//============================ ENABLE CONSOLE =================================== con_restricted = 0 //============================ CPU THREADS ====================================== sys_main_CPU = 0 sys_TaskThread4_CPU = 0 sys_TaskThread2_CPU = 0 sys_physics_CPU = 1 sys_streaming_CPU = 1 sys_TaskThread5_CPU = 1 ca_thread1Affinity = 1 sys_TaskThread0_CPU = 1 sys_TaskThread3_CPU = 1 ca_thread0Affinity = 1 sys_TaskThread1_CPU = 1 r_WaterUpdateThread = 1 //============================ IN GAME SETTINGS ================================= sys_spec_Environment = 1 sys_spec_GameEffects = 1 sys_spec_ObjectDetail = 1 sys_spec_Particles = 1 //[1/2/3/4/x] //modifies whole particle tree sys_spec_PostProcessing = 1 sys_spec_Shading = 1 sys_spec_Shadows = 1 sys_spec_Texture = 1 sys_spec_Physics = 1 sys_spec_Sound = 1 //============================ SYSTEM RAM THROUGHPUT ============================ //sys_budget_streamingthroughput = 6661120 /use "winsat mem" then multiply result by 1024 //sys_LocalMemoryGeometryStreamingSpeedLimit = 6505 /use "winsat mem" //sys_LocalMemoryTextureStreamingSpeedLimit = 6505 /use "winsat mem" //sys_streaming_max_bandwidth = 6505 /use "winsat mem" //============================ KNOWN AND CHECKED ================================ r_MultiGPU = 0 r_MultiThreaded = 1 r_TexMinAnisotropy = 0 r_TexMaxAnisotropy = 0 r_ImpostersUpdatePerFrame = 1000 r_CloudsUpdateAlways = 0 r_Rain = 0 //0 = disabled, 1 = enabled, 2 = enabled with occlusion r_RainAmount = 0 r_GeomInstancing = 1 r_WaterUpdateFactor = 20 r_WaterUpdateDistance = 20 r_WaterCaustics = 0 r_WaterGodRays = 0 r_WaterReflections = 0 r_WaterReflectionsQuality = 0 r_WaterReflectionsMGPU = 0 r_Beams = 0 r_BeamsMaxSlices = 16 r_BeamsDistFactor = 1 r_TexSkyResolution = 4 //was 2 r_ImposterRatio = 4 r_EnvTexResolution = 0 r_EnvTexUpdateInterval = 0.001 //[0,001...1] higher = more frequent updates r_EnvCMResolution = 0 r_DynTexMaxSize = 24 r_DynTexAtlasCloudsMaxSize = 8 r_DynTexAtlasSpritesMaxSize = 8 r_TexAtlasSize = 32 //was 256 r_TexBumpResolution = 4 //was 2 r_TessellationTriangleSize = 20 r_UseMergedPosts = 1 //1 = fastest, 2= full res, 3 = quality r_SSReflections = 0 r_FogShadows = 0 r_MeshPrecache = 1 r_Batching = 1 //0 = off, 1 = on //render items batching //was2 r_BatchType = 0 //0 = CPU friendly, 1 = GPU friendly, 2 = Automatic r_Fur = 0 e_Tessellation = 0 //0 = not allowed, 1 = allowed e_ShadowsMaxTexRes = 4 e_GI = 0 e_GICache = 0 e_Clouds = 0 e_Decals = 0 e_DecalsMerge = 1 e_DecalsPreCreate = 1 e_DecalsScissor = 1 e_SkyType = 0 e_TerrainAo = 0 e_ObjQuality = 0 e_CullVegActivation = 0.1 //was 20 //was1 //0 = unconditional activation e_MaxViewDistSpecLerp = 0 //1 = highest, 0 = lowest e_SkyQuality = 2 e_GsmCastFromTerrain = 0 //was 1 e_GsmCache = 1 e_DecalsAllowGameDecals = 0 v_vehicle_quality = 1 //[1...4] lower = faster s_MemoryPoolSystem = 0 q_Renderer = 0 //q_Quality = 0 //sets whole set of q_ quality Shaders to 1 or higher q_ShaderGeneral = 0 q_ShaderGlass = 0 q_ShaderVegetation = 0 q_ShaderIce = 0 q_ShaderTerrain = 0 q_ShaderShadow = 0 q_ShaderWater = 0 q_ShaderFX = 0 q_ShaderPostProcess = 0 q_ShaderHDR = 0 q_ShaderSky = 0 q_ShaderMetal = 0 //============================ UNKNOWN AND UNCHECKED ============================ r_stereodevice = 0 e_Recursion = 0 e_ViewDistMin = 0.1 //was10 e_ViewDistRatio = 0.1 //was19 e_ViewDistRatioCustom = 0.1 //was19 e_ViewDistRatioDetail = 0.1 r_DrawNearZRange = 0.08f e_TerrainNormalMap = 1 e_TerrainTextureStreamingPoolItemsNum = 16 e_TerrainOcclusionCullingMaxDist = 10 e_TerrainOcclusionCullingStepSize = 4 e_TerrainOcclusionCullingStepSizeDelta = 1.05 e_DissolveSpriteMinDist = 2 e_DissolveSpriteDistRatio = 0.1 e_OcclusionCullingViewDistRatio = 0.25 //was 0.5 ca_AttachmentCullingRation = 32 //was 50 es_DebrisLifetimeScale = 0 es_MaxPhysDist = 5 //was 25 es_MaxPhysDistInvisible = 10 //was 25 r_DisplacementFactor = 0.4 r_DetailTextures = 0 r_DetailDistance = 1 e_DecalsLifeTimeScale = 0 e_DecalsOverlapping = 0 ca_useDecals = 0 r_ColorGrading = 0 r_GlowAnamorphicFlares = 0 r_DepthOfField = 0 r_dofMinZScale = 0 r_dofMinZ = 1 r_DepthOfFieldBokeh = 0 r_DepthOfFieldBokehQuality = 1 r_sunshafts = 0 r_pointslightshafts = 0 r_Coronashafts = 0 r_Coronas = 0 r_Flares = 0 r_MotionBlur = 0 r_MotionBlurMaxViewDist = 0 r_MotionBlurShutterSpeed = 0.001 ca_MotionBlurMovementThreshold = 0.001 r_Reflections = 0 r_ReflectionsQuality = 0 r_HDRRendering = 0 r_HDRTexFormat = 0 r_HDRLevel = 1 r_HDROffset = 10 r_HDRSaturation = 1 r_HDRBrightLevel = 0.0 r_HDRBrightOffset = 8 r_HDRBrightThreshold = 5 r_HDRBloomMul = 0.5 r_HDRGrainAmount = 0 r_HDRBlueShift = 0 r_HDREyeAdaptionCache = 120 r_MSAA = 0 r_MSAA_quality = 0 r_MSAA_samples = 4 r_PostAA = 0 r_PostAAEdgeFilter = 0 r_PostAAInEditingMode = 0 r_PostAAMode = 0 r_SSAO = 0 r_SSAOQuality = 0 r_SSAODownscale = 0 r_SSAOAmount = 1 r_SSAORadius = 1.5 r_SSAOTemporalConvergence = 0.7 r_SSAOContrast = 1 r_TerrainAO_FadeDist = 8 r_ssdo = 0 r_ssdoAmount = 0 r_ssdoAmbientAmount = 0 r_refraction = 0 e_GIRSMSize = 64 //[64...512] e_GIAmount = 0.25 e_GIMaxDistance = 150 e_GINumCascades = 1 e_GICascadesRatio = 2 e_GIIterations = 2 e_GIOffset = 0.2 e_GIPropagationAmp = 3.3 e_SkyUpdateRate = 0 e_Shadows = 0 r_ShadowGen = 0 r_ShadowGenMode = 0 e_ShadowsOnAlphaBlend = 0 e_ShadowsOnWater = 0 e_ShadowsClouds = 0 e_ShadowsMasksLimit = 1 e_ShadowsLodBiasFixed = 1 e_ShadowsLodBiasInvis = 1 r_ShadowBlur = 0 r_ShadowBluriness = 0.1 r_ShadowJittering = 1.5 e_ShadowsCastViewDistRatio = 0.6 e_ShadowsCastViewDistRatioLights = 0.8 e_ShadowsTessellateCascades = 0 r_ShadowsMaskResolution = 2 r_ShadowsMaskDownScale = 1 e_ShadowsAdaptScale = 2.0 e_ShadowsConstBias = 1.0 e_ShadowsSlopeBias = 1 e_GsmRange = 1 e_GsmRangeStep = 1 e_GsmRangeStepExtended = 6 e_GsmCacheLodOffset = 1 e_GsmCacheLodOffsetExtended = 6 e_GsmExtendLastLod = 1 e_GsmExtendLastLodIncludeObjects = 0 e_GsmScatterLodDist = 24 r_ImpostersDraw = 0 r_ShadowsParticleNormalEffect = 0 r_ShadowsParticleKernelSize = 0 r_ShadowsAdaptionMin = 0 r_ShadowsAdaptionSize = 0 g_breakage_particles_limit = 4 //was 10 g_joint_breaking = 0 g_tree_cut_reuse_dist = 0 e_ViewDistRatioLights = 0 //was 0.1 //was5 e_FoliageWindActivationDist = 20 e_PhysFoliage = 0 e_PhysOceanCell = 0 //0 = flat //was 0.5 p_gravity_z = -36.3 p_joint_damage_accum = 2 p_joint_damage_accum_threshold = 0.2 p_max_MC_iters = 10 p_max_object_splashes = 1 p_max_substeps_large_group = 1 p_num_bodies_large_group = 10 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 sys_preload = 1 i_precache = 1 //e_PreloadDecals = 1 e_AutoPrecacheCgfMaxTasks = 4 //was 64 //e_PreloadMaterials = 1 //e_StatObjPreload = 1 ca_PrecacheAnimationSets = 1 e_PrecacheLevel = 1 //r_TexturesWarmup = 0 e_ShadowsResScale = 0.1 e_DynamicLightsMaxEntityLights = 2 e_gsmlodsnum = 0 e_WaterWaves = 0 e_WaterOceanFFT = 0 r_WaterReflectionsMinVisiblePixelsUpdate = 0 r_WaterReflectionsUseMinOffset = 0 e_WaterTessellationAmountX = 0 e_WaterTessellationAmountY = 0 e_TessellationMaxDistance = 0 //============================ LOD DISSOLVE ===================================== e_Dissolve = 1 e_DissolveDistband = 3 e_DissolveDistMax = 8 e_DissolveDistMin = 2 //============================ PARTICLES ======================================== e_ParticlesLod = 0.1 //0 = disable some effects like PPC, Missiles e_ParticlesObjectCollisions = 0 //1 = static, 2 = static and dynamic, 0 = ? e_ParticlesQuality = 1 //was 0 e_WaterOceanSoftParticles = 0 r_UseSoftParticles = 0 e_ParticlesDiffCM = 0 e_ParticlesMaxDrawScreen = 1 //was 0.0001 //lower than 1 = no directional arrow drawn //higher = more drawn e_ParticlesMotionBlur = 0 r_UseParticlesGlow = 0 e_ParticlesShadows = 0 //0 = off, 1 = on, 2 = force e_ParticlesSoftIntersect = 0 e_ParticlesThread = 0 e_ParticlesAnimBlend = 0 //try 1 e_ParticlesGI = 0 //try 1 r_UseGSParticles = 0 //was 1 //0 = CPU, 1 = GPU? e_ParticlesLights = 0 r_UseParticlesMerging = 0 //1 = bug! r_UseParticlesHalfRes = 2 r_UseParticlesHalfResForce = 1 r_UseParticlesRefraction = 0 e_ParticlesPreload = 1 //============================ TEXTURES STREAMING =============================== r_TexturesStreaming = 0 //was 2 r_TexturesStreamPoolSize = 128 //disable if r_TexturesStreaming = 2 r_TexturesStreamingMipBias = 4 //r_TexturesStreampoolDefragmentation = 2 //0 = Disabled; 1 = CPU; 2 = GPU //============================ COVERAGE BUFFER=================================== e_CoverageBuffer = 2 //1 = camera culling only, 2 = camera culling and light-to-object