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- --for KingdomCome v1.5+ - I7, 16 GB RAM, 4GB VRam
- con_restricted=0
- --r_DisplayInfo=1=Shows basic performance stats like the current frame rate ; 3= only basic info
- r_DisplayInfo=0
- wh_pl_showfirecursor=1
- sys_spec_shading=2
- sys_spec_gameeffects=2
- sys_spec_objectdetail=3
- sys_spec_particles=1
- sys_spec_physics=1
- sys_spec_postprocessing=2
- sys_spec_shadows=2
- sys_spec_sound=2
- sys_spec_texture=4
- sys_spec_water=2
- -- r_DrawNearFoV=85
- -- cl_fov=85
- -- pl_movement.power_sprint_targetFov=85
- -- Mouse Smoothing, Acceleration and Sensitivity
- i_mouse_smooth = 0
- i_mouse_accel = 0
- -- CPU for i5
- sys_physics_CPU=3
- r_Beams=1
- r_MultiThreaded = 1
- -- based on cpu i5 core/thread amount
- --sys_job_system_max_worker = 4
- -- (NEW6) - Set to 0 to create as many threads as cores are available
- sys_job_system_max_worker = 0
- -- (NEW6)
- sys_main_CPU = 3 --Specifies the physical CPU index main will run on
- sys_main_CPU = 1
- sys_streaming_CPU = 2
- e_ParticlesThread = 4
- -- balancing CPU load (NEW6)
- r_WaterUpdateThread = 3
- e_StatObjMergeUseThread = 3
- sys_TaskThread0_CPU = 2
- sys_TaskThread1_CPU = 0
- sys_TaskThread2_CPU = 2
- sys_TaskThread3_CPU = 3
- sys_TaskThread4_CPU = 0
- sys_TaskThread5_CPU = 3
- --(NEW10)
- ca_thread0Affinity = 0
- ca_thread1Affinity = 2
- -- WATER
- r_fogShadowsWater = 0
- -- SHADING
- -- (NEW10)
- -- 0=don't use Area Lights. (1=sunligh goes through windows). FPS costy (10 fps)
- r_DeferredShadingAreaLights=0
- -- !=0 causes flickering
- r_DeferredShadingSortLights=0
- r_ColorGrading=1
- r_Driver=DX11
- --r_EnvTexResolution=2
- e_shadows=1
- r_ShadowBlur=0
- r_MotionBlurMaxViewDist=16
- r_MotionBlur=0
- r_VSync=0
- --r_TexturesStreaming=0 with v1.5seems to break the map / Map will not load, game softlocks with a black screen
- r_TexMinAnisotropy=16
- r_TexMaxAnisotropy=16
- --(NEW10)
- r_MotionBlurQuality=0
- -- PORTAILS - Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
- --e_Portals=0 with v1.5breaks some of the ingame menus, screens get partially cut of in a black frame
- -- Lighting (dynamic)
- -- (NEW6)
- r_ShadowCastingLightsMaxCount = 12
- -- VOLUMETRIC ===
- --(NEW10)
- 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.
