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G2 iracing settings

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Dec 22nd, 2020
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  1. [AutoCfg]
  2. AutoCfgCompleted=1 ; 0=need to run 3D autocfg at startup
  3. Version=1 ; Version of this file
  4.  
  5. [Graphics Options]
  6. SkyRefreshRate=0 ; 0=low update rate, 1=med update rate, 2=high update rate
  7. AllowTSOSelfShadows=0 ; 0=off, 1=more self-shadowing objects when shadow mapping
  8. DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
  9. DNSMShadowFadeTime=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (5 default)
  10. DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night
  11. DNSMHeadlightsCastShadows=1 ; 0=off 1=car headlights cast shadows
  12. DNSMWallsCastShadows=1 ; 0= off 1=track walls cast shadows
  13. DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows
  14. DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow
  15. DNSMEnable=0 ; 0=off 1=dynamic night shadow maps
  16. AutoExposure=1 ; 0=off, 1=on (only functions when HDR is also enabled)
  17. TwoPassTrees=0 ; 0=off, 1=render trees with higher quality in two passes
  18. NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame)
  19. NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame)
  20. ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled
  21. Distortion=0 ; 0=off, 1=Distortion enabled
  22. SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max)
  23. SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max)
  24. FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow)
  25. FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff)
  26. FXAA=0 ; 0=off, 1=FXAA enabled
  27. Sharpening=1 ; 0=off, 1=sharpening enabled
  28. MotionBlurBroadcastCams=1 ; 0=disabled, 1=enabled
  29. MotionBlurDrivingCams=1 ; 0=disabled, 1=enabled
  30. MotionBlurStrength=0 ; motion blur strength: 0=off, 1=low, 2=med, 3=high
  31. HeatHaze=0 ; 0=off, 1=heat haze enabled
  32. DepthOfField=0 ; 0=off, 1=depth of field blurs enabled
  33. ShadowMapType=1 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
  34. DynamicShadowFilters=7 ; 1=cockpit only, 7=all)
  35. DynamicShadowMaps=0 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
  36. ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows
  37. VirtualMirrors=0 ; 0=off, 1=virtual mirrors enabled
  38. MaxCockpitMirrors=4 ; Maximum number of cockpit mirrors to enable (0 to 4)
  39. MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors
  40. ParticlesSoft=1 ; soft particles: 0=off, 1=on
  41. ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on
  42. ParticleDetail=2 ; particle detail: 0=low, 1=med, 2=high
  43. WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high
  44. ObjectDetail=2 ; object population 0=low, 1=med, 2=high
  45. GrandstandDetail=1 ; 0=low, 1=med, 2=high
  46. CrowdDetail=0 ; 0=off, 1=low, 2=med, 3=high
  47. PitObjectDetail=3 ; 0=off, 1=low, 2=med, 3=high
  48. CarDetail=2 ; 0=low, 1=med, 2=high
  49. Trilinear=1 ; 0=off, 1=improved texture quality
  50. LODPctDynoMirrorsMax=500 ; above 100% increases FPS and decreases LOD (25 to 500)
  51. LODPctDynoMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500)
  52. LODPctDynoMax=400 ; above 100% increases FPS and decreases LOD (25 to 500)
  53. LODPctDynoMin=100 ; below 100% decreases FPS and increases LOD (25 to 500)
  54. LODPctMirrorsMax=500 ; above 100% increases FPS and decreases LOD (25 to 500)
  55. LODPctMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500)
  56. LODPctMax=400 ; above 100% increases FPS and decreases LOD (25 to 500)
  57. LODPctMin=100 ; below 100% decreases FPS and increases LOD (25 to 500)
  58. LODMinFPSTarget=60 ; Reduce LODs (see LODPct* settings) when FPS is below target.
  59. MaxPitObjsToDrawInMirrors=6 ; 0 to 192: Max number of pit objs to render per mirror camera
  60. MaxPitObjsToDraw=40 ; 0 to 192: Max number of pit objs to render per camera
  61. MaxCarsToDrawInMirrors=20 ; 4 to 64: Max number of cars to render per mirror camera
  62. MaxCarsToDraw=40 ; 10 to 64: Max number of cars to render per camera
  63. MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
  64. FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass
  65. DriverHands=1 ; Show driver hands? 0=no, 1=yes
