Edited by Natred, 05 June 2017 - 08:09 AM.


How To Stop Terrain Popping
#21
Posted 05 June 2017 - 08:09 AM
#22
Posted 05 June 2017 - 08:13 AM
Yeonne Greene, on 03 June 2017 - 12:47 PM, said:
He's talking about the terrain LOD switching being extremely aggressive. At certain ranges, the terrain renders at a lower level of detail, so geo that's actually there turns invisible. The result is hitting terrain that you can't see...and then you get close and it pops in and you go "oh that's f*cking stupid."
Polar Shitlands is the worst offender. It literally has hills not rendering full detail at 200m on max graphic settings. That is simply not acceptable. Inpopping terrain within "short" range missiles optimum range. This is something that has to be fixed. On highest priority. Better yesterday than tomorrow. It just makes the game look so bad.
#23
Posted 05 June 2017 - 08:17 AM
ArmageddonKnight, on 03 June 2017 - 12:38 PM, said:
And wtf r u talking about ..that has nothign to do with what im asking.
if u dont understand what terrain poping is ..dont post ..u look like an idiot doign so.
The OP clearly had a typo and meant to use the term "Terrain Poping." I personally think this needs to be fixed immediately. The Pope mobile should be able to traverse any terrain in the Inner Sphere without getting stuck. The time of his Holiness is very important.
#24
Posted 05 June 2017 - 08:26 AM
ArmageddonKnight, on 03 June 2017 - 12:38 PM, said:
And wtf r u talking about ..that has nothign to do with what im asking.
if u dont understand what terrain poping is ..dont post ..u look like an idiot doign so.
I don't think anyone even understood what you were asking until the fifth post. Not really anyone's fault for misunderstanding when you just whip out some weird *** terminology.
Back to point, yea, invisible walls is a major issue.
How to stop it? When PGI decides to fix it, which probably will be ten years later.
Edited by ScrubLord1, 05 June 2017 - 08:30 AM.
#25
Posted 05 June 2017 - 08:35 AM
ScrubLord1, on 05 June 2017 - 08:26 AM, said:
I don't think anyone even understood what you were asking until the fifth post. Not really anyone's fault for misunderstanding when you just whip out some weird *** terminology.
Back to point, yea, invisible walls is a major issue.
How to stop it? When PGI decides to fix it, which probably will be ten years later.
I understood what he was asking from reading the title. Thats a normal way of describing it. Its what most of the first page of a google search brings up for me too.
And yeah it really needs fixed. A little here and there ok... but when you can see the entire half top of a mech but not hit it at all...
Edited by dario03, 05 June 2017 - 08:41 AM.
#26
Posted 05 January 2024 - 11:21 AM
#27
Posted 05 January 2024 - 03:33 PM
#28
Posted 05 January 2024 - 04:05 PM
Rondoe, on 05 January 2024 - 03:33 PM, said:
It's still relevant because the settings for this game are made for decade old pc and even very high isn't all that good.
However there is a solution now!
Bigbacon, on 05 January 2024 - 11:21 AM, said:
There are instructions in the video description on how to set up a user config and fix many of the graphical issues the game has.
I've further tweaked his settings for much better frame times as some maps like river city or free worlds or solaris will become a bit unstable using it at least for me since its rendering everything at full detail now and those maps have a ton of geometry. There is just a wee bit of texture pop in but you only notice it if you are looking for it. You also might want to comment out the mouse sensitivity setting as I have mine set very low. Set the render engine to dx9 too. It's less buggy and you gain some performance for virtually no loss in image quality.
;--------------------------------------------------------------------------------------------
con_restricted = 0
;====Change these====
;Shows FPS counter
;gp_mech_showfps=1
;Capping FPS 2fps below monitor refresh can help with freesync/gsync flicker
;sys_MaxFPS = 142
;Cockpit light off
gp_default_cockpit_light = 1
;Mouse sens below 0.1 in game
cl_sensitivity=0.09
;Non-standard res changes
;ie: 4:3 4K would be 2880x2160
;r_width = 2880
;r_height = 2160
;Set view distance for some objects
e_ViewDistMin=2048
;Smoke changes - 0.25 normal, 0.01 no smoke, barely visible strikes, no ppc trails
