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- --; for as many options as possible to work, this user.cfg file requires usage of a secondary file, called tuning.cfg
- --; tuning.cfg only needs to contain 'exec user.cfg', but it tells teh engine to execute the user.cfg file, AFTER SPAWN
- --; changing lots of things out of line with the 'sys_spec_settings' will result in a lag, the first time the file is
- --; executed, you should load into the testing grounds, before you play, some cvars will only change there, like hdr blooming
- --; find your log file, *probably* located around "C:\Users\* YOUR USER NAME*\Saved Games\MechWarrior Online\Logs"
- --; 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
- LOG_NOTICE_USER.CFG
- --DumpCommandsVars
- --; 0) normal mode / 1) restricted access to the console ( and cvars )
- con_restricted = 0
- --; *****************
- --; * SYSTEM *
- --; *****************
- --; 0) normal - all cores / PROPER *DECIMAL* INPUT AFFINITY CONTROL
- --sys_affinity = 56
- --; Sets the upper limit for frame time (in ms) when monitoring budget | 33) normal ( 30 fps )
- --sys_budget_frametime = 16
- --; sets the upper limit for number of draw calls per frame. | 3000) normal
- --sys_budget_numdrawcalls = 2000
- --; 1) normal - enable optimization / 0) disable optimization
- --sys_deferAudioUpdateOptim = 0
- --; Enables budget monitoring. | 0) normal - disabled ? / 1) ?
- --sys_enable_budgetmonitoring = 1
- --; Speedup files loading from DVD | 0) normal - off - ALL OPTIONS LOCKED
- --sys_FileReadSequencer =
- --; Controls curve tessellation. Larger values result in coarser, more angular curves | 1) normal
- --sys_flash_curve_tess_error = 1
- --; Enables/disables edge anti-aliased rendering of flash files | 1) normal
- --sys_flash_edgeaa = 0
- --; Clears stencil buffer alternate mode | 0) normal - clear command / 1) draw rect
- --sys_flash_newstencilclear = 1
- --; Specifies the size (in kb) of the static memory pool for flash objects / 0) normal - use dynamic pool / +) set limit - CRASHES?
- --sys_flash_static_pool_size = 16384
- --; Enables creation of temporary instances through designated memory arena | 1) normal
- --sys_flash_use_temp_arena = 1
- --; Sets verbosity level for CryEngine related warnings | 1) normal - log warning / 2) log warning and display message / 0) omit warning
- --sys_flash_warning_level = 0
- --; 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.
- sys_job_system_enable = 0
- --; Sets the number of threads to use for the job system | 8) normal - PC / 4) console / 0) as many threads as available cores
- --sys_job_system_max_worker = 12
- --; Limits p_num_threads to physical CPU count | 1) normal - limit? / 0) dont limit ?
- --sys_limit_phys_thread_count = 12
- --; Limits the frame rate to specified number | 0) normal / wouldnt call this overly reliable ...
- --sys_MaxFPS = 144
- --; Preload Game Resources | 0) normal ? / 1) ?
- sys_preload = 1
- --; Set the statobj geometry memory limit to check streaming (Mb/sec)
- --sys_LocalMemoryGeometryLimit = 40
- --; Stat object geometry streaming speed limit (approx, Mb/sec)
- --sys_LocalMemoryGeometryStreamingSpeedLimit = 40
- --; it will log the numeric values
- --sys_LocalMemoryLogText = 1
- --; Optimal calculation time (MSec) per secundum
- --sys_LocalMemoryOptimalMSecPerSec = 100
- --; Set the texture memory limit to check streaming (Mb/sec)
- --sys_LocalMemoryTextureLimit = 40
- --; Texture streaming speed limit (approx, Mb/sec)
- --sys_LocalMemoryTextureStreamingSpeedLimit = 40
- --; Specifies the maximum physics step in a separate thread
- --sys_max_step = 0.016
- --; Specifies the minimum physics step in a separate thread
- --sys_min_step = 0.01
- --; Reduce frame rate if window is not in focus | 0) use full resources (STREAMERS!) / 1) normal - reduce usage when alt-tabbed
- --sys_SleepIfInactive = 1
- --; Enables capping of max streaming bandwidth in MB/s
- --sys_streaming_max_bandwidth = 40
- --; Maximum stream finalizing calls per frame to reduce the CPU impact on main thread | 0) normal - disable limit
- sys_streaming_max_finalize_per_frame = 256
- --; *************************
- --; * THREADING *
- --; *************************
- --; Enable particle threading | x) set particle thread index / -1) use windows scheduler
- e_ParticlesThread = -1
- --; If >0 enables Animation Multi-Threading' | 1) normal - enabled / 0) disabled
- ca_thread = 1
- --; Affinity of first Animation Thread | x) set thread index / -1) use windows scheduler
- ca_thread0Affinity = -1
- --; Affinity of second Animation Thread | x) set thread index / -1) use windows scheduler
- ca_thread1Affinity = -1
- --; Enables water updating on separate thread | x) set thread index / -1) use windows scheduler
- r_WaterUpdateThread = -1
- --; Use a thread to perform sub-objects meshes merging | 1) normal ? / 0) disable ?
- e_StatObjMergeUseThread = -1
- --; threads dedicated to voxel terrain generation | 5) normal
- --e_VoxTerThreads =
- --; enabling rendering in separate thread | 0) disabled / 1) enabled / 2) automatic
- r_MultiThreaded = 1
- --; Controls the maximum amount of concurrent loading threads | 2) normal / 5) maximal ?
- --s_NumLoadingThreadsToUse =
- --; Specifies the physical CPU index taskthread0 will run on
- sys_TaskThread0_CPU = -1
- --; Specifies the physical CPU index taskthread1 will run on
- sys_TaskThread1_CPU = -1
- --; Specifies the physical CPU index taskthread2 will run on
- sys_TaskThread2_CPU = -1
- --; Specifies the physical CPU index taskthread3 will run on
- sys_TaskThread3_CPU = -1
- --; Specifies the physical CPU index taskthread4 will run on
- sys_TaskThread4_CPU = -1
- --; Specifies the physical CPU index taskthread5 will run on
- sys_TaskThread5_CPU = -1
- --; Specifies the physical CPU index main will run on
- sys_main_CPU = -1
- --; Specifies the physical CPU index physics will run on
- sys_physics_CPU = -1
- --; Specifies the physical CPU file IO thread run on
- sys_streaming_CPU = -1
- --; *************************
- --; * NETWORK *
- --; *************************
- --; Packet rate on client | this will jump fairly wildly sometimes, maybe a stable rate is better for some
- --cl_packetRate = 144
- --; Whether or not mech on mech collisions should boost correction priority. This improves fidelity at the cost of bandwidth.
- gp_mech_movement_collision_boost_priority = 1
- --; Allow net syncing/binding of breakage entities | could be bad form ?
- --net_breakage_sync_entities = 1
- --; Balances TCP friendlyness versus prioritization of game traffic
- --net_bw_aggressiveness = 0.5
- --; Display bandwidth statistics per-channel
- net_channelstats = 0
- --; Max bytes to send across the network across all blocks per second
- --net_max_block_bytes_per_second = 0
- --; Max block size in bytes
- --net_max_block_size_bytes = 1024
- --; Sets the maximum packet size we will attempt to send (not including UDP/other headers)
- --net_maxpacketsize = 1000
- --; Min block size in bytes
- --net_min_block_size_bytes = 0
- --; Minimum bitrate allowed for TCP friendly transmission
- --net_minTCPFriendlyBitRate = 30000
- --; When set to 1, this will try to minimize the number of packets sent on a channel.
- net_new_queue_behaviour = 0
- --; Controls the length of time between ping packets. | could be considered bad form
- --net_ping_time = 5
- --; *************************
- --; * LOGGING *
- --; *************************
- --; Log UI Actions | 0) disabled / 1) enabled
- --gfx_uiaction_log = 0
- --; Filter for gfx logging | / "Foo|-Bar" includes Foo,| is a seperator, excludes Bar
- gfx_uiaction_log_filter "GameRules"
- --; Toggles time stamping of log entries. | 0) off / 1) normal - current time / 2) relative time / 3) current+relative time / 4) absolute time
- --log_IncludeTime
- --; defines general filter for log events | / "Foo|-Bar" includes Foo,| is a seperator, excludes Bar
- --log_Filter "-Error|-Warning|-Flash"
- --; Sets the minimum time interval between messages classified as spam | 0) normal - disable
- --log_SpamDelay = 0.1
- --; When not 0, writes tick log entry into the log file, every N seconds
- --log_tick = 0.5
- --; toggle to use filter | 0) normal - disabled / 1) filter console / 2) filter file / 3)filter console and file
- --log_UseFilter = 2
- --; 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
- --log_Verbosity =
- --; when enabled, setting log_verbosity to 0 will stop all logging including writing to file | 1) normal - enabled / 0) disable
- log_VerbosityOverridesWriteToFile = 0
- --; 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
- log_WriteToFileVerbosity = 0
- --; Logging level of network system | 0) normal - disabled ?
- --net_log = 1
- --; Log remote method invocations | 0) normal - disabled ?
- --net_log_remote_methods = 1
- --gfx_uievents_editorenabled = 1
- --; *********************************
- --; * SCALEFORM - HUD *
- --; *********************************
- --; Time in ms to wait between each mouse move hardware event |
- gfx_inputevents_mouse_move_threshold = 0.002
- --; How many frames till we update the AMS
- gp_hud_ams_update = 6
- --; How many frames till we update the compass marker
- gp_hud_compass_update = 1
- --; How many frames till we update the ECM.