  66. SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
  67. EnableSPS=1 ; 0=off 1=Use Single Pass Stereo VR (nvidia Pascal/Turing)
  68. EnableTireMarks=1 ; 0=Disable Tire marks 1=Enable tire marks
  69. DynamicCubemapType=0 ; 0=RGB8, 1=RGBE, 2=RGB16
  70. EnableHDR=0 ; 0=LDR rendering, 1=HDR rendering
  71. BrightnessAdj=0 ; Adjusts scene intensity: -6 to +6
  72. GammaAdj=0 ; Adjusts gamma encoding: -6 to +6
  73. EnableSwayTrees=1 ; 0=normal trees, 1=trees sway with wind
  74. EnableParallaxOcclusionMapping=0 ; 0=disabled, 1=enable parallax occlusion shaders
  75. TrackDisplacementEnable=1 ; 0=render without displacement, 1=render using track displacement shaders
  76. DNSMMaxLightsPerPass=3 ; 0- 6 = Shadowing lights per-fullscreen pass
  77. DynamicShadowRes=1 ; (For 3 maps! So, x3) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096
  78. DynamicTireRendering=0 ; 0=render without dynamic tires, 1=render with dynamic tires
  79. DynamicTrackTextureUpdateRate=2 ; 0=min, 1=low, 2=med, 3=high frequency of dynamic track texture updates
  80. DynamicTrackDataRendering=1 ; 0=render without dynamic track data, 1=render with Dynamic Track Data
  81. ShaderQuality=2 ; 0=low, 1=med, 2=high, 3=max
  82. HeadlightLevel=0 ; 0=low quality, 1=medium, 2=high quality. *** -1=disabled ***
  83. ParallelSorting=1 ; 0=disabled 1=multithreaded scene sort
  84. MonochromeHeadlights=0 ; 0=color headlights 1=all white (less blotches/banding)
  85. HeadlightsInMirrors=0 ; 0=off 1= headlights illuminate track surface in mirrors
  86. LoadTexturesWhenDriving=1 ; 0=only load when out of car
  87. NumMultiGPUs=1 ; Number of GPUs in Crossfire/SLI (1=off to 4). Set low as works.
  88. CompressTexturesSuits=1 ; 0=uncompressed 1=block compress (recommended)
  89. CompressTexturesHelmets=1 ; 0=uncompressed 1=block compress (recommended)
  90. CompressTexturesCars=1 ; 0=uncompressed (warning! no!!) 1=block compress (highly recommended)
  91. CompressedVertices=1 ; 0=off 1=Use compressed vertices
  92. ReduceCockpitFlicker=1 ; 0=off 1=enabled
  93. CarPaint2048x2048=1 ; 0=1024x1024 car textures res, 1=2048x2048 car texture res (max)
  94. CacheSwap3HighResCars=0 ; 0=shrink to fit 1=cache swap higher res for nearest cars
  95. WorldNearPlaneDistance=10 ; In 1/10 meters, min=1(0.1m) max=30(3m), helps z-fighting but may clip track.
  96. VisibilityFrameDelay=5 ; Number of frames to wait before re-testing object visibility. 0 = no delay
  97. AAQuality=0 ; 0=low - 0=max (GPU & AASamples specific)
  98. AASamples=4 ; 1=off, 2, or 4 - num samples
  99. MipLODBias=0 ; % bias texture lookup 100 is a mip level, positive is blurry, negative sharp
  100. OcclusionCull=1 ; 0=disable occlusion culling, 1=enabled (usually best)
  101. LimitFrameRate=1 ; 0=no limit, 1=use DesiredFPSLimit
  102. DesiredFPSLimit=91 ; Enabled when LimitFrameRate=1 and on ext. power
  103. MaxPreRenderedFrames=1 ; 1=normal 0=disabled/multi-gpu
  104. VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate
  105. TwoBackBuffers=0 ; 0=1 back buffer, 1=try to create 2 back buffers
  106. MaxWorkingSetMB_64Bit=12204 ; (64-bit) 1024 to 8192 MB - Lower to reduce page faults!
  107. VidMemMB=8192 ; Maximum GPU video memory to consume (MB)
  108. UIScalePct=150 ; User Interface Size
  109.  
  110. [MonitorSetup]
  111. BezelProtectionPct=7 ; 0-10: % of screen width to keep UI elements away from bezels
  112. Min3ViewZoomDistortion=1 ; 0=off 1=when cameras zoom in alot, relax screen angles
  113. NumMonitors=1 ; 1 or 3
  114. EnableSMPSurround=0 ; 0=off 1=Enable Simultaneous Multi-Projection via GPU
  115. RenderViewPerMonitor=0 ; 0=off 1=separate view on each monitor (less distortion)
  116. MonitorWidth=0 ; (mm) total width of each monitor (screen + bezels)
  117. ScreenWidth=0 ; (mm) usable width of each screen (no bezels)
  118. ScreenAngles=0 ; (deg) side monitor angle, 10=slight, 65=max
  119.  
  120. [Debug]
  121. Renderer=? ; Driver DLL - Don't Edit This!
  122. Version=0 ; Driver Version - Don't Edit This!
  123. Vendor=? ; Driver Vender - Don't Edit This!
  124.  
  125. [Laser Scan]
  126. PointSizeMM=80 ; desired physical point size width (mm): 1 to 120
  127. PointSizeMin=1 ; min point size in screen pixels (1 to 256)
  128. PointSizeMax=1 ; max point size in screen pixels (1 to 256)
  129. MaxLaserScanVidMem=192 ; Max scan density to load into vidmem 128-768 (MB)
  130.  
