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User.cfg: The Common Knowledge Thread


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#1 Zapmunk

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Posted 23 February 2013 - 04:21 PM

If you are reading this and don't already know what I'm going on about: This is about options for the game. Options that have been unfortunately omitted from the options screen ingame, but can still be set by modifying your user configuration file: a file that tells the game your personal preferences you would like it to use.

User.cfg is located in your Piranha Games\MechWarrior Online folder.

It is exactly like an ordinary text file, and can be opened with any ordinary text editor.

What follows are a few of the more useful things that can be put into it:



i_mouse_smooth = <0 or 1>
i_mouse_accel = <0 or 1>

This allows you to disable mouse accelleration ingame. If you don't know what mouse accelleration is, then you probably don't care about this. All it does is change the way your mouse behaves. Some people prefer mouse accelleration on, some people prefer mouse accelleration off.



cl_sensitivity = <decimal number between 0 and 1>

This allows you to scale your mouse's sensetivity. 1 means the mouse moves at completely normal speed, 0 means it doesn't move at all, .5 means it moves half as fast as it ordinarily might. This too is a matter of preference, and depends on how you aim. Lower numbers generally mean aiming is slower and more precise, but it's harder to move your view large distances to smack that pesky raven flanking you. Larger values, conversly, allow you to lock onto that raven more quickly (arm/torso twist speed limits still apply however), at the cost of having your reticle be a bit more jumpy and harder to control.



cl_fov = <number of degrees>

This controls how wide your field of view is. It can be anywhere between 0 and 179 degrees (180 degrees or more does not work). The larger it is, the more area you can see around you, but also causes distortion at the edges of your screen and makes things look smaller and farther away. Zooming ignores this, your zoomed-in fov is the same no matter what this parameter is.



e_MaxViewDistSpecLerp = <number between 0 and 1>

This controls the render distance relative to the map specs- 1 would be highest default quality for the map, 0 would be lowest default quality, .5 would be halfway between those. I haven't personally tested this, so post if you try this and it works for you!



e_MaxViewDistance = <number of meters>

This controls the maximum render distance for entities such as mechs, trees, street lights, and whatnot. I haven't personally tested this, so post if you try this and it works for you!




The following parameters have default values and require you to replace the default settings files before they will work in your user.cfg




e_ViewDistRatioCustom = <multiplier>

This controls the multiplier for the distance at which vehicles render to the distances at which infantry render. You can set this to 500 or something big to make mechs always render. I haven't personally tested this, so post if you try this and it works for you!



r_DepthOfField = <0 or 1>

This controls whether or not you have depth of field, which is the graphics effect that makes far-away things seem blurrier. It is off on low post-processing and on otherwise be default.



r_ColorGrading = <0 or 1>

This controls how color modification is done. Normally, all the colors are modified, and this usually causes things to have a desaturated look. Disabling this makes all the colors display exactly as they are. (Most notably, Caustic Valley looks more greenish than brownish).



The default settings can be found in Piranha Games\MechWarrior Online\Engine\Engine.pak\Config\CVarGroups and Piranha Games\MechWarrior Online\Engine\Engine.pak\Config\CVarGroupsMWO. (Engine.pak can be opened with most archiving programs, such as winrar or 7zip).
Copying the .cfg files located within to Piranha Games\MechWarrior Online\Engine\Config\CVarGroups(MWO) causes these new files to override the old ones.
You can then put a semicolon before any line in them to "comment them out" and cause them to become inactive, allowing the setting to be overridden in user.cfg.


For a full list of potentially modifiable parameters, consult the cryengine wiki.

This has been a public service announcement, informing the general public that such things exist for the sake of having a fair and even playing field for everyone.

Edited by Zapmunk, 23 February 2013 - 06:33 PM.


#2 Mechrophilia

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Posted 23 February 2013 - 05:32 PM

"like-check"

You are the man! Thank you.

#3 WolvesX

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Posted 23 February 2013 - 05:33 PM

Nice!

#4 Biglead

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Posted 23 February 2013 - 05:42 PM

Does the color grading also effect mechs? I tend to notice that the color of mechs in the Mech Bay is a lot different then on maps.