- gp_hud_ecm_update = 6
- --; How many frames till we update the engine.
- gp_hud_engine_update = 6
- --; How many frames till we update the heading.
- gp_hud_heading_update = 6
- --; How many frames till we update the heat.
- gp_hud_heat_update = 6
- --; How many frames till we update the stealth armour.
- gp_hud_stealth_armour_update = 6
- --; How many targets to update per frame
- gp_hud_targetinfo_update = 1
- --; How many text warnings to update per frame
- gp_hud_textwarning_update = 1
- --; How many frames till we update the throttle.
- gp_hud_throttle_update = 6
- --; How many frames till we update the weapons.
- gp_hud_weapon_update = 6
- --; Allow autotarget to be explicitly disabled | 0) normal, autotarget under reticle / 1) disable autotarget
- gp_mech_disable_autotarget = 0
- --; Toggle local ping (f9) | 0) normal - disabled / 1) enabled
- gp_mech_ping = 0
- --; Toggle local show fps (f9) | 0) normal - disabled / 1) enabled
- gp_mech_showfps = 1
- --; Toggle local position (f9) | 0) normal - disabled / 1) enabled
- gp_mech_showpos = 0
- --; *********************************
- --; * MATERIAL EFFECTS *
- --; *********************************
- --; Enables MaterialEffects. | 1) LOCKED
- --mfx_Enable =
- --; Enable attached effects (characters, entities...) | 1) LOCKED
- --mfx_EnableAttachedEffects =
- --; Enabled Flowgraph based Material effects. | 1) LOCKED
- --mfx_EnableFGEffects =
- --; min distance, in meters, before two effects are to be considered positionally overlapping (for suppression purposes)
- --mfx_overlap_dist = 5
- --; min time, in seconds, before two effects are to be considered temporally overlapping (for suppression purposes) | 0.05) normal
- --mfx_overlap_time = 0
- --; Impact threshold for particle effects. Default: 2.0
- --mfx_ParticleImpactThresh = 0
- --; Max dist (how far away before scale is clamped) | 35) normal
- --mfx_pfx_maxDist = 1
- --; Max scale (when particle is far) | 1.5) normal
- --mfx_pfx_maxScale = 0
- --; Min scale (when particle is close) | 0.5) normal
- --mfx_pfx_minScale = 0
- --; Impact threshold for sound effects if we're rolling. | 3.5) normal
- --mfx_RaisedSoundImpactThresh = 0
- --; Serialize Flowgraph based effects | 1) normal - LOCKED
- --mfx_SerializeFGEffects =
- --; Impact threshold for sound effects. | 1.5) normal
- --mfx_SoundImpactThresh = 0
- --; Timeout (in seconds) to avoid playing effects too often | 0.01) normal
- --mfx_Timeout = 60
- --; *************************
- --; * DECALS *
- --; *************************
- --; Activates drawing of decals (game decals and hand-placed) | 1) normal - enabled / 0) disabled ?
- --e_Decals = 0
- --; Allows creation of decals by game (like weapon bullets marks) | 1) all / 0) disable ?
- --e_DecalsAllowGameDecals = 0
- --; Clip decal geometry by decal bbox | 1) normal - enabled ? / 0) ?
- --e_DecalsClip = 0
- --; decals deferred | 1) normal - make all game play decals deferred / 2) make all game play decals non deferred
- --e_DecalsDefferedDynamic =
- --; switch all non-planar decals placed by level designer to deferred | 1) enabled / 0) ?
- --e_DecalsDefferedStatic = 0
- --; force to convert all decals to use deferred ones | 1) normal - force / 0) disable ?
- --e_DecalsForceDeferred = 0
- --; Use smart hit caching for bullet hits (may cause no decals in some cases) | 1) normal - enabled ? / 0) ?
- --e_DecalsHitCache = 0
- --; Allows to increase or reduce decals life time for different specs | 1) low / 2) med / 4) stupid high
- --e_DecalsLifeTimeScale = 0
- --; Do not create decals on objects having more than X triangles | 8000) normal / 0) ?
- --e_DecalsMaxTrisInObject = 0
- --; Maximum number of static decal render mesh updates per frame | 4) normal / 0) ?
- --e_DecalsMaxUpdatesPerFrame = 0
- --; Number of frames after which not visible static decals are removed | 600) normal
- --e_DecalsMaxValidFrames = 0
- --; Combine pieces of decals into one render call | 0) normal - disabled ? / 1) ?
- --e_DecalsMerge = 1
- --; If not zero - new decals will force old decals to fade in X seconds | 4) normal
- --e_DecalsNeighborMaxLifeTime = 0
- --; If zero - new decals will not be spawned if the distance to nearest decals less than X | 1) all / 0) ?
- --e_DecalsOverlapping = 0
- --; Pre-create decals at load time | 1) normal - ? / 0) ?
- --e_DecalsPreCreate = 0
- --; Less precision for decals outside this range | 20) normal / 0) ?
- --e_DecalsRange = 0
- --; Enable decal rendering optimization by using scissor | 1) normal - enabled ? / 0)
- --e_DecalsScissor = 0
- --; Toggles deferred decals | 1) general pass darken / 2) light buffer darken / 3) alpha blended / 0) Disable
- r_DeferredDecals = 0
- --; *************************
- --; * ENGINE *
- --; *************************
- -- pool size for temporary allocations in kb, ( must be set before game launch )
- --e_3dEngineTempPoolSize = 32768
- --; Force auto pre-cache of CGF render meshes | 1) LOCKED - pre-cache all mehes around camera / 2) pre-cache only important ones (twice faster)
- --e_AutoPrecacheCgf = 0
- --; Maximum number of parallel streaming tasks during pre-caching | 8) normal ?
- --e_AutoPrecacheCgfMaxTasks = 6
- --; Force auto pre-cache of terrain textures and procedural vegetation | 0) LOCKED - disabled ? / 1) enabled ?
- --e_AutoPrecacheTerrainAndProcVeget = 1
- --; Force auto pre-cache of general textures and shaders | 0) normal - disabled ? / 1) enabled ?
- --e_AutoPrecacheTexturesAndShaders = 1
- --; Activates drawing of bounding boxes | 0) LOCKED
- --e_BBoxes = 1
- --; Min LOD for character objects | 0) normal / ?
- --e_CharLodMin = 0
- --; Check for crazy sized COctreeNode m_objectsBoxes | 0) do nothing / 1) normal- CryWarning / 2) CryWarning and __debugbreak()
- --e_CheckOctreeObjectsBoxSize = 0
- --; Activates usage of software coverage buffer. | 1) camera culling only / 2) camera culling and light to object check / 0) disable ?
- --e_CoverageBuffer = 0
- --; expanding the AABB's of the objects to test to avoid z-fighting issues in the Coverage buffer | 0.007) normal - ?
- --e_CoverageBufferAABBExpand = 0.01
- --; Checking of OBB boxes instead of AABB or bounding rects
- --e_CoverageBufferAccurateOBBTest = 1
- --; Coverage buffer z-biasing | 0.05) normal
- --e_CoverageBufferBias = 0.05
- --; Use re-projection technique on CBuffer / 2) normal - ?
- --e_CoverageBufferReproj = 2
- --; Max time for unlimited AddRenderMesh / 2) normal - ?
- --e_CoverageBufferMaxAddRenderMeshTime = 0
- --; Resolution of software coverage buffer | 64) normal - ? / 128) ?
- --e_CoverageBufferResolution = 384
- --; Activates usage of coverage buffer for terrain | 0) normal - ? / 1) ?
- --e_CoverageBufferTerrain = 1
- --; Controls tessellation of terrain mesh | 2) normal / 0) disable ?
- --e_CoverageBufferTerrainLodShift = 1
- --; which version of the coverage buffer| 1) Vladimir's / 2) MichaelK's
- --e_CoverageBufferVersion = 2
- --; Vegetation activation distance limit | 50) normal - ? / 0) disables visibility-based culling (= unconditional activation)
- --e_CullVegActivation = 0
- --; use gray illumination as default | 0) LOCKED
- --e_DefaultMaterial =
- --; Enable to Perform some physics events deferred as a task/spu job | 0) normal - LOCKED ?
- --e_DeferredPhysicsEvents =
- --; Enable / Disable morph based deformable objects | 1) normal - enabled ? / 0) ?
- --e_DeformableObjects = 0
- --; Activates dynamic light sources | 1) LOCKED
- --e_DynamicLights =
- --; debug option, no help given | 1) normal
- --e_DynamicLightsConsistentSortOrder = 0
- --; Convert all lights to deferred (except sun) | 1) LOCKED - enabled ?
- --e_DynamicLightsForceDeferred =
- --; Activates global height/distance based fog | 1) LOCKED - enabled ?
- --e_Fog =
- --; Activates local height/distance based fog volumes | 1) LOCKED - enabled ?
- --e_FogVolumes =
- --; Activates usage of HW occlusion test for objects | 0) normal - disabled ? / 1) enabled ? ( causes glitch?)
- --e_HwOcclusionCullingObjects = 1
- --; Activates usage of HW occlusion test for ocean | 1) normal - enabled ? / 0) ?
