. r_WaterGodRays = 0
  1060.  
  1061. --;     Toggles water reflections | 1) normal - water reflects / 0) disabled ?
  1062. r_WaterReflections = 0
  1063.  
  1064. --;     Activates water reflections if visible pixels above a certain threshold | 0.05) normal
  1065. --r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
  1066.  
  1067. --;     Activates water reflections quality setting | 3) normal - everything / 2) terrain + particcles + brushes / 1) terrain + particles / 0) terrain only
  1068. r_WaterReflectionsQuality = 0
  1069.  
  1070. --;     Enables hw water tessellation | 0) normal - low - high - disabled ? / 1) very high - on - enabled ?
  1071. --r_WaterTessellationHW = 1
  1072.  
  1073. --;     no help offered | 1) low + med / 0.2) high
  1074. --r_WaterUpdateDistance = 2
  1075.  
  1076. --;     Distance factor for water reflected texture updating. | 0.1) low / 0.05) med / 0.16) good sync to 60fps
  1077. --r_WaterUpdateFactor = 0.16
  1078.  
  1079.  
  1080. --;     *********************************
  1081. --;     *        SYS_SPEC_OBJECTDETAIL  *
  1082. --;     *********************************
  1083.  
  1084. --;     Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance | 1) normal - enabled ? / 0) ?
  1085. --ca_AllowMultipleEffectsOfSameName = 1
  1086.  
  1087. --;     ration between size of attachment and distance to camera | 120) low / 160) med / 300) high / 0) ?
  1088. --ca_AttachmentCullingRation = 0
  1089.  
  1090. --;     Joint velocity preservation code mode | 2) normal - animation driven / 1) physics driven / 0) disable
  1091. --ca_ApplyJointVelocitiesMode = 1
  1092.  
  1093. --;     if you set this to 0, there won't be any frequest warnings from the animation system | 3) normal ?!? / 0) disable
  1094. --ca_AnimWarningLevel = 0
  1095.  
  1096. --;     Disable Animation Unloading | 0) normal - disabled ? / 1)
  1097. --ca_DisableAnimationUnloading =
  1098.  
  1099. --;     if this is 0, will not draw the attachments objects | 1) normal / 0) disabled
  1100. --ca_DrawAttachments =
  1101.  
  1102. --;     if this is 0, will not draw the skin attachments objects | 1) all
  1103. --ca_DrawFaceAttachments = 0
  1104.  
  1105. --;     Character LOD ratio | 6) normal / 0) ?
  1106. --ca_lod_ratio = 0
  1107.  
  1108. --;     Enable Precaching of Animation Sets per Character | 0) normal - disable ? / 1) enable
  1109. --ca_PrecacheAnimationSets = 0
  1110.  
  1111. --;     if set to 1, then have no Animation-LOD (debugging feature for animation LOD) | 1) normal
  1112. --ca_UseAllJoints = 0
  1113.  
  1114. --;     enable/disable creation of decals on characters | 1) all - enable / 2) alternate method / 0) disable
  1115. --ca_UseDecals = 0
  1116.  
  1117. --;     Objects alphatest_noise_fading out on distance and between lods | 2) normal - all / 0) disable - things 'pop' in and out of viewable distance / 1) weird broken alpha effect ...
  1118. e_Dissolve = 0
  1119.  
  1120. --;     Affects LOD selection for big objects, small number will switch more objects into lower LOD | 8) normal / 0) ?
  1121. --e_LodCompMaxSize = 9
  1122.  
  1123. --;     Max LOD for objects | 6) normal - LOCKED
  1124. --e_LodMax = 2
  1125.  
  1126. --;     Min LOD for objects | 0) normal
  1127. --e_LodMin = 0
  1128.  
  1129. --;     LODs with less triangles will not be used | 300) normal - LOCKED
  1130. --e_LodMinTtris =
  1131.  
  1132. --;     LOD distance ratio for objects | 5) low / 11) med / 15) high / 20) very high / 40) stupid high
  1133. --e_LodRatio = 25
  1134.  
  1135. --;     Load and use LOD models for static geometry | 1) all / 0) disable
  1136. e_Lods = 0
  1137.  
  1138. --;     Force using LODs even if triangle count do not suit | 1) normal - ? / 0) ?
  1139. --e_LodsForceUse = 0
  1140.  
  1141. --;     Far clipping plane distance | -1) normal - unlimited - LOCKED
  1142. --e_MaxViewDistance = 1
  1143.  
  1144. --;     Values between 0 and 1 - will lerp between high and low spec max view distances | 0.5) low / 1) med / 0) minimum - causes issues
  1145. --e_MaxViewDistSpecLerp = 0.5
  1146.  
  1147. --;     Object detail quality | 1) low / 2) med / 3) high / 4) very high / 0) ?
  1148. --e_ObjQuality = 1
  1149.  
  1150. --;     Skip per object occlusion test for very far objects - culling on tree level will handle it | 1) all / 0) ?
  1151. --e_OcclusionCullingViewDistRatio = 0
  1152.  
  1153. --;     Activates drawing of visareas content | 1) normal - LOCKED
  1154. --e_Portals = 0
  1155.  
  1156. --;     Show procedurally distributed vegetation | 1) all / 0) ?
  1157. --e_ProcVegetation = 0
  1158.  
  1159. --;     Max view distance of terrain XY materials | 2048) all
  1160. --e_TerrainDetailMaterialsViewDistXY = 128
  1161.  
