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KC:D system.cfg edited

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Feb 17th, 2018
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  1. -- *************************************************************************************************
  2. -- Your personal settings can be stored in 'user.cfg' so that they don't create
  3. -- any conflicts for version control
  4. -- *************************************************************************************************
  5.  
  6. -- Shaders are compiled in parallel in precache mode
  7. r_ShadersAsyncCompiling = 3
  8.  
  9. sys_float_exceptions = 0
  10.  
  11. -- temporary solution to prevent crashes when some DBA was relocated during defragmentation
  12. ca_MemoryDefragEnabled = 0
  13.  
  14. -- fixed missing grass
  15. e_MergedMeshesOutdoorOnly = 1
  16.  
  17. -- default size is 24MB which is not enough (J.H. - Vladimir suggests 512)
  18. e_StreamCgfPoolSize=1024
  19.  
  20. --------
  21. -- Sound and music
  22.  
  23. -- Our implementation of ATL for FMOD Studio
  24. s_AudioSystemImplementationName = CryAudioImplFmod
  25. wh_sequence_fmod_event_name = "event:/music/music"
  26. wh_snd_audio_xmls_dir = "/libs/gameaudio/"
  27. --wh_sequence_music_path = "Music/kcd/"
  28. --wh_sequence_main_widsh_file = "kcd.widsh"
  29. -- Fallback is:
  30. -- s_AudioSystemImplementationName = CryAudioImplFmodEx
  31.  
  32. -------------------------------------------------------------
  33. -- WARHORSE
  34.  
  35.  
  36. -- Set based on your Vram, example provided for 4GB
  37. r_TexturesStreamPoolSize = 8192
  38. sys_budget_videomem = 8192
  39.  
  40. r_TexturesStreaming = 1
  41.  
  42. -- Set based on your SSD speed in MB
  43. r_TexturesStreamingMaxRequestedMB = 530
  44.  
  45. r_texturesstreamingDeferred = 1
  46. r_TexturesStreamingResidencyEnabled = 1
  47. r_TexturesStreamingMipBias = -3
  48. r_TexturesStreamingResidencyThrottle = 0.8
  49.  
  50. -- Set the time limit you want inactive textures to stay in memory, value in seconds
  51. r_TexturesStreamingResidencyTime = 120
  52.  
  53. -- Set the amount of system RAM available to the game, example 7GB
  54. sys_budget_sysmem = 10240
  55.  
  56. e_AutoPrecacheTexturesAndShaders = 1
  57. e_PreloadMaterials = 1
  58. e_PrecacheLevel = 1
  59. e_StreamPredictionAhead = 1
  60. sys_PakStreamCache = 1
  61. sys_preload = 1
  62.  
  63.  
  64. -- Sets the sample character as the default model that automatically loads in Character Editor
  65. ca_CharEditModel="Objects/characters/humans/skeleton/male.cdf"
  66.  
  67. -- HDR
  68. r_HDREyeAdaptationMode = 1
  69. r_HDREyeAdaptationSpeed = 3
  70.  
  71. -- SVOTI
  72. e_svoTI_MinVoxelOpacity = 0.01
  73. e_svoTI_VegetationMaxOpacity = 1
  74. e_svoTI_TemporalFilteringBase = 0.5 --Might introduce ghosting, but it seems that it was fixed in svoti
  75. e_svoMaxAreaMeshSizeKB = 20000 --Fixes problem with some places not generating voxels
  76.  
  77. --detail shadows
  78. e_ShadowsPerObject = 0
  79.  
  80. --near fog culling
  81. r_fogDepthTest = -0.001
  82.  
  83. --Uberlods
  84. wh_r_UberlodRatio = 3
  85. wh_r_UberlodMode = 0
  86.  
  87. --Rain - all rain settings were moved to Engine\Config\CVarGroups\sys_spec_GameEffects.cfg
  88.  
  89. --player stands up when water level reaches this hight
  90. wh_player_DeepWaterLevel =0.85
  91.  
  92. -- Using MNM
  93. ai_useMNM = 1
  94.  
  95. -- Disable extra solid collider (for non-pushable characters like horse)
  96. ac_enableExtraSolidCollider = 0
  97.  
  98. -- Turning off horse collision avoidance by default
  99. wh_horse_CollisionAvoidance = 0
  100.  
  101. -- Fix for "WH Comment" (flash based 3D text entity)
  102. r_DynTexSourceUseSharedRT = 0
  103.  
  104. -- Facial expressions sampling (by Mikee)
  105. ca_FacialAnimationFramerate = 60
  106.  
  107. -- avoidance radius
  108. ai_ExtraAvoidanceRadius = 0
  109. ai_ExtraActorAvoidanceRadius = 0
  110.  
  111. -- missing eyes fix (including Neuhof)
  112. ca_attachmentcullingration = 1000
  113.  
  114. -- shadercache log is not saved to *.cry file while saving level. (shadercache log is uded by offline shadercache generator. We have to re-enable it before building the final game)
  115. wh_sys_DontSaveShadercacheLog = 1
  116.  
  117. wh_ed_SkipPostLoadMNMRebuild = 1
  118.  
  119. wh_dirtSystem = 1
  120.  
  121. wh_ui_CopyrightMsgLeft = ""
  122. wh_ui_CopyrightMsgRight = ""
  123.  
  124. r_SSReflCutoff = 0.5
  125.  
  126. ac_enableProceduralLeaning = 0
  127.  
  128. -- one for each blendspace animation instance, original 64 is way too small
  129. ca_ParametricPoolSize = 256
  130.  
  131. -- periodic updates of the shadows cache (every 10sec) for correct shadows
  132. e_ShadowsCacheUpdate = 2
  133. e_ShadowsCacheInterval = 10
  134.  
  135. -- enable area lights
  136. r_DeferredShadingAreaLights = 1
  137.  
  138. -- disable collisions between (living and living) and (living and rigid) entities
  139. ac_disableLivingVsLivingCollisions = 1
  140. ac_disableLivingVsRigidCollisions = 1
  141.  
  142. -- SSDO settings by !JH
  143. r_ssdoAmountAmbient = 1
  144. r_ssdoAmountDirect = 1.5
  145. r_ssdoAmountReflection = 1.5
  146. r_ssdoRadius = 0.3
  147. r_ssdoRadiusMax = 2
  148. r_ssdoRadiusMin = 0.1
  149. e_svoTI_DistantSsaoAmount = 1
  150.  
  151. -- vegetation settings
  152. e_ViewDistRatio=200
  153. e_ViewDistRatioVegetation=250
  154.  
  155. -- merged meshes
  156. e_MergedMeshesLodRatio = 1
  157. e_MergedMeshesInstanceDist = 1
  158.  
  159. -- LOD settings
  160. e_LodFaceAreaTargetSize = 0.003
  161.  
  162. -- max time delta (our Timer.cpp change will apply this even to scaled framtime)
  163. p_max_world_step = 0.25
  164. t_MaxStep = 0.25
  165.  
  166. -- tries to mitigate issues with the aggressive occlusion culling
  167. e_CoverageBufferAABBExpand = -0.1
  168.  
  169. -- we can't solve a sync file access in game right now
  170. sys_PakLogInvalidFileAccess = 0
  171. sys_PakMessageInvalidFileAccess = 0
  172.  
  173. wh_sys_version = "1.2.2"
  174.  
  175. sys_flash_address_space = 65536
  176.  
  177.  
  178. --better graphics
  179. r_TexMinAnisotropy = 16
  180. r_TexMaxAnisotropy = 16
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