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Post Your Fastest User.cfg Settings Here, Ver 1490.


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#1 G4LV4TR0N

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Posted 16 December 2016 - 05:29 PM

I am getting much more lag and wondering what could be done to reduce it. This is my current config file, take a note it's in testing form and adjusted for my machine, hence will not fit every computer:

I use both DX9 and DX11, found that DX9 has better average FPS but DX11 does not drop FPS that low as DX9.

Quote

//============================ ENABLE CONSOLE ===================================
con_restricted = 0

//============================ CPU THREADS ======================================
sys_main_CPU = 0
sys_TaskThread4_CPU = 0
sys_TaskThread2_CPU = 0
sys_physics_CPU = 1
sys_streaming_CPU = 1
sys_TaskThread5_CPU = 1
ca_thread1Affinity = 1
sys_TaskThread0_CPU = 1
sys_TaskThread3_CPU = 1
ca_thread0Affinity = 1
sys_TaskThread1_CPU = 1
r_WaterUpdateThread = 1

//============================ IN GAME SETTINGS =================================
sys_spec_Environment = 1
sys_spec_GameEffects = 1
sys_spec_ObjectDetail = 1
sys_spec_Particles = 1
sys_spec_PostProcessing = 1
sys_spec_Shading = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 1
sys_spec_Sound = 1

//============================ SYSTEM RAM THROUGHPUT =============================
sys_budget_streamingthroughput = 6661120
sys_LocalMemoryGeometryStreamingSpeedLimit = 6505
sys_LocalMemoryTextureStreamingSpeedLimit = 6505
sys_streaming_max_bandwidth = 6505

//============================ KNOWN AND CHECKED =================================
r_MultiGPU = 0
r_MultiThreaded = 1
r_ImpostersUpdatePerFrame = 1000
q_Renderer = 0
e_Clouds = 0
r_WaterUpdateFactor = 20
r_WaterUpdateDistance = 20
r_Beams = 0
r_BeamsMaxSlices = 16
r_BeamsDistFactor = 1
r_TexSkyResolution = 2
r_ImposterRatio = 4
r_EnvTexResolution = 0
r_EnvCMResolution = 0
r_DynTexMaxSize = 24
r_DynTexAtlasCloudsMaxSize = 8
r_DynTexAtlasSpritesMaxSize = 8
r_TexAtlasSize = 256
r_VegetationSpritesTexRes = 8
e_VegetationMinSize = 2048