#5 Erasus Magnus

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Posted 23 February 2013 - 05:58 PM

Hi there!

sorry if it might be slightly off topic:

i have a problem with the distance of view. right now i cannot see enemies farther away than 1km.
the textures of enemie mechs and obstacles completely vanish then and reappear again if below 1km.

i dont know what to do right now, perhaps it can be solved with adjustments in the user.cfg file?
or is it an option i have to adjust in the options menu?

iam running the game with every option slider on "low" and pretty much everything off, for max fps and i dont know what slider is responsible for drawing distance.

can anyone help me out on this one?

thank you in advance, and thanks Zapmunk for sharing those user.cfg commands!

edit:

my user.cfg now looks like this:


cl_FoV=85
r_DepthOfField =0
cl_sensitivity =0.5
i_mouse_smooth =0
i_mouse_accel =0
r_ColorGrading =0

is this right or did i make a mistake?
should there be a space between the = and the numbers?

Edited by Erasus Magnus, 23 February 2013 - 06:03 PM.


#6 Zapmunk

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Posted 23 February 2013 - 06:08 PM

View PostErasus Magnus, on 23 February 2013 - 05:58 PM, said:

Hi there!

sorry if it might be slightly off topic:

i have a problem with the distance of view. right now i cannot see enemies farther away than 1km.
the textures of enemie mechs and obstacles completely vanish then and reappear again if below 1km.

i dont know what to do right now, perhaps it can be solved with adjustments in the user.cfg file?
or is it an option i have to adjust in the options menu?

iam running the game with every option slider on "low" and pretty much everything off, for max fps and i dont know what slider is responsible for drawing distance.

can anyone help me out on this one?

thank you in advance, and thanks Zapmunk for sharing those user.cfg commands!

edit:

my user.cfg now looks like this:


cl_FoV=85
r_DepthOfField =0
cl_sensitivity =0.5
i_mouse_smooth =0
i_mouse_accel =0
r_ColorGrading =0

is this right or did i make a mistake?
should there be a space between the = and the numbers?


Try e_MaxViewDistance :D

#7 PhDGreg

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Posted 23 February 2013 - 07:06 PM

Good post. Will repost what I posted in the thread that spawned this so that it remains somewhat visible.

cfg files:
user.cfg is a text file in your MWO install folder. You can place the names of game settings and associated values into this text file to change those settings. Some of the settings are not otherwise available. The file is originally empty, and it is intended to allow the user to make changes to settings.

system.cfg is a similar file with similar content, which will be full of the settings you've chosen (and other implicit settings based on those choices) for your game's video and audio settings. Feel free to open it in Notepad (no fancy software needed) or any other text editor if you want to look at it.



FoV:
FoV is not a hack. It is a setting in every 3D engine which is made available to the user (either directly within the game or from config files) in every FPS game I can think of. It gives you more peripheral vision, but at the cost of reduced size of things in front of you (since they appear to be "further away"). It makes it harder to hit targets that are in front of you, particularly at distance. At higher levels, the fisheye distortion this causes negates the benefit of the peripheral vision (particularly in a game where part of your peripheral vision is that of a cockpit wall).

It's a setting based on personal preference, nothing more.
To change it, simply add the line "cl_fov = xx" (where xx is a number to change it to. 80 is a good starting value) to user.cfg.



Clearing up Night and Thermal Vision:
This is also achieved by modifying user.cfg. The most noticeable options changed are those which control the brightness and the blending noise in those views - i.e. the fuzzy edges when moving. This makes night and thermal vision clearer, which does give some degree of an advantage - but nothing particularly major, really.

It has no effect on the draw distance (how far away mechs are before they stop appearing) in those views.

See this thread for details on how to make the changes.




Film Grain removal:
Normally removed by substituting a texture file so that the mostly transparent "noise" image is replaced by a fully transparent image. It simply makes the game look a little bit cleaner / less gritty in general play. The effect is almost entirely aesthetic - It does not give you any advantage other than making the game a bit easier on the eyes.

If you want to do this, follow the instructions here. It simply involves downloading a zip file containing the appropriate folder structure and texture file, and extracting it into the game directory.



