'current' User.cfg
#81
Posted 02 January 2019 - 05:59 PM
Only Solaris City is still nearly unplayable.
So weird that disabling the HUD gives me 10 FPS...
#82
Posted 03 January 2019 - 01:26 AM
sys_flash_newstencilclear=1
For the 3D HUD postprocess:
r_PostProcessHUD3D=0
or if you want to keep postprocess in the 3D HUD:
r_PostProcessHUD3DCache=2
And you can try to disable the glass and the monitors (MWO settings)
Edited by MrVaad, 03 January 2019 - 04:46 AM.
#83
Posted 03 January 2019 - 07:09 AM
What does it do? I did not notice any HUD differenced in game.
Also I ask myself if my PC really is making all changes. I used all those Water .cfgs, but water still looks the same to me, has nice sun reflections, waves, and so on.
#84
Posted 03 January 2019 - 08:01 AM
r_PostProcessHUD3DCache=2 slows down the postprocess effects if you keep postprocess enabled
But disabling glass and monitors should have a bigger impact.
if you are already using low settings for ENVIRONMENT, those water settings won't do much difference.
Edited by MrVaad, 03 January 2019 - 08:03 AM.
#85
Posted 03 January 2019 - 08:26 AM
#86
Posted 22 January 2019 - 08:41 AM
I posted a video with brief explanation and gameplay examples can be found here:
--; *************************
--; * ENVIRONMENT *
--; *************************
e_ViewDistRatioVegetation = 50 -- 40) low / 60) med / 90) high / 100) very high
e_VegetationSprites = 1
e_vegetation_static_instancing = 1
r_VegetationSpritesTexRes = 32 -- 64) normal
e_VegetationBending = 0 -- 0) low + med / 1) high --turns off moving vegetation
--; *************************
--; * GAME *
--; *************************
g_battleDust_enable = 0
--; *************************
--; * PARTICLES *
--; *************************
---e_Particles = 1 -- 1) normal
e_ParticlesLod = 0.5 -- 1) normal
--e_ParticlesMaxScreenFill = 32 -- 32) low / 64) med / 128) high / 160) very high
e_ParticlesMinDrawPixels = 1.5 -- 1.5) low / 1) med + high
--e_ParticlesObjectCollisions = 1 -- 2) normal - dynamic
--r_UseParticlesGlow = 1 -- 1) normal
r_UseParticlesHalfResForce = 0 -- 0) normal / 1) force particles half res - can go weird if you double half res ...
--r_UseSoftParticles = 0 -- 0) low / 1) med
e_ParticlesCullAgainstViewFrustum = 1
e_ParticlesLights = 1
e_ParticlesPoolSize = 0
e_ParticlesPreload = 1
e_ParticlesQuality = 2 -- 1) low / 2) med / 3) high / 4) very high / 0) super high / 5) disable
e_ParticlesShadows = 0
--; *************************
--; * SHADOWS *
--; *************************
e_GsmCache = 1
r_FogShadows = 0
e_ShadowsCastViewDistRatio = 0.8 --This setting controls the distance to which you can view shadows cast from most objects. The lower the setting, the less objects will cast shadows, which can improve performance at the cost of realism.
e_ShadowsResScale = 5
e_ShadowsMasksLimit = 1 -- 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_ShadowsMatTexRes = 1024
e_shadowsPoolSize = 2048
--; *************************
--; * RAIN *
--; *************************
r_Rain = 1
--r_RainAmount = 1
--r_RainLayersPerFrame = 2
r_RainMaxViewDist_Deferred = 40
r_RainMaxViewDist = 25
--r_RainDistMultiplier = 1.5
-; *************************
--; * SNOW *
--; *************************
r_Snow = 0 --1 for snow on / 0 for snow off
--r_SnowFlakeClusters = 32 --Thought this would control snow density but this needs looked at
--r_SnowHalfRes = 1 --Forces snow to be half res
Edited by Larsh, 22 January 2019 - 08:41 AM.
