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  1. --for KingdomCome v1.5+ - I7, 16 GB RAM, 4GB VRam
  2. con_restricted=0
  3. --r_DisplayInfo=1=Shows basic performance stats like the current frame rate ; 3= only basic info
  4. r_DisplayInfo=0
  5.  
  6. wh_pl_showfirecursor=1
  7. sys_spec_shading=2
  8. sys_spec_gameeffects=2
  9. sys_spec_objectdetail=3
  10. sys_spec_particles=1
  11. sys_spec_physics=1
  12. sys_spec_postprocessing=2
  13. sys_spec_shadows=2
  14. sys_spec_sound=2
  15. sys_spec_texture=4
  16. sys_spec_water=2
  17.  
  18. -- r_DrawNearFoV=85
  19. -- cl_fov=85
  20. -- pl_movement.power_sprint_targetFov=85
  21.  
  22. -- Mouse Smoothing, Acceleration and Sensitivity
  23. i_mouse_smooth = 0
  24. i_mouse_accel = 0
  25.  
  26. -- CPU for i5
  27. sys_physics_CPU=3
  28. r_Beams=1
  29. r_MultiThreaded = 1
  30. -- based on cpu i5 core/thread amount
  31. --sys_job_system_max_worker = 4
  32. -- (NEW6) - Set to 0 to create as many threads as cores are available
  33. sys_job_system_max_worker = 0
  34. -- (NEW6)
  35. sys_main_CPU = 3 --Specifies the physical CPU index main will run on
  36. sys_main_CPU = 1
  37. sys_streaming_CPU = 2
  38. e_ParticlesThread = 4
  39. -- balancing CPU load (NEW6)
  40. r_WaterUpdateThread = 3
  41. e_StatObjMergeUseThread = 3
  42. sys_TaskThread0_CPU = 2
  43. sys_TaskThread1_CPU = 0
  44. sys_TaskThread2_CPU = 2
  45. sys_TaskThread3_CPU = 3
  46. sys_TaskThread4_CPU = 0
  47. sys_TaskThread5_CPU = 3
  48. --(NEW10)
  49. ca_thread0Affinity = 0
  50. ca_thread1Affinity = 2
  51.  
  52.  
  53. -- WATER
  54. r_fogShadowsWater = 0
  55.  
  56. -- SHADING
  57. -- (NEW10)
  58. -- 0=don't use Area Lights. (1=sunligh goes through windows). FPS costy (10 fps)
  59. r_DeferredShadingAreaLights=0
  60. -- !=0 causes flickering
  61. r_DeferredShadingSortLights=0
  62.  
  63. r_ColorGrading=1
  64. r_Driver=DX11
  65. --r_EnvTexResolution=2
  66. e_shadows=1
  67. r_ShadowBlur=0
  68. r_MotionBlurMaxViewDist=16
  69. r_MotionBlur=0
  70. r_VSync=0
  71. --r_TexturesStreaming=0 with v1.5seems to break the map / Map will not load, game softlocks with a black screen
  72. r_TexMinAnisotropy=16
  73. r_TexMaxAnisotropy=16
  74. --(NEW10)
  75. r_MotionBlurQuality=0
  76. -- PORTAILS - Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
  77. --e_Portals=0 with v1.5breaks some of the ingame menus, screens get partially cut of in a black frame
  78.  
  79. -- Lighting (dynamic)
  80. -- (NEW6)
  81. r_ShadowCastingLightsMaxCount = 12
  82.  
  83. -- VOLUMETRIC ===
  84. --(NEW10)
  85. r_Beams=3 --Toggles light beams : Set to 0 to disable beams or 2 to use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use optimized and with glow support beams.
  86. e_VolumetricFog=1
  87.  
  88. -- Set based on your Vram, example provided for 3GB
  89. r_TexturesStreamPoolSize = 8192
  90. sys_budget_videomem = 8192
  91.  
  92. -- Set the amount of system RAM available to the game, example 16GB
  93. sys_budget_sysmem = 14000
  94.  
  95. sys_maxfps = 144
  96. -- uses GPU for physics calculation instead of CPU (NEW2)
  97. -- r_BatchType = 1
  98.  
  99. -- SHADOWS (r_FogShadows=volumetric fog)
  100. r_FogShadows = 0
  101. --detail shadows (NEW3)
  102. e_ShadowsPerObject = 0
  103. -- 256(faster), 512(medium), 1024(better quality)
  104. e_ShadowsMaxTexRes=512
  105. --(NEW10shadows)
  106. r_ShadowJittering=0
  107. -- avoid spikes
  108. r_ShadowsCache=0
  109.  
