TL;DR version (as wished): go and play tetris! fin!
The Topic title and following passage is outdated within the new Terms of Use.
Spoiler
Colonel Pada Vinson asked me to add the link to his actual config site... so here it is:
[REDACATED]
UPDATE Nov. 19th:
Seems the Nov. 6th patch killed the workaround within [redacted] once more.
So the patched files became obligatory again for full override of engine settings via user.cfg!
UPDATE Dec. 18th:
- A lot performance improvement ... especial CPU usage
- Patch still needed
- Shadows can be disabled via standard Shadow bar by moving to low
I would recommend to remain with the standard option possibilities, if the game is playable for you. Devs are working on performance tweaks and need proper feedback!
So give the game-standard a chance after each new patch!
[REDACTED]
The file can be downloaded from this thread only. :-)
If it does not work, try an other browser (don't copy-paste! you have to click!).
Also try with holding down Ctrl key (= new tab)!
Unzip the contents in the folder "MechWarrior OnlineEngine" so you get the following path at the end:
"MechWarrior OnlineEngineConfigCVarGroups_MWO"
That's it! From now all cvars in the user.cfg will work. If not, please post here - I can surely explain the reason! :-)
Caution: herewith all "system specifications" regulators in the options menu become ineffective (excluding motion blur and MSAA). So every cvar must be put in user.cfg otherwise the cvars defaults will affect. Also calls of sys_spec_* = x do not work any more (except sys_spec_Physics - these should not be changed anyway).
To go back to original game settings, just delete the "Config" folder from "MechWarrior OnlineEngine"
Do this after the new patch to see if the devs have reached any improvement.
Colonel Pada Vinson asked me to add the link to his actual config site... so here it is:
[REDACATED]
UPDATE Nov. 19th:
Seems the Nov. 6th patch killed the workaround within [redacted] once more.
So the patched files became obligatory again for full override of engine settings via user.cfg!
UPDATE Dec. 18th:
- A lot performance improvement ... especial CPU usage
- Patch still needed
- Shadows can be disabled via standard Shadow bar by moving to low
I would recommend to remain with the standard option possibilities, if the game is playable for you. Devs are working on performance tweaks and need proper feedback!
So give the game-standard a chance after each new patch!
[REDACTED]
The file can be downloaded from this thread only. :-)
If it does not work, try an other browser (don't copy-paste! you have to click!).
Also try with holding down Ctrl key (= new tab)!
Unzip the contents in the folder "MechWarrior OnlineEngine" so you get the following path at the end:
"MechWarrior OnlineEngineConfigCVarGroups_MWO"
That's it! From now all cvars in the user.cfg will work. If not, please post here - I can surely explain the reason! :-)
Caution: herewith all "system specifications" regulators in the options menu become ineffective (excluding motion blur and MSAA). So every cvar must be put in user.cfg otherwise the cvars defaults will affect. Also calls of sys_spec_* = x do not work any more (except sys_spec_Physics - these should not be changed anyway).
To go back to original game settings, just delete the "Config" folder from "MechWarrior OnlineEngine"
Do this after the new patch to see if the devs have reached any improvement.
However... there are still some usefull tips in this thread - so have a look...
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user.cfg from Colonel Pada Vinson [just corrected FOV] (system: E8400/4GB/HD4870) [tested - looks fine for me!]:
Spoiler
;Default 3 - with October 9th patch this produces 10-12 FPS. ( NOTE: empty user.cfg with default PGI all ;low currently produces 20-45 FPS ingame at 1920x1200 on an E8400/4GB/HD4870) ; ;Culling from 3 to obtain prepatch image quality settings and FPS gains. Specifically, Film Grain. Basing ;work on pre-patch user.cfg that yielded 20-50 FPS ingame on all maps including forest colony. ; ;CURRENT NOTES: colorgrading/depth of field may be cause of film grain etc issues. disabled. ; ;======================================================================================================== ;*********************************Independantly added items********************************************* ;default high settings ;r_MultiThreaded = 1 ;r_GeomInstancing=1 ;e_decals=1 ;e_DecalsHitCache=1 e_particles_thread = 1 gpu_particle_physics = 1 ;gp_mech_sound_system_disable_bitchinbetty = 0 ;Field of View inside Cockpit (Default:60) ;fixed cl_fov - 85 was to high! cl_fov = 66 ;Mouse Options i_mouse_smooth = 0 i_mouse_accel=0 ;mouse speed (working - 0.1 - windows mouse at 6 notch, 1200 dpi mouse raise/lower as needed) cl_sensitivity = 0.1 ;MSAA fix for ATI - toggle as needed. r_PostMSAA = 0 r_PostMSAAMode = 0 r_FSAA = 0 ================================================================================================= ;Environment e_WaterOceanFFT = 1 e_WaterTessellationAmount = 1 e_WaterTessellationAmountX = 10 e_WaterTessellationAmountY = 10 e_WaterTessellationSwathWidth = 10 r_WaterCaustics = 0 r_WaterReflections = 0 r_WaterReflectionsQuality = 0 r_WaterReflectionsMinVisiblePixelsUpdate = 0 r_WaterTessellationHW = 0 r_WaterUpdateDistance = 0 r_WaterUpdateFactor = 0 e_DynamicLightsMaxEntityLights = 7 e_GI = 1 e_GIAmount = 0.6 e_GIMaxDistance = 50 e_GINumCascades = 2 e_SkyType = 1 e_SkyUpdateRate = 0.5 e_TerrainAo = 0 e_TerrainNormalMap = 0 e_VegetationUseTerrainColor = 1 r_DetailDistance = 0 r_DetailTextures = 0 r_ssdo = 0 r_SSAO = 0 r_SSAOQuality = 0 r_SSAODownscale = 0 r_refraction = 0 r_SSReflections = 0 r_Beams = 3 r_BeamsDistFactor = 0.5 r_BeamsMaxSlices = 64 e_Clouds = 0 r_CloudsUpdateAlways = 0 r_Reflections = 0 ;GameEffects i_lighteffects = 1 g_ragdollUnseenTime = 2 g_ragdollMinTime = 8 g_ragdollDistance = 15 ;ObjectDetail e_ObjQuality = 1 e_DecalsAllowGameDecals = 1 e_DecalsLifeTimeScale = 1 e_DecalsOverlapping = 1 e_Dissolve = 2 e_LodRatio = 10 e_Lods = 1 e_LodMin = 0 e_MaxViewDistSpecLerp = 0.5 e_OcclusionCullingViewDistRatio = 0 e_ProcVegetation = 1 e_streamCgf = 0 e_VegetationBending = 0 e_VegetationMinSize = 0.5 e_VegetationSpritesDistanceCustomRatioMin = 0.6 e_VegetationSpritesDistanceRatio = 1 e_ViewDistMin = 10 e_ViewDistRatio = 100 e_ViewDistRatioCustom = 100 e_ViewDistRatioDetail = 50 e_ViewDistRatioLights = 40 e_ViewDistRatioVegetation = 30 e_TerrainDetailMaterialsViewDistXY = 1536 e_TerrainDetailMaterialsViewDistZ = 128 e_TerrainOcclusionCullingMaxDist = 130 ca_AttachmentCullingRation = 120 ca_DrawFaceAttachments = 1 ca_useDecals = 1 es_DebrisLifetimeScale = 0.6 i_rejecteffects = 1 e_Tessellation = 0 e_DecalsForceDeferred = 1 r_DrawNearZRange = 0.08 ;Particles e_ParticlesQuality = 2 e_ParticlesLights = 1 e_ParticlesMaxScreenFill = 64 e_ParticlesMinDrawPixels = 2 e_ParticlesMotionBlur = 0 e_ParticlesObjectCollisions = 1 r_UseParticlesHalfRes = 1 r_UseSoftParticles = 1 ;Physics g_breakage_particles_limit = 80 g_joint_breaking = 1 g_tree_cut_reuse_dist = 0 e_CullVegActivation = 0 e_FoliageWindActivationDist = 0 e_PhysFoliage = 0 e_PhysOceanCell = 0.5 p_gravity_z = -36.3 p_joint_damage_accum = 2 p_joint_damage_accum_threshold = 0.2 p_max_MC_iters = 4000 p_max_object_splashes = 3 p_max_substeps_large_group = 3 p_num_bodies_large_group = 50 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 = 2 es_MaxPhysDist = 50 es_MaxPhysDistInvisible = 25 ;PostProcessing r_ColorGrading = 0 r_DepthOfField = 0 r_EyeAdaptationBase = 0.1 r_EyeAdaptationFactor = 0.85 r_EyeAdaptationSpeed = 4 r_GlowAnamorphicFlares = 1 r_HDRBloomMul = 0.9 r_HDRBlueShift = 0 r_HDRBrightLevel = 0.95 r_HDRBrightOffset = 10 r_HDRBrightThreshold = 6 r_HDREyeAdaptionCache = 10 r_HDRGrainAmount = 0 r_HDRLevel = 3 r_HDROffset = 10 r_HDRRendering = 1 r_MotionBlur = 0 r_MotionBlurMaxViewDist = 0 r_PostProcessHUD3DCache = 30 r_RainMaxViewDist_Deferred = 30 r_Sunshafts = 1 r_UseEdgeAA = 0 ;Shading q_Renderer = 3 q_ShaderFX = 3 q_ShaderGeneral = 3 q_ShaderGlass = 3 q_ShaderHDR = 3 q_ShaderIce = 3 q_ShaderMetal = 3 q_ShaderPostProcess = 0 q_ShaderShadow = 3 q_ShaderSky = 3 q_ShaderTerrain = 3 q_ShaderVegetation = 3 q_ShaderWater = 3 ;Shadows e_Shadows = 0 e_GsmCache = 0 e_GsmLodsNum = 0 e_GsmRange = 0 e_ParticlesShadows = 0 e_ShadowsCastViewDistRatio = 0 e_ShadowsMaxTexRes = 0 e_ShadowsOnAlphaBlend = 0 e_ShadowsResScale = 0 e_ShadowsTessellateCascades = 0 r_ShadowBlur = 0 r_ShadowJittering = 0 r_ShadowsPCFiltering = 0 r_ShadowsUseClipVolume = 0 r_FogShadows = 0 ;Sound ;original ;s_MPEGDecoders = 32 ;s_Obstruction = 1 ;s_ObstructionAccuracy = 1 ;s_ObstructionUpdate = 0.1 ;s_SoundMoodsDSP = 1 ;s_VariationLimiter = 1 ;test s_CacheSize = 50 s_FormatSampleRate = 44100 s_Obstruction = 2 s_ObstructionAccuracy = 0 s_ObstructionUpdate = 1 s_ReverbType = 0 s_SoundMoodsDSP = 0 s_VariationLimiter = 0.3 ;Textures r_DynTexAtlasCloudsMaxSize = 16 r_DynTexAtlasSpritesMaxSize = 16 r_DynTexMaxSize = 50 r_EnvCMResolution = 0 r_EnvTexResolution = 1 r_EnvTexUpdateInterval = 1 r_ImposterRatio = 1.5 r_TexSkyResolution = 0 r_TexAtlasSize = 1024 r_TexMinAnisotropy = 0 r_TexBumpResolution = 0 r_TexResolution = 0 r_VegetationSpritesTexRes = 32 r_TexturesStreaming = 0