//============================ UNKNOWN AND UNCHECKED =============================
r_GeomInstancing = 1
r_stereodevice = 0
r_WaterTessellationHW = 1
//^test?
//q_Quality = 0
q_ShaderGeneral = 0
q_ShaderGlass = 0
q_ShaderVegetation = 0
q_ShaderIce = 0
q_ShaderTerrain = 0
q_ShaderShadow = 0
q_ShaderWater = 0
q_ShaderFX = 0
q_ShaderPostProcess = 0
q_ShaderHDR = 0
q_ShaderSky = 0
q_ShaderMetal = 0
e_Recursion = 0
e_HwOcclusionCullingObjects = 0
e_Lods = 1
e_LodsForceUse = 1
e_LodRatio = 0
e_CharLodMin = 1
e_LodMin = 0
e_LodCompMaxSize = 8
e_ObjQuality = 0
e_MaxViewDistSpecLerp = 0
e_ViewDistMin = 10
e_ViewDistRatio = 19
e_ViewDistRatioCustom = 19
e_ViewDistRatioDetail = 0.1
e_ViewDistRatioLights = 5
r_DrawNearZRange = 0.08
e_TerrainLodRatio = 1024
e_TerrainNormalMap = 1
e_TerrainTextureStreamingPoolItemsNum = 16
e_TerrainOcclusionCullingMaxDist = 10
e_TerrainOcclusionCullingStepSize = 4
e_TerrainOcclusionCullingStepSizeDelta = 1.05
e_VegetationSprites = 1
e_VegetationSpritesMinDistance = 1
e_DissolveSpriteMinDist = 2
e_DissolveSpriteDistRatio = 0.1
e_VegetationSpritesBatching = 1
r_VegetationSpritesTexRes = 8
e_VegetationBending = 0
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 1
e_ProcVegetation = 0
e_VegetationUseTerrainColor = 1
e_OcclusionCullingViewDistRatio = 0.5
ca_AttachmentCullingRation = 50
es_DebrisLifetimeScale = 0
r_TextureLodDistanceRatio = -1
r_TexBumpResolution = 2
r_DisplacementFactor = 0.4
r_UseMaterialLayers = 2
r_EnvTexUpdateInterval = 1.0
r_TexMinAnisotropy = 0
r_TexMaxAnisotropy = 0
r_DetailTextures = 0
r_DetailDistance = 1
e_Decals = 0
e_DecalsAllowGameDecals = 0
e_DecalsLifeTimeScale = 0
e_DecalsOverlapping = 0
e_DecalsForceDeferred = 0
e_DecalsMerge = 1
e_DecalsScissor = 1
e_DecalsPreCreate = 1
ca_useDecals = 0
r_ColorGrading = 0
r_GlowAnamorphicFlares = 0
r_DepthOfField = 0
r_dofMinZScale = 0
r_dofMinZ = 1
r_DepthOfFieldBokeh = 0
r_DepthOfFieldBokehQuality = 1
r_MotionBlurMaxViewDist = 0
r_RainMaxViewDist_Deferred = 0
r_sunshafts = 0
r_pointslightshafts = 0
r_Coronashafts = 0
r_Coronas = 0
r_Flares = 0
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_MotionBlurShutterSpeed = 0.001
ca_MotionBlurMovementThreshold = 0.001
r_Reflections = 0
r_ReflectionsQuality = 0
r_HDRRendering = 0
r_HDRTexFormat = 0
r_HDRLevel = 1
r_HDROffset = 10
r_HDRSaturation = 1
r_HDRBrightLevel = 0.0
r_HDRBrightOffset = 8
r_HDRBrightThreshold = 5
r_HDRBloomMul = 0.5
r_HDRGrainAmount = 0
r_HDRBlueShift = 0
r_HDREyeAdaptionCache = 30
r_MSAA = 0
r_MSAA_quality = 0
r_MSAA_samples = 4
r_PostAA = 0
r_PostAAEdgeFilter = 0
r_PostAAInEditingMode = 0
r_PostAAMode = 0
r_SSAO = 0
r_SSAOQuality = 0
r_SSAODownscale = 0
r_SSAOAmount = 1
r_SSAORadius = 1.5
r_SSAOTemporalConvergence = 0.7
r_SSAOContrast = 1
e_TerrainAo = 0
r_TerrainAO_FadeDist = 8
r_ssdo = 0
r_ssdoAmount = 0
r_ssdoAmbientAmount = 0
r_refraction = 0
r_ssreflections = 0
e_GI = 0
e_GIRSMSize = 64
e_GIAmount = 0.25
e_GIMaxDistance = 150
e_GINumCascades = 1
e_GICascadesRatio = 2
e_GIIterations = 2
e_GIOffset = 0.2
e_GIPropagationAmp = 3.3
e_GICache = 0
e_SkyType = 0
e_SkyQuality = 2
