Advertisement
NunoMouraz

Wolfenstein - The New Order (Low Spec Config)

Oct 18th, 2017
3,702
1
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. //=====================================
  2. //            SHADOWS          [+0 FPS]
  3. //=====================================
  4. cvaradd r_skipBlendLightShadows 1       //[0] skip shadows from blend lights
  5. cvaradd r_skipDimShadowRangeCulling 1   //[0] 1 = skip dim-shadow range culling
  6. cvaradd r_skipDimShadows 1              //[0] skip the dim-shadow rendering
  7. cvaradd r_skipSelfShadowRangeCulling 1  //[0] 1 = skip self-shadow range culling
  8. cvaradd r_skipSelfShadows 1             //[0] skip rendering three-point self-shadows
  9. cvaradd r_skipShadowOccluders 1         //[0] do the clear, but no triangle draws
  10. cvaradd r_skipShadows 1                 //[0] just use the existing depth texture contents
  11. cvaradd r_skipShadowSurfaceCPUCulling 1 //[0] skip CPU MVP culling of shadow casting surfaces
  12. cvaradd r_skipShadowModelCPUCulling 1   //[0] skip CPU MVP culling of shadow casting models
  13.  
  14. //=====================================
  15. //             LIGHTS          [+8 FPS]
  16. //=====================================
  17. cvaradd r_skipAdaptiveGlare 1           //[0] skip Adaptive Glare
  18. cvaradd r_skipAmbientOcclusion 1        //[0] skip occlusion of the approximate dynamic ambient lightning
  19. cvaradd r_skipBlendLights 1             //[0] 1 = don't draw blend lights
  20. cvaradd r_skipDynamicLighting 1         //[0]
  21. cvaradd r_skipEmissiveGlare 1           //[0] skip emissive glare processing
  22. cvaradd r_skipFlares 1                  //[0] skip all flares
  23. cvaradd r_skipGodRays 1                 //[0] skip godrays
  24. cvaradd r_skipHazeFlare 1               //[0] skip Haze/Flare post effect
  25. cvaradd r_skipLightCPUCulling 1         //[0] skip CPU MVP cullung of lights
  26. cvaradd r_skipLightGPUCulling 1         //[0] skip GPU occlusion testing of lights
  27. cvaradd r_skipLightRangeCulling 1       //[0] allow lights to be removed at distance
  28. cvaradd r_skipLights 1                  //[0] skip drawing all dynamic lights
  29. cvaradd r_skipSlowLights 1              //[0] 1 = don't draw slow lights
  30. cvaradd r_skipSunFlares 1               //[0] skip sun flares
  31.  
  32. //=====================================
  33. //              MISC           [+1 FPS]
  34. //=====================================
  35. cvaradd r_postProcessDofMode -6         //[5] 0 = cheap, 1 = slow, 2 = box, 3 = box+blur, 4 = bokeh, 5 = bokeh+blur
  36. cvaradd r_skipCloth 1                   //[0] 1 = skip cloth rendering
  37. cvaradd r_skipDetail 1                  //[0] 1 = completely disable detail model
  38. cvaradd r_skipEffectParticles 1         //[0] 1 = skip all particle, 2 = skip all non-transsort particles, 3 = skip all transsort particles
  39. cvaradd r_skipFoliage 1                 //[0] 1 = completely disable foliage models
  40. cvaradd r_skipParticles 1               //[0] 1 = skip all particle system, 2 = skip all non-transsort particles, 3 = skip all transsort particles
  41.  