- --e_HwOcclusionCullingWater = 0
- --; Activates drawing of Mechs | 1) normal - LOCKED
- --e_Mechs =
- --; Allow game to activate/deactivate object layers | 0) normal - ? / 1) ?
- --e_ObjectLayersActivation = 1
- --; Allow game to create/free physics of objects | 0) Disable / 1) All / 2) Water only.
- --e_ObjectLayersActivationPhysics = 1
- --; Render or not all objects
- --e_Objects = 0
- --; Enable occlusion volumes(antiportals) | 1) normal - enabled ? / 0) ?
- --e_OcclusionVolumes = 0
- --; Specifies the maximum size of vegetation objects that are physicalized on-demand | 0) normal - ? / 1) ?
- --e_OnDemandMaxSize = 1
- --; Turns on on-demand vegetation physicalization
- --e_OnDemandPhysics = 0
- --; Enables physicalized foliage | 1) only for dynamic objects / 2) for static and dynamic / 0) disable ?
- --e_PhysFoliage = 0
- --; Min size of cell in physical entity grid | 2) normal
- --e_PhysMinCellSize = 0
- --; Cell size for ocean approximation in physics | 0.5) normal / 0) assumes flat plane ?
- --e_PhysOceanCell = 0
- --; Maximum allowed triangle count for phys proxies
- --e_PhysProxyTriLimit = 100
- --; Pre-render objects right after level loading | 0) normal - disabled ? / 1) ?
- --e_PrecacheLevel = 1
- --; Preload all materials for decals | 1) normal - enabled ? / 0) ?
- --e_PreloadDecals = 1
- --; Preload level materials from level cache pak and resources list | 1) normal - enabled ? / 0) ?
- --e_PreloadMaterials = 1
- --; Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage | 0) normal - disabled ? / 1) enabled?
- --e_PrepareDeformableObjectsAtLoadTime = 1
- --; Show procedurally distributed vegetation | 1) normal - enabled ? / 0) ?
- --e_ProcVegetation = 0
- --; Maximum number of instances per chunk | 512) normal
- --e_ProcVegetationMaxObjectsInChunk = 128
- --; Maximum number of 64x64 meter sectors cached in memory | 16) normal
- --e_ProcVegetationMaxSectorsInCache = 32
- --; If 0 - will skip recursive render calls like render into texture | 1) normal ? / 0) ?
- --e_Recursion = 0
- --; disable occlusion tests for recursive render calls like render into texture | 0) normal - use
- --e_RecursionOcclusionCulling = 1
- --; Set all view distances shorter by factor of X | 0.1) normal / 0) ?
- --e_RecursionViewDistRatio = 0
- --; Set output image file format for hires screen shots. Can be JPG or TGA | tga) normal - save tga / jpg) save jpeg
- --e_ScreenShotFileFormat = jpg
- --; 1 - occlusion test on render node level, 2 - occlusion test on render mesh level
- --e_StatObjBufferRenderTasks = 0
- --; Load level CGF's in efficient way | 1) normal
- --e_StatObjPreload = 1
- --; 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
- --e_StatObjTessellationMode = 0
- --; Activates sun light source | 0) disabled / 1) normal - enabled - LOCKED
- --e_Sun = 1
- --; Voxel Terrain, pretty much all 'actual' terrain ... | 0) normal - enabled / 1) disabled - will crash *when* you load mechlab
- --e_VoxTer = 0
- --; Actuate all terrain meshes and textures available marked as needed for game play | 0) normal - ? / 1) ?
- --e_VoxTerActivateAll =
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerAddBrushes = 0
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerAsyncPhysicalization = 1
- --; no help offered ... | 0) ? / 1) ? / 2) normal - ?
- --e_VoxTerBorderLodPlus = 0
- --; no help offered ... | 0) normal - ?
- --e_VoxTerHideIntegrated =
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerInGameTextureStreaming = 0
- --; no help offered ... | 0) ? - normal / 1) ?
- --e_VoxTerIntegrateBoxes =
- --; no help offered ... | 0) ? - normal / 1) ?
- --e_VoxTerIntegrateVegetations =
- --; no help offered ... | 0) ? / 5) normal - ?
- --e_VoxTerMaxMeshBuildDepth =
- --; no help offered ... | 0) ? / 5) normal - ?
- --e_VoxTerMaxMeshBuildDepthLimit =
- --; no help offered ... | 0) ? / 2000) normal - ?
- --e_VoxTerMaxMeshesInMem = 4000
- --; no help offered ... | 0) ? / 9) normal - ?
- --e_VoxTerMaxMeshLods = 1
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerMeshSimplify = 0
- --; no help offered ... | 0) ? / 2) normal - ?
- --e_VoxTerMeshSize =
- --; Store blend info, base color and normals in textures | 0) normal - ? / 1) ?
- --e_VoxTerMixMask =
- --; no help offered ... | 0) normal - ? / 1) ?
- --e_VoxTerOnTheFlyIntegration =
- --; no help offered ... | 0) normal - ? / 1) ?
- --e_VoxTerOptimizeLods =
- --; Use overlay blending mode | 0) normal - ? / 1) ?
- --e_VoxTerOverlayBlend =
- --; no help offered | 0) ? / 10) normal - ?
- --e_VoxTerPaintSleep = 0
- --; no help offered | 0) normal - ? / 1) ?
- --e_VoxTerPlanarProjection = 1
- --; Use X vertex relaxation passes during voxel terrain mesh generation | 0) normal - ? / 1) ?
- --e_VoxTerRelaxation = 1
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerRoadsCheck =
- --; no help offered | 0) ? / 4) normal - ?
- --e_VoxTerRoadsCullDist =
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerShadows =
- --; no help offered ... | 0) normal - ? / 1) ?
- --e_VoxTerShapeCheck =
- --; no help offered ... | 0) normal - ? / 1) ?
- --e_VoxTerTexBuildOnCPU = 1
- --; no help offered ... | 0) ? / 256) normal - ?
- --e_VoxTerTexBuildsPerFrame =
- --; Mega-texture format | 22) normal - eTF_DXT1 / 24) eTF_DXT5 / 7) eTF_A4R4G4B4 / 8) eTF_R5G6B5
- --e_VoxTerTexFormat = 24
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerTexRangeScale =
- --; no help offered ... | 0) normal - ? / 1) ?
- --e_VoxTerTexRebuildEveryFrame =
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerTexResBumpDownscale = 0
- --; no help offered ... | 0) ? / 256) normal - ?
- --e_VoxTerTexResFinal =
- --; no help offered ... | 0) ? / 256) normal - ?
- --e_VoxTerTexResInternal =
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerTexTiling =
- --; no help offered ... | 0) normal - ? / 1) ?
- --e_VoxTerUpdateTextures =
- --; no help offered ... | 0) normal - ? / 1) ?
- --e_VoxTerVegetationEx =
- --; no help offered ... | 0.5) normal - ? / 1) ?
- --e_VoxTerViewDistRatio = 1
- --; no help offered ... | 0.5) normal - ? / 1) ?
- --e_VoxTerViewDistRatioMeshActivate =
- --; no help offered ... | 0) ? / 1) normal - ?
- --e_VoxTerViewDistRatioPrediction =
- --; *************************
- --; * GAME *
- --; *************************
- --; Enable/Disable battledust | 1) normal - enabled ? / 0) ?
- --g_battleDust_enable = 0
- --; Sets a budget for procedurally breakable objects (in KBs) | 0) normal - auto ?
- --g_breakage_mem_limit = 0
- --; attached view camera lagging issue in cinematics recording | 1) MWO normal / 0) crytek normal - dropship bounce lol mode
- --g_deferredviewsystemupdate = 1
- --; GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE | 0) normal - ? / 1) ?
- --g_forceFastUpdate = 1
- --; Prevents secondary procedural breaks (to keep down memory usage)
- --g_no_secondary_breaking = 0
- --; Radial blur on explosions. | 1) normal - enabled / 0) to disable
- --g_radialBlur = 0
- --; show fullscreen info (and which one to show) | 0) normal - ? / ?
- --g_show_fullscreen_info = 1
- --; Maximum distance from a previously made cut that allows reusing
- --g_tree_cut_reuse_dist = 0.35
- --; *************************
- --; * RENDERING *
- --; *************************
- --; Enables conditional rendering | 0) normal - enabled ? / 1) disabled ?
- --r_ConditionalRendering = 1
- --; Enables/Disables ambient processing | 0) disabled - goes weird / 1) normal - vis + outdoors / 2) outdoors only - debug
- --r_DeferredShadingAmbient = 1
- --; Toggles deferred shading combined depth bounds test + stencil test | 1) normal - enabled / 0) disabled ?
- --r_DeferredShadingDBTstencil = 0
- --; Toggles deferred shading depth bounds test. | 1) normal - enabled / 0) disabled ?
- --r_DeferredShadingDepthBoundsTest = 0
- --; Toggles deferred environment probes rendering | 1) normal - enabled / 0) this fixes some weird lighting behaviours ...
- r_DeferredShadingEnvProbes = 0
- --; Toggles experimental height based ambient | 1) normal - enabled / 0) goes weird ...
- --r_DeferredShadingHeightBasedAmbient = 0
- --; Enables/Disables lights processing | 0) disable most lights / 1) normal - on
- --r_DeferredShadingLights = 1
- --; Sets screen ratio for deferred lights to use stencil | 0.21) 21% of screen ...