  1162. --;     Max view distance of terrain Z materials | 128) all
  1163. --e_TerrainDetailMaterialsViewDistZ = 196
  1164.  
  1165. --;     heightmap occlusion culling with time coherency | 1) normal - LOCKED / 0) off
  1166. --e_TerrainOcclusionCulling =
  1167.  
  1168. --;     Max length of ray  | 130) low / 200) med + high / 0) ?
  1169. --e_TerrainOcclusionCullingMaxDist = 200
  1170.  
  1171. --;     HW geometry tessellation | 0) low - high - not allowed / 1) very high - allowed / 2) ?
  1172. --e_Tessellation = 1
  1173.  
  1174. --;     listed as a debug option @ 1| 0) low + med / 1) high
  1175. --e_VegetationBending =
  1176.  
  1177. --;     Minimal size of static object, smaller objects will be not rendered | 0.5) low / 0) med / 1)
  1178. --e_VegetationMinSize =
  1179.  
  1180. --;     Clamps SpriteDistRatio setting in vegetation properties | 0.6) low / 1) med / 2) stupid high
  1181. --e_VegetationSpritesDistanceCustomRatioMin = 2
  1182.  
  1183. --;     Allows changing distance on what vegetation switch into sprite | 0.5) low / 0.7) med / 1) high / 1.5) very high / 3) stupid high
  1184. --e_VegetationSpritesDistanceRatio = 3
  1185.  
  1186. --;     Min distance on what far objects will be culled out | 10) all
  1187. --e_ViewDistMin = 75
  1188.  
  1189. --;     View distance ratio for objects | 50) low / 75) med / 100) high
  1190. --e_ViewDistRatio = 100
  1191.  
  1192. --;     View distance ratio for special marked objects (Players,AI,Vehicles) | 60) low / 100) med
  1193. --e_ViewDistRatioCustom = 75
  1194.  
  1195. --;     View distance ratio for detail objects | 25) low / 35) med / 100) high
  1196. --e_ViewDistRatioDetail = 25
  1197.  
  1198. --;     View distance ratio for light sources | 25) low / 50) med + high /
  1199. --e_ViewDistRatioLights = 50
  1200.  
  1201. --;     View distance ratio for portals | 60) normal setting
  1202. e_ViewDistRatioPortals = 75
  1203.  
  1204. --;     View distance ratio for vegetation | 40) low / 60) med / 90) high / 100) very high      !RESTRICTED TO BE SYS_SPEC VALUES!
  1205. --e_ViewDistRatioVegetation = 75
  1206.  
  1207. --;     no help offered, I think this is like severed limbs fade out time| 0.6) low / 0.8) med / 1) high
  1208. --es_DebrisLifetimeScale = 0
  1209.  
  1210. --;     lower the detail of 'damage glow' | 1) low + med / 0) high / 2) super low definition damage glow
  1211. gp_reducedamagemasksize = 0
  1212.  
  1213. --;     *********************************
  1214. --;     *         SYS_SPEC_PARTICLES    *
  1215. --;     *********************************
  1216.  
  1217. --;     Activates drawing of particles | 1) normal - LOCKED
  1218. --e_Particles =
  1219.  
  1220. --;     Blend between animated texture frames | 1) normal - allow / 2) force / 0) disable - messes with particle smoke effects ...
  1221. --e_ParticlesAnimBlend = 1
  1222.  
  1223. --;     Cull particles against the view frustum | 0) normal - ? / 1) ?
  1224. --e_ParticlesCullAgainstViewFrustum = 1
  1225.  
  1226. --;     Apply diffuse cubemaps to appropriate particle effects | 1) normal - allow / 2) force / 0) disable
  1227. --e_ParticlesDiffCM = 0
  1228.  
  1229. --;     no help offered
  1230. --e_ParticlesEmitterPoolSize = 32768
  1231.  
  1232. --;     Apply global illumination to appropriate particle effects | 1) normal - allow / 2) force / 0) disable
  1233. e_ParticlesGI = 1
  1234.  
  1235. --;     Allows to have light source attached to every particle | 0) low - off / 1) med+ - deferred lights (DAKKA LIGHTING)
  1236. e_ParticlesLights = 1
  1237.  
  1238. --;     Set particles lights view distance ratio | 256) normal
  1239. --e_ParticlesLightsViewDistRatio = 0
  1240.  
  1241. --;     Multiplier to particle count | 1) normal / 0.5) half 'size'
  1242. e_ParticlesLod = 0.75
  1243.  
  1244. --;     Screen size max per particle (fade out earlier) | 2) normal
  1245. --e_ParticlesMaxDrawScreen = 4
  1246.  
  1247. --;     Screen size max of total particles to draw | 32) low / 64) med / 128) high / 160) very high !RESTRICTED TO BE SYS_SPEC VALUES!
  1248. --e_ParticlesMaxScreenFill = 64
  1249.  
  1250. --;     Alpha cutoff for rendering particles | 0) ?
  1251. --e_ParticlesMinDrawAlpha = 0.01
  1252.  
  1253. --;     Pixel size min per particle (fade out earlier) | 1.5) low / 1) med / 2) ?
  1254. --e_ParticlesMinDrawPixels = 3
  1255.  
  1256. --;     Motion blur for particles | 0) low - high / 1) very high / 2) force
  1257. --e_ParticlesMotionBlur = 0
  1258.  
  1259. --;     Enable particle/object collisions for SimpleCollision: | 2) all - include dynamic / 1) static objects only / 0) disable ?
