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Mwoconfig - Cryengine Config Editor For Mwo


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#81 MrVaad

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Posted 28 June 2022 - 07:00 AM

View PostAidan Crenshaw, on 28 June 2022 - 04:31 AM, said:

Thought this was a recent post. I only learned about this today.


It's in my github "MWO-MrVaad-Tweaks" since 2019 and also in MWOConfig Posted Image

I never got any feedback about that setting but i liked the mechlab being more responsive.
I've set 0.0166 because it's closer to 60fps (default is 0.33 which is around 30fps)

I don't know where Navid saw it recently, but he was very happy about it.

Edited by MrVaad, 28 June 2022 - 09:20 AM.


#82 Ballistic Panicmode

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Posted 10 July 2022 - 05:42 PM

I just downloaded your editor and the visual difference is amazing.

#83 BellatorMonk

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Posted 15 July 2022 - 08:02 AM

Mr. Vaad thanks for all the work you have done on this. I came back recently and dreaded having to comb through the .ini files and variables to shave off the crap the never worked.
Even though I have a system 10X better than 10 years ago when this came out I have been encountering "stuttering" while simply looking around and assumed shaders and such were being read from the drive that would cause it.

Using your app has seemingly solved that after enabling a good number of the changes.

One thing I did notice on Caustic though is that there is a lot more fog/haze and blue fire on the ground after enabling something in the app. Any idea which setting might reduce that back to lesser levels?

Edit: Well I am still actually getting what seems like shader loading pauses on certain maps (died in my Shadowcat to a backshot 45 secs into a match as the screen froze). Additionally I am now seeing rain on some maps whereas I had never seen it before. Some of these app settings seems to have actually increased the graphics of the game in a couple cases.

Edited by BellatorMonk, 15 July 2022 - 10:42 AM.


#84 MrVaad

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Posted 15 July 2022 - 12:08 PM

View PostBellatorMonk, on 15 July 2022 - 08:02 AM, said:

Some of these app settings seems to have actually increased the graphics of the game in a couple cases.

Hi,
The only thing that should add some effects is "Particle effects quality" on the effects tab.
It's only usefull if you want to use a different value than the game's setting.

MWO uses :
LOW QUALITY=1
MEDIUM QUALITY=2
HIGH QUALITY=3
VERY HIGH QUALITY=4

Some particle effects need a minimum quality to be enabled.
And some particle effects are replaced with bigger/better ones at higher quality settings.

As for shaders, make sure you have at least :
r_shadersAsyncCompiling = 1 or 2
r_shadersAsyncMaxThreads=4

Edited by MrVaad, 15 July 2022 - 12:11 PM.


#85 BellatorMonk

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Posted 15 July 2022 - 02:21 PM

Thank you Vaad I think bumping the r_shadersAsyncMaxThreads=1 to 4 might have been the fix!!

#86 Hambeggar

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Posted 27 July 2022 - 11:44 PM

Will support for HUD refresh rate be added to MWOConfig? I ask since I initially got the lines from someone known as Gagis ages ago with the claim that it can help with performance since the UI is written in old flash and can become a single-thread bottleneck.

Is there a reason why they're not there? Should they not be edited anymore with the current version of the game or something?

The lines and quote in question:

;  This block usually helps the most since the Flash based HUD behaves weirdly on modern computers.
;  Normally the HUD that runs on a single core tries to refresh itself for every frame the GPU wants to draw. This can be a crippling bottleneck.
;  '1' is definitely too fast of an update rate and '10' is obviously too slow.
;  I like '3'. It means one update every three frames.
gp_hud_ams_update = 3
gp_hud_compass_update = 3
gp_hud_ecm_update = 3
gp_hud_engine_update = 3
gp_hud_heading_update = 3
gp_hud_heat_update = 3
gp_hud_stealth_armour_update = 3
gp_hud_targetinfo_update = 3
gp_hud_textwarning_update = 3
gp_hud_throttle_update = 3
gp_hud_weapon_update = 3


The lines definitely work, as you can see that the HUD has less smoothness after applying the settings. Whether they actually increase performance, I have not tested.

