a newer version of the file, its pretty much complete now, although when I say that, I dont mean the descriptions, I mean the amount of cvars, this list is probably definitive of the bounds you have to work with until they do an engine update ... if ... when, whatever ...
changing things too far from what your settings are will cause a spawn lag in solaris, so unlike previously, where you could set everything to low, and tune upwards, its best to have the 'advanced' video settings basically inline with what your aiming for ... my in game settings that go with this are
- EFFECTS = LOW
- OBJECT DETAIL = HIGH
- PARTICLES = LOW
- POST PROCESSING = LOW
- SHADING = HIGH
- SHADOWS = LOW
- TEXTURING = LOW
- ENVIRONMENT = LOW
- ANTI ALIASING = OFF
** indicates that you may encounter a performance penalty for this
quirks about the configuration as supplied : (NOT FOR POTATO MACHINES!)
- DECALS ARE OFF (r_DeferredDecals)
- ** LODS ARE OFF (e_Lods) levels of detail are disabled, they are always at max
- JOB SYSTEM IS DISABLED (sys_job_system_enable)
- GAME USES FULL RESOURCES WHEN ALT-TABBED (sys_SleepIfInactive)
- GAME VOLUME PLAYS OVER OTHER APPS WHILE ALT-TABBED (s_NoFocusVolume)
- ** THREADS ARE HANDLED BY WINDOWS SCHEDULER (sys_main_CPU)
- ** GAME LOGGING ENABLED, LOG KILLS / CHAT / SCOREBOARDS (gfx_uiaction_log)
- WATER QUALITY IS LOWERED TO MINIMAL 'ACCEPTABLE' SETTINGS (r_WaterReflections)
- ** DAKKA LIGHTING ENABLED (e_ParticlesLights)
- DEPTH OF FIELD IS DISABLED (r_DepthOfField)
- HDR BLOOMING IS LOWERED, NOT DISABLED (r_HDRBloomMul)
- SUN SHADOWS UPDATE LESS OFTEN (e_GsmCache)
- NVIDIA HIDDEN ENHANCEMENT ENABLED (r_ShadowsDepthBoundNV)
- PARTICLE 'SIZE' REDUCED, potential issues with direction arrow?, (e_ParticlesLod)
- ** HUD ELEMENTS SET TO 'DRAW' EVERY SECOND FRAME (gp_hud_ams_update)
Spoiler
--; for as many options as possible to work, this user.cfg file requires usage of a secondary file, called tuning.cfg --; tuning.cfg only needs to contain 'exec user.cfg', but it tells teh engine to execute the user.cfg file, AFTER SPAWN --; changing lots of things out of line with the 'sys_spec_settings' will result in a lag, the first time the file is --; executed, you should load into the testing grounds, before you play, some cvars will only change there, like hdr blooming --; find your log file, *probably* located around "C:\Users\* YOUR USER NAME*\Saved Games\MechWarrior Online\Logs" --; the line below should appear in your log file, if it doesnt, than the file has not loaded properly. it probably has a .txt extension LOG_NOTICE_USER.CFG --DumpCommandsVars --; 0) normal mode / 1) restricted access to the console ( and cvars ) con_restricted = 0 --; ***************** --; * SYSTEM * --; ***************** --; 0) normal - all cores / PROPER *DECIMAL* INPUT AFFINITY CONTROL --sys_affinity = 56 --; Sets the upper limit for frame time (in ms) when monitoring budget | 33) normal ( 30 fps ) --sys_budget_frametime = 16 --; sets the upper limit for number of draw calls per frame. | 3000) normal --sys_budget_numdrawcalls = 2000 --; 1) normal - enable optimization / 0) disable optimization --sys_deferAudioUpdateOptim = 0 --; Enables budget monitoring. | 0) normal - disabled ? / 1) ? --sys_enable_budgetmonitoring = 1 --; Speedup files loading from DVD | 0) normal - off - ALL OPTIONS LOCKED --sys_FileReadSequencer = --; Controls curve tessellation. Larger values result in coarser, more angular curves | 1) normal --sys_flash_curve_tess_error = 1 --; Enables/disables edge anti-aliased rendering of flash files | 1) normal --sys_flash_edgeaa = 0 --; Clears stencil buffer alternate mode | 0) normal - clear command / 1) draw rect --sys_flash_newstencilclear = 1 --; Specifies the size (in kb) of the static memory pool for flash objects / 0) normal - use dynamic pool / +) set limit - CRASHES? --sys_flash_static_pool_size = 16384 --; Enables creation of temporary instances through designated memory arena | 1) normal --sys_flash_use_temp_arena = 1 --; Sets verbosity level for CryEngine related warnings | 1) normal - log warning / 2) log warning and display message / 0) omit warning --sys_flash_warning_level = 0 --; Enable the JobSystem | 1) enabled, each job is invoked in one of the worker threads / 0) disabled, each job is executed in its invoking thread. sys_job_system_enable = 0 --; Sets the number of threads to use for the job system | 8) normal - PC / 4) console / 0) as many threads as available cores --sys_job_system_max_worker = 0 --; Limits p_num_threads to physical CPU count | 1) normal - limit? / 0) dont limit ? --sys_limit_phys_thread_count = 0 --; Limits the frame rate to specified number | 0) normal / wouldnt call this overly reliable ... --sys_MaxFPS = -1 --; Preload Game Resources | 0) normal ? / 1) ? --sys_preload = 1 --; Set the statobj geometry memory limit to check streaming (Mb/sec) --sys_LocalMemoryGeometryLimit = 40 --; Stat object geometry streaming speed limit (approx, Mb/sec) --sys_LocalMemoryGeometryStreamingSpeedLimit = 40 --; it will log the numeric values --sys_LocalMemoryLogText = 1 --; Optimal calculation time (MSec) per secundum --sys_LocalMemoryOptimalMSecPerSec = 100 --; Set the texture memory limit to check streaming (Mb/sec) --sys_LocalMemoryTextureLimit = 40 --; Texture streaming speed limit (approx, Mb/sec) --sys_LocalMemoryTextureStreamingSpeedLimit = 40 --; Specifies the maximum physics step in a separate thread --sys_max_step = 0.016 --; Specifies the minimum physics step in a separate thread --sys_min_step = 0.01 --; Reduce frame rate if window is not in focus | 0) use full resources (STREAMERS!) / 1) normal - reduce usage when alt-tabbed sys_SleepIfInactive = 0 --; Enables capping of max streaming bandwidth in MB/s --sys_streaming_max_bandwidth = 40 --; Maximum stream finalizing calls per frame to reduce the CPU impact on main thread | 0) normal - disable limit --sys_streaming_max_finalize_per_frame = 256 --; ************************* --; * THREADING * --; ************************* --; Enable particle threading | x) set particle thread index / -1) use windows scheduler e_ParticlesThread = -1 --; If >0 enables Animation Multi-Threading' | 1) normal - enabled / 0) disabled --ca_thread = --; Affinity of first Animation Thread | x) set thread index / -1) use windows scheduler ca_thread0Affinity = -1 --; Affinity of second Animation Thread | x) set thread index / -1) use windows scheduler ca_thread1Affinity = -1 --; Enables water updating on separate thread | x) set thread index / -1) use windows scheduler r_WaterUpdateThread = -1 --; Use a thread to perform sub-objects meshes merging | 1) normal ? / 0) disable ? e_StatObjMergeUseThread = -1 --; threads dedicated to voxel terrain generation | 5) normal --e_VoxTerThreads = --; enabling rendering in separate thread | 0) disabled / 1) enabled / 2) automatic r_MultiThreaded = 1 --; Controls the maximum amount of concurrent loading threads | 2) normal / 5) maximal ? --s_NumLoadingThreadsToUse = --; Specifies the physical CPU index taskthread0 will run on sys_TaskThread0_CPU = -1 --; Specifies the physical CPU index taskthread1 will run on sys_TaskThread1_CPU = -1 --; Specifies the physical CPU index taskthread2 will run on sys_TaskThread2_CPU = -1 --; Specifies the physical CPU index taskthread3 will run on sys_TaskThread3_CPU = -1 --; Specifies the physical CPU index taskthread4 will run on sys_TaskThread4_CPU = -1 --; Specifies the physical CPU index taskthread5 will run on sys_TaskThread5_CPU = -1 --; Specifies the physical CPU index main will run on sys_main_CPU = -1 --; Specifies the physical CPU index physics will run on sys_physics_CPU = -1 --; Specifies the physical CPU file IO thread run on sys_streaming_CPU = -1 --; ************************* --; * RESOLUTION * --; ************************* --; THIS DOES NOT SET A RESOLUTION, BUT LOGS THE 'CURRENT' RESOLUTION r_Width r_Height --; HIGH DEF SCREENSHOT RESOLUTION, USE WITH A FULL WINDOW FOR HIGHER RESOLUTION THAN YOUR SCREEN CAN HANDLE --r_Width = 7680 --r_Height = 4320 --; ABSOLUTE MINIMUM RESOLUTION --r_Width = 720 --r_Height = 576 --; ************************* --; * NETWORK * --; ************************* --; Packet rate on client | this will jump fairly wildly sometimes, maybe a stable rate is better for some cl_packetRate = 60 --; Whether or not mech on mech collisions should boost correction priority. This improves fidelity at the cost of bandwidth. --gp_mech_movement_collision_boost_priority = 0 --; Allow net syncing/binding of breakage entities | could be bad form ? --net_breakage_sync_entities = 1 --; Balances TCP friendlyness versus prioritization of game traffic --net_bw_aggressiveness = 0.5 --; Display bandwidth statistics per-channel net_channelstats = 0 --; Max bytes to send across the network across all blocks per second --net_max_block_bytes_per_second = 0 --; Max block size in bytes --net_max_block_size_bytes = 1024 --; Sets the maximum packet size we will attempt to send (not including UDP/other headers) --net_maxpacketsize = 1000 --; Min block size in bytes --net_min_block_size_bytes = 0 --; Minimum bitrate allowed for TCP friendly transmission --net_minTCPFriendlyBitRate = 30000 --; When set to 1, this will try to minimize the number of packets sent on a channel. net_new_queue_behaviour = 0 --; Controls the length of time between ping packets. | could be considered bad form --net_ping_time = 5 --; ************************* --; * LOGGING * --; ************************* --; Log UI Actions | 0) disabled / 1) enabled gfx_uiaction_log = 1 --; Filter for gfx logging | / "Foo|-Bar" includes Foo,| is a seperator, excludes Bar gfx_uiaction_log_filter "GameRules" --; Toggles time stamping of log entries. | 0) off / 1) normal - current time / 2) relative time / 3) current+relative time / 4) absolute time --log_IncludeTime --; defines general filter for log events | / "Foo|-Bar" includes Foo,| is a seperator, excludes Bar --log_Filter "-Error|-Warning|-Flash" --; Sets the minimum time interval between messages classified as spam | 0) normal - disable --log_SpamDelay = 0.1 --; When not 0, writes tick log entry into the log file, every N seconds --log_tick = 0.5 --; toggle to use filter | 0) normal - disabled / 1) filter console / 2) filter file / 3)filter console and file --log_UseFilter = 2 --; defines the verbosity level for log messages written to console | -1) suppress all logs (including eAlways) / 0) suppress all logs(except eAlways) / 1) additional errors / 2) additional warnings / 3) additional messages / 4) additional comments --log_Verbosity = --; when enabled, setting log_verbosity to 0 will stop all logging including writing to file | 1) normal - enabled / 0) disable log_VerbosityOverridesWriteToFile = 0 --; defines the verbosity level for log messages written to files | | -1) suppress all logs (including eAlways) / 0) suppress all logs(except eAlways) / 1) additional errors / 2) additional warnings / 3) additional messages / 4) additional comments log_WriteToFileVerbosity = 0 --; Logging level of network system | 0) normal - disabled ? --net_log = 1 --; Log remote method invocations | 0) normal - disabled ? --net_log_remote_methods = 1 --gfx_uievents_editorenabled = 1 --; ********************************* --; * SCALEFORM - HUD * --; ********************************* --; Time in ms to wait between each mouse move hardware event | gfx_inputevents_mouse_move_threshold = 0.002 --; How many frames till we update the AMS gp_hud_ams_update = 1 --; How many frames till we update the compass marker gp_hud_compass_update = 1 --; How many frames till we update the ECM. gp_hud_ecm_update = 1 --; How many frames till we update the engine. gp_hud_engine_update = 1 --; How many frames till we update the heading. gp_hud_heading_update = 1 --; How many frames till we update the heat. gp_hud_heat_update = 1 --; How many frames till we update the stealth armour. gp_hud_stealth_armour_update = 1 --; How many targets to update per frame gp_hud_targetinfo_update = 1 --; How many text warnings to update per frame gp_hud_textwarning_update = 1 --; How many frames till we update the throttle. gp_hud_throttle_update = 1 --; How many frames till we update the weapons. gp_hud_weapon_update = 1 --; Allow autotarget to be explicitly disabled | 0) normal, autotarget under reticle / 1) disable autotarget gp_mech_disable_autotarget = 1 --; Toggle local ping (f9) | 0) normal - disabled / 1) enabled gp_mech_ping = 1 --; Toggle local show fps (f9) | 0) normal - disabled / 1) enabled gp_mech_showfps = 1 --; Toggle local position (f9) | 0) normal - disabled / 1) enabled gp_mech_showpos = 1 --; ********************************* --; * MATERIAL EFFECTS * --; ********************************* --; Enables MaterialEffects. | 1) LOCKED --mfx_Enable = --; Enable attached effects (characters, entities...) | 1) LOCKED --mfx_EnableAttachedEffects = --; Enabled Flowgraph based Material effects. | 1) LOCKED --mfx_EnableFGEffects = --; min distance, in meters, before two effects are to be considered positionally overlapping (for suppression purposes) --mfx_overlap_dist = 5 --; min time, in seconds, before two effects are to be considered temporally overlapping (for suppression purposes) | 0.05) normal --mfx_overlap_time = 0 --; Impact threshold for particle effects. Default: 2.0 --mfx_ParticleImpactThresh = 0 --; Max dist (how far away before scale is clamped) | 35) normal --mfx_pfx_maxDist = 1 --; Max scale (when particle is far) | 1.5) normal --mfx_pfx_maxScale = 0 --; Min scale (when particle is close) | 0.5) normal --mfx_pfx_minScale = 0 --; Impact threshold for sound effects if we're rolling. | 3.5) normal --mfx_RaisedSoundImpactThresh = 0 --; Serialize Flowgraph based effects | 1) normal - LOCKED --mfx_SerializeFGEffects = --; Impact threshold for sound effects. | 1.5) normal --mfx_SoundImpactThresh = 0 --; Timeout (in seconds) to avoid playing effects too often | 0.01) normal --mfx_Timeout = 60 --; ************************* --; * DECALS * --; ************************* --; Activates drawing of decals (game decals and hand-placed) | 1) normal - enabled / 0) disabled ? --e_Decals = 0 --; Allows creation of decals by game (like weapon bullets marks) | 1) all / 0) disable ? --e_DecalsAllowGameDecals = 0 --; Clip decal geometry by decal bbox | 1) normal - enabled ? / 0) ? --e_DecalsClip = 0 --; decals deferred | 1) normal - make all game play decals deferred / 2) make all game play decals non deferred --e_DecalsDefferedDynamic = --; switch all non-planar decals placed by level designer to deferred | 1) enabled / 0) ? --e_DecalsDefferedStatic = 0 --; force to convert all decals to use deferred ones | 1) normal - force / 0) disable ? --e_DecalsForceDeferred = 0 --; Use smart hit caching for bullet hits (may cause no decals in some cases) | 1) normal - enabled ? / 0) ? --e_DecalsHitCache = 0 --; Allows to increase or reduce decals life time for different specs | 1) low / 2) med / 4) stupid high --e_DecalsLifeTimeScale = 0 --; Do not create decals on objects having more than X triangles | 8000) normal / 0) ? --e_DecalsMaxTrisInObject = 0 --; Maximum number of static decal render mesh updates per frame | 4) normal / 0) ? --e_DecalsMaxUpdatesPerFrame = 0 --; Number of frames after which not visible static decals are removed | 600) normal --e_DecalsMaxValidFrames = 0 --; Combine pieces of decals into one render call | 0) normal - disabled ? / 1) ? --e_DecalsMerge = 1 --; If not zero - new decals will force old decals to fade in X seconds | 4) normal --e_DecalsNeighborMaxLifeTime = 0 --; If zero - new decals will not be spawned if the distance to nearest decals less than X | 1) all / 0) ? --e_DecalsOverlapping = 0 --; Pre-create decals at load time | 1) normal - ? / 0) ? --e_DecalsPreCreate = 0 --; Less precision for decals outside this range | 20) normal / 0) ? --e_DecalsRange = 0 --; Enable decal rendering optimization by using scissor | 1) normal - enabled ? / 0) --e_DecalsScissor = 0 --; Toggles deferred decals | 1) general pass darken / 2) light buffer darken / 3) alpha blended / 0) Disable r_DeferredDecals = 0 --; ************************* --; * ENGINE * --; ************************* -- pool size for temporary allocations in kb, ( must be set before game launch ) --e_3dEngineTempPoolSize = 32768 --; Force auto pre-cache of CGF render meshes | 1) LOCKED - pre-cache all mehes around camera / 2) pre-cache only important ones (twice faster) --e_AutoPrecacheCgf = 0 --; Maximum number of parallel streaming tasks during pre-caching | 8) normal ? --e_AutoPrecacheCgfMaxTasks = 6 --; Force auto pre-cache of terrain textures and procedural vegetation | 0) LOCKED - disabled ? / 1) enabled ? --e_AutoPrecacheTerrainAndProcVeget = 1 --; Force auto pre-cache of general textures and shaders | 0) normal - disabled ? / 1) enabled ? --e_AutoPrecacheTexturesAndShaders = 1 --; Activates drawing of bounding boxes | 0) LOCKED --e_BBoxes = 1 --; Min LOD for character objects | 0) normal / ? --e_CharLodMin = 0 --; Check for crazy sized COctreeNode m_objectsBoxes | 0) do nothing / 1) normal- CryWarning / 2) CryWarning and __debugbreak() --e_CheckOctreeObjectsBoxSize = 0 --; Activates usage of software coverage buffer. | 1) camera culling only / 2) camera culling and light to object check / 0) disable ? --e_CoverageBuffer = 0 --; expanding the AABB's of the objects to test to avoid z-fighting issues in the Coverage buffer | 0.007) normal - ? --e_CoverageBufferAABBExpand = 0.01 --; Checking of OBB boxes instead of AABB or bounding rects --e_CoverageBufferAccurateOBBTest = 1 --; Coverage buffer z-biasing | 0.05) normal --e_CoverageBufferBias = 0.05 --; Use re-projection technique on CBuffer / 2) normal - ? --e_CoverageBufferReproj = 2 --; Max time for unlimited AddRenderMesh / 2) normal - ? --e_CoverageBufferMaxAddRenderMeshTime = 0 --; Resolution of software coverage buffer | 64) normal - ? / 128) ? --e_CoverageBufferResolution = 384 --; Activates usage of coverage buffer for terrain | 0) normal - ? / 1) ? --e_CoverageBufferTerrain = 1 --; Controls tessellation of terrain mesh | 2) normal / 0) disable ? --e_CoverageBufferTerrainLodShift = 1 --; which version of the coverage buffer| 1) Vladimir's / 2) MichaelK's --e_CoverageBufferVersion = 2 --; Vegetation activation distance limit | 50) normal - ? / 0) disables visibility-based culling (= unconditional activation) --e_CullVegActivation = 0 --; use gray illumination as default | 0) LOCKED --e_DefaultMaterial = --; Enable to Perform some physics events deferred as a task/spu job | 0) normal - LOCKED ? --e_DeferredPhysicsEvents = --; Enable / Disable morph based deformable objects | 1) normal - enabled ? / 0) ? --e_DeformableObjects = 0 --; Activates dynamic light sources | 1) LOCKED --e_DynamicLights = --; debug option, no help given | 1) normal --e_DynamicLightsConsistentSortOrder = 0 --; Convert all lights to deferred (except sun) | 1) LOCKED - enabled ? --e_DynamicLightsForceDeferred = --; Activates global height/distance based fog | 1) LOCKED - enabled ? --e_Fog = --; Activates local height/distance based fog volumes | 1) LOCKED - enabled ? --e_FogVolumes = --; Activates usage of HW occlusion test for objects | 0) normal - disabled ? / 1) enabled ? ( causes glitch?) --e_HwOcclusionCullingObjects = 1 --; Activates usage of HW occlusion test for ocean | 1) normal - enabled ? / 0) ? --e_HwOcclusionCullingWater = 0 --; Activates drawing of Mechs | 1) normal - LOCKED --e_Mechs = --; Allow game to activate/deactivate object layers | 0) normal - ? / 1) ? --e_ObjectLayersActivation = 1 --; Allow game to create/free physics of objects | 0) Disable / 1) All / 2) Water only. --e_ObjectLayersActivationPhysics = 1 --; Render or not all objects --e_Objects = 0 --; Enable occlusion volumes(antiportals) | 1) normal - enabled ? / 0) ? --e_OcclusionVolumes = 0 --; Specifies the maximum size of vegetation objects that are physicalized on-demand | 0) normal - ? / 1) ? --e_OnDemandMaxSize = 1 --; Turns on on-demand vegetation physicalization --e_OnDemandPhysics = 0 --; Enables physicalized foliage | 1) only for dynamic objects / 2) for static and dynamic / 0) disable ? --e_PhysFoliage = 0 --; Min size of cell in physical entity grid | 2) normal --e_PhysMinCellSize = 0 --; Cell size for ocean approximation in physics | 0.5) normal / 0) assumes flat plane ? --e_PhysOceanCell = 0 --; Maximum allowed triangle count for phys proxies --e_PhysProxyTriLimit = 100 --; Pre-render objects right after level loading | 0) normal - disabled ? / 1) ? --e_PrecacheLevel = 1 --; Preload all materials for decals | 1) normal - enabled ? / 0) ? --e_PreloadDecals = 1 --; Preload level materials from level cache pak and resources list | 1) normal - enabled ? / 0) ? --e_PreloadMaterials = 1 --; Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage | 0) normal - disabled ? / 1) enabled? --e_PrepareDeformableObjectsAtLoadTime = 1 --; Show procedurally distributed vegetation | 1) normal - enabled ? / 0) ? --e_ProcVegetation = 0 --; Maximum number of instances per chunk | 512) normal --e_ProcVegetationMaxObjectsInChunk = 128 --; Maximum number of 64x64 meter sectors cached in memory | 16) normal --e_ProcVegetationMaxSectorsInCache = 32 --; If 0 - will skip recursive render calls like render into texture | 1) normal ? / 0) ? --e_Recursion = 0 --; disable occlusion tests for recursive render calls like render into texture | 0) normal - use --e_RecursionOcclusionCulling = 1 --; Set all view distances shorter by factor of X | 0.1) normal / 0) ? --e_RecursionViewDistRatio = 0 --; Set output image file format for hires screen shots. Can be JPG or TGA | tga) normal - save tga / jpg) save jpeg --e_ScreenShotFileFormat = jpg --; 1 - occlusion test on render node level, 2 - occlusion test on render mesh level --e_StatObjBufferRenderTasks = 0 --; Load level CGF's in efficient way | 1) normal --e_StatObjPreload = 1 --; Set they way pre-tessellated version of meshes is created | 0) no pre-tessellation / 1) normal - load from disk / 2) generate from normal mesh on loading --e_StatObjTessellationMode = 0 --; Activates sun light source | 0) disabled / 1) normal - enabled - LOCKED --e_Sun = 1 --; Voxel Terrain, pretty much all 'actual' terrain ... | 0) normal - enabled / 1) disabled - will crash *when* you load mechlab --e_VoxTer = 0 --; Actuate all terrain meshes and textures available marked as needed for game play | 0) normal - ? / 1) ? --e_VoxTerActivateAll = --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerAddBrushes = 0 --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerAsyncPhysicalization = 1 --; no help offered ... | 0) ? / 1) ? / 2) normal - ? --e_VoxTerBorderLodPlus = 0 --; no help offered ... | 0) normal - ? --e_VoxTerHideIntegrated = --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerInGameTextureStreaming = 0 --; no help offered ... | 0) ? - normal / 1) ? --e_VoxTerIntegrateBoxes = --; no help offered ... | 0) ? - normal / 1) ? --e_VoxTerIntegrateVegetations = --; no help offered ... | 0) ? / 5) normal - ? --e_VoxTerMaxMeshBuildDepth = --; no help offered ... | 0) ? / 5) normal - ? --e_VoxTerMaxMeshBuildDepthLimit = --; no help offered ... | 0) ? / 2000) normal - ? --e_VoxTerMaxMeshesInMem = 4000 --; no help offered ... | 0) ? / 9) normal - ? --e_VoxTerMaxMeshLods = 1 --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerMeshSimplify = 0 --; no help offered ... | 0) ? / 2) normal - ? --e_VoxTerMeshSize = --; Store blend info, base color and normals in textures | 0) normal - ? / 1) ? --e_VoxTerMixMask = --; no help offered ... | 0) normal - ? / 1) ? --e_VoxTerOnTheFlyIntegration = --; no help offered ... | 0) normal - ? / 1) ? --e_VoxTerOptimizeLods = --; Use overlay blending mode | 0) normal - ? / 1) ? --e_VoxTerOverlayBlend = --; no help offered | 0) ? / 10) normal - ? --e_VoxTerPaintSleep = 0 --; no help offered | 0) normal - ? / 1) ? --e_VoxTerPlanarProjection = 1 --; Use X vertex relaxation passes during voxel terrain mesh generation | 0) normal - ? / 1) ? --e_VoxTerRelaxation = 1 --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerRoadsCheck = --; no help offered | 0) ? / 4) normal - ? --e_VoxTerRoadsCullDist = --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerShadows = --; no help offered ... | 0) normal - ? / 1) ? --e_VoxTerShapeCheck = --; no help offered ... | 0) normal - ? / 1) ? --e_VoxTerTexBuildOnCPU = 1 --; no help offered ... | 0) ? / 256) normal - ? --e_VoxTerTexBuildsPerFrame = --; Mega-texture format | 22) normal - eTF_DXT1 / 24) eTF_DXT5 / 7) eTF_A4R4G4B4 / 8) eTF_R5G6B5 --e_VoxTerTexFormat = 24 --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerTexRangeScale = --; no help offered ... | 0) normal - ? / 1) ? --e_VoxTerTexRebuildEveryFrame = --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerTexResBumpDownscale = 0 --; no help offered ... | 0) ? / 256) normal - ? --e_VoxTerTexResFinal = --; no help offered ... | 0) ? / 256) normal - ? --e_VoxTerTexResInternal = --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerTexTiling = --; no help offered ... | 0) normal - ? / 1) ? --e_VoxTerUpdateTextures = --; no help offered ... | 0) normal - ? / 1) ? --e_VoxTerVegetationEx = --; no help offered ... | 0.5) normal - ? / 1) ? --e_VoxTerViewDistRatio = 1 --; no help offered ... | 0.5) normal - ? / 1) ? --e_VoxTerViewDistRatioMeshActivate = --; no help offered ... | 0) ? / 1) normal - ? --e_VoxTerViewDistRatioPrediction = --; ************************* --; * GAME * --; ************************* --; Enable/Disable battledust | 1) normal - enabled ? / 0) ? --g_battleDust_enable = 0 --; Sets a budget for procedurally breakable objects (in KBs) | 0) normal - auto ? --g_breakage_mem_limit = 0 --; attached view camera lagging issue in cinematics recording | 1) MWO normal / 0) crytek normal - dropship bounce lol mode --g_deferredviewsystemupdate = 1 --; GameObjects IsProbablyVisible->TRUE && IsProbablyDistant()->FALSE | 0) normal - ? / 1) ? --g_forceFastUpdate = 1 --; Prevents secondary procedural breaks (to keep down memory usage) --g_no_secondary_breaking = 0 --; Radial blur on explosions. | 1) normal - enabled / 0) to disable --g_radialBlur = 0 --; show fullscreen info (and which one to show) | 0) normal - ? / ? --g_show_fullscreen_info = 1 --; Maximum distance from a previously made cut that allows reusing --g_tree_cut_reuse_dist = 0.35 --; ************************* --; * RENDERING * --; ************************* --; Enables conditional rendering | 0) normal - enabled ? / 1) disabled ? --r_ConditionalRendering = 1 --; Enables/Disables ambient processing | 0) disabled - goes weird / 1) normal - vis + outdoors / 2) outdoors only - debug --r_DeferredShadingAmbient = 1 --; Toggles deferred shading combined depth bounds test + stencil test | 1) normal - enabled / 0) disabled ? --r_DeferredShadingDBTstencil = 0 --; Toggles deferred shading depth bounds test. | 1) normal - enabled / 0) disabled ? --r_DeferredShadingDepthBoundsTest = 0 --; Toggles deferred environment probes rendering | 1) normal - enabled / 0) this fixes some weird lighting behaviours ... r_DeferredShadingEnvProbes = 0 --; Toggles experimental height based ambient | 1) normal - enabled / 0) goes weird ... --r_DeferredShadingHeightBasedAmbient = 0 --; Enables/Disables lights processing | 0) disable most lights / 1) normal - on --r_DeferredShadingLights = 1 --; Sets screen ratio for deferred lights to use stencil | 0.21) 21% of screen ... --r_DeferredShadingLightStencilRatio = 0 --; Toggles Light volumes for deferred shading | 0) ? / 1) normal - enabled --r_DeferredShadingLightVolumes = 0 --; Toggles deferred shading scissor test | 0) ? / 1) normal - enabled --r_DeferredShadingScissor = 0 --; Sorts light by influence | 0) off / 1) ? --r_DeferredShadingSortLights = 1 --; Toggles deferred shading stencil pre pass. | 0) ? / 1) normal - enabled --r_DeferredShadingStencilPrepass = 0 --; How close to the 'camera' to draw things | 0.08) all / 0.1) crytek default --r_DrawNearZRange = --; no help offered | 0) ? 