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