#87
Posted 28 January 2019 - 12:44 PM
NARC BAIT, on 25 January 2017 - 04:39 AM, said:
FX processors default to 4 threads ... when it should be 8 ... and the devs have stated, that they only test intel ( maybe intel provide the hardware or whatever ) ... its been a long standing issue, that's never been tracked down properly, across multiple cryengine games ....
having 4 threads stalls some, the load drops off NVidia GPU's, and they clock down ... that's a symptom of the problem, which is only present in network play, it doesn't happen in the testing grounds because less threads are needed ....
anyway, if a few other people with FX's could test this out, we all might greatly appreciate it, in an empty user.cfg file, insert this
sys_job_system_max_worker = 8
looking around ... I'm pretty sure a proper code fix has been implemented in cryengine V ... and seriously, this has been an issue that's gotten a lot of people, to play something else ....
[/spoiler]
Does this work in MWO's current build?
Also, I'm a little peeved that there are no instructions on where to put the user.cfg or tuning.cfg file, or whether the lines need to have spaces or not between the "=" symbol. For example, which of the following is proper:
"sys_job_system_max_worker = 8"
or
"sys_job_system_max_worker=8"
Or, does it not matter? I, too, am running an FX-8320 and this does not seem to work whether in DX11 or DX9 mode.
Edited by Yiryi-Sa, 28 January 2019 - 12:45 PM.
#88
Posted 28 January 2019 - 01:13 PM
sys_job_system_enable = 0
Which is sad because the job system is used by every engine in the CryEngine (particle engine, physics engine, animation engine, rendering engine etc).
Jobs are "temporary task" launched by those engines, and can be completed at "the pace needed" without blocking/slowing the calling engine (particle, physics etc). When the job is complete, the worker is free again.
Also 8 is the default value on PC for sys_job_system_max_worker.
I would suggest trying 12 or 16. It's a maximum, so the game will only use what it needs
And don't worry about the spaces, it works with or without
Edited by MrVaad, 28 January 2019 - 01:49 PM.
#89
Posted 28 January 2019 - 01:25 PM
MrVaad, on 28 January 2019 - 01:13 PM, said:
sys_job_system_enable = 0
Which is sad because the job system is used by every engine in the CryEngine (particle engine, physics engine, animation engine, rendering engine etc).
Jobs are "temporary task" launched by those engines, and can be completed at "the pace needed" without blocking/slowing the game. When the job is complete, the worker is free again.
Also 8 is the default value on PC for sys_job_system_max_worker.
I would suggest trying 12 or 16. It's a maximum, so the game will only use what it needs
Other than trying 12 or 16, do you have any other suggestions? How can I test/be assured that MWO is reading the config file?
#90
Posted 28 January 2019 - 01:44 PM
e_Shadows = 0
Launch the game, If your shadows are disabled in game, then the user.cfg is used
And put sys_job_system_enable = 1 or remove the line from the user.cfg (it's enabled by default)
Edited by MrVaad, 28 January 2019 - 01:59 PM.
#91
Posted 04 February 2019 - 03:22 AM
I figure there are multiple settings that work together for this.
Edit: Figured out a way to get what I want. Effects and Particles on very high in-game, and a bunch of options turned off for particles e.g. draw count, motion blur, shadows.
What I have atm, not sure if sys_preload does everything that is below it (in regards to preload/precache)
Other settings are all low except very high textures, medium shadows.
sys_preload = 1 e_AutoPrecacheTexturesAndShaders = 1 e_PrecacheLevel = 1 e_PreloadDecals = 1 e_PreloadMaterials = 1 --Particles e_ParticlesPreload = 1 e_ParticlesShadows = 0 --e_ParticlesLightsViewDistRatio = 512 e_ParticlesMaxScreenFill = 32 e_ParticlesMotionBlur = 0 e_ParticlesObjectCollisions = 0 e_ParticlesSoftIntersect = 0 r_UseParticlesHalfRes = 0 --r_UseParticlesHalfResForce = 1 r_UseSoftParticles = 0 r_UseParticlesRefraction = 0 --HUD sys_flash_newstencilclear=1 r_PostProcessHUD3D = 0 --Other r_ColorGrading = 0 r_ssdo = 0 r_ssao = 0 e_TerrainLodRatio = 1 r_DeferredShadingEnvProbes = 0 r_ShadowsDepthBoundNV = 1
Edited by MechsForTheMechGods, 04 February 2019 - 05:25 AM.
