Blindman25, on 07 November 2012 - 09:03 AM, said:
I see you paste config with High settings or for high resolution.
Can you paste code for very bad PC? With resolution 800x600 or 1024x768 and very low settings.
I would be grateful
Can you paste code for very bad PC? With resolution 800x600 or 1024x768 and very low settings.
I would be grateful
If I remember correctly Yaros config was pretty rock-bottom.
BladeXXL, on 04 November 2012 - 02:41 PM, said:
H
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And here is the latest user.cfg (v1.2) from Yaros:
and here the same but without the comments ans description:
I have no validation for Yaros config... if it works: fine ... if not: tough
With DX11 (some day...) this config becomes outdated ... but I hope Yaros will fix it asap! :-)
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And here is the latest user.cfg (v1.2) from Yaros:
Spoiler
;************************************************************************
;******************* MWO Uber Cute&Fast ******** config v1.2 ************
;************************************************************************
;***<<<<<<<< WARNING !!! BladeXXL patch is ABSOLUTE MUST !!! >>>>>>>>****---------------------------------------------
;************************************************************************---------------------------------------------
;---
;============================ Debug =====================================
sys_DeactivateConsole = 0
; --- 0: normal console behavior / 1: hide the console <<< Doesn't work for MWO ? >>>
con_restricted = 0
; --- 0=normal mode / 1=restricted access to the console <<< Doesn't work for MWO ? >>>
;e_DisplayMemoryUsageIcon = 1
; --- Turns On/Off the memory usage icon rendering: 1 on, 0 off. <<< Doesn't work for MWO ? >>>
;============================ Core ======================================
;---
r_VSync = 0
cl_fov = 65
; --- Main view frustum FoV
;r_DrawNearFoV = 30
; --- Near objects (player's weapon) FoV <<< Doesn't work for MWO ? >>>
r_MultiGPU = 0
; --- Enable if SLI/CrossFire
r_MultiThreaded = 1
; --- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
r_GeomInstancing = 1
r_stereodevice = 0
; --- Sets stereo (visual) device (only possible before app start)
;---
;---------------------------- Gameplay ----------------------------------
; --- Zoom ---
gp_mech_view_zoom_transitiontime = 0.05
; --- [Default: 0.2] Transition time in seconds between zoom levels
;---
;============================ Controller ================================
;---
i_mouse_inertia = 0
;--- Set mouse inertia. It is disabled (0.0) by default.
i_mouse_smooth = 0
;--- [1..30] Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.
i_mouse_accel = 0
; --- usually a small number, 0.1 is a good one
i_mouse_accel_max = 100
; --- Set mouse max mouse delta when using acceleration.
gp_mech_view_look_sensitivity = 0.0026
; --- [Default: 0.00261537] Normal View <<<<<<<<< Mouse sensitivity
gp_mech_view_zoom_level1_sensitivity_modifier = 0.95
; --- [Default:0.95] Zoom 1.5x
gp_mech_view_zoom_level2_sensitivity_modifier = 0.8
; --- [Default: 0.8] Zoom 3x
gp_mech_view_zoom_level3_sensitivity_modifier = 0.7
; --- [Default: 0.7] Zoom 4x
gp_mech_view_lead_max_pitch = 1.5
; --- [Default: 1.0] Maximum lead Pitch when looking. Up/Down
gp_mech_view_lead_max_yaw = 1.5
; --- [Default: 1.0] Maximum lead yaw when looking. Left/Right
;---
;============================= Renderer ================================
;---
sys_spec_Environment = 1
sys_spec_GameEffects = 1
sys_spec_ObjectDetail = 1
sys_spec_Particles = 1
sys_spec_PostProcessing = 1
sys_spec_Shading = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 3
sys_spec_Sound = 3
;-----------------------------------------------------------------------
q_Renderer = 1
; --- Should be set besides q_Quality
q_Quality = 1
; --- If called with a parameter it sets the quality of all q_.. variables
; --- but to be 100% sure:
q_ShaderGeneral = 1
q_ShaderMetal = 1
q_ShaderGlass = 1
q_ShaderVegetation = 1
q_ShaderIce = 1
q_ShaderTerrain = 1
q_ShaderShadow = 1
q_ShaderWater = 1
q_ShaderFX = 1
q_ShaderPostProcess = 1
q_ShaderHDR = 1
q_ShaderSky = 1
e_Recursion = 0
; --- [Default:1] If 0 - will skip recursive render calls like render into texture
;---
;============================= ObjectDetail =============================
;--- Occlusion -----
e_HwOcclusionCullingObjects = 1
; --- [Default:0] Activates usage of HW occlusion test for objects
e_OcclusionLazyHideFrames = 1
; --- [Default:0] Makes less occluson tests, but it takes more frames to detect invisible objects
; ---
;----------------------------- Object LODs --------------------------
e_ObjQuality = 1
e_Lods = 1
; --- Load and use LOD models for static geometry
e_LodsForceUse = 1
e_LodRatio = 10
; --- LOD distance ratio for objects
e_LodMin = 0
e_CharLodMin = 1
; --- Min LOD for character objects
e_LodMax = 5
e_LodMinTtris = 1
; --- LODs with less triangles will not be used
e_LodCompMaxSize = 8
; --- Affects LOD selection for big objects, small number will switch more objects into lower LOD
; ---
;e_MaxViewDistance = 150
; --- [Default: -1] Far clipping plane distance
e_MaxViewDistSpecLerp = 0.8
; --- [Default: 1]
; 1 - use max view distance set by designer for very high spec
; 0 - for very low spec
; Values between 0 and 1 - will lerp between high and low spec max view distances.