- e_VolumetricFog=1
- -- Set based on your Vram, example provided for 3GB
- r_TexturesStreamPoolSize = 8192
- sys_budget_videomem = 8192
- -- Set the amount of system RAM available to the game, example 16GB
- sys_budget_sysmem = 14000
- sys_maxfps = 144
- -- uses GPU for physics calculation instead of CPU (NEW2)
- -- r_BatchType = 1
- -- SHADOWS (r_FogShadows=volumetric fog)
- r_FogShadows = 0
- --detail shadows (NEW3)
- e_ShadowsPerObject = 0
- -- 256(faster), 512(medium), 1024(better quality)
- e_ShadowsMaxTexRes=512
- --(NEW10shadows)
- r_ShadowJittering=0
- -- avoid spikes
- r_ShadowsCache=0
- ; === GRASS (NEW3) ===
- e_MergedMeshesViewDistRatio=66
- --ci dessus: visual range of grass, ultra=80, all sliders to the right=100, 67=4
- --e_MergedMeshesInstanceDist=2 removed for v1.5->later =1
- -- default size is 24MB which is not enough (J.H. - Vladimir suggests 512) (NEW)
- e_StreamCgfPoolSize = 512
- -- Level of Detail - fixed missing grass & meshes (NEW)
- e_MergedMeshesOutdoorOnly = 1
- -- (NEW10)PRE CACHE
- --pre-cache only important meshes
- --e_AutoPrecacheCgf = 2 with v1.5 causes weird pop ins
- -- (NEW10)ANTIALIASING
- r_AntialiasingTAAPattern=0
- r_supersampling=0
- -- no buggy pixels
- r_AntialiasingTAASharpening=0
- -- SMAA TX1
- r_AntialiasingMode=1
- -- (NEW10) SKY
- r_TexAtlasSize = 256
- --0 turns off nets 2 fps.
- e_ShadowsClouds = 0
- ---------
- -- OGP --
- ---------
- -- GI
- e_svoTI_Apply=1
- e_svoTI_DiffuseConeWidth=12
- e_svoTI_RsmConeMaxLength=6
- e_svoTI_VoxelizeUnderTerrain=0
- e_svoTI_GsmCascadeLod=5
- e_svoTI_SkyColorMultiplier=-1.0001
- e_svoTI_ConeMaxLength = 30
- e_svoTI_DiffuseConeWidth = 30
- e_svoTI_DiffuseBias=0.05
- e_svoTI_SpecularAmplifier=1
- e_svoTI_DiffuseAmplifier=1
- e_svoTI_Saturation=0.3
- --; e_svoTI_ResScaleBase just impacts resolution,
- --; wheras e_svoti_LowSpecMode impacts resolution a AND shader complexity
- --; cf https://github.com/aws/lumberyard/blob/master/dev/Code/CryEngine/RenderDll/XRenderD3D9/D3DDeferredShading.cpp
- e_svoTI_ResScaleBase=0
- e_svoTI_LowSpecMode=8
- e_svoTI_Diffuse_Cache=0
- -- GRASS
- e_VegetationUseTerrainColor=1
- e_VegetationUseTerrainColorDistance=200
- e_MergedMeshesInstanceDist=1
- e_ObjShadowCastSpec=1
- e_MergedMeshesPool=2048
- e_MergedMeshesLodRatio=8
- -- LOD
- e_ViewDistRatioCustom=60 --;looks unused - View distance ratio for special marked objects (Players,AI,Vehicles)
- e_ViewDistRatioDetail=80 --;looks unused - View distance ratio for detail objects
- e_ViewDistRatioLights=60 --;looks unused - View distance ratio for light sources
- es_DebrisLifetimeScale=0.6
- e_DecalsLifeTimeScale=1
- e_MaxViewDistSpecLerp=0.5
- e_ObjQuality=1
- e_TerrainOcclusionCullingMaxDist=130
- r_FlaresTessellationRatio=0.25
- sys_flash_curve_tess_error=4
- e_CoverageBufferReproj=6
- e_DecalsAllowGameDecals=1
- e_DecalsOverlapping=1
- e_OcclusionCullingViewDistRatio=1
- e_StatObjBufferRenderTasks=1
- e_StreamCgf=1
- e_StreamInstancesMinLoadedNodes=2048
- e_Tessellation=0
- e_Dissolve=1 --;Objects alphatest_noise_fading out on distance and between lods
- e_LodMin=0
- e_UberlodDistanceRatio=1.8
- e_LodFaceAreaTargetSize=0.003 --;Threshold used for LOD computation.