Edited by Hambeggar, 27 July 2022 - 11:51 PM.


#87 Gagis

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Posted 28 July 2022 - 12:18 AM

Vaad has said they might cause some problems and he does not recommend them, but I don't quite remember why or maybe I didn't understand why they are problematic.

#88 MrVaad

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Posted 28 July 2022 - 10:01 AM

View PostGagis, on 28 July 2022 - 12:18 AM, said:

Vaad has said they might cause some problems and he does not recommend them, but I don't quite remember why or maybe I didn't understand why they are problematic.

Hmm i don't think i said they could cause problems (or i was tired Posted Image )

But the main reasons :
1- i could not detect a 1% difference in cpu or gpu usage with those options (even with huge values)
2- i had to select the most usefull variables to not clutter the app (at least in the beginning)

Also, i'm not sure they change the refresh rate of the hud itself. Just the refresh of the data used by the hud.
The number of drawcalls per frame (cpu to gpu instructions) does not change with any of those options, unless i totally hide the hud.

Edited by MrVaad, 28 July 2022 - 10:03 AM.


#89 Seelenlos

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Posted 08 September 2022 - 03:05 AM

Hi,

em em em could you 2 maybe also put 5 presenting in the config?

1. Very Low
3. Low
3. Middle
4. Pre High (no bloom or HDR)
5. Highend

Maybe one runs better with those stds you make!

#90 Mokkor

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Posted 17 January 2023 - 05:34 PM

How does it work with ingame graphics settings? Which value is being taken into account by the game? If for example I have Particles set in game to "Very High" and e_ParticlesQuality set to 1 in user.cfg., what quality of particles will I get in the end?
Just to know if I should be worried about in game settings or if I can set them to whatever and change everything I need through config.

#91 Mokkor

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Posted 17 January 2023 - 07:14 PM

This settings helped the most with my fps problems. I went from 50-60 to 80-90. It still dips when you meet a lot of mechs for the first time (maybe prechaching will help with that), but quickly recovers. Still have LODs popping on HPG Manifold. Maybe there's setting to force like LOD3 on every object, so more detailed version doesn't pop in front of my eyes and cover enemy light :D
Anyway, playing is much more pleasant now, thanks a lot!

For future info/debug, my specs are:
Laptop Legion 5
CPU: Ryzen 5 4600H
GPU: RTX 2060
16GB RAM, 1TB SSD.

My config is:
gfx_inputevents_mouse_move_threshold=0.0166
gp_mech_ping=1
gp_mech_showfps=1
sys_job_system_max_worker=12
gp_hud_ams_update = 4
gp_hud_compass_update = 4
gp_hud_ecm_update = 4
gp_hud_engine_update = 4
gp_hud_heading_update = 4
gp_hud_heat_update = 4
gp_hud_stealth_armour_update = 4
gp_hud_targetinfo_update = 4
gp_hud_textwarning_update = 4
gp_hud_throttle_update = 4
gp_hud_weapon_update = 4


View PostHambeggar, on 27 July 2022 - 11:44 PM, said:

Will support for HUD refresh rate be added to MWOConfig? I ask since I initially got the lines from someone known as Gagis ages ago with the claim that it can help with performance since the UI is written in old flash and can become a single-thread bottleneck.

Is there a reason why they're not there? Should they not be edited anymore with the current version of the game or something?

The lines and quote in question:

;  This block usually helps the most since the Flash based HUD behaves weirdly on modern computers.
;  Normally the HUD that runs on a single core tries to refresh itself for every frame the GPU wants to draw. This can be a crippling bottleneck.
;  '1' is definitely too fast of an update rate and '10' is obviously too slow.
;  I like '3'. It means one update every three frames.
gp_hud_ams_update = 3
gp_hud_compass_update = 3
gp_hud_ecm_update = 3
gp_hud_engine_update = 3
gp_hud_heading_update = 3
gp_hud_heat_update = 3
gp_hud_stealth_armour_update = 3
gp_hud_targetinfo_update = 3
gp_hud_textwarning_update = 3
gp_hud_throttle_update = 3
gp_hud_weapon_update = 3


The lines definitely work, as you can see that the HUD has less smoothness after applying the settings. Whether they actually increase performance, I have not tested.