check e_CoverageBufferReproj = 2 //1 = simple reproject, 2 = additional hole filling, 4 = using ocm mesh for occlusion checking e_CoverageBufferTerrain = 1 e_CoverageBufferVersion = 1 //1 = Vladimir's, 2 = MichaelK's //unstable results //e_CoverageBufferTerrainLodShift = 0 //[0...100...1024] //============================ VEGETATION ======================================= e_ProcVegetation = 0 e_VegetationSprites = 1 e_VegetationBending = 0 e_VegetationUseTerrainColor = 1 e_VegetationSpritesBatching = 1 e_VegetationSpritesDistanceRatio = 0.3 //was 1 e_VegetationSpritesMinDistance = 0.3 //was 1 e_VegetationSpritesDistanceCustomRatioMin = 0.3 //was 1 e_VegetationMinSize = 2048 r_VegetationSpritesTexRes = 8 //e_VegetationSpritesScaleFactor //0 or 1, test //============================ SHADERS ========================================== r_ShadersDX11 = 1 r_ShadersAsyncCompiling = 3 //0 = off, 1 = ?, 2 = ?, 3 = precache mode r_ShadersAsyncMaxThreads = 6 //test lower numbers //1 = slower than 6 r_ShadersPreactivate = 1 r_ShadersPrecacheAllLights = 1 r_ShadersUseInstanceLookUpTable = 1 r_MergeShaders = 1 //not displayed in omicron //============================ SYSTEM AND HARDWARE ============================== d3d9_TripleBuffering = 0 //was 1 d3d9_TextureFilter = bilinear r_VSync = 0 r_DrawNearFOV = 100 sys_MaxFPS = 30 //============================ ADDITIONAL SETTINGS ============================== gp_option_ShowCockpitGlass = 0 gp_default_cockpit_light = 1 gp_mech_showfps = 1 //============================ FLASH SCALEFORM SETTINGS ======================== sys_flash_edgeaa = 0 sys_flash_static_pool_size = 0 sys_flash_address_space = 65536 //value = X*1024 sys_flash_check_filemodtime = 1 //was 0 sys_flash_curve_tess_error = 24 //[0...8...24...28...32...] <- interesting values sys_flash_allow_reset_mesh_cache = 1 sys_flash_newstencilclear = 0 //was 1 gp_hud_ams_update = 12 gp_hud_compass_update = 9 gp_hud_ecm_update = 12 gp_hud_engine_update = 12 gp_hud_heading_update = 3 gp_hud_heat_update = 9 gp_hud_targetinfo_update = 3 gp_hud_textwarning_update = 12 gp_hud_throttle_update = 12 gp_hud_weapon_update = 9 //============================ LOD SETTINGS ===================================== e_Lods = 1 e_LodsForceUse = 1 e_LodRatio = 0 //Lower values force LODs to load sooner e_LodMin = 6 //[0..3...6] e_TerrainLodRatio = 4 e_TerrainTextureLodRatio = 5 e_CharLodMin = 1 //was 1024 e_LodCompMaxSize = 19 //Lower values force LODs to load sooner //[0,1...1...19] r_TextureLodDistanceRatio = -1 //[-1...0...1...] -1 = off //============================ AUDIO ============================================ s_MemoryPoolSoundPrimary = 0 sys_budget_soundCPU = 0 //check 1, check 15 ds_PrecacheSounds = 1 //============================ TESTING ========================================== //p_num_threads = 2 //p_num_jobs = 2 r_PostProcessHUD3D = 0 r_PostProcessHUD3DCache = 3 //was 0 r_PostProcessHUD3DStencilClear = 0 //1 = default e_HwOcclusionCullingWater = 1 //was 0 r_WaterTessellationHW = 0 r_UseHWSkinning = 1 //r_ShadowGenGS = 1 //r_ConditionalRendering = 2 //can be 2 r_UseMaterialLayers = 0 //0 = disabled, 1 = normal, 2 = optimized e_ObjFastRegister = 1 ca_UseAnimationsCache = 1 r_TexPreallocateAtlases = 1 e_StatObjMerge = 1 r_MergeRenderChunks = 1 e_DecalsRange = 0.01 //try 0.1 or less e_DeformableObjects = 0 //gfx_draw = 0 //1 = game starting screen won't load gfx_loadtimethread = 0 e_DecalsDefferedDynamic = 1 e_DecalsDefferedStatic = 1 e_DecalsForceDeferred = 1 //was 0, should be 1? r_RainMaxViewDist_Deferred = 1 //could be 0? e_OnDemandPhysics = 0 //0 = off, 1 = vegetation only(default), 2 = brushes only, 3 = brushes & vegetation //============================ TESTING ADDED ==================================== sys_rendersplashscreen = 0 r_PostProcessHUD3DGlowAmount = 0 //[>0.0] r_PostProcessHUD3DShadowAmount = 0 //[>0.0] e_DynamicLightsForceDeferred = 1 r_DeferredShadingEnvProbes = 1 //try 0 because of bugs //was 1 //r_UseZPass = 2 //0 = disable(bugged), 1 = enable(default), 2 = enable for expensive materials r_PrecacheShaderList = 1 //works, should be low in config r_PrecacheShaders = 1 //works, should be low in config r_OptimiseShaders = 1 //works, should be low in config //============================ MODIFIED BY MWO ================================== e_Wind = 0 e_Brushes = 0 e_DynamicLights = 0 e_Entities = 0 r_RainDropsEffect = 0 r_HUDHitEffect = 0 e_LodMax = 3 e_SkyBox = 0 e_Vegetation = 0 e_ViewDistRatioVegetation = 0 e_TerrainOcclusionCullingVersion = 0 //0 = old, 1 = new e_TerrainOcclusionCulling = 0 e_TerrainOcclusionCullingPrecision = 0.1 e_TerrainOcclusionCullingPrecisionDistRatio = 1 e_VegetationAlphaBlend = 0 r_LightPropagationVolumes = 0 r_TexMinSize = 0 r_TexMaxSize = 4 r_TexResolution = 4 //0 = full, 1 = half, 2 = quarter, etc e_DecalsHitCache = 0 r_PostProcessEffects = 0 r_PostProcessFilters = 0 r_PostProcessGameFx = 0 r_Glow = 0 e_HwOcclusionCullingObjects = 1 r_EyeAdaptationBase = 0.5 r_EyeAdaptationFactor = 0 r_EyeAdaptationSpeed = 0.5 e_DecalsPlacementTestAreaSize = 0.1 e_Sun = 0 e_Fog = 0 e_FogVolumes = 0 e_ParticlesMinDrawPixels = 8 e_ParticlesCullAgainstViewFrustum = 1 e_ParticlesMaxScreenFill = 8 e_ParticlesPoolSize = 4096 e_ParticlesEmitterPoolSize = 2048 e_AutoPrecacheTerrainAndProcVeget = 1 e_AutoPrecacheTexturesAndShaders = 1 e_AutoPrecacheCameraJumpDist = 3 //number of frames, 0 = none e_RNTmpDataPoolMaxFrames = 3 //Cache RNTmpData at least for X framres e_Roads = 0 e_Ropes = 0 e_Portals = 0 e_Particles = 0 e_PrepareDeformableObjectsAtLoadTime = 1 e_WaterOcean = 2 e_WaterOceanBottom = 0 e_WaterVolumes = 0 e_WaterWavesTessellationAmount = 