  110. ; === GRASS (NEW3) ===
  111. e_MergedMeshesViewDistRatio=66
  112. --ci dessus: visual range of grass, ultra=80, all sliders to the right=100, 67=4
  113. --e_MergedMeshesInstanceDist=2 removed for v1.5->later =1
  114.  
  115. -- default size is 24MB which is not enough (J.H. - Vladimir suggests 512) (NEW)
  116. e_StreamCgfPoolSize = 512
  117.  
  118. -- Level of Detail - fixed missing grass & meshes (NEW)
  119. e_MergedMeshesOutdoorOnly = 1
  120.  
  121. -- (NEW10)PRE CACHE
  122. --pre-cache only important meshes
  123. --e_AutoPrecacheCgf = 2 with v1.5 causes weird pop ins
  124.  
  125. -- (NEW10)ANTIALIASING
  126. r_AntialiasingTAAPattern=0
  127. r_supersampling=0
  128. -- no buggy pixels
  129. r_AntialiasingTAASharpening=0
  130. -- SMAA TX1
  131. r_AntialiasingMode=1
  132.  
  133. -- (NEW10) SKY
  134. r_TexAtlasSize = 256
  135. --0 turns off nets 2 fps.
  136. e_ShadowsClouds = 0
  137.  
  138.  
  139.  
  140.  
  141. ---------
  142. -- OGP --
  143. ---------
  144.  
  145. -- GI
  146.  
  147.  
  148. e_svoTI_Apply=1
  149. e_svoTI_DiffuseConeWidth=12
  150. e_svoTI_RsmConeMaxLength=6
  151. e_svoTI_VoxelizeUnderTerrain=0
  152. e_svoTI_GsmCascadeLod=5
  153. e_svoTI_SkyColorMultiplier=-1.0001
  154.  
  155. e_svoTI_ConeMaxLength = 30
  156. e_svoTI_DiffuseConeWidth = 30
  157. e_svoTI_DiffuseBias=0.05
  158. e_svoTI_SpecularAmplifier=1
  159. e_svoTI_DiffuseAmplifier=1
  160. e_svoTI_Saturation=0.3
  161.  
  162. --; e_svoTI_ResScaleBase just impacts resolution,
  163. --; wheras e_svoti_LowSpecMode impacts resolution a AND shader complexity
  164. --; cf https://github.com/aws/lumberyard/blob/master/dev/Code/CryEngine/RenderDll/XRenderD3D9/D3DDeferredShading.cpp
  165. e_svoTI_ResScaleBase=0
  166. e_svoTI_LowSpecMode=8
  167.  
  168. e_svoTI_Diffuse_Cache=0
  169.  
  170.  
  171. -- GRASS
  172.  
  173. e_VegetationUseTerrainColor=1
  174. e_VegetationUseTerrainColorDistance=200
  175. e_MergedMeshesInstanceDist=1
  176. e_ObjShadowCastSpec=1
  177. e_MergedMeshesPool=2048
  178. e_MergedMeshesLodRatio=8
  179.  
  180. -- LOD
  181.  
  182. e_ViewDistRatioCustom=60 --;looks unused - View distance ratio for special marked objects (Players,AI,Vehicles)
  183. e_ViewDistRatioDetail=80 --;looks unused - View distance ratio for detail objects
  184. e_ViewDistRatioLights=60 --;looks unused - View distance ratio for light sources
  185.  
  186. es_DebrisLifetimeScale=0.6
  187. e_DecalsLifeTimeScale=1
  188. e_MaxViewDistSpecLerp=0.5
  189. e_ObjQuality=1
  190. e_TerrainOcclusionCullingMaxDist=130
  191. r_FlaresTessellationRatio=0.25
  192. sys_flash_curve_tess_error=4
  193. e_CoverageBufferReproj=6
  194. e_DecalsAllowGameDecals=1
  195. e_DecalsOverlapping=1
  196. e_OcclusionCullingViewDistRatio=1
  197. e_StatObjBufferRenderTasks=1
  198. e_StreamCgf=1
  199. e_StreamInstancesMinLoadedNodes=2048
  200. e_Tessellation=0
  201. e_Dissolve=1 --;Objects alphatest_noise_fading out on distance and between lods
  202. e_LodMin=0
  203.  
  204. e_UberlodDistanceRatio=1.8
  205. e_LodFaceAreaTargetSize=0.003 --;Threshold used for LOD computation.