  1260. --e_ParticlesObjectCollisions = 0
  1261.  
  1262. --;     Particles pool memory size in KB | 0) normal - unlimited
  1263. --e_ParticlesPoolSize = 0
  1264.  
  1265. --;     Enable preloading of all particle effects at the beginning | 1) normal - enabled ? / 0) ?
  1266. --e_ParticlesPreload = 0
  1267.  
  1268. --;     Particles detail quality | 1) low / 2) med / 3) high / 4) very high / 0) full detail / 5) disables
  1269. --e_ParticlesQuality = 1
  1270.  
  1271. --;     Render particles with soft intersection | 1) normal - allow / 2) force / 0) disable
  1272. --e_ParticlesSoftIntersect = 0
  1273.  
  1274. --;     Shadows on particles | 0) low - high - off / 1) very high - on / 2) force
  1275. --e_ParticlesShadows = 0
  1276.  
  1277. --;     Allows searching for level-specific version of effects files | 0) off - normal / 1) enable - ?
  1278. --e_ParticlesUseLevelSpecificLibs = 1
  1279.  
  1280. --;     Toggles use of geometry shader particles (DX11 only) | 1) normal - disabled  / 0) enabled
  1281. --r_UseGSParticles = 0
  1282.  
  1283. --;     Enables glow particles. | 0) disabled ?
  1284. --r_UseParticlesGlow = 0
  1285.  
  1286. --;     Enables rendering of particles of specified blend operation in half resolution. | 1) (low+med) half resolution / 0) off (high) - full resoluton / 2) alpha - occlusion bug
  1287. --r_UseParticlesHalfRes = 0
  1288.  
  1289. --;     Forces all particles of specified blend operation to be rendered in half resolution | 0) normal - off / 1) force on
  1290. --r_UseParticlesHalfResForce = 0
  1291.  
  1292. --;     Global illumination amount for particles without material. | 0.15) normal
  1293. --r_UseParticles_GIAmount = 0
  1294.  
  1295. --;     Threshold of estimated particle coverage needed before half-res rendering enabled | 0) ? / 1) normal
  1296. --r_UseParticlesHalfResMinCoverage = 10
  1297.  
  1298. --;     Enables merging of particles drawcalls. | 0) normal / 1) bugs out hard ...
  1299. --r_UseParticlesMerging = 0
  1300.  
  1301. --;     Enables refractive particles | 0) ? / 1) normal
  1302. --r_UseParticlesRefraction = 0
  1303.  
  1304. --;     Enables soft particles. | 0) low / 1) med + high
  1305. --r_UseSoftParticles = 0
  1306.  
  1307.  
  1308. --;     *********************************
  1309. --;     *          SYS_SPEC_PHYSICS     *
  1310. --;     *********************************
  1311.  
  1312. --;     dont mess with physics, nothing good will come of it
  1313.  
  1314. --;     *****************************************
  1315. --;     *        SYS_SPEC_POSTPROCESSING        *
  1316. --;     *****************************************
  1317.  
  1318. --;     Enables color grading | 2) all ? / 1) ? / 0) ?
  1319. --r_ColorGrading = 1
  1320.  
  1321. --;     Enables depth of field | 1) low - enabled / 2) med + high - hdr time of day dof enabled / 3) undocumented experimental mode
  1322. r_DepthOfField = 0
  1323.  
  1324. --;     Sets depth of field bokeh type (only for dof mode 3)
  1325. --r_DepthOfFieldBokeh = 1
  1326.  
  1327. --;     Enables depth of field stencil prepass | 0) normal - disabled / 1) enabled
  1328. --r_DepthOfFieldStencilPrepass =
  1329.  
  1330. --;     HDR rendering eye adaptation base value (smaller values result in brighter adaption) | 0.25) normal - LOCKED
  1331. --r_EyeAdaptationBase =
  1332.  
  1333. --;     HDR rendering eye adaptation factor | 0.5) normal - LOCKED / 0) no adaption / 1) full adaption
  1334. --r_EyeAdaptationFactor =
  1335.  
  1336. --;     HDR rendering eye adaptation local (localise adaption area?) | 0) normal - off / 1) 4x4 / 2) 16x16 / 3) 256x256
  1337. --r_EyeAdaptationLocal = 0
  1338.  
  1339. --;     HDR rendering eye adaptation speed | 16) normal - LOCKED
  1340. --r_EyeAdaptationSpeed =
  1341.  
  1342. --;     Toggles the anamorphic flares effect. | 1) all - enabled / 0) disabled (check for lock)
  1343. --r_GlowAnamorphicFlares =
  1344.  
  1345. --;     Toggles HDR debugging | 0) normal - off / 1) gamma-corrected no HDR / other possible modes really are debug ...
  1346. --r_HDRDebug = 1
  1347.  
  1348. --;     HDR bloom multiplier | 0.7) all / 0) disable HDR blooming / 0.15) 'nice' minimal value
  1349. r_HDRBloomMul = 0.15
  1350.  
  1351. --;     Default is 0 (disabled). Set to 1 to use max blue shift strength | 0) all / 1) max
  1352. --r_HDRBlueShift = 0
  1353.  
  1354. --;     HDR rendering level (bloom multiplier, tweak together with threshold) | 0.85) all / 1.25) crytek default
  1355. --r_HDRBrightLevel = 0
  1356.  
  1357. --;     HDR brightness | 1) all
  1358. --r_HDRBrightness = 0
  1359.  
