Horribly slaughtered user.cfg, tweaked graphics driver, and waving a dead chicken over my laptop is what lets me play the game in a mostly playable state.
What I find entertaining is that I can run Skyrim and Crysis 2 on decent settings and get moderate FPS (around 30-45), but MW:O absolutely kicks my laptops arse. This makes me think that MW:O isn't quite optimized that well. Tourmaline happens to be the map I get the best FPS on, next comes both Forest Colony & River City maps. Alpine is downright unplayable, with about a 1-2 second lag between when I hit a key and when my mech moves. Caustic and Frozen City runs bad, but not to the degree of Alpine.
So what I'd like to discuss is a slight slowdown in content and tournaments, and place an emphasis on optimization. I know I'm not the only one out there who has to deal with a lackluster FPS. I commend PGI for making the game as good as it is now, but it can be better. I can imagine that there are a few new players with less then ideal computers that stopped, simply because they don't have the patience to tinker and tweak their settings. Of course I don't want them to stop releasing new content, but I'd think that optimizing the game and making it playable on lower specs should be just as high a priority.
Thoughts?
As well, if anyone has recommendations I'd gladly test them.
specs and stuff
Spoiler
partial DxDiag
3rd party software
user.cfg (I discovered this user.cfg in this thread, and I modified it further. As well, I've had help from a few others in modifying it)
partial DxDiag
Spoiler
------------------
System Information
------------------
Time of this report: 3/23/2013, 23:42:45
Machine name: RINCEWIND
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_gdr.130104-1435)
Language: English (Regional Setting: English)
System Manufacturer: Acer
System Model: Aspire 7551
BIOS: Default System BIOS
Processor: AMD Turion™ II P540 Dual-Core Processor (2 CPUs), ~2.4GHz
Memory: 4096MB RAM
Available OS Memory: 4094MB RAM
Page File: 1914MB used, 6272MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7600.16385 32bit Unicode
.
.
.
---------------
Display Devices
---------------
Card name: ATI Mobility Radeon HD 5400 Series
Manufacturer: Advanced Micro Devices, Inc.
Chip type: AMD Radeon Graphics Processor (0x68E0)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_68E0&SUBSYS_03881025&REV_00
Display Memory: 2295 MB
Dedicated Memory: 504 MB
Shared Memory: 1791 MB
Current Mode: 1600 x 900 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: unknown
Monitor Id: LGD0289
Native Mode: 1600 x 900(p) (60.080Hz)
Output Type: Internal
Driver Name: aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver File Version: 8.17.0010.1172 (English)
Driver Version: 9.12.0.0
DDI Version: 10.1
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 12/19/2012 15:08:04, 1151488 bytes
WHQL Logo'd: Yes
WHQL Date Stamp:
Device Identifier: {D7B71EE2-2BA0-11CF-0177-8223BEC2C535}
Vendor ID: 0x1002
Device ID: 0x68E0
SubSys ID: 0x03881025
Revision ID: 0x0000
Driver Strong Name: oem14.inf:ATI.Mfg.NTamd64.6.1:ati2mtag_ManhattanP:9.12.0.0:pci\ven_1002&dev_68e0
Rank Of Driver: 00E62001
Video Accel: ModeMPEG2_A ModeMPEG2_C
Deinterlace Caps: [REDACTED]
D3D9 Overlay: Not Supported
DXVA-HD: Not Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
------------------
System Information
------------------
Time of this report: 3/23/2013, 23:42:45
Machine name: RINCEWIND
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600) (7600.win7_gdr.130104-1435)
Language: English (Regional Setting: English)
System Manufacturer: Acer
System Model: Aspire 7551
BIOS: Default System BIOS
Processor: AMD Turion™ II P540 Dual-Core Processor (2 CPUs), ~2.4GHz
Memory: 4096MB RAM
Available OS Memory: 4094MB RAM
Page File: 1914MB used, 6272MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7600.16385 32bit Unicode
.
.
.
---------------
Display Devices
---------------
Card name: ATI Mobility Radeon HD 5400 Series
Manufacturer: Advanced Micro Devices, Inc.