  206. e_VegetationMinSize=0.5 --;Minimal size of static object, smaller objects will be not rendered
  207. e_ViewDistMin=20 --;in distance on what far objects will be culled out
  208. e_ViewDistRatio=75 --;View distance ratio for big objects
  209. e_ViewDistRatioVegetation=75 --;Bushes/Trees
  210. ca_AttachmentCullingRation=145 --;View distance ratio for NPC
  211. e_LodRatio=25
  212. e_TerrainLodRatio=0.3
  213. wh_cc_CharacterDetailReduction=1
  214. wh_cc_LodForItemStreamOutBase=11
  215. wh_cc_LodForAttachmentStreamOut=2
  216. --; prevents npc without head
  217. wh_cc_LodRatioRelative=2
  218.  
  219.  
  220. -- PARTICLES
  221.  
  222. e_ParticlesMaxScreenFill=128
  223. e_ParticlesMinDrawPixels=1
  224. e_ParticlesMotionBlur=0
  225. e_ParticlesObjectCollisions=2
  226. e_ParticlesQuality=4
  227. r_ParticlesHalfRes=0
  228. r_ParticlesTessellation=1
  229. e_ParticlesLayeredUpdateMul=4
  230.  
  231.  
  232. -- PHYSICS
  233.  
  234. es_MaxPhysDist=100
  235. es_MaxPhysDistInvisible=25
  236. e_CullVegActivation=50
  237. e_FoliageWindActivationDist=25
  238. e_PhysOceanCell=0.5
  239. e_PhysProxyTriLimit=10000
  240. g_breakage_particles_limit=160
  241. g_tree_cut_reuse_dist=0
  242. p_gravity_z=-9.81
  243. p_max_MC_iters=6000
  244. p_max_object_splashes=3
  245. p_max_substeps=5
  246. p_max_substeps_large_group=5
  247. p_num_bodies_large_group=100
  248. p_splash_dist0=7
  249. p_splash_dist1=30
  250. p_splash_force0=10
  251. p_splash_force1=100
  252. p_splash_vel0=4.5
  253. p_splash_vel1=10
  254. v_vehicle_quality=4
  255.  
  256.  
  257. -- SHADING
  258.  
  259. q_ShaderFX=0
  260. q_ShaderGlass=0
  261. q_ShaderHDR=0
  262. q_ShaderIce=0
  263. q_ShaderMetal=0
  264. q_ShaderSky=0
  265. q_ShaderVegetation=0
  266. --; q_ShaderPostProcess has to be >=1 for sunshafts, no known difference (either visual or FPS) between 1,2,3
  267. q_ShaderPostProcess=3
  268. --;q_ShaderWater=0
  269. q_renderer=3
  270. --;bump mapping, no noticeable diff between 2 and 3
  271. q_ShaderGeneral=2
  272. --;POM quality, no noticeable diff between 2 and 3
  273. q_ShaderTerrain=2
  274. --; cheap and add color to hairs
  275. r_DeferredShadingTiledHairQuality=2
  276. --; Makes sunligh goes through doorsteps and windows. Very costy (95->82 fps)
  277. r_DeferredShadingAreaLights=0
  278. --; causes flickering (default=0)
  279. r_DeferredShadingSortLights=0
  280. --; TODO ???
  281. e_DynamicLightsMaxEntityLights=16
  282. --; Filters specular aliasing, costs 1% FPS
  283. r_deferredShadingFilterGBuffer=1
  284. --; Rain effect distance on ground, not particles but darkness and splash effect.
  285. --; 0=unlimited
  286. --; costs ~1FPS between 0.01 and unlimited dist...
  287. r_RainMaxViewDist_Deferred=0
  288. --; no time to see it anyway
  289. r_MotionBlurQuality=0
  290. --; "godrays", seems free
  291. r_sunshafts=1
  292. --; volumetric clouds, cheap and disabling may look weird
  293. e_Clouds=1
  294. --; r_Beams [0/1/2/3]
  295. --; Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 to
  296. --; use fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use
  297. --; optimized and with glow support beams.
  298. r_Beams=3
  299. --; Toggles lens flare effect
  300. r_Flares=0
  301. --; Caches the hud every x frames...
  302. --; Sounds stupid to prevent player to get up-to-date informations just to save 0.000001 FPS...
  303. --; Always OFF
  304. r_PostProcessHUD3DCache=0
  305. --; from post-process
  306. r_ChromaticAberration=0
  307. r_ColorGrading = 2
  308. r_ColorGradingChartsCache=0
  309. r_DepthOfFieldDilation=0
  310. r_HDRBrightLevel=1.0
  311. r_HDRRendering=1
  312. r_MotionBlurMaxViewDist=32
  313. r_MotionBlurShutterSpeed=125
  314. r_TranspDepthFixup=1
  315.  
  316.  
  317. -- SHADOWS
  318.  