  1360. --;     HDR rendering bright offset | 5) all / 8) crytek default
  1361. --r_HDRBrightOffset = 0
  1362.  
  1363. --;     HDR rendering bright threshold. | 6) all / 8) crytek default
  1364. --r_HDRBrightThreshold = 0
  1365.  
  1366. --;     Enable/Disable eye adaptation caching overframes | 10) low / 6) med / 2) high / 0) very high (always update) / 4) crytek default
  1367. r_HDREyeAdaptionCache = 0
  1368.  
  1369. --;     Forces updating HDR textures |  / 0) normal ?
  1370. --r_HDRForceUpdateTextures =
  1371.  
  1372. --;     HDR camera grain amount | 0) all
  1373. --r_HDRGrainAmount = 1
  1374.  
  1375. --;     HDR rendering range level (color multiplier tweak together with hdr offset) | 3) all / 6) crytek default
  1376. --r_HDRLevel = 0
  1377.  
  1378. --;     HDR rendering range offset (color multiplier tweak together with hdr level) | 10) all (+crytek default)
  1379. --r_HDROffset = 0
  1380.  
  1381. --;      Enable/Disable HDR range adaptation (improve precision - minimize banding) |  0) off? / 1) normal - crytek default
  1382. --r_HDRRangeAdapt = 0
  1383.  
  1384. --;     HDR range adaption speed |  4) normal ?
  1385. --r_HDRRangeAdaptationSpeed = 0
  1386.  
  1387. --;     Set range adaptation max adaptation for light buffers (improve precision - minimize banding) | 0.125) normal / 0.25) crytek default
  1388. --r_HDRRangeAdaptLBufferMax = 0
  1389.  
  1390. --;     Set range adaptation max range adaptation for light buffers (improve precision - minimize banding)  |  2) normal
  1391. --r_HDRRangeAdaptLBufferMaxRange = 0
  1392.  
  1393. --;     Set HDR range adaptation max adaptation (improve precision - minimize banding) |  1) normal
  1394. --r_HDRRangeAdaptMax = 0
  1395.  
  1396. --;     Set HDR range adaptation max adaptation (improve precision - minimize banding)  | 4) normal
  1397. --r_HDRRangeAdaptMaxRange = 0
  1398.  
  1399. --;     Toggles HDR rendering | 1) all (film curve tone mapping) / 0) disable entire HDR system
  1400. --r_HDRRendering = 1
  1401.  
  1402. --;     HDR saturation | 0.875) normal / 1) crytek default
  1403. --r_HDRSaturation = 0
  1404.  
  1405. --;     HDR s-curve max output | 0.95) normal
  1406. --r_HDRSCurveMax = 0
  1407.  
  1408. --;     HDR s-curve min output | 0) normal
  1409. --r_HDRSCurveMin = 0
  1410.  
  1411. --;     HDR texture format | 0) normal - low precision (faster) / 1) high precision
  1412. --r_HDRTexFormat = 1
  1413.  
  1414. --;     HDR viggneting | 1) normal - enabled / 0) off ?
  1415. --r_HDRVignetting = 0
  1416.  
  1417. --;     Enables per object and camera motion blur | 0) off / 1) on - camera motion blur / 2) camera and object motion blur
  1418. --r_MotionBlur = 0
  1419.  
  1420. --;     Enables motion blur.adaptive sampling setting depending on movement amount | 1) normal - enabled ? / 0) disabled ?
  1421. --r_MotionBlurAdaptiveSampling = 0
  1422.  
  1423. --;     Enables motion blur.frame time scaling - visually nicer on lower frame rates | 0) normal - disabled ? / 1) enabled ?
  1424. --r_MotionBlurFrameTimeScale
  1425.  
  1426. --;     Sets motion blur max view distance for objects | 16) low / 64) med / 100) high / 0) ?
  1427. --r_MotionBlurMaxViewDist =
  1428.  
  1429. --;     Enables post processing effects parameters smooth blending | 1) normal - enabled ? / 0) disable ?
  1430. --r_PostProcessParamsBlending = 0
  1431.  
  1432. --;     Sets post processing effects parameters smooth blending time scale | 12) normal (blend over 12 frames?) /
  1433. --r_PostprocessParamsBlendingTimeScale = 6
  1434.  
  1435. --;     Enables post processing special effects | 1) normal - LOCKED
  1436. --r_PostProcessEffects =
  1437.  
  1438. --;     Enables post processing special effects filters | 1) normal - LOCKED
  1439. --r_PostProcessFilters =
  1440.  
  1441. --;     Enables post processing special effects game fx | 1) normal - LOCKED
  1442. --r_PostProcessGameFx =
  1443.  
  1444. --;     Toggles 3d hud post processing | 1) normal - on / 0) off ?
  1445. r_PostProcessHUD3D = 0
  1446.  
  1447. --;     Enables 3d hud caching overframes | 30) low / 10) med / 2) high / 0) very high
  1448. --r_PostProcessHUD3DCache =
  1449.  
  1450. --;     Enables sun shafts. | 0) low - disabled / 1) med - enabled
  1451. --r_sunshafts = 1
  1452.  
  1453. --;     *********************************
  1454. --;     *          SYS_SPEC_QUALITY     *
  1455. --;     *********************************
  1456.  
  1457. --;      Defines the quality of Renderer | 0) super low / 1) med / 2) high / 3) very high
  1458. --q_Renderer = 3
  1459.  
  1460. --;     Defines the shader quality of FX | 0) super low / 1) low + med / 2) high / 3) very high
  1461. --q_ShaderFX = 3
  1462.  