- e_VegetationMinSize=0.5 --;Minimal size of static object, smaller objects will be not rendered
- e_ViewDistMin=20 --;in distance on what far objects will be culled out
- e_ViewDistRatio=75 --;View distance ratio for big objects
- e_ViewDistRatioVegetation=75 --;Bushes/Trees
- ca_AttachmentCullingRation=145 --;View distance ratio for NPC
- e_LodRatio=25
- e_TerrainLodRatio=0.3
- wh_cc_CharacterDetailReduction=1
- wh_cc_LodForItemStreamOutBase=11
- wh_cc_LodForAttachmentStreamOut=2
- --; prevents npc without head
- wh_cc_LodRatioRelative=2
- -- PARTICLES
- e_ParticlesMaxScreenFill=128
- e_ParticlesMinDrawPixels=1
- e_ParticlesMotionBlur=0
- e_ParticlesObjectCollisions=2
- e_ParticlesQuality=4
- r_ParticlesHalfRes=0
- r_ParticlesTessellation=1
- e_ParticlesLayeredUpdateMul=4
- -- PHYSICS
- es_MaxPhysDist=100
- es_MaxPhysDistInvisible=25
- e_CullVegActivation=50
- e_FoliageWindActivationDist=25
- e_PhysOceanCell=0.5
- e_PhysProxyTriLimit=10000
- g_breakage_particles_limit=160
- g_tree_cut_reuse_dist=0
- p_gravity_z=-9.81
- p_max_MC_iters=6000
- p_max_object_splashes=3
- p_max_substeps=5
- p_max_substeps_large_group=5
- p_num_bodies_large_group=100
- p_splash_dist0=7
- p_splash_dist1=30
- p_splash_force0=10
- p_splash_force1=100
- p_splash_vel0=4.5
- p_splash_vel1=10
- v_vehicle_quality=4
- -- SHADING
- q_ShaderFX=0
- q_ShaderGlass=0
- q_ShaderHDR=0
- q_ShaderIce=0
- q_ShaderMetal=0
- q_ShaderSky=0
- q_ShaderVegetation=0
- --; q_ShaderPostProcess has to be >=1 for sunshafts, no known difference (either visual or FPS) between 1,2,3
- q_ShaderPostProcess=3
- --;q_ShaderWater=0
- q_renderer=3
- --;bump mapping, no noticeable diff between 2 and 3
- q_ShaderGeneral=2
- --;POM quality, no noticeable diff between 2 and 3
- q_ShaderTerrain=2
- --; cheap and add color to hairs
- r_DeferredShadingTiledHairQuality=2
- --; Makes sunligh goes through doorsteps and windows. Very costy (95->82 fps)
- r_DeferredShadingAreaLights=0
- --; causes flickering (default=0)
- r_DeferredShadingSortLights=0
- --; TODO ???
- e_DynamicLightsMaxEntityLights=16
- --; Filters specular aliasing, costs 1% FPS
- r_deferredShadingFilterGBuffer=1
- --; 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
- --; no time to see it anyway
- r_MotionBlurQuality=0
- --; "godrays", seems free
- r_sunshafts=1
- --; volumetric clouds, cheap and disabling may look weird
- e_Clouds=1
- --; r_Beams [0/1/2/3]
- --; Default is 3 (optimized beams with glow support). 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.