- --r_DeferredShadingLightStencilRatio = 0
- --; Toggles Light volumes for deferred shading | 0) ? / 1) normal - enabled
- --r_DeferredShadingLightVolumes = 0
- --; Toggles deferred shading scissor test | 0) ? / 1) normal - enabled
- --r_DeferredShadingScissor = 0
- --; Sorts light by influence | 0) off / 1) ?
- --r_DeferredShadingSortLights = 1
- --; Toggles deferred shading stencil pre pass. | 0) ? / 1) normal - enabled
- --r_DeferredShadingStencilPrepass = 0
- --; How close to the 'camera' to draw things | 0.08) all / 0.1) crytek default
- --r_DrawNearZRange =
- --; no help offered | 0) ? 1) normal
- --r_LightsSinglePass = 0
- --; no help offered | 0) ? / 1) ? / 2) normal - ?
- --r_OptimisedLightSetup = 0
- --; Enables point light shafts | 0) normal - off / 1) on
- --r_pointslightshafts = 1
- --; Enables per-pixel culling for deferred volumetric fog pass | -0.0005) normal -
- --; 0) culling disabled
- --; > 0) fixed linear world space culling depth
- --; < 0) optimal culling depth will be computed automatically based on camera direction and fog settings
- --r_FogDepthTest = 0
- --; Enables deferred volumetric fog shadows
- --r_FogShadows = 1
- --; intended for SLI setups | 0) disabled / 1) extra overhead to allow SLI or Crossfire / 2) normal - auto, nvidia only(?)
- --r_MultiGPU = 1
- --; Sets renderer to ignore hardware gamma correction | 1) normal - disabled / 0) enabled
- --r_NoHWGamma = 0
- --; Sets maximum view distance (in meters) for deferred rain reflection layer | 50) normal
- --r_RainMaxViewDist_Deferred = 50
- --; 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
- --r_Scratches = 2
- --; Enable asynchronous shader activation | 0) normal - synchronous shaders activation / 1) insta crash
- --r_ShadersAsyncActivation = 0
- --; nothing offered ... | 1) normal
- --r_ShadersAsyncMaxThreads = 5
- --; Toggles post processed soft alpha test for shaders supporting this | 1) normal - enabled / 0) disabled ?
- --r_SoftAlphaTest = 0
- --; Enables material layers rendering | 2) normal - enabled optimized / 1) debug with no optimiztion / 0) disable ?
- --r_UseMaterialLayers = 0
- --; Enables motion blur merged with DOF | 1) normal - half res mode / 2) full res mode / 3) quality mode / 0) ?
- --r_UseMergedPosts = 2
- --; Toggles alpha blended objects | 1) normal - enable alpha blends / 0) disable alpha blending ( bad idea ... )
- --r_UseAlphaBlend = 1
- --; Toggles Z pass | 1) on - normal / 0) disabled - goes whack / 2) reprojection technique
- --r_UseZPass = 2
- --; Toggles vertical sync | 0) disabled / 1) enabled / 2) asynchronous swaps ( on X360 )
- --r_VSync = 0
- --; Toggles under water caustics deferred pass | 0) disabled / 1) enabled / 2) normal - enabled with prepass
- --r_WaterCausticsDeferred = 0
- --; Toggles Z pass depth sorting. | 0) No depth sorting / 1) Sort by depth layers (default) / 2) Sort by distance
- --r_ZPassDepthSorting = 0
- --; *********************************
- --; * STREAMING *
- --; *********************************
- --; Enable streaming of static render meshes | 0) normal
- --e_StreamCgf = 0
- --; Enables direct streaming of textures from disk during game | 0) all - disable / 1) enable / 2) force, can get weird here and there
- --r_TexturesStreaming = 2
- --; Maximum number of tasks submitted to streaming system
- --r_TexturesStreamingMaxRequestedJobs = 512
- --; Controls how texture LOD depends from distance to the objects, | 0) normal
- --; ( Increasing this value will reduce amount of memory required for textures )
- --r_TexturesStreamingMipBias = -4
- --; Controls how the new texture MIP appears after being streamed in | 1) normal - enable ? / 0) ?
- --r_TexturesStreamingMipFading = 1
- --; Postpone loading of high res mipmaps to improve resolution ballance of texture streaming | 0) normal ? - disabled / 1) enabled, crytek default
- --r_TexturesStreamingPostponeMips = 1
- --; Toggle for resident textures streaming support | 1) normal - enabled
- --r_TexturesStreamingResidencyEnabled = 1
- --; Size of pool for textures streaming in MB | 128) normal - crytek default for pc
- --r_TexturesStreamPoolSize = 256
- --; Size of system memory pool for managed textures in MB | 800) normal - crytek default for pc
- --r_TexturesStreamPoolSysSize = 1024
- --; no help offered ... | 64) all / 0) ?
- --r_VegetationSpritesTexRes = 32
- --; *********************************
- --; * SYS_SPEC_ENVIRONEMNT *
- --; *********************************
- --; Enable clouds rendering | 1) normal - enabled all settings / 0) disabled ?
- --e_Clouds = 0
- --; Activates dynamic light sources | 1) normal - enabled - LOCKED
- --e_DynamicLights =
- --; Convert all lights to deferred (except sun) | 1) normal - enabled - LOCKED
- --e_DynamicLightsForceDeferred =
- --; Sets maximum amount of dynamic light sources | 512) normal - LOCKED
- --e_DynamicLightsMaxCount =
- --; Set maximum number of lights affecting object | 0) disable - goes whack / 1) min - weird / 7) low / 11) medium / 16) high
- --; changing this value from what the settings are results in light flickering before spawn
- --e_DynamicLightsMaxEntityLights = 16
- --; Activates drawing of entities and brushes | 1) normal - enabled - LOCKED
- --e_Entities = 0
- --; Enable/disable global illumination | 0) low - disabled / 1) med + high - enabled
- --e_GI = 1
- --; Sparse temporal caching for RSM rendering. Measured in framed per generation | 7) normal - enabled / 0) disabled ?
- --e_GICache = 0
- --; Multiplier for brightness of the global illumination (X times brighter) | 0.6) PGI default / 25) cryengine default
- --e_GIAmount =
- --; The less number of propagation iterations the shorter the light propagation distance | 10) MWO default / 6) cryengine default / 32) Max
- --e_GIIterations =
- --; The less the distance the better the quality | 400) PGI Default / 320) PGI min / 50) cryengine default / 150) cryengine recommended max
- --e_GIMaxDistance =
- --; Sets number of cascades for global illumination | 1) normal - default / 0) disable ?
- --e_GINumCascades =
- --; Set the default reflective shadow map size | 256) PC normal / 128) consoles / 64) minimum / 512) crashes
- --e_GIRSMSize = 64
- --; Type of sky used | 1) normal - dynamic / 0) static
- --e_SkyType =
- --; Percentage of a full dynamic sky update calculated per frame | 0.5) low / 1) med + high / 0) no updates ?
- --e_SkyUpdateRate = 1
- --; Activate deferred terrain ambient occlusion | 0) low / 1) med + high
- --e_TerrainAo = 1
- --; Allows in-game terrain surface deformations | 0) normal - disabled ? / 1) ?
- --e_TerrainDeformations = 1
- --; Activates drawing of detail materials on terrain ground | 1) normal - enabled ? / 0) ?
- --e_TerrainDetailMaterials = 0
- --; Set heightmap LOD | 3) low / 2) med + high / 1.5) REALLY high / 0) full at maximum distance, big performance penalty
- e_TerrainLodRatio = 1
- --; Use terrain normal map for base pass if available | 0) low / 1) med + high
- --e_TerrainNormalMap = 1
- --; Adjust terrain base texture resolution on distance | 5) low / 2) med / 1) high / 0) stupid high ? or disabled ?
- e_TerrainTextureLodRatio = 1
- --; Specifies number of textures in terrain base texture streaming pool | 64) low+med / 256) high [REQUIRE_LEVEL_RELOAD]
- --e_TerrainTextureStreamingPoolItemsNum = 256
- --; Allow blend with terrain color for vegetations | 1) normal - enabled / 0) ?
- --e_VegetationUseTerrainColor =
- --; Activates drawing of ocean. | 1) normal - LOCKED - use fast path with merged fog / 2) use usual rendering path
- --e_WaterOcean =
- --; Activates drawing bottom of ocean | 1) normal - LOCKED
- --e_WaterOceanBottom =
- --; Activates fft based ocean | 1) normal - all sys_spec / 0) disables 'oceans'
- --e_WaterOceanFFT = 1
- --; Set tessellation amount | 1) low / 10) med+high / 0) min
- --e_WaterTessellationAmount = 0
- --; Set tessellation on X axis | 10) low + med + high / 85) very high / 2) BAIT recommended min
- --e_WaterTessellationAmountX = 2
- --; Set tessellation on Y axis | 10) low + med + high / 85) very high / 2) BAIT recommended min
- --e_WaterTessellationAmountY = 2
- --; Set the swath width for the boustrophedonic mesh stripping | 10) normal / 0) min
- --e_WaterTessellationSwathWidth = 2
- --; Activates drawing of water volumes | 2) normal - LOCKED
- --e_WaterVolumes =
- --; Toggles light (not laser) beams | 3) normal - optimized with glow / 0) disable / 1) full resolution / 2) fake beams
- --r_Beams = 2
- --; Distance between slices | 0.5) low + med / 0.05) high
- --r_BeamsDistFactor = 0
- --; Number of volumetric slices allowed per light beam | 32) low / 64) med / 128) high / 200) very high
- --r_BeamsMaxSlices = 1
- --; Toggles light beams clip type | 1) normal - software clipping / 0) harware clipping
- --r_BeamsSoftClip = 0
- --; Toggles updating of clouds each frame | 0) normal - off / 1) on ?