e_ParticlesLod = 0.80
;CG effects ingame visability, better/worse depends on map
r_ColorGrading=0
;Level of Detail - 0 renders all builds at full detail all the time
e_Lods=0
;If e_Lods=1, lower ratio to improve performance
e_LodRatio=40
;Optional Shadows, large FPS hit
e_Shadows = 0
e_ShadowsMaxTexRes = 16
;e_ShadowsCastViewDistRatio = 0.5
;Brightness of lasers and other HDR effects
r_HDRBrightlevel = 0.7
;Terrain texture detail range
e_TerrainDetailMaterialsViewDistXY = 2048
;Works in combination with e_TerrainTextureLodRatio, setting this higher or lowering e_TerrainTextureLodRatio will have the same effect. Huge FPS impact if set too high
e_TerrainDetailMaterialsViewDistZ = 256
;Less that 1 nearly no terrain pop in, set to 2 to save some fps
e_TerrainLodRatio = 2
;4 provides better ranged color transition between terrain texture, 0 would be off and always render high texture terrain, but huge fps cost
e_TerrainTextureLodRatio = 4
;Disables autotargeting, which can screw up muscle memory (I've excluded this by default, I use it though)
gp_mech_disable_autotarget = 1
;Spec cam movement improvements
gp_freecam_look_sensitivity_gamepad = 0.001
gp_freecam_movement_sensitivity_gamepad = 0.2
;Lets you make decals larger and smaller
;mechdecalmaxScale = 100
;mechdecalminScale = 0.1
;Remove trees/vegitation
e_VegetationMinSize = 200000
;Remove water
;e_WaterTessellationAmount = 0
;e_WaterTessellationAmountX = 0
;e_WaterTessellationAmountY = 0
;====Performance and untested variables====
;UI perf improvements
gfx_inputevents_mouse_move_threshold = 0.0166
sys_flash_curve_tess_error = 2
sys_flash_newstencilclear = 0
;Performance
r_Batching = 0
r_BatchType= 0
r_GeomInstancing = 1
r_GeomInstancingThreshold=2
r_ShadersAsyncCompiling=1
r_ShadersAsyncActivation=0
r_ShadersAsyncMaxThreads=4
r_DetailDistance = 10
e_ParticlesQuality= 4
e_ParticlesMinDrawAlpha = 0.19
e_ParticlesMaxScreenFill = 4
e_ParticlesObjectCollisions=1
e_ParticlesGI = 1
e_ParticlesLights = 1
e_ParticlesPoolSize = 1
e_ParticlesPreload = 1
e_ParticlesThread = 4
r_UseParticlesGlow = 1
r_UseSoftParticles = 1
e_ProcVegetation = 0
e_ViewDistRatioVegetation = 40
r_MotionBlur = 0
r_DepthOfField = 0
r_SSAO=0
r_ssdo=0
e_GI=0
r_sunshafts = 0
r_Glow = 1
e_OcclusionCullingViewDistRatio= 1
e_CoverageBufferResolution = 128
e_CoverageBufferTerrain=1
e_CoverageBufferAABBExpand=0.1
e_coveragebufferbias=0.1
e_WaterOceanFFT = 0
r_WaterReflections=0
r_WaterReflectionsQuality=0
r_WaterCaustics = 0
r_WaterGodRays=0
r_WaterTessellationHW = 0
q_ShaderWater=0
e_WaterOcean=0
e_WaterWaves = 0
e_WaterWavesTessellationAmount = 0
;Removes particles bigger than 10% of the screen
e_ParticlesMaxDrawScreen = 0.1
;e_Decals = 0
;e_DecalsAllowGameDecals = 0
;e_DecalsMaxTrisInObject = 100
;e_DecalsMerge = 1
;r_TexResolution = 0
r_TexturesStreaming = 0
r_UsePOM = 0
i_mouse_accel = 0
i_mouse_accel_max = 0
i_mouse_smooth=0
r_TexAtlasSize = 1024
;r_Sharpening = 1
e_Dissolve = 0
;e_DissolveDistband = 2
e_MaxViewDistSpecLerp = 1
r_OpticsQuality = 3
r_OpticsBloom = 1
;r_HDRBloomRatio = 0
;r_HDRBrightLevel = 0
;r_HDREyeAdaptationMode = 0
;r_HDREyeAdaptionFactor = 0
;r_HDRRangeAdapt = 0
;r_HDRRangeAdaptationSpeed = 0
;r_HDREyeAdaptationSpeed = 0
;r_HDRVignetting = 0
;r_HDRGrainAmount = 0.0
r_Flares = 1
r_Beams = 1
r_GlowAnamorphicFlares = 1
r_PostProcessHUD3DGlowAmount = 0
r_PostProcessHUD3DShadowAmount = 0
;hud_bobHud = 0
;r_ColorGradingFilters = 0
;r_ColorGradingLevels = 0
r_ChromaticAberration = 0
e_ParticlesMotionBlur = 0
r_MotionBlurQuality = 0
r_MotionBlurThreshold = 0
g_radialBlur = 0
r_Coronas = 1
;e_GsmCache = 1
r_FogShadows = 0
r_FogShadowsWater = 0
e_Tessellation = 1
e_ParticlesShadows = 0
r_ParticlesTessellation = 0
r_SSReflections = 1
r_SSReflHalfRes = 1
r_SilhouettePOM = 1
;r_CloudsUpdateAlways = 1
e_DynamicLightsMaxCount = 32
r_PostProcessHUD3DCache = 0
g_battleDust_enable = 0
;q_shaderHDR=0
;q_shaderpostprocess=0
e_SkyType = 0
e_SkyUpdateRate = 0
e_TerrainAo = 0
;e_ViewDistRatio
r_SSRO = 0
r_Reflections = 0
r_LSAO = 0
;r_Contrast =
;r_Gamma =
;r_Brightness =
;N64 mode, remove textures (some commands used above, comment out duplicates)
;e_TerrainDetailMaterialsViewDistXY = 1
;e_TerrainDetailMaterialsViewDistZ = 1
;r_TexturesStreaming = 1
;r_TexturesStreamPoolSize = 0.001
Edited by Meep Meep, 05 January 2024 - 04:13 PM.