A newer one by Colonel Pada Vinson tweaked for Nov. 20th patch:
Spoiler
;Default 3 - with October 9th patch this produces 10-12 FPS. ( NOTE: empty user.cfg with default PGI all ;low currently produces 20-45 FPS ingame at 1920x1200 on an E8400/4GB/HD4870) ; ;Culling from 3 to obtain prepatch image quality settings and FPS gains. Specifically, Film Grain. Basing ;work on pre-patch user.cfg that yielded 20-50 FPS ingame on all maps including forest colony. ; ;CURRENT NOTES: colorgrading/depth of field may be cause of film grain etc issues. disabled. ; ;======================================================================================================== ;*********************************Independantly added items********************************************* ;default high settings ;r_MultiThreaded = 1 r_GeomInstancing=1 ;e_decals=1 ;e_DecalsHitCache=1 e_particles_thread = 0 gpu_particle_physics = 1 ;new commands r_ColorGradingDOF = 0 e_flocks = 0 r_Rain = 0 d3d9_TextureFilter = linear e_lods = 1 r_MultiGPU = 0 e_vegetation_static_instancing = 1 e_hw_occlusion_culling_objects = 1 e_precache_level = 1 ca_UseFacialAnimation = 0 r_MotionBlur = 0 e_dynamic_light = 0 ;gp_mech_sound_system_disable_bitchinbetty = 0 gp_mech_view_zoom_transitiontime = 0.03 ;Field of View inside Cockpit (Default:75) cl_fov = 85 ;Mouse Options i_mouse_smooth = 0 i_mouse_accel=0 ;mouse speed (working - 0.1 - windows mouse at 6 notch, 1200 dpi mouse raise/lower as needed) cl_sensitivity = 0.1 ;MSAA fix for ATI - toggle as needed. r_PostMSAA = 0 r_PostMSAAMode = 0 r_FSAA = 0 ================================================================================================= ;Environment e_WaterOceanFFT = 1 e_WaterTessellationAmount = 1 e_WaterTessellationAmountX = 10 e_WaterTessellationAmountY = 10 e_WaterTessellationSwathWidth = 10 r_WaterCaustics = 0 r_WaterReflections = 0 r_WaterReflectionsQuality = 0 r_WaterReflectionsMinVisiblePixelsUpdate = 0 r_WaterTessellationHW = 0 r_WaterUpdateDistance = 0 r_WaterUpdateFactor = 0 e_DynamicLightsMaxEntityLights = 7 e_GI = 1 e_GIAmount = 0.6 e_GIMaxDistance = 50 e_GINumCascades = 2 e_SkyType = 1 e_SkyUpdateRate = 0 e_TerrainAo = 0 e_TerrainNormalMap = 0 e_VegetationUseTerrainColor = 1 r_DetailDistance = 0 r_DetailTextures = 0 r_ssdo = 0 r_SSAO = 0 r_SSAOQuality = 0 r_SSAODownscale = 0 r_refraction = 0 r_SSReflections = 0 r_Beams = 3 r_BeamsDistFactor = 0.5 r_BeamsMaxSlices = 64 e_Clouds = 0 r_CloudsUpdateAlways = 0 r_Reflections = 0 ;GameEffects i_lighteffects = 1 g_ragdollUnseenTime = 2 g_ragdollMinTime = 4 g_ragdollDistance = 10 ;ObjectDetail e_ObjQuality = 1 e_DecalsAllowGameDecals = 1 e_DecalsLifeTimeScale = 1 e_DecalsOverlapping = 1 e_Dissolve = 2 e_LodRatio = 10 e_Lods = 1 e_LodMin = 0 e_MaxViewDistSpecLerp = 0.5 e_OcclusionCullingViewDistRatio = 0 e_ProcVegetation = 1 e_streamCgf = 0 e_VegetationBending = 0 e_VegetationMinSize = 0.5 e_VegetationSpritesDistanceCustomRatioMin = 0.6 e_VegetationSpritesDistanceRatio = 1 e_ViewDistMin = 10 e_ViewDistRatio = 100 e_ViewDistRatioCustom = 100 e_ViewDistRatioDetail = 30 e_ViewDistRatioLights = 30 e_ViewDistRatioVegetation = 30 e_TerrainDetailMaterialsViewDistXY = 1536 e_TerrainDetailMaterialsViewDistZ = 96 e_TerrainOcclusionCullingMaxDist = 0 ca_AttachmentCullingRation = 120 ca_DrawFaceAttachments = 1 ca_useDecals = 1 es_DebrisLifetimeScale = 0.6 i_rejecteffects = 1 e_Tessellation = 0 e_DecalsForceDeferred = 1 r_DrawNearZRange = 0.06 ;Particles ;new e_particles = 0 e_particles_max_emitter_draw_screen = 1 e_particles_lod = 0.5 r_UseParticlesRefraction = 0 ;new e_ParticlesQuality = 1 e_ParticlesLights = 1 e_ParticlesMaxScreenFill = 32 e_ParticlesMinDrawPixels = 3 e_ParticlesMotionBlur = 0 e_ParticlesObjectCollisions = 1 r_UseParticlesHalfRes = 1 r_UseSoftParticles = 0 ;Physics g_breakage_particles_limit = 80 g_joint_breaking = 1 g_tree_cut_reuse_dist = 0 e_CullVegActivation = 0 e_FoliageWindActivationDist = 0 e_PhysFoliage = 0 e_PhysOceanCell = 0.5 p_gravity_z = -36.3 p_joint_damage_accum = 2 p_joint_damage_accum_threshold = 0.2 p_max_MC_iters = 4000 p_max_object_splashes = 3 p_max_substeps_large_group = 3 p_num_bodies_large_group = 50 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 = 2 es_MaxPhysDist = 50 es_MaxPhysDistInvisible = 25 ;PostProcessing r_ColorGrading = 0 r_DepthOfField = 0 r_EyeAdaptationBase = 1 r_EyeAdaptationFactor = 0.85 r_EyeAdaptationSpeed = 4 r_GlowAnamorphicFlares = 1 r_HDRBloomMul = 0.9 r_HDRBlueShift = 0 r_HDRBrightLevel = 0.95 r_HDRBrightOffset = 10 r_HDRBrightThreshold = 6 r_HDREyeAdaptionCache = 10 r_HDRGrainAmount = 0 r_HDRLevel = 3 r_HDROffset = 10 r_HDRRendering = 1 r_MotionBlur = 0 r_MotionBlurMaxViewDist = 0 r_PostProcessHUD3DCache = 30 r_RainMaxViewDist_Deferred = 30 r_Sunshafts = 1 r_UseEdgeAA = 0 ;Shading q_Renderer = 3 q_ShaderFX = 3 q_ShaderGeneral = 3 q_ShaderGlass = 3 q_ShaderHDR = 3 q_ShaderIce = 3 q_ShaderMetal = 3 q_ShaderPostProcess = 0 q_ShaderShadow = 0 q_ShaderSky = 3 q_ShaderTerrain = 3 q_ShaderVegetation = 3 q_ShaderWater = 3 ;Shadows e_Shadows = 0 e_GsmCache = 0 e_GsmLodsNum = 0 e_GsmRange = 0 e_ParticlesShadows = 0 e_ShadowsCastViewDistRatio = 0 e_ShadowsMaxTexRes = 0 e_ShadowsOnAlphaBlend = 0 e_ShadowsResScale = 0 e_ShadowsTessellateCascades = 0 r_ShadowBlur = 0 r_ShadowJittering = 0 r_ShadowsPCFiltering = 0 r_ShadowsUseClipVolume = 0 r_FogShadows = 0 ;Sound ;original ;s_MPEGDecoders = 32 ;s_Obstruction = 1 ;s_ObstructionAccuracy = 1 ;s_ObstructionUpdate = 0.1 ;s_SoundMoodsDSP = 1 ;s_VariationLimiter = 1 ;test s_MPEGDecoders = 32 s_CacheSize = 50 s_FormatSampleRate = 44100 s_Obstruction = 2 s_ObstructionAccuracy = 0 s_ObstructionUpdate = 1 s_ReverbType = 0 s_SoundMoodsDSP = 0 s_VariationLimiter = 0.3 s_FormatType = 2 s_MaxChannels = 64 ;Textures r_DynTexAtlasCloudsMaxSize = 16 r_DynTexAtlasSpritesMaxSize = 16 r_DynTexMaxSize = 50 r_EnvCMResolution = 0 r_EnvTexResolution = 1 r_EnvTexUpdateInterval = 1 r_ImposterRatio = 2 r_TexSkyResolution = 0 r_TexAtlasSize = 1024 r_TexMinAnisotropy = 0 r_TexBumpResolution = 0 r_TexResolution = 2 r_VegetationSpritesTexRes = 32 r_TexturesStreaming = 0
user.cfg from betocorp [removed FPS limitation!] (system: C2D 2.0 gts9600m 4Gb) [tested - looks like sh**, trees invisible >10m]:
Spoiler
; ;************************************************************************ ;*********************** betocorp user.cfg ****************************** ;************************************************************************ ;*********************** MWO LOWLOW config ****************************** ;*************** tested MWO C2D 2.0 gts9600m 4Gb 18-21fps**************** ;************************************************************************ ;************* thanks for some code from several people ***************** ;************************************************************************ ; ; Disclaimer: ; I do not advise the use of any content here, it is only for testing ; purprouse. PGY already adressed in a support ticket that they dont ; agree to modify any game file and any modify may disagree with TOS. ; But PGY says that custom .cfg may improuve performance, so I made ; this .cfg to give-me a pleasant gamming. ; Just for information, in game low setting gives me about 2-7fps with ; severe instability and drops to less than 1fps in several parts of ; match. It worked for me, but may not for you. Use only for testing ; purprouse. ; ; !!!! first !!!! ; Setup the file [redacted] ; ; !!!! second !!!! ; Need (at least to me) to inject the cvar into Engine.pak ; Download config.zip from here: ; http://mwomercs.com/...sys-spec-files/ ; It is for advanced user for testing purproses. I or the developer dont support it ; Just dont do it, may wreak your game now or in a new patch ; ; !!!! third !!!! ; film grain removal (I need to inject too): ; http://mwomercs.com/...