; ---
e_ViewDistMin = 10
; --- Min distance on what far objects will be culled out
e_ViewDistRatio = 100
; --- View distance ratio for objects
e_ViewDistRatioCustom = 75
; --- View distance ratio for special marked objects (Players,AI,Vehicles)
e_ViewDistRatioDetail = 35
; --- View distance ratio for detail objects
e_ViewDistRatioLights = 50
; --- View distance ratio for light sources
;e_ViewDistRatioVegetation = 40
; --- [Default: 30] View distance ratio for vegetation
r_DrawNearZRange = 0.08
;----------------------------- Dissolve ---------------------------------
e_Dissolve = 1
; --- [Default: 1] Objects alphatest_noise_fading out on distance
e_DissolveDistband = 3
; --- [Default: 3] Over how many metres transition takes place
e_DissolveDistMax = 8
; --- [Default: 8] At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
e_DissolveDistMin = 2
; --- [Default: 2] At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
;---
;----------------------------- Terrain ------------------------------
;---
e_TerrainLodRatio = 1
; --- lower is better, 0 is disabled terrain LOD
e_TerrainTextureLodRatio = 2
; --- Adjust terrain base texture resolution on distance
e_TerrainDetailMaterials = 1
; --- Activates drawing of detail materials on terrain ground
e_TerrainDetailMaterialsViewDistZ = 128
; --- [Default:128]
e_TerrainDetailMaterialsViewDistXY = 1024
; --- [Default:2048]
e_TerrainNormalMap = 1
e_TerrainTextureStreamingPoolItemsNum = 64
; --- [Default: 64] Specifies number of textures in terrain base texture streaming pool
; ---
;----------------------------- Terrain Occlusion ---------------------
; ---
e_TerrainOcclusionCullingVersion = 1
; >>> 0 - old, 1 - new <<<
; ---
e_TerrainOcclusionCulling = 1
; --- heightmap occlusion culling with time coherency 0=off, 1=on
e_TerrainOcclusionCullingMaxDist = 120
; --- [Default: 200] Max length of ray (for version 1)
;e_TerrainOcclusionCullingMaxSteps
; --- [Default: 50] Max number of tests per ray (for version 0)
e_TerrainOcclusionCullingPrecision = 0.25
; --- [Default: 0.25] Density of rays
e_TerrainOcclusionCullingPrecisionDistRatio = 3
; --- [Default: 3] Controls density of rays depending on distance to the object
e_TerrainOcclusionCullingStepSize = 4
; --- [Default: 4] Initial size of single step (in heightmap units)
e_TerrainOcclusionCullingStepSizeDelta = 1.05
; --- [Default: 1.05] Step size scale on every next step (for version 1)
;---
;----------------------------- Vegetation -----------------------------
;---
;e_VegetationSprites = 1
; --- [Default: 1] Activates drawing of sprites instead of distributed objects at far distance
;e_VegetationSpritesMinDistance = 8
; --- [Default: 8] Sets minimal distance when distributed object can be replaced with sprite
;e_DissolveSpriteMinDist = 4
; --- [Default: 4] The min dist over which vegetation sprites dissolve
;e_DissolveSpriteDistRatio = 0.1
; --- [Default: 0.1] The fraction of vegetation sprite draw distance over which to dissolve
;e_VegetationSpritesBatching = 1
; --- [Default: 1] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation
r_VegetationSpritesTexRes = 16
e_VegetationBending = 0
; --- [Default: 1] Simulates "wind bending"
;e_VegetationAlphaBlend = 1
; --- [Default: 1]
;e_VegetationMinSize = 0
; --- [Default: 0]
;e_VegetationSpritesDistanceCustomRatioMin = 1
; --- [Default: 1]
;e_VegetationSpritesDistanceRatio = 1
; --- [Default: 1] Allows changing distance on what vegetation switch into sprite
;e_CullVegActivation = 8
; --- [Default: 10] Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
;e_ProcVegetation = 1
; --- [Default: 1]
e_VegetationUseTerrainColor = 1
;---
;----------------------------- Other...----------------------------------
;---
;e_OcclusionCullingViewDistRatio = 0.5
; --- [Default: 0.5] Skip per object occlusion test for very far objects - culling on tree level will handle it
ca_AttachmentCullingRation = 200
; --- [Default: 5000] Ration between size of attachment and distance to camera
;ca_DrawAttachments = 1
; --- [Default: 1]
;ca_DrawFaceAttachments = 1
; --- [Default: 1]
es_DebrisLifetimeScale = 0.5
; --- [Default: 1]
;---
;============================= Textures =================================
;---
r_TexMinSize = 64
; --- [Default: 64]
r_TexMaxSize = 0
; --- [Default: 0 / unlimited (auto)]
r_TexResolution = 1
;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
;r_TextureLodDistanceRatio = -1
; --- [Default: -1 (off)] ; [-1, 0 and bigger] Controls dynamic LOD system for textures used in materials.
; 0 = full LOD to all textures used in frame.
; > 0 will activate texture LOD selection depending on distance to the objects.
r_TexBumpResolution = 2
;--- Reduces bump texture resolution. (Behaviour) same as r_TexResolution.
r_EnvTexResolution = 0
;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512
r_EnvCMResolution = 0
;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256
r_DisplacementFactor = 0.4
; --- [Default = 0.4f] Global displacement amount. Parallax?
r_UseMaterialLayers = 2
;--- [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
r_TexSkyResolution = 1
r_DynTexAtlasCloudsMaxSize = 12
r_DynTexAtlasSpritesMaxSize = 8
r_DynTexMaxSize = 64
; --- [Default: 80]
r_EnvTexUpdateInterval = 0.1
; --- [Default: 0.001]
r_TexAtlasSize = 256
; --- [Default: 1024]
r_TexMinAnisotropy = 0
r_TexMaxAnisotropy = 4
; --- ^^^ Lowered to make textures look sharper, since MSAA is enabled.