#29
Posted 05 January 2024 - 05:19 PM
Meep Meep, on 05 January 2024 - 04:05 PM, said:
It's still relevant because the settings for this game are made for decade old pc and even very high isn't all that good.
However there is a solution now!
There are instructions in the video description on how to set up a user config and fix many of the graphical issues the game has.
I've further tweaked his settings for much better frame times as some maps like river city or free worlds or solaris will become a bit unstable using it at least for me since its rendering everything at full detail now and those maps have a ton of geometry. There is just a wee bit of texture pop in but you only notice it if you are looking for it. You also might want to comment out the mouse sensitivity setting as I have mine set very low. Set the render engine to dx9 too. It's less buggy and you gain some performance for virtually no loss in image quality.
;--------------------------------------------------------------------------------------------
con_restricted = 0
;====Change these====
;Shows FPS counter
;gp_mech_showfps=1
;Capping FPS 2fps below monitor refresh can help with freesync/gsync flicker
;sys_MaxFPS = 142
;Cockpit light off
gp_default_cockpit_light = 1
;Mouse sens below 0.1 in game
cl_sensitivity=0.09
;Non-standard res changes
;ie: 4:3 4K would be 2880x2160
;r_width = 2880
;r_height = 2160
;Set view distance for some objects
e_ViewDistMin=2048
;Smoke changes - 0.25 normal, 0.01 no smoke, barely visible strikes, no ppc trails
e_ParticlesLod = 0.80
;CG effects ingame visability, better/worse depends on map
r_ColorGrading=0
;Level of Detail - 0 renders all builds at full detail all the time
e_Lods=0
;If e_Lods=1, lower ratio to improve performance
e_LodRatio=40
;Optional Shadows, large FPS hit
e_Shadows = 0
e_ShadowsMaxTexRes = 16
;e_ShadowsCastViewDistRatio = 0.5
;Brightness of lasers and other HDR effects
r_HDRBrightlevel = 0.7
;Terrain texture detail range
e_TerrainDetailMaterialsViewDistXY = 2048
;Works in combination with e_TerrainTextureLodRatio, setting this higher or lowering e_TerrainTextureLodRatio will have the same effect. Huge FPS impact if set too high
e_TerrainDetailMaterialsViewDistZ = 256
;Less that 1 nearly no terrain pop in, set to 2 to save some fps
e_TerrainLodRatio = 2
;4 provides better ranged color transition between terrain texture, 0 would be off and always render high texture terrain, but huge fps cost
e_TerrainTextureLodRatio = 4
;Disables autotargeting, which can screw up muscle memory (I've excluded this by default, I use it though)
gp_mech_disable_autotarget = 1
;Spec cam movement improvements
gp_freecam_look_sensitivity_gamepad = 0.001
gp_freecam_movement_sensitivity_gamepad = 0.2
;Lets you make decals larger and smaller
;mechdecalmaxScale = 100
;mechdecalminScale = 0.1
;Remove trees/vegitation
e_VegetationMinSize = 200000
;Remove water
;e_WaterTessellationAmount = 0
;e_WaterTessellationAmountX = 0
;e_WaterTessellationAmountY = 0
;====Performance and untested variables====
;UI perf improvements
gfx_inputevents_mouse_move_threshold = 0.0166
sys_flash_curve_tess_error = 2
sys_flash_newstencilclear = 0
;Performance
r_Batching = 0
r_BatchType= 0
r_GeomInstancing = 1
r_GeomInstancingThreshold=2
r_ShadersAsyncCompiling=1
r_ShadersAsyncActivation=0
r_ShadersAsyncMaxThreads=4
r_DetailDistance = 10
e_ParticlesQuality= 4
e_ParticlesMinDrawAlpha = 0.19
e_ParticlesMaxScreenFill = 4
e_ParticlesObjectCollisions=1
e_ParticlesGI = 1
e_ParticlesLights = 1
e_ParticlesPoolSize = 1
e_ParticlesPreload = 1
e_ParticlesThread = 4
r_UseParticlesGlow = 1
r_UseSoftParticles = 1
e_ProcVegetation = 0
e_ViewDistRatioVegetation = 40
r_MotionBlur = 0
r_DepthOfField = 0
r_SSAO=0
r_ssdo=0
e_GI=0
r_sunshafts = 0
r_Glow = 1
e_OcclusionCullingViewDistRatio= 1
e_CoverageBufferResolution = 128
e_CoverageBufferTerrain=1
e_CoverageBufferAABBExpand=0.1
e_coveragebufferbias=0.1
e_WaterOceanFFT = 0
r_WaterReflections=0
r_WaterReflectionsQuality=0
r_WaterCaustics = 0
r_WaterGodRays=0
r_WaterTessellationHW = 0
q_ShaderWater=0
e_WaterOcean=0
e_WaterWaves = 0
e_WaterWavesTessellationAmount = 0