-grain-removal/ ; ; ; ; ; ; ;--- ;============================ Debug ===================================== sys_DeactivateConsole = 0 con_disable_console = 0 ; --- 0: normal console behavior / 1: hide the console <<< Doesn't work for MWO ? >>> con_restricted = 0 ; --- 0=normal mode / 1=restricted access to the console <<< Doesn't work for MWO ? >>> e_DisplayMemoryUsageIcon = 1 ; --- Turns On/Off the memory usage icon rendering: 1 on, 0 off. <<< Doesn't work for MWO ? >>> ;============================ Core ====================================== ;--- ;sys_MaxFPS = 30 r_VSync = 0 cl_fov = 65 ; --- Main view frustum FoV r_MultiGPU = 0 ; --- Enable if SLI/CrossFire r_GeomInstancing = 1 r_stereodevice = 0 ; --- Sets stereo (visual) device (only possible before app start) ; d3d9_TextureFilter = bilinear gp_omicron_allow_c3voip = 0 sys_spec_Environment = 1 sys_spec_GameEffects = 1 sys_spec_ObjectDetail = 1 sys_spec_Particles = 1 sys_spec_PostProcessing = 1 sys_spec_Shading = 1 sys_spec_Shadows = 1 sys_spec_Texture = 1 sys_spec_Physics = 1 sys_spec_Sound = 1 r_MultiThreaded = 1 ;--- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection ;s_FileCacheManagerSize = 80 ;--- ;============================ Gameplay ================================ ; --- Zoom --- gp_mech_view_zoom_transitiontime = 0.05 ; --- [Default: 0.2] Transition time in seconds between zoom levels ;--- ;============================ Controller ================================ ;--- i_mouse_smooth = 0 i_mouse_accel=0 ;cl_sensitivity = 0.25 ;cl_sensitivityController = 0.1 ;i_mouse_accel_max = 0 ;--- ;============================= Renderer ================================ ;--- q_Quality = 0 q_Renderer = 0 q_ShaderFX = 1 q_ShaderGeneral = 1 q_ShaderGlass = 1 q_ShaderHDR = 1 q_ShaderIce = 0 q_ShaderMetal = 0 q_ShaderPostProcess = 1 q_ShaderShadow = 0 q_ShaderSky = 0 q_ShaderTerrain = 0 q_ShaderVegetation = 0 q_ShaderWater = 0 ;--- ;============================= ObjectDetail ============================= ;--- e_ViewDistMin = 10 ; --- Min distance on what far objects will be culled out e_ViewDistRatio = 100 ; --- View distance ratio for objects e_ViewDistRatioCustom = 75 ; --- View distance ratio for special marked objects (Players,AI,Vehicles) e_ViewDistRatioDetail = 0 ; --- View distance ratio for detail objects e_ViewDistRatioLights = 0 ; --- View distance ratio for light sources e_ViewDistRatioVegetation = 0 ; --- [Default: 30] View distance ratio for vegetation r_DrawNearZRange = 0.08 e_ObjQuality = 1 e_Lods = 1 e_LodRatio = 20 e_LodMin = 0 e_decals=0 ca_useDecals = 0 e_DecalsAllowGameDecals = 0 e_DecalsLifeTimeScale = 1 e_DecalsOverlapping = 0 e_DecalsHitCache=0 e_DecalsForceDeferred = 0 e_VegetationBending = 0 e_VegetationMinSize = 0 e_VegetationSpritesDistanceCustomRatioMin = 1 e_VegetationSpritesDistanceRatio = 1 e_ProcVegetation = 1 e_TerrainDetailMaterialsViewDistXY = 1024 e_TerrainDetailMaterialsViewDistZ = 80 e_TerrainOcclusionCullingMaxDist = 50 e_MaxViewDistSpecLerp = 1 e_OcclusionCullingViewDistRatio = 1 e_streamCgf = 0 ca_AttachmentCullingRation = 100 ca_DrawFaceAttachments = 1 es_DebrisLifetimeScale = 0 ;--- ;============================= Textures ================================ ;--- r_TexResolution = 2 ;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc. r_TexBumpResolution = 2 ;--- Reduces bump texture resolution. Same as ^^^ r_EnvTexResolution = 0 ;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512 r_EnvCMResolution = 0 ;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256 r_TexSkyResolution = 0 r_DynTexAtlasCloudsMaxSize = 16 r_DynTexAtlasSpritesMaxSize = 16 r_DynTexMaxSize = 50 r_EnvTexUpdateInterval = 0.01 r_ImposterRatio = 2 r_TexAtlasSize = 256 r_TexMinAnisotropy = 0 ;r_TexMaxAnisotropy = 0 r_TexturesFilteringQuality = 2 r_VegetationSpritesTexRes = 16 ;----------------------------- Detail Textures ------------------------- r_DetailTextures = 0 r_DetailNumLayers = 0 r_DetailDistance = 1 ;--- ;================ Post-Processing / HDR / DOF / Motion Blur ============ ;--- r_ColorGrading = 1 r_DepthOfField = 0 r_dofMinZScale = 0 r_dofMinZ = 1 r_DepthOfFieldBokeh = 0 r_DepthOfFieldBokehQuality = 0 r_EyeAdaptationBase = 0.1 ; --- [Default:0.25] --- HDR rendering eye adaptation base value (smaller values result in brighter adaption) r_EyeAdaptationFactor = 0.85 ; --- [Default:0.85] --- HDR rendering eye adaptation factor ; (0 means no adaption to current scene luminance, 1 means full adaption) r_EyeAdaptationSpeed = 0.5 ; --- [Default:2.0] --- HDR rendering eye adaptation speed r_GlowAnamorphicFlares = 1 r_HDRBloomMul = 0.4 ;--- [Default is 0.8] r_HDRBlueShift = 0 ;--- [Default is 0] r_HDRBrightLevel = 0.2 ;--- [Default is 1.25] <--- HDR Glow ? r_HDRBrightOffset = 10 ;--- [Default is 8.0] ^^^ Controls the general Brightness/Glow of lighting; r_HDRBrightThreshold = 6 ;--- [Default is 8.0] r_HDREyeAdaptionCache = 10 ;--- Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc ;--- Enable/Disable eye adaptation caching overframes r_HDRGrainAmount = 0 ;--- [Default is 0.6] r_HDRLevel = 3 r_HDROffset = 10 r_HDRRendering = 1 ;r_HDRSaturation = 1 ;--- [Default:0.875] r_HDRTexFormat = 0 ;--- [Default:0] HDR texture format. [Value] 0:(low precision - cheaper/faster), 1:(high precision) r_MotionBlurMaxViewDist = 0 r_PostProcessEffects = 0 r_PostProcessEffectsFilters = 0 r_PostProcessFilters = 0 r_PostProcessGameFx = 0 r_PostProcessHUD3DCache = 30 r_RainMaxViewDist_Deferred = 40 r_sunshafts = 0 r_Coronashafts = 0 r_Coronas = 0 r_Flares = 0 r_Glow = 0 r_MotionBlur = 0 r_MotionBlurShutterSpeed = 0.00001 ca_MotionBlurMovementThreshold = 0.00001 r_Reflections = 0 r_ReflectionsQuality = 0 ;--- ;============================= Light/Shading =========================== ;--- e_DynamicLightsMaxEntityLights = 4 e_GI = 0 e_GIAmount = 0.8 e_GIMaxDistance = 5 e_GINumCascades = 1 e_SkyBox = 1 e_SkyType = 0 ; --- Type of sky used: 0 (static), 1 (dynamic). e_SkyQuality = 2 ; --- Quality of dynamic sky: 1 (very high), 2 (high). e_SkyUpdateRate = 0 e_TerrainAo = 0 e_TerrainNormalMap = 0 e_VegetationUseTerrainColor = 1 ;--- ;============================= Shadows ================================= ;--- e_GsmCache = 0 e_GsmCastFromTerrain = 0 e_GsmLodsNum = 0 e_GsmRange = 0 e_ParticlesShadows = 0 e_Shadows = 0 e_ShadowsCastViewDistRatio = 0 e_ShadowsMaxTexRes = 0 e_ShadowsOnAlphaBlend = 0 e_ShadowsResScale = 0 e_ShadowsTessellateCascades = 0 r_ShadowBlur = 0 r_ShadowJittering = 0 r_ShadowsMaskResolution = 0 r_ShadowsPCFiltering = 0 r_ShadowsUseClipVolume = 0 e_ShadowsSlopeBias=0 ;--- ;============================= AA/MSAA/FSAA ============================ ;--- r_PostMSAA = 0 r_PostMSAAMode = 0 r_PostMSAAEdgeFilterNV = 0 r_FSAA = 0 r_UseEdgeAA = 0 r_UsePOM = 0 ;--- ;============================= SSAO ==================================== ;--- r_ssdo = 0 r_SSAO = 0 r_SSAOQuality = 0 r_SSAODownscale = 0 r_refraction = 0 r_ssreflections = 0 r_ssdoAmbientAmount = 0 r_ssdoAmount = 0 ;--- ;============================= Volumetrics ============================= ;--- r_FogColorGradient = 0 r_Beams = 0 r_BeamsDistFactor = 0.05 r_BeamsMaxSlices = 200 e_Clouds = 0 r_CloudsUpdateAlways = 0 ;--- ;============================ Particles ================================ ;--- p_num_threads = 2 e_ParticlesQuality = 1 e_ParticlesLights = 0 e_ParticlesMaxScreenFill = 32 e_ParticlesMinDrawPixels = 1 e_ParticlesMotionBlur = 0 e_ParticlesObjectCollisions = 1 r_UseParticlesHalfRes = 0 r_UseSoftParticles = 0 r_UseParticlesRefraction = 0 r_UseParticlesGlow = 0 r_UseParticlesMerging = 0 r_UseParticlesHalfResForce = 0 r_RainDropEffect = 0 r_RainAmount = 0 r_Rain = 0 ;e_particles_thread = 1 ;--- ;============================ Water =================================== ;--- e_WaterOceanFFT = 0 e_WaterTesselationAmount = 1 e_WaterTesselationAmountX = 1 e_WaterTesselationAmountY = 1 e_WaterTesselationSwathWidth = 1 r_WaterCaustics = 0 r_WaterReflections = 0 r_WaterReflectionsQuality = 0 r_WaterReflectionsMinVisiblePixelsUpdate = 0 r_WaterUpdateDistance = 0 r_WaterUpdateFactor = 0 ;--- ;============================ Physics ================================== ;--- ;Physics g_breakage_particles_limit = 30 g_joint_breaking = 1 