#92 Mokkor

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Posted 27 January 2023 - 02:37 PM

If anyone interested, I made my own config for visibility, good look and FPS optimization.
I highly suggets using ReShade with the config, so the game looks even more beautiful.
If you want help with explaining what each variable does, or want to customize it more, give me a message on discord Mokkor#1964.
For the base I used MrVaad's config v0.97, so all of his optimization are still in place.
Main points of config:
- Increasing distance at what LODs change, so there's less pop-ups and LOD changes happening right before your eyes.
- Making PPCs look as if they on High Particles setting, but reducing all other variables it changes to Low particles setting.
- There's also a possibility to disable decals on mechs (in case you don't like someone covering their cockpit with decals). But you won't see any decals on your mech as well. To do this, change mechdecalalpha to 0.
- Disabling grass and some vegetation on Forest Colony.
- Disabling bullet marks from weapons on objects and terrain (Mechs still get damage decals).
- Making bullet marks on mechs smaller, so mech is less black after few shots from miniguns and you see more of original camouflage.
- Disabling water reflections, so now water is just black. I like it more, as it's helps me focus more on mechs than on water details.

Config itself:
;---------------------------------------------------------------------------------------------------------------------
; Mokkor's CFG v0.3
; Created on the base of MrVaad's v0.97 config
;---------------------------------------------------------------------------------------------------------------------
; EFFECTS
r_ReflectionsQuality = 0
r_DepthOfFieldStencilPrepass = 1
r_SSAO = 0
r_ssdo = 0
e_GI = 0
r_ColorGrading = 0
r_sunshafts = 0
;---------------------------------------------------------------------------
; OBJECTS
e_Dissolve = 0
e_ObjQuality = 1
e_LodRatio = 20
e_LodCompMaxSize = 8
e_LodsForceUse = 0
;---------------------------------------------------------------------------
; VEGETATION
e_Vegetation = 0
e_ProcVegetation = 0
e_VegetationMinSize = 200000
e_VegetationSprites = 1
e_VegetationSpritesDistanceRatio = 0.5
e_VegetationSpritesMinDistance = 4
r_VegetationSpritesTexRes = 256
e_VegetationBending = 0
e_VegetationAlphaBlend = 0
e_ProcVegetationMaxSectorsInCache = 1
;---------------------------------------------------------------------------
; TERRAIN
e_TerrainAo = 0
r_TerrainAO = 0
e_TerrainLodRatioHolesMin = 0
e_TerrainTextureLodRatio = 4
e_TerrainDetailMaterialsViewDistXY = 2048
e_TerrainDetailMaterialsViewDistZ = 128
r_DetailDistance = 10
;---------------------------------------------------------------------------
; WATER
e_WaterOcean = 2
r_WaterTessellationHW = 0
e_WaterOceanFFT = 1
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
r_WaterCaustics = 0
q_ShaderWater = 1
r_WaterUpdateFactor = 0.2
e_WaterTessellationAmount = 1
e_WaterTessellationAmountX = 0
e_WaterTessellationAmountY = 0
r_WaterGodRays = 0
;---------------------------------------------------------------------------
; PARTICLES
; Disables dust on Rubellite Oasis
g_battleDust_enable = 0
e_ParticlesShadows = 0
e_ParticlesLights = 0
e_ParticlesMaxScreenFill = 32
e_ParticlesMinDrawPixels = 1.5
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 0
e_ParticlesQuality = 3
r_UseParticlesHalfRes = 1
r_UseSoftParticles = 0
e_ParticlesGI = 0
e_ParticlesDiffCM = 0