Other Changes:
There is potential for numerous other changes that could give people an advantage, but to my knowledge this is not widely done or known about. The film grain removal technique is the basis of how this tends to work:
The game folder contains ".pak" files, which are just archives (like .zip files) containing the game's assets - textures, models, data files, etc - all arranged into folders. By default, the game uses those files.
If you replicate a file name present in the pak files (and its location within the folders), the game will use that file instead of the one in the pak file.
This is not inherently an "exploit", but simply the way the engine is designed. It has been used to great effect in games like Skyrim - allowing people to replace textures and other files to make the game look a lot better, amongst other things.
In a single player game, this isn't a big deal - how you choose to make the game look/perform on your PC is your own business and effects nobody else.
In a multiplayer game, certain changes may give you an advantage over others and hence drama ensues.



Draw Distance & Depth of Field:
Draw distance determines how far away things (most importantly mechs, but also things like buildings) will be rendered at. e.g. you can see mechs (rendered in high detail) that are close to you, but when they are further away, they are rendered at lower detail, and further away still they are not rendered at all.

The game does this for the sole reason of performance. It takes more computer resources (primarily RAM, CPU and GPU) to keep lots of things on screen and in high detail, hence the further away they are the less detail they are rendered at and once they get far away enough they are not rendered at all.

The in game settings for object details (options > advanced options) influence this, but the main determining factor is how good your computer is. People with powerful computers will be able to crank this value and have things appear when they are futher away. This could be seen as giving them an advantage, but... well, suck it up. People buy expensive computers so they can play games with the settings maxed. They may also have a bigger monitor than you, surround sound and a more accurate mouse - all of these give them an advantage.

user.cfg settings to change/tweak draw distance are discussed here. I'm not sure if this allows you to set values that exceed what the game sets at high specs, but if you're on lower specs and find that mechs only appear when closer than you'd like, you could try playing with those settings. It won't magically make your PC more powerful though, so you may need to turn down some other options to accommodate for it.

Depth of field blurs things in the distance, which some people don't like. It can be disabled either by turning down the "Post Processing" slider in the game options (which I believe may also turn off some other effects such as HDR) or adding "r_DepthOfField = 0" to user.cfg.

#8 Murku

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Posted 23 February 2013 - 07:22 PM

Colonel Pando Vinson in another thread offers this as a prettier alternative to low settings:

;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
gp_mech_view_zoom_transitiontime = 0.03
r_MultiThreaded = 1
e_particles_thread = 1
gpu_particle_physics = 1
e_MaxViewDistSpecLerp = 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 = 1
r_WaterUpdateFactor = 0.1
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 = 1
e_VegetationUseTerrainColor = 1
r_DetailDistance = 4
r_DetailTextures = 1
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 = 32
e_Clouds = 1
r_CloudsUpdateAlways = 0
r_Reflections = 0
e_TerrainLodRatio=2
;GameEffects
i_lighteffects = 0
g_ragdollUnseenTime = 1
g_ragdollMinTime = 5
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 = 60
e_ViewDistRatioCustom = 100
e_ViewDistRatioDetail = 30
e_ViewDistRatioLights = 30
e_ViewDistRatioVegetation = 30
e_TerrainDetailMaterialsViewDistXY = 1024
e_TerrainDetailMaterialsViewDistZ = 96
e_TerrainOcclusionCullingMaxDist = 0
ca_AttachmentCullingRation = 80
ca_DrawFaceAttachments = 1
ca_useDecals = 1
es_DebrisLifetimeScale = 0.4
i_rejecteffects = 1
e_Tessellation = 0
e_DecalsForceDeferred = 1
r_DrawNearZRange = 0.08
;Particles[/color]
e_ParticlesQuality = 1
e_ParticlesLights = 0
e_ParticlesMaxScreenFill = 32
e_ParticlesMinDrawPixels = 2
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 = 1
r_DepthOfField = 0
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 4
r_GlowAnamorphicFlares = 1
r_HDRBloomMul = 0.95
r_HDRBlueShift = 0
r_HDRBrightLevel = 0.95
r_HDRBrightOffset = 10
r_HDRBrightThreshold = 6
r_HDREyeAdaptionCache = 10
r_HDRGrainAmount = 0
r_HDRLevel = 4
r_HDROffset = 10
r_HDRRendering = 1
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_PostProcessHUD3DCache = 30
r_RainMaxViewDist_Deferred = 40
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 = 1
e_GsmCache = 1
e_GsmLodsNum = 3
e_GsmRange = 2
e_ParticlesShadows = 0
e_ShadowsCastViewDistRatio = 0.8
e_ShadowsMaxTexRes = 128
e_ShadowsOnAlphaBlend = 0
e_ShadowsResScale = 3.4
e_ShadowsTessellateCascades = 0
r_ShadowBlur = 0
r_ShadowJittering = 1
r_ShadowsPCFiltering = 1
r_ShadowsUseClipVolume = 1
r_FogShadows = 0
e_ShadowsCastViewDistRatioLights = 0.5
;Sound
s_CacheSize = 50
s_FormatSampleRate = 44100
s_Obstruction = 2[/color]
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 = 60
r_EnvCMResolution = 0
r_EnvTexResolution = 1
r_EnvTexUpdateInterval = 1
r_ImposterRatio = 2[/color]
r_TexSkyResolution = 1
r_TexAtlasSize = 512
r_TexMinAnisotropy = 2
r_TexBumpResolution = 1
r_TexResolution = 1
r_VegetationSpritesTexRes = 32
r_TexturesStreaming = 0