e_SkyUpdateRate = 0
e_Shadows = 0
r_ShadowGen = 0
r_ShadowGenMode = 0
e_ShadowsOnAlphaBlend = 0
e_ShadowsMaxTexRes = 4
e_GsmCastFromTerrain = 1
e_ShadowsOnWater = 0
e_ShadowsClouds = 0
e_ShadowsMasksLimit = 1
e_ShadowsLodBiasFixed = 1
e_ShadowsLodBiasInvis = 1
r_ShadowBlur = 0
r_ShadowBluriness = 0.1
r_ShadowJittering = 1.5
e_ShadowsCastViewDistRatio = 0.6
e_ShadowsCastViewDistRatioLights = 0.8
e_ShadowsTessellateCascades = 0
r_ShadowsMaskResolution = 2
r_ShadowsMaskDownScale = 1
e_ShadowsAdaptScale = 2.0
e_ShadowsConstBias = 1.0
e_ShadowsSlopeBias = 1
e_GsmRange = 1
e_GsmRangeStep = 1
e_GsmRangeStepExtended = 6
e_GsmCache = 1
e_GsmCacheLodOffset = 1
e_GsmCacheLodOffsetExtended = 6
e_GsmExtendLastLod = 1
e_GsmExtendLastLodIncludeObjects = 0
e_GsmScatterLodDist = 24
r_CloudsUpdateAlways = 0
r_ImpostersDraw = 0
e_ParticlesQuality = 0
e_ParticlesLights = 0
e_ParticlesGI = 0
e_ParticlesDiffCM = 0
e_ParticlesShadows = 0
r_ShadowsParticleNormalEffect = 0
r_ShadowsParticleKernelSize = 0
r_ShadowsAdaptionMin = 0
r_ShadowsAdaptionSize = 0
e_ParticlesMaxDrawScreen = 1
e_ParticlesMinDrawPixels = 1
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 0
e_ParticlesPoolSize = 4096
e_ParticlesAnimBlend = 0
r_UseParticlesHalfRes = 2
r_UseParticlesHalfResForce = 1
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 0
r_UseParticlesMerging = 0
r_Rain = 0
r_RainAmount = 0
r_RainMaxViewDist_Deferred = 20
e_ParticlesThread = 0
r_UseParticlesMerging = 0
g_breakage_particles_limit = 10
g_joint_breaking = 0
g_tree_cut_reuse_dist = 0
e_CullVegActivation = 20
e_FoliageWindActivationDist = 20
e_PhysFoliage = 0
e_PhysOceanCell = 0.5
p_gravity_z = -36.3
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.2
p_max_MC_iters = 10
p_max_object_splashes = 1
p_max_substeps_large_group = 1
p_num_bodies_large_group = 10
p_splash_dist0 = 7
p_splash_dist1 = 30
p_splash_force0 = 10
p_splash_force1 = 100
p_splash_vel0 = 4.5
p_splash_vel1 = 10
v_vehicle_quality = 1
es_MaxPhysDist = 25
es_MaxPhysDistInvisible = 25
sys_preload = 1
i_precache = 1
r_ShadersAsyncCompiling = 3
r_ShadersAsyncMaxThreads = 6
r_ShadersPreactivate = 1
r_ShadersPrecacheAllLights = 1
r_ShadersUseInstanceLookUpTable = 1
e_ParticlesPreload = 1
e_PreloadDecals = 1
e_AutoPrecacheCgfMaxTasks = 16
e_PreloadMaterials = 1
e_StatObjPreload = 1
e_AutoPrecacheCgf = 2
ca_PrecacheAnimationSets = 1
e_PrecacheLevel = 1
r_TexturesWarmup = 0
e_ShadowsResScale = 0.1
r_TessellationTriangleSize = 20
e_CoverageBufferReproj = 0
e_DynamicLightsMaxEntityLights = 2
ca_UsePhysics = 0
e_gsmlodsnum = 0
e_ParticlesLod = 0.1
r_FogShadows = 0
e_HwOcclusionCullingWater = 0
e_WaterOceanBottom = 1
e_WaterWaves = 0
e_WaterOceanFFT = 0
r_WaterReflectionsMGPU = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0
r_WaterReflectionsUseMinOffset = 0
e_WaterTessellationAmountX = 0
e_WaterTessellationAmountY = 0
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
d3d9_TripleBuffering = 1
e_Tessellation = 0
e_TessellationMaxDistance = 0
r_PostProcessHUD3DCache = 0
e_TerrainTextureLodRatio = 300
d3d9_TextureFilter = bilinear
sys_MaxFPS = 32