g_tree_cut_reuse_dist = 0 e_CullVegActivation = 5 e_FoliageWindActivationDist = 5 e_PhysFoliage = 0 e_PhysOceanCell = 0.5 p_gravity_z = -36.3 p_joint_damage_accum = 2 p_joint_damage_accum_threshold = 0.2 p_max_MC_iters = 100 p_max_object_splashes = 1 p_max_substeps_large_group = 5 p_num_bodies_large_group = 50 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 = 1 es_MaxPhysDist = 25 es_MaxPhysDistInvisible = 25 ;--- ;============================ Sound =================================== ;--- s_FormatSampleRate = 24000 s_MaxChannels=32 s_MPEGDecoders = 16 s_Obstruction = 1 s_ObstructionAccuracy = 1 s_ObstructionUpdate = 0.1 s_ReverbType = 1 s_SoundMoodsDSP = 1 s_VariationLimiter = 1 s_PrecacheData = 1 s_PriorityThreshold = 1 ;--- ;============================ PRECACHE ================================ ;--- sys_preload = 1 i_precache = 1 ;----------------------------------------------- Disabled shader precache block for compatibility reasons ;r_ShadersAsyncCompiling = 3 ; --- Enable asynchronous shader compiling ; 0 = off, (stalling) shaders compiling ; 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow ; 2 = on, shaders are compiled in parallel, missing shaders are not rendered ; 3 = on, shaders are compiled in parallel in precache mode ;r_ShadersAsyncMaxThreads = 3 ;r_ShadersPreactivate = 1 ;r_ShadersPrecacheAllLights = 1 ;r_ShadersUseInstanceLookUpTable = 0 ; --- Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation. ; ----------------- ;r_PrecacheShaderList = 1 ;r_PrecacheShadersLevels = 1 ;r_PrecacheShaders = 1 <<< 'Precache shaders' HANGING AFTER OCT.09 PATCH ; --------------------------------------------- r_MeshPrecache = 1 e_ParticlesPreload = 1 ; --- Enable preloading of all particle effects at the beginning e_PreloadDecals = 1 ; --- Preload all materials for decals e_AutoPrecacheCgfMaxTasks = 16 ; --- [Default: 8]. Maximum number of parallel streaming tasks during pre-caching e_AutoPrecacheTerrainAndProcVeget = 1 ; --- Force auto pre-cache of terrain textures and procedural vegetation e_AutoPrecacheTexturesAndShaders = 1 ; --- Force auto pre-cache of general textures and shaders e_PreloadMaterials = 1 ; --- Preload level materials from level cache pak and resources list e_StatObjPreload = 1 ; --- Load level CGF's in efficient way e_AutoPrecacheCgf = 2 ; --- Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster) ca_PrecacheAnimationSets = 1 ; --- Enable Precaching of Animation Sets per Character. e_PrecacheLevel = 1 ; --- Pre-render objects right after level loading ;--- ;============================ STREAMING =============================== ;--- e_streamCgf = 0 ; --- Enable streaming of static render meshes r_TexturesStreaming = 0 ; *** r_TexturesStreaming=1 is HARD-CODED into the engine core after Sept/19,25 patch, so BLADEXXX patch is OBLIGATORY. *** ;r_TexturesWarmup = 0 ; --- Enables textures uploading to video memory after level loading. [0,1] ;r_TexturesStreamingMipBias = 4 ; --- [Default: 0], Usage: [-4..0..4] Controls how texture LOD depends from distance to the objects. ; >>> !!! Increasing this value will reduce amount of memory required for textures. !!! <<< ; r_TexturesStreamingMaxRequestedJobs=1 ; --- Maximum number of tasks submitted to streaming system. Default is 256. ; e_StreamPredictionUpdateTimeSlice = 0.1 ; --- Maximum amount of time to spend for scene streaming priority update in milliseconds ; r_TexturesStreamingMaxRequestedMB=2.0 ; --- Maximum amount of texture data requested from streaming system in MB. Default is 2.0(MB) ; r_TexturesStreamPoolSysSize=256 ; --- Size of system memory pool for managed textures in MB. Default is 800 MB for PC. ; r_TexturesStreamPoolSize=128 ; --- Size of pool for textures streaming in MB. Default is 128(MB) for PC. ; r_TexturesStreamingMinReadSizeKB=128 ; --- Minimal read portion in KB. Default is 32 ; r_texturesstreamingPostponeThresholdMip=1 ; --- Threshold used to postpone high resolution mipmaps. Default is 1 ; r_TexturesStreamingPostponeThresholdKB=1024 ; --- Threshold used to postpone high resolution mipmap loads in KB. Default is 1024(KB) ; r_TexturesStreamingPostponeMips=1 ; --- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Default is 1 (on). ; r_TexturesStreamingResidencyEnabled=1 ; --- Toggle for resident textures streaming support ; r_TexturesStreamingSync=0 ; --- Force only synchronous texture streaming. All textures will be streamed in the main thread. Default is 0, 1 for enable ; r_TexturesStreamingResidencyThrottle=1 ; --- Default is 0.5. Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident ; r_TexturesStreamingResidencyTime=600 ; --- Time to keep textures resident for before allowing them to be removed from memory, in seconds. ; r_texturesstreampooldefragmentation=0 ; >>> Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
And here is the latest user.cfg (v1.2) from Yaros (works worse for most, but some mentioned going fine with it!):
Spoiler
;************************************************************************ ;******************* MWO Uber Cute&Fast ******** config v1.2 ************ ;************************************************************************ ;***<<<<<<<< WARNING !!! BladeXXL patch is ABSOLUTE MUST !!! >>>>>>>>****--------------------------------------------- ;************************************************************************--------------------------------------------- ;--- ;============================ Debug ===================================== sys_DeactivateConsole = 0 ; --- 0: normal console behavior / 1: hide the console <<< Doesn't work for MWO ? >>> con_restricted = 0 ; --- 0=normal mode / 1=restricted access to the console <<< Doesn't work for MWO ? >>> ;e_DisplayMemoryUsageIcon = 1 ; --- Turns On/Off the memory usage icon rendering: 1 on, 0 off. <<< Doesn't work for MWO ? >>> ;============================ Core ====================================== ;--- r_VSync = 0 cl_fov = 65 ; --- Main view frustum FoV ;r_DrawNearFoV = 30 ; --- Near objects (player's weapon) FoV <<< Doesn't work for MWO ? >>> r_MultiGPU = 0 ; --- Enable if SLI/CrossFire r_MultiThreaded = 1 ; --- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection r_GeomInstancing = 1 r_stereodevice = 0 ; --- Sets stereo (visual) device (only possible before app start) ;--- ;---------------------------- Gameplay ---------------------------------- ; --- Zoom --- gp_mech_view_zoom_transitiontime = 0.05 ; --- [Default: 0.2] Transition time in seconds between zoom levels ;--- ;============================ Controller ================================ ;--- i_mouse_inertia = 0 ;--- Set mouse inertia. It is disabled (0.0) by default. i_mouse_smooth = 0 ;--- [1..30] Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input. i_mouse_accel = 0 ; --- usually a small number, 0.1 is a good one i_mouse_accel_max = 100 ; --- Set mouse max mouse delta when using acceleration. gp_mech_view_look_sensitivity = 0.0026 ; --- [Default: 0.00261537] Normal View <<<<<<<<< Mouse sensitivity gp_mech_view_zoom_level1_sensitivity_modifier = 0.95 ; --- [Default:0.95] Zoom 1.5x gp_mech_view_zoom_level2_sensitivity_modifier = 0.8 ; --- [Default: 0.8] Zoom 3x gp_mech_view_zoom_level3_sensitivity_modifier = 0.7 ; --- [Default: 0.7] Zoom 4x gp_mech_view_lead_max_pitch = 1.5 ; --- [Default: 1.0] Maximum lead Pitch when looking. Up/Down gp_mech_view_lead_max_yaw = 1.5 ; --- [Default: 1.0] Maximum lead yaw when looking. Left/Right ;--- ;============================= Renderer ================================ ;--- sys_spec_Environment = 1 sys_spec_GameEffects = 1 sys_spec_ObjectDetail = 1 sys_spec_Particles = 1 sys_spec_PostProcessing = 1 sys_spec_Shading = 1 sys_spec_Shadows = 1 sys_spec_Texture = 1 sys_spec_Physics = 3 sys_spec_Sound = 3 ;----------------------------------------------------------------------- q_Renderer = 1 ; --- Should be set besides q_Quality q_Quality = 1 ; --- If called with a parameter it sets the quality of all q_.. variables ; --- but to be 100% sure: q_ShaderGeneral = 1 q_ShaderMetal = 1 q_ShaderGlass = 1 q_ShaderVegetation = 1 q_ShaderIce = 1 q_ShaderTerrain = 1 q_ShaderShadow = 1 q_ShaderWater = 1 q_ShaderFX = 1 q_ShaderPostProcess = 1 q_ShaderHDR = 1 q_ShaderSky = 1 e_Recursion = 0 ; --- [Default:1] If 0 - will skip recursive render calls like render into texture ;--- ;============================= ObjectDetail ============================= ;--- Occlusion ----- e_HwOcclusionCullingObjects = 1 ; --- [Default:0] Activates usage of HW occlusion test for objects e_OcclusionLazyHideFrames = 1 ; --- [Default:0] Makes less occluson tests, but it takes more frames to detect invisible objects ; --- ;----------------------------- Object LODs -------------------------- e_ObjQuality = 1 e_Lods = 1 ; --- Load and use LOD models for static geometry e_LodsForceUse = 1 e_LodRatio = 10 ; --- LOD distance ratio for objects e_LodMin = 0 e_CharLodMin = 1 ; --- Min LOD for character objects e_LodMax = 5 e_LodMinTtris = 1 ; --- LODs with less triangles will not be used e_LodCompMaxSize = 8 ; --- Affects LOD selection for big objects, small number will switch more objects into lower LOD ; --- ;e_MaxViewDistance = 150 ; --- [Default: -1] Far clipping plane distance e_MaxViewDistSpecLerp = 0.8 ; --- [Default: 1] ; 1 - use max view distance set by designer for very high spec ; 0 - for very low spec ; Values between 0 and 1 - will lerp between high and low spec max view distances. ; --- e_ViewDistMin = 10 ; --- Min distance on what far objects will be culled out e_ViewDistRatio = 100 ; --- View distance ratio for objects e_ViewDistRatioCustom = 75 ; --- View distance ratio for special marked objects (Players,AI,Vehicles) e_ViewDistRatioDetail = 35 ; --- View distance ratio for detail objects e_ViewDistRatioLights = 50 ; --- View distance ratio for light sources ;e_ViewDistRatioVegetation = 40 ; --- [Default: 30] View distance ratio for vegetation r_DrawNearZRange = 0.08 ;----------------------------- Dissolve --------------------------------- e_Dissolve = 1 ; --- [Default: 1] Objects alphatest_noise_fading out on distance e_DissolveDistband = 3 ; --- [Default: 3] Over how many metres transition takes place e_DissolveDistMax = 8 ; --- [Default: 8] At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this) e_DissolveDistMin = 2 ; --- [Default: 2] At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this) ;--- ;----------------------------- Terrain ------------------------------ ;--- e_TerrainLodRatio = 1 ; --- lower is better, 0 is disabled terrain LOD e_TerrainTextureLodRatio = 2 ; --- Adjust terrain base texture resolution on distance e_TerrainDetailMaterials = 1 ; --- Activates drawing of detail materials on terrain ground e_TerrainDetailMaterialsViewDistZ = 128 ; --- [Default:128] e_TerrainDetailMaterialsViewDistXY = 1024 ; --- [Default:2048] e_TerrainNormalMap = 1 e_TerrainTextureStreamingPoolItemsNum = 64 ; --- [Default: 64] Specifies number of textures in terrain base texture streaming pool ; --- ;----------------------------- Terrain Occlusion --------------------- ; --- e_TerrainOcclusionCullingVersion = 1 ; >>> 0 - old, 1 - new <<< ; --- e_TerrainOcclusionCulling = 1 ; --- heightmap occlusion culling with time coherency 0=off, 1=on e_TerrainOcclusionCullingMaxDist = 120 ; --- [Default: 200] Max length of ray (for version 1) ;e_TerrainOcclusionCullingMaxSteps ; --- [Default: 50] Max number of tests per ray (for version 0) e_TerrainOcclusionCullingPrecision = 0.25 ; --- [Default: 0.25] Density of rays e_TerrainOcclusionCullingPrecisionDistRatio = 3 ; --- [Default: 3] Controls density of rays depending on distance to the object e_TerrainOcclusionCullingStepSize = 4 ; --- [Default: 4] Initial size of single step (in heightmap units) e_TerrainOcclusionCullingStepSizeDelta = 1.05 ; --- [Default: 1.05] Step size scale on every next step (for version 1) ;--- ;----------------------------- Vegetation ----------------------------- ;--- ;e_VegetationSprites = 1 ; --- [Default: 1] Activates drawing of sprites instead of distributed objects at far distance ;e_VegetationSpritesMinDistance = 8 ; --- [Default: 8] Sets minimal distance when distributed object can be replaced with sprite ;e_DissolveSpriteMinDist = 4 ; --- [Default: 4] The min dist over which vegetation sprites dissolve ;e_DissolveSpriteDistRatio = 0.1 ; --- [Default: 0.1] The fraction of vegetation sprite draw distance over which to dissolve ;e_VegetationSpritesBatching = 1 ; --- [Default: 1] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation r_VegetationSpritesTexRes = 16 e_VegetationBending = 0 ; --- [Default: 1] Simulates "wind bending" ;e_VegetationAlphaBlend = 1 ; --- [Default: 1] ;e_VegetationMinSize = 0 ; --- [Default: 0] ;e_VegetationSpritesDistanceCustomRatioMin = 1 ; --- [Default: 1] ;e_VegetationSpritesDistanceRatio = 1 ; --- [Default: 1] Allows changing distance on what vegetation switch into sprite ;e_CullVegActivation = 8 ; --- [Default: 10] Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation) ;e_ProcVegetation = 1 ; --- [Default: 1] e_VegetationUseTerrainColor = 1 ;--- ;----------------------------- Other...---------------------------------- ;--- ;e_OcclusionCullingViewDistRatio = 0.5 ; --- [Default: 0.5] Skip per object occlusion test for very far objects - culling on tree level will handle it ca_AttachmentCullingRation = 200 ; --- [Default: 5000] Ration between size of attachment and distance to camera ;ca_DrawAttachments = 1 ; --- [Default: 1] ;ca_DrawFaceAttachments = 1 ; --- [Default: 1] es_DebrisLifetimeScale = 0.5 ; --- [Default: 1] ;--- ;============================= Textures ================================= ;--- r_TexMinSize = 64 ; --- [Default: 64] r_TexMaxSize = 0 ; --- [Default: 0 / unlimited (auto)] r_TexResolution = 1 ;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc. ;r_TextureLodDistanceRatio = -1 ; --- [Default: -1 (off)] ; [-1, 0 and bigger] Controls dynamic LOD system for textures used in materials. ; 0 = full LOD to all textures used in frame. ; > 0 will activate texture LOD selection depending on distance to the objects. r_TexBumpResolution = 2 ;--- Reduces bump texture resolution. (Behaviour) same as r_TexResolution. r_EnvTexResolution = 0 ;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512 r_EnvCMResolution = 0 ;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256 r_DisplacementFactor = 0.4 ; --- [Default = 0.4f] Global displacement amount. Parallax? r_UseMaterialLayers = 2 ;--- [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug). r_TexSkyResolution = 1 r_DynTexAtlasCloudsMaxSize = 12 r_DynTexAtlasSpritesMaxSize = 8 r_DynTexMaxSize = 64 ; --- [Default: 80] r_EnvTexUpdateInterval = 0.1 ; --- [Default: 0.001] r_TexAtlasSize = 256 ; --- [Default: 1024] r_TexMinAnisotropy = 0 r_TexMaxAnisotropy = 4 ; --- ^^^ Lowered to make textures look sharper, since MSAA is enabled. ; r_TexturesFilteringQuality = 1 ; --- 0: Highest quality ; 1: Medium quality ; 2: Low quality ; --- ;----------------------------- Detail Textures ------------------------- r_DetailTextures = 1 ; r_DetailNumLayers = 1 r_DetailDistance = 4 ; --- [1-20] Default is 6. ;----------------------------- Object Decals -------------------------- e_decals = 1 e_DecalsAllowGameDecals = 1 e_DecalsLifeTimeScale = 0.8 e_DecalsOverlapping = 0 e_DecalsHitCache = 1 ;e_DecalsForceDeferred = 0 e_DecalsMerge = 1 e_DecalsScissor = 1 e_DecalsPreCreate = 1 ca_useDecals = 1 ; --- Decals on characters / base cap frame ;--- ;================ Post-Processing / HDR / DOF / Motion Blur ============ ;--- r_PostProcessEffects = 0 r_PostProcessFilters = 0 r_PostProcessGameFx = 0 r_ColorGrading = 1 r_Glow = 1 r_GlowAnamorphicFlares = 1 r_DepthOfField = 0 r_dofMinZScale = 0 r_dofMinZ = 1 r_DepthOfFieldBokeh = 0 r_DepthOfFieldBokehQuality = 0 r_PostProcessHUD3DCache = 30 r_sunshafts = 0 r_pointslightshafts = 0 r_Coronashafts = 0 r_Coronas = 0 r_Flares = 1 r_MotionBlur = 0 r_MotionBlurMaxViewDist = 0 r_MotionBlurShutterSpeed = 0.00001 ca_MotionBlurMovementThreshold = 0.00001 g_radialBlur = 0 r_Reflections = 0 r_ReflectionsQuality = 0 r_Beams = 0 r_BeamsDistFactor = 1 r_BeamsMaxSlices = 16 ;--------------------------------- HDR ------------------------------ r_HDRRendering = 1 ;--- [Default:1] [0/1/2/etc] Default is 1 (on), exponential tone mapping; 2 - exponential tone mapping with s-curve output. r_HDRTexFormat = 0 ;--- [Default:0] HDR texture format. [Value] 0:(low precision - cheaper/faster), 1:(high precision) r_HDRLevel = 5 ;--- [Default:8.0] HDR rendering range level (color multiplier tweak together with hdr offset) <<< Bigger = brighter highlights r_HDROffset = 75 ;--- [Default is 10.0]. HDR rendering range offset (color multiplier tweak together with hdr level) <<< Bigger = darker shadows ;r_HDRBrightness = 1 ;--- [Default:1] ;r_HDRSaturation = 1 ;--- [Default:0.875] r_HDRBrightLevel = 0.8 ;--- [Default is 1.25] <--- HDR Glow ? r_HDRBrightOffset = 6 ;--- [Default is 8.0] ^^^ Controls the general Brightness/Glow of lighting; ; Lowering increases brightness, raising - darkens the HDR effect. r_HDRBrightThreshold = 5 ;--- [Default is 8.0] r_HDRBloomMul = 0.5 ;--- [Default is 0.8] r_HDRGrainAmount = 0 ;--- [Default is 0.6] r_HDRBlueShift = 0 ;--- [Default is 0] r_HDREyeAdaptionCache = 30 ;--- Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc ;--- Enable/Disable eye adaptation caching overframes r_EyeAdaptationBase = 0.8 ; --- [Default:0.25] --- HDR rendering eye adaptation base value (smaller values result in brighter adaption) r_EyeAdaptationFactor = 0.85 ; --- [Default:0.85] --- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption) r_EyeAdaptationSpeed = 0.5 ; --- [Default:2.0] --- HDR rendering eye adaptation speed ;r_HDRRangeAdapt ; --- [Default:0] ;r_HDRRangeAdaptationSpeed ; --- [Default:4] ;r_HDRRangeAdaptLBufferMax ; --- [Default:0.125] ;r_HDRRangeAdaptLBufferMaxRange ; --- [Default:2.0] ;r_HDRRangeAdaptMax ; --- [Default:1.0] ;r_HDRRangeAdaptMaxRange ; --- [Default:4.0] ;r_HDRSCurveMax ; --- [Default:0.95] ;r_HDRSCurveMin ; --- [Default:0] ;--- ;============================= MSAA / EdgeAA / FSAA / SSAA ============================ ;--- r_MSAA = 0 ; --- [Default: 0] Enables selective supersampled antialiasing. r_MSAA_quality = 0 ; --- [Default: 0] See config/MSAAProfiles*.txt for samples. r_MSAA_samples = 4 ; --- [Default: 4] See config/MSAAProfiles*.txt for samples. r_PostAA = 1 ; --- [0/1]1: 2x SSAA, 0: disabled; Enables amortized super sampling. r_PostAAEdgeFilter = 1 ; --- [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x; Enables morphological edge antialiasing algorithm. r_PostAAInEditingMode = 0 ; --- Debug r_PostAAMode = 1 ; --- [1: to enable 2x distributed SSAA, 2: video capture mode (TBD); Enables supported AA modes. ;r_PostAAStencilCulling ; --- Enables post processed AA stencil culling. ; --- ;r_Supersampling = 1 ; --- [Default: 1] Use supersampled antialiasing (1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...) ;r_SupersamplingFilter ; --- Filter method to use when resolving supersampled output ; 0 - Box filter; 1 - Tent filter; 2 - Gaussian filter ;3 - Lanczos filter ;--- ;============================= SSAO ==================================== ;--- r_SSAO = 0 ; --- [Default: 4] ; 0 - disabled ; 1 - SSAO technique with normals ; 2 - SSAO technique with normals and temporal accumulation ; 3 - Volumetric Obscurance technique with jittering <<< Looks the best, relatively fast too. ; 4 - Volumetric Obscurance technique with jittering and temporal accumulation r_SSAOQuality = 0 ; --- [Default: 2] SSAO shader quality [0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec] r_SSAODownscale = 1 ; --- [Default: 0] Use downscaled computations for SSAO r_SSAOAmount = 1 ; --- [Default: 1] Controls how much SSAO affects ambient r_SSAORadius = 1.5 ; --- [Default: 1.5] Controls size of area tested. The lower the better. the higher this number gets, the darker the shadows get. r_SSAOTemporalConvergence = 0.7 ; --- [Default: 0.7] Temporal SSAO update/convergence speed r_SSAOContrast = 1 ; --- [Default: 1] SSAO contrast coefficient (higher contrast highlights edges) e_TerrainAo = 1 ; --- [Default: 1] Activate deferred terrain ambient occlusion r_TerrainAO_FadeDist = 4 ; --- [Default: 8] this defines how much shading you see from things like trees and vegetation. The higher the number, the less self shadowing the shrubs and vegetation produce. ; --- ;--------------------------- SSDO (DirectX11 only?) ------------------------- r_ssdo = 0 ; --- [Default: 0] r_ssdoAmount = 0 ; --- [Default: 2] r_ssdoAmbientAmount = 0 ; --- [Default: 1] r_refraction = 0 ; --- [Default: 1] r_ssreflections = 0 ; --- [Default: 0] ;--- ;============================= GI / Sky / Light / Shading =========================== ;--- e_GI = 0 ; --- [Default: 0 (Disabled)] Enable/disable global illumination <<< Disabled, can't see any visual difference... e_GIRSMSize = 64 ; --- [Default: 384] minimum: 64, maximum: 512 ; Set the default reflective shadow map size. e_GIAmount = 0.25 ; --- [Default: 1] e_GIMaxDistance = 80 ; --- [Default: 50. Max: 150] Maximum distance of global illumination in meters. The less the distance the better the quality. e_GINumCascades = 1 e_GICascadesRatio = 2 ; --- Slope ratio e_GIIterations = 5 ; --- [Default: 10. Max: 32] Maximum number of propagation iterations global illumination. ; The less number of propagation iterations the shorter the light propagation distance. e_GIOffset = 0.2 ; --- [Default: 0.2 Min: 0 Max: 1] Offset of GI in front of camera in percents [0;1]. e_GIPropagationAmp = 3.3 ; --- [Default: 3.3 Min: 1 Max: 5] Light amplification during each propagation iteration. e_GICache = 7 ; --- [Default: 7 Min: 0 (disabled)] Sparse temporal caching for RSM rendering. Measured in framed per generation. e_DynamicLightsMaxEntityLights = 8 ;----------------------------------- Sky ---------------------------------- e_SkyBox = 1 e_SkyType = 0 ; --- Type of sky used: 0 (static), 1 (dynamic). e_SkyQuality = 2 ; --- Quality of dynamic sky: 1 (very high), 2 (high). e_SkyUpdateRate = 0 ;--- ;============================= Shadows ================================= ;--- e_Shadows = 1 r_ShadowGen = 0 ; --- [ Default: 1] 0=disable shadow map updates, 1=enable shadow map updates r_ShadowGenMode = 0 ; --- [ Default: 1] 0=Use Frustums Mask, 1=Regenerate all sides ; r_ShadowsBias ; --- [Default: 8e-005] e_ShadowsOnAlphaBlend = 0 e_ShadowsMaxTexRes = 256 ; --- [Default: 1024] e_GsmCastFromTerrain = 1 e_ShadowsOnWater = 0 e_ShadowsClouds = 0 ; --- e_ShadowsMasksLimit = 1 ; --- [Default: 0] Maximum amount of allocated shadow mask textures. This limits the number of shadow casting lights overlapping. ; 0=disable limit(unpredictable memory requirements) ; 1=one texture (4 channels for 4 lights) ; 2=two textures (8 channels for 8 lights), ... e_ShadowsLodBiasFixed = 2 ; --- [Default: 1] Simplifies mesh for shadow map generation by X LOD levels e_ShadowsLodBiasInvis = 3 ; --- [Default: 0] Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame r_ShadowBlur = 0 ; --- [Default: 3] ; [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)] ; --- Selected shadow map screenspace blurring technique. r_ShadowBluriness = 0 ; --- [Default: 1] ; [0.1 - 16] Select shadow map blurriness if r_ShadowBlur is activated. r_ShadowJittering = 1.5 ; --- [Default: 3.4] "Dithered" shadow blurring, looks good and is cheap to process. e_ShadowsCastViewDistRatio = 0.6 ; --- [Default: 0.8] View dist ratio for shadow maps casting from objects e_ShadowsCastViewDistRatioLights = 0.8 ; --- [Default: 1] View dist ratio for shadow maps casting for light sources ;e_ShadowsTessellateCascades = 0 ; --- [Default: 1] Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows) ;r_ShadowsMaskResolution = 2 <<<< WRECKS SHADOWS ; --- [Default: 0] ; --- 0=per pixel shadow mask; 1=horizontal half resolution shadow mask; 2=horizontal and vertical half resolution shadow mask ;r_ShadowsMaskDownScale = 1 <<<< WRECKS SHADOWS ; --- [Default: 0] ; --- Saves video memory by using lower resolution for shadow masks except first one. 0=per pixel shadow mask; 1=half resolution shadow mask. ;r_ShadowsPCFiltering = 1 ; --- [Default: 1] ;r_UseShadowsPool = 1 ; --- [Default: 1] ;-------------- Shadows slope bias for shadowgen ----------------- e_ShadowsAdaptScale = 2.0 ; --- [Default: 2.72] e_ShadowsConstBias = 1.0 ; --- [Default: 1] ;e_ShadowsResScale = 2.0 ; --- [Default: 2.8] e_ShadowsSlopeBias = 1 ; --- [Default: 1] ;----------------------------------------------------------------- e_GsmLodsNum = 3 ; --- [Default: 5] e_GsmRange = 4 ; --- [Default: 3] Size of LOD 0 GSM area (in meters) e_GsmRangeStep = 5 ; --- [Default: 3] Range of next GSM lod is previous range multiplied by step e_GsmRangeStepExtended = 6 ; --- [Default: 6] Extended gsm_range_step for last gsm lod containing terrain ;e_GsmViewSpace ; --- [Default: 0] 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera e_GsmCache = 1 ; --- [Default: 0] Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated e_GsmCacheLodOffset = 1 ; --- [Default: 3] Makes first X GSM lods not cached e_GsmCacheLodOffsetExtended = 6 ; --- [Default: 6] <<< Important ! How fast to update terrain GSM lod (player's mech shadow I would say) >>> e_GsmExtendLastLod = 1 ; --- [Default: 0] Make last cascade bigger and