  131. [Oculus Rift]
  132. MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped)
  133. RiftEnabled=0 ; Enable Oculus Rift Support
  134. PixelsPerDisplayPixel=100 ; (50% to 300%): 125%=1.25, over 100% may hurt performance!
  135. TwoStageAA=1 ; Repeat AA after the UI draws (note: consumes more vid mem)
  136. FullyWaitForSync=0 ; Improves timing/lag below refresh rate, but costs a little all of the time
  137. AutoSelect=1 ; Use Rift, if detected, without prompting
  138. AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
  139. PrevVirtualMirrorWidth=912 ; System use only -> do not edit...
  140. PrevVirtualMirrorHeight=172 ; System use only -> do not edit...
  141.  
  142. [OpenVR]
  143. OpenVREnabled=1 ; Enable OpenVR Support
  144. TwoStageAA=1 ; Repeat AA after the UI draws (note: consumes more vid mem)
  145. AlignmentFix=1 ; 0=off, 1=simple (SPS), 2=simple (always), 3=advanced (SPS)
  146. MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped)
  147. PredictionMode=1 ; 0=off, 1=dynamic, 2=fixed
  148. FullyWaitForSync=0 ; Improves timing/lag below refresh rate, but costs a little all of the time
  149. AutoSelect=1 ; Use OpenVR without prompting (note: Oculus has priority if enabled)
  150. AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears
  151.  
  152. [Replay Graphics]
  153. SkyRefreshRate=0 ; 0=low update rate, 1=med update rate, 2=high update rate
  154. AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping
  155. DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P
  156. DNSMShadowFadeTime=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (5 default)
  157. DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night
  158. DNSMHeadlightsCastShadows=0 ; 0=off 1=car headlights cast shadows
  159. DNSMWallsCastShadows=0 ; 0= off 1=track walls cast shadows
  160. DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows
  161. DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow
  162. DNSMEnable=1 ; 0=off 1=dynamic night shadow maps
  163. AutoExposure=1 ; 0=off, 1=on (only functions when HDR is also enabled)
  164. TwoPassTrees=1 ; 0=off, 1=render trees with higher quality in two passes
  165. NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame)
  166. NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame)
  167. ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled
  168. Distortion=0 ; 0=off, 1=Distortion enabled
  169. SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max)
  170. SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max)
  171. FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow)
  172. FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff)
  173. FXAA=0 ; 0=off, 1=FXAA enabled
  174. Sharpening=0 ; 0=off, 1=sharpening enabled
  175. MotionBlurBroadcastCams=1 ; 0=disabled, 1=enabled
  176. MotionBlurDrivingCams=1 ; 0=disabled, 1=enabled
  177. MotionBlurStrength=0 ; motion blur strength: 0=off, 1=low, 2=med, 3=high
  178. HeatHaze=0 ; 0=off, 1=heat haze enabled
  179. DepthOfField=0 ; 0=off, 1=depth of field blurs enabled
  180. ShadowMapType=3 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
  181. DynamicShadowFilters=7 ; 1=cockpit only, 7=all)
  182. DynamicShadowMaps=1 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
  183. ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows
  184. VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled
  185. MaxCockpitMirrors=0 ; Maximum number of cockpit mirrors to enable (0 to 4)
  186. MirrorDetail=1 ; 0=low detail, 1=high detail in mirrors
  187. ParticlesSoft=1 ; soft particles: 0=off, 1=on
  188. ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on
  189. ParticleDetail=2 ; particle detail: 0=low, 1=med, 2=high
  190. WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high
  191. ObjectDetail=2 ; object population 0=low, 1=med, 2=high
  192. GrandstandDetail=2 ; 0=low, 1=med, 2=high
  193. CrowdDetail=2 ; 0=off, 1=low, 2=med, 3=high
  194. PitObjectDetail=2 ; 0=off, 1=low, 2=med, 3=high
  195. CarDetail=2 ; 0=low, 1=med, 2=high
  196. Trilinear=1 ; 0=off, 1=improved texture quality
  197. LODPctDynoMirrorsMax=500 ; above 100% increases FPS and decreases LOD (25 to 500)
  198. LODPctDynoMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500)
  199. LODPctDynoMax=400 ; above 100% increases FPS and decreases LOD (25 to 500)
  200. LODPctDynoMin=100 ; below 100% decreases FPS and increases LOD (25 to 500)
  201. LODPctMirrorsMax=500 ; above 100% increases FPS and decreases LOD (25 to 500)
  202. LODPctMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500)
  203. LODPctMax=400 ; above 100% increases FPS and decreases LOD (25 to 500)
  204. LODPctMin=100 ; below 100% decreases FPS and increases LOD (25 to 500)
  205. LODMinFPSTarget=60 ; Reduce LODs (see LODPct* settings) when FPS is below target.
  206. MaxPitObjsToDrawInMirrors=12 ; 0 to 192: Max number of pit objs to render per mirror camera
  207. MaxPitObjsToDraw=40 ; 0 to 192: Max number of pit objs to render per camera
  208. MaxCarsToDrawInMirrors=20 ; 4 to 64: Max number of cars to render per mirror camera
  209. MaxCarsToDraw=40 ; 10 to 64: Max number of cars to render per camera
  210. MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
  211. FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass
  212. DriverHands=1 ; Show driver hands? 0=no, 1=yes
  213. SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
  214.  
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