//============================ LOD DISSOLVE =====================================
e_Dissolve = 1
e_DissolveDistband = 3
e_DissolveDistMax = 8
e_DissolveDistMin = 2

//============================ TEXTURES STREAMING ===============================
r_TexturesStreaming = 2
//r_TexturesStreamPoolSize = 192 //disable if r_TexturesStreaming = 2
r_TexturesStreamingMipBias = 4

//============================ ADDITIONAL SETTINGS ==============================
gp_option_ShowCockpitGlass = 0
gp_default_cockpit_light = 1

//============================ FLASH SCALEFORM SETTINGS =========================
sys_flash_edgeaa = 0
sys_flash_static_pool_size = 0
sys_flash_address_space = 98304
sys_flash_allow_reset_mesh_cache = 1
sys_flash_check_filemodtime = 1
sys_flash_curve_tess_error = 8 //with 16 crosshair effects like Gauss charge are gone
sys_flash_allow_reset_mesh_cache = 1
sys_flash_newstencilclear = 1

//============================ TESTING ==========================================
r_VSync = 0
e_VegetationBending = 0
//p_num_threads = 2
//p_num_jobs = 2

r_Batching = 2
r_BatchType = 0
r_UseHWSkinning = 1
r_UseGSParticles = 0

r_ShadersAsyncCompiling = 0

sys_budget_soundCPU = 0
s_MemoryPoolSoundPrimary = 0
s_MemoryPoolSystem = 0

//============================ MODIFIED BY MWO ==================================
e_Wind = 0
r_RainDropsEffect = 0
r_HUDHitEffect = 0
e_SkyBox = 0
e_LodMax = 3
e_ViewDistRatioVegetation = 0
e_TerrainOcclusionCullingVersion = 0
e_TerrainOcclusionCulling = 0
e_TerrainOcclusionCullingPrecision = 0.1
e_TerrainOcclusionCullingPrecisionDistRatio = 1
e_VegetationAlphaBlend = 0
r_TexMinSize = 0
r_TexMaxSize = 4
r_TexResolution = 0.1
e_DecalsHitCache = 0
r_PostProcessEffects = 0
r_PostProcessFilters = 0
r_PostProcessGameFx = 0
r_Glow = 0
r_EyeAdaptationBase = 0.5
r_EyeAdaptationFactor = 0
r_EyeAdaptationSpeed = 0.5
e_Fog = 0
e_FogVolumes = 0
e_ParticlesCullAgainstViewFrustum = 1
e_ParticlesMaxScreenFill = 16
e_ParticlesEmitterPoolSize = 2048
e_AutoPrecacheTerrainAndProcVeget = 1
e_AutoPrecacheTexturesAndShaders = 1
e_Particles = 0
e_WaterOcean = 2
e_WaterVolumes = 0
e_WaterWavesTessellationAmount = 0.5

//============================ DISABLED BY MWO===================================
r_UsePOM = 0
e_LodMinTris = 1
gpu_particle_physics = 1
e_view_dist_ratio_vegetation = 1 //?
e_vegetation_min_size = 2048 //higher = faster
e_vegetation_sprites_distance_ratio = 1 //?
r_TexturesFilteringQuality = 2
r_DetailNumLayers = 1
g_radialBlur = 0
r_silhouettePOM = 0
r_ChromaticAberration = 0
i_particleeffects = 0
r_FogShadowsWater = 0
r_Sharpening = 0
e_ShadowsPoolSize = 256
e_MergedMeshesInstanceDist = 0
r_HDRBloomRatio = 0.000
e_MergedMeshesViewDistRatio = 0
e_particles_thread = 1
e_dynamic_light = 0
e_gsm_lods_num = 0
e_particles_max_emitter_draw_screen = 1
e_particlesmaxemitterdrawscreen = 1
e_particles_lod = 0.1
r_VolumetricFog = 0
e_vegetation_sprites_distance_ratio = 0.9
e_proc_vegetation = 0
e_ParticlesForceSoftParticles = 0
e_detailmaterialsviewdistz = 1
e_detail_materials_view_dist_z = 1
sys_LowSpecPak = 1
sys_budget_fps = 32
d3d11_TripleBuffering = 1
r_ParticlesHalfRes = 2
e_hw_occlusion_culling_water = 0
r_WaterUpdateChange = 1
g_showFPS = 1
d3d9_ClipPlanes = 1
r_TexturesStreamingSkipMips = 2


Now could you post your configs too if they are made to be fastest? Please also add your machine specs so people will understand what to change. The config I posted is for C2D 3.7GHz, 6GB DDR2 RAM and ATI HD5670 1GB/DDR5.

Edited by G4LV4TR0N, 06 February 2017 - 01:06 AM.


#2 Tarl Cabot

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Posted 16 December 2016 - 09:22 PM

C2D 3.7GHz, / just for clarification, which CPU Core 2 Duo ?

And you do want more steady FPS than a yo-yo FPS. Are you running it 64bit or 32bit, and with OS?