use less frequent updates e_GsmExtendLastLodIncludeObjects = 0 ; --- [Default: 0] Includes object shadows into last very big shadow frustum e_GsmScatterLodDist = 50 ; --- [Default: 70] Size of Scattering LOD GSM (in meters) ;--- ;============================= Volumetrics ============================= ;--- e_Fog = 0 ; --- Activates global height/distance based fog e_FogVolumes = 0 ; --- Activates local height/distance based fog volumes e_Clouds = 0 r_CloudsUpdateAlways = 0 r_ImpostersDraw = 0 ; --- Default is 1 (on). Set to 0 to disable imposters (Clouds). r_ImpostersUpdatePerFrame = 1000 ; --- [Default = 6000 (6 megabytes)] ; [1000-30000] r_ImposterRatio = 4 ;--- Default is 1 (1:1 normal). Bigger values can help to save texture space. (e.g. value 2 results in 1/4 texture memory usage) ;--- ;============================ Particles ================================ ;--- e_ParticlesLod = 0.5 ; --- Multiplier to particle count e_ParticlesQuality = 1 e_ParticlesLights = 1 ;i_lighteffects = 1 e_ParticlesGI = 0 e_ParticlesDiffCM = 0 ; --- Apply diffuse cubemaps to appropriate particle effects e_ParticlesShadows = 0 r_ShadowsParticleNormalEffect = 0 ; --- [Default: 1 (on)] Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows). r_ShadowsParticleKernelSize = 0 ; --- Blur kernel size for particles shadows. r_ShadowsAdaptionMin = 0 ; --- starting kernel size, to avoid blocky shadows. r_ShadowsAdaptionSize = 0 ; --- Select shadow map blurriness if r_ShadowsBias is activated. e_ParticlesCullAgainstViewFrustum = 1 ; --- [Default: 0] Cull particles against the view frustum e_ParticlesMaxScreenFill= 64 ; --- [Default: 64] Screen size max of total particles to draw e_ParticlesMaxDrawScreen = 8 ; --- [Default: 2] Screen size max per particle -- fade out earlier e_ParticlesMinDrawPixels = 8 ; --- [Default: 1] e_ParticlesMotionBlur = 0 e_ParticlesObjectCollisions = 1 ; e_ParticlesPoolSize = 4096 ; --- [Default: 12288] ; e_ParticlesEmitterPoolSize = 2048 ; --- [Default: 6144] e_ParticlesAnimBlend = 1 ; --- [0,1,2 = Disable, Allow, Force]. Blend between animated texture frames. r_UseParticlesHalfRes = 1 r_UseParticlesHalfResForce = 1 r_UseSoftParticles = 0 r_UseParticlesRefraction = 0 r_UseParticlesGlow = 1 r_UseParticlesMerging = 0 r_Rain = 0 r_RainAmount = 0 r_RainMaxViewDist_Deferred = 20 e_ParticlesThread = 1 r_UseParticlesMerging = 0 ;--- ;============================ Water / Ocean =================================== e_HwOcclusionCullingWater = 1 ; --- Activates usage of HW occlusion test for ocean ;--- e_WaterOcean = 2 ;--- Activates drawing of ocean. 1: use usual rendering path; 2: use fast rendering path with merged fog e_WaterOceanBottom = 1 e_WaterVolumes = 0 e_WaterWaves = 0 e_WaterOceanFFT = 0 ; e_WaterTesselationAmount = 0.5 e_WaterWavesTessellationAmount = 0.5 ; e_WaterTesselationAmountX = 10 ; e_WaterTesselationAmountY = 10 ; e_WaterTesselationSwathWidth = 5 r_WaterCaustics = 0 r_WaterGodRays = 0 r_WaterReflections = 1 r_WaterReflectionsMGPU = 0 ; --- Default is 0 (single render update), 1 (multiple render updates) r_WaterReflectionsQuality = 0 ; --- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything) r_WaterReflectionsMinVisiblePixelsUpdate = 0.1 ; --- [Default: 0.05] ;r_WaterReflectionsMinVisUpdateDistanceMul ; --- [Default: 10] --- Activates update distance multiplier when water mostly occluded. ;r_WaterReflectionsMinVisUpdateFactorMul ; --- [Default: 20] --- Activates update factor multiplier when water mostly occluded. r_WaterReflectionsUseMinOffset = 2 ; --- [Default: 1] --- Activates water reflections if visible pixels above a certain threshold. r_WaterUpdateDistance = 2 ; --- [Default: 2] r_WaterUpdateFactor = 0.1 ; --- [Default: 0.01] <<< Update Ratio ??? ;--- ;============================ Physics ========================== ;--- ;--- ;============================ Sound =================================== ;--- s_FormatSampleRate = 48000 s_MaxChannels=64 s_MPEGDecoders = 32 s_Obstruction = 1 s_ObstructionAccuracy = 1 s_ObstructionUpdate = 0.1 s_ReverbType = 1 s_SoundMoodsDSP = 1 s_VariationLimiter = 1 s_PrecacheData = 1 s_PriorityThreshold = 1 ;--- ;============================ PRECACHE ================================ ;--- sys_preload = 1 i_precache = 1 ;----------------------------------------------- Disabled shader precache block for compatibility reasons ;r_ShadersAsyncCompiling = 3 ; --- Enable asynchronous shader compiling ; 0 = off, (stalling) shaders compiling ; 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow ; 2 = on, shaders are compiled in parallel, missing shaders are not rendered ; 3 = on, shaders are compiled in parallel in precache mode ;r_ShadersAsyncMaxThreads = 3 ;r_ShadersPreactivate = 1 ;r_ShadersPrecacheAllLights = 1 ;r_ShadersUseInstanceLookUpTable = 0 ; --- Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation. ; ----------------- ;r_PrecacheShaderList = 1 ;r_PrecacheShadersLevels = 1 ;r_PrecacheShaders = 1 <<< 'Precache shaders' HANGING AFTER OCT.09 PATCH ; --------------------------------------------- r_MeshPrecache = 1 e_ParticlesPreload = 1 ; --- Enable preloading of all particle effects at the beginning e_PreloadDecals = 1 ; --- Preload all materials for decals e_AutoPrecacheCgfMaxTasks = 16 ; --- [Default: 8]. Maximum number of parallel streaming tasks during pre-caching e_AutoPrecacheTerrainAndProcVeget = 1 ; --- Force auto pre-cache of terrain textures and procedural vegetation e_AutoPrecacheTexturesAndShaders = 1 ; --- Force auto pre-cache of general textures and shaders e_PreloadMaterials = 1 ; --- Preload level materials from level cache pak and resources list e_StatObjPreload = 1 ; --- Load level CGF's in efficient way e_AutoPrecacheCgf = 2 ; --- Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster) ca_PrecacheAnimationSets = 1 ; --- Enable Precaching of Animation Sets per Character. e_PrecacheLevel = 1 ; --- Pre-render objects right after level loading ;--- ;============================ STREAMING =============================== ;--- e_streamCgf = 0 ; --- Enable streaming of static render meshes r_TexturesStreaming=0 ; *** r_TexturesStreaming=1 is HARD-CODED into the engine core after Sept/19,25 patch, so BLADEXXX patch is OBLIGATORY. *** r_TexturesWarmup = 0 ; --- Enables textures uploading to video memory after level loading. [0,1] r_TexturesStreamingMipBias = 2 ; --- [Default: 0], Usage: [-4..0..4] Controls how texture LOD depends from distance to the objects. ; >>> !!! Increasing this value will reduce amount of memory required for textures. !!! <<< ; r_TexturesStreamingMaxRequestedJobs=1 ; --- Maximum number of tasks submitted to streaming system. Default is 256. ; e_StreamPredictionUpdateTimeSlice = 0.1 ; --- Maximum amount of time to spend for scene streaming priority update in milliseconds ; r_TexturesStreamingMaxRequestedMB=2.0 ; --- Maximum amount of texture data requested from streaming system in MB. Default is 2.0(MB) ; r_TexturesStreamPoolSysSize=256 ; --- Size of system memory pool for managed textures in MB. Default is 800 MB for PC. ; r_TexturesStreamPoolSize=128 ; --- Size of pool for textures streaming in MB. Default is 128(MB) for PC. ; r_TexturesStreamingMinReadSizeKB=128 ; --- Minimal read portion in KB. Default is 32 ; r_texturesstreamingPostponeThresholdMip=1 ; --- Threshold used to postpone high resolution mipmaps. Default is 1 ; r_TexturesStreamingPostponeThresholdKB=1024 ; --- Threshold used to postpone high resolution mipmap loads in KB. Default is 1024(KB) ; r_TexturesStreamingPostponeMips=1 ; --- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Default is 1 (on). ; r_TexturesStreamingResidencyEnabled=1 ; --- Toggle for resident textures streaming support ; r_TexturesStreamingSync=0 ; --- Force only synchronous texture streaming. All textures will be streamed in the main thread. Default is 0, 1 for enable ; r_TexturesStreamingResidencyThrottle=1 ; --- Default is 0.5. Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident ; r_TexturesStreamingResidencyTime=600 ; --- Time to keep textures resident for before allowing them to be removed from memory, in seconds. ; r_texturesstreampooldefragmentation=0 ; >>> Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
...and here one for Hi-End which I'm using! (author??? - got it somewhere from beta forums once upon a time - changed/overridden some cvars on the end [marked] for me because of my 1GB VRAM limit!):
UPDATED: corrected HDR an color!