;Removes particles bigger than 10% of the screen
e_ParticlesMaxDrawScreen = 0.1
;e_Decals = 0
;e_DecalsAllowGameDecals = 0
;e_DecalsMaxTrisInObject = 100
;e_DecalsMerge = 1
;r_TexResolution = 0
r_TexturesStreaming = 0
r_UsePOM = 0
i_mouse_accel = 0
i_mouse_accel_max = 0
i_mouse_smooth=0
r_TexAtlasSize = 1024
;r_Sharpening = 1
e_Dissolve = 0
;e_DissolveDistband = 2
e_MaxViewDistSpecLerp = 1
r_OpticsQuality = 3
r_OpticsBloom = 1
;r_HDRBloomRatio = 0
;r_HDRBrightLevel = 0
;r_HDREyeAdaptationMode = 0
;r_HDREyeAdaptionFactor = 0
;r_HDRRangeAdapt = 0
;r_HDRRangeAdaptationSpeed = 0
;r_HDREyeAdaptationSpeed = 0
;r_HDRVignetting = 0
;r_HDRGrainAmount = 0.0
r_Flares = 1
r_Beams = 1
r_GlowAnamorphicFlares = 1
r_PostProcessHUD3DGlowAmount = 0
r_PostProcessHUD3DShadowAmount = 0
;hud_bobHud = 0
;r_ColorGradingFilters = 0
;r_ColorGradingLevels = 0
r_ChromaticAberration = 0
e_ParticlesMotionBlur = 0
r_MotionBlurQuality = 0
r_MotionBlurThreshold = 0
g_radialBlur = 0
r_Coronas = 1
;e_GsmCache = 1
r_FogShadows = 0
r_FogShadowsWater = 0
e_Tessellation = 1
e_ParticlesShadows = 0
r_ParticlesTessellation = 0
r_SSReflections = 1
r_SSReflHalfRes = 1
r_SilhouettePOM = 1
;r_CloudsUpdateAlways = 1
e_DynamicLightsMaxCount = 32
r_PostProcessHUD3DCache = 0
g_battleDust_enable = 0
;q_shaderHDR=0
;q_shaderpostprocess=0
e_SkyType = 0
e_SkyUpdateRate = 0
e_TerrainAo = 0
;e_ViewDistRatio
r_SSRO = 0
r_Reflections = 0
r_LSAO = 0
;r_Contrast =
;r_Gamma =
;r_Brightness =
;N64 mode, remove textures (some commands used above, comment out duplicates)
;e_TerrainDetailMaterialsViewDistXY = 1
;e_TerrainDetailMaterialsViewDistZ = 1
;r_TexturesStreaming = 1
;r_TexturesStreamPoolSize = 0.001
I watched this and isn't more to make it some competitive mode thing? Swear I tried some of this stuff and it didn't change a thing. Guess I will have to watch that video again. I want all the graphics options just not the pop-in garbage.
#30
Posted 05 January 2024 - 11:43 PM
Bigbacon, on 05 January 2024 - 05:19 PM, said:
I watched this and isn't more to make it some competitive mode thing? Swear I tried some of this stuff and it didn't change a thing. Guess I will have to watch that video again. I want all the graphics options just not the pop-in garbage.
Well the video is just for a lengthy explanation. The details of how to do it are in the video description.
Basically you go to the mwo directory and make two text files. One called tuning.cfg and the other user.cfg and after making them open them up and insert 'exec user.cfg' in the tuning.cfg file and the contents I have posted here for the user.cfg file.
Then go to your users/insert name/saved games/mechwarrior online/ folder and delete the entire 'shader' folder.
Now you will start up the game and set everything to low except textures which should be on very high and your choice of AA and save then go to the test maps and load up any test map twice and the settings in the user.cfg will take effect.
To keep them activated all you have to do from here on in load a test map twice after you first log in and the settings will be in effect. A bit of a workaround but thats the only way to get the user.cfg to work properly.
You probably didn't see any changed because without loading the test map twice it won't work.
#31
Posted 09 January 2024 - 08:34 AM
con_restricted = 0
;====Change these====
;Shows FPS counter
;gp_mech_showfps=1
;Capping FPS 2fps below monitor refresh can help with freesync/gsync flicker
;sys_MaxFPS = 142
;Cockpit light off
gp_default_cockpit_light = 1
;Mouse sens below 0.1 in game
;cl_sensitivity=0.09
;Non-standard res changes
;ie: 4:3 4K would be 2880x2160
;r_width = 2880
;r_height = 2160
;Set view distance for some objects
e_ViewDistMin=2048
;Smoke changes - 0.25 normal, 0.01 no smoke, barely visible strikes, no ppc trails
e_ParticlesLod = 0.90
;CG effects ingame visability, better/worse depends on map
r_ColorGrading=0
;Level of Detail - 0 renders all builds at full detail all the time
e_Lods=0
;If e_Lods=1, lower ratio to improve performance
e_LodRatio=40
;Optional Shadows, large FPS hit
e_Shadows = 0
e_ShadowsMaxTexRes = 16