e_ParticlesLightsViewDistRatio = 16
; Makes PPC effect more lean
e_ParticlesLod = 0.5
; Seems to make particle splash of PPCs smaller
e_ParticlesAnimBlend = 0
; Makes particles go away much sooner. Cleaner look with missiles and ballistics
e_ParticlesMinDrawAlpha = 1
e_ParticlesSoftIntersect = 0
;---------------------------------------------------------------------------
; DECALS
e_DecalsForceDeferred = 0
e_DecalsOverlapping = 0
;  Makes mechs be less covered in bullet holes
gp_reducedamagemasksize = 0
;  Disables decals on mechs
mechdecalalpha = 1
;  Disables bullet/laser holes on ground and objects
e_Decals = 0
;---------------------------------------------------------------------------
; COVERAGE BUFFER AND OCLLUSION
e_CoverageBuffer = 1
e_CoverageBufferResolution = 128
e_StatObjBufferRenderTasks = 0
e_CoverageBufferReproj = 0
e_CoverageBufferAABBExpand = 0
e_CoverageBufferBias = 0.03
e_OcclusionCullingViewDistRatio = 1
r_ZPassDepthSorting = 0
r_ConditionalRendering = 0
;---------------------------------------------------------------------------
; THREADS
sys_job_system_max_worker = 0
sys_limit_phys_thread_count = 0
p_num_threads = 4
;---------------------------------------------------------------------------
; SHADERS
r_ShadersUseInstanceLookUpTable = 0
r_ShadersCompileAutoActivate = 1
r_ShadersAsyncCompiling = 1
r_ShadersAsyncActivation = 0
r_ShadersAsyncMaxThreads = 4
r_ShadersSubmitRequestline = 0
;---------------------------------------------------------------------------
; PRELOAD/PRECACHE
e_ParticlesPreload = 0
e_StatObjPreload = 0
e_DecalsPreCreate = 0
e_PreloadDecals = 0
e_PreloadMaterials = 0
r_ShadersPreactivate = 0
r_TexturesWarmup = 0
;---------------------------------------------------------------------------
; HUD/MENUS
gfx_inputevents_mouse_move_threshold = 0.0166
gp_mech_showfps = 1
gp_mech_ping = 1
sys_flash_curve_tess_error = 5
; May be problematic on 21:9 monitors. Put 0 to disable, if needed.
sys_flash_newstencilclear = 1
gp_hud_ams_update = 4
gp_hud_compass_update = 4
gp_hud_ecm_update = 4
gp_hud_engine_update = 4
gp_hud_heading_update = 4
gp_hud_heat_update = 4
gp_hud_stealth_armour_update = 4
gp_hud_targetinfo_update = 3
gp_hud_textwarning_update = 4
gp_hud_throttle_update = 4
gp_hud_weapon_update = 4
;---------------------------------------------------------------------------
; GENERAL
sys_MaxFPS = 144
s_NoFocusVolume = 1 
r_MultiGPU = 0
r_stereodevice = 0
s_MaxChannels = 64
r_BatchType= 0
r_GeomInstancing = 1
r_GeomInstancingThreshold = 1
r_DynTexMaxSize = 160
r_TexMinAnisotropy = 2
r_TexMaxAnisotropy = 4
r_Texture_Anisotropic_Level = 2


#93 Meep Meep

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Posted 27 January 2023 - 05:34 PM

Hmm tried your cfg out and I still prefer mine for the extreme distant full detail lods it provides. However your particle section more or less removes all fog making even maps like caustic valley nice and clear vison wise past the geyser fumes. Will steal that bit. Posted Image

You mentioned your disord for cvar descriptions but is there a guide which lists them out alone with the ranges they use as it seems there are far more that are user configurable than I had thought. Why pgi hasn't put at least a tiny bit of time making an 'ultra' preset using maxed out values so that modern hardware can be fully utilized is beyond me given how easy it is to change and verify the results. No need for a QA team just someone with some common sense.