  1463. --;     Defines the shader quality of General | 0) super low / 1) low + med / 2) high / 3) very high
  1464. --q_ShaderGeneral = 3
  1465.  
  1466. --;     Defines the shader quality of Glass | 0) super low / 1) low + med / 2) high / 3) very high
  1467. --q_ShaderGlass = 3
  1468.  
  1469. --;     Defines the shader quality of HDR | 0) super low / 1) low + med / 2) high / 3) very high
  1470. --q_ShaderHDR = 3
  1471.  
  1472. --;     Defines the shader quality of Ice | 0) super low / 1) low + med / 2) high / 3) very high
  1473. --q_ShaderIce = 3
  1474.  
  1475. --;     Defines the shader quality of Metal | 0) super low / 1) low + med / 2) high / 3) very high
  1476. --q_ShaderMetal = 3
  1477.  
  1478. --;     Defines the shader quality of PostProcess | 0) super low / 1) low + med / 2) high / 3) very high
  1479. --q_ShaderPostProcess = 0
  1480.  
  1481. --;     Defines the shader quality of Shadow | 0) super low / 1) low + med / 2) high / 3) very high
  1482. --q_ShaderShadow = 3
  1483.  
  1484. --;     Defines the shader quality of Sky | 0) super low / 1) low + med / 2) high / 3) very high
  1485. --q_ShaderSky = 3
  1486.  
  1487. --;     Defines the shader quality of Terrain | 0) super low / 1) low + med / 2) high / 3) very high
  1488. --q_ShaderTerrain = 3
  1489.  
  1490. --;     Defines the shader quality of Vegetation | 0) super low / 1) low + med / 2) high / 3) very high
  1491. --q_ShaderVegetation = 3
  1492.  
  1493. --;     Defines the shader quality of Water | 0) super low / 1) low / 2) med + high / 0) minimum ?
  1494. --q_ShaderWater = 3
  1495.  
  1496. --;     *********************************
  1497. --;     *          SYS_SPEC_SHADOWS     *
  1498. --;     *********************************
  1499.  
  1500. --;     Cache sun shadows maps over several frames | 0) all - off / 1 ) update the sun / sun shadows, less often, alot less often
  1501. e_GsmCache = 0
  1502.  
  1503. --;     Makes first X GSM lods not cached | 3) normal / 0) ?
  1504. --e_GsmCacheLodOffset = 0
  1505.  
  1506. --;     How fast to update terrain GSM lod | 6) normal / 0) ?
  1507. --e_GsmCacheLodOffsetExtended = 6
  1508.  
  1509. --;     Cast shadows from terrain | 0) normal - disabled / 1) looks cool here and there, but will destroy the shadow system in other places
  1510. --e_GsmCastFromTerrain = 0
  1511.  
  1512. --;     Make last cascade bigger and use less frequent updates | 0 normal - ? / 1) ?
  1513. --e_GsmExtendLastLod = 0
  1514.  
  1515. --;     Includes object shadows into last very big shadow frustum | 0) normal - disabled ? / 1) ?
  1516. --e_GsmExtendLastLodIncludeObjects = 1
  1517.  
  1518. --;     Enable Additive Blending on shadows from terrain | 0) normal - disabled ? / 1) ?
  1519. --e_GsmExtendLastLodUseAdditiveBlending = 1
  1520.  
  1521. --;     Enable Variance Shadow mapping on shadows from terrain | 0) normal / 1) ?
  1522. --e_GsmExtendLastLodUseVariance = 1
  1523.  
  1524. --;     Number of GSM lods | 0) none ? / 4) all / 5) suggested max / 6) max ?
  1525. --e_GsmLodsNum = 6
  1526.  
  1527. --;     Size of LOD 0 GSM area (in meters) | 3) all / 0) none ?
  1528. --e_GsmRange = 6
  1529.  
  1530. --;     Range of next GSM lod is previous range multiplied by step | 3) normal / 0) none ?
  1531. --e_GsmRangeStep = 4
  1532.  
  1533. --;     gsm_range_step for last gsm lod containing terrain | 8) normal / 0) none ?
  1534. --e_GsmRangeStepExtended = 9
  1535.  
  1536. --;     Size of Scattering LOD GSM in meters | 70) normal / 0) none ?
  1537. --e_GsmScatterLodDist = 0
  1538.  
  1539. --;     0) normal - world axis aligned GSM layout / 1) Rotate GSM frustums depending on view camera
  1540. --e_GsmViewSpace = 1
  1541.  
  1542. --;     Activates drawing of shadows | 0) low - disabled / 1) med + high enabled
  1543. --e_Shadows = 0
  1544.  
  1545. --;     Shadows slope bias for shadowgen | 2.72) normal / 0) none ?
  1546. --e_ShadowsAdaptScale =
  1547.  
  1548. --;     View dist ratio for shadow maps casting from objects | 0.4) low / 0.3) med / 0.6) high / 0) none ?
  1549. --e_ShadowsCastViewDistRatio = 100
  1550.  
  1551. --;     View dist ratio for shadow maps casting for light sources | 1) normal / 0) none ?
  1552. --e_ShadowsCastViewDistRatioLights = 100
  1553.  
  1554. --;     Extension to character bounds when rendering into GSM shadows | 0) normal - disabled / 1) high detail ?
  1555. --e_ShadowsCharacterExtend = 1
  1556.  
  1557. --;     Cloud shadows (not overly present in MWO levels?) | 1) normal / 0) ?