1) normal --r_LightsSinglePass = 0 --; no help offered | 0) ? / 1) ? / 2) normal - ? --r_OptimisedLightSetup = 0 --; Enables point light shafts | 0) normal - off / 1) on --r_pointslightshafts = 1 --; Enables per-pixel culling for deferred volumetric fog pass | -0.0005) normal - --; 0) culling disabled --; > 0) fixed linear world space culling depth --; < 0) optimal culling depth will be computed automatically based on camera direction and fog settings --r_FogDepthTest = 0 --; Enables deferred volumetric fog shadows --r_FogShadows = 1 --; intended for SLI setups | 0) disabled / 1) extra overhead to allow SLI or Crossfire / 2) normal - auto, nvidia only(?) r_MultiGPU = 1 --; Sets renderer to ignore hardware gamma correction | 1) normal - disabled / 0) enabled --r_NoHWGamma = 0 --; Sets maximum view distance (in meters) for deferred rain reflection layer | 50) normal --r_RainMaxViewDist_Deferred = 50 --; Sets fullscreen scratches post-process effect usage. | 0) force off / 1) force on / 2) on in game mode only / 3) on but independent of sun --r_Scratches = 2 --; Enable asynchronous shader activation | 0) normal - synchronous shaders activation / 1) insta crash --r_ShadersAsyncActivation = 0 --; nothing offered ... | 1) normal --r_ShadersAsyncMaxThreads = 5 --; Toggles post processed soft alpha test for shaders supporting this | 1) normal - enabled / 0) disabled ? --r_SoftAlphaTest = 0 --; Enables material layers rendering | 2) normal - enabled optimized / 1) debug with no optimiztion / 0) disable ? --r_UseMaterialLayers = 0 --; Enables motion blur merged with DOF | 1) normal - half res mode / 2) full res mode / 3) quality mode / 0) ? --r_UseMergedPosts = 2 --; Toggles alpha blended objects | 1) normal - enable alpha blends / 0) disable alpha blending ( bad idea ... ) --r_UseAlphaBlend = 1 --; Toggles Z pass | 1) on - normal / 0) disabled - goes whack / 2) reprojection technique --r_UseZPass = 2 --; Toggles vertical sync | 0) disabled / 1) enabled / 2) asynchronous swaps ( on X360 ) --r_VSync = 0 --; Toggles under water caustics deferred pass | 0) disabled / 1) enabled / 2) normal - enabled with prepass --r_WaterCausticsDeferred = 0 --; Toggles Z pass depth sorting. | 0) No depth sorting / 1) Sort by depth layers (default) / 2) Sort by distance --r_ZPassDepthSorting = 0 --; ********************************* --; * STREAMING * --; ********************************* --; Enable streaming of static render meshes | 0) normal --e_StreamCgf = 0 --; Enables direct streaming of textures from disk during game | 0) all - disable / 1) enable / 2) force, can get weird here and there --r_TexturesStreaming = 2 --; Maximum number of tasks submitted to streaming system --r_TexturesStreamingMaxRequestedJobs = 512 --; Controls how texture LOD depends from distance to the objects, | 0) normal --; ( Increasing this value will reduce amount of memory required for textures ) --r_TexturesStreamingMipBias = -4 --; Controls how the new texture MIP appears after being streamed in | 1) normal - enable ? / 0) ? --r_TexturesStreamingMipFading = 1 --; Postpone loading of high res mipmaps to improve resolution ballance of texture streaming | 0) normal ? - disabled / 1) enabled, crytek default --r_TexturesStreamingPostponeMips = 1 --; Toggle for resident textures streaming support | 1) normal - enabled --r_TexturesStreamingResidencyEnabled = 1 --; Size of pool for textures streaming in MB | 128) normal - crytek default for pc --r_TexturesStreamPoolSize = 256 --; Size of system memory pool for managed textures in MB | 800) normal - crytek default for pc --r_TexturesStreamPoolSysSize = 1024 --; no help offered ... | 64) all / 0) ? --r_VegetationSpritesTexRes = 32 --; ********************************* --; * SYS_SPEC_ENVIRONEMNT * --; ********************************* --; Enable clouds rendering | 1) normal - enabled all settings / 0) disabled ? --e_Clouds = 0 --; Activates dynamic light sources | 1) normal - enabled - LOCKED --e_DynamicLights = --; Convert all lights to deferred (except sun) | 1) normal - enabled - LOCKED --e_DynamicLightsForceDeferred = --; Sets maximum amount of dynamic light sources | 512) normal - LOCKED --e_DynamicLightsMaxCount = --; Set maximum number of lights affecting object | 0) disable - goes whack / 1) min - weird / 7) low / 11) medium / 16) high --; changing this value from what the settings are results in light flickering before spawn --e_DynamicLightsMaxEntityLights = 16 --; Activates drawing of entities and brushes | 1) normal - enabled - LOCKED --e_Entities = 0 --; Enable/disable global illumination | 0) low - disabled / 1) med + high - enabled --e_GI = 1 --; Sparse temporal caching for RSM rendering. Measured in framed per generation | 7) normal - enabled / 0) disabled ? --e_GICache = 0 --; Multiplier for brightness of the global illumination (X times brighter) | 0.6) PGI default / 25) cryengine default --e_GIAmount = --; The less number of propagation iterations the shorter the light propagation distance | 10) MWO default / 6) cryengine default / 32) Max --e_GIIterations = --; The less the distance the better the quality | 400) PGI Default / 320) PGI min / 50) cryengine default / 150) cryengine recommended max --e_GIMaxDistance = --; Sets number of cascades for global illumination | 1) normal - default / 0) disable ? --e_GINumCascades = --; Set the default reflective shadow map size | 256) PC normal / 128) consoles / 64) minimum / 512) crashes --e_GIRSMSize = 64 --; Type of sky used | 1) normal - dynamic / 0) static --e_SkyType = --; Percentage of a full dynamic sky update calculated per frame | 0.5) low / 1) med + high / 0) no updates ? --e_SkyUpdateRate = 1 --; Activate deferred terrain ambient occlusion | 0) low / 1) med + high --e_TerrainAo = 1 --; Allows in-game terrain surface deformations | 0) normal - disabled ? / 1) ? --e_TerrainDeformations = 1 --; Activates drawing of detail materials on terrain ground | 1) normal - enabled ? / 0) ? --e_TerrainDetailMaterials = 0 --; Set heightmap LOD | 3) low / 2) med + high / 1.5) REALLY high / 0) full at maximum distance, big performance penalty e_TerrainLodRatio = 1 --; Use terrain normal map for base pass if available | 0) low / 1) med + high --e_TerrainNormalMap = 1 --; Adjust terrain base texture resolution on distance | 5) low / 2) med / 1) high / 0) stupid high ? or disabled ? e_TerrainTextureLodRatio = 1 --; Specifies number of textures in terrain base texture streaming pool | 64) low+med / 256) high [REQUIRE_LEVEL_RELOAD] --e_TerrainTextureStreamingPoolItemsNum = 256 --; Allow blend with terrain color for vegetations | 1) normal - enabled / 0) ? --e_VegetationUseTerrainColor = --; Activates drawing of ocean. | 1) normal - LOCKED - use fast path with merged fog / 2) use usual rendering path --e_WaterOcean = --; Activates drawing bottom of ocean | 1) normal - LOCKED --e_WaterOceanBottom = --; Activates fft based ocean | 1) normal - all sys_spec / 0) disables 'oceans' --e_WaterOceanFFT = 1 --; Set tessellation amount | 1) low / 10) med+high / 0) min --e_WaterTessellationAmount = 0 --; Set tessellation on X axis | 10) low + med + high / 85) very high / 2) BAIT recommended min --e_WaterTessellationAmountX = 2 --; Set tessellation on Y axis | 10) low + med + high / 85) very high / 2) BAIT recommended min --e_WaterTessellationAmountY = 2 --; Set the swath width for the boustrophedonic mesh stripping | 10) normal / 0) min --e_WaterTessellationSwathWidth = 2 --; Activates drawing of water volumes | 2) normal - LOCKED --e_WaterVolumes = --; Toggles light (not laser) beams | 3) normal - optimized with glow / 0) disable / 1) full resolution / 2) fake beams --r_Beams = 2 --; Distance between slices | 0.5) low + med / 0.05) high --r_BeamsDistFactor = 0 --; Number of volumetric slices allowed per light beam | 32) low / 64) med / 128) high / 200) very high --r_BeamsMaxSlices = 1 --; Toggles light beams clip type | 1) normal - software clipping / 0) harware clipping --r_BeamsSoftClip = 0 --; Toggles updating of clouds each frame | 0) normal - off / 1) on ? --r_CloudsUpdateAlways = 0 --; Distance used for per-pixel detail layers blending | 4) low / 8) high / 6) crytek default --r_DetailDistance = 0 --; Toggles detail texture overlays | 1) normal - on / 0) off --r_DetailTextures = 0 --; Enables selective supersampled antialiasing | 0) off / 1) on - will not disable once flipped --r_MSAA = 0 --; Enable temporary workaround for resolvesubresources poor performance on AMD --r_MSAA_amd_resolvessubresource_hack = 0 --; Quality level used when multisampled antialiasing is enabled | different values enable different hardware modes on cards .... --r_MSAA_quality = 0 --; Number of subsamples used when multisampled antialiasing is enabled | different values enable different hardware modes on cards .... --r_MSAA_samples = 0 --; Toggles reflections | 0) low - off / 1) med + high - on --r_Reflections = 0 --; Toggles reflections quality | 3) normal - everything / 2) terrain + particcles + brushes / 1) terrain + particles / 0) terrain only --r_ReflectionsQuality = 0 --; Enables refraction | 0) low - disabled / 1) med - enabled --r_refraction = 0 --; Do a partial screen resolve before refraction | 2) normal - enabled / 1) non optimized enable / 0) disable --r_RefractionPartialResolves = 0 --; Screen space ambient occlusion | 0) low - disabled / 1) med - SSAO + normals / 2) high - SSAO + normals + temporal / 3) Volumentric with jitter / 4) volumetric with jitter and temporal / 5) volumetric with multiple radii --r_SSAO = 0 --; Controls how much SSAO affects ambient | 1) normal --r_SSAOAmount = 1.1 --; Margin for brightening in multi-radii SSAO | 1.0) no brigtening / 1.1) some parts up to 10% brigter --r_SSAOBrighteningMargin = 1.1 --; SSAO contrast coefficient (higher contrast highlights edges) | 1) normal --r_SSAOContrast = 1 --; Use downscaled computations for SSAO | 1) med - half resolution / 0) high - disabled --r_SSAODownscale = 1 --; Scale factor for large radius in multi-radii SSAO --r_SSAOLargeRadiusRatio = --; SSAO shader quality | 0) low spec / 1) medium spec 2) high spec / 3) highest spec --r_SSAOQuality = 0 --; Controls size of area tested | 1.5) normal --r_SSAORadius = --; Scale factor for small radius in multi-radii SSAO | 0.3) normal --r_SSAOSmallRadiusRatio = --; Temporal SSAO update/convergence speed | 0.7) normal --r_SSAOTemporalConvergence = --; Glossiness value below which reflections are disabled | --r_SSReflCutoff = --; Screen space reflections | 0) normal - minimum / 1) noisy sharp / 2) glossy blurred / 3) alternate blur / 4) specular diffuse --r_SSReflections = 0 --; Screen Space Directional Occlusion | 0) disabled - low - high / 1) enabled for local lights and sun - very high !DONT USE WITH SSAO! --r_ssdo = 0 --; Strength of SSDO ambient occlusion | 1) normal --r_ssdoAmbientAmount = --; Strength of the directional occlusion | 1.2 - normal --r_ssdoAmount = --; SSDO radius | 0.4) normal --r_ssdoRadius = --; Max clamped SSDO radius | 0.2 ) normal --r_ssdoRadiusMax = --; Min clamped SSDO radiuS | 0.06) normal --r_ssdoRadiusMin = --; Toggles under water caustics | 0) low - disabled / 1) med - enabled / 2) ? --r_WaterCaustics = 0 --; Toggles under water caustics deferred pass | 2) normal - enabled with pre-pass / 1) enabled / 0) disable --r_WaterCausticsDeferred = 0 --; Enables under water god rays | 1) normal - enabled / 0) disabled ? r_WaterGodRays = 0 --; Toggles water reflections | 1) normal - water reflects / 0) disabled ? r_WaterReflections = 0 --; Activates water reflections if visible pixels above a certain threshold | 0.05) normal --r_WaterReflectionsMinVisiblePixelsUpdate = 0.05 --; Activates water reflections quality setting | 3) normal - everything / 2) terrain + particcles + brushes / 1) terrain + particles / 0) terrain only r_WaterReflectionsQuality = 0 --; Enables hw water tessellation | 0) normal - low - high - disabled ? / 1) very high - on - enabled ? --r_WaterTessellationHW = 1 --; no help offered | 1) low + med / 0.2) high --r_WaterUpdateDistance = 2 --; Distance factor for water reflected texture updating. | 0.1) low / 0.05) med / 0.16) good sync to 60fps --r_WaterUpdateFactor = 0.16 --; ********************************* --; * SYS_SPEC_OBJECTDETAIL * --; ********************************* --; Allow a skeleton animation to spawn more than one instance of an effect with the same name on the same instance | 1) normal - enabled ? / 0) ? --ca_AllowMultipleEffectsOfSameName = 1 --; ration between size of attachment and distance to camera | 120) low / 160) med / 300) high / 0) ? --ca_AttachmentCullingRation = 0 --; Joint velocity preservation code mode | 2) normal - animation driven / 1) physics driven / 0) disable --ca_ApplyJointVelocitiesMode = 1 --; if you set this to 0, there won't be any frequest warnings from the animation system | 3) normal ?!? / 0) disable --ca_AnimWarningLevel = 0 --; Disable Animation Unloading | 0) normal - disabled ? / 1) --ca_DisableAnimationUnloading = --; if this is 0, will not draw the attachments objects | 1) normal / 0) disabled --ca_DrawAttachments = --; if this is 0, will not draw the skin attachments objects | 1) all --ca_DrawFaceAttachments = 0 --; Character LOD ratio | 6) normal / 0) ? --ca_lod_ratio = 0 --; Enable Precaching