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gerardfraser

user.cfg

Jul 17th, 2019
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  1. Do Not Forget to add +exec user.cfg -devmode To Launch Options or Short Cut To Game For Mod To Work Correctly
  2.  
  3. ------------------------------------------------------
  4. con_restricted = 0 [RESTRICTEDMODE]
  5. 0=normal mode / 1=restricted access to the console
  6. ------------------------------------------------------
  7. ------------------------------------------------------
  8. ;sys_spec = 0 (Custom Settings To Use Remove ; To Disable Any Command Put ; In Front Of Command)
  9. sys_spec_ObjectDetail=0
  10. sys_spec_Shading=0
  11. sys_spec_VolumetricEffects=0
  12. sys_spec_Shadows=0
  13. sys_spec_Texture=0
  14. sys_spec_Physics=0
  15. sys_spec_PostProcessing=0
  16. sys_spec_Particles=0
  17. sys_spec_Sound=0
  18. sys_spec_Water=0
  19. sys_spec_GameEffects=0
  20. sys_spec_light=7
  21. sys_spec_TextureResolution=0
  22. sys_spec_Vegetation=0
  23. Tells the system cfg spec. (0=custom, 1=low, 2=medium, 3=high, 4=very high, 7=ultra)
  24. ------------------------------------------------------
  25. Most Important Commands For Easy Access.
  26.  
  27. wh_pl_showfirecursor=1 (On/Off Bow Cursor)
  28.  
  29. e_svoTI_SSAOAmount = 3
  30. Allows to scale down SSAO (SSDO) amount and radius when GI is active(Higher The Number The Darker And More Detail In Ground Textures/Wood/Vegatation )
  31.  
  32. e_svoTI_SpecularAmplifier = 1
  33. Adjusts the output brightness of specular component.If using full GI set to 0,Will cause white hair/eyes.
  34.  
  35. e_svoTI_DiffuseAmplifier=1
  36. Adjusts the output brightness of cone traced indirect diffuse component
  37. (0 is Dark ,Higher Number Lightens screen If Areas Are Too Dark with higher numbers cause shadow to blend in to terrian)
  38.  
  39. e_svoTI_DiffuseBias= -0.01
  40. Constant ambient value added to GI
  41. Helps preventing completely black areas
  42. If negative - modulate ambient with near range AO (prevents constant ambient in completely occluded indoor areas)
  43. Set higher number will also brighten up vegataion grasses ,along with shadows
  44.  
  45. e_ShadowsCastViewDistRatioLights = 0.2
  46. If shadow poping to close on small objects increase to higher number until happy with distance
  47. View distance ratio for shadow maps casting for light sources,Higher number more shadow in distance lower FPS.
  48. Set Postive for Darker shadows at night,but lose some lights.
  49. Set -0.1 to turn on extra lights on like blacksmith fires Gives about 5 FPS Boost ,will diminish shadows and turn some off at night most noticeable.
  50.  
  51. e_VolumetricFog = 0
  52. Activates volumetric fog [0 Off/1 On/] 0=Default
  53. ------------------------------------------------------
  54. Horse Thrid Person View When Riding
  55. bind x "#System.ExecuteCommand('wh_pl_followentity 0');System.ExecuteCommand('wh_ui_showcursor 1');System.ExecuteCommand('g_showHud 1');"
  56. bind mouse3 "#if (player.actorStats.thirdPerson) then System.ExecuteCommand('wh_pl_followentity 0') else System.ExecuteCommand('wh_pl_followentity dude') end"
  57. bind np_subtract "#if (player.actorStats.thirdPerson) then System.ExecuteCommand('wh_pl_followentity 0') else System.ExecuteCommand('wh_pl_followentity dude') end"
  58. bind np_multiply "#function numberToBool(val) if (val < 1) then return false end return true end if (numberToBool(tonumber(System.GetCVar('g_showHud')))) then System.ExecuteCommand('g_showHud 0') else System.ExecuteCommand('g_showHud 1') end"
  59. bind np_divide "#function numberToBool(val) if (val < 1) then return false end return true end if (numberToBool(tonumber(System.GetCVar('wh_ui_showcursor')))) then System.ExecuteCommand('wh_ui_showcursor 0') else System.ExecuteCommand('wh_ui_showcursor 1') end"
  60.  