#94 Meep Meep

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Posted 27 January 2023 - 09:46 PM

Ok found the crytek page with all the cvar descriptions but alas many don't have any examples of the range they use. Still a starting point.

Adapted your particle settings to my user.cfg and found out a way to keep the fog from showing but still get smoke out of damaged components which can be key to finding mechs trying to hide or sneak up on you.

Here is an alpine peaks comparison between the configs.

Settings are low for shading and shadows and very high for the rest with post aa.

(open each in a new tab to flip between them)

Your config.

Posted Image

Mine.

Posted Image

Btw not bashing your config as its for a different purpose than mine just showing a comparison if you have the hardware to run it. Yours is perfect for maxing out performance and still showing enough detail to not look horrible. Great work!

Edited by Meep Meep, 27 January 2023 - 11:07 PM.


#95 MrVaad

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Posted 27 January 2023 - 11:59 PM

If you want to share settings to disable map effects, smokes, fogs and whatever tricks to gain an advantage, please do this in another thread.
When doing my guide and this tool, my goal has never been this.

#96 Meep Meep

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Posted 28 January 2023 - 12:10 AM

View PostMrVaad, on 27 January 2023 - 11:59 PM, said:

If you want to share settings to disable map effects, smokes, fogs and whatever tricks to gain an advantage, please do this in another thread.
When doing my guide and this tool, my goal has never been this.


Sure thing. Is doing this against the eula as the removal of the drifting fog especially on caustic does seem a bit advantageous.

edit; removed the particle section from the cfg I posted on page 2 just in case. Posted Image

Edited by Meep Meep, 28 January 2023 - 12:15 AM.


#97 MrVaad

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Posted 28 January 2023 - 12:25 AM

I don't want to sound bad. But I spent so many months reading cryengine code/doc/tools to better the game Posted Image
I'm always a little sad that people try to disable as many things as possible to see the mechs where the game/map designer didn't want.
You're not supposed to have black water, see in a dark area, a foggy forest, past the smokes of a sulfur lake or a factory.

I don't think those kind of tech details are in the EULA. But in my opinion disabling effects is way more offensive than using a HUD or HTAL mod for example.

Edited by MrVaad, 28 January 2023 - 12:27 AM.


#98 BLACKR0SE

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Posted 05 February 2023 - 06:08 AM

I noticed this while adjusting. All maps require different settings. It is not possible to set a global setting.

day is different with the contrast ratio I set for night.
A snowy map and a forest are very different.

as the note.
monitor contrast ratio. HDR on, HDR off makes a big difference.

Edited by TAMTAMBABY, 05 February 2023 - 06:11 AM.


#99 BLACKR0SE

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Posted 05 February 2023 - 06:13 AM

a setting you adjust for caves. turns into a white page in an open space.

#100 Mac the Ripper

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Posted 06 March 2023 - 12:06 PM

I too am trying to minimize pop-in as much as I can. Meep Meep's file from page 2 helped a lot with overall terrain geometry and textures, and it totally fixed the water pop-in issue I was trying to fix (thanks!). However, there are still two things bothering me, and I wonder if they can be fixed or if this is as good as it gets.

The first thing is faraway snow. It's less blurry than before I think, but it's still pretty low-res and blocky. In this screenshot, it looks ok on either side of my mech, but in the distance (starting around the left of that building and persisting on the mountain behind it), it's still noticeably worse than nearby.
Posted Image


Second, terrain pop-in isn't totally fixed, although it is seemingly better than before. In the following pair of screenshots, see how the texture and geometry of the ridge below the "South" indicator on the compass changes when I take a few steps forward. If there's no way to totally fix it, is there a way to at least lock this terrain geometry/texture to the slightly worse one of these two so that it doesn't jarringly change while I move?

Slightly further:
Posted Image

Slightly closer:
Posted Image

Edit: Scratch this. I did some actual games tonight and most of the pop-in went to crap again. Does a lot of this not work / get reset in actual multiplayer matches instead of training grounds?

Edited by Mac the Ripper, 06 March 2023 - 06:52 PM.






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