Spoiler
## mouse sensitivity cl_sensitivity = 0.15 ## mouse acceleration off i_mouse_accel = 0 i_mouse_accel_max=0 i_mouse_smooth=0 con_restricted = 0 sys_MaxFPS = 58 cl_fov = 66 sys_spec_GameEffects = 4 sys_spec_ObjectDetail = 4 sys_spec_Particles = 4 sys_spec_PostProcessing = 4 sys_spec_Shading = 4 sys_spec_Shadows = 4 sys_spec_Texture = 4 sys_spec_Environment = 4 ; MSAA fix for ATI - toggle as needed. FSAA can work with injector. r_PostMSAA = 1 r_PostProcessEffects = 0 r_FSAA = 0 ;GameEffects (in cvars, does not load in, can be dropped from your user.cfg if desired, included for ;reference) i_lighteffects = 1 ;ObjectDetail (game decals, stuff loaded on top of terrain - fluff. cull to 0 for performance, or lower values for less view distance for that item) e_ObjQuality = 2 e_DecalsAllowGameDecals = 1 e_DecalsLifeTimeScale = 1 e_DecalsOverlapping = 0 e_Dissolve = 2 e_LodRatio = 20 e_Lods = 1 e_LodMin = 0 e_MaxViewDistSpecLerp = 1 e_OcclusionCullingViewDistRatio = 1 e_ProcVegetation = 1 e_streamCgf = 0 e_VegetationBending = 0 e_VegetationMinSize = 0 e_VegetationSpritesDistanceCustomRatioMin = 0.5 e_VegetationSpritesDistanceRatio = 1 e_ViewDistMin = 10 e_ViewDistRatio = 100 e_ViewDistRatioCustom = 100 e_ViewDistRatioDetail = 80 e_ViewDistRatioLights = 100 e_ViewDistRatioVegetation = 50 e_TerrainDetailMaterialsViewDistXY = 1536 e_TerrainDetailMaterialsViewDistZ = 96 e_TerrainOcclusionCullingMaxDist = 150 ca_AttachmentCullingRation = 200 ca_DrawFaceAttachments = 1 ca_useDecals = 1 es_DebrisLifetimeScale = 1 i_rejecteffects = 1 e_DecalsForceDeferred = 1 r_DrawNearZRange = 0.08 ;Particles (quality of particle effects, explosions, jumpjets, etc.) e_ParticlesQuality = 4 e_ParticlesLights = 3 e_ParticlesMaxScreenFill = 128 e_ParticlesMinDrawPixels = 1 e_ParticlesMotionBlur = 0 e_ParticlesObjectCollisions = 1 r_UseParticlesHalfRes = 0 r_UseSoftParticles = 1 ;Physics (physics. highly CPU intensive, lower for performance on dualcores.) g_breakage_particles_limit = 80 g_joint_breaking = 1 g_tree_cut_reuse_dist = 0 e_CullVegActivation = 50 e_FoliageWindActivationDist = 0 e_PhysFoliage = 2 e_PhysOceanCell = 0.5 p_gravity_z = -36.3 p_joint_damage_accum = 2 p_joint_damage_accum_threshold = 0.2 p_max_MC_iters = 4000 p_max_object_splashes = 2 p_max_substeps_large_group = 3 p_num_bodies_large_group = 70 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 es_MaxPhysDist = 100 es_MaxPhysDistInvisible = 25 ;PostProcessing (colorgrading/Depth of field demand many FPS. set to 0 for FPS gains) ;HDR Eyeadaptationcache and postprocesscache can be set to 0 for high defaults, 2/4 for mediums, 30 for ;low end rigs...I cant tell any difference visually ingame, but these 2 settings are key to optimizing ;inclose mech lag/issues. Brightness offset the igher the more it darkens the HDR brightness. HDR helps make the game look good ;due to dropping other settings. Edge AA does not cost much, may want to try 1 or 2 as values. 1 is for normal edge ;AA, 2 is for laplace edge AA. r_colorgrading = 2 r_DepthOfField = 1 r_EyeAdaptationBase = 0.1 r_EyeAdaptationFactor = 0.85 r_EyeAdaptationSpeed = 0.1 r_GlowAnamorphicFlares = 1 r_HDRBloomMul = 0.7 r_HDRBlueShift = 0 r_HDRBrightLevel = 0.85 r_HDRBrightOffset = 5 r_HDRBrightThreshold = 6 r_HDREyeAdaptionCache = 0 r_HDRGrainAmount = 0 r_HDRLevel = 3 r_HDROffset = 10 r_HDRRendering = 1 r_MotionBlurMaxViewDist = 0 r_PostProcessHUD3DCache = 0 r_RainMaxViewDist_Deferred = 0 r_sunshafts = 1 r_UseEdgeAA = 2 r_MotionBlur = 0 ; Quality default 2 - 3 = highest range is 1-4 I believe, not sure if 0 works or disables it yet, havent tried) q_Renderer = 3 q_ShaderFX = 3 q_ShaderGeneral = 3 q_ShaderGlass = 3 q_ShaderHDR = 3 q_ShaderIce = 3 q_ShaderMetal = 3 q_ShaderPostProcess = 3 q_ShaderShadow = 3 q_ShaderSky = 3 q_ShaderTerrain = 3 q_ShaderVegetation = 3 q_ShaderWater = 3 ;Shading (lowered from high setting of 16 to 12. lower more for FPS) e_DynamicLightsMaxEntityLights = 16 e_GI = 1 ;GI - Global Illumination (SSAO quality - subjective choices. go up to 4 or 8 for quality/amount etc, SSAO ;setting, bigger laser beams, more volumetric effects, little fps loss/some fps loss depending on machine) e_GIAmount = 0.8 e_GIMaxDistance = 50 e_GINumCascades = 2 e_SkyType = 1 e_SkyUpdateRate = 1 e_TerrainAo = 1 e_TerrainNormalMap = 1 e_VegetationUseTerrainColor = 1 r_DetailNumLayers = 1 r_DetailDistance = 4 r_DetailTextures = 1 r_ssdo = 0 r_SSAO = 2 r_SSAOQuality = 4 r_SSAODownscale = 0 r_refraction = 1 r_ssreflections = 0 r_ssao_amount = 0.55 r_ssao_darkening = 1.8 ;Shadows (gives shadows, if a little pixelated, without much FPS loss. Worth it for seeing your own mechs shadow if ;nothing else. set all to 0 for big FPS gains - but id recommend trying to keep it on, it doesnt seem a big FPS hit ;and does help the game look decent) e_GsmCache = 1 e_GsmCastFromTerrain = 1 e_GsmLodsNum = 2 e_GsmRange = 5 e_ParticlesShadows = 0 e_Shadows = 1 e_ShadowsCastViewDistRatio = 1.2 e_ShadowsMaxTexRes = 128 e_ShadowsOnAlphaBlend = 1 e_ShadowsResScale = 2 e_ShadowsTessellateCascades = 0 r_ShadowBlur = 0 r_ShadowJittering = 1 r_ShadowsMaskResolution = 0 r_ShadowsPCFiltering = 0 r_ShadowsUseClipVolume = 0 ;Sound s_MPEGDecoders = 64 s_Obstruction = 1 s_ObstructionAccuracy = 1 s_ObstructionUpdate = 0.1 s_SoundMoodsDSP = 1 s_VariationLimiter = 1 ;Textures (adjust from 32 to 24 for fps gains, or lower.) r_DynTexAtlasCloudsMaxSize = 32 r_DynTexAtlasSpritesMaxSize = 32 r_DynTexMaxSize = 80 r_EnvCMResolution = 1 r_EnvTexResolution = 2 r_EnvTexUpdateInterval = 0.2 r_ImposterRatio = 2 r_TexSkyResolution = 0 r_TexAtlasSize = 1024 r_TexMinAnisotropy = 2 r_TexBumpResolution = 0 r_TexResolution = 0 r_TexturesFilteringQuality = 0 r_VegetationSpritesTexRes = 32 ;Water (I've set most to 0 here, leaving some so water actually exists and still performs well) e_WaterOceanFFT = 1 e_WaterTesselationAmount = 10 e_WaterTesselationAmountX = 10 e_WaterTesselationAmountY = 10 e_WaterTesselationSwathWidth = 10 r_WaterCaustics = 1 r_WaterReflections = 1 r_WaterReflectionsQuality = 2 r_WaterReflectionsMinVisiblePixelsUpdate = 1 r_WaterTessellationHW = 1 r_WaterUpdateDistance = 1 r_WaterUpdateFactor = 1 ;Volumetric Effects (lighting, filler, colour. havent played with these much...feel free to experiment) r_Beams = 4 r_BeamsDistFactor = 0.05 r_BeamsMaxSlices = 300 e_Clouds = 1 r_CloudsUpdateAlways = 0 ------------------ changed (override) > r_TexResolution = 1 r_TexturesFilteringQuality = 2 ------------------ changed (override) < r_TexturesStreaming = 0
I give no promises for the configs... if one of them works for you: fine ... if not: tough
With DX11 (some day...) this configs will be outdated ... but I hope some clever guys will fix it asap! :-)
Remember to clean/delete the Cache folder, if you make huge changes to your user.cfg!!!
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Still low FPS?
Reduce your resolution:
set 1280 or something around - that's enough for seeing all details.
Give the game a higher CPU priority:
open task manager and apply "high" to MWOClient.exe (if you get a error message about admin rights, so you have to show all users processes in task manager first)
The easy way for Windows Vista + 7 + 8 (NOT TESTED ON XP!):
Download and run this registry file: mwo_high_prio.reg (Mirror: mirror)
This makes MWOClient.exe run with high priority by default.
Stay with standard and try to find the bottleneck of your system:
Install MSI Afterburner (just for OSD Server) and HardwareMonitor (http://www.hwinfo.com)
Configure (use g00gle) them to monitor CPU, GPU, RAM and VRAM usage in game.
Your VRAM usage should not go over 90% (close to 100% will limit your GPU usage!) ... also avoid to low usage (waste of resources). The texture slide bar (advanced options menu) affects directly to VRAM usage!
Your CPU usage should not go over 90%... Reduce some sys_specs if it does (advanced optiions)
If your GPU usage is 99%, that's OK - so you have no other bottleneck! If a lot below, so something else is limiting - need to dig a little deeper.
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Have fun!
Edited by Egomane, 18 May 2014 - 08:18 AM.
Removed links that replace MWO client files