  61.  
  62.  
  63.  
  64. ------------------------------------------------------
  65. Antialiasing Modes-SMAA T2x Already Set
  66.  
  67. r_AntialiasingMode = 3
  68. Enables post process based anti-aliasing modes.
  69. Usage: r_AntialiasingMode [n]
  70. 0: NO AA
  71. 1: SMAA 1X
  72. 2: SMAA 1TX
  73. 3: SMAA 2TX
  74. 4: FXAA 1X
  75.  
  76. r_AntialiasingTAAPattern = 2
  77. Selects TAA sampling pattern.
  78. 0: no subsamples
  79. 1: 2x
  80. 2: 3x
  81. 3: 4x
  82. 4: 8x
  83. 5: sparse grid 8x8
  84. 6: random
  85. 7: Halton 8x
  86. 8: Halton random
  87.  
  88. ;r_Supersampling = 2
  89. (Best Antialiasing FPS Killer,Remove ; to use add ; To Disable r_AntialiasingMode/r_AntialiasingTAAPattern )
  90.  
  91. r_AntialiasingTAASharpening = 0.2
  92. Enables TAA sharpening
  93. ------------------------------------------------------
  94. r_MotionBlur = 0
  95. Enables per object and camera motion blur.
  96. Usage: r_MotionBlur [0/1/2/3]
  97. Default is 1 (camera motion blur on).
  98. 1: camera motion blur
  99. 2: camera and object motion blur
  100. 3: debug mode
  101.  
  102. r_MotionBlurQuality = 0
  103. Set motion blur sample count.
  104. Usage: r_MotionBlurQuality [0/1]
  105. 0 - low quality, 1 - medium quality, 2 - high quality
  106.  
  107. ------------------------------------------------------
  108. 3 points lightning
  109. r_DeferredShading3PL = 2 [DUMPTODISK]
  110. Disables/Enables/Enables with shadows/Debug the Three-Point Lighting for selected materials.
  111. Usage: r_DeferredShading3PL [0/1/2/3]
  112. Default is 2 (enabled with shadows)
  113. (0=off, 1=on, 2=on+occlusion) makes NPC glow at dusk
  114.  
  115. r_3PLFillDirStr = 0, 0, -130
  116. Three Point Lighting - Fill light dir written as a string
  117.  
  118. r_3PLKeyDirStr = 0, 40, 130
  119. Three Point Lighting - Key light dir written as a string
  120.  
  121. r_3PLRimDirStr = 0, 10, -50
  122. Three Point Lighting - Rim light dir written as a string
  123. ------------------------------------------------------
  124. Screen Space Directional Occlusion
  125.  
  126. r_ssdo = 1
  127. Screen Space Directional Occlusion [0/1]
  128.  
  129. r_ssdoHalfRes = 2
  130. Apply SSDO bandwidth optimizations
  131. 0 - Full resolution (not recommended)
  132. 1 - Use lower resolution depth
  133. 2 - Low res depth except for small camera FOVs to avoid artifacts
  134. 3 - Half resolution output
  135.  
  136.  
  137. r_ssdoAmountAmbient = 1.42
  138. Strength of occlusion applied to probe irradiance
  139.  
  140. r_ssdoAmountDirect = 2
  141. Strength of occlusion applied to light sources
  142.  
  143. r_ssdoAmountReflection = 2
  144. Strength of occlusion applied to probe specular
  145.  
  146. r_ssdoRadius = 0.3
  147. SSDO radius
  148.  
  149. r_ssdoRadiusMin = 2
  150. Min clamped SSDO radius
  151.  
  152. r_ssdoRadiusMax = 0.1
  153. Max clamped SSDO radius
  154.  
  155. r_SSReflections = 0
  156. Glossy screen space reflections [0/1]
  157.  
  158. r_ssdoColorBleeding = 1
  159. Enables AO color bleeding to avoid overly dark occlusion on bright surfaces (requires tiled deferred shading)
  160. Usage: r_ssdoColorBleeding [0/1]
  161.  