Chip type: AMD Radeon Graphics Processor (0x68E0)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_68E0&SUBSYS_03881025&REV_00
Display Memory: 2295 MB
Dedicated Memory: 504 MB
Shared Memory: 1791 MB
Current Mode: 1600 x 900 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: unknown
Monitor Id: LGD0289
Native Mode: 1600 x 900(p) (60.080Hz)
Output Type: Internal
Driver Name: aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver File Version: 8.17.0010.1172 (English)
Driver Version: 9.12.0.0
DDI Version: 10.1
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 12/19/2012 15:08:04, 1151488 bytes
WHQL Logo'd: Yes
WHQL Date Stamp:
Device Identifier: {D7B71EE2-2BA0-11CF-0177-8223BEC2C535}
Vendor ID: 0x1002
Device ID: 0x68E0
SubSys ID: 0x03881025
Revision ID: 0x0000
Driver Strong Name: oem14.inf:ATI.Mfg.NTamd64.6.1:ati2mtag_ManhattanP:9.12.0.0:pci\ven_1002&dev_68e0
Rank Of Driver: 00E62001
Video Accel: ModeMPEG2_A ModeMPEG2_C
Deinterlace Caps: [REDACTED]
D3D9 Overlay: Not Supported
DXVA-HD: Not Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
3rd party software
Spoiler
ATI tray tools (for tweaking graphics driver)
Razer Game Booster (Temporarily shuts down unneeded processes while I play MW:O)
ATI tray tools (for tweaking graphics driver)
Razer Game Booster (Temporarily shuts down unneeded processes while I play MW:O)
user.cfg (I discovered this user.cfg in this thread, and I modified it further. As well, I've had help from a few others in modifying it)
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 attributes.xml
; info here
; http://mwomercs.com/...sys-spec-files/
; Anyway, my file looks like this:
; *** <Attributes Version="10">
; *** <Attr name="Email" value="***@gmail.com"/>
; *** <Attr name="OptionCfg.AntiAlias" value="0"/>
; *** <Attr name="OptionCfg.AutoRearm" value="0"/>
; *** <Attr name="OptionCfg.AutoRepair" value="0"/>
; *** <Attr name="OptionCfg.MSAAMode" value="0"/>
; *** <Attr name="OptionCfg.ShowFoundersTag" value="1"/>
; *** <Attr name="OptionCfg.r_Brightness" value="0.500000"/>
; *** <Attr name="OptionCfg.r_Contrast" value="0.500000"/>
; *** <Attr name="OptionCfg.s_DialogVolume" value="0.700000"/>
; *** <Attr name="OptionCfg.s_MusicVolume" value="0.300000"/>
; *** <Attr name="OptionCfg.s_SFXVolume" value="0.700000"/>
; *** <Attr name="OptionCfg.sys_spec" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Environment" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_GameEffects" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_ObjectDetail" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Particles" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_PostProcessing" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Shading" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Shadows" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Texture" value="0"/>
; *** <Attr name="Quick1" value="0"/>
; *** <Attr name="Quick2" value="0"/>
; *** <Attr name="Quick3" value="0"/>
; *** <Attr name="Quick4" value="0"/>
; *** <Attr name="RememberEmail" value="1"/>
; *** </Attributes>
;
; !!!! 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 = 0.6
;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 = 0
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 = 30
; --- View distance ratio for objects
e_ViewDistRatioCustom = 40
; --- 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 = 4
;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
r_TexBumpResolution = 4
;--- 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 = 0
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 = 0
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 = 100
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 = 0
e_WaterTesselationAmountX = 0
e_WaterTesselationAmountY = 0
e_WaterTesselationSwathWidth = 0
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.
;
;************************************************************************
;*********************** 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 attributes.xml
; info here
; http://mwomercs.com/...sys-spec-files/
; Anyway, my file looks like this:
; *** <Attributes Version="10">
; *** <Attr name="Email" value="***@gmail.com"/>
; *** <Attr name="OptionCfg.AntiAlias" value="0"/>
; *** <Attr name="OptionCfg.AutoRearm" value="0"/>
; *** <Attr name="OptionCfg.AutoRepair" value="0"/>
; *** <Attr name="OptionCfg.MSAAMode" value="0"/>
; *** <Attr name="OptionCfg.ShowFoundersTag" value="1"/>
; *** <Attr name="OptionCfg.r_Brightness" value="0.500000"/>
; *** <Attr name="OptionCfg.r_Contrast" value="0.500000"/>
; *** <Attr name="OptionCfg.s_DialogVolume" value="0.700000"/>
; *** <Attr name="OptionCfg.s_MusicVolume" value="0.300000"/>
; *** <Attr name="OptionCfg.s_SFXVolume" value="0.700000"/>
; *** <Attr name="OptionCfg.sys_spec" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Environment" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_GameEffects" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_ObjectDetail" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Particles" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_PostProcessing" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Shading" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Shadows" value="0"/>
; *** <Attr name="OptionCfg.sys_spec_Texture" value="0"/>
; *** <Attr name="Quick1" value="0"/>
; *** <Attr name="Quick2" value="0"/>
; *** <Attr name="Quick3" value="0"/>
; *** <Attr name="Quick4" value="0"/>
; *** <Attr name="RememberEmail" value="1"/>
; *** </Attributes>
;
; !!!! 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 = 0.6
;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 = 0
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 = 30
; --- View distance ratio for objects
e_ViewDistRatioCustom = 40
; --- 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 = 4
;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
r_TexBumpResolution = 4
;--- 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 = 0
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 = 0
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 = 100
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 = 0
e_WaterTesselationAmountX = 0
e_WaterTesselationAmountY = 0
e_WaterTesselationSwathWidth = 0
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.
edit:
Matthew Craig, on 28 March 2013 - 01:51 AM, said:
There will be another round of client side optimizations coming, attention was cycled round to server side performance and other issues but it will come round again. We're also improving our telemetry tools for generating fps heat maps for our various maps and to gather information from the client about how it's running on various machines to help us look for particular hardware that isn't running as well as it should so we can better focus our efforts.
The devs are aware that there are issues and are working to fix them. Thanks for the response, Matt!
Edited by SPencil, 28 March 2013 - 02:39 AM.