#92
Posted 05 February 2019 - 10:32 AM
MechsForTheMechGods, on 04 February 2019 - 03:22 AM, said:
sys_preload = 1 e_AutoPrecacheTexturesAndShaders = 1 e_PrecacheLevel = 1 e_PreloadDecals = 1 e_PreloadMaterials = 1 --Particles e_ParticlesPreload = 1 [...]
Have you noticed any significant benefits in performance from these "Preload"-commands?
#93
Posted 06 February 2019 - 07:49 PM
AgBaphomet, on 05 February 2019 - 10:32 AM, said:
Have you noticed any significant benefits in performance from these "Preload"-commands?
Not sure, as I also turned some things up aswell. I was thinking more along the lines of reducing stutter with those options, but not sure if they worked or if they are just already enabled.
#94
Posted 02 March 2019 - 09:01 PM
#95
Posted 06 March 2019 - 08:37 AM
I used to play this game on relatively low settings as well, for a while. Everything on low or off, except for Textures and shadows.
On some occasions, i was able to spot enemys behind cover, because the buildings or rocks weren't even rendered by the game... although hitting them was impossible, of course.
#96
Posted 04 September 2021 - 09:43 AM
is anyone active on this post:
if yes:
1.
I don't get the point:
are the command with:
--e_xxx
or without:
e_xxx
2.
Is there a way to open a console Command in MWO to test the settings?
I read at some donno page that the commands can be tested in the console!
so
1. how to open console
2. can the commands be tested before entering in user.cfg
Regards
#97
Posted 06 September 2021 - 11:33 AM
Seelenlos, on 04 September 2021 - 09:43 AM, said:
Hi, the console is disabled in MWO. You cannot open it.
putting '--' or ';' before a line will make the game ignore the line.
You can create a file "tuning.cfg" next to your user.cfg file.
Add this line into it : exec user.cfg
This way, the game will reload your user.cfg each time you start a new map (in training grounds or a match)
#98
Posted 07 September 2021 - 03:13 AM
MrVaad, on 06 September 2021 - 11:33 AM, said:
putting '--' or ';' before a line will make the game ignore the line.
You can create a file "tuning.cfg" next to your user.cfg file.
Add this line into it : exec user.cfg
This way, the game will reload your user.cfg each time you start a new map (in training grounds or a match)
Hi, MrVaad,
first many thanks for your efforts.
And thx for the hint.
It is sad they deactivated it!
As I have read, this way there is a lot of poking around, as with the CLI we could extract all the commands MWO support and do not bloat the user.cfg.
Anyways I wanted to hint that enabling Tessellation makes of MWO a FULLY NEW GAME !!!!
e_Tessellation = 1
(and if you look at the sky now you see that all the planets we fight are all around the same Gas-Giant ! )
If you could also give me the hint:
What are the needed keys to show the farthest items in game. It must not be crisp (if then more better) but I want to see all object in a game. They must not be high quality, and if the more ok.
2 Things I experimented:
1. ; battlegrid_minimap_style = 1 <- VERY BAD IDEA. DO NOT USE !!!
2. ;r_AntialiasingMode = 11 <- does it have any effects? I didn't see any difference on 4 K
Regards
#99
Posted 13 September 2021 - 05:49 AM
"What are the needed keys to show the farthest items in game. It must not be crisp"
Big no says coc
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