  162. ------------------------------------------------------
  163.  
  164. Global Illumination
  165.  
  166.  
  167. e_svoTI_Apply = 1
  168. Allows to temporary deactivate GI for debug purposes
  169.  
  170. e_svoTI_RsmConeMaxLength = 6
  171. Maximum length of the RSM rays (in meters)
  172. Shorter rays work faster
  173. 2/3/6/8/12/6 [6]
  174.  
  175. e_svoTI_VoxelizeUnderTerrain=0
  176. 0 = Skip underground triangles during voxelization
  177.  
  178. e_svoTI_GsmCascadeLod = 5
  179. Sun shadow cascade LOD for RSM GI
  180.  
  181. e_svoTI_SkyColorMultiplier = -1.0001
  182. Controls amount of the sky light
  183. This value may be multiplied with TOD fog color
  184.  
  185. e_svoTI_ConeMaxLength = 24
  186. Maximum length of the tracing rays (in meters)
  187. Shorter rays work faster
  188. 24/24/24/28/32/24 [24]
  189.  
  190. e_svoTI_DiffuseConeWidth = 24
  191. Controls wideness of diffuse cones
  192. Wider cones work faster but may cause over-occlusion and more light leaking
  193. Narrow cones are slower and may bring more noise
  194. 24/24/12/9/6/12 [24]
  195.  
  196. e_svoTI_IntegrationMode = 0
  197. GI computations may be used in several ways:
  198. 0 = AO + Sun bounce
  199. Large scale ambient occlusion (static) modulates (or replaces) default ambient lighting
  200. Single light bounce (fully real-time) is supported for sun and projectors (use '_TI_DYN' in light name)
  201. This mode takes less memory (only opacity is voxelized) and works acceptable on consoles
  202. 1 = Diffuse GI mode (experimental)
  203. GI completely replaces default diffuse ambient lighting
  204. Two indirect light bounces are supported for sun and semi-static lights (use '_TI' in light name)
  205. Single fully dynamic light bounce is supported for projectors (use '_TI_DYN' in light name)
  206. Default ambient specular is modulated by intensity of diffuse GI
  207. 2 = Full GI mode (very experimental)
  208. Both ambient diffuse and ambient specular lighting is computed by voxel cone tracing
  209. This mode works fine only on good modern PC
  210.  
  211. e_svoTI_Saturation = 0.4
  212. Controls color saturation of propagated light
  213.  
  214. e_svoTI_ResScaleBase = 2
  215. Defines resolution of GI cone-tracing targets; 2=half res
  216.  
  217. e_svoTI_LowSpecMode = 2
  218. Set low spec mode
  219. Values greater than 0 scale down internal render targets and simplify shaders
  220. If set to -2 it will be initialized by value specified in sys_spec_Shading.cfg (on level load or on spec change)
  221. 6/4/2/1/1/2 [2]
  222.  
  223. e_svoTI_Diffuse_Cache = 0
  224. Pre-bake lighting in SVO and use it instead of cone tracing
  225.  
  226.  
  227.  
  228.  
  229. ------------------------------------------------------
  230. Grass
  231.  
  232. e_VegetationUseTerrainColor = 1
  233. Allow blend with terrain color for vegetations
  234.  
  235.  
  236. e_MergedMeshes = 1
  237. Show runtime merged meshes
  238.  
  239. e_MergedMeshesActiveDist = 300
  240. Active distance up until merged mesh patches will be streamed in
  241.  
  242. e_MergedMeshesViewDistRatio=200
  243. merged meshes view dist ratio
  244.  
  245. e_VegetationUseTerrainColorDistance=200
  246. Controls distance of fading into terrain color
  247. 0 = Use 30% of maximum view distance of each vegetation instance (old default way)
  248. <0 = Maximum view distance value is calculated using vegetation mesh size (non scaled CGF size) and then multiplied by this cvar
  249. >0 = This value used directly as fading distance for all vegetations
  250.  
  251. e_MergedMeshesPool = 8192
  252. amount of main memory (in kb) that merged meshes are allowed to sustain
  253. 8192/8192/8192/16384/16384/8192 [8192]
  254.  
  255. e_MergedMeshesLodRatio=16
  256. merged meshes lod ratio
  257. 2.0/2.0/2.0/2.5/3.0/2.0 [5]
  258.  
  259. e_MergedMeshesInstanceDist=16
  260. Distance fudge factor at which merged meshes turn off animation
  261. Low value for e_MergedMeshesInstanceDist cause shadow popping if shadow grass enabled
  262.  
  263. ------------------------------------------------------
  264. Level Of Detail
  265.  
  266. e_ObjShadowCastSpec = 3
  267. Object shadow casting spec. Only objects with Shadow Cast Spec <= e_ObjShadowCastSpec will cast shadows
  268. 1/2/3/4/7/3 [3]
  269.  
  270. e_ObjQuality = 4
  271. Object detail quality
  272. 1/2/3/4/4/3 [3]
  273.  
  274. e_Terrain = 1
  275. Activates drawing of terrain ground
  276.  
  277. es_DebrisLifetimeScale = 1
  278. Usage: es_DebrisLifetimeScale 1.0
  279.  
  280. e_DecalsLifeTimeScale = 2
  281. Allows to increase or reduce decals life time for different specs
  282.  
  283. e_MaxViewDistSpecLerp=0.5
  284. 1 - use max view distance set by designer for very high spec
  285. 0 - for very low spec
  286. Values between 0 and 1 - will lerp between high and low spec max view distances
  287.  
  288. e_TerrainOcclusionCullingMaxDist=130
  289. Max length of ray (for version 1)
  290. 130/200/200/200/200/200 [200]
  291.  
  292. r_FlaresTessellationRatio=0.25
  293. Set the tessellation rate of flares. 1 is the original mesh.
  294. Usage : r_FlaresTessellationRatio 0.5
  295. Default is 1.0
  296. Range is from 0 to 1
  297.  
  298. sys_flash_curve_tess_error = 2
  299. Controls curve tessellation. Larger values result in coarser, more angular curves.
  300. 4/2/2/2/2/2 [2]
  301.  
  302. e_CoverageBufferReproj = 6
  303. Use re-projection technique on CBuffer, 1 simple reproject, 2 additional hole filling, 4 using ocm mesh for occlusion checking
  304.  
  305. e_DecalsAllowGameDecals = 1
  306. Allows creation of decals by game (like weapon bullets marks)
  307.  
  308. e_DecalsOverlapping = 1
  309. If zero - new decals will not be spawned if the distance to nearest decals less than X
  310.  
  311. e_OcclusionCullingViewDistRatio = 1
  312. Skip per object occlusion test for very far objects - culling on tree level will handle it
  313.  
  314. e_StatObjBufferRenderTasks = 1
  315. 1 - occlusion test on render node level, 2 - occlusion test on render mesh level
  316.  
  317. e_StreamCgf = 1 [REQUIRE_APP_RESTART]
  318. Enable streaming of static render meshes
  319.  
  320. e_StreamInstancesMinLoadedNodes = 2048
  321. Minimum number of octree-nodes to keep in memory
  322.  
  323. e_Tessellation = 0
  324. HW geometry tessellation 0 = not allowed, 1 = allowed
  325.  
  326. e_Dissolve=1
  327. Objects alphatest_noise_fading out on distance and between lods
  328. e_LodMin = 0
  329. Min LOD for objects
  330.  
  331. e_Lods = 1
  332. Load and use LOD models for static geometry
  333.  
  334. e_UberlodDistanceRatio = 2.5
  335. [float] Multiplier for the uberlod switching distances. Default: 3.0 2.5 Best for distant Objects
  336.  
  337. e_LodFaceAreaTargetSize=0.002
  338. Threshold used for LOD computation
  339.  
  340. e_VegetationMinSize=0
  341. Minimal size of static object, smaller objects will be not rendered
  342.  
  343. e_ViewDistMin=40
  344. In distance on what far objects will be culled out
  345.  
  346. e_ViewDistRatio=140
  347. View distance ratio for big objects
  348.  
  349. e_ViewDistRatioVegetation=140
  350. View distance ratio for vegetation Bushes/Trees
  351.  
  352. ca_AttachmentCullingRation=400
  353. View distance ratio for NPC
  354.  
  355. e_LodRatio=50
  356. LOD distance ratio for objects
  357. 10/15/25/45/60/25 [25]
  358.  
  359. e_TerrainLodRatio=0.2
  360. Set heightmap LOD
  361. 1/0.5/0.3/0.25/0.2/0.3 [0.3]
  362.  
  363. wh_cc_CharacterDetailReduction = 0
  364. positive numbers lower the character detail
  365.  
  366. wh_cc_LodForItemStreamOutBase=20
  367. a LOD number from where we stream-out all items that are 100% visible (-1 disables the feature)
  368. 11/15/15/20/20/15 [15]
  369.  
  370. wh_cc_LodForAttachmentStreamOut=6
  371. a LOD number from where we stream-out all attachments (-1 disables the feature)
  372. 2/4/4/6/6/4 [4]
  373. ------------------------------------------------------
  374. Shading
  375.  
  376. q_ShaderPostProcess=3
  377. Defines the shader quality of PostProcess
  378. Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
  379.  
  380. q_renderer=3
  381. Defines the quality of Renderer
  382. Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
  383. bump mapping, no noticeable diff between 2 and 3
  384.  
  385. q_ShaderGeneral=3
  386. Defines the shader quality of General
  387. Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
  388. POM quality, no noticeable diff between 2 and 3
  389.  
  390. q_ShaderTerrain=3
  391. Defines the shader quality of Terrain
  392. Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
  393. cheap and add color to hairs
  394.  
  395. r_DeferredShadingTiledHairQuality=2
  396. Tiled shading hair quality
  397. 0 - Regular forward shading
  398. 1 - Tiled shading on selected assets and more accurate probe blending
  399. 2 - Full tiled shading with high quality shadow filter
  400. Makes sunligh goes through doorsteps and windows. Very costy (95->82 fps)
  401.  
  402. r_DeferredShadingAreaLights = 1 [DUMPTODISK]
  403. Enables/Disables more complex area lights processing.
  404. Usage: r_DeferredShadingAreaLights [-1/0/1]
  405. -1 prevents loading of area lights
  406. Default is 1 (enabled)
  407. causes flickering (default=0)
  408.  
  409. r_DeferredShadingSortLights = 0
  410. Sorts light by influence
  411. Usage: r_DeferredShadingSortLights [0/1]
  412. Default is 0 (off)
  413.  
  414. e_DynamicLightsMaxEntityLights=16
  415. Set maximum number of lights affecting object
  416. 7/11/16/16/16/16 [16]
  417. Filters specular aliasing, costs 1% FPS
  418.  
  419. r_deferredShadingFilterGBuffer=1
  420. Enables filtering of GBuffer to reduce specular aliasing.
  421. Rain effect distance on ground, not particles but darkness and splash effect.
  422. 0=unlimited
  423. costs ~1FPS between 0.01 and unlimited dist...
  424.  
  425. r_RainMaxViewDist_Deferred=0
  426. Sets maximum view distance (in meters) for deferred rain reflection layer
  427. Usage: r_RainMaxViewDist_Deferred [n]
  428. no time to see it anyway
  429. 40/100/150/150/150/150 [150]
  430.  
  431. r_sunshafts=1
  432. Enables sun shafts.
  433. Usage: r_sunshafts [0/1]
  434. Default is 1 (on). Set to 0 to disable.
  435. "godrays", seems free
  436.  
  437. e_Clouds = 1
  438. Enable clouds rendering
  439. volumetric clouds, cheap and disabling may look weird
  440.  
  441. r_Beams=3
  442. r_Beams [0/1/2/3]
  443. Default is 3 (optimized beams with glow support).
  444. Set to 0 to disable beams or 2 touse fake beams.
  445. Set 1 for real beams, full resolution (slower).
  446. Set to 3 to use optimized and with glow support beams
  447.  
  448. r_Flares=0
  449. Toggles lens flare effect.
  450. Usage: r_Flares [0/1]
  451. Default is 1 (on).
  452.  
  453. -----------------------------------------------------
  454. Post-process
  455.  
  456. r_PostProcessHUD3DCache=0
  457. Caches the hud every x frames...
  458. Sounds stupid to prevent player to get up-to-date informations just to save 0.000001 FPS...
  459. Always OFF
  460.  
  461. r_ChromaticAberration = 0
  462. Chromatic aberration amount
  463. Usage: r_ChromaticAberration [Value
  464.  
  465. r_ColorGrading = 2
  466. Enables color grading.
  467. Usage: r_ColorGrading [0/1]
  468.  
  469. r_ColorGradingChartsCache = 0
  470. Enables color grading charts update caching.
  471. Usage: r_ColorGradingCharts [0/1/2/etc]
  472. Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame
  473.  
  474. r_DepthOfFieldDilation = 0
  475. Sets dilation width to reduce ghosting artifacts on near objects (can introduce other artifacts)
  476.  
  477. r_HDRBrightLevel=1.0
  478. r_HDRRendering = 1 [DUMPTODISK]
  479. Toggles HDR rendering.
  480. Usage: r_HDRRendering [0/1]
  481. Default is 1 (on), film curve tone mapping.
  482. Set to 0 to disable HDR rendering.
  483.  
  484. r_MotionBlurMaxViewDist = 32
  485. Sets motion blur max view distance for objects.
  486. Usage: r_MotionBlurMaxViewDist [0...1]
  487. Default is 16 meters
  488.  
  489. r_MotionBlurShutterSpeed = 125
  490. Sets camera exposure time for motion blur as 1/x seconds.
  491. Default: 250 (1/250 of a second)
  492.  
  493. r_TranspDepthFixup = 1
  494. Write approximate depth for certain transparent objects before post effects
  495. Usage: r_TranspDepthFixup [0/1]
  496. Default is 1 (enabled)
  497. ------------------------------------------------------
  498. Shadows
  499.  
  500. e_Shadows = 1
  501. Activates drawing of shadows
  502.  
  503. r_ShadowPass = 1
  504. Process shadow pass
  505.  
  506. e_ShadowsCastViewDistRatioMulInvis=0.3
  507. Muls the view dist ratio for any objects rendered only to shadows
  508.  
  509. e_ShadowsLodBiasFixed = 0
  510. Simplifies mesh for shadow map generation by X LOD levels
  511.  
  512. e_ShadowsOnAlphaBlend = 0
  513. Enable shadows on alphablended
  514.  
  515. e_ShadowsPoolSize = 4096
  516. Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize)
  517.  
  518. e_ShadowsResScale = 4
  519. Shadows slope bias for shadowgen
  520.  
  521. e_ShadowsTessellateCascades = 1
  522. Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
  523.  
  524. e_ShadowsTessellateDLights = 0
  525. Disable/enable tessellation for local lights shadows
  526.  
  527. e_ShadowsUpdateViewDistRatio = 512
  528. View dist ratio for shadow maps updating for shadowpool
  529. 128/256/512/512/512/512 [512]
  530.  
  531. e_ParticlesShadows = 0
  532. Shadows on particles
  533. Usage: e_ParticlesShadows [0/1/2]
  534. 0 = Off
  535. 1 = On
  536. 2 = Force
  537.  
  538. r_ForceAllLightsShadows = 3 [DUMPTODISK]
  539. Toggles shadows for all lights of these types bitmask (1-area, 2-spot/proj, 3-both).
  540. Usage: r_ForceAllLightsShadows [0/1/2/3]
  541.  
  542. r_ShadowBlur = 0 [DUMPTODISK]
  543. Selected shadow map screenspace blurring technique.
  544. Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
  545.  
  546. r_FogShadows = 0
  547. Enables deferred volumetric fog shadows
  548. Usage: r_FogShadows [0/1/2]
  549. 0: off
  550. 1: standard resolution
  551. 2: reduced resolution
  552.  
  553. r_FogShadowsMode = 0
  554. Ray-casting mode for shadowed fog
  555. Usage: r_FogShadowsMode [0/1]
  556. 0: brute force shadowmap sampling
  557. 1: optimized shadowmap sampling
  558.  
  559. r_FogShadowsWater = 0
  560. Enables volumetric fog shadows for watervolumes
  561.  
  562. r_ShadowJittering = 0
  563. Shadow map jittering radius.
  564. In PC the only use of this cvar is to instantly see the effects of diferent jittering values,
  565. because any value set here will be overwritten by ToD animation (only in PC) as soon as ToD changes.
  566. Usage: r_ShadowJittering [0=off]
  567.  
  568. r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 20
  569. Max number of time sliced shadow pool updates allowed per frame
  570.  
  571. r_ShadowsCacheResolutions = 6324,4214,2810,1872,624
  572. Shadow cache resolution per cascade.
  573.  
  574. r_ShadowsScreenSpace = 0
  575. Include screen space tracing into shadow computations
  576. Helps reducing artifacts caused by limited shadow map resolution and biasing
  577. Applied only in the near range and supposed to be used mostly in the cutscenes for better shadows on character facesModes: 0 - off, 1 - only sun light, 2 - all lights
  578.  
  579. r_DrawNearShadows = 1
  580. Enable shadows for near objects.
  581. Usage: r_DrawNearShadows [0/1]
  582.  
  583. r_ShadowPoolMaxFrames = 30
  584. Maximum number of frames a shadow can exist in the pool
  585.  
  586. r_ShadowsPCFiltering = 1
  587. 1=use PCF for shadows
  588. Usage: r_ShadowsPCFiltering [0/1]
  589.  
  590. r_ShadowsCache = 0
  591. Replace all sun cascades above cvar value with cached (static) shadow map:
  592. 0=no cached shadows, 1=replace first cascade and up, 2=replace second cascade and up,...
  593. shadow cache spikes on PC every 10s especially on higher spec
  594. it also dramatically slows time dependent cubemap generation
  595.  
  596. r_ShadowsUseClipVolume = 1 [DUMPTODISK]
  597. Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable
  598.  
  599. e_ShadowsBlendCascades = 2
  600. Blend between shadow cascades: 0=off, 1=on (first), 2=on (All)
  601.  
  602. q_ShaderShadow = 2
  603. Defines the shader quality of Shadow
  604. Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
  605.  
  606.  
  607. r_ShadowsAdaptionMin = 0.35 [DUMPTODISK]
  608. starting kernel size, to avoid blocky shadows.
  609. Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default
  610.  
  611. e_ShadowsLodBiasFixed=-10
  612. Simplifies mesh for shadow map generation by X LOD levels
  613. doesn't cost much more to use high lod model, makes lod transiotion a bit less obvious
  614. Distance Shadows
  615.  
  616. e_GsmLodsNum = 5
  617. Number of GSM lods (0..5)
  618. 4/4/5/5/5/5 [5]
  619.  
  620. e_GsmRange = 3
  621. Size of LOD 0 GSM area (in meters)
  622.  
  623. e_GsmRangeStep = 2.5
  624. Range of next GSM lod is previous range multiplied by step
  625.  
  626. e_ShadowsMaxTexRes = 1024
  627. Set maximum resolution of shadow map
  628. 256(faster), 512(medium), 1024(better quality)
  629. Over 1024 Cause Shadow Flickering
  630.  
  631. e_ShadowsCastViewDistRatio = 0.8
  632. View dist ratio for shadow maps casting from objects
  633. 0.6/0.8/1/1.3/1.6/1 [1]
  634.  
  635. r_ShadowCastingLightsMaxCount = 48
  636. Maximum number of simultaneously visible shadow casting lights
  637. 10/12/16/20;/24;/16 [16]
  638.  
  639. e_SunAngleClamp=20
  640. 30/30/20/15/10/20 [20]
  641.  
  642. ------------------------------------------------------
  643. Weather Rain Gameeffects
  644.  
  645. r_RainOccluderSizeTreshold = 10
  646. Only objects bigger than this size will occlude rain
  647.  
  648.  
  649. wh_env_PuddleCreationDelay = 50
  650. 1000/1000/1000/1000 [1000]
  651.  
  652. wh_env_PuddleCreationSpeed = 0.008
  653. 0.005/0.005/0.005/0.005 [0.005]
  654.  
  655. wh_env_PuddleDryupDelay = 100
  656. 0/0/0/0 [0]
  657.  
  658. wh_env_PuddleDryupSpeed = 0.001
  659. 0.005/0.005/0.005/0.005 [0.005]
  660.  
  661. wh_env_puddleMaskMin = 0
  662. 0/0/0/0 [0]
  663.  
  664. wh_env_DirtCreationSpeed = 0.01
  665. 0.05/0.05/0.05/0.05 [0.05]
  666.  
  667. wh_env_DirtDryupSpeed = 0.008
  668. 0.05/0.05/0.05/0.05 [0.05]
  669.  
  670. wh_env_RainWindStrength=10
  671. 10/10/10/10 [10]
  672.  
  673. wh_env_RainDropsAmountMul=2
  674. 15/15/15/15 [15]
  675.  
  676. wh_env_RainDropsSpeedMul=7
  677. 7/7/7/7 [7]
  678.  
  679. wh_env_RainDropsSpeedBase=1.5
  680. 1.5/1.5/1.5/1.5 [1.5]
  681.  
  682. r_RainAmount = 1
  683. Sets rain amount
  684. Usage: r_RainAmount=1 Default
  685.  
  686. wh_env_RainLayers = 3
  687. 1/2/3/3 [3]
  688.  
  689. r_RainDistMultiplier = 2.5
  690. Rain layer distance from camera multiplier
  691.  
  692. wh_env_RainDiffuseDarkening = 0.2
  693. 0.2/0.2/0.2/0.2 [0.2]
  694. ------------------------------------------------------
  695. Textureresolution
  696.  
  697. r_texturesstreamingMinUsableMips = 8
  698. Minimum number of mips a texture should be able to use after applying r_texturesstreamingSkipMips
  699. 8/8/8/8/8/8/8 [8]
  700.  
  701. r_texturesstreamingSkipMips = 0
  702. Number of top mips to ignore when streaming.
  703. 2/2/1/0/0/0/2 [0]
  704. r_TexturesStreamPoolSize = 4096
  705. Size of texture streaming pool in MB
  706. 256/384/1024/1536/2048/4096/256 [2048]
  707.  
  708. r_TexMaxAnisotropy = 16 [REQUIRE_LEVEL_RELOAD]
  709. Specifies the maximum level allowed for anisotropic texture filtering
  710.  
  711. r_TexMinAnisotropy = 16 [REQUIRE_LEVEL_RELOAD]
  712. Specifies the minimum level allowed for anisotropic texture filtering.
  713. 0(default) means abiding by the filtering setting in each material, except possibly being capped by r_TexMaxAnisotropy
  714.  
  715. e_TerrainDetailMaterialsViewDistZ = 100
  716. Max view distance of terrain Z materials
  717. (100 Is Max Game Sets ,You Can Set Higher In Game Thru Console)
  718. 60/80/80/100/100/80 [100]
  719. ------------------------------------------------------
  720.  
  721. Fog
  722. r_VolumetricFogSunLightCorrection = 1
  723. Enables the correction of sun light luminance. Volumetric fog gets brighter but it's consistent with other lighting.
  724. 0: Disabled.
  725. 1: Enabled.
  726.  
  727. r_VolumetricFogTexDepth = 1280
  728. Depth resolution of volume texture.
  729. Huge value runs out of performance and video memory.
  730.  
  731. r_VolumetricFogTexScale = 20
  732. Width and height scale factor (divided by screen resolution) for volume texture.
  733. Acceptable value is more than equal 2.
  734.  
  735. wh_pl_FOWEnabled = 1
  736. Enable fog of war revealing.
  737.  
  738. wh_pl_FOWVisibilityRadius = 10
  739. Fog of war visibility radius.
  740.  
  741. e_Fog = 1 [DUMPTODISK]
  742. Activates global height/distance based fog
  743.  
  744. e_FogVolumes = 1
  745. Activates local height/distance based fog volumes
  746.  
  747. e_FogVolumesTiledInjection = 1
  748. Activates tiled FogVolume density injection
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