Thats the old config. It still works but geerams config is far more granular and customizable.
Try these. Also remember that each time you log back in you must load any test map twice to enable the config. Also any time you do a keybind change or anything that requires you to save the settings you must reload a test map twice to get them back in play.
N64 mode for best possible performance. Keeps most effects and mesh at max quality while drastically reducing texture size. Also make sure all graphics settings are at low with textures very high and dx9 as the render engine for both presets.
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 = 0.7
;CG effects ingame visability, better/worse depends on map
r_ColorGrading=1
;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 = 16
e_ShadowsCastViewDistRatio = 0.001
;Brightness of lasers and other HDR effects
r_HDRBrightlevel = 0.8
;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 = 1
e_ParticlesQuality= 3
e_ParticlesMinDrawAlpha = 0.19
e_ParticlesMaxScreenFill = 4
e_ParticlesObjectCollisions=1
e_ParticlesGI = 0
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 = 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 = 0.1
;e_Decals = 1
;e_DecalsAllowGameDecals = 1
;e_DecalsMaxTrisInObject = 100
;e_DecalsMerge = 1
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 = 4
r_OpticsBloom = 1
r_HDRBloomRatio = 0.25
r_HDRBrightLevel = 0.50
;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 = 0
;e_GsmCache = 1
r_FogShadows = 0
r_FogShadowsWater = 0
e_Tessellation = 0
e_ParticlesShadows = 0
r_ParticlesTessellation = 0
r_SSReflections = 0
r_SSReflHalfRes = 0
r_SilhouettePOM = 0
r_CloudsUpdateAlways = 0
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 =
;-------------------------------------------------
;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 = .000001
--------------------------------------------------------------------------------------------------------------------------------------
This would be the normal performance preset. Its balanced for the best visuals vs performance.
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 = 1
e_ParticlesQuality= 3
e_ParticlesMinDrawAlpha = 0.19
e_ParticlesMaxScreenFill = 4
e_ParticlesObjectCollisions=0
e_ParticlesGI = 0
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=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=1
r_WaterReflectionsQuality=1
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
Edited by Meep Meep, 18 January 2024 - 05:54 PM.