- --r_CloudsUpdateAlways = 0
- --; Distance used for per-pixel detail layers blending | 4) low / 8) high / 6) crytek default
- --r_DetailDistance = 0
- --; Toggles detail texture overlays | 1) normal - on / 0) off
- --r_DetailTextures = 0
- --; Enables selective supersampled antialiasing | 0) off / 1) on - will not disable once flipped
- --r_MSAA = 0
- --; Enable temporary workaround for resolvesubresources poor performance on AMD
- --r_MSAA_amd_resolvessubresource_hack = 0
- --; Quality level used when multisampled antialiasing is enabled | different values enable different hardware modes on cards ....
- --r_MSAA_quality = 0
- --; Number of subsamples used when multisampled antialiasing is enabled | different values enable different hardware modes on cards ....
- --r_MSAA_samples = 0
- --; Toggles reflections | 0) low - off / 1) med + high - on
- --r_Reflections = 0
- --; Toggles reflections quality | 3) normal - everything / 2) terrain + particcles + brushes / 1) terrain + particles / 0) terrain only
- --r_ReflectionsQuality = 0
- --; Enables refraction | 0) low - disabled / 1) med - enabled
- --r_refraction = 0
- --; Do a partial screen resolve before refraction | 2) normal - enabled / 1) non optimized enable / 0) disable
- --r_RefractionPartialResolves = 0
- --; 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
- --r_SSAO = 0
- --; Controls how much SSAO affects ambient | 1) normal
- --r_SSAOAmount = 1.1
- --; Margin for brightening in multi-radii SSAO | 1.0) no brigtening / 1.1) some parts up to 10% brigter
- --r_SSAOBrighteningMargin = 1.1
- --; SSAO contrast coefficient (higher contrast highlights edges) | 1) normal
- --r_SSAOContrast = 1
- --; Use downscaled computations for SSAO | 1) med - half resolution / 0) high - disabled
- --r_SSAODownscale = 1
- --; Scale factor for large radius in multi-radii SSAO
- --r_SSAOLargeRadiusRatio =
- --; SSAO shader quality | 0) low spec / 1) medium spec 2) high spec / 3) highest spec
- --r_SSAOQuality = 0
- --; Controls size of area tested | 1.5) normal
- --r_SSAORadius =
- --; Scale factor for small radius in multi-radii SSAO | 0.3) normal
- --r_SSAOSmallRadiusRatio =
- --; Temporal SSAO update/convergence speed | 0.7) normal
- --r_SSAOTemporalConvergence =
- --; Glossiness value below which reflections are disabled |
- --r_SSReflCutoff =
- --; Screen space reflections | 0) normal - minimum / 1) noisy sharp / 2) glossy blurred / 3) alternate blur / 4) specular diffuse
- --r_SSReflections = 0
- --; Screen Space Directional Occlusion | 0) disabled - low - high / 1) enabled for local lights and sun - very high !DONT USE WITH SSAO!
- --r_ssdo = 0
- --; Strength of SSDO ambient occlusion | 1) normal
- --r_ssdoAmbientAmount =
- --; Strength of the directional occlusion | 1.2 - normal
- --r_ssdoAmount =
- --; SSDO radius | 0.4) normal
- --r_ssdoRadius =
- --; Max clamped SSDO radius | 0.2 ) normal
- --r_ssdoRadiusMax =
- --; Min clamped SSDO radiuS | 0.06) normal
- --r_ssdoRadiusMin =
- --; Toggles under water caustics | 0) low - disabled / 1) med - enabled / 2) ?
- --r_WaterCaustics = 0
- --; Toggles under water caustics deferred pass | 2) normal - enabled with pre-pass / 1) enabled / 0) disable
- --r_WaterCausticsDeferred = 0
- --; Enables under water god rays | 1) normal - enabled / 0) disabled ?
- r_WaterGodRays = 0
- --; Toggles water reflections | 1) normal - water reflects / 0) disabled ?
- r_WaterReflections = 0
- --; Activates water reflections if visible pixels above a certain threshold | 0.05) normal
- --r_WaterReflectionsMinVisiblePixelsUpdate = 0.05
- --; Activates water reflections quality setting | 3) normal - everything / 2) terrain + particcles + brushes / 1) terrain + particles / 0) terrain only
- r_WaterReflectionsQuality = 0
- --; Enables hw water tessellation | 0) normal - low - high - disabled ? / 1) very high - on - enabled ?
- --r_WaterTessellationHW = 1
- --; no help offered | 1) low + med / 0.2) high
- --r_WaterUpdateDistance = 2
- --; Distance factor for water reflected texture updating. | 0.1) low / 0.05) med / 0.16) good sync to 60fps
- --r_WaterUpdateFactor = 0.16
- --; *********************************
- --; * SYS_SPEC_OBJECTDETAIL *
- --; *********************************
- --; 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) ?
- --ca_AllowMultipleEffectsOfSameName = 1
- --; ration between size of attachment and distance to camera | 120) low / 160) med / 300) high / 0) ?
- --ca_AttachmentCullingRation = 0
- --; Joint velocity preservation code mode | 2) normal - animation driven / 1) physics driven / 0) disable
- --ca_ApplyJointVelocitiesMode = 1
- --; if you set this to 0, there won't be any frequest warnings from the animation system | 3) normal ?!? / 0) disable
- --ca_AnimWarningLevel = 0
- --; Disable Animation Unloading | 0) normal - disabled ? / 1)
- --ca_DisableAnimationUnloading =
- --; if this is 0, will not draw the attachments objects | 1) normal / 0) disabled
- --ca_DrawAttachments =
- --; if this is 0, will not draw the skin attachments objects | 1) all
- --ca_DrawFaceAttachments = 0
- --; Character LOD ratio | 6) normal / 0) ?
- --ca_lod_ratio = 0
- --; Enable Precaching of Animation Sets per Character | 0) normal - disable ? / 1) enable
- --ca_PrecacheAnimationSets = 0
- --; if set to 1, then have no Animation-LOD (debugging feature for animation LOD) | 1) normal
- --ca_UseAllJoints = 0
- --; enable/disable creation of decals on characters | 1) all - enable / 2) alternate method / 0) disable
- --ca_UseDecals = 0
- --; 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 ...
- e_Dissolve = 0
- --; Affects LOD selection for big objects, small number will switch more objects into lower LOD | 8) normal / 0) ?
- --e_LodCompMaxSize = 9
- --; Max LOD for objects | 6) normal - LOCKED
- --e_LodMax = 2
- --; Min LOD for objects | 0) normal
- --e_LodMin = 0
- --; LODs with less triangles will not be used | 300) normal - LOCKED
- --e_LodMinTtris =
- --; LOD distance ratio for objects | 5) low / 11) med / 15) high / 20) very high / 40) stupid high
- --e_LodRatio = 25
- --; Load and use LOD models for static geometry | 1) all / 0) disable
- e_Lods = 0
- --; Force using LODs even if triangle count do not suit | 1) normal - ? / 0) ?
- --e_LodsForceUse = 0
- --; Far clipping plane distance | -1) normal - unlimited - LOCKED
- --e_MaxViewDistance = 1
- --; Values between 0 and 1 - will lerp between high and low spec max view distances | 0.5) low / 1) med / 0) minimum - causes issues
- --e_MaxViewDistSpecLerp = 0.5
- --; Object detail quality | 1) low / 2) med / 3) high / 4) very high / 0) ?
- --e_ObjQuality = 1
- --; Skip per object occlusion test for very far objects - culling on tree level will handle it | 1) all / 0) ?
- --e_OcclusionCullingViewDistRatio = 0
- --; Activates drawing of visareas content | 1) normal - LOCKED
- --e_Portals = 0
- --; Show procedurally distributed vegetation | 1) all / 0) ?
- --e_ProcVegetation = 0
- --; Max view distance of terrain XY materials | 2048) all
- --e_TerrainDetailMaterialsViewDistXY = 128
- --; Max view distance of terrain Z materials | 128) all
- --e_TerrainDetailMaterialsViewDistZ = 196
- --; heightmap occlusion culling with time coherency | 1) normal - LOCKED / 0) off
- --e_TerrainOcclusionCulling =
- --; Max length of ray | 130) low / 200) med + high / 0) ?
- --e_TerrainOcclusionCullingMaxDist = 200
- --; HW geometry tessellation | 0) low - high - not allowed / 1) very high - allowed / 2) ?
- --e_Tessellation = 1
- --; listed as a debug option @ 1| 0) low + med / 1) high
- --e_VegetationBending =
- --; Minimal size of static object, smaller objects will be not rendered | 0.5) low / 0) med / 1)
- --e_VegetationMinSize =
- --; Clamps SpriteDistRatio setting in vegetation properties | 0.6) low / 1) med / 2) stupid high
- --e_VegetationSpritesDistanceCustomRatioMin = 2
- --; Allows changing distance on what vegetation switch into sprite | 0.5) low / 0.7) med / 1) high / 1.5) very high / 3) stupid high
- --e_VegetationSpritesDistanceRatio = 3
- --; Min distance on what far objects will be culled out | 10) all
- --e_ViewDistMin = 75
- --; View distance ratio for objects | 50) low / 75) med / 100) high
- --e_ViewDistRatio = 100
- --; View distance ratio for special marked objects (Players,AI,Vehicles) | 60) low / 100) med
- --e_ViewDistRatioCustom = 75
- --; View distance ratio for detail objects | 25) low / 35) med / 100) high
- --e_ViewDistRatioDetail = 25
- --; View distance ratio for light sources | 25) low / 50) med + high /
- --e_ViewDistRatioLights = 50
- --; View distance ratio for portals | 60) normal setting
- e_ViewDistRatioPortals = 75
- --; View distance ratio for vegetation | 40) low / 60) med / 90) high / 100) very high !RESTRICTED TO BE SYS_SPEC VALUES!