; r_TexturesFilteringQuality = 1
; --- 0: Highest quality ; 1: Medium quality ; 2: Low quality
; ---
;----------------------------- Detail Textures -------------------------
r_DetailTextures = 1
; r_DetailNumLayers = 1
r_DetailDistance = 4
; --- [1-20] Default is 6.
;----------------------------- Object Decals --------------------------
e_decals = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 0.8
e_DecalsOverlapping = 0
e_DecalsHitCache = 1
;e_DecalsForceDeferred = 0
e_DecalsMerge = 1
e_DecalsScissor = 1
e_DecalsPreCreate = 1
ca_useDecals = 1
; --- Decals on characters / base cap frame
;---
;================ Post-Processing / HDR / DOF / Motion Blur ============
;---
r_PostProcessEffects = 0
r_PostProcessFilters = 0
r_PostProcessGameFx = 0
r_ColorGrading = 1
r_Glow = 1
r_GlowAnamorphicFlares = 1
r_DepthOfField = 0
r_dofMinZScale = 0
r_dofMinZ = 1
r_DepthOfFieldBokeh = 0
r_DepthOfFieldBokehQuality = 0
r_PostProcessHUD3DCache = 30
r_sunshafts = 0
r_pointslightshafts = 0
r_Coronashafts = 0
r_Coronas = 0
r_Flares = 1
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_MotionBlurShutterSpeed = 0.00001
ca_MotionBlurMovementThreshold = 0.00001
g_radialBlur = 0
r_Reflections = 0
r_ReflectionsQuality = 0
r_Beams = 0
r_BeamsDistFactor = 1
r_BeamsMaxSlices = 16
;--------------------------------- HDR ------------------------------
r_HDRRendering = 1
;--- [Default:1] [0/1/2/etc] Default is 1 (on), exponential tone mapping; 2 - exponential tone mapping with s-curve output.
r_HDRTexFormat = 0
;--- [Default:0] HDR texture format. [Value] 0:(low precision - cheaper/faster), 1:(high precision)
r_HDRLevel = 5
;--- [Default:8.0] HDR rendering range level (color multiplier tweak together with hdr offset) <<< Bigger = brighter highlights
r_HDROffset = 75
;--- [Default is 10.0]. HDR rendering range offset (color multiplier tweak together with hdr level) <<< Bigger = darker shadows
;r_HDRBrightness = 1
;--- [Default:1]
;r_HDRSaturation = 1
;--- [Default:0.875]
r_HDRBrightLevel = 0.8
;--- [Default is 1.25] <--- HDR Glow ?
r_HDRBrightOffset = 6
;--- [Default is 8.0] ^^^ Controls the general Brightness/Glow of lighting;
; Lowering increases brightness, raising - darkens the HDR effect.
r_HDRBrightThreshold = 5
;--- [Default is 8.0]
r_HDRBloomMul = 0.5
;--- [Default is 0.8]
r_HDRGrainAmount = 0
;--- [Default is 0.6]
r_HDRBlueShift = 0
;--- [Default is 0]
r_HDREyeAdaptionCache = 30
;--- Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc
;--- Enable/Disable eye adaptation caching overframes
r_EyeAdaptationBase = 0.8
; --- [Default:0.25] --- HDR rendering eye adaptation base value (smaller values result in brighter adaption)
r_EyeAdaptationFactor = 0.85
; --- [Default:0.85] --- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
r_EyeAdaptationSpeed = 0.5
; --- [Default:2.0] --- HDR rendering eye adaptation speed
;r_HDRRangeAdapt
; --- [Default:0]
;r_HDRRangeAdaptationSpeed
; --- [Default:4]
;r_HDRRangeAdaptLBufferMax
; --- [Default:0.125]
;r_HDRRangeAdaptLBufferMaxRange
; --- [Default:2.0]
;r_HDRRangeAdaptMax
; --- [Default:1.0]
;r_HDRRangeAdaptMaxRange
; --- [Default:4.0]
;r_HDRSCurveMax
; --- [Default:0.95]
;r_HDRSCurveMin
; --- [Default:0]
;---
;============================= MSAA / EdgeAA / FSAA / SSAA ============================
;---
r_MSAA = 0
; --- [Default: 0] Enables selective supersampled antialiasing.
r_MSAA_quality = 0
; --- [Default: 0] See config/MSAAProfiles*.txt for samples.
r_MSAA_samples = 4
; --- [Default: 4] See config/MSAAProfiles*.txt for samples.
r_PostAA = 1
; --- [0/1]1: 2x SSAA, 0: disabled; Enables amortized super sampling.
r_PostAAEdgeFilter = 1
; --- [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x; Enables morphological edge antialiasing algorithm.
r_PostAAInEditingMode = 0
; --- Debug
r_PostAAMode = 1
; --- [1: to enable 2x distributed SSAA, 2: video capture mode (TBD); Enables supported AA modes.
;r_PostAAStencilCulling
; --- Enables post processed AA stencil culling.
; ---
;r_Supersampling = 1
; --- [Default: 1] Use supersampled antialiasing (1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
;r_SupersamplingFilter
; --- Filter method to use when resolving supersampled output
; 0 - Box filter; 1 - Tent filter; 2 - Gaussian filter ;3 - Lanczos filter
;---
;============================= SSAO ====================================
;---
r_SSAO = 0
; --- [Default: 4]
; 0 - disabled
; 1 - SSAO technique with normals
; 2 - SSAO technique with normals and temporal accumulation
; 3 - Volumetric Obscurance technique with jittering <<< Looks the best, relatively fast too.