;e_ShadowsCastViewDistRatio = 0.5
;Brightness of lasers and other HDR effects
r_HDRBrightlevel = 0.7
;Terrain texture detail range
e_TerrainDetailMaterialsViewDistXY = 2048
;Works in combination with e_TerrainTextureLodRatio, setting this higher or lowering e_TerrainTextureLodRatio will have the same effect. Huge FPS impact if set too high
e_TerrainDetailMaterialsViewDistZ = 256
;Less that 1 nearly no terrain pop in, set to 2 to save some fps
e_TerrainLodRatio = 1
;4 provides better ranged color transition between terrain texture, 0 would be off and always render high texture terrain, but huge fps cost
e_TerrainTextureLodRatio = 4
;Disables autotargeting, which can screw up muscle memory (I've excluded this by default, I use it though)
gp_mech_disable_autotarget = 1
;Spec cam movement improvements
gp_freecam_look_sensitivity_gamepad = 0.001
gp_freecam_movement_sensitivity_gamepad = 0.2
;Lets you make decals larger and smaller
;mechdecalmaxScale = 100
;mechdecalminScale = 0.1
;Remove trees/vegitation
e_VegetationMinSize = 200000
;Remove water
;e_WaterTessellationAmount = 0
;e_WaterTessellationAmountX = 0
;e_WaterTessellationAmountY = 0
;====Performance and untested variables====
;UI perf improvements
gfx_inputevents_mouse_move_threshold = 0.0166
sys_flash_curve_tess_error = 2
sys_flash_newstencilclear = 0
;Performance
r_Batching = 0
r_BatchType= 0
r_GeomInstancing = 1
r_GeomInstancingThreshold=2
r_ShadersAsyncCompiling=1
r_ShadersAsyncActivation=0
r_ShadersAsyncMaxThreads=4
r_DetailDistance = 10
e_ParticlesQuality= 3
e_ParticlesMinDrawAlpha = 0.19
e_ParticlesMaxScreenFill = 4
e_ParticlesObjectCollisions=0
e_ParticlesGI = 1
e_ParticlesLights = 1
e_ParticlesPoolSize = 1
e_ParticlesPreload = 1
e_ParticlesThread = 4
r_UseParticlesGlow = 1
r_UseSoftParticles = 0
e_ProcVegetation = 0
e_ViewDistRatioVegetation = 40
r_MotionBlur = 0
r_DepthOfField = 0
r_SSAO=0
r_ssdo=0
e_GI=1
r_sunshafts = 0
r_Glow = 1
e_OcclusionCullingViewDistRatio= 1
e_CoverageBufferResolution = 128
e_CoverageBufferTerrain=1
e_CoverageBufferAABBExpand=0.1
e_coveragebufferbias=0.1
e_WaterOceanFFT = 0
r_WaterReflections=1
r_WaterReflectionsQuality=3
r_WaterCaustics = 0
r_WaterGodRays=0
r_WaterTessellationHW = 0
q_ShaderWater=1
e_WaterOcean=0
e_WaterWaves = 0
e_WaterWavesTessellationAmount = 0
;Removes particles bigger than 10% of the screen
e_ParticlesMaxDrawScreen = 0.1
;e_Decals = 0
;e_DecalsAllowGameDecals = 0
;e_DecalsMaxTrisInObject = 100
;e_DecalsMerge = 1
;r_TexResolution = 0
r_TexturesStreaming = 0
r_UsePOM = 0
i_mouse_accel = 0
i_mouse_accel_max = 0
i_mouse_smooth=0
r_TexAtlasSize = 1024
;r_Sharpening = 1
e_Dissolve = 1
;e_DissolveDistband = 2
e_MaxViewDistSpecLerp = 1
r_OpticsQuality = 3
r_OpticsBloom = 1
;r_HDRBloomRatio = 0
;r_HDRBrightLevel = 0
;r_HDREyeAdaptationMode = 0
;r_HDREyeAdaptionFactor = 0
;r_HDRRangeAdapt = 0
;r_HDRRangeAdaptationSpeed = 0
;r_HDREyeAdaptationSpeed = 0
;r_HDRVignetting = 0
;r_HDRGrainAmount = 0.0
r_Flares = 1
r_Beams = 1
r_GlowAnamorphicFlares = 1
r_PostProcessHUD3DGlowAmount = 0
r_PostProcessHUD3DShadowAmount = 0
;hud_bobHud = 0
;r_ColorGradingFilters = 0
;r_ColorGradingLevels = 0
r_ChromaticAberration = 0
e_ParticlesMotionBlur = 0
r_MotionBlurQuality = 0
r_MotionBlurThreshold = 0
g_radialBlur = 0
r_Coronas = 1
;e_GsmCache = 1
r_FogShadows = 0
r_FogShadowsWater = 0
e_Tessellation = 1
e_ParticlesShadows = 0
r_ParticlesTessellation = 0
r_SSReflections = 0
r_SSReflHalfRes = 0
r_SilhouettePOM = 0
;r_CloudsUpdateAlways = 1
e_DynamicLightsMaxCount = 32
r_PostProcessHUD3DCache = 0
g_battleDust_enable = 0
;q_shaderHDR=0
;q_shaderpostprocess=0
e_SkyType = 0
e_SkyUpdateRate = 0
e_TerrainAo = 0
;e_ViewDistRatio
r_SSRO = 0
r_Reflections = 0
r_LSAO = 0
;r_Contrast =
;r_Gamma =
;r_Brightness =
;N64 mode, remove textures (some commands used above, comment out duplicates)
;e_TerrainDetailMaterialsViewDistXY = 1
;e_TerrainDetailMaterialsViewDistZ = 1
;r_TexturesStreaming = 1
;r_TexturesStreamPoolSize = 0.001
#32
Posted 10 January 2024 - 12:53 PM

FPS is not an issue since I'm on a 4090 so I look at this again when I get a chance. Thanks for posting meep.