  319. r_ShadowPass=1
  320. e_Shadows=1
  321. e_ShadowsCastViewDistRatioLights=0.2
  322. e_ShadowsCastViewDistRatioMulInvis=0.3
  323. e_ShadowsLodBiasFixed=0
  324. e_ShadowsOnAlphaBlend=0
  325. e_ShadowsPoolSize=4096
  326. e_ShadowsResScale=4
  327. e_ShadowsTessellateCascades=1
  328. e_ShadowsTessellateDLights=0
  329. e_ShadowsUpdateViewDistRatio=512
  330. e_ParticlesShadows=0
  331. r_FogShadows=0
  332. r_ShadowBlur=0
  333. r_FogShadowsWater=0
  334. r_ShadowJittering=0
  335. r_ShadowPoolMaxTimeslicedUpdatesPerFrame=20
  336. --;r_ShadowsCacheResolutions=3162,2107,1405,936,312
  337. r_ShadowsCacheResolutions=6324,4214,2810,1872,624
  338. r_ShadowsScreenSpace=0
  339. r_DrawNearShadows=1
  340. r_ShadowPoolMaxFrames=30
  341. r_ShadowsPCFiltering=1
  342. --; shadow cache spikes on PC every 10s especially on higher spec
  343. --; it also dramatically slows time dependent cubemap generation
  344. r_ShadowsCache=0
  345. r_ShadowsUseClipVolume=1
  346. e_ShadowsCastViewDistRatio=1
  347. --; 1=merge first; 2=merge all
  348. e_ShadowsBlendCascades=2
  349. --; filter
  350. q_ShaderShadow=2
  351. --; only used if q_ShaderShadow=3
  352. r_ShadowsAdaptionMin=2
  353. --; doesn't cost much more to use high lod model, makes lod transiotion a bit less obvious
  354. e_ShadowsLodBiasFixed=-10
  355.  
  356. --; dist ~= 200
  357. e_GsmLodsNum=5
  358. e_GsmRange=3
  359. e_GsmRangeStep=2.5
  360. e_ShadowsMaxTexRes=1024
  361. e_ShadowsCastViewDistRatio=0.7
  362. r_ShadowCastingLightsMaxCount=15
  363.  
  364. e_SunAngleClamp=30
  365.  
  366.  
  367. -- SSDO
  368.  
  369. r_ssdo=1
  370. --; Enable half resolution depth for SSDO (viewport is still full res)
  371. --; 1 - Enabled all the time
  372. --; 2 - Disabled for small camera FOVs to avoid artifacts
  373. --; OGP: Always full res SEEMS FREE (or less than 1% : 142 FPS with and without)
  374. r_ssdoHalfRes=0
  375. r_ssdoAmountAmbient=2.25
  376. r_ssdoAmountDirect=3
  377. r_ssdoAmountreflection=1.5
  378. r_ssdoRadius=0.01
  379. r_ssdoRadiusMin=0.02
  380. r_ssdoRadiusMax=0.1
  381. r_ssdoColorsBleedin=1
  382. e_svoTI_SSAOAmount=0.75
  383.  
  384.  
  385. -- WATER
  386.  
  387. e_WaterOceanFFT=1
  388. e_WaterTessellationAmount=10
  389. e_WaterTessellationAmountX=10
  390. e_WaterTessellationAmountY=10
  391. e_WaterTessellationSwathWidth=10
  392. q_ShaderWater=2
  393. r_WaterReflectionsMinVisiblePixelsUpdate=0.05
  394. r_WaterTessellationHW=0
  395. r_WaterUpdateDistance=0.2
  396. r_WaterUpdateFactor=0.0
  397. r_WaterVolumeCaustics=0
  398. r_WaterVolumeCausticsDensity=256
  399. r_WaterVolumeCausticsMaxDist=35
  400. r_WaterVolumeCausticsRes=1024
  401. r_WaterVolumeCausticsSnapFactor=1
  402.  
  403.  
  404.  
  405. -- WEATHER
  406.  
  407. mfx_Timeout = 0.01
  408.  
  409. r_RainOccluderSizeTreshold=10
  410. wh_env_PuddleCreationDelay = 1000
  411. wh_env_PuddleCreationSpeed = 0.005
  412. wh_env_PuddleDryupDelay = 0
  413. wh_env_PuddleDryupSpeed = 0.005
  414. wh_env_puddleMaskMin = 0
  415. wh_env_DirtCreationSpeed = 0.05
  416. wh_env_DirtDryupSpeed = 0.05
  417. wh_env_RainDiffuseDarkening = 0.2
  418.  
  419. wh_env_RainWindStrength = 10
  420. wh_env_RainDropsAmountMul = 15
  421. wh_env_RainDropsSpeedMul = 7
  422. wh_env_RainDropsSpeedBase = 1.5
  423.  
  424. wh_env_RainLayers = 3
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