;
;************************************************************************
;*********************** 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 = 60
r_VSync = 0
cl_fov = 79
; --- 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
;---
sys_streaming_cpu = 1
sys_streaming_cpu = 0
sys_streaming_cpu = -1
sys_streaming_gpu = 1
sys_streaming_gpu = 2
sys_physics_GPU = 1
sys_physics_GPU = 2
gpu_Particle_Physics = 1
gpu_Particle_Physics = 2
sys_spec_Physics = 0
sys_spec_Physics = -1
sys_spec_Water = 0
sys_spec_Water = -1
;============================= 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.