of Animation Sets per Character | 0) normal - disable ? / 1) enable --ca_PrecacheAnimationSets = 0 --; if set to 1, then have no Animation-LOD (debugging feature for animation LOD) | 1) normal --ca_UseAllJoints = 0 --; enable/disable creation of decals on characters | 1) all - enable / 2) alternate method / 0) disable --ca_UseDecals = 0 --; Objects alphatest_noise_fading out on distance and between lods | 2) normal - all / 0) disable - things 'pop' in and out of viewable distance / 1) weird broken alpha effect ... e_Dissolve = 0 --; Affects LOD selection for big objects, small number will switch more objects into lower LOD | 8) normal / 0) ? --e_LodCompMaxSize = 9 --; Max LOD for objects | 6) normal - LOCKED --e_LodMax = 2 --; Min LOD for objects | 0) normal --e_LodMin = 0 --; LODs with less triangles will not be used | 300) normal - LOCKED --e_LodMinTtris = --; LOD distance ratio for objects | 5) low / 11) med / 15) high / 20) very high / 40) stupid high --e_LodRatio = 25 --; Load and use LOD models for static geometry | 1) all / 0) disable e_Lods = 0 --; Force using LODs even if triangle count do not suit | 1) normal - ? / 0) ? --e_LodsForceUse = 0 --; Far clipping plane distance | -1) normal - unlimited - LOCKED --e_MaxViewDistance = 1 --; Values between 0 and 1 - will lerp between high and low spec max view distances | 0.5) low / 1) med / 0) minimum - causes issues --e_MaxViewDistSpecLerp = 0.5 --; Object detail quality | 1) low / 2) med / 3) high / 4) very high / 0) ? --e_ObjQuality = 1 --; Skip per object occlusion test for very far objects - culling on tree level will handle it | 1) all / 0) ? --e_OcclusionCullingViewDistRatio = 0 --; Activates drawing of visareas content | 1) normal - LOCKED --e_Portals = 0 --; Show procedurally distributed vegetation | 1) all / 0) ? --e_ProcVegetation = 0 --; Max view distance of terrain XY materials | 2048) all --e_TerrainDetailMaterialsViewDistXY = 128 --; Max view distance of terrain Z materials | 128) all --e_TerrainDetailMaterialsViewDistZ = 196 --; heightmap occlusion culling with time coherency | 1) normal - LOCKED / 0) off --e_TerrainOcclusionCulling = --; Max length of ray | 130) low / 200) med + high / 0) ? --e_TerrainOcclusionCullingMaxDist = 200 --; HW geometry tessellation | 0) low - high - not allowed / 1) very high - allowed / 2) ? --e_Tessellation = 1 --; listed as a debug option @ 1| 0) low + med / 1) high --e_VegetationBending = --; Minimal size of static object, smaller objects will be not rendered | 0.5) low / 0) med / 1) --e_VegetationMinSize = --; Clamps SpriteDistRatio setting in vegetation properties | 0.6) low / 1) med / 2) stupid high --e_VegetationSpritesDistanceCustomRatioMin = 2 --; Allows changing distance on what vegetation switch into sprite | 0.5) low / 0.7) med / 1) high / 1.5) very high / 3) stupid high --e_VegetationSpritesDistanceRatio = 3 --; Min distance on what far objects will be culled out | 10) all --e_ViewDistMin = 75 --; View distance ratio for objects | 50) low / 75) med / 100) high --e_ViewDistRatio = 75 --; View distance ratio for special marked objects (Players,AI,Vehicles) | 60) low / 100) med --e_ViewDistRatioCustom = 75 --; View distance ratio for detail objects | 25) low / 35) med / 100) high --e_ViewDistRatioDetail = 25 --; View distance ratio for light sources | 25) low / 50) med + high / --e_ViewDistRatioLights = 50 --; View distance ratio for portals | 60) normal setting e_ViewDistRatioPortals = 75 --; View distance ratio for vegetation | 40) low / 60) med / 90) high / 100) very high !RESTRICTED TO BE SYS_SPEC VALUES! --e_ViewDistRatioVegetation = 75 --; no help offered, I think this is like severed limbs fade out time| 0.6) low / 0.8) med / 1) high --es_DebrisLifetimeScale = 0 --; lower the detail of 'damage glow' | 1) low + med / 0) high / 2) super low definition damage glow gp_reducedamagemasksize = 0 --; ********************************* --; * SYS_SPEC_PARTICLES * --; ********************************* --; Activates drawing of particles | 1) normal - LOCKED --e_Particles = --; Blend between animated texture frames | 1) normal - allow / 2) force / 0) disable - messes with particle smoke effects ... --e_ParticlesAnimBlend = 1 --; Cull particles against the view frustum | 0) normal - ? / 1) ? --e_ParticlesCullAgainstViewFrustum = 1 --; Apply diffuse cubemaps to appropriate particle effects | 1) normal - allow / 2) force / 0) disable --e_ParticlesDiffCM = 0 --; no help offered --e_ParticlesEmitterPoolSize = 32768 --; Apply global illumination to appropriate particle effects | 1) normal - allow / 2) force / 0) disable e_ParticlesGI = 1 --; Allows to have light source attached to every particle | 0) low - off / 1) med+ - deferred lights (DAKKA LIGHTING) e_ParticlesLights = 1 --; Set particles lights view distance ratio | 256) normal --e_ParticlesLightsViewDistRatio = 0 --; Multiplier to particle count | 1) normal / 0.5) half 'size' e_ParticlesLod = 0.75 --; Screen size max per particle (fade out earlier) | 2) normal --e_ParticlesMaxDrawScreen = 4 --; Screen size max of total particles to draw | 32) low / 64) med / 128) high / 160) very high !RESTRICTED TO BE SYS_SPEC VALUES! --e_ParticlesMaxScreenFill = 64 --; Alpha cutoff for rendering particles | 0) ? --e_ParticlesMinDrawAlpha = 0.01 --; Pixel size min per particle (fade out earlier) | 1.5) low / 1) med / 2) ? --e_ParticlesMinDrawPixels = 3 --; Motion blur for particles | 0) low - high / 1) very high / 2) force --e_ParticlesMotionBlur = 0 --; Enable particle/object collisions for SimpleCollision: | 2) all - include dynamic / 1) static objects only / 0) disable ? --e_ParticlesObjectCollisions = 0 --; Particles pool memory size in KB | 0) normal - unlimited --e_ParticlesPoolSize = 0 --; Enable preloading of all particle effects at the beginning | 1) normal - enabled ? / 0) ? --e_ParticlesPreload = 0 --; Particles detail quality | 1) low / 2) med / 3) high / 4) very high / 0) full detail / 5) disables --e_ParticlesQuality = 1 --; Render particles with soft intersection | 1) normal - allow / 2) force / 0) disable --e_ParticlesSoftIntersect = 0 --; Shadows on particles | 0) low - high - off / 1) very high - on / 2) force --e_ParticlesShadows = 0 --; Allows searching for level-specific version of effects files | 0) off - normal / 1) enable - ? --e_ParticlesUseLevelSpecificLibs = 1 --; Toggles use of geometry shader particles (DX11 only) | 1) normal - disabled / 0) enabled --r_UseGSParticles = 0 --; Enables glow particles. | 0) disabled ? --r_UseParticlesGlow = 0 --; Enables rendering of particles of specified blend operation in half resolution. | 1) (low+med) half resolution / 0) off (high) - full resoluton / 2) alpha - occlusion bug --r_UseParticlesHalfRes = 0 --; Forces all particles of specified blend operation to be rendered in half resolution | 0) normal - off / 1) force on --r_UseParticlesHalfResForce = 0 --; Global illumination amount for particles without material. | 0.15) normal --r_UseParticles_GIAmount = 0 --; Threshold of estimated particle coverage needed before half-res rendering enabled | 0) ? / 1) normal --r_UseParticlesHalfResMinCoverage = 10 --; Enables merging of particles drawcalls. | 0) normal / 1) bugs out hard ... --r_UseParticlesMerging = 0 --; Enables refractive particles | 0) ? / 1) normal --r_UseParticlesRefraction = 0 --; Enables soft particles. | 0) low / 1) med + high --r_UseSoftParticles = 0 --; ********************************* --; * SYS_SPEC_PHYSICS * --; ********************************* --; dont mess with physics, nothing good will come of it --; ***************************************** --; * SYS_SPEC_POSTPROCESSING * --; ***************************************** --; Enables color grading | 2) all ? / 1) ? / 0) ? --r_ColorGrading = 1 --; Enables depth of field | 1) low - enabled / 2) med + high - hdr time of day dof enabled / 3) undocumented experimental mode r_DepthOfField = 0 --; Sets depth of field bokeh type (only for dof mode 3) --r_DepthOfFieldBokeh = 1 --; Enables depth of field stencil prepass | 0) normal - disabled / 1) enabled --r_DepthOfFieldStencilPrepass = --; HDR rendering eye adaptation base value (smaller values result in brighter adaption) | 0.25) normal - LOCKED --r_EyeAdaptationBase = --; HDR rendering eye adaptation factor | 0.5) normal - LOCKED / 0) no adaption / 1) full adaption --r_EyeAdaptationFactor = --; HDR rendering eye adaptation local (localise adaption area?) | 0) normal - off / 1) 4x4 / 2) 16x16 / 3) 256x256 --r_EyeAdaptationLocal = 0 --; HDR rendering eye adaptation speed | 16) normal - LOCKED --r_EyeAdaptationSpeed = --; Toggles the anamorphic flares effect. | 1) all - enabled / 0) disabled (check for lock) --r_GlowAnamorphicFlares = --; Toggles HDR debugging | 0) normal - off / 1) gamma-corrected no HDR / other possible modes really are debug ... --r_HDRDebug = 1 --; HDR bloom multiplier | 0.7) all / 0) disable HDR blooming / 0.15) 'nice' minimal value r_HDRBloomMul = 0.15 --; Default is 0 (disabled). Set to 1 to use max blue shift strength | 0) all / 1) max --r_HDRBlueShift = 0 --; HDR rendering level (bloom multiplier, tweak together with threshold) | 0.85) all / 1.25) crytek default --r_HDRBrightLevel = 0 --; HDR brightness | 1) all --r_HDRBrightness = 0 --; HDR rendering bright offset | 5) all / 8) crytek default --r_HDRBrightOffset = 0 --; HDR rendering bright threshold. | 6) all / 8) crytek default --r_HDRBrightThreshold = 0 --; Enable/Disable eye adaptation caching overframes | 10) low / 6) med / 2) high / 0) very high (always update) / 4) crytek default r_HDREyeAdaptionCache = 0 --; Forces updating HDR textures | / 0) normal ? --r_HDRForceUpdateTextures = --; HDR camera grain amount | 0) all --r_HDRGrainAmount = 1 --; HDR rendering range level (color multiplier tweak together with hdr offset) | 3) all / 6) crytek default --r_HDRLevel = 0 --; HDR rendering range offset (color multiplier tweak together with hdr level) | 10) all (+crytek default) --r_HDROffset = 0 --; Enable/Disable HDR range adaptation (improve precision - minimize banding) | 0) off? / 1) normal - crytek default --r_HDRRangeAdapt = 0 --; HDR range adaption speed | 4) normal ? --r_HDRRangeAdaptationSpeed = 0 --; Set range adaptation max adaptation for light buffers (improve precision - minimize banding) | 0.125) normal / 0.25) crytek default --r_HDRRangeAdaptLBufferMax = 0 --; Set range adaptation max range adaptation for light buffers (improve precision - minimize banding) | 2) normal --r_HDRRangeAdaptLBufferMaxRange = 0 --; Set HDR range adaptation max adaptation (improve precision - minimize banding) | 1) normal --r_HDRRangeAdaptMax = 0 --; Set HDR range adaptation max adaptation (improve precision - minimize banding) | 4) normal --r_HDRRangeAdaptMaxRange = 0 --; Toggles HDR rendering | 1) all (film curve tone mapping) / 0) disable entire HDR system --r_HDRRendering = 1 --; HDR saturation | 0.875) normal / 1) crytek default --r_HDRSaturation = 0 --; HDR s-curve max output | 0.95) normal --r_HDRSCurveMax = 0 --; HDR s-curve min output | 0) normal --r_HDRSCurveMin = 0 --; HDR texture format | 0) normal - low precision (faster) / 1) high precision --r_HDRTexFormat = 1 --; HDR viggneting | 1) normal - enabled / 0) off ? --r_HDRVignetting = 0 --; Enables per object and camera motion blur | 0) off / 1) on - camera motion blur / 2) camera and object motion blur --r_MotionBlur = 0 --; Enables motion blur.adaptive sampling setting depending on movement amount | 1) normal - enabled ? / 0) disabled ? --r_MotionBlurAdaptiveSampling = 0 --; Enables motion blur.frame time scaling - visually nicer on lower frame rates | 0) normal - disabled ? / 1) enabled ? --r_MotionBlurFrameTimeScale --; Sets motion blur max view distance for objects | 16) low / 64) med / 100) high / 0) ? --r_MotionBlurMaxViewDist = --; Enables post processing effects parameters smooth blending | 1) normal - enabled ? / 0) disable ? --r_PostProcessParamsBlending = 0 --; Sets post processing effects parameters smooth blending time scale | 12) normal (blend over 12 frames?) / --r_PostprocessParamsBlendingTimeScale = 6 --; Enables post processing special effects | 1) normal - LOCKED --r_PostProcessEffects = --; Enables post processing special effects filters | 1) normal - LOCKED --r_PostProcessFilters = --; Enables post processing special effects game fx | 1) normal - LOCKED --r_PostProcessGameFx = --; Toggles 3d hud post processing | 1) normal - on / 0) off ? r_PostProcessHUD3D = 0 --; Enables 3d hud caching overframes | 30) low / 10) med / 2) high / 0) very high --r_PostProcessHUD3DCache = --; Enables sun shafts. | 0) low - disabled / 1) med - enabled --r_sunshafts = 1 --; ********************************* --; * SYS_SPEC_QUALITY * --; ********************************* --; Defines the quality of Renderer | 0) super low / 1) med / 2) high / 3) very high --q_Renderer = 3 --; Defines the shader quality of FX | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderFX = 3 --; Defines the shader quality of General | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderGeneral = 3 --; Defines the shader quality of Glass | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderGlass = 3 --; Defines the shader quality of HDR | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderHDR = 3 --; Defines the shader quality of Ice | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderIce = 3 --; Defines the shader quality of Metal | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderMetal = 3 --; Defines the shader quality of PostProcess | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderPostProcess = 0 --; Defines the shader quality of Shadow | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderShadow = 3 --; Defines the shader quality of Sky | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderSky = 3 --; Defines the shader quality of Terrain | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderTerrain = 3 --; Defines the shader quality of Vegetation | 0) super low / 1) low + med / 2) high / 3) very high --q_ShaderVegetation = 3 --; Defines the shader quality of Water | 0) super low / 1) low / 2) med + high / 0) minimum ? --q_ShaderWater = 3 --; ********************************* --; * SYS_SPEC_SHADOWS * --; ********************************* --; Cache sun shadows maps over several frames | 0) all - off / 1 ) update the sun / sun shadows, less often, alot less often e_GsmCache = 0 --; Makes first X GSM lods not cached | 3) normal / 0) ? --e_GsmCacheLodOffset = 0 --; How fast to update terrain GSM lod | 6) normal / 0) ? --e_GsmCacheLodOffsetExtended = 6 --; Cast shadows from terrain | 0) normal - disabled / 1) looks cool here and there, but will destroy the shadow system in other places --e_GsmCastFromTerrain = 0 --; Make last cascade bigger and use less frequent updates | 0 normal - ? / 1) ? --e_GsmExtendLastLod = 0 --; Includes object shadows into last very big shadow frustum | 0) normal - disabled ? / 1) ? --e_GsmExtendLastLodIncludeObjects = 1 --; Enable Additive Blending on shadows from terrain | 0) normal - disabled ? / 1) ? --e_GsmExtendLastLodUseAdditiveBlending = 1 --; Enable Variance Shadow mapping on shadows from terrain | 0) normal / 1) ? --e_GsmExtendLastLodUseVariance = 1 --; Number of GSM lods | 0) none ? / 4) all / 5) suggested max / 6) max ? --e_GsmLodsNum = 6 --; Size of LOD 0 GSM area (in meters) | 3) all / 0) none ? --e_GsmRange = 6 --; Range of next GSM lod is previous range multiplied by step | 3) normal / 0) none ? --e_GsmRangeStep = 4 --; gsm_range_step for last gsm lod containing terrain | 8) normal / 0) none ? --e_GsmRangeStepExtended = 9 --; Size of Scattering LOD GSM in meters | 70) normal / 0) none ? --e_GsmScatterLodDist = 0 --; 0) normal - world axis aligned GSM layout / 1) Rotate GSM frustums depending on view camera --e_GsmViewSpace = 1 --; Activates drawing of shadows | 0) low - disabled / 1) med + high enabled --e_Shadows = 0 --; Shadows slope bias for shadowgen | 2.72) normal / 0) none ? --e_ShadowsAdaptScale = --; View dist ratio for shadow maps casting from objects | 0.4) low / 0.3) med / 0.6) high / 0) none ? --e_ShadowsCastViewDistRatio = 100 --; View dist ratio for shadow maps casting for light sources | 1) normal / 0) none ? --e_ShadowsCastViewDistRatioLights = 100 --; Extension to character bounds when rendering into GSM shadows | 0) normal - disabled / 1) high detail ? --e_ShadowsCharacterExtend = 1 --; Cloud shadows (not overly present in MWO levels?) | 1) normal / 0) ? --e_ShadowsClouds = --; Shadows slope bias for shadowgen | 1) normal / 0) ? --e_ShadowsConstBias = 4 --; Shadows slope bias for shadowgen (high quality mode) | 0.05) normal / 0) ? --e_ShadowsConstBiasHQ = 0.5 --; Simplifies mesh for shadow map generation by X LOD levels | 1) normal / 0) none ?/ 2) ? --e_ShadowsLodBiasFixed = 0 --; Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame | 0) normal --e_ShadowsLodBiasInvis = 1 --; Maximum amount of allocated shadow mask textures | 0) normal - disable limit / 1) one texture / 2) two textures (8 channels, 8 lights) --e_ShadowsMasksLimit = 2 --; Set maximum resolution of shadow map | 1024) all - normal - crytek high / 512) crytek medium / 256) crytek min (fast) --e_ShadowsMaxTexRes = 512 --; Enable/disable shadow-caster test against the occlusion buffer | 0) normal ? / 1) ? --e_ShadowsOcclusionCulling = 1 --; Clips the caster extrusion to the zero height. | 0) normal ? / 1) ? --e_ShadowsOcclusionCullingCaster = 1 --; Enable shadows on alphablended | 0) all - ? / 1) ? --e_ShadowsOnAlphaBlend = 0 --; Enable/disable shadows on water | 0) all - normal ? / 1) ? --e_ShadowsOnWater = 1 --; Shadows slope bias for shadowgen | 3.4) all - ? --e_ShadowsResScale = 10 --; Shadows slope bias for shadowgen | 1) normal - ? --e_ShadowsSlopeBias = 2 --; Shadows slope bias for shadowgen (for high quality mode) | 0.25) normal - ? --e_ShadowsSlopeBiasHQ = 1 --; Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows) | 0) all --e_ShadowsTessellateCascades = 5 --; Disable/enable tessellation for local lights shadows | 0) normal --e_ShadowsTessellateDLights = 0 --; View dist ratio for shadow maps updating for shadowpool | 128) normal --e_ShadowsUpdateViewDistRatio = 256 --; Self shadow intensity of volume objects | 0) min / 0.4) normal / 1) max --e_VolObjShadowStrength = 1 --; Enables deferred volumetric fog shadows | 0) med / 1) high + very high --r_FogShadows = 1 --; Selected shadow map screenspace blurring technique | 1) low / 2) high / 3) very high / 0) no blur --r_ShadowBlur = 0 --; Select shadow map blurriness if r_ShadowBlur is activated. | 1) normal / 0.1) minimal / 16) maximal --r_ShadowBluriness = --; shadowmap generation | 1) normal - enable shadow map updates / 0) disable shadow map updates --r_ShadowGen = 1 --; Use geometry shader for shadow map generation (DX11 only) !CRASHES! | 0) normal - off / 1) on - crash mode --r_ShadowGenGS = 1 --; mode selection for shadow generation | 0) normal - use Frustoms Mask / 1) regenerate all sides --r_ShadowGenMode = 1 --; Activate shadow map jittering | 1) med / 2.5) high --r_ShadowJittering = 0 --; Process shadow pass | 1) normal - enabled ? / 0) disabled ? --r_ShadowPass = 1 --; Maximum number of frames a shadow can exist in the pool | 30) normal ? --r_ShadowPoolMaxFrames = 30 --; Max number of time sliced shadow pool updates allowed per frame | 1) normal ? --r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 1 --; starting kernel size, to avoid blocky shadows | 0.35) normal / 0) 'blocky' / 1) 'blurry' --r_ShadowsAdaptionMin = 0.35 --; maximum range between caster and reciever to take into account | 0.02) PGI normal / 0.01) crytek default / 1) maximum --r_ShadowsAdaptionRangeClamp = 0 --; Select shadow map blurriness if r_ShadowsBias is activated | 0.3) normal / 0) none / 10) rapidly changing --r_ShadowsAdaptionSize = 0.3 --; Select shadow map blurriness if r_ShadowsBias is activated. | 8e-005) normal - ? / 0.1) crytek minimal / 16) crytek maximal / 0) disable ? --r_ShadowsBias = 0 --; no help offered | 1) normal - use light volumes / 0) quad light bounds --r_ShadowsDeferredMode = 0 --; use NV Depth Bound extension | 0) normal - disable / 1) use NV Depth Bound extension - make shadows 'cheaper' ( possibly only for nvidia cards ) r_ShadowsDepthBoundNV = 1 --; use Forward prepare depth maps pass | 1) normal - use Forward prepare depth maps pass / 0) disable ? --r_ShadowsForwardPass = 1 --; Selects algorithm to use for shadow mask generation | 1) normal - enable shadow snapping / 0) disable shadow snapping --r_ShadowsGridAligned = 0 --; Saves video memory by using lower resolution for shadow masks except first one | 0) per pixel shadow mask / 1) half resolution shadow mask --r_ShadowsMaskDownScale = 0 --; reduce shadow detail | 0) normal - per pixel shadow mask / 1) horizontal half resolution shadow mask / 2) horizontal and vertical half resolution shadow mask --r_ShadowsMaskResolution = 0 --; Amount of animated jittering for particles shadows. | 1) normal ? --r_ShadowsParticleAnimJitterAmount = 0 --; Amount of jittering for particles shadows | 0.5) normal --r_ShadowsParticleJitterAmount = 0 --; Blur kernel size for particles shadows | 1) normal - blur / 0) hard edge --r_ShadowsParticleKernelSize = 0 --; Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows) | 1) normal --r_ShadowsParticleNormalEffect = 1 --; Use Stencil pre-pass for shadows | 1) normal - enable / 0) disable ? --r_ShadowsStencilPrePass = --; no help offered ... | 1) all - enable / 0) disable --r_ShadowsUseClipVolume = 0 --; shadow texture format | 0) R16G16 / 1) R16 / 2) R32F / 3) ATI DF24 / 4) NV D24S8 / 5) NV D16 --r_ShadowTexFormat = 0 --; no help offered ...| 1) normal ? - enable / 0) disable ? --r_UseShadowsPool = 0 --; Activate shadow map blur. | 1) normal / 0) disable ? --r_VarianceShadowMapBlurAmount = 1 --; ********************************* --; * SYS_SPEC_SOUND * --; ********************************* --; Sets maximum number of ADPCM Decoder | 32) normal --s_ADPCMDecoders = 64 --; Controls whether to allow sound load requests that are not cached in the AFCM or not | 1) normal - enabled / 0) disable --s_AllowNotCachedAccess = 0 --; Internal minimum file block alignment in bytes | 8192) normal / -1) 2048 bytes, FMOD default --s_BlockAlignSize = -1 --; Sets the threshold where we check priority if we are using more then % of sound channels | 0.9) normal --s_ChannelThreshold = 1 --; Toggles disk access on reading files | 1) normal - indirect file access via StreamingSystem with wait / 0) direct file access via CryPak --s_FileAccess = 0 --; Sets the size in KiB the AFCM will allocate from the heap | 163840 ) normal --s_FileCacheManagerSize = 327680 --; Sets max of open file handles | 30) normal --s_FileOpenHandleMax = 64 --; Toggles internal resampling method | 0) none / 1) linear - normal / 2) cubic / 3) spline --s_FormatResampler = 2 --; Sets the output sample rate | 48000) 48 khz / 44100) 44.1 khz --s_FormatSampleRate = 44100 --; Sets the format data type | 1) PCM 8bit / 2) normal - PCM 16bit / 3) PCM 24bit / 4) PCM 32bit / 5) PCM 32bit float --s_FormatType = 3 --; Enable and disable HDR sound | 0) normal - disabled ? / 1) enable --s_HDR = 1 --; Toggles extra lowpass filter for enhanced HRTF | 0) normal - enabled / 1) disabled ? --s_HRTF_DSP = 1 --; Sets the number of sound hardware channels to use | 0) normal - disabled ? --s_HWChannels = 128 --; Sets the maximum number of active sounds | 64) low / 128) high --s_MaxActiveSounds = 128 --; Sets the maximum number of sound channels | 64) low / 128) high --s_MaxChannels = 128 --; Sets the size in MB of the primary sound memory pool | 60) normal --s_MemoryPoolSoundPrimary = 128 --; Sets the size in MB of the sound system memory pool | 0) normal - auto, 2.5 MB!?! --s_MemoryPoolSystem = 64 --; Sets maximum number of MPEG Decoder | 32) normal --s_MPEGDecoders = 64 --; enable/disable music | 0) normal - enable ? / 1) disable ? --s_MusicEnable = 1 --; Defines the way music is loaded and handled | 0) auto - defined by pattern / 1) stream from disk / 2) enforce preloading --s_MusicStreaming = 2 --; Allows for overriding the application's master volume when the window lost focus. | 0) normal - silence on alt tab / 1) full volume, even when task swapped s_NoFocusVolume = 1 --; Controls rejection of sounds lower(higher) than this priority if 80% of voices are used. | 45) normal / 0) disable --s_PriorityThreshold = 0 --; Toggles unloading of sound data by the AssetManager | 1) normal - enable ? / 0) disable unloading ? --s_UnloadData = 0 --; Sets limiter to control sound variation | 1) all - normal / 0) ? --s_VariationLimiter = 0 --; ********************************* --; * SYS_SPEC_TEXTURE * --; ********************************* --; no help offered | 16) low / 24) med / 32) high --r_DynTexAtlasCloudsMaxSize = 64 --; no help offered | 16) low + med / 32) high / 0) ? --r_DynTexAtlasSpritesMaxSize = 64 --; no help offered | 50) low / 60) med / 80) high / 0) ? --r_DynTexMaxSize = 128 --; Sets resolution for target environment cubemap, in pixels | 0) low / 1) med / 2) high --r_EnvCMResolution = 2 --; Sets the interval between environmental cube map texture updates (ms) | 0.04) normal --r_EnvCMupdateInterval = 0.016 --; Sets resolution for 2d target environment texture, in pixels | 0) 64px / 1) low - 128px / 2) med / 3) high - 512px --r_EnvTexResolution = 3 --; Sets the interval between environmental 2d texture updates | 1) low / 0.5) med / 0.1) high / 0.001) crytek default --r_EnvTexUpdateInterval = 0.016 --; llows to scale the texture resolution of imposters (clouds) | 2) low - quarter detail / 1.5) med / 1) high - full detail --r_ImposterRatio = 1 --; Toggles imposters drawing ( clouds ) | 1) normal - enable / 0) disable --r_ImpostersDraw = 0 --; base texture resolution | 512) low / 2048) med / high r_TexAtlasSize = 2048 --; reduce texture resolution | 2) low - quarter / 1) med - half / 0) high - none r_TexBumpResolution = 0 --; Specifies the maximum level allowed for anisotropic texture filtering | 8) normal --r_TexMaxAnisotropy = --; Specifies the minimum level allowed for anisotropic texture filtering. | 8) all ? / 0) abide by the filtering setting in each material --r_TexMinAnisotropy = --; no help offered ... | 0) normal - unlimited ? --r_TexMaxSize = --; no help offered ... | 64) normal --r_TexMinSize = --; Disables loading of textures | 0) normal - textures load / 1) texture glitch mode --r_TexNoLoad = --; no help offered | 0) normal - disabled ? / 1) postpone high detail textures ? --r_TexPostponeLoading = 1 --; no help offered || 0) normal - disabled --r_TexPreallocateAtlases = --; Reduces texture resolution | 2) low - quarter / 1) med - half / 0) high - none r_TexResolution = 0 --; no help offered / Reduces texture resolution | 1) low - / 0) med - none / 2) super low ? --r_TexSkyResolution = 0 --; Specifies the default level for anisotropic texture filtering --r_Texture_Anisotropic_Level = 1 --; Defines which texture compressor is used (fallback is DirectX) | 1) normal - squish / 0) nvDXT --r_TextureCompressor = 0 --; Controls dynamic LOD system for textures used in materials. | -1) normal - completely off / 0) full LOD / 1) ? --r_TextureLodDistanceRatio = 1 --; Enables textures uploading to video memory after level loading | 1) normal - enabled / 0) disabled --r_TexturesWarmup = 1 --; No help offered ... | 64) normal --r_VegetationSpritesTexRes = 32
Spoiler
Original header
Updated 5/7/17 - 36 hours away from replacing my FX CPU ...
