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Mwo Settings Guide And User.cfg

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#61 Nesutizale

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Posted 05 June 2019 - 11:31 PM

Try the pak files.

Did your patch also change something with the audio? I can hear sound even when tapping out.

Edited by Nesutizale, 06 June 2019 - 01:12 PM.


#62 MrVaad

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Posted 06 June 2019 - 03:26 PM

it's s_NoFocusVolume = 1 (it's the audio volume when you're not in the game, alt-tabbed, etc)

you can set it from 0.0 to 1.0

#63 Nesutizale

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Posted 07 June 2019 - 12:00 AM

Good to know, thanks.

#64 Xetelian

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Posted 07 June 2019 - 08:40 PM

Last time I used the usr.cfg file I thought things were working fine but i'd hang on loading matchs in the drop ship.

it'd take me 10-30 seconds to move my mech while I was frozen.

System Manufacturer: ASUSTeK COMPUTER INC.
System Model: G20AJ

BIOS: 0703 (type: UEFI)
Processor: Intel® Core™ i5-4460 CPU @ 3.20GHz (4 CPUs), ~3.2GHz
Memory: 8192MB RAM
DirectX Version: DirectX 12

Card name: NVIDIA GeForce GTX 750
Manufacturer: NVIDIA
Chip type: GeForce GTX 750
Dedicated Memory: 2007 MB

Without the user.cfg I load into matches fine but if I get shot by dakka my screen shake freezes my PC, I've deleted the shaders folder and verified integrity of game but support has stopped responding to my emails about it.

Edited by Xetelian, 07 June 2019 - 08:41 PM.


#65 MrVaad

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Posted 08 June 2019 - 12:20 AM

Your problem seems related to activating/compiling shaders. I know it can freeze the computer (depending on the computer's power)
  • Did you try with and without the given .pak files ?
  • You can try running around the training grounds and doing the tutorial in the academy (where mechs shoot you), it should create most of the shaders.
  • Check that the file game.cfg exists in \Saved Games\MechWarrior Online
  • Last thing, you can try this variable r_ShadersAsyncActivation=1
Currently, i've removed r_ShadersAsyncActivation. Because, on steam, some people using the .pak files and this option had problems (it needs some investigation before putting it back).

Edited by MrVaad, 08 June 2019 - 12:33 AM.


#66 Xetelian

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Posted 08 June 2019 - 07:08 AM

I'm working off a fresh install and only tried the user.cfg files in an attempt to get it to stop freezing, but not any shaders files you have or .pak files. This was some time before your post.

#67 ExoForce

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Posted 08 June 2019 - 03:27 PM

IIRC, they used crippled version of cryengine because reasons.

Second, how I can donate MCs from my account to that gent?

#68 dario03

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Posted 08 June 2019 - 04:42 PM

Is there a command that just controls smoke? The smoke that you see on maps like some of the River City buildings and in the caldera of Caustic. IIRC object detail is the main option that does but is there a way to have smoke at a different setting than the other objects?

#69 MrVaad

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Posted 08 June 2019 - 05:06 PM

Smokes in all games are particles. So in MWO, it's controlled by the particles settings.

I don't really understand why everyone says MWO uses a crippled cryengine, because in my tests, it behaves like the 3.4.4 and 3.4.5 (FreeSDK).
I believe PGI edited the network part for their needs, but on the 3D part, nothing seems to have been modified.

Edited by MrVaad, 08 June 2019 - 05:25 PM.


#70 dario03

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Posted 08 June 2019 - 05:29 PM

View PostMrVaad, on 08 June 2019 - 05:06 PM, said:

Smokes in all games are particles. So in MWO, it's controlled by particles settings.


That would make more sense but in my experience object detail has an effect on smoke in this game. For example if you turn object detail all the way down then the smoke in the caldera almost completely goes away.

#71 MrVaad

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Posted 09 June 2019 - 03:15 AM

View Postdario03, on 08 June 2019 - 05:29 PM, said:

That would make more sense but in my experience object detail has an effect on smoke in this game. For example if you turn object detail all the way down then the smoke in the caldera almost completely goes away.


I just tested this and you're right ! This is so bad in a pvp map, people can disable effects that affect visibility Posted Image


So far, with what i've seen in the code and the xml files :
  • particles effects from the level rely *at least* on e_ObjQuality
  • particles effects from weapons rely on e_ParticlesQuality
Quality is changed very easily :
  • in game PARTICLE setting: on LOW e_ParticlesQuality=1, on VERY HIGH e_ParticlesQuality=4
  • in game OBJECT DETAIL setting: on LOW e_ObjQuality =1, on VERY HIGH e_ObjQuality =4
For each particle effect, the designer sets a minimum value.
Most of the Caustic Valley effects needs 2 (OBJECT DETAIL=MEDIUM)

Edited by MrVaad, 09 June 2019 - 04:30 AM.


#72 ExoForce

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Posted 09 June 2019 - 12:55 PM

I could be wrong but there was/is another xml file that over-rides minimums.
Crippled engine story came from licensing stuff not to pay support or something IIRC>

#73 Tarl

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Posted 09 June 2019 - 12:58 PM

And the people who knew the inners of beta engine that MWO uses had left the company a long time ago...