I want my pretty game.
#33
Posted 11 January 2024 - 05:46 AM
Bigbacon, on 10 January 2024 - 12:53 PM, said:

FPS is not an issue since I'm on a 4090 so I look at this again when I get a chance. Thanks for posting meep.
I want my pretty game.
Give it a try. It's basically exactly how it sounds. Textures are reduced to N64 levels which greatly enhances visibility of enemy mechs while leaving mesh and effects untouched as I have it set up in this config. Some of the effects will have a blocky look to them but remain at full detail. It also has the effect of reducing frame times and stabilizing fps but it looks ugly which of course isn't an issue if you are looking for a competitive edge. I find that leaving in the effects at full also helps with visibility since you can easily see where weapons fire is coming from while the particlesmaxdrawscreen setting keeps effects but removes the spam of hit effects from the cockpit. Make sure all settings are at low except textures which should be at very high.
con_restricted = 0
;====Change these====
;Shows FPS counter
gp_mech_showfps=1
;Capping FPS 2fps below monitor refresh can help with freesync/gsync flicker
;sys_MaxFPS = 118
;Cockpit light off
gp_default_cockpit_light = 1
;Mouse sens below 0.1 in game
cl_sensitivity=0.09
;Non-standard res changes
;ie: 4:3 4K would be 2880x2160
;r_width = 2880
;r_height = 2160
;Set view distance for some objects
e_ViewDistMin=2048
;Smoke changes - 0.25 normal, 0.01 no smoke, barely visible strikes, no ppc trails
e_ParticlesLod = 0.9
;CG effects ingame visability, better/worse depends on map
r_ColorGrading=0
;Level of Detail - 0 renders all builds at full detail all the time
e_Lods=0
;If e_Lods=1, lower ratio to improve performance
e_LodRatio=256
;Optional Shadows, large FPS hit
e_Shadows = 0
e_ShadowsMaxTexRes = 128
e_ShadowsCastViewDistRatio = 0.01
;Brightness of lasers and other HDR effects
r_HDRBrightlevel = 0.7
;Less that 1 nearly no terrain pop in, set to 2 to save some fps
e_TerrainLodRatio = 1
;4 provides better ranged color transition between terrain texture, 0 would be off and always render high texture terrain, but huge fps cost
e_TerrainTextureLodRatio = 4
;Disables autotargeting, which can screw up muscle memory (I've excluded this by default, I use it though)
gp_mech_disable_autotarget = 1
;Spec cam movement improvements
gp_freecam_look_sensitivity_gamepad = 0.001
gp_freecam_movement_sensitivity_gamepad = 0.2
;Lets you make decals larger and smaller
;mechdecalmaxScale = 100
;mechdecalminScale = 0.1
;Remove trees/vegitation
e_VegetationMinSize = 200000
;Remove water
e_WaterTessellationAmount = 0
e_WaterTessellationAmountX = 0
e_WaterTessellationAmountY = 0
;====Performance and untested variables====
;UI perf improvements
gfx_inputevents_mouse_move_threshold = 0.0166
sys_flash_curve_tess_error = 2
sys_flash_newstencilclear = 0
;Performance
r_Batching = 0
r_BatchType= 0
r_GeomInstancing = 1
r_GeomInstancingThreshold=2
r_ShadersAsyncCompiling=1
r_ShadersAsyncActivation=0
r_ShadersAsyncMaxThreads=4
r_DetailDistance = 256
e_ParticlesQuality= 4
e_ParticlesMinDrawAlpha = 0.19
e_ParticlesMaxScreenFill = 4
e_ParticlesObjectCollisions=1
e_ParticlesGI = 1
e_ParticlesLights = 1
e_ParticlesPoolSize = 1
e_ParticlesPreload = 1
e_ParticlesThread = 4
r_UseParticlesGlow = 1
r_UseSoftParticles = 1
e_ProcVegetation = 0
e_ViewDistRatioVegetation = 40
r_MotionBlur = 0
r_DepthOfField = 0
r_SSAO=0
r_ssdo=1
e_GI=1
r_sunshafts = 0
r_Glow = 1
e_OcclusionCullingViewDistRatio= 1
e_CoverageBufferResolution = 256
e_CoverageBufferTerrain=1
e_CoverageBufferAABBExpand=0.1
e_coveragebufferbias=0.1
e_WaterOceanFFT = 0
r_WaterReflections=0
r_WaterReflectionsQuality=0
r_WaterCaustics = 0
r_WaterGodRays=0
r_WaterTessellationHW = 0
q_ShaderWater=0
e_WaterOcean=0
e_WaterWaves = 0
e_WaterWavesTessellationAmount = 0
;Removes particles bigger than 10% of the screen
e_ParticlesMaxDrawScreen = 0.05
e_Decals = 1
e_DecalsAllowGameDecals = 0
e_DecalsMaxTrisInObject = 100
e_DecalsMerge = 1
r_UsePOM = 0
i_mouse_accel = 0
i_mouse_accel_max = 0