  42. //=====================================
  43. //             MISC++         [+11 FPS]
  44. //=====================================
  45. image_anisotropy 0                      //[1] set the maximum texture anisotropy if availiable
  46. cvaradd r_skipAddAlways 1               //[0] don't include add-always models
  47. cvaradd r_skipAdditiveenvParms 1        //[0] turn on/off additive render-view environment parms
  48. cvaradd r_skipAnalyze 1                 //[0] skip the feedback analysis
  49. cvaradd r_skipAreaCPUCulling 1          //[0] skip CPU MVP culling of world areas
  50. cvaradd r_skipAreaGPUCulling 1          //[0] skip GPU occlusion testing of world areas
  51. cvaradd r_skipAutoSprites 1             //[0] skip the autosprites
  52. cvaradd r_skipBeams 1                   //[0] skip render model beam system
  53. cvaradd r_skipBlendShapes 1             //[0] if no blendshape data will be setup
  54. cvaradd r_skipDecals 1                  //[0] skip render model decals
  55. cvaradd r_skipDepthViewStencil 1        //[0] skip stencil pass when rendering first-person head and body models
  56. cvaradd r_skipDetailTris 1              //[0] skip all detail triangles
  57. cvaradd r_skipDynamic 1                 //[0] skip dynamic models
  58. cvaradd r_skipDust 1                    //[0]
  59. cvaradd r_skipFeedback 1                //[0] skip the feedback rendering
  60. cvaradd r_skipFog 1                     //[0] skip fog
  61. cvaradd r_skipGlass 1                   //[0] skip glass
  62. cvaradd r_skipMergeMeshes 1             //[0] skip combining rendermodel surface to reduce the batch count
  63. cvaradd r_skipModelCPUCulling 1         //[0] skip CPU MVP culling of models
  64. cvaradd r_skipModelGPUCulling 1         //[0] skip CPU occlusion testing of models
  65. cvaradd r_skipModelRangeCulling 1       //[0] allow models to be removed at distance
  66. cvaradd r_skipNodeCPUCulling 1          //[0] skip CPU MVP culling of world nodes
  67. cvaradd r_skipNodeGPUCulling 1          //[0] skip GPU occlusion testing of world nodes
  68. cvaradd r_skipOcclusionBaseModel 1      //[0] use sound BSP derived base occluder triangles
  69. cvaradd r_skipPostProcess 1             //[0] skip post processing
  70. cvaradd r_skipPostSpecular 1            //[0] skips the specular in post pass and moves it to the base pass
  71. cvaradd r_skipSuppress 1                //[0] ignore the per-view suppressions
  72. cvaradd r_skipSurfaceCPUCulling 1       //[0] skip CPU MVP culling of model surfaces
  73. cvaradd r_skipTracers 1                 //[0] skip tracers
  74. cvaradd r_skipViewParms 1               //[0] don't use the parmBlock in idRenderView
  75.  
  76. //=====================================
  77. //        USE AT YOUR OWN RISK
  78. //=====================================
  79. //cvaradd r_skipBlendedSurfaces 1       //[0] skip blended surfaces
  80. //cvaradd r_skipCommits 1               //[0] 1 = don't accept any entity or light updates, making everything static
  81. //cvaradd r_skipDistortionSurfaces 1    //[0] skip perturb surfaces
  82. //cvaradd r_skipEmissiveSurfaces 1      //[0] skip emissive surfaces
  83. //cvaradd r_skipGuis 2                  //[0] skip rendering guis, 1 = in-game, 2 = all
  84. //cvaradd r_skipModels 1                //[0] skip drawing all dynamic models
  85. //cvaradd r_skipOcclusionSurfaces 1     //[0] skip occlusion surfaces
  86. //cvaradd r_skipOpaqueSurfaces 1        //[0] skip opaque surfaces
  87. //cvaradd r_skipGeneratedFileCheck 1    //[0] override for skipping the generated file check
  88. //cvaradd r_skipSubSurfaceScattering 1  //[0] skip sub-surface scattering
  89. //cvaradd r_skipUpdateInView 1          //[0] skip world update in view call
  90. //cvaradd r_skipVmtrs 1                 //[0] 1 = skip loading of vmtrs
  91. //cvaradd r_skipWater 1                 //[0] 1 = skip render update of all water surfaces
  92. //cvaradd r_skipWorld 1                 //[0] skip drawing all world geometry
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement