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- Do Not Forget to add +exec user.cfg -devmode To Launch Options or Short Cut To Game For Mod To Work Correctly
- ------------------------------------------------------
- con_restricted = 0 [RESTRICTEDMODE]
- 0=normal mode / 1=restricted access to the console
- ------------------------------------------------------
- ------------------------------------------------------
- ;sys_spec = 0 (Custom Settings To Use Remove ; To Disable Any Command Put ; In Front Of Command)
- sys_spec_ObjectDetail=0
- sys_spec_Shading=0
- sys_spec_VolumetricEffects=0
- sys_spec_Shadows=0
- sys_spec_Texture=0
- sys_spec_Physics=0
- sys_spec_PostProcessing=0
- sys_spec_Particles=0
- sys_spec_Sound=0
- sys_spec_Water=0
- sys_spec_GameEffects=0
- sys_spec_light=7
- sys_spec_TextureResolution=0
- sys_spec_Vegetation=0
- Tells the system cfg spec. (0=custom, 1=low, 2=medium, 3=high, 4=very high, 7=ultra)
- ------------------------------------------------------
- Most Important Commands For Easy Access.
- wh_pl_showfirecursor=1 (On/Off Bow Cursor)
- e_svoTI_SSAOAmount = 3
- 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 )
- e_svoTI_SpecularAmplifier = 1
- Adjusts the output brightness of specular component.If using full GI set to 0,Will cause white hair/eyes.
- e_svoTI_DiffuseAmplifier=1
- Adjusts the output brightness of cone traced indirect diffuse component
- (0 is Dark ,Higher Number Lightens screen If Areas Are Too Dark with higher numbers cause shadow to blend in to terrian)
- e_svoTI_DiffuseBias= -0.01
- Constant ambient value added to GI
- Helps preventing completely black areas
- If negative - modulate ambient with near range AO (prevents constant ambient in completely occluded indoor areas)
- Set higher number will also brighten up vegataion grasses ,along with shadows
- e_ShadowsCastViewDistRatioLights = 0.2
- If shadow poping to close on small objects increase to higher number until happy with distance
- View distance ratio for shadow maps casting for light sources,Higher number more shadow in distance lower FPS.
- Set Postive for Darker shadows at night,but lose some lights.
- 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.
- e_VolumetricFog = 0
- Activates volumetric fog [0 Off/1 On/] 0=Default
- ------------------------------------------------------
- Horse Thrid Person View When Riding
- bind x "#System.ExecuteCommand('wh_pl_followentity 0');System.ExecuteCommand('wh_ui_showcursor 1');System.ExecuteCommand('g_showHud 1');"
- bind mouse3 "#if (player.actorStats.thirdPerson) then System.ExecuteCommand('wh_pl_followentity 0') else System.ExecuteCommand('wh_pl_followentity dude') end"
- bind np_subtract "#if (player.actorStats.thirdPerson) then System.ExecuteCommand('wh_pl_followentity 0') else System.ExecuteCommand('wh_pl_followentity dude') end"
- 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"
- 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"
- ------------------------------------------------------
- Antialiasing Modes-SMAA T2x Already Set
- r_AntialiasingMode = 3
- Enables post process based anti-aliasing modes.
- Usage: r_AntialiasingMode [n]
- 0: NO AA
- 1: SMAA 1X
- 2: SMAA 1TX
- 3: SMAA 2TX
- 4: FXAA 1X
- r_AntialiasingTAAPattern = 2
- Selects TAA sampling pattern.
- 0: no subsamples
- 1: 2x
- 2: 3x
- 3: 4x
- 4: 8x
- 5: sparse grid 8x8
- 6: random
- 7: Halton 8x
- 8: Halton random
- ;r_Supersampling = 2
- (Best Antialiasing FPS Killer,Remove ; to use add ; To Disable r_AntialiasingMode/r_AntialiasingTAAPattern )
- r_AntialiasingTAASharpening = 0.2
- Enables TAA sharpening
- ------------------------------------------------------
- r_MotionBlur = 0
- Enables per object and camera motion blur.
- Usage: r_MotionBlur [0/1/2/3]
- Default is 1 (camera motion blur on).
- 1: camera motion blur
- 2: camera and object motion blur
- 3: debug mode
- r_MotionBlurQuality = 0
- Set motion blur sample count.
- Usage: r_MotionBlurQuality [0/1]
- 0 - low quality, 1 - medium quality, 2 - high quality
- ------------------------------------------------------
- 3 points lightning
- r_DeferredShading3PL = 2 [DUMPTODISK]
- Disables/Enables/Enables with shadows/Debug the Three-Point Lighting for selected materials.
- Usage: r_DeferredShading3PL [0/1/2/3]
- Default is 2 (enabled with shadows)
- (0=off, 1=on, 2=on+occlusion) makes NPC glow at dusk
- r_3PLFillDirStr = 0, 0, -130
- Three Point Lighting - Fill light dir written as a string
- r_3PLKeyDirStr = 0, 40, 130
- Three Point Lighting - Key light dir written as a string
- r_3PLRimDirStr = 0, 10, -50
- Three Point Lighting - Rim light dir written as a string
- ------------------------------------------------------
- Screen Space Directional Occlusion
- r_ssdo = 1
- Screen Space Directional Occlusion [0/1]
- r_ssdoHalfRes = 2
- Apply SSDO bandwidth optimizations
- 0 - Full resolution (not recommended)
- 1 - Use lower resolution depth
- 2 - Low res depth except for small camera FOVs to avoid artifacts
- 3 - Half resolution output
- r_ssdoAmountAmbient = 1.42
- Strength of occlusion applied to probe irradiance
- r_ssdoAmountDirect = 2
- Strength of occlusion applied to light sources
- r_ssdoAmountReflection = 2
- Strength of occlusion applied to probe specular
- r_ssdoRadius = 0.3
- SSDO radius
- r_ssdoRadiusMin = 2
- Min clamped SSDO radius
- r_ssdoRadiusMax = 0.1
- Max clamped SSDO radius
- r_SSReflections = 0
- Glossy screen space reflections [0/1]
- r_ssdoColorBleeding = 1
- Enables AO color bleeding to avoid overly dark occlusion on bright surfaces (requires tiled deferred shading)
- Usage: r_ssdoColorBleeding [0/1]
- ------------------------------------------------------
- Global Illumination
- e_svoTI_Apply = 1
- Allows to temporary deactivate GI for debug purposes
- e_svoTI_RsmConeMaxLength = 6
- Maximum length of the RSM rays (in meters)
- Shorter rays work faster
- 2/3/6/8/12/6 [6]
- e_svoTI_VoxelizeUnderTerrain=0
- 0 = Skip underground triangles during voxelization
- e_svoTI_GsmCascadeLod = 5
- Sun shadow cascade LOD for RSM GI
- e_svoTI_SkyColorMultiplier = -1.0001
- Controls amount of the sky light
- This value may be multiplied with TOD fog color
- e_svoTI_ConeMaxLength = 24
- Maximum length of the tracing rays (in meters)
- Shorter rays work faster
- 24/24/24/28/32/24 [24]
- e_svoTI_DiffuseConeWidth = 24
- Controls wideness of diffuse cones
- Wider cones work faster but may cause over-occlusion and more light leaking
- Narrow cones are slower and may bring more noise
- 24/24/12/9/6/12 [24]
- e_svoTI_IntegrationMode = 0
- GI computations may be used in several ways:
- 0 = AO + Sun bounce
- Large scale ambient occlusion (static) modulates (or replaces) default ambient lighting
- Single light bounce (fully real-time) is supported for sun and projectors (use '_TI_DYN' in light name)
- This mode takes less memory (only opacity is voxelized) and works acceptable on consoles
- 1 = Diffuse GI mode (experimental)
- GI completely replaces default diffuse ambient lighting
- Two indirect light bounces are supported for sun and semi-static lights (use '_TI' in light name)
- Single fully dynamic light bounce is supported for projectors (use '_TI_DYN' in light name)
- Default ambient specular is modulated by intensity of diffuse GI
- 2 = Full GI mode (very experimental)
- Both ambient diffuse and ambient specular lighting is computed by voxel cone tracing
- This mode works fine only on good modern PC
- e_svoTI_Saturation = 0.4
- Controls color saturation of propagated light
- e_svoTI_ResScaleBase = 2
- Defines resolution of GI cone-tracing targets; 2=half res
- e_svoTI_LowSpecMode = 2
- Set low spec mode
- Values greater than 0 scale down internal render targets and simplify shaders
- If set to -2 it will be initialized by value specified in sys_spec_Shading.cfg (on level load or on spec change)
- 6/4/2/1/1/2 [2]
- e_svoTI_Diffuse_Cache = 0
- Pre-bake lighting in SVO and use it instead of cone tracing
- ------------------------------------------------------
- Grass
- e_VegetationUseTerrainColor = 1
- Allow blend with terrain color for vegetations
- e_MergedMeshes = 1
- Show runtime merged meshes
- e_MergedMeshesActiveDist = 300
- Active distance up until merged mesh patches will be streamed in
- e_MergedMeshesViewDistRatio=200
- merged meshes view dist ratio
- e_VegetationUseTerrainColorDistance=200
- Controls distance of fading into terrain color
- 0 = Use 30% of maximum view distance of each vegetation instance (old default way)
- <0 = Maximum view distance value is calculated using vegetation mesh size (non scaled CGF size) and then multiplied by this cvar
- >0 = This value used directly as fading distance for all vegetations
- e_MergedMeshesPool = 8192
- amount of main memory (in kb) that merged meshes are allowed to sustain
- 8192/8192/8192/16384/16384/8192 [8192]
- e_MergedMeshesLodRatio=16
- merged meshes lod ratio
- 2.0/2.0/2.0/2.5/3.0/2.0 [5]
- e_MergedMeshesInstanceDist=16
- Distance fudge factor at which merged meshes turn off animation
- Low value for e_MergedMeshesInstanceDist cause shadow popping if shadow grass enabled
- ------------------------------------------------------
- Level Of Detail
- e_ObjShadowCastSpec = 3
- Object shadow casting spec. Only objects with Shadow Cast Spec <= e_ObjShadowCastSpec will cast shadows
- 1/2/3/4/7/3 [3]
- e_ObjQuality = 4
- Object detail quality
- 1/2/3/4/4/3 [3]
- e_Terrain = 1
- Activates drawing of terrain ground
- es_DebrisLifetimeScale = 1
- Usage: es_DebrisLifetimeScale 1.0
- e_DecalsLifeTimeScale = 2
- Allows to increase or reduce decals life time for different specs
- e_MaxViewDistSpecLerp=0.5
- 1 - use max view distance set by designer for very high spec
- 0 - for very low spec
- Values between 0 and 1 - will lerp between high and low spec max view distances
- e_TerrainOcclusionCullingMaxDist=130
- Max length of ray (for version 1)
- 130/200/200/200/200/200 [200]
- r_FlaresTessellationRatio=0.25
- Set the tessellation rate of flares. 1 is the original mesh.
- Usage : r_FlaresTessellationRatio 0.5
- Default is 1.0
- Range is from 0 to 1
- sys_flash_curve_tess_error = 2
- Controls curve tessellation. Larger values result in coarser, more angular curves.
- 4/2/2/2/2/2 [2]
- e_CoverageBufferReproj = 6
- Use re-projection technique on CBuffer, 1 simple reproject, 2 additional hole filling, 4 using ocm mesh for occlusion checking
- e_DecalsAllowGameDecals = 1
- Allows creation of decals by game (like weapon bullets marks)
- e_DecalsOverlapping = 1
- If zero - new decals will not be spawned if the distance to nearest decals less than X
- e_OcclusionCullingViewDistRatio = 1
- Skip per object occlusion test for very far objects - culling on tree level will handle it
- e_StatObjBufferRenderTasks = 1
- 1 - occlusion test on render node level, 2 - occlusion test on render mesh level
- e_StreamCgf = 1 [REQUIRE_APP_RESTART]
- Enable streaming of static render meshes
- e_StreamInstancesMinLoadedNodes = 2048
- Minimum number of octree-nodes to keep in memory
- e_Tessellation = 0
- HW geometry tessellation 0 = not allowed, 1 = allowed
- e_Dissolve=1
- Objects alphatest_noise_fading out on distance and between lods
- e_LodMin = 0
- Min LOD for objects
- e_Lods = 1
- Load and use LOD models for static geometry
- e_UberlodDistanceRatio = 2.5
- [float] Multiplier for the uberlod switching distances. Default: 3.0 2.5 Best for distant Objects
- e_LodFaceAreaTargetSize=0.002
- Threshold used for LOD computation
- e_VegetationMinSize=0
- Minimal size of static object, smaller objects will be not rendered
- e_ViewDistMin=40
- In distance on what far objects will be culled out
- e_ViewDistRatio=140
- View distance ratio for big objects
- e_ViewDistRatioVegetation=140
- View distance ratio for vegetation Bushes/Trees
- ca_AttachmentCullingRation=400
- View distance ratio for NPC
- e_LodRatio=50
- LOD distance ratio for objects
- 10/15/25/45/60/25 [25]
- e_TerrainLodRatio=0.2
- Set heightmap LOD
- 1/0.5/0.3/0.25/0.2/0.3 [0.3]
- wh_cc_CharacterDetailReduction = 0
- positive numbers lower the character detail
- wh_cc_LodForItemStreamOutBase=20
- a LOD number from where we stream-out all items that are 100% visible (-1 disables the feature)
- 11/15/15/20/20/15 [15]
- wh_cc_LodForAttachmentStreamOut=6
- a LOD number from where we stream-out all attachments (-1 disables the feature)
- 2/4/4/6/6/4 [4]
- ------------------------------------------------------
- Shading
- q_ShaderPostProcess=3
- Defines the shader quality of PostProcess
- Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
- q_renderer=3
- Defines the quality of Renderer
- Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
- bump mapping, no noticeable diff between 2 and 3
- q_ShaderGeneral=3
- Defines the shader quality of General
- Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
- POM quality, no noticeable diff between 2 and 3
- q_ShaderTerrain=3
- Defines the shader quality of Terrain
- Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
- cheap and add color to hairs
- r_DeferredShadingTiledHairQuality=2
- Tiled shading hair quality
- 0 - Regular forward shading
- 1 - Tiled shading on selected assets and more accurate probe blending
- 2 - Full tiled shading with high quality shadow filter
- Makes sunligh goes through doorsteps and windows. Very costy (95->82 fps)
- r_DeferredShadingAreaLights = 1 [DUMPTODISK]
- Enables/Disables more complex area lights processing.
- Usage: r_DeferredShadingAreaLights [-1/0/1]
- -1 prevents loading of area lights
- Default is 1 (enabled)
- causes flickering (default=0)
- r_DeferredShadingSortLights = 0
- Sorts light by influence
- Usage: r_DeferredShadingSortLights [0/1]
- Default is 0 (off)
- e_DynamicLightsMaxEntityLights=16
- Set maximum number of lights affecting object
- 7/11/16/16/16/16 [16]
- Filters specular aliasing, costs 1% FPS
- r_deferredShadingFilterGBuffer=1
- Enables filtering of GBuffer to reduce specular aliasing.
- Rain effect distance on ground, not particles but darkness and splash effect.
- 0=unlimited
- costs ~1FPS between 0.01 and unlimited dist...
- r_RainMaxViewDist_Deferred=0
- Sets maximum view distance (in meters) for deferred rain reflection layer
- Usage: r_RainMaxViewDist_Deferred [n]
- no time to see it anyway
- 40/100/150/150/150/150 [150]
- r_sunshafts=1
- Enables sun shafts.
- Usage: r_sunshafts [0/1]
- Default is 1 (on). Set to 0 to disable.
- "godrays", seems free
- e_Clouds = 1
- Enable clouds rendering
- volumetric clouds, cheap and disabling may look weird
- r_Beams=3
- r_Beams [0/1/2/3]
- Default is 3 (optimized beams with glow support).
- Set to 0 to disable beams or 2 touse fake beams.
- Set 1 for real beams, full resolution (slower).
- Set to 3 to use optimized and with glow support beams
- r_Flares=0
- Toggles lens flare effect.
- Usage: r_Flares [0/1]
- Default is 1 (on).
- -----------------------------------------------------
- Post-process
- r_PostProcessHUD3DCache=0
- Caches the hud every x frames...
- Sounds stupid to prevent player to get up-to-date informations just to save 0.000001 FPS...
- Always OFF
- r_ChromaticAberration = 0
- Chromatic aberration amount
- Usage: r_ChromaticAberration [Value
- r_ColorGrading = 2
- Enables color grading.
- Usage: r_ColorGrading [0/1]
- r_ColorGradingChartsCache = 0
- Enables color grading charts update caching.
- Usage: r_ColorGradingCharts [0/1/2/etc]
- Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame
- r_DepthOfFieldDilation = 0
- Sets dilation width to reduce ghosting artifacts on near objects (can introduce other artifacts)
- r_HDRBrightLevel=1.0
- r_HDRRendering = 1 [DUMPTODISK]
- Toggles HDR rendering.
- Usage: r_HDRRendering [0/1]
- Default is 1 (on), film curve tone mapping.
- Set to 0 to disable HDR rendering.
- r_MotionBlurMaxViewDist = 32
- Sets motion blur max view distance for objects.
- Usage: r_MotionBlurMaxViewDist [0...1]
- Default is 16 meters
- r_MotionBlurShutterSpeed = 125
- Sets camera exposure time for motion blur as 1/x seconds.
- Default: 250 (1/250 of a second)
- r_TranspDepthFixup = 1
- Write approximate depth for certain transparent objects before post effects
- Usage: r_TranspDepthFixup [0/1]
- Default is 1 (enabled)
- ------------------------------------------------------
- Shadows
- e_Shadows = 1
- Activates drawing of shadows
- r_ShadowPass = 1
- Process shadow pass
- e_ShadowsCastViewDistRatioMulInvis=0.3
- Muls the view dist ratio for any objects rendered only to shadows
- e_ShadowsLodBiasFixed = 0
- Simplifies mesh for shadow map generation by X LOD levels
- e_ShadowsOnAlphaBlend = 0
- Enable shadows on alphablended
- e_ShadowsPoolSize = 4096
- Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize)
- e_ShadowsResScale = 4
- Shadows slope bias for shadowgen
- e_ShadowsTessellateCascades = 1
- Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
- e_ShadowsTessellateDLights = 0
- Disable/enable tessellation for local lights shadows
- e_ShadowsUpdateViewDistRatio = 512
- View dist ratio for shadow maps updating for shadowpool
- 128/256/512/512/512/512 [512]
- e_ParticlesShadows = 0
- Shadows on particles
- Usage: e_ParticlesShadows [0/1/2]
- 0 = Off
- 1 = On
- 2 = Force
- r_ForceAllLightsShadows = 3 [DUMPTODISK]
- Toggles shadows for all lights of these types bitmask (1-area, 2-spot/proj, 3-both).
- Usage: r_ForceAllLightsShadows [0/1/2/3]
- r_ShadowBlur = 0 [DUMPTODISK]
- Selected shadow map screenspace blurring technique.
- Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
- r_FogShadows = 0
- Enables deferred volumetric fog shadows
- Usage: r_FogShadows [0/1/2]
- 0: off
- 1: standard resolution
- 2: reduced resolution
- r_FogShadowsMode = 0
- Ray-casting mode for shadowed fog
- Usage: r_FogShadowsMode [0/1]
- 0: brute force shadowmap sampling
- 1: optimized shadowmap sampling
- r_FogShadowsWater = 0
- Enables volumetric fog shadows for watervolumes
- r_ShadowJittering = 0
- Shadow map jittering radius.
- In PC the only use of this cvar is to instantly see the effects of diferent jittering values,
- because any value set here will be overwritten by ToD animation (only in PC) as soon as ToD changes.
- Usage: r_ShadowJittering [0=off]
- r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 20
- Max number of time sliced shadow pool updates allowed per frame
- r_ShadowsCacheResolutions = 6324,4214,2810,1872,624
- Shadow cache resolution per cascade.
- r_ShadowsScreenSpace = 0
- Include screen space tracing into shadow computations
- Helps reducing artifacts caused by limited shadow map resolution and biasing
- 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
- r_DrawNearShadows = 1
- Enable shadows for near objects.
- Usage: r_DrawNearShadows [0/1]
- r_ShadowPoolMaxFrames = 30
- Maximum number of frames a shadow can exist in the pool
- r_ShadowsPCFiltering = 1
- 1=use PCF for shadows
- Usage: r_ShadowsPCFiltering [0/1]
- r_ShadowsCache = 0
- Replace all sun cascades above cvar value with cached (static) shadow map:
- 0=no cached shadows, 1=replace first cascade and up, 2=replace second cascade and up,...
- shadow cache spikes on PC every 10s especially on higher spec
- it also dramatically slows time dependent cubemap generation
- r_ShadowsUseClipVolume = 1 [DUMPTODISK]
- Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable
- e_ShadowsBlendCascades = 2
- Blend between shadow cascades: 0=off, 1=on (first), 2=on (All)
- q_ShaderShadow = 2
- Defines the shader quality of Shadow
- Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
- r_ShadowsAdaptionMin = 0.35 [DUMPTODISK]
- starting kernel size, to avoid blocky shadows.
- Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default
- e_ShadowsLodBiasFixed=-10
- Simplifies mesh for shadow map generation by X LOD levels
- doesn't cost much more to use high lod model, makes lod transiotion a bit less obvious
- Distance Shadows
- e_GsmLodsNum = 5
- Number of GSM lods (0..5)
- 4/4/5/5/5/5 [5]
- e_GsmRange = 3
- Size of LOD 0 GSM area (in meters)
- e_GsmRangeStep = 2.5
- Range of next GSM lod is previous range multiplied by step
- e_ShadowsMaxTexRes = 1024
- Set maximum resolution of shadow map
- 256(faster), 512(medium), 1024(better quality)
- Over 1024 Cause Shadow Flickering
- e_ShadowsCastViewDistRatio = 0.8
- View dist ratio for shadow maps casting from objects
- 0.6/0.8/1/1.3/1.6/1 [1]
- r_ShadowCastingLightsMaxCount = 48
- Maximum number of simultaneously visible shadow casting lights
- 10/12/16/20;/24;/16 [16]
- e_SunAngleClamp=20
- 30/30/20/15/10/20 [20]
- ------------------------------------------------------
- Weather Rain Gameeffects
- r_RainOccluderSizeTreshold = 10
- Only objects bigger than this size will occlude rain
- wh_env_PuddleCreationDelay = 50
- 1000/1000/1000/1000 [1000]
- wh_env_PuddleCreationSpeed = 0.008
- 0.005/0.005/0.005/0.005 [0.005]
- wh_env_PuddleDryupDelay = 100
- 0/0/0/0 [0]
- wh_env_PuddleDryupSpeed = 0.001
- 0.005/0.005/0.005/0.005 [0.005]
- wh_env_puddleMaskMin = 0
- 0/0/0/0 [0]
- wh_env_DirtCreationSpeed = 0.01
- 0.05/0.05/0.05/0.05 [0.05]
- wh_env_DirtDryupSpeed = 0.008
- 0.05/0.05/0.05/0.05 [0.05]
- wh_env_RainWindStrength=10
- 10/10/10/10 [10]
- wh_env_RainDropsAmountMul=2
- 15/15/15/15 [15]
- wh_env_RainDropsSpeedMul=7
- 7/7/7/7 [7]
- wh_env_RainDropsSpeedBase=1.5
- 1.5/1.5/1.5/1.5 [1.5]
- r_RainAmount = 1
- Sets rain amount
- Usage: r_RainAmount=1 Default
- wh_env_RainLayers = 3
- 1/2/3/3 [3]
- r_RainDistMultiplier = 2.5
- Rain layer distance from camera multiplier
- wh_env_RainDiffuseDarkening = 0.2
- 0.2/0.2/0.2/0.2 [0.2]
- ------------------------------------------------------
- Textureresolution
- r_texturesstreamingMinUsableMips = 8
- Minimum number of mips a texture should be able to use after applying r_texturesstreamingSkipMips
- 8/8/8/8/8/8/8 [8]
- r_texturesstreamingSkipMips = 0
- Number of top mips to ignore when streaming.
- 2/2/1/0/0/0/2 [0]
- r_TexturesStreamPoolSize = 4096
- Size of texture streaming pool in MB
- 256/384/1024/1536/2048/4096/256 [2048]
- r_TexMaxAnisotropy = 16 [REQUIRE_LEVEL_RELOAD]
- Specifies the maximum level allowed for anisotropic texture filtering
- r_TexMinAnisotropy = 16 [REQUIRE_LEVEL_RELOAD]
- Specifies the minimum level allowed for anisotropic texture filtering.
- 0(default) means abiding by the filtering setting in each material, except possibly being capped by r_TexMaxAnisotropy
- e_TerrainDetailMaterialsViewDistZ = 100
- Max view distance of terrain Z materials
- (100 Is Max Game Sets ,You Can Set Higher In Game Thru Console)
- 60/80/80/100/100/80 [100]
- ------------------------------------------------------
- Fog
- r_VolumetricFogSunLightCorrection = 1
- Enables the correction of sun light luminance. Volumetric fog gets brighter but it's consistent with other lighting.
- 0: Disabled.
- 1: Enabled.
- r_VolumetricFogTexDepth = 1280
- Depth resolution of volume texture.
- Huge value runs out of performance and video memory.
- r_VolumetricFogTexScale = 20
- Width and height scale factor (divided by screen resolution) for volume texture.
- Acceptable value is more than equal 2.
- wh_pl_FOWEnabled = 1
- Enable fog of war revealing.
- wh_pl_FOWVisibilityRadius = 10
- Fog of war visibility radius.
- e_Fog = 1 [DUMPTODISK]
- Activates global height/distance based fog
- e_FogVolumes = 1
- Activates local height/distance based fog volumes
- e_FogVolumesTiledInjection = 1
- Activates tiled FogVolume density injection
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