; 4 - Volumetric Obscurance technique with jittering and temporal accumulation
r_SSAOQuality = 0
; --- [Default: 2] SSAO shader quality [0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
r_SSAODownscale = 1
; --- [Default: 0] Use downscaled computations for SSAO
r_SSAOAmount = 1
; --- [Default: 1] Controls how much SSAO affects ambient
r_SSAORadius = 1.5
; --- [Default: 1.5] Controls size of area tested. The lower the better. the higher this number gets, the darker the shadows get.
r_SSAOTemporalConvergence = 0.7
; --- [Default: 0.7] Temporal SSAO update/convergence speed
r_SSAOContrast = 1
; --- [Default: 1] SSAO contrast coefficient (higher contrast highlights edges)
e_TerrainAo = 1
; --- [Default: 1] Activate deferred terrain ambient occlusion
r_TerrainAO_FadeDist = 4
; --- [Default: 8] this defines how much shading you see from things like trees and vegetation. The higher the number, the less self shadowing the shrubs and vegetation produce.
; ---
;--------------------------- SSDO (DirectX11 only?) -------------------------
r_ssdo = 0
; --- [Default: 0]
r_ssdoAmount = 0
; --- [Default: 2]
r_ssdoAmbientAmount = 0
; --- [Default: 1]
r_refraction = 0
; --- [Default: 1]
r_ssreflections = 0
; --- [Default: 0]
;---
;============================= GI / Sky / Light / Shading ===========================
;---
e_GI = 0
; --- [Default: 0 (Disabled)] Enable/disable global illumination <<< Disabled, can't see any visual difference...
e_GIRSMSize = 64
; --- [Default: 384] minimum: 64, maximum: 512 ; Set the default reflective shadow map size.
e_GIAmount = 0.25
; --- [Default: 1]
e_GIMaxDistance = 80
; --- [Default: 50. Max: 150] Maximum distance of global illumination in meters. The less the distance the better the quality.
e_GINumCascades = 1
e_GICascadesRatio = 2
; --- Slope ratio
e_GIIterations = 5
; --- [Default: 10. Max: 32] Maximum number of propagation iterations global illumination.
; The less number of propagation iterations the shorter the light propagation distance.
e_GIOffset = 0.2
; --- [Default: 0.2 Min: 0 Max: 1] Offset of GI in front of camera in percents [0;1].
e_GIPropagationAmp = 3.3
; --- [Default: 3.3 Min: 1 Max: 5] Light amplification during each propagation iteration.
e_GICache = 7
; --- [Default: 7 Min: 0 (disabled)] Sparse temporal caching for RSM rendering. Measured in framed per generation.
e_DynamicLightsMaxEntityLights = 8
;----------------------------------- Sky ----------------------------------
e_SkyBox = 1
e_SkyType = 0
; --- Type of sky used: 0 (static), 1 (dynamic).
e_SkyQuality = 2
; --- Quality of dynamic sky: 1 (very high), 2 (high).
e_SkyUpdateRate = 0
;---
;============================= Shadows =================================
;---
e_Shadows = 1
r_ShadowGen = 0
; --- [ Default: 1] 0=disable shadow map updates, 1=enable shadow map updates
r_ShadowGenMode = 0
; --- [ Default: 1] 0=Use Frustums Mask, 1=Regenerate all sides
; r_ShadowsBias
; --- [Default: 8e-005]
e_ShadowsOnAlphaBlend = 0
e_ShadowsMaxTexRes = 256
; --- [Default: 1024]
e_GsmCastFromTerrain = 1
e_ShadowsOnWater = 0
e_ShadowsClouds = 0
; ---
e_ShadowsMasksLimit = 1
; --- [Default: 0] Maximum amount of allocated shadow mask textures. This limits the number of shadow casting lights overlapping.
; 0=disable limit(unpredictable memory requirements)
; 1=one texture (4 channels for 4 lights)
; 2=two textures (8 channels for 8 lights), ...
e_ShadowsLodBiasFixed = 2
; --- [Default: 1] Simplifies mesh for shadow map generation by X LOD levels
e_ShadowsLodBiasInvis = 3
; --- [Default: 0] Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
r_ShadowBlur = 0
; --- [Default: 3] ; [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
; --- Selected shadow map screenspace blurring technique.
r_ShadowBluriness = 0
; --- [Default: 1] ; [0.1 - 16] Select shadow map blurriness if r_ShadowBlur is activated.
r_ShadowJittering = 1.5
; --- [Default: 3.4] "Dithered" shadow blurring, looks good and is cheap to process.
e_ShadowsCastViewDistRatio = 0.6
; --- [Default: 0.8] View dist ratio for shadow maps casting from objects
e_ShadowsCastViewDistRatioLights = 0.8
; --- [Default: 1] View dist ratio for shadow maps casting for light sources
;e_ShadowsTessellateCascades = 0
; --- [Default: 1] Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
;r_ShadowsMaskResolution = 2 <<<< WRECKS SHADOWS
; --- [Default: 0]
; --- 0=per pixel shadow mask; 1=horizontal half resolution shadow mask; 2=horizontal and vertical half resolution shadow mask
;r_ShadowsMaskDownScale = 1 <<<< WRECKS SHADOWS
; --- [Default: 0]
; --- Saves video memory by using lower resolution for shadow masks except first one. 0=per pixel shadow mask; 1=half resolution shadow mask.