- r_Beams=3
- --; Toggles lens flare effect
- r_Flares=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_PostProcessHUD3DCache=0
- --; from post-process
- r_ChromaticAberration=0
- r_ColorGrading = 2
- r_ColorGradingChartsCache=0
- r_DepthOfFieldDilation=0
- r_HDRBrightLevel=1.0
- r_HDRRendering=1
- r_MotionBlurMaxViewDist=32
- r_MotionBlurShutterSpeed=125
- r_TranspDepthFixup=1
- -- SHADOWS
- r_ShadowPass=1
- e_Shadows=1
- e_ShadowsCastViewDistRatioLights=0.2
- e_ShadowsCastViewDistRatioMulInvis=0.3
- e_ShadowsLodBiasFixed=0
- e_ShadowsOnAlphaBlend=0
- e_ShadowsPoolSize=4096
- e_ShadowsResScale=4
- e_ShadowsTessellateCascades=1
- e_ShadowsTessellateDLights=0
- e_ShadowsUpdateViewDistRatio=512
- e_ParticlesShadows=0
- r_FogShadows=0
- r_ShadowBlur=0
- r_FogShadowsWater=0
- r_ShadowJittering=0
- r_ShadowPoolMaxTimeslicedUpdatesPerFrame=20
- --;r_ShadowsCacheResolutions=3162,2107,1405,936,312
- r_ShadowsCacheResolutions=6324,4214,2810,1872,624
- r_ShadowsScreenSpace=0
- r_DrawNearShadows=1
- r_ShadowPoolMaxFrames=30
- r_ShadowsPCFiltering=1
- --; shadow cache spikes on PC every 10s especially on higher spec
- --; it also dramatically slows time dependent cubemap generation
- r_ShadowsCache=0
- r_ShadowsUseClipVolume=1
- e_ShadowsCastViewDistRatio=1
- --; 1=merge first; 2=merge all
- e_ShadowsBlendCascades=2
- --; filter
- q_ShaderShadow=2
- --; only used if q_ShaderShadow=3
- r_ShadowsAdaptionMin=2
- --; doesn't cost much more to use high lod model, makes lod transiotion a bit less obvious
- e_ShadowsLodBiasFixed=-10
- --; dist ~= 200
- e_GsmLodsNum=5
- e_GsmRange=3
- e_GsmRangeStep=2.5
- e_ShadowsMaxTexRes=1024
- e_ShadowsCastViewDistRatio=0.7
- r_ShadowCastingLightsMaxCount=15
- e_SunAngleClamp=30
- -- SSDO
- r_ssdo=1
- --; Enable half resolution depth for SSDO (viewport is still full res)
- --; 1 - Enabled all the time
- --; 2 - Disabled for small camera FOVs to avoid artifacts
- --; OGP: Always full res SEEMS FREE (or less than 1% : 142 FPS with and without)
- r_ssdoHalfRes=0
- r_ssdoAmountAmbient=2.25
- r_ssdoAmountDirect=3
- r_ssdoAmountreflection=1.5
- r_ssdoRadius=0.01
- r_ssdoRadiusMin=0.02
- r_ssdoRadiusMax=0.1
- r_ssdoColorsBleedin=1
- e_svoTI_SSAOAmount=0.75
- -- WATER
- e_WaterOceanFFT=1
- e_WaterTessellationAmount=10
- e_WaterTessellationAmountX=10
- e_WaterTessellationAmountY=10
- e_WaterTessellationSwathWidth=10
- q_ShaderWater=2
- r_WaterReflectionsMinVisiblePixelsUpdate=0.05
- r_WaterTessellationHW=0
- r_WaterUpdateDistance=0.2
- r_WaterUpdateFactor=0.0
- r_WaterVolumeCaustics=0
- r_WaterVolumeCausticsDensity=256
- r_WaterVolumeCausticsMaxDist=35
- r_WaterVolumeCausticsRes=1024
- r_WaterVolumeCausticsSnapFactor=1
- -- WEATHER
- mfx_Timeout = 0.01
- r_RainOccluderSizeTreshold=10
- wh_env_PuddleCreationDelay = 1000
- wh_env_PuddleCreationSpeed = 0.005
- wh_env_PuddleDryupDelay = 0
- wh_env_PuddleDryupSpeed = 0.005
- wh_env_puddleMaskMin = 0
- wh_env_DirtCreationSpeed = 0.05
- wh_env_DirtDryupSpeed = 0.05
- wh_env_RainDiffuseDarkening = 0.2
- wh_env_RainWindStrength = 10
- wh_env_RainDropsAmountMul = 15
- wh_env_RainDropsSpeedMul = 7
- wh_env_RainDropsSpeedBase = 1.5
- wh_env_RainLayers = 3
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