Personally, my vintage PC would struggle without a user.cfg, so I thing this is ideal. I set my FoV to 80 as a happy medium between aiming and awareness.

Edited by Murku, 23 February 2013 - 07:49 PM.


#9 Corvus Antaka

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Posted 23 February 2013 - 07:33 PM

http://terrantitans.com/mwo-user-cfg

Edited by Colonel Pada Vinson, 23 February 2013 - 07:34 PM.


#10 Hades Trooper

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Posted 23 February 2013 - 08:14 PM

View PostMurku, on 23 February 2013 - 07:22 PM, said:

Colonel Pando Vinson in another thread offers this as a prettier alternative to low settings:

;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
gp_mech_view_zoom_transitiontime = 0.03
r_MultiThreaded = 1
e_particles_thread = 1
gpu_particle_physics = 1
e_MaxViewDistSpecLerp = 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 = 1
r_WaterUpdateFactor = 0.1
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 = 1
e_VegetationUseTerrainColor = 1
r_DetailDistance = 4
r_DetailTextures = 1
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 = 32
e_Clouds = 1
r_CloudsUpdateAlways = 0
r_Reflections = 0
e_TerrainLodRatio=2
;GameEffects
i_lighteffects = 0
g_ragdollUnseenTime = 1
g_ragdollMinTime = 5
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 = 60
e_ViewDistRatioCustom = 100
e_ViewDistRatioDetail = 30
e_ViewDistRatioLights = 30
e_ViewDistRatioVegetation = 30
e_TerrainDetailMaterialsViewDistXY = 1024
e_TerrainDetailMaterialsViewDistZ = 96
e_TerrainOcclusionCullingMaxDist = 0
ca_AttachmentCullingRation = 80
ca_DrawFaceAttachments = 1
ca_useDecals = 1
es_DebrisLifetimeScale = 0.4
i_rejecteffects = 1
e_Tessellation = 0
e_DecalsForceDeferred = 1
r_DrawNearZRange = 0.08
;Particles[/color]
e_ParticlesQuality = 1
e_ParticlesLights = 0
e_ParticlesMaxScreenFill = 32
e_ParticlesMinDrawPixels = 2
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 = 1
r_DepthOfField = 0
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 4
r_GlowAnamorphicFlares = 1
r_HDRBloomMul = 0.95
r_HDRBlueShift = 0
r_HDRBrightLevel = 0.95
r_HDRBrightOffset = 10
r_HDRBrightThreshold = 6
r_HDREyeAdaptionCache = 10
r_HDRGrainAmount = 0
r_HDRLevel = 4
r_HDROffset = 10
r_HDRRendering = 1
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_PostProcessHUD3DCache = 30
r_RainMaxViewDist_Deferred = 40
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 = 1
e_GsmCache = 1
e_GsmLodsNum = 3
e_GsmRange = 2
e_ParticlesShadows = 0
e_ShadowsCastViewDistRatio = 0.8
e_ShadowsMaxTexRes = 128
e_ShadowsOnAlphaBlend = 0
e_ShadowsResScale = 3.4
e_ShadowsTessellateCascades = 0
r_ShadowBlur = 0
r_ShadowJittering = 1
r_ShadowsPCFiltering = 1
r_ShadowsUseClipVolume = 1
r_FogShadows = 0
e_ShadowsCastViewDistRatioLights = 0.5
;Sound
s_CacheSize = 50
s_FormatSampleRate = 44100
s_Obstruction = 2[/color]
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 = 60
r_EnvCMResolution = 0
r_EnvTexResolution = 1
r_EnvTexUpdateInterval = 1
r_ImposterRatio = 2[/color]
r_TexSkyResolution = 1
r_TexAtlasSize = 512
r_TexMinAnisotropy = 2
r_TexBumpResolution = 1
r_TexResolution = 1
r_VegetationSpritesTexRes = 32
r_TexturesStreaming = 0