;r_ShadowsPCFiltering = 1
; --- [Default: 1]
;r_UseShadowsPool = 1
; --- [Default: 1]
;-------------- Shadows slope bias for shadowgen -----------------
e_ShadowsAdaptScale = 2.0
; --- [Default: 2.72]
e_ShadowsConstBias = 1.0
; --- [Default: 1]
;e_ShadowsResScale = 2.0
; --- [Default: 2.8]
e_ShadowsSlopeBias = 1
; --- [Default: 1]
;-----------------------------------------------------------------
e_GsmLodsNum = 3
; --- [Default: 5]
e_GsmRange = 4
; --- [Default: 3] Size of LOD 0 GSM area (in meters)
e_GsmRangeStep = 5
; --- [Default: 3] Range of next GSM lod is previous range multiplied by step
e_GsmRangeStepExtended = 6
; --- [Default: 6] Extended gsm_range_step for last gsm lod containing terrain
;e_GsmViewSpace
; --- [Default: 0] 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
e_GsmCache = 1
; --- [Default: 0] Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
e_GsmCacheLodOffset = 1
; --- [Default: 3] Makes first X GSM lods not cached
e_GsmCacheLodOffsetExtended = 6
; --- [Default: 6] <<< Important ! How fast to update terrain GSM lod (player's mech shadow I would say) >>>
e_GsmExtendLastLod = 1
; --- [Default: 0] Make last cascade bigger and use less frequent updates
e_GsmExtendLastLodIncludeObjects = 0
; --- [Default: 0] Includes object shadows into last very big shadow frustum
e_GsmScatterLodDist = 50
; --- [Default: 70] Size of Scattering LOD GSM (in meters)
;---
;============================= Volumetrics =============================
;---
e_Fog = 0
; --- Activates global height/distance based fog
e_FogVolumes = 0
; --- Activates local height/distance based fog volumes
e_Clouds = 0
r_CloudsUpdateAlways = 0
r_ImpostersDraw = 0
; --- Default is 1 (on). Set to 0 to disable imposters (Clouds).
r_ImpostersUpdatePerFrame = 1000
; --- [Default = 6000 (6 megabytes)] ; [1000-30000]
r_ImposterRatio = 4
;--- Default is 1 (1:1 normal). Bigger values can help to save texture space. (e.g. value 2 results in 1/4 texture memory usage)
;---
;============================ Particles ================================
;---
e_ParticlesLod = 0.5
; --- Multiplier to particle count
e_ParticlesQuality = 1
e_ParticlesLights = 1
;i_lighteffects = 1
e_ParticlesGI = 0
e_ParticlesDiffCM = 0
; --- Apply diffuse cubemaps to appropriate particle effects
e_ParticlesShadows = 0
r_ShadowsParticleNormalEffect = 0
; --- [Default: 1 (on)] Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows).
r_ShadowsParticleKernelSize = 0
; --- Blur kernel size for particles shadows.
r_ShadowsAdaptionMin = 0
; --- starting kernel size, to avoid blocky shadows.
r_ShadowsAdaptionSize = 0
; --- Select shadow map blurriness if r_ShadowsBias is activated.
e_ParticlesCullAgainstViewFrustum = 1
; --- [Default: 0] Cull particles against the view frustum
e_ParticlesMaxScreenFill= 64
; --- [Default: 64] Screen size max of total particles to draw
e_ParticlesMaxDrawScreen = 8
; --- [Default: 2] Screen size max per particle -- fade out earlier
e_ParticlesMinDrawPixels = 8
; --- [Default: 1]
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
; e_ParticlesPoolSize = 4096
; --- [Default: 12288]
; e_ParticlesEmitterPoolSize = 2048
; --- [Default: 6144]
e_ParticlesAnimBlend = 1
; --- [0,1,2 = Disable, Allow, Force]. Blend between animated texture frames.
r_UseParticlesHalfRes = 1
r_UseParticlesHalfResForce = 1
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 1
r_UseParticlesMerging = 0
r_Rain = 0
r_RainAmount = 0
r_RainMaxViewDist_Deferred = 20
e_ParticlesThread = 1
r_UseParticlesMerging = 0
;---
;============================ Water / Ocean ===================================
e_HwOcclusionCullingWater = 1
; --- Activates usage of HW occlusion test for ocean
;---
e_WaterOcean = 2
;--- Activates drawing of ocean. 1: use usual rendering path; 2: use fast rendering path with merged fog
e_WaterOceanBottom = 1
e_WaterVolumes = 0
e_WaterWaves = 0
e_WaterOceanFFT = 0
; e_WaterTesselationAmount = 0.5
e_WaterWavesTessellationAmount = 0.5
; e_WaterTesselationAmountX = 10
; e_WaterTesselationAmountY = 10
; e_WaterTesselationSwathWidth = 5
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterReflections = 1
r_WaterReflectionsMGPU = 0
; --- Default is 0 (single render update), 1 (multiple render updates)
r_WaterReflectionsQuality = 0
; --- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
r_WaterReflectionsMinVisiblePixelsUpdate = 0.1
; --- [Default: 0.05]
;r_WaterReflectionsMinVisUpdateDistanceMul
; --- [Default: 10] --- Activates update distance multiplier when water mostly occluded.
;r_WaterReflectionsMinVisUpdateFactorMul
; --- [Default: 20] --- Activates update factor multiplier when water mostly occluded.
r_WaterReflectionsUseMinOffset = 2
; --- [Default: 1] --- Activates water reflections if visible pixels above a certain threshold.
r_WaterUpdateDistance = 2
; --- [Default: 2]
r_WaterUpdateFactor = 0.1
; --- [Default: 0.01] <<< Update Ratio ???
;---
;============================ Physics ==========================
;---
;---
;============================ Sound ===================================
;---
s_FormatSampleRate = 48000
s_MaxChannels=64
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_ReverbType = 1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_PrecacheData = 1
s_PriorityThreshold = 1
;---
;============================ PRECACHE ================================
;---
sys_preload = 1
i_precache = 1
;----------------------------------------------- Disabled shader precache block for compatibility reasons
;r_ShadersAsyncCompiling = 3
; --- Enable asynchronous shader compiling
; 0 = off, (stalling) shaders compiling
; 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
; 2 = on, shaders are compiled in parallel, missing shaders are not rendered
; 3 = on, shaders are compiled in parallel in precache mode
;r_ShadersAsyncMaxThreads = 3
;r_ShadersPreactivate = 1
;r_ShadersPrecacheAllLights = 1
;r_ShadersUseInstanceLookUpTable = 0
; --- Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.