  1558. --e_ShadowsClouds =
  1559.  
  1560. --;     Shadows slope bias for shadowgen | 1) normal / 0) ?
  1561. --e_ShadowsConstBias = 4
  1562.  
  1563. --;     Shadows slope bias for shadowgen (high quality mode) | 0.05) normal / 0) ?
  1564. --e_ShadowsConstBiasHQ = 0.5
  1565.  
  1566. --;     Simplifies mesh for shadow map generation by X LOD levels | 1) normal / 0) none ?/ 2) ?
  1567. --e_ShadowsLodBiasFixed = 0
  1568.  
  1569. --;     Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame | 0) normal
  1570. --e_ShadowsLodBiasInvis = 1
  1571.  
  1572. --;     Maximum amount of allocated shadow mask textures | 0) normal - disable limit / 1) one texture / 2) two textures (8 channels, 8 lights)
  1573. --e_ShadowsMasksLimit = 2
  1574.  
  1575. --;     Set maximum resolution of shadow map | 1024) all - normal - crytek high / 512) crytek medium / 256) crytek min (fast)
  1576. --e_ShadowsMaxTexRes = 512
  1577.  
  1578. --;     Enable/disable shadow-caster test against the occlusion buffer | 0) normal ? / 1) ?
  1579. --e_ShadowsOcclusionCulling = 1
  1580.  
  1581. --;     Clips the caster extrusion to the zero height. | 0) normal ? / 1) ?
  1582. --e_ShadowsOcclusionCullingCaster = 1
  1583.  
  1584. --;     Enable shadows on alphablended | 0) all - ? / 1) ?
  1585. --e_ShadowsOnAlphaBlend = 0
  1586.  
  1587. --;     Enable/disable shadows on water | 0) all - normal ? / 1) ?
  1588. --e_ShadowsOnWater = 1
  1589.  
  1590. --;     Shadows slope bias for shadowgen | 3.4) all - ?
  1591. --e_ShadowsResScale = 10
  1592.  
  1593. --;     Shadows slope bias for shadowgen | 1) normal - ?
  1594. --e_ShadowsSlopeBias = 2
  1595.  
  1596. --;     Shadows slope bias for shadowgen (for high quality mode) | 0.25) normal - ?
  1597. --e_ShadowsSlopeBiasHQ = 1
  1598.  
  1599. --;     Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows) | 0) all
  1600. --e_ShadowsTessellateCascades = 5
  1601.  
  1602. --;     Disable/enable tessellation for local lights shadows | 0) normal
  1603. --e_ShadowsTessellateDLights = 0
  1604.  
  1605. --;      View dist ratio for shadow maps updating for shadowpool | 128) normal
  1606. --e_ShadowsUpdateViewDistRatio = 256
  1607.  
  1608. --;     Self shadow intensity of volume objects | 0) min / 0.4) normal / 1) max
  1609. --e_VolObjShadowStrength = 1
  1610.  
  1611. --;     Enables deferred volumetric fog shadows | 0) med / 1) high + very high
  1612. --r_FogShadows = 1
  1613.  
  1614. --;     Selected shadow map screenspace blurring technique | 1) low / 2) high / 3) very high / 0) no blur
  1615. --r_ShadowBlur = 0
  1616.  
  1617. --;     Select shadow map blurriness if r_ShadowBlur is activated. | 1) normal / 0.1) minimal / 16) maximal
  1618. --r_ShadowBluriness =
  1619.  
  1620. --;     shadowmap generation | 1) normal - enable shadow map updates / 0) disable shadow map updates
  1621. --r_ShadowGen = 1
  1622.  
  1623. --;     Use geometry shader for shadow map generation (DX11 only) !CRASHES! | 0) normal - off / 1) on - crash mode
  1624. --r_ShadowGenGS = 1
  1625.  
  1626. --;     mode selection for shadow generation | 0) normal - use Frustoms Mask / 1) regenerate all sides
  1627. --r_ShadowGenMode = 1
  1628.  
  1629. --;     Activate shadow map jittering | 1) med / 2.5) high
  1630. --r_ShadowJittering = 0
  1631.  
  1632. --;     Process shadow pass | 1) normal - enabled ? / 0) disabled ?
  1633. --r_ShadowPass = 1
  1634.  
  1635. --;     Maximum number of frames a shadow can exist in the pool | 30) normal ?
  1636. --r_ShadowPoolMaxFrames = 30
  1637.  
  1638. --;     Max number of time sliced shadow pool updates allowed per frame | 1) normal ?
  1639. --r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 1
  1640.  
  1641. --;     starting kernel size, to avoid blocky shadows | 0.35) normal / 0) 'blocky' / 1) 'blurry'
  1642. --r_ShadowsAdaptionMin = 0.35
  1643.  
  1644. --;     maximum range between caster and reciever to take into account | 0.02) PGI normal / 0.01) crytek default / 1) maximum
  1645. --r_ShadowsAdaptionRangeClamp = 0
  1646.  
  1647. --;     Select shadow map blurriness if r_ShadowsBias is activated | 0.3) normal / 0) none / 10) rapidly changing
  1648. --r_ShadowsAdaptionSize = 0.3
  1649.  
  1650. --;     Select shadow map blurriness if r_ShadowsBias is activated. | 8e-005) normal - ? / 0.1) crytek minimal / 16) crytek maximal / 0) disable ?
  1651. --r_ShadowsBias = 0
  1652.  