i_mouse_smooth=0
r_TexAtlasSize = 2048
;r_Sharpening = 1
e_Dissolve = 1
;e_DissolveDistband = 2
e_MaxViewDistSpecLerp = 1
r_OpticsQuality = 4
r_OpticsBloom = 1
r_HDRBloomRatio = 1
r_HDRBrightLevel = 1
;r_HDREyeAdaptationMode = 0
;r_HDREyeAdaptionFactor = 0
;r_HDRRangeAdapt = 0
;r_HDRRangeAdaptationSpeed = 0
;r_HDREyeAdaptationSpeed = 0
;r_HDRVignetting = 0
;r_HDRGrainAmount = 0.0
r_Flares = 1
r_Beams = 1
r_GlowAnamorphicFlares = 1
r_PostProcessHUD3DGlowAmount = 1
r_PostProcessHUD3DShadowAmount = 1
;hud_bobHud = 0
;r_ColorGradingFilters = 0
;r_ColorGradingLevels = 0
r_ChromaticAberration = 1
e_ParticlesMotionBlur = 1
r_MotionBlurQuality = 4
r_MotionBlurThreshold = 1
g_radialBlur = 1
r_Coronas = 1
;e_GsmCache = 1
r_FogShadows = 0
r_FogShadowsWater = 0
e_Tessellation = 1
e_ParticlesShadows = 0
r_ParticlesTessellation = 1
r_SSReflections = 1
r_SSReflHalfRes = 1
r_SilhouettePOM = 1
r_CloudsUpdateAlways = 1
e_DynamicLightsMaxCount = 96
r_PostProcessHUD3DCache = 1
g_battleDust_enable = 0
;q_shaderHDR=0
q_shaderpostprocess=1
e_SkyType = 0
e_SkyUpdateRate = 0
e_TerrainAo = 0
;e_ViewDistRatio
r_SSRO = 1
r_Reflections = 1
r_LSAO = 1
;r_Contrast =
;r_Gamma =
;r_Brightness =
;-------------------------------------------------
;Terrain texture detail range
;e_TerrainDetailMaterialsViewDistXY = 2048
;Works in combination with e_TerrainTextureLodRatio, setting this higher or lowering e_TerrainTextureLodRatio will have the same effect. Huge FPS impact if set too high
;e_TerrainDetailMaterialsViewDistZ = 256
;r_TexResolution = 0
;r_TexturesStreaming = 0
;N64 mode, remove textures (some commands used above, comment out duplicates)
e_TerrainDetailMaterialsViewDistXY = 1
e_TerrainDetailMaterialsViewDistZ = 1
r_TexturesStreaming = 1
r_TexturesStreamPoolSize = 0.001
However since you are rocking a 4090 then this preset should pose little issues. I use it on a 3090 and 11900k and still get 130+ fps at 4k though parts of river city can lag just a teeny bit as that map seems to have some optimization issues still. Basically its a max everything config. Set graphics to very high for all settings. Oh and as an aside make sure to set the render engine to dx9 as its more stable than dx11 and from what I can tell looks identical image quality wise and gives you a nice overall performance boost. You only have the option for postaa or fxaa but if you are running at 4k you don't really need it.
con_restricted = 0
;====Change these====
;Shows FPS counter
;gp_mech_showfps=1
;Capping FPS 2fps below monitor refresh can help with freesync/gsync flicker
;sys_MaxFPS = 142
;Cockpit light off
gp_default_cockpit_light = 1
;Mouse sens below 0.1 in game
;cl_sensitivity=0.09
;Non-standard res changes
;ie: 4:3 4K would be 2880x2160
;r_width = 2880
;r_height = 2160
;Set view distance for some objects
e_ViewDistMin=2048
;Smoke changes - 0.25 normal, 0.01 no smoke, barely visible strikes, no ppc trails
e_ParticlesLod = 0.9
;CG effects ingame visability, better/worse depends on map
r_ColorGrading=0
;Level of Detail - 0 renders all builds at full detail all the time
e_Lods=0
;If e_Lods=1, lower ratio to improve performance
e_LodRatio=40
;Optional Shadows, large FPS hit
e_Shadows = 1
e_ShadowsMaxTexRes = 2048
e_ShadowsCastViewDistRatio = 1.0
;Brightness of lasers and other HDR effects
r_HDRBrightlevel = 1.0
;Terrain texture detail range
e_TerrainDetailMaterialsViewDistXY = 2048
;Works in combination with e_TerrainTextureLodRatio, setting this higher or lowering e_TerrainTextureLodRatio will have the same effect. Huge FPS impact if set too high
e_TerrainDetailMaterialsViewDistZ = 256
;Less that 1 nearly no terrain pop in, set to 2 to save some fps
e_TerrainLodRatio = 1
;4 provides better ranged color transition between terrain texture, 0 would be off and always render high texture terrain, but huge fps cost
e_TerrainTextureLodRatio = 4
;Disables autotargeting, which can screw up muscle memory (I've excluded this by default, I use it though)
;gp_mech_disable_autotarget = 1
;Spec cam movement improvements
gp_freecam_look_sensitivity_gamepad = 0.001