; -----------------
;r_PrecacheShaderList = 1
;r_PrecacheShadersLevels = 1
;r_PrecacheShaders = 1 <<< 'Precache shaders' HANGING AFTER OCT.09 PATCH
; ---------------------------------------------
r_MeshPrecache = 1
e_ParticlesPreload = 1
; --- Enable preloading of all particle effects at the beginning
e_PreloadDecals = 1
; --- Preload all materials for decals
e_AutoPrecacheCgfMaxTasks = 16
; --- [Default: 8]. Maximum number of parallel streaming tasks during pre-caching
e_AutoPrecacheTerrainAndProcVeget = 1
; --- Force auto pre-cache of terrain textures and procedural vegetation
e_AutoPrecacheTexturesAndShaders = 1
; --- Force auto pre-cache of general textures and shaders
e_PreloadMaterials = 1
; --- Preload level materials from level cache pak and resources list
e_StatObjPreload = 1
; --- Load level CGF's in efficient way
e_AutoPrecacheCgf = 2
; --- Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)
ca_PrecacheAnimationSets = 1
; --- Enable Precaching of Animation Sets per Character.
e_PrecacheLevel = 1
; --- Pre-render objects right after level loading
;---
;============================ STREAMING ===============================
;---
e_streamCgf = 0
; --- Enable streaming of static render meshes
r_TexturesStreaming=0
; *** r_TexturesStreaming=1 is HARD-CODED into the engine core after Sept/19,25 patch, so BLADEXXX patch is OBLIGATORY. ***
r_TexturesWarmup = 0
; --- Enables textures uploading to video memory after level loading. [0,1]
r_TexturesStreamingMipBias = 2
; --- [Default: 0], Usage: [-4..0..4] Controls how texture LOD depends from distance to the objects.
; >>> !!! Increasing this value will reduce amount of memory required for textures. !!! <<<
; r_TexturesStreamingMaxRequestedJobs=1
; --- Maximum number of tasks submitted to streaming system. Default is 256.
; e_StreamPredictionUpdateTimeSlice = 0.1
; --- Maximum amount of time to spend for scene streaming priority update in milliseconds
; r_TexturesStreamingMaxRequestedMB=2.0
; --- Maximum amount of texture data requested from streaming system in MB. Default is 2.0(MB)
; r_TexturesStreamPoolSysSize=256
; --- Size of system memory pool for managed textures in MB. Default is 800 MB for PC.
; r_TexturesStreamPoolSize=128
; --- Size of pool for textures streaming in MB. Default is 128(MB) for PC.
; r_TexturesStreamingMinReadSizeKB=128
; --- Minimal read portion in KB. Default is 32
; r_texturesstreamingPostponeThresholdMip=1
; --- Threshold used to postpone high resolution mipmaps. Default is 1
; r_TexturesStreamingPostponeThresholdKB=1024
; --- Threshold used to postpone high resolution mipmap loads in KB. Default is 1024(KB)
; r_TexturesStreamingPostponeMips=1
; --- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Default is 1 (on).
; r_TexturesStreamingResidencyEnabled=1
; --- Toggle for resident textures streaming support
; r_TexturesStreamingSync=0
; --- Force only synchronous texture streaming. All textures will be streamed in the main thread. Default is 0, 1 for enable
; r_TexturesStreamingResidencyThrottle=1
; --- Default is 0.5. Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident
; r_TexturesStreamingResidencyTime=600
; --- Time to keep textures resident for before allowing them to be removed from memory, in seconds.
; r_texturesstreampooldefragmentation=0
; >>> Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
;************************************************************************
;******************* MWO Uber Cute&Fast ******** config v1.2 ************
;************************************************************************
;***<<<<<<<< WARNING !!! BladeXXL patch is ABSOLUTE MUST !!! >>>>>>>>****---------------------------------------------
;************************************************************************---------------------------------------------
;---
;============================ Debug =====================================
sys_DeactivateConsole = 0
; --- 0: normal console behavior / 1: hide the console <<< Doesn't work for MWO ? >>>
con_restricted = 0
; --- 0=normal mode / 1=restricted access to the console <<< Doesn't work for MWO ? >>>
;e_DisplayMemoryUsageIcon = 1
; --- Turns On/Off the memory usage icon rendering: 1 on, 0 off. <<< Doesn't work for MWO ? >>>
;============================ Core ======================================
;---
r_VSync = 0
cl_fov = 65
; --- Main view frustum FoV
;r_DrawNearFoV = 30
; --- Near objects (player's weapon) FoV <<< Doesn't work for MWO ? >>>
r_MultiGPU = 0
; --- Enable if SLI/CrossFire
r_MultiThreaded = 1
; --- 0=disabled, 1=enabling rendering in separate thread, 2(default)=automatic detection
r_GeomInstancing = 1
r_stereodevice = 0
; --- Sets stereo (visual) device (only possible before app start)
;---
;---------------------------- Gameplay ----------------------------------
; --- Zoom ---
gp_mech_view_zoom_transitiontime = 0.05
; --- [Default: 0.2] Transition time in seconds between zoom levels
;---
;============================ Controller ================================
;---
i_mouse_inertia = 0
;--- Set mouse inertia. It is disabled (0.0) by default.
i_mouse_smooth = 0
;--- [1..30] Set mouse smoothing value, also if 0 (disabled) there will be a simple average between the old and the actual input.