  1653. --;     no help offered | 1) normal - use light volumes / 0) quad light bounds
  1654. --r_ShadowsDeferredMode = 0
  1655.  
  1656. --;     use NV Depth Bound extension | 0) normal - disable / 1) use NV Depth Bound extension - make shadows 'cheaper' ( possibly only for nvidia cards )
  1657. r_ShadowsDepthBoundNV = 1
  1658.  
  1659. --;     use Forward prepare depth maps pass | 1) normal - use Forward prepare depth maps pass / 0) disable ?
  1660. --r_ShadowsForwardPass = 1
  1661.  
  1662. --;     Selects algorithm to use for shadow mask generation | 1) normal - enable shadow snapping / 0) disable shadow snapping
  1663. --r_ShadowsGridAligned = 0
  1664.  
  1665. --;     Saves video memory by using lower resolution for shadow masks except first one | 0) per pixel shadow mask / 1) half resolution shadow mask
  1666. --r_ShadowsMaskDownScale = 0
  1667.  
  1668. --;     reduce shadow detail | 0) normal - per pixel shadow mask / 1) horizontal half resolution shadow mask / 2) horizontal and vertical half resolution shadow mask
  1669. --r_ShadowsMaskResolution = 0
  1670.  
  1671. --;     Amount of animated jittering for particles shadows. | 1) normal ?
  1672. --r_ShadowsParticleAnimJitterAmount = 0
  1673.  
  1674. --;     Amount of jittering for particles shadows | 0.5) normal
  1675. --r_ShadowsParticleJitterAmount = 0
  1676.  
  1677. --;     Blur kernel size for particles shadows | 1) normal - blur / 0) hard edge
  1678. --r_ShadowsParticleKernelSize = 0
  1679.  
  1680. --;     Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows) | 1) normal
  1681. --r_ShadowsParticleNormalEffect = 1
  1682.  
  1683. --;     Use Stencil pre-pass for shadows | 1) normal - enable / 0) disable ?
  1684. --r_ShadowsStencilPrePass =
  1685.  
  1686. --;     no help offered ... | 1) all - enable / 0) disable
  1687. --r_ShadowsUseClipVolume = 0
  1688.  
  1689. --;     shadow texture format | 0) R16G16 / 1) R16 / 2) R32F / 3) ATI DF24 / 4) NV D24S8 / 5) NV D16
  1690. --r_ShadowTexFormat = 0
  1691.  
  1692. --;     no help offered ...| 1) normal ? - enable / 0) disable ?
  1693. --r_UseShadowsPool = 0
  1694.  
  1695. --;     Activate shadow map blur. | 1) normal / 0) disable ?
  1696. --r_VarianceShadowMapBlurAmount = 1
  1697.  
  1698. --;     *********************************
  1699. --;     *               SYS_SPEC_SOUND  *
  1700. --;     *********************************
  1701.  
  1702. --;     Sets maximum number of ADPCM Decoder | 32) normal
  1703. --s_ADPCMDecoders = 64
  1704.  
  1705. --;     Controls whether to allow sound load requests that are not cached in the AFCM or not | 1) normal - enabled / 0) disable
  1706. --s_AllowNotCachedAccess = 0
  1707.  
  1708. --;     Internal minimum file block alignment in bytes | 8192) normal / -1) 2048 bytes, FMOD default
  1709. --s_BlockAlignSize = -1
  1710.  
  1711. --;     Sets the threshold where we check priority if we are using more then % of sound channels | 0.9) normal
  1712. --s_ChannelThreshold = 1
  1713.  
  1714. --;     Toggles disk access on reading files | 1) normal - indirect file access via StreamingSystem with wait / 0) direct file access via CryPak
  1715. --s_FileAccess = 0
  1716.  
  1717. --;     Sets the size in KiB the AFCM will allocate from the heap | 163840 ) normal
  1718. --s_FileCacheManagerSize = 327680
  1719.  
  1720. --;     Sets max of open file handles | 30) normal
  1721. --s_FileOpenHandleMax = 64
  1722.  
  1723. --;     Toggles internal resampling method | 0) none / 1) linear - normal / 2) cubic / 3) spline
  1724. --s_FormatResampler = 2
  1725.  
  1726. --;     Sets the output sample rate | 48000) 48 khz / 44100) 44.1 khz
  1727. --s_FormatSampleRate = 44100
  1728.  
  1729. --;     Sets the format data type | 1) PCM 8bit / 2) normal - PCM 16bit / 3) PCM 24bit / 4) PCM 32bit / 5) PCM 32bit float
  1730. --s_FormatType = 3
  1731.  
  1732. --;     Enable and disable HDR sound | 0) normal - disabled ? / 1) enable
  1733. --s_HDR = 1
  1734.  
  1735. --;     Toggles extra lowpass filter for enhanced HRTF | 0) normal - enabled / 1) disabled ?
  1736. --s_HRTF_DSP = 1
  1737.  
  1738. --;     Sets the number of sound hardware channels to use | 0) normal - disabled ?
  1739. --s_HWChannels = 128
  1740.  
  1741. --;     Sets the maximum number of active sounds | 64) low / 128) high
  1742. --s_MaxActiveSounds = 128
  1743.  
  1744. --;     Sets the maximum number of sound channels | 64) low / 128) high
  1745. --s_MaxChannels = 128
  1746.  
  1747. --;     Sets the size in MB of the primary sound memory pool | 60) normal
  1748. --s_MemoryPoolSoundPrimary = 128
  1749.  