gp_freecam_movement_sensitivity_gamepad = 0.2
;Lets you make decals larger and smaller
;mechdecalmaxScale = 100
;mechdecalminScale = 0.1
;Remove trees/vegitation
;e_VegetationMinSize = 200000
;Remove water
;e_WaterTessellationAmount = 0
;e_WaterTessellationAmountX = 0
;e_WaterTessellationAmountY = 0
;====Performance and untested variables====
;UI perf improvements
gfx_inputevents_mouse_move_threshold = 0.0166
sys_flash_curve_tess_error = 2
sys_flash_newstencilclear = 0
;Performance
r_Batching = 0
r_BatchType= 0
r_GeomInstancing = 1
r_GeomInstancingThreshold=2
r_ShadersAsyncCompiling=1
r_ShadersAsyncActivation=0
r_ShadersAsyncMaxThreads=4
r_DetailDistance = 256
e_ParticlesQuality= 4
e_ParticlesMinDrawAlpha = 0.1
e_ParticlesMaxScreenFill = 10
e_ParticlesObjectCollisions=1
e_ParticlesGI = 1
e_ParticlesLights = 1
e_ParticlesPoolSize = 1
e_ParticlesPreload = 1
e_ParticlesThread = 4
r_UseParticlesGlow = 1
r_UseSoftParticles = 1
e_ProcVegetation = 0
e_ViewDistRatioVegetation = 40
r_MotionBlur = 0
r_DepthOfField = 0
r_SSAO=0
r_ssdo=1
e_GI=1
r_sunshafts = 1
r_Glow = 1
e_OcclusionCullingViewDistRatio= 1
e_CoverageBufferResolution = 128
e_CoverageBufferTerrain=1
e_CoverageBufferAABBExpand=1.0
e_coveragebufferbias=1.0
e_WaterOceanFFT = 1
r_WaterReflections=1
r_WaterReflectionsQuality=1
r_WaterCaustics = 1
r_WaterGodRays=1
r_WaterTessellationHW = 1
q_ShaderWater=1
e_WaterOcean=1
e_WaterWaves = 1
e_WaterWavesTessellationAmount = 1
;Removes particles bigger than 10% of the screen
;e_ParticlesMaxDrawScreen = 0.1
;e_Decals = 0
;e_DecalsAllowGameDecals = 0
;e_DecalsMaxTrisInObject = 100
;e_DecalsMerge = 1
;r_TexResolution = 0
r_TexturesStreaming = 0
r_UsePOM = 0
i_mouse_accel = 0
i_mouse_accel_max = 0
i_mouse_smooth=0
r_TexAtlasSize = 2048
r_Sharpening = 0
e_Dissolve = 1
;e_DissolveDistband = 2
e_MaxViewDistSpecLerp = 1
r_OpticsQuality = 4
r_OpticsBloom = 1
r_HDRBloomRatio = 1
r_HDRBrightLevel = 1
;r_HDREyeAdaptationMode = 0
;r_HDREyeAdaptionFactor = 0
;r_HDRRangeAdapt = 0
;r_HDRRangeAdaptationSpeed = 0
;r_HDREyeAdaptationSpeed = 0
;r_HDRVignetting = 0
;r_HDRGrainAmount = 0.0
r_Flares = 1
r_Beams = 1
r_GlowAnamorphicFlares = 1
r_PostProcessHUD3DGlowAmount = 1
r_PostProcessHUD3DShadowAmount = 1
;hud_bobHud = 0
;r_ColorGradingFilters = 0
;r_ColorGradingLevels = 0
r_ChromaticAberration = 1
e_ParticlesMotionBlur = 1
r_MotionBlurQuality = 3
r_MotionBlurThreshold = 1
g_radialBlur = 1
r_Coronas = 1
;e_GsmCache = 1
r_FogShadows = 1
r_FogShadowsWater = 1
e_Tessellation = 1
e_ParticlesShadows = 1
r_ParticlesTessellation = 1
r_SSReflections = 1
r_SSReflHalfRes = 0
r_SilhouettePOM = 1
r_CloudsUpdateAlways = 1
e_DynamicLightsMaxCount = 64
r_PostProcessHUD3DCache = 1
g_battleDust_enable = 1
q_shaderHDR=1
q_shaderpostprocess=1
e_SkyType = 1
e_SkyUpdateRate = 1
e_TerrainAo = 1
;e_ViewDistRatio
r_SSRO = 1
r_Reflections = 1
r_LSAO = 1
;r_Contrast =
;r_Gamma =
;r_Brightness =
;N64 mode, remove textures (some commands used above, comment out duplicates)
;e_TerrainDetailMaterialsViewDistXY = 1
;e_TerrainDetailMaterialsViewDistZ = 1
;r_TexturesStreaming = 1
;r_TexturesStreamPoolSize = 0.001
#34
Posted 19 January 2024 - 11:55 AM
meteorol, on 05 June 2017 - 08:13 AM, said:
I must admit. I didn't ask for a Polar fix and don't care for the new Polar. I miss the old a lot. Like fixing something that wasn't broken. For instance I loved the original HPG and Polar and original Terra Therma. The new HPG is ok but the versions of Polar and Therma were NOT 'improvements" and so when I play. I tolerate them. I have done very well on both new versions but that doesn't mean I like it. Caustic number two was ok. I would have liked to see the original just upgraded with the textures and such they used on number 2. Then we get a THIRD version? When propelled Caustic to one of my LEAST liked maps. A map I formerly enjoyed.
Also. I don't see why with all these "new" versions of old maps, why not keep the old versions also? Then... More maps and variety by default.
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