i_mouse_accel = 0
; --- usually a small number, 0.1 is a good one
i_mouse_accel_max = 100
; --- Set mouse max mouse delta when using acceleration.
gp_mech_view_look_sensitivity = 0.0026
; --- [Default: 0.00261537] Normal View <<<<<<<<< Mouse sensitivity
gp_mech_view_zoom_level1_sensitivity_modifier = 0.95
; --- [Default:0.95] Zoom 1.5x
gp_mech_view_zoom_level2_sensitivity_modifier = 0.8
; --- [Default: 0.8] Zoom 3x
gp_mech_view_zoom_level3_sensitivity_modifier = 0.7
; --- [Default: 0.7] Zoom 4x
gp_mech_view_lead_max_pitch = 1.5
; --- [Default: 1.0] Maximum lead Pitch when looking. Up/Down
gp_mech_view_lead_max_yaw = 1.5
; --- [Default: 1.0] Maximum lead yaw when looking. Left/Right
;---
;============================= Renderer ================================
;---
sys_spec_Environment = 1
sys_spec_GameEffects = 1
sys_spec_ObjectDetail = 1
sys_spec_Particles = 1
sys_spec_PostProcessing = 1
sys_spec_Shading = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 3
sys_spec_Sound = 3
;-----------------------------------------------------------------------
q_Renderer = 1
; --- Should be set besides q_Quality
q_Quality = 1
; --- If called with a parameter it sets the quality of all q_.. variables
; --- but to be 100% sure:
q_ShaderGeneral = 1
q_ShaderMetal = 1
q_ShaderGlass = 1
q_ShaderVegetation = 1
q_ShaderIce = 1
q_ShaderTerrain = 1
q_ShaderShadow = 1
q_ShaderWater = 1
q_ShaderFX = 1
q_ShaderPostProcess = 1
q_ShaderHDR = 1
q_ShaderSky = 1
e_Recursion = 0
; --- [Default:1] If 0 - will skip recursive render calls like render into texture
;---
;============================= ObjectDetail =============================
;--- Occlusion -----
e_HwOcclusionCullingObjects = 1
; --- [Default:0] Activates usage of HW occlusion test for objects
e_OcclusionLazyHideFrames = 1
; --- [Default:0] Makes less occluson tests, but it takes more frames to detect invisible objects
; ---
;----------------------------- Object LODs --------------------------
e_ObjQuality = 1
e_Lods = 1
; --- Load and use LOD models for static geometry
e_LodsForceUse = 1
e_LodRatio = 10
; --- LOD distance ratio for objects
e_LodMin = 0
e_CharLodMin = 1
; --- Min LOD for character objects
e_LodMax = 5
e_LodMinTtris = 1
; --- LODs with less triangles will not be used
e_LodCompMaxSize = 8
; --- Affects LOD selection for big objects, small number will switch more objects into lower LOD
; ---
;e_MaxViewDistance = 150
; --- [Default: -1] Far clipping plane distance
e_MaxViewDistSpecLerp = 0.8
; --- [Default: 1]
; 1 - use max view distance set by designer for very high spec
; 0 - for very low spec
; Values between 0 and 1 - will lerp between high and low spec max view distances.
; ---
e_ViewDistMin = 10
; --- Min distance on what far objects will be culled out
e_ViewDistRatio = 100
; --- View distance ratio for objects
e_ViewDistRatioCustom = 75
; --- View distance ratio for special marked objects (Players,AI,Vehicles)
e_ViewDistRatioDetail = 35
; --- View distance ratio for detail objects
e_ViewDistRatioLights = 50
; --- View distance ratio for light sources
;e_ViewDistRatioVegetation = 40
; --- [Default: 30] View distance ratio for vegetation
r_DrawNearZRange = 0.08
;----------------------------- Dissolve ---------------------------------
e_Dissolve = 1
; --- [Default: 1] Objects alphatest_noise_fading out on distance
e_DissolveDistband = 3
; --- [Default: 3] Over how many metres transition takes place
e_DissolveDistMax = 8
; --- [Default: 8] At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
e_DissolveDistMin = 2
; --- [Default: 2] At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this)
;---
;----------------------------- Terrain ------------------------------
;---
e_TerrainLodRatio = 1
; --- lower is better, 0 is disabled terrain LOD
e_TerrainTextureLodRatio = 2
; --- Adjust terrain base texture resolution on distance
e_TerrainDetailMaterials = 1
; --- Activates drawing of detail materials on terrain ground
e_TerrainDetailMaterialsViewDistZ = 128
; --- [Default:128]
e_TerrainDetailMaterialsViewDistXY = 1024
; --- [Default:2048]
e_TerrainNormalMap = 1
e_TerrainTextureStreamingPoolItemsNum = 64
; --- [Default: 64] Specifies number of textures in terrain base texture streaming pool
; ---
;----------------------------- Terrain Occlusion ---------------------
; ---
e_TerrainOcclusionCullingVersion = 1
; >>> 0 - old, 1 - new <<<
; ---
e_TerrainOcclusionCulling = 1
; --- heightmap occlusion culling with time coherency 0=off, 1=on
e_TerrainOcclusionCullingMaxDist = 120
; --- [Default: 200] Max length of ray (for version 1)
;e_TerrainOcclusionCullingMaxSteps
; --- [Default: 50] Max number of tests per ray (for version 0)
e_TerrainOcclusionCullingPrecision = 0.25
; --- [Default: 0.25] Density of rays
e_TerrainOcclusionCullingPrecisionDistRatio = 3
; --- [Default: 3] Controls density of rays depending on distance to the object
e_TerrainOcclusionCullingStepSize = 4