  1750. --;     Sets the size in MB of the sound system memory pool | 0) normal - auto, 2.5 MB!?!
  1751. --s_MemoryPoolSystem = 64
  1752.  
  1753. --;     Sets maximum number of MPEG Decoder | 32) normal
  1754. --s_MPEGDecoders = 64
  1755.  
  1756. --;     enable/disable music | 0) normal - enable ? / 1) disable ?
  1757. --s_MusicEnable = 1
  1758.  
  1759. --;     Defines the way music is loaded and handled | 0) auto - defined by pattern / 1) stream from disk / 2) enforce preloading
  1760. --s_MusicStreaming = 2
  1761.  
  1762. --;     Allows for overriding the application's master volume when the window lost focus. | 0) normal - silence on alt tab / 1) full volume, even when task swapped
  1763. s_NoFocusVolume = 1
  1764.  
  1765. --;     Controls rejection of sounds lower(higher) than this priority if 80% of voices are used. | 45) normal / 0) disable
  1766. --s_PriorityThreshold = 0
  1767.  
  1768. --;      Toggles unloading of sound data by the AssetManager | 1) normal - enable ? / 0) disable unloading ?
  1769. --s_UnloadData = 0
  1770.  
  1771. --;     Sets limiter to control sound variation | 1) all - normal / 0) ?
  1772. --s_VariationLimiter = 0
  1773.  
  1774. --;     *********************************
  1775. --;     *          SYS_SPEC_TEXTURE     *
  1776. --;     *********************************
  1777.  
  1778. --;     no help offered | 16) low / 24) med / 32) high
  1779. --r_DynTexAtlasCloudsMaxSize = 64
  1780.  
  1781. --;     no help offered | 16) low + med / 32) high / 0) ?
  1782. --r_DynTexAtlasSpritesMaxSize = 64
  1783.  
  1784. --;     no help offered | 50) low / 60) med / 80) high / 0) ?
  1785. --r_DynTexMaxSize = 128
  1786.  
  1787. --;     Sets resolution for target environment cubemap, in pixels | 0) low / 1) med / 2) high
  1788. --r_EnvCMResolution = 2
  1789.  
  1790. --;     Sets the interval between environmental cube map texture updates (ms) | 0.04) normal
  1791. --r_EnvCMupdateInterval = 0.016
  1792.  
  1793. --;     Sets resolution for 2d target environment texture, in pixels | 0) 64px / 1) low - 128px / 2) med / 3) high - 512px
  1794. --r_EnvTexResolution = 3
  1795.  
  1796. --;     Sets the interval between environmental 2d texture updates | 1) low / 0.5) med / 0.1) high / 0.001) crytek default
  1797. --r_EnvTexUpdateInterval = 0.016
  1798.  
  1799. --;     llows to scale the texture resolution of imposters (clouds) | 2) low - quarter detail / 1.5) med / 1) high - full detail
  1800. --r_ImposterRatio = 1
  1801.  
  1802. --;     Toggles imposters drawing ( clouds ) | 1) normal - enable / 0) disable
  1803. --r_ImpostersDraw = 0
  1804.  
  1805. --;     base texture resolution | 512) low / 2048) med / high
  1806. --r_TexAtlasSize = 2048
  1807.  
  1808. --;     reduce texture resolution | 2) low - quarter / 1) med - half / 0) high - none
  1809. --r_TexBumpResolution = 0
  1810.  
  1811. --;     Specifies the maximum level allowed for anisotropic texture filtering | 8) normal
  1812. --r_TexMaxAnisotropy =
  1813.  
  1814. --;     Specifies the minimum level allowed for anisotropic texture filtering. | 8) all ? / 0) abide by the filtering setting in each material
  1815. --r_TexMinAnisotropy =
  1816.  
  1817. --;     no help offered ... | 0) normal - unlimited ?
  1818. --r_TexMaxSize =
  1819.  
  1820. --;     no help offered ... | 64) normal
  1821. --r_TexMinSize =
  1822.  
  1823. --;     Disables loading of textures | 0) normal - textures load / 1) texture glitch mode
  1824. --r_TexNoLoad =
  1825.  
  1826. --;     no help offered | 0) normal - disabled ? / 1) postpone high detail textures ?
  1827. --r_TexPostponeLoading = 1
  1828.  
  1829. --;     no help offered || 0) normal - disabled
  1830. --r_TexPreallocateAtlases =
  1831.  
  1832. --;     Reduces texture resolution | 2) low - quarter / 1) med - half / 0) high - none
  1833. --r_TexResolution = 0
  1834.  
  1835. --;     no help offered / Reduces texture resolution | 1) low - / 0) med - none / 2) super low ?
  1836. --r_TexSkyResolution = 0
  1837.  
  1838. --;     Specifies the default level for anisotropic texture filtering
  1839. --r_Texture_Anisotropic_Level = 1
  1840.  
  1841. --;     Defines which texture compressor is used (fallback is DirectX) | 1) normal - squish / 0) nvDXT
  1842. --r_TextureCompressor = 0
  1843.  
  1844. --;     Controls dynamic LOD system for textures used in materials. | -1) normal - completely off / 0) full LOD / 1) ?
  1845. --r_TextureLodDistanceRatio = 1
  1846.  
  1847. --;     Enables textures uploading to video memory after level loading | 1) normal - enabled / 0) disabled
  1848. --r_TexturesWarmup = 1
  1849.        
  1850. --;     No help offered ... | 64) normal
  1851. --r_VegetationSpritesTexRes = 32
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