0.5 e_LodMinTtris = 0 /was1 e_AutoPrecacheCgf = 2 //1 = precache all meshes, 2 = precache important meshes(twice fast) ca_UsePhysics = 0 ca_KeepModels = 1 mfx_Enable = 0 mfx_EnableAttachedEffects = 0 mfx_EnableFGEffects = 0 //============================ DISABLED BY MWO=================================== g_skipIntro = 1 r_UsePOM = 0 e_LodMinTris = 1 gpu_particle_physics = 1 e_view_dist_ratio_vegetation = 1 //? e_vegetation_min_size = 2048 //higher = faster r_TexturesFilteringQuality = 2 //0 = high, 1 = medium, 2 = low r_DetailNumLayers = 1 g_radialBlur = 0 r_silhouettePOM = 0 r_ChromaticAberration = 0 i_particleeffects = 0 r_FogShadowsWater = 0 r_Sharpening = 0 //[0...0,1...n] e_CoverageBufferEarlyOut = 1 //preempting occluder rasterization to avoid stalling in the main thread if rendering is faster e_CoverageBufferTerrainExpand = 1 //expanding the AABB Z axis of terrain to avoid flat terrain flickering e_ShadowsPoolSize = 256 r_Quality_Bumpmapping = 0 //0 = off, 1 = low, 2 = med, 3 = high r_Vegetation_PerpixelLight = 0 //0 = off, 1 = on e_MergedMeshesInstanceDist = 0 e_MergedMeshesViewDistRatio = 0 r_HDRBloomRatio = 0.000 e_particles_thread = 1 e_dynamic_light = 0 e_gsm_lods_num = 0 e_particles_max_emitter_draw_screen = 1 e_particlesmaxemitterdrawscreen = 1 e_particles_lod = 0.1 e_ParticlesSortQuality = 0 r_VolumetricFog = 0 e_vegetation_sprites_distance_ratio = 0.9 e_proc_vegetation = 0 e_ParticlesForceSoftParticles = 0 e_detailmaterialsviewdist = 1 e_detail_materials_view_dist_xy = 1 e_detail_materials_view_dist_z = 1 sys_flash_use_arenas = 1 sys_skiponlowspec = 1 sys_LowSpecPak = 1 sys_budget_fps = 32 d3d11_TextureFilter = bilinear d3d11_TripleBuffering = 0 r_PostProcessEffectsGameFx = 0 r_PostProcessEffectsFilters = 0 r_FlareHqShafts = 0 r_FlaresTessellationRatio = 0 //[0...1] e_water_ocean_soft_particles = 0 p_cull_distance = 1 e_ParticlesCullAgainstOcclusionBuffer = 1 r_ParticlesHalfRes = 2 e_hw_occlusion_culling_water = 0 r_WaterUpdateChange = 1 ca_AnimIFrame = 30 r_Unlit = 1 r_ShadersDynamicBranching = 0 e_GeomCaches = 1 e_ram_maps = 1 r_UsePersistentRTForModelHUD = 1 //Uses a seperate RT to render models for the ModelHud Renderer e_level_auto_precache_textures_and_shaders = 1 e_level_auto_precache_terrain_and_proc_veget = 1 r_TexNormalMapCompressed = 0 r_AccurateParticles = 0 e_DecalsPlacementTestMinDepth = 1 r_ShadersAllowCompilation = 1 d3d9_ClipPlanes = 1 cl_FOV = 100 pl_movement.power_sprint_targetFOV = 100 r_EnvCMResolutionInterval = 0.001 //[0,1...1] higher = more frequent updates r_TexturesStreamingSkipMips = 2 e_max_entity_lights = 0 //[0...n] lower = faster e_LightVolumes = 0 //0 = off, 1 = enabled, 2 = sun only cl_weapon_light = 0 //0 = off, 1 = on cl_projectile_light = 0 //0 = off, 1 = on ca_EnableDecals = 0 r_EnvLightCMSize = 4 //[4...64] lower = faster