Personally, my vintage PC would struggle without a user.cfg, so I thing this is ideal. I set my FoV to 80 as a happy medium between aiming and awareness.


just to clarify is that one huge config file?

Would a person with a lower end machine just copy and paste that into the config file as i big copy and paste?

#11 Fooooo

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Posted 23 February 2013 - 09:13 PM

View PostBiglead, on 23 February 2013 - 05:42 PM, said:

Does the color grading also effect mechs? I tend to notice that the color of mechs in the Mech Bay is a lot different then on maps.


Yes.


However what you are seeing here is the difference in the enviroment.

The mechbay is lit by lights in a sealed room and has different settings for most of the other effects to what most maps will have.



Outdoors however you have light from the sun / moon / stars, which has some other effects which placed lights dont. They can also be changed in colour like normal lights.

There is also an ambient light setting, and another one I cant remember. So you could have a map with a red sun, but everything on the map is normal, or you could make the map take some of the red from the sun etc etc.....and the vehicles as well.

Its all down to how they setup the lighting on the maps.

Turning off colourgrading will only remove that effect, it wont adjust the suns colour setting , or how much of that sun colour is used on objects etc etc..


Its a little more complicated than all that but hopefully you understood what I just said. :)

Edited by Fooooo, 23 February 2013 - 09:16 PM.


#12 Erasus Magnus

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Posted 24 February 2013 - 03:33 AM

thank you very much with the drawing distance command there!

also, the film grain and depths of field removal helped my fps enormously. i went up from 20-30 to 60 fps flat on alpine peaks with max drawing distance for mechs.

#13 Cybermech

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Posted 24 February 2013 - 03:43 AM

I really hope this stays in this section and not moved to guides, so new people might have a chance of seeing this.
Thanks anyways for doing this

#14 F lan Ker

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Posted 24 February 2013 - 03:57 AM

S!

+1 as most people check General Discussion anyway.

#15 deadeye mcduck

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Posted 24 February 2013 - 03:59 AM

Think devs have stated that at some point, the FoV will be adjustable in game settings.

#16 Murku

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Posted 24 February 2013 - 08:57 AM

View PostHades Trooper, on 23 February 2013 - 08:14 PM, said:


just to clarify is that one huge config file?

Would a person with a lower end machine just copy and paste that into the config file as i big copy and paste?

Yes, but I highly recommend instead going to Colonel Pada's link below mine as this has many more options and advice. EPIC information, many thanks TTs *8)

#17 ChrisOrange

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Posted 24 February 2013 - 09:22 AM

good stuff. I always wondered about changing my FOV now I'm gonna try it.

I see other players with stupidly large FOV but in this game I think I would only like slightly larger than default. You see these guys running atlas with huge FOV and it's like staring down a pringles can...don't know how they can play like that.

#18 Goose

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Posted 24 February 2013 - 09:55 AM

The thread was going so well, then someone defecated on it with a "just do this" post. >:-(

#19 Goose

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Posted 24 February 2013 - 09:58 AM

View PostZapmunk, on 23 February 2013 - 04:21 PM, said:

The following parameters have default values and require you to replace the default settings files before they will work in your user.cfg

What are you telling me: Go edit another file, or something else?

I'd like to recommend changing r_TexturesStreaming to ether 0 (load it all now) or 2 (load it lots faster then 1) if you feel you have pop-in issues …

#20 p4r4g0n

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Posted 24 February 2013 - 09:59 AM

Thumbs up to everyone contributing to this. It really helped me a lot and the game looks a lot better.

Gonna try Col Pada Vinson's settings later but just what was in the OP already helped loads.





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