- --e_ViewDistRatioVegetation = 75
- --; no help offered, I think this is like severed limbs fade out time| 0.6) low / 0.8) med / 1) high
- --es_DebrisLifetimeScale = 0
- --; lower the detail of 'damage glow' | 1) low + med / 0) high / 2) super low definition damage glow
- gp_reducedamagemasksize = 0
- --; *********************************
- --; * SYS_SPEC_PARTICLES *
- --; *********************************
- --; Activates drawing of particles | 1) normal - LOCKED
- --e_Particles =
- --; Blend between animated texture frames | 1) normal - allow / 2) force / 0) disable - messes with particle smoke effects ...
- --e_ParticlesAnimBlend = 1
- --; Cull particles against the view frustum | 0) normal - ? / 1) ?
- --e_ParticlesCullAgainstViewFrustum = 1
- --; Apply diffuse cubemaps to appropriate particle effects | 1) normal - allow / 2) force / 0) disable
- --e_ParticlesDiffCM = 0
- --; no help offered
- --e_ParticlesEmitterPoolSize = 32768
- --; Apply global illumination to appropriate particle effects | 1) normal - allow / 2) force / 0) disable
- e_ParticlesGI = 1
- --; Allows to have light source attached to every particle | 0) low - off / 1) med+ - deferred lights (DAKKA LIGHTING)
- e_ParticlesLights = 1
- --; Set particles lights view distance ratio | 256) normal
- --e_ParticlesLightsViewDistRatio = 0
- --; Multiplier to particle count | 1) normal / 0.5) half 'size'
- e_ParticlesLod = 0.75
- --; Screen size max per particle (fade out earlier) | 2) normal
- --e_ParticlesMaxDrawScreen = 4
- --; Screen size max of total particles to draw | 32) low / 64) med / 128) high / 160) very high !RESTRICTED TO BE SYS_SPEC VALUES!
- --e_ParticlesMaxScreenFill = 64
- --; Alpha cutoff for rendering particles | 0) ?
- --e_ParticlesMinDrawAlpha = 0.01
- --; Pixel size min per particle (fade out earlier) | 1.5) low / 1) med / 2) ?
- --e_ParticlesMinDrawPixels = 3
- --; Motion blur for particles | 0) low - high / 1) very high / 2) force
- --e_ParticlesMotionBlur = 0
- --; Enable particle/object collisions for SimpleCollision: | 2) all - include dynamic / 1) static objects only / 0) disable ?
- --e_ParticlesObjectCollisions = 0
- --; Particles pool memory size in KB | 0) normal - unlimited
- --e_ParticlesPoolSize = 0
- --; Enable preloading of all particle effects at the beginning | 1) normal - enabled ? / 0) ?
- --e_ParticlesPreload = 0
- --; Particles detail quality | 1) low / 2) med / 3) high / 4) very high / 0) full detail / 5) disables
- --e_ParticlesQuality = 1
- --; Render particles with soft intersection | 1) normal - allow / 2) force / 0) disable
- --e_ParticlesSoftIntersect = 0
- --; Shadows on particles | 0) low - high - off / 1) very high - on / 2) force
- --e_ParticlesShadows = 0
- --; Allows searching for level-specific version of effects files | 0) off - normal / 1) enable - ?
- --e_ParticlesUseLevelSpecificLibs = 1
- --; Toggles use of geometry shader particles (DX11 only) | 1) normal - disabled / 0) enabled
- --r_UseGSParticles = 0
- --; Enables glow particles. | 0) disabled ?
- --r_UseParticlesGlow = 0
- --; 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
- --r_UseParticlesHalfRes = 0
- --; Forces all particles of specified blend operation to be rendered in half resolution | 0) normal - off / 1) force on
- --r_UseParticlesHalfResForce = 0
- --; Global illumination amount for particles without material. | 0.15) normal
- --r_UseParticles_GIAmount = 0
- --; Threshold of estimated particle coverage needed before half-res rendering enabled | 0) ? / 1) normal
- --r_UseParticlesHalfResMinCoverage = 10
- --; Enables merging of particles drawcalls. | 0) normal / 1) bugs out hard ...
- --r_UseParticlesMerging = 0
- --; Enables refractive particles | 0) ? / 1) normal
- --r_UseParticlesRefraction = 0
- --; Enables soft particles. | 0) low / 1) med + high
- --r_UseSoftParticles = 0
- --; *********************************
- --; * SYS_SPEC_PHYSICS *
- --; *********************************
- --; dont mess with physics, nothing good will come of it
- --; *****************************************
- --; * SYS_SPEC_POSTPROCESSING *
- --; *****************************************
- --; Enables color grading | 2) all ? / 1) ? / 0) ?
- --r_ColorGrading = 1
- --; Enables depth of field | 1) low - enabled / 2) med + high - hdr time of day dof enabled / 3) undocumented experimental mode
- r_DepthOfField = 0
- --; Sets depth of field bokeh type (only for dof mode 3)
- --r_DepthOfFieldBokeh = 1
- --; Enables depth of field stencil prepass | 0) normal - disabled / 1) enabled
- --r_DepthOfFieldStencilPrepass =
- --; HDR rendering eye adaptation base value (smaller values result in brighter adaption) | 0.25) normal - LOCKED
- --r_EyeAdaptationBase =
- --; HDR rendering eye adaptation factor | 0.5) normal - LOCKED / 0) no adaption / 1) full adaption
- --r_EyeAdaptationFactor =
- --; HDR rendering eye adaptation local (localise adaption area?) | 0) normal - off / 1) 4x4 / 2) 16x16 / 3) 256x256
- --r_EyeAdaptationLocal = 0
- --; HDR rendering eye adaptation speed | 16) normal - LOCKED
- --r_EyeAdaptationSpeed =
- --; Toggles the anamorphic flares effect. | 1) all - enabled / 0) disabled (check for lock)
- --r_GlowAnamorphicFlares =
- --; Toggles HDR debugging | 0) normal - off / 1) gamma-corrected no HDR / other possible modes really are debug ...
- --r_HDRDebug = 1
- --; HDR bloom multiplier | 0.7) all / 0) disable HDR blooming / 0.15) 'nice' minimal value
- r_HDRBloomMul = 0.15
- --; Default is 0 (disabled). Set to 1 to use max blue shift strength | 0) all / 1) max
- --r_HDRBlueShift = 0
- --; HDR rendering level (bloom multiplier, tweak together with threshold) | 0.85) all / 1.25) crytek default
- --r_HDRBrightLevel = 0
- --; HDR brightness | 1) all
- --r_HDRBrightness = 0
- --; HDR rendering bright offset | 5) all / 8) crytek default
- --r_HDRBrightOffset = 0
- --; HDR rendering bright threshold. | 6) all / 8) crytek default
- --r_HDRBrightThreshold = 0
- --; Enable/Disable eye adaptation caching overframes | 10) low / 6) med / 2) high / 0) very high (always update) / 4) crytek default
- r_HDREyeAdaptionCache = 0
- --; Forces updating HDR textures | / 0) normal ?
- --r_HDRForceUpdateTextures =
- --; HDR camera grain amount | 0) all
- --r_HDRGrainAmount = 1
- --; HDR rendering range level (color multiplier tweak together with hdr offset) | 3) all / 6) crytek default
- --r_HDRLevel = 0
- --; HDR rendering range offset (color multiplier tweak together with hdr level) | 10) all (+crytek default)
- --r_HDROffset = 0
- --; Enable/Disable HDR range adaptation (improve precision - minimize banding) | 0) off? / 1) normal - crytek default
- --r_HDRRangeAdapt = 0
- --; HDR range adaption speed | 4) normal ?
- --r_HDRRangeAdaptationSpeed = 0
- --; Set range adaptation max adaptation for light buffers (improve precision - minimize banding) | 0.125) normal / 0.25) crytek default
- --r_HDRRangeAdaptLBufferMax = 0
- --; Set range adaptation max range adaptation for light buffers (improve precision - minimize banding) | 2) normal
- --r_HDRRangeAdaptLBufferMaxRange = 0
- --; Set HDR range adaptation max adaptation (improve precision - minimize banding) | 1) normal
- --r_HDRRangeAdaptMax = 0
- --; Set HDR range adaptation max adaptation (improve precision - minimize banding) | 4) normal
- --r_HDRRangeAdaptMaxRange = 0
- --; Toggles HDR rendering | 1) all (film curve tone mapping) / 0) disable entire HDR system
- --r_HDRRendering = 1
- --; HDR saturation | 0.875) normal / 1) crytek default
- --r_HDRSaturation = 0
- --; HDR s-curve max output | 0.95) normal
- --r_HDRSCurveMax = 0
- --; HDR s-curve min output | 0) normal
- --r_HDRSCurveMin = 0
- --; HDR texture format | 0) normal - low precision (faster) / 1) high precision
- --r_HDRTexFormat = 1
- --; HDR viggneting | 1) normal - enabled / 0) off ?
