Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -- *************************************************************************************************
- -- Your personal settings can be stored in 'user.cfg' so that they don't create
- -- any conflicts for version control
- -- *************************************************************************************************
- -- Shaders are compiled in parallel in precache mode
- r_ShadersAsyncCompiling = 3
- sys_float_exceptions = 0
- -- temporary solution to prevent crashes when some DBA was relocated during defragmentation
- ca_MemoryDefragEnabled = 0
- -- fixed missing grass
- e_MergedMeshesOutdoorOnly = 1
- -- default size is 24MB which is not enough (J.H. - Vladimir suggests 512)
- e_StreamCgfPoolSize=1024
- --------
- -- Sound and music
- -- Our implementation of ATL for FMOD Studio
- s_AudioSystemImplementationName = CryAudioImplFmod
- wh_sequence_fmod_event_name = "event:/music/music"
- wh_snd_audio_xmls_dir = "/libs/gameaudio/"
- --wh_sequence_music_path = "Music/kcd/"
- --wh_sequence_main_widsh_file = "kcd.widsh"
- -- Fallback is:
- -- s_AudioSystemImplementationName = CryAudioImplFmodEx
- -------------------------------------------------------------
- -- WARHORSE
- -- Set based on your Vram, example provided for 4GB
- r_TexturesStreamPoolSize = 8192
- sys_budget_videomem = 8192
- r_TexturesStreaming = 1
- -- Set based on your SSD speed in MB
- r_TexturesStreamingMaxRequestedMB = 530
- r_texturesstreamingDeferred = 1
- r_TexturesStreamingResidencyEnabled = 1
- r_TexturesStreamingMipBias = -3
- r_TexturesStreamingResidencyThrottle = 0.8
- -- Set the time limit you want inactive textures to stay in memory, value in seconds
- r_TexturesStreamingResidencyTime = 120
- -- Set the amount of system RAM available to the game, example 7GB
- sys_budget_sysmem = 10240
- e_AutoPrecacheTexturesAndShaders = 1
- e_PreloadMaterials = 1
- e_PrecacheLevel = 1
- e_StreamPredictionAhead = 1
- sys_PakStreamCache = 1
- sys_preload = 1
- -- Sets the sample character as the default model that automatically loads in Character Editor
- ca_CharEditModel="Objects/characters/humans/skeleton/male.cdf"
- -- HDR
- r_HDREyeAdaptationMode = 1
- r_HDREyeAdaptationSpeed = 3
- -- SVOTI
- e_svoTI_MinVoxelOpacity = 0.01
- e_svoTI_VegetationMaxOpacity = 1
- e_svoTI_TemporalFilteringBase = 0.5 --Might introduce ghosting, but it seems that it was fixed in svoti
- e_svoMaxAreaMeshSizeKB = 20000 --Fixes problem with some places not generating voxels
- --detail shadows
- e_ShadowsPerObject = 0
- --near fog culling
- r_fogDepthTest = -0.001
- --Uberlods
- wh_r_UberlodRatio = 3
- wh_r_UberlodMode = 0
- --Rain - all rain settings were moved to Engine\Config\CVarGroups\sys_spec_GameEffects.cfg
- --player stands up when water level reaches this hight
- wh_player_DeepWaterLevel =0.85
- -- Using MNM
- ai_useMNM = 1
- -- Disable extra solid collider (for non-pushable characters like horse)
- ac_enableExtraSolidCollider = 0
- -- Turning off horse collision avoidance by default
- wh_horse_CollisionAvoidance = 0
- -- Fix for "WH Comment" (flash based 3D text entity)
- r_DynTexSourceUseSharedRT = 0
- -- Facial expressions sampling (by Mikee)
- ca_FacialAnimationFramerate = 60
- -- avoidance radius
- ai_ExtraAvoidanceRadius = 0
- ai_ExtraActorAvoidanceRadius = 0
- -- missing eyes fix (including Neuhof)
- ca_attachmentcullingration = 1000
- -- 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)
- wh_sys_DontSaveShadercacheLog = 1
- wh_ed_SkipPostLoadMNMRebuild = 1
- wh_dirtSystem = 1
- wh_ui_CopyrightMsgLeft = ""
- wh_ui_CopyrightMsgRight = ""
- r_SSReflCutoff = 0.5
- ac_enableProceduralLeaning = 0
- -- one for each blendspace animation instance, original 64 is way too small
- ca_ParametricPoolSize = 256
- -- periodic updates of the shadows cache (every 10sec) for correct shadows
- e_ShadowsCacheUpdate = 2
- e_ShadowsCacheInterval = 10
- -- enable area lights
- r_DeferredShadingAreaLights = 1
- -- disable collisions between (living and living) and (living and rigid) entities
- ac_disableLivingVsLivingCollisions = 1
- ac_disableLivingVsRigidCollisions = 1
- -- SSDO settings by !JH
- r_ssdoAmountAmbient = 1
- r_ssdoAmountDirect = 1.5
- r_ssdoAmountReflection = 1.5
- r_ssdoRadius = 0.3
- r_ssdoRadiusMax = 2
- r_ssdoRadiusMin = 0.1
- e_svoTI_DistantSsaoAmount = 1
- -- vegetation settings
- e_ViewDistRatio=200
- e_ViewDistRatioVegetation=250
- -- merged meshes
- e_MergedMeshesLodRatio = 1
- e_MergedMeshesInstanceDist = 1
- -- LOD settings
- e_LodFaceAreaTargetSize = 0.003
- -- max time delta (our Timer.cpp change will apply this even to scaled framtime)
- p_max_world_step = 0.25
- t_MaxStep = 0.25
- -- tries to mitigate issues with the aggressive occlusion culling
- e_CoverageBufferAABBExpand = -0.1
- -- we can't solve a sync file access in game right now
- sys_PakLogInvalidFileAccess = 0
- sys_PakMessageInvalidFileAccess = 0
- wh_sys_version = "1.2.2"
- sys_flash_address_space = 65536
- --better graphics
- r_TexMinAnisotropy = 16
- r_TexMaxAnisotropy = 16
Advertisement
Add Comment
Please, Sign In to add comment