Original header
Spoiler
Firstly, sorry for the incompleteness of this .... apparently I'm moving house, and internet might be a bit more scarce there .... anyway ....
if you'd describe your system as being 'low end' than this isn't going to help it ... but if your looking to make the game less ugly, on a GTX1060 @ 4K, let me know what you think ....
next my PC setup ... so you can know if yours is above or below mine .... my PC isn't overly special, its not super new either ....
- OS - Win 10 x64
- CPU - AMD 8320 ( turbo off, 4.2ghz OC, cool-n-quiet on, watercooled )
- GPU - NVidia 760gtx ( watercooled, bios mod OC to max 1280mhz )
- HDD - SSD - only really affects your load in times ....
- MEM - 8gb ( although imho 4 is fine )
- MON - 4K native res, but usually I use a 2560x1440 window
and next, why ... why are we here at all ... because this year, I decided to buy a screen, instead of a GPU, and wanted to squeeze every last drop of performance from my system .... I started with the GPU ... stupidly ... if I had have looked at the information presented properly, I should have realised from earlier experiences with other GPU crunching software, that a critical part of the problem is that the game is not giving enough 'work' to the gpu for it to kick into its highest clock modes ... but that's not overly fixable at the user end ... you could do things to increase the workload for instance, like DSR / FXAA / MSAA .... but that does not really alleviate the issue ... another issue at coding level, is the way the game talks to the AMD FX CPU's .... it only sees the 4 modules, so only 4 cores, but the 'workload' will be split across the two modules, so when your looking at it, it will usually look like a really low cpu usage .... and then you'll have people, telling you that your problem, is the cpu, that every other game maxes out happily .... which tends to be hard to swallow .... eventually I've ended up locking the affinity to half of the modules .... I did play with it a lot ... and the game performed mostly the same using just two cores clocked over 4 ghz .... in relation to other / NVidia settings, windows is set to 'high performance', NVidia texture quality is set to 'high performance', but the value I've found to help keep NVidia cards 'loaded' with work is maximum pre-rendered frames, which should be set to use 3d application setting ...
in relation to affinity, steam will assign whatever affinity setting it is assigned to for sub processes when they are spawned .... and I ended up just making a new shortcut, which launched steam with the affinity I had chosen, for anyone who bothers to care, the affinity I've ended up with are the 'odd' cores, 1/3/5/7 .... as I noticed a higher workload on the 'even' cores with other tasks, winamp, internet exploder blah ... anyway, I just made a shortcut, and changed the icon, the shortcut goes
someone paying attention might notice that a lot of entries are doubled .... and that's space wasting yes, but actually deliberate, 'generally' calling a cvar without a value with show you the cvars current value ... and if you feel like overly excessively checking the logs and blah, you can blank call the cvar before and after you set it, to see if it set .... oh, and anyone who actually makes it to reading this far, good job ...
user.cfg - 8kb -
Firstly, sorry for the incompleteness of this .... apparently I'm moving house, and internet might be a bit more scarce there .... anyway ....
DISCLAIMER: I've been using this config on live servers ... and not been kicked ... but I cant really promise that you will get the same experience, beyond the posting date .... in theory, anything you do within the user.cfg is all good ... according to the current 'code of conduct' ... BUT IM NOT RESPONSIBLE for stupid things you do ... and just to point you lemmings off a cliff, I wouldn't play with the p_gravity cvar much, unless you like flying out of bounds .... I'm not responsibleso secondly, a few quick words, on why I bothered to make this post, because I do like winning, on an level playing field ... so, gained, or perceived gains, should be shared to all .... and on that note ... this setup isn't perfect yet ... it still needs some refinement .... there are some LOD issues present ... that I haven't ironed out ... but you wont find them that often ... clear time of day on polar highlands makes a good example that cant be shown in a still shot ... LOD's keep changing at huge distances, like 3-5km ...
if you'd describe your system as being 'low end' than this isn't going to help it ... but if your looking to make the game less ugly, on a GTX1060 @ 4K, let me know what you think ....
next my PC setup ... so you can know if yours is above or below mine .... my PC isn't overly special, its not super new either ....
- OS - Win 10 x64
- CPU - AMD 8320 ( turbo off, 4.2ghz OC, cool-n-quiet on, watercooled )
- GPU - NVidia 760gtx ( watercooled, bios mod OC to max 1280mhz )
- HDD - SSD - only really affects your load in times ....
- MEM - 8gb ( although imho 4 is fine )
- MON - 4K native res, but usually I use a 2560x1440 window
and next, why ... why are we here at all ... because this year, I decided to buy a screen, instead of a GPU, and wanted to squeeze every last drop of performance from my system .... I started with the GPU ... stupidly ... if I had have looked at the information presented properly, I should have realised from earlier experiences with other GPU crunching software, that a critical part of the problem is that the game is not giving enough 'work' to the gpu for it to kick into its highest clock modes ... but that's not overly fixable at the user end ... you could do things to increase the workload for instance, like DSR / FXAA / MSAA .... but that does not really alleviate the issue ... another issue at coding level, is the way the game talks to the AMD FX CPU's .... it only sees the 4 modules, so only 4 cores, but the 'workload' will be split across the two modules, so when your looking at it, it will usually look like a really low cpu usage .... and then you'll have people, telling you that your problem, is the cpu, that every other game maxes out happily .... which tends to be hard to swallow .... eventually I've ended up locking the affinity to half of the modules .... I did play with it a lot ... and the game performed mostly the same using just two cores clocked over 4 ghz .... in relation to other / NVidia settings, windows is set to 'high performance', NVidia texture quality is set to 'high performance', but the value I've found to help keep NVidia cards 'loaded' with work is maximum pre-rendered frames, which should be set to use 3d application setting ...
in relation to affinity, steam will assign whatever affinity setting it is assigned to for sub processes when they are spawned .... and I ended up just making a new shortcut, which launched steam with the affinity I had chosen, for anyone who bothers to care, the affinity I've ended up with are the 'odd' cores, 1/3/5/7 .... as I noticed a higher workload on the 'even' cores with other tasks, winamp, internet exploder blah ... anyway, I just made a shortcut, and changed the icon, the shortcut goes
C:WindowsSystem32cmd.exe /c start "STEAM" /affinity AA "C:Program Files (x86)SteamSteam.exe"and the actual user.cfg file goes ( for the steam version!!)
C:Program Files (x86)SteamsteamappscommonMechWarrior Onlineif nothing seems different, at all, chances are that the 'user.cfg' file, is actually called 'user.cfg.txt', and I don't really want to be resolving that for you ... find the file 'omicron.log' to get a better understanding of some things going on under the hood ....
someone paying attention might notice that a lot of entries are doubled .... and that's space wasting yes, but actually deliberate, 'generally' calling a cvar without a value with show you the cvars current value ... and if you feel like overly excessively checking the logs and blah, you can blank call the cvar before and after you set it, to see if it set .... oh, and anyone who actually makes it to reading this far, good job ...