#74 MrVaad

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Posted 09 June 2019 - 01:52 PM

There's no other files overriding this, i have tested the level particles (there's one file for each level) and the weapons particles (only one file).

I'd really like to know why everyone think this engine is crippled (at least on the 3D side Posted Image )
Perhaps, they had a preversion in the beginning. But when they moved from 3.0 to 3.4.1, it was the released version (see here link)

The truth is, there are some errors/bad practices in how the maps, the shadows, some weapons particles are done (and that damned HUD). And i'm not the only one to have found this.

Edited by MrVaad, 09 June 2019 - 04:00 PM.


#75 MrVaad

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Posted 09 June 2019 - 02:20 PM

Ok, another *possible* good news regarding the terrain.

Can anyone test e_TerrainLodRatio = 1 (and then 0.5) ?

So far, after a few matches, i have not found a map ressetting this value. Unless i made a mistake, it was locked in matches a few months ago. It improves the terrain geometry.

Edited by MrVaad, 09 June 2019 - 03:18 PM.


#76 McGoat

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Posted 11 June 2019 - 07:10 AM

View PostMrVaad, on 03 June 2019 - 07:34 AM, said:

Ok , can you find the line with e_ParticlesObjectCollision and set e_ParticlesObjectCollision=2 ?

This will re-enable dynamic collisions for particles (1 is collision with static objects). This would be strange as collisions should use the projectile (not the particle).

Video showing the issue:


Changed user.cfg with suggested change in particles:

;---------------------------------------------------------------------------
; PARTICLES (see CParticleManager::Update())

; 2 seems too much when a lot of smokes are around (missile launch, vents, ground smokes). 0 is not very good, particles go through buildings/objects/terrain
; MWO sets 2 for every settings. Compared to cryengine defaults which sets 2 for HIGH and VERY HIGH
e_ParticlesObjectCollisions=2

; 2 removes smoke when launching missiles, this seems the only way to solve that FPS monster right now
; Other options don't impact this effect enough and destroy/degrade all particles effects
; Real solution is editing particle effect which works really well but its forbidden by PGI Posted Image
; Particle quality only determine if an effect is drawn or not (each effect has a min quality set by the artist)
; DO NOT SET TO 0. Else it will use your "System specifications" selected in MWO (not sure what is used when using custom settings)
e_ParticlesQuality=2

;[0.004] Particles with transparency under this value will disappear. Use 0.19?
e_ParticlesMinDrawAlpha

;[1] Apply global illumination to appropriate particle effects. Not sure if it needs to be disabled if GI is already disabled
e_ParticlesGI = 0
;[1] 1 activates softs particles (intersection example http://cdn.wolfire.c...iclecompare.jpg)
r_UseSoftParticles = 0
e_ParticlesSoftIntersect=2
; 0 if you selected particles and shadows on HIGH or lower
e_ParticlesMotionBlur
e_ParticlesShadows

;[1] Multiplier to particles count for ONE emitter.
e_ParticlesLod = 0.75

Edited by McGoat, 11 June 2019 - 07:10 AM.


#77 MrVaad

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Posted 11 June 2019 - 07:46 AM

View PostMcGoat, on 11 June 2019 - 07:10 AM, said:

Video showing the issue

;[1] Multiplier to particles count for ONE emitter.
e_ParticlesLod = 0.75

Ooooh, 5 AC/2 ! Thanks for the video, it could be e_ParticlesLod = 0.75
This is a multiplier to the number of drawn particles, for one emitter. Try to set it back to 1

If this is the problem, I never though it would remove bullets Posted Image

Edited by MrVaad, 11 June 2019 - 07:52 AM.


#78 McGoat

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Posted 11 June 2019 - 08:21 AM

View PostMrVaad, on 11 June 2019 - 07:46 AM, said:

Ooooh, 5 AC/2 ! Thanks for the video, it could be e_ParticlesLod = 0.75
This is a multiplier to the number of drawn particles, for one emitter. Try to set it back to 1

If this is the problem, I never though it would remove bullets Posted Image


Just tried, no change.


Edit: Tested in live and it is good to go. Thanks vaad!

Edited by McGoat, 11 June 2019 - 08:29 AM.


#79 Nightbird

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Posted 11 June 2019 - 08:37 AM

I'm tried the scripts here and they have quite the impact on testing grounds, but no impact at all on LIVE for me. Quite frustrating. Is it just PGI's code for other players the biggest bottleneck?

Edited by Nightbird, 11 June 2019 - 08:44 AM.


#80 MrVaad

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Posted 11 June 2019 - 10:05 AM

View PostMcGoat, on 11 June 2019 - 08:21 AM, said:


Just tried, no change.

Edit: Tested in live and it is good to go. Thanks vaad!

Good ! Perhaps the setting was not applied the first time.

View PostNightbird, on 11 June 2019 - 08:37 AM, said:

I'm tried the scripts here and they have quite the impact on testing grounds, but no impact at all on LIVE for me. Quite frustrating. Is it just PGI's code for other players the biggest bottleneck?

Well it depends on what's limiting your performance. What are your fps, settings and system specs ?
also make sure you have user.cfg and tuning.cfg else you'll be missing some settings.

Edited by MrVaad, 11 June 2019 - 10:05 AM.






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