Edited by Tarl Cabot, 16 December 2016 - 09:24 PM.


#3 G4LV4TR0N

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Posted 16 December 2016 - 10:54 PM

C2D E8400 or E8500 not sure. I could get it up to 4.2GHz but I'm just too lazy. Would 300-500MHz matter much?

Currently running Windows 10 x64 and 64-bit MWO with DX11. Found out that while DX9 yields more FPS on average, DX11 has smaller "yoyo" effect.

#4 G4LV4TR0N

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Posted 16 December 2016 - 10:59 PM

I do wonder should I for example use "r_WaterTessellationHW = 1"? I want as much stuff to go to GPU as possible to free CPU for Scaleform.

#5 Tarogato

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Posted 16 December 2016 - 11:16 PM

I'm not 100% certain, but I'm pretty sure the vast majority of your user.cfg is actually invalid. PGI locked most of the cvars a very long time ago. Check your omicron.log to see which ones are being recognised and which ones are being thrown away.

#6 G4LV4TR0N

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Posted 17 December 2016 - 12:27 AM

There's a whole section there with disabled stuff, right on the bottom of config. Also it seems at least one of these options is disabled for one DirectX version but not disabled for another. Can't really be bothered to check which one.

Then certain values are also forced by MWO, straight example:

User.cfg Values:

Quote

e_Wind = 0
r_RainDropsEffect = 0
r_HUDHitEffect = 0


MWO Forced Values:

Quote

e_Wind = 1
r_RainDropsEffect = 1
r_HUDHitEffect = 4

Edited by G4LV4TR0N, 17 December 2016 - 12:37 AM.


#7 Tarl Cabot

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Posted 17 December 2016 - 03:22 PM

Have you tried running 32bit MWO?

https://mwomercs.com...ost__p__5081152

Quote

C2D E8400 or E8500 not sure. I could get it up to 4.2GHz but I'm just too lazy. Would 300-500MHz matter much?

Yes, if it is stable

#8 G4LV4TR0N

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Posted 17 December 2016 - 04:50 PM

Thanks for posting this, I have tried 32-bit but did not notice much difference, and if any than like 0.5fps in favor of 64-bit but I do need to make more extensive testing like finish few full Invasion/Assault games on same map to be able to give my final word on this.

#9 Tarl Cabot

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Posted 17 December 2016 - 05:01 PM

With 32bit, it is also not about greater FPS, it is whether or not more steady instead of yo-yo FPS, but a higher CPU speed is beneficial.

Edited by Tarl Cabot, 17 December 2016 - 05:02 PM.


#10 G4LV4TR0N

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Posted 17 December 2016 - 10:32 PM

My OS is 64-bit so I guessed 64-bit game mode will be more than equal but this time I have ran some tests and 32-bit mode was bit more smoother, by around 1fps. I did like 5 test runs for each mode on Testing Grounds with my specific walk-around path.

What kind of difference do you see when switching from 64-bit to 32-bit?

Also point of topic was to make config as fast as possible, by sacrificing everything possible just for raw speed. Does anyone have any idea what to change/add/remove from what I have at the moment?


*UPDATE*

I ran more tests, doing random QP games all played with same mech but on different weapon loads. Seems that for me 64-bit mode is better.

LOWFPS/AVGFPS, (MAXFPS set to 32):

32 QP - 12/29.6; 16/31.0; 14/29.7; 14/31.3; 04/30.3;
64 QP - 25/30.6; 23/30.9; 21/30.9; 19/29.8; 27/31.5;

Edited by G4LV4TR0N, 18 December 2016 - 01:53 PM.


#11 Tarl Cabot

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Posted 22 December 2016 - 05:10 PM

The differences I have seen is that MY overall max and average FPS drops. Running i5 3570k oc 4.5ghz and AMD HD 7950 (soon to be updated to Fury R9). I have run it at stock speed of 3.4ghz, both my max and average FPS would also drop, and see more of low FPS .

For those who are running potatoes and with a very low end GPU and a slower CPU (and generally AMD too) or on low end laptops, a smoother FPS most of the time.

Each system is different, it is finding a balance between settings and, CPU/GPU speeds.

With your 64QP averages, have you tried to up it to 35/40? And a higher CPU speed would benefit both low/avg FPS.





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