- --r_HDRVignetting = 0
- --; Enables per object and camera motion blur | 0) off / 1) on - camera motion blur / 2) camera and object motion blur
- --r_MotionBlur = 0
- --; Enables motion blur.adaptive sampling setting depending on movement amount | 1) normal - enabled ? / 0) disabled ?
- --r_MotionBlurAdaptiveSampling = 0
- --; Enables motion blur.frame time scaling - visually nicer on lower frame rates | 0) normal - disabled ? / 1) enabled ?
- --r_MotionBlurFrameTimeScale
- --; Sets motion blur max view distance for objects | 16) low / 64) med / 100) high / 0) ?
- --r_MotionBlurMaxViewDist =
- --; Enables post processing effects parameters smooth blending | 1) normal - enabled ? / 0) disable ?
- --r_PostProcessParamsBlending = 0
- --; Sets post processing effects parameters smooth blending time scale | 12) normal (blend over 12 frames?) /
- --r_PostprocessParamsBlendingTimeScale = 6
- --; Enables post processing special effects | 1) normal - LOCKED
- --r_PostProcessEffects =
- --; Enables post processing special effects filters | 1) normal - LOCKED
- --r_PostProcessFilters =
- --; Enables post processing special effects game fx | 1) normal - LOCKED
- --r_PostProcessGameFx =
- --; Toggles 3d hud post processing | 1) normal - on / 0) off ?
- r_PostProcessHUD3D = 0
- --; Enables 3d hud caching overframes | 30) low / 10) med / 2) high / 0) very high
- --r_PostProcessHUD3DCache =
- --; Enables sun shafts. | 0) low - disabled / 1) med - enabled
- --r_sunshafts = 1
- --; *********************************
- --; * SYS_SPEC_QUALITY *
- --; *********************************
- --; Defines the quality of Renderer | 0) super low / 1) med / 2) high / 3) very high
- --q_Renderer = 3
- --; Defines the shader quality of FX | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderFX = 3
- --; Defines the shader quality of General | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderGeneral = 3
- --; Defines the shader quality of Glass | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderGlass = 3
- --; Defines the shader quality of HDR | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderHDR = 3
- --; Defines the shader quality of Ice | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderIce = 3
- --; Defines the shader quality of Metal | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderMetal = 3
- --; Defines the shader quality of PostProcess | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderPostProcess = 0
- --; Defines the shader quality of Shadow | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderShadow = 3
- --; Defines the shader quality of Sky | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderSky = 3
- --; Defines the shader quality of Terrain | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderTerrain = 3
- --; Defines the shader quality of Vegetation | 0) super low / 1) low + med / 2) high / 3) very high
- --q_ShaderVegetation = 3
- --; Defines the shader quality of Water | 0) super low / 1) low / 2) med + high / 0) minimum ?
- --q_ShaderWater = 3
- --; *********************************
- --; * SYS_SPEC_SHADOWS *
- --; *********************************
- --; Cache sun shadows maps over several frames | 0) all - off / 1 ) update the sun / sun shadows, less often, alot less often
- e_GsmCache = 0
- --; Makes first X GSM lods not cached | 3) normal / 0) ?
- --e_GsmCacheLodOffset = 0
- --; How fast to update terrain GSM lod | 6) normal / 0) ?
- --e_GsmCacheLodOffsetExtended = 6
- --; Cast shadows from terrain | 0) normal - disabled / 1) looks cool here and there, but will destroy the shadow system in other places
- --e_GsmCastFromTerrain = 0
- --; Make last cascade bigger and use less frequent updates | 0 normal - ? / 1) ?
- --e_GsmExtendLastLod = 0
- --; Includes object shadows into last very big shadow frustum | 0) normal - disabled ? / 1) ?
- --e_GsmExtendLastLodIncludeObjects = 1
- --; Enable Additive Blending on shadows from terrain | 0) normal - disabled ? / 1) ?
- --e_GsmExtendLastLodUseAdditiveBlending = 1
- --; Enable Variance Shadow mapping on shadows from terrain | 0) normal / 1) ?
- --e_GsmExtendLastLodUseVariance = 1
- --; Number of GSM lods | 0) none ? / 4) all / 5) suggested max / 6) max ?
- --e_GsmLodsNum = 6
- --; Size of LOD 0 GSM area (in meters) | 3) all / 0) none ?
- --e_GsmRange = 6
- --; Range of next GSM lod is previous range multiplied by step | 3) normal / 0) none ?
- --e_GsmRangeStep = 4
- --; gsm_range_step for last gsm lod containing terrain | 8) normal / 0) none ?
- --e_GsmRangeStepExtended = 9
- --; Size of Scattering LOD GSM in meters | 70) normal / 0) none ?
- --e_GsmScatterLodDist = 0
- --; 0) normal - world axis aligned GSM layout / 1) Rotate GSM frustums depending on view camera
- --e_GsmViewSpace = 1
- --; Activates drawing of shadows | 0) low - disabled / 1) med + high enabled
- --e_Shadows = 0
- --; Shadows slope bias for shadowgen | 2.72) normal / 0) none ?
- --e_ShadowsAdaptScale =
- --; View dist ratio for shadow maps casting from objects | 0.4) low / 0.3) med / 0.6) high / 0) none ?
- --e_ShadowsCastViewDistRatio = 100
- --; View dist ratio for shadow maps casting for light sources | 1) normal / 0) none ?
- --e_ShadowsCastViewDistRatioLights = 100
- --; Extension to character bounds when rendering into GSM shadows | 0) normal - disabled / 1) high detail ?
- --e_ShadowsCharacterExtend = 1
- --; Cloud shadows (not overly present in MWO levels?) | 1) normal / 0) ?
- --e_ShadowsClouds =
- --; Shadows slope bias for shadowgen | 1) normal / 0) ?
- --e_ShadowsConstBias = 4
- --; Shadows slope bias for shadowgen (high quality mode) | 0.05) normal / 0) ?
- --e_ShadowsConstBiasHQ = 0.5
- --; Simplifies mesh for shadow map generation by X LOD levels | 1) normal / 0) none ?/ 2) ?
- --e_ShadowsLodBiasFixed = 0
- --; Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame | 0) normal
- --e_ShadowsLodBiasInvis = 1
- --; Maximum amount of allocated shadow mask textures | 0) normal - disable limit / 1) one texture / 2) two textures (8 channels, 8 lights)
- --e_ShadowsMasksLimit = 2
- --; Set maximum resolution of shadow map | 1024) all - normal - crytek high / 512) crytek medium / 256) crytek min (fast)
- --e_ShadowsMaxTexRes = 512
- --; Enable/disable shadow-caster test against the occlusion buffer | 0) normal ? / 1) ?
- --e_ShadowsOcclusionCulling = 1
- --; Clips the caster extrusion to the zero height. | 0) normal ? / 1) ?
- --e_ShadowsOcclusionCullingCaster = 1
- --; Enable shadows on alphablended | 0) all - ? / 1) ?
- --e_ShadowsOnAlphaBlend = 0
- --; Enable/disable shadows on water | 0) all - normal ? / 1) ?
- --e_ShadowsOnWater = 1
- --; Shadows slope bias for shadowgen | 3.4) all - ?
- --e_ShadowsResScale = 10
- --; Shadows slope bias for shadowgen | 1) normal - ?
- --e_ShadowsSlopeBias = 2
- --; Shadows slope bias for shadowgen (for high quality mode) | 0.25) normal - ?
- --e_ShadowsSlopeBiasHQ = 1
- --; Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows) | 0) all
- --e_ShadowsTessellateCascades = 5
- --; Disable/enable tessellation for local lights shadows | 0) normal
- --e_ShadowsTessellateDLights = 0
- --; View dist ratio for shadow maps updating for shadowpool | 128) normal
- --e_ShadowsUpdateViewDistRatio = 256
- --; Self shadow intensity of volume objects | 0) min / 0.4) normal / 1) max
- --e_VolObjShadowStrength = 1
- --; Enables deferred volumetric fog shadows | 0) med / 1) high + very high
- --r_FogShadows = 1
- --; Selected shadow map screenspace blurring technique | 1) low / 2) high / 3) very high / 0) no blur
- --r_ShadowBlur = 0
- --; Select shadow map blurriness if r_ShadowBlur is activated. | 1) normal / 0.1) minimal / 16) maximal
- --r_ShadowBluriness =
- --; shadowmap generation | 1) normal - enable shadow map updates / 0) disable shadow map updates
- --r_ShadowGen = 1
- --; Use geometry shader for shadow map generation (DX11 only) !CRASHES! | 0) normal - off / 1) on - crash mode
- --r_ShadowGenGS = 1
- --; mode selection for shadow generation | 0) normal - use Frustoms Mask / 1) regenerate all sides
- --r_ShadowGenMode = 1
- --; Activate shadow map jittering | 1) med / 2.5) high
- --r_ShadowJittering = 0
- --; Process shadow pass | 1) normal - enabled ? / 0) disabled ?
- --r_ShadowPass = 1
- --; Maximum number of frames a shadow can exist in the pool | 30) normal ?
- --r_ShadowPoolMaxFrames = 30
- --; Max number of time sliced shadow pool updates allowed per frame | 1) normal ?