user.cfg - 8kb -
Spoiler
; NARC BAIT - follow on from other peoples efforts - v0.1 ;------------------------------------------------------------------ ; SYSTEM ;------------------------------------------------------------------ con_restricted = 1 ;con_debug = Log call stack on every GetCVar call ; SEEMS HARD CODED TO 0 con_debug = 1 ;log_WriteToFileVerbosity = defines the verbosity level for log messages written to FILE ; -1=really nothing 0=nothing 1=errors 2=warnings 3=messages 4=comments log_WriteToFileVerbosity = 4 ;------------------------------------------------------------------ ; THREADS ;------------------------------------------------------------------ sys_main_CPU = 0 sys_physics_CPU = 1 sys_streaming_CPU = 1 sys_TaskThread0_CPU = 3 sys_TaskThread1_CPU = 2 sys_TaskThread2_CPU = 0 sys_TaskThread3_CPU = 3 sys_TaskThread4_CPU = 1 sys_TaskThread5_CPU = 2 ;ca_thread = If >0 enables Animation Multi-Threading. ca_thread = ;ca_thread0Affinity = Affinity of second Animation Thread ca_thread0Affinity = 1 ;ca_thread1Affinity = Affinity of second Animation Thread ca_thread1Affinity = 3 ;r_WaterUpdateThread = Enables water updating on separate thread r_WaterUpdateThread = 1 ;sys_spec_GameEffects = ; (0=custom 3=high) sys_spec_GameEffects = 1 ;sys_spec_ObjectDetail = ; (0=custom 1=low 2=med 3=high 4=very high) sys_spec_ObjectDetail = 1 ;sys_spec_Particles = ; (0=custom 1=low 2=med 3=high 4=very high) sys_spec_Particles = 1 ;sys_spec_Physics = ; (0=custom 1=low 3=high) sys_spec_Physics = 1 ;sys_spec_PostProcessing = ; (0=custom 1=low 2=med 3=high 4=very high) sys_spec_PostProcessing = 1 ;sys_spec_Shading = ; (0=custom 1=low 2=med 3=high 4=very high) sys_spec_Shading = 1 ;sys_spec_Shadows = ; (0=custom 1=low 2=med 3=high 4=very high) sys_spec_Shadows = 1 ;sys_spec_Sound = ; (0=custom 1=low 2=med 3=high 4=very high) ; potentially anything other than 3 might cause issues ; sys_spec_Sound = 3 ;sys_spec_Texture = ; (0=custom 1=low 2=med 3=high) sys_spec_Texture = 1 ;------------------------------------------------------------------ ; SHADER QUALITY ;------------------------------------------------------------------ q_ShaderGeneral = 1 q_ShaderMetal = 1 q_ShaderGlass = 1 q_ShaderVegetation = 1 q_ShaderIce = 1 q_ShaderTerrain = 1 q_ShaderShadow = 1 q_ShaderWater = 1 q_ShaderFX = 1 q_ShaderPostProcess = 1 q_ShaderHDR = 1 q_ShaderSky = 1 e_Recursion = 0 ;e_RecursionOcclusionCulling = If 0 - will disable occlusion tests for recursive render calls like render into texture ;e_RecursionOcclusionCulling = ;e_RecursionViewDistRatio = Set all view distances shorter by factor of X ;e_RecursionViewDistRatio = ; seems to be hard coded to 0 e_HwOcclusionCullingObjects = 1 ; seems to be hard coded to 0 e_OcclusionLazyHideFrames = 1 ;e_Render = Enable engine rendering ;e_Render = ;r_HDRRendering = Toggles HDR rendering. ; (0=disabled 1=enabled) r_HDRRendering = 0 ;r_DepthOfField = r_DepthOfField = 0 ;r_PostAA = r_PostAA = 0 ;------------------------------------------------------------------ ; LEVEL OF DETAIL SYSTEM ;------------------------------------------------------------------ ;e_Lods = Load and use LOD models for static geometry ; (0=disabled 1=enabled) e_Lods = 0 ;e_LodCompMaxSize = Affects LOD selection for big objects, small number will switch more objects into lower LOD ;e_LodCompMaxSize = ;e_LodMax = Max LOD for objects ; seems to be hard coded to 6 e_LodMax = 6 ;e_LodMin = Min LOD for objects e_LodMin = 6 ;e_LodMinTtris = LODs with less triangles will not be used ;e_LodMinTtris = 1 ;e_LodRatio = LOD distance ratio for objects ;e_LodRatio = 0 ;e_LodsForceUse = Force using LODs even if triangle count do not suit ;e_LodsForceUse = 1 ;ca_lod_ratio = Character LOD ratio ca_lod_ratio = ;ca_UseAssetDefinedLod = Lowers render LODs for characters with respect to "consoles_lod0" UDP. Requires characters to be reloaded. ca_UseAssetDefinedLod = ;e_CharLodMin = Min LOD for character objects e_CharLodMin = ;e_CoverageBufferOccludersLodRatio = Debug e_CoverageBufferOccludersLodRatio = 0 ;e_CoverageBufferTerrainLodShift = Controls tessellation of terrain mesh e_CoverageBufferTerrainLodShift = ;e_ParticlesLod = ; Multiplier to particle count ; a setting of 0 will disable a bunch of effects ... like ppcs and missile explosions e_ParticlesLod = 1 ;e_TerrainLodRatio = ; Set heightmap LOD e_TerrainLodRatio = 1 ;e_TerrainLodRatioHolesMin = ; Rises LOD for distant terrain sectors with holes, prevents too strong distortions of holes on distance e_TerrainLodRatioHolesMin = ;e_TerrainTextureLodRatio = ; Adjust terrain base texture resolution on distance e_TerrainTextureLodRatio = 1 ;r_TextureLodDistanceRatio = ; Controls dynamic LOD system for textures used in materials. ; Default is -1 (completely off). Value 0 will set full LOD to all textures used in frame. ; Values bigger than 0 will activate texture LOD selection depending on distance to the objects. r_TextureLodDistanceRatio = 0 ;------------------------------------------------------------------ ; VIEW DISTANCE ;------------------------------------------------------------------ ;e_MaxViewDistance = ; -1=max distance e_MaxViewDistance = -1 ;e_MaxViewDistSpecLerp = e_MaxViewDistSpecLerp = 0.9 ;e_ViewDistRatio = View distance ratio for objects e_ViewDistRatio = 100 ;e_ViewDistRatioCustom = View distance ratio for special marked objects (Players,AI,Vehicles) e_ViewDistRatioCustom = 100 ;e_ViewDistRatioDetail = View distance ratio for detail objects e_ViewDistRatioDetail = 100 ;e_ViewDistRatioLights = View distance ratio for light sources e_ViewDistRatioLights = 0 ;e_ViewDistRatioPortals = View distance ratio for portals ;e_ViewDistRatioPortals = ;e_ViewDistRatioVegetation = View distance ratio for vegetation ;e_ViewDistRatioVegetation = ;------------------------------------------------------------------ ; PARTICLES ;------------------------------------------------------------------ ;e_Particles = Activates drawing of particles ; (0=disabled 1=enabled) e_Particles = 1 ;e_ParticlesAnimBlend = Blend between animated texture frames ; (0=disable 1=allow 2=force) e_ParticlesAnimBlend = 1 ;e_ParticlesCullAgainstOcclusionBuffer = Cull Particles against the Occlusion Buffer ;e_ParticlesCullAgainstOcclusionBuffer = ;e_ParticlesGI = Apply global illumination to appropriate particle effects ; (0=disable 1=allow 2=force) e_ParticlesGI = 0 ;e_ParticlesIndexPoolSize = Memory Size of Index Pool between Particle and Render Thread ;e_ParticlesIndexPoolSize = ;e_ParticlesLights = Allows to have light source attached to every particle ; (0=off 1=deferred lights) e_ParticlesLights = 0 ;e_ParticlesMaxDrawScreen = Screen size max per particle -- fade out earlier ;e_ParticlesMaxDrawScreen = ;r_UseGSParticles = ; enabling this seems to negatively affect the particle system in mwo ; (0=disabled 1=enabled) ; r_UseGSParticles = 1 ;------------------------------------------------------------------ ; ENVIRONMENT ;------------------------------------------------------------------ ;e_Clouds = Enable clouds rendering ; (0=disabled 1=enabled) e_Clouds = 0 ;e_Wind = DEBUG? ; seems hard coded to 1 ; (0=disabled 1=enabled) e_Wind = 0 ;e_Fog = Activates global height/distance based fog ; seems to be hard coded to 1 ; (0=disabled 1=enabled) e_Fog = 0 ;e_FogVolumes = Activates local height/distance based fog volumes ; seems to be hard coded to 1 ; (0=disabled 1=enabled) e_FogVolumes = 0
Updated 5/7/17 - 36 hours away from replacing my FX CPU ...
Spoiler
--;===================================================== --; NARC BAIT - USER.CFG - v5 - 5/7/17 --;===================================================== --; makes a log entry whenever the file is parsed, by making an error ... LOG_NOTICE-LOADING_USER.CFG --; INSTRUCTIONS --; --; to have as many settings 'stick' as possible, you are REQUIRED to also --; have a 'tuning.cfg' file which merely needs to contain the bracketed text below --; [exec user.cfg] --; and BEFORE you go into a multiplayer game, you must load the 'testing grounds', --; loading into the 'singleplayer' will 'release' some cvars --; --; feel free to use / modify / play with things, but dont blame me if you go for broke --; there are many other cvars within the engine, but I dont believe many of them will --; as big of an impact as the ones listed here --; --; current tuning goal = increase detail / performance for my 1060 from the 'low' preset --; currently in a configuration for 4 cores --; --; please note, the PROPER way to tell the engine that a line is a comment is with => -- <= --; remove or add those to enable / disable lines, changing some settings live will crash, --; others wont 'change' properly until you exit the game, and then some just need to be reloaded --; in the testing grounds ... yeah ... good luck with that ... --; ************************* --; * SYSTEM * --; ************************* --; 85 = 0/2/4/6 --; 170 = 1/3/5/7 --sys_affinity = -- 0) all / >0) this is a proper control for which 'cores' to run on, IT USES DECIMAL INPUT sys_MaxFPS = -1 -- 0) normal - Limits the frame rate to specified number, unreliable ... --; setting the cvar helped OBS consistently grab the screen for me ... cvGameName = "MechWarrior Online" con_restricted = 0 -- 0) normal / 1) restrict access to console *and commands* sys_flash_curve_tess_error = 4 -- 1) normal / 4) smooth curves by 25% less than normal / --sys_flash_edgeaa = -- 1) normal - enable? / 0) disable? * enable/disable edge anti aliased rendering of files sys_flash_warning_level = 0 -- 1) normal - log warning / 0) omit log warning / 2) log and display message sys_job_system_enable = 1 -- 0) disable / 1) enable sys_job_system_max_worker = 1 -- 0) auto - as many 'cores' as available / 4) consoles / 8) pc sys_SleepIfInactive = 0 -- 1) normal - reduce frame rate if alt tabbed / 0) use full resources p_net_interp = 0.02 -- 0.1) normal - The amount of time which the client will lag behind received packet updates. High values result in smoother movement but introduces additional lag as a trade-off. --; ************************* --; * RESOLUTION * --; ************************* --; when using a full screen window, you can desync the window size to the engine render size --; for example, you could render 1728x972 and display it at 1920x1080 for very little visual --; difference, but save 10% on GPU workload --; 1/8 less than the lowest selectable mode, going any lower will mean things wont fit --r_Width = 896 --r_Height = 672 --; 1/8 less than 1080p --r_Width = 1728 --r_Height = 976 --; 12% less than 4K, saved me around 20% GPU usage --r_Width = 3360 --r_Height = 1890 --; ************************* --; * THREADING * --; ************************* --ca_thread = -- 0) disable character animation multi threading / 1) enable --ca_thread0Affinity = -- affinity of first ca thread --ca_thread1Affinity = -- affinity of first ca thread --e_ParticlesThread = -- 1) normal - seperate particles onto own thread / 0) disable --e_StatObjMergeUseThread = -- 1) normal - Use a thread to perform sub-objects meshes merging e_VoxTerThreads = 4 -- 7) normal - no info r_MultiThreaded = 1 -- 0) disable / 1) enable / 2) auto *UNRELIABLBE* --r_WaterUpdateThread = -- >0) Enables water updating on separate thread (when MT supported). sys_limit_phys_thread_count = 1 -- 0) normal / 1) Limits p_num_threads to physical CPU count --p_num_threads = -- number of physics threads --p_num_jobs = -- 6) normal - number of physics jobs / 0) *crashes* --sys_main_CPU = -- Specifies the physical CPU index main will run on --sys_physics_CPU = -- Specifies the physical CPU index physics will run on --sys_streaming_CPU = -- Specifies the physical CPU file IO thread run on --sys_TaskThread0_CPU = -- Specifies the physical CPU index taskthread0 will run on --sys_TaskThread1_CPU = -- Specifies the physical CPU index taskthread1 will run on --sys_TaskThread2_CPU = -- Specifies the physical CPU index taskthread2 will run on --sys_TaskThread3_CPU = -- Specifies the physical CPU index taskthread3 will run on --sys_TaskThread4_CPU = -- Specifies the physical CPU index taskthread4 will run on --sys_TaskThread5_CPU = -- Specifies the physical CPU index taskthread5 will run on --; ************************* --; * SOUND * --; ************************* s_LoadNonBlocking = 0 -- 1) normal - block ? s_MaxChannels = 96 -- 64) low / 128) high s_MusicEnable = 0 -- 1) normal / 0) Disable s_NoFocusVolume = 1 -- 0) normal - silence on lost focus / 1) play sound anyway --; ************************* --; * NETWORK * --; ************************* cl_packetRate = 60 -- set this to min framerate? gp_mech_movement_collision_boost_priority = 0 -- 1) normal - boost network priority during collision / 0) disable --net_breakage_sync_entities = -- 1) normal - allow network sync of breakable objects --net_bw_aggressiveness = 0 -- 0.5) normal / 0) aggressive? / 1) friendly? --net_maxpacketsize = 1450 -- 1000) normal / 1472) tcp normal max (too high, will fragment packets) --net_max_block_bytes_per_second = 0 -- 1024) normal - Max bytes to send across the network across all blocks per second. --net_max_block_size_bytes = 1450 -- 1024) normal - Max block size in bytes. --net_min_block_size_bytes = -- 0) normal - Min block size in bytes. --net_minTCPFriendlyBitRate = 4096 -- 30000) normal - Minimum bitrate allowed for TCP friendly transmission net_new_queue_behaviour = 0 -- 1) minimize packets sent on channel / 0) seemed better for me net_ping_time = 3 -- 5) normal - Controls the length of time between ping packets. --; ************************* --; * LOGGING * --; ************************* --; log_Filter="Foo" will only log events that matches this filter ("Foo") --; log_Filter="-Foo" - all events that matches this filter ("Foo") will be dropped --; log_Filter="Foo|-Bar" - combine more filters log_Filter = "" log_UseFilter = 0 -- toggle to use filter (0:disabled, 1:filter console, 2:filter file, 3:filter console and file) log_WriteToFileVerbosity = 0 -- 0) suppress logging errors except eAlways / net_log = 0 -- 0) normal - disable / 1) enable network layer logging --gfx_uiaction_log = 1 -- 0) normal - disable / 1) enable flash uiaction logging --; write the scoreboard into the log file --gfx_uiaction_log_filter="AssignPlayerResults|-Function" --; log all entries to the flash HUD, 30-50 mb per game ... --gfx_uiaction_log_filter="HUD (0):" --gfx_uiaction_log_filter="" --; ************************* --; * HUD * --; ************************* battlegrid_minimap_style = 0 -- 0) normal / 1) broken mode gfx_uievents_editorenabled = 0 -- 1) normal gfx_inputevents_mouse_move_threshold = 0.01 -- affects how fast you can spin a mech in the mechlab, and the command wheel responsiveness/ gp_hud_targetinfo_update = 1 -- 2) normal - * target info in top right hand frame * gp_hud_textwarning_update = 1 -- 3) normal - * base under attack etc * gp_hud_ams_update = 1 -- 3) normal gp_hud_compass_update = 1 -- 2) normal gp_hud_ecm_update = 1 -- 3) normal gp_hud_engine_update = 1 -- 2) normal --; the following line controls how often the map is drawn, not how often it is 'updated' ... gp_hud_heading_update = 1 -- 2) normal - * also controls the map * / 0) crashes / -1) disorientation mode gp_hud_heat_update = 1 -- 2) normal gp_hud_throttle_update = 1 -- 2) normal gp_hud_weapon_update = 1 -- 3) normal gp_mech_disable_autotarget = 1 -- 1) do not auto target mech under crosshair gp_mech_ping = 1 -- 1) show ping in top left corner gp_mech_showfps = 1 -- 1) show fps in top left corner gp_mech_showpos = 1 -- 1) show position in top left corner net_channelstats = 1 -- 0) normal / 1) show enhanced network channel statistics in game --; ************************* --; * QUALITY * --; ************************* q_ShaderGeneral = 1 q_ShaderMetal = 1 q_ShaderGlass = 0 q_ShaderVegetation = 1 q_ShaderIce = 1 q_ShaderTerrain = 1 q_ShaderShadow = 0 q_ShaderWater = 0 q_ShaderFX = 0 q_ShaderPostProcess = 0 q_ShaderHDR = 0 q_ShaderSky = 0 q_Renderer = 1 --; ************************* --; * ENGINE * --; ************************* --e_CullVegActivation = 1 -- 0) normal - unconditional / +) distance --e_Decals = 0 -- 1) normal - enabled / 0) disable --e_DecalsAllowGameDecals = 0 -- 1) normal - enabled / 0) disable e_DeferredPhysicsEvents = 1 -- 0) normal e_ObjectLayersActivation = 0 -- 0) normal - disable / 1) enable e_ObjectLayersActivationPhysics = 1 -- 2) normal - water only / 1) enable all / 0) disable e_PrecacheLevel = 1 -- 0) normal e_AutoPrecacheCgf = 0 -- 1) normal - precache around camera / 2) precache only important e_AutoPrecacheCgfMaxTasks = 4 -- 32) normal e_AutoPrecacheTerrainAndProcVeget = 1 -- 0) normal e_AutoPrecacheTexturesAndShaders = 1 -- 0) normal --e_VoxTerTexResBumpDownscale = 1 -- 1) normal --; ************************* --; * GAME * --; ************************* g_deferredviewsystemupdate = 0 -- 1) normal - debug mode ? / 0) disable - dropship bounce mode g_forceFastUpdate = 1 -- 0) normal g_radialBlur = 0 -- 1) normal / 0) disable g_show_crosshair = 0 -- 1) normal --; ************************* --; * CHARACTER ANIMATION * --; ************************* --ca_disable_thread = -- 1) normal / 0) disable the animation thread ? --ca_DebugAnimUsage = -- 0) normal --ca_ApplyJointVelocitiesMode = -- 0) Disabled / 1) Physics-driven, 2) normal - Animation-driven --ca_AnimWarningLevel = -- 3) normal / 0) disable? --ca_AllowMultipleEffectsOfSameName = -- 1) normal --; ************************* --; * COVERAGEBUFFER * --; ************************* e_CoverageBuffer = 1 -- 1) on - camera culling / 2) camera culling and light to object check e_CoverageBufferReproj = 1 -- 0) normal / 1) simple reproject *worked well at my end* 2) additional hole filling 4) using ocm mesh for occlusion checking --e_CoverageBufferTerrain = -- 1) normal --; ************************* --; * ENVIRONMENT * --; ************************* --e_Clouds = -- 1) normal --e_DynamicLightsMaxEntityLights = -- 7) low / 11) med / 16) high e_GI = 0 -- 0) low / 1) med + high --e_GICache = -- 7) normal - cache for 7 frames --e_GIAmount = -- 0.6) normal --e_GINumCascades = -- 1) normal --e_GsmRangeStep = -- 3) normal --e_SkyType = -- 1) normal --e_SkyUpdateRate = -- 0.5) low / 1) med + high --e_TerrainAo = -- 0) low / 1) med + high - enable deferred terrain ambient occlusion e_TerrainLodRatio = 1.5 -- 3) low / 2) med + high / 1) super high e_TerrainNormalMap = 1 -- 0) low / 1) med + high e_TerrainTextureLodRatio = 5 -- 5) low / 2) med / 1) high / 20) noticable effect 500m e_TerrainTextureStreamingPoolItemsNum = 128 -- 64) low + med / 256) high r_TextureLodDistanceRatio = 1 -- -1) normal - really unlimited / 0) unlimited / --e_VegetationUseTerrainColor = -- 1) normal --e_WaterOceanFFT = -- 1) normal e_WaterTessellationAmount = 0 -- 1) low / 10) med + high --e_WaterTessellationAmountX = -- 10) low / 85) very high --e_WaterTessellationAmountY = -- 10) low / 85) very high --e_WaterTessellationSwathWidth = -- 10) normal r_Beams = 3 -- 3) normal - optimized with glow / 2) fake / 1) real / 0) disable r_BeamsDistFactor = 1 -- 0.5) low + med / 0.05) high r_BeamsMaxSlices = 2 -- 32) low / 64) med / 128) high / 200) very high --r_BeamsSoftClip = -- 1) normal - software clipping / 0) hardware clipping --r_CloudsUpdateAlways = -- 0) normal r_DetailDistance = 0.1 -- 4) low / 8) med + high --r_DetailTextures = 0 -- 1) normal --r_Reflections = -- 0) low / 1) med + high --r_ReflectionsQuality = -- 3) normal --r_SSAO = -- 0) off - low / 1) med / 2) high / 0) very high --r_SSAODownscale = -- 0) off / low + high 1) on - med --r_SSAOQuality = -- 0) low / 2) med / 3) high + very high --r_SSReflections = -- 0) normal - off --r_WaterCaustics = -- 0) off - low / 1) med + high --r_WaterCausticsDeferred = -- 0) disable / 1) enable / 2) enable with prepass r_WaterGodRays = 0 -- 1) normal - on / 0) disable underwater sun shafts ... r_WaterReflections = 0 -- 1) normal - on --r_WaterReflectionsMinVisiblePixelsUpdate = -- 0.05) normal r_WaterReflectionsQuality = 0 -- 0) terrain / 1) terrain and particles / 2) terrain, particles and brushes / 3) low + med + high / 5) very high - invalid ? --r_WaterTessellationHW = -- 0) low + med + high / 1) very high r_WaterUpdateDistance = 10 -- 1) low + med / 0.2) high + very high r_WaterUpdateFactor = 10 -- 0.1) low / 0.05) med + high --r_refraction = -- 0) low - off / 1) med + high - on --r_ssdo = -- 0) low + med + high - off / 2) very high - on --; ************************* --; * GAME EFFECTS * --; ************************* --g_ragdollDistance = -- 10) low / 20) med / 30) high / 40) very high --g_ragdollMinTime = -- 5) low / 8) med / 13) high / 15) very high --g_ragdollUnseenTime = -- 1) low / 2) med + high /3) very high --i_lighteffects = -- 0) low / 1) med + high --; ************************* --; * OBJECT DETAIL * --; ************************* --ca_AttachmentCullingRation = -- 120) low / 160) med / 300) high + very high --ca_DrawFaceAttachments = -- 1) normal --ca_useDecals = -- 1) normal --ca_lod_ratio = -- 6) normal --e_DecalsAllowGameDecals = -- 1) normal --e_DecalsForceDeferred = -- 1) normal --e_DecalsLifeTimeScale = -- 1) low / 2) med + high --e_DecalsOverlapping = -- 1) normal e_Dissolve = 0 -- 2) normal - alpha --e_LodCompMaxSize = -- 6) NORMAL --e_LodMin = -- 0) normal --e_LodMinTtris = -- 300) normal - LOCKED --e_LodMax = -- 6) normal - LOCKED --e_LodRatio = -- 5) low / 11) med / 15) high / 20) very high e_Lods = 0 -- 1) normal - enable / 0) disable LOD system --e_MaxViewDistSpecLerp = -- 0.5) low spec / 1) high + very high --e_ObjQuality = -- 1) low / 2) med / 3) high / 4) very high --e_OcclusionCullingViewDistRatio = -- 1) normal --e_ProcVegetation = -- 1) normal e_TerrainDetailMaterialsViewDistXY = 1536 -- 2048) normal - --e_TerrainDetailMaterialsViewDistZ = -- 128) normal - --e_TerrainOcclusionCulling = -- 1) normal - enabled --e_TerrainOcclusionCullingMaxDist = -- 130) low / 200) med + high e_Tessellation = 0 -- 0) low + med + high / 1) very high --e_VegetationBending = -- 0) low + med / 1) high --e_VegetationMinSize = -- 0.5) low / 0) med + high --e_VegetationSpritesDistanceCustomRatioMin = -- 0.6) low / 1) med + high --e_VegetationSpritesDistanceRatio = -- 0.5) low / 0.7) med / 1) high / 1.5) very high --e_ViewDistMin = 10 -- 10) normal e_ViewDistRatio = 75 -- 50) low / 75) med / 100) high e_ViewDistRatioCustom = 75 -- 60) low / 100) med + high e_ViewDistRatioDetail = 1 -- 25) low / 35) med / 100) high --e_ViewDistRatioLights = 25 -- 25) low / 50) med + high --e_ViewDistRatioPortals = 100 -- if you can see the portal, make sure u can see past it --e_ViewDistRatioVegetation = 40 -- 40) low / 60) med / 90) high / 100) very high --e_streamCgf = -- 0) normal - disabled --es_DebrisLifetimeScale = -- 0.6) low / 0.8) med / 1) high gp_reducedamagemasksize = 0 -- 1) low + med / 0) high --i_rejecteffects = -- 1) normal --r_DrawNearZRange = -- 0.08) normal --; ************************* --; * PARTICLES * --; ************************* --e_Particles = -- 1) normal e_ParticlesLights = 0 -- 0) low / 1) med + high - enable deferred lights e_ParticlesLod = 0.5 -- 1) normal --e_ParticlesMaxScreenFill = -- 32) low / 64) med / 128) high / 160) very high e_ParticlesMinDrawPixels = 2 -- 1.5) low / 1) med + high --e_ParticlesMotionBlur = -- 0) low / 1) very high --e_ParticlesObjectCollisions = -- 2) normal - dynamic e_ParticlesQuality = 1 -- 1) low / 2) med / 3) high / 4) very high / 0) super high / 5) disable --r_UseGSParticles = -- 0) normal / 1) geometry shader particles, DX11 only --r_UseParticlesGlow = -- 1) normal r_UseParticlesHalfRes = 1 -- 1) low + med / 0) high r_UseParticlesHalfResForce = 0 -- 0) normal / 1) force particles half res - can go weird if you double half res ... --r_UseParticles_GIAmount = -- 0.15) normal --r_UseSoftParticles = -- 0) low / 1) med --; ************************* --; * POST PROCESSING * --; ************************* --r_ColorGrading = -- 2) normal r_DepthOfField = 0 -- 1) low - enabled / 2) med + high - enabled with time of day --r_GlowAnamorphicFlares = -- 1) normal --r_EyeAdaptationBase = -- 0.25) normal - LOCKED --r_EyeAdaptationFactor = -- 0.5) normal - LOCKED --r_EyeAdaptationLocal = -- 0) normal - off / 1) 4x4 / 2) 16x16 / 3) 256x256 --r_EyeAdaptationSpeed = -- 16) normal - LOCKED --r_HDRDebug = -- 0) normal / 1) gamma only, no HDR = no HV or NV, but 'better' than disabling the whole subsystem r_HDRBloomMul = 0.05 -- 0.7) normal / 0) disable / 0.1) preferential visually nice value --r_HDRBlueShift = -- 0) normal --r_HDRBrightLevel = -- 0.85) normal --r_HDRBrightOffset = -- 5) normal --r_HDRBrightThreshold = -- 6) normal --r_HDREyeAdaptionCache = -- 10) low / 6) med / 2) high / 0) very high --r_HDRForceUpdateTextures = -- 0) normal --r_HDRGrainAmount = -- 0) normal --r_HDRLevel = -- 3) normal --r_HDROffset = -- 10) normal --r_HDRRangeAdapt = -- 1) normal - enable / 0) disable? - no effect --r_HDRRangeAdaptationSpeed = -- 4) normal --r_HDRRendering = -- 1) normal --r_HDRTexFormat = -- 0) normal - low precision / 1) high precision --r_HDRVignetting = -- 1) normal / 0) disable? --r_MotionBlur = -- 0) normal --r_MotionBlurMaxViewDist = -- 16) low / 64) med / 100) high r_PostProcessHUD3DCache = 1 -- 30) low / 10) med / 2) high / 0) very high --r_RainMaxViewDist_Deferred = -- 40) low / 50) med / 100) high r_Sunshafts = 0 -- 0) low - off / 1) med - on --r_UseEdgeAA = -- 0) low - off / 1) med + high - on --; ************************* --; * SHADOWS * --; ************************* --e_GsmCache = -- 0) normal --e_GsmLodsNum = -- 4) normal --e_GsmRange = -- 3) normal --e_ParticlesShadows = -- 0) low / 1) very high e_Shadows = 0 -- 0) low - disable shadows subsystem / 1) med - on --e_ShadowsCastViewDistRatio = -- 0.4) low / 0.3) med / 0.6) very high --e_ShadowsMaxTexRes = -- 1024) normal --e_ShadowsOnAlphaBlend = -- 0) normal --e_ShadowsResScale = -- 3.4) normal --e_ShadowsTessellateCascades = -- 0) normal --r_FogShadows = -- 0) med - off / 1) high - on --r_ShadowBlur = -- 1) med / 2) high / 3) very high --r_ShadowJittering = -- 1) med / 2.5) high --r_ShadowsPCFiltering = -- 1) normal - on --r_ShadowsUseClipVolume = -- 1) normal - on --; ************************* --; * TEXTURE * --; ************************* --r_DynTexAtlasCloudsMaxSize = -- 16) low / 24) med / 32) high --r_DynTexAtlasSpritesMaxSize = -- 16) low / 16) med / 32) high --r_DynTexMaxSize = -- 50) low / 60) med / 80) high r_EnvCMResolution = 0 -- 0) low - 64px / 1) 128px / 2) 256px --r_EnvCMupdateInterval = -- 0.04) normal / 0.1) cryengine normal r_EnvTexResolution = 0 -- 0) low - 64px / 1) 128px / 2) 256px / 3) 512px --r_EnvTexUpdateInterval = -- 1) low / 0.5) med / 0.1) high --r_ImposterRatio = -- 2) low / 1.5) med / 1) high r_TexAtlasSize = 512 -- 512) low / 2048 med + high / 256) super low r_TexBumpResolution = 0 -- 2) low - quater / 1) med - half / 0) high - none / 3) super low --r_TexMinAnisotropy = -- 8) normal r_TexResolution = 0 -- 2) low - quater / 1) med - half / 0) high - none --r_TexSkyResolution = -- 1) low - half? / 0) med --r_TexturesStreaming = -- 0) normal --r_VegetationSpritesTexRes = -- 64) normal --; ************************* --; * RENDERING * --; ************************* r_DeferredShadingEnvProbes = 0 -- 1) normal - enabled / 0) disabled r_ReflectionsQuality = 0 -- 3) normal - everything --r_SoftAlphaTest = -- 1) normal - enabled / 0) disabled r_TexturesStreamingResidencyEnabled = 0 -- 1) normal - enable / 0) disable, keep resident --r_UseAlphaBlend = -- 1) normal / 0) disable - might save frames, might be bad form r_UseZPass = 2 -- 1) normal / 0) disable - whack / 2) pre-pass
Edited by NARC BAIT, 27 April 2018 - 08:14 PM.