- --r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 1
- --; starting kernel size, to avoid blocky shadows | 0.35) normal / 0) 'blocky' / 1) 'blurry'
- --r_ShadowsAdaptionMin = 0.35
- --; maximum range between caster and reciever to take into account | 0.02) PGI normal / 0.01) crytek default / 1) maximum
- --r_ShadowsAdaptionRangeClamp = 0
- --; Select shadow map blurriness if r_ShadowsBias is activated | 0.3) normal / 0) none / 10) rapidly changing
- --r_ShadowsAdaptionSize = 0.3
- --; Select shadow map blurriness if r_ShadowsBias is activated. | 8e-005) normal - ? / 0.1) crytek minimal / 16) crytek maximal / 0) disable ?
- --r_ShadowsBias = 0
- --; no help offered | 1) normal - use light volumes / 0) quad light bounds
- --r_ShadowsDeferredMode = 0
- --; use NV Depth Bound extension | 0) normal - disable / 1) use NV Depth Bound extension - make shadows 'cheaper' ( possibly only for nvidia cards )
- r_ShadowsDepthBoundNV = 1
- --; use Forward prepare depth maps pass | 1) normal - use Forward prepare depth maps pass / 0) disable ?
- --r_ShadowsForwardPass = 1
- --; Selects algorithm to use for shadow mask generation | 1) normal - enable shadow snapping / 0) disable shadow snapping
- --r_ShadowsGridAligned = 0
- --; Saves video memory by using lower resolution for shadow masks except first one | 0) per pixel shadow mask / 1) half resolution shadow mask
- --r_ShadowsMaskDownScale = 0
- --; reduce shadow detail | 0) normal - per pixel shadow mask / 1) horizontal half resolution shadow mask / 2) horizontal and vertical half resolution shadow mask
- --r_ShadowsMaskResolution = 0
- --; Amount of animated jittering for particles shadows. | 1) normal ?
- --r_ShadowsParticleAnimJitterAmount = 0
- --; Amount of jittering for particles shadows | 0.5) normal
- --r_ShadowsParticleJitterAmount = 0
- --; Blur kernel size for particles shadows | 1) normal - blur / 0) hard edge
- --r_ShadowsParticleKernelSize = 0
- --; Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows) | 1) normal
- --r_ShadowsParticleNormalEffect = 1
- --; Use Stencil pre-pass for shadows | 1) normal - enable / 0) disable ?
- --r_ShadowsStencilPrePass =
- --; no help offered ... | 1) all - enable / 0) disable
- --r_ShadowsUseClipVolume = 0
- --; shadow texture format | 0) R16G16 / 1) R16 / 2) R32F / 3) ATI DF24 / 4) NV D24S8 / 5) NV D16
- --r_ShadowTexFormat = 0
- --; no help offered ...| 1) normal ? - enable / 0) disable ?
- --r_UseShadowsPool = 0
- --; Activate shadow map blur. | 1) normal / 0) disable ?
- --r_VarianceShadowMapBlurAmount = 1
- --; *********************************
- --; * SYS_SPEC_SOUND *
- --; *********************************
- --; Sets maximum number of ADPCM Decoder | 32) normal
- --s_ADPCMDecoders = 64
- --; Controls whether to allow sound load requests that are not cached in the AFCM or not | 1) normal - enabled / 0) disable
- --s_AllowNotCachedAccess = 0
- --; Internal minimum file block alignment in bytes | 8192) normal / -1) 2048 bytes, FMOD default
- --s_BlockAlignSize = -1
- --; Sets the threshold where we check priority if we are using more then % of sound channels | 0.9) normal
- --s_ChannelThreshold = 1
- --; Toggles disk access on reading files | 1) normal - indirect file access via StreamingSystem with wait / 0) direct file access via CryPak
- --s_FileAccess = 0
- --; Sets the size in KiB the AFCM will allocate from the heap | 163840 ) normal
- --s_FileCacheManagerSize = 327680
- --; Sets max of open file handles | 30) normal
- --s_FileOpenHandleMax = 64
- --; Toggles internal resampling method | 0) none / 1) linear - normal / 2) cubic / 3) spline
- --s_FormatResampler = 2
- --; Sets the output sample rate | 48000) 48 khz / 44100) 44.1 khz
- --s_FormatSampleRate = 44100
- --; Sets the format data type | 1) PCM 8bit / 2) normal - PCM 16bit / 3) PCM 24bit / 4) PCM 32bit / 5) PCM 32bit float
- --s_FormatType = 3
- --; Enable and disable HDR sound | 0) normal - disabled ? / 1) enable
- --s_HDR = 1
- --; Toggles extra lowpass filter for enhanced HRTF | 0) normal - enabled / 1) disabled ?
- --s_HRTF_DSP = 1
- --; Sets the number of sound hardware channels to use | 0) normal - disabled ?
- --s_HWChannels = 128
- --; Sets the maximum number of active sounds | 64) low / 128) high
- --s_MaxActiveSounds = 128
- --; Sets the maximum number of sound channels | 64) low / 128) high
- --s_MaxChannels = 128
- --; Sets the size in MB of the primary sound memory pool | 60) normal
- --s_MemoryPoolSoundPrimary = 128
- --; Sets the size in MB of the sound system memory pool | 0) normal - auto, 2.5 MB!?!
- --s_MemoryPoolSystem = 64
- --; Sets maximum number of MPEG Decoder | 32) normal
- --s_MPEGDecoders = 64
- --; enable/disable music | 0) normal - enable ? / 1) disable ?
- --s_MusicEnable = 1
- --; Defines the way music is loaded and handled | 0) auto - defined by pattern / 1) stream from disk / 2) enforce preloading
- --s_MusicStreaming = 2
- --; 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
- s_NoFocusVolume = 1
- --; Controls rejection of sounds lower(higher) than this priority if 80% of voices are used. | 45) normal / 0) disable
- --s_PriorityThreshold = 0
- --; Toggles unloading of sound data by the AssetManager | 1) normal - enable ? / 0) disable unloading ?
- --s_UnloadData = 0
- --; Sets limiter to control sound variation | 1) all - normal / 0) ?
- --s_VariationLimiter = 0
- --; *********************************
- --; * SYS_SPEC_TEXTURE *
- --; *********************************
- --; no help offered | 16) low / 24) med / 32) high
- --r_DynTexAtlasCloudsMaxSize = 64
- --; no help offered | 16) low + med / 32) high / 0) ?
- --r_DynTexAtlasSpritesMaxSize = 64
- --; no help offered | 50) low / 60) med / 80) high / 0) ?
- --r_DynTexMaxSize = 128
- --; Sets resolution for target environment cubemap, in pixels | 0) low / 1) med / 2) high
- --r_EnvCMResolution = 2
- --; Sets the interval between environmental cube map texture updates (ms) | 0.04) normal
- --r_EnvCMupdateInterval = 0.016
- --; Sets resolution for 2d target environment texture, in pixels | 0) 64px / 1) low - 128px / 2) med / 3) high - 512px
- --r_EnvTexResolution = 3
- --; Sets the interval between environmental 2d texture updates | 1) low / 0.5) med / 0.1) high / 0.001) crytek default
- --r_EnvTexUpdateInterval = 0.016
- --; llows to scale the texture resolution of imposters (clouds) | 2) low - quarter detail / 1.5) med / 1) high - full detail
- --r_ImposterRatio = 1
- --; Toggles imposters drawing ( clouds ) | 1) normal - enable / 0) disable
- --r_ImpostersDraw = 0
- --; base texture resolution | 512) low / 2048) med / high
- --r_TexAtlasSize = 2048
- --; reduce texture resolution | 2) low - quarter / 1) med - half / 0) high - none
- --r_TexBumpResolution = 0
- --; Specifies the maximum level allowed for anisotropic texture filtering | 8) normal
- --r_TexMaxAnisotropy =
- --; Specifies the minimum level allowed for anisotropic texture filtering. | 8) all ? / 0) abide by the filtering setting in each material
- --r_TexMinAnisotropy =
- --; no help offered ... | 0) normal - unlimited ?
- --r_TexMaxSize =
- --; no help offered ... | 64) normal
- --r_TexMinSize =
- --; Disables loading of textures | 0) normal - textures load / 1) texture glitch mode
- --r_TexNoLoad =
- --; no help offered | 0) normal - disabled ? / 1) postpone high detail textures ?
- --r_TexPostponeLoading = 1
- --; no help offered || 0) normal - disabled
- --r_TexPreallocateAtlases =
- --; Reduces texture resolution | 2) low - quarter / 1) med - half / 0) high - none
- --r_TexResolution = 0
- --; no help offered / Reduces texture resolution | 1) low - / 0) med - none / 2) super low ?
- --r_TexSkyResolution = 0
- --; Specifies the default level for anisotropic texture filtering
- --r_Texture_Anisotropic_Level = 1
- --; Defines which texture compressor is used (fallback is DirectX) | 1) normal - squish / 0) nvDXT
- --r_TextureCompressor = 0
- --; Controls dynamic LOD system for textures used in materials. | -1) normal - completely off / 0) full LOD / 1) ?
- --r_TextureLodDistanceRatio = 1
- --; Enables textures uploading to video memory after level loading | 1) normal - enabled / 0) disabled
- --r_TexturesWarmup = 1
- --; No help offered ... | 64) normal
- --r_VegetationSpritesTexRes = 32
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