; --- [Default: 4] Initial size of single step (in heightmap units)
e_TerrainOcclusionCullingStepSizeDelta = 1.05
; --- [Default: 1.05] Step size scale on every next step (for version 1)
;---
;----------------------------- Vegetation -----------------------------
;---
;e_VegetationSprites = 1
; --- [Default: 1] Activates drawing of sprites instead of distributed objects at far distance
;e_VegetationSpritesMinDistance = 8
; --- [Default: 8] Sets minimal distance when distributed object can be replaced with sprite
;e_DissolveSpriteMinDist = 4
; --- [Default: 4] The min dist over which vegetation sprites dissolve
;e_DissolveSpriteDistRatio = 0.1
; --- [Default: 0.1] The fraction of vegetation sprite draw distance over which to dissolve
;e_VegetationSpritesBatching = 1
; --- [Default: 1] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation
r_VegetationSpritesTexRes = 16
e_VegetationBending = 0
; --- [Default: 1] Simulates "wind bending"
;e_VegetationAlphaBlend = 1
; --- [Default: 1]
;e_VegetationMinSize = 0
; --- [Default: 0]
;e_VegetationSpritesDistanceCustomRatioMin = 1
; --- [Default: 1]
;e_VegetationSpritesDistanceRatio = 1
; --- [Default: 1] Allows changing distance on what vegetation switch into sprite
;e_CullVegActivation = 8
; --- [Default: 10] Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
;e_ProcVegetation = 1
; --- [Default: 1]
e_VegetationUseTerrainColor = 1
;---
;----------------------------- Other...----------------------------------
;---
;e_OcclusionCullingViewDistRatio = 0.5
; --- [Default: 0.5] Skip per object occlusion test for very far objects - culling on tree level will handle it
ca_AttachmentCullingRation = 200
; --- [Default: 5000] Ration between size of attachment and distance to camera
;ca_DrawAttachments = 1
; --- [Default: 1]
;ca_DrawFaceAttachments = 1
; --- [Default: 1]
es_DebrisLifetimeScale = 0.5
; --- [Default: 1]
;---
;============================= Textures =================================
;---
r_TexMinSize = 64
; --- [Default: 64]
r_TexMaxSize = 0
; --- [Default: 0 / unlimited (auto)]
r_TexResolution = 1
;--- Diffuse. When 0 (default) texture resolution is unaffected, 1 halves, 2 quarters etc.
;r_TextureLodDistanceRatio = -1
; --- [Default: -1 (off)] ; [-1, 0 and bigger] Controls dynamic LOD system for textures used in materials.
; 0 = full LOD to all textures used in frame.
; > 0 will activate texture LOD selection depending on distance to the objects.
r_TexBumpResolution = 2
;--- Reduces bump texture resolution. (Behaviour) same as r_TexResolution.
r_EnvTexResolution = 0
;--- Sets resolution for 2d target environment texture, in pixels. 0: 64 / 1: 128 / 2: 256 / 3: 512
r_EnvCMResolution = 0
;--- Sets resolution for target environment cubemap, in pixels. 0: 64 / 1: 128 / 2: 256
r_DisplacementFactor = 0.4
; --- [Default = 0.4f] Global displacement amount. Parallax?
r_UseMaterialLayers = 2
;--- [0/1/2] Default is 2 (optimized). Set to 1 for enabling but with optimization disabled (for debug).
r_TexSkyResolution = 1
r_DynTexAtlasCloudsMaxSize = 12
r_DynTexAtlasSpritesMaxSize = 8
r_DynTexMaxSize = 64
; --- [Default: 80]
r_EnvTexUpdateInterval = 0.1
; --- [Default: 0.001]
r_TexAtlasSize = 256
; --- [Default: 1024]
r_TexMinAnisotropy = 0
r_TexMaxAnisotropy = 4
; --- ^^^ Lowered to make textures look sharper, since MSAA is enabled.
; r_TexturesFilteringQuality = 1
; --- 0: Highest quality ; 1: Medium quality ; 2: Low quality
; ---
;----------------------------- Detail Textures -------------------------
r_DetailTextures = 1
; r_DetailNumLayers = 1
r_DetailDistance = 4
; --- [1-20] Default is 6.
;----------------------------- Object Decals --------------------------
e_decals = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 0.8
e_DecalsOverlapping = 0
e_DecalsHitCache = 1
;e_DecalsForceDeferred = 0
e_DecalsMerge = 1
e_DecalsScissor = 1
e_DecalsPreCreate = 1
ca_useDecals = 1
; --- Decals on characters / base cap frame
;---
;================ Post-Processing / HDR / DOF / Motion Blur ============
;---
r_PostProcessEffects = 0
r_PostProcessFilters = 0
r_PostProcessGameFx = 0
r_ColorGrading = 1
r_Glow = 1
r_GlowAnamorphicFlares = 1
r_DepthOfField = 0
r_dofMinZScale = 0
r_dofMinZ = 1
r_DepthOfFieldBokeh = 0
r_DepthOfFieldBokehQuality = 0
r_PostProcessHUD3DCache = 30
r_sunshafts = 0
r_pointslightshafts = 0
r_Coronashafts = 0
r_Coronas = 0
r_Flares = 1
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_MotionBlurShutterSpeed = 0.00001
ca_MotionBlurMovementThreshold = 0.00001
g_radialBlur = 0
r_Reflections = 0
r_ReflectionsQuality = 0
r_Beams = 0
r_BeamsDistFactor = 1
r_BeamsMaxSlices = 16
;--------------------------------- HDR ------------------------------
r_HDRRendering = 1
;--- [Default:1] [0/1/2/etc] Default is 1 (on), exponential tone mapping; 2 - exponential tone mapping with s-curve output.
r_HDRTexFormat = 0
;--- [Default:0] HDR texture format. [Value] 0:(low precision - cheaper/faster), 1:(high precision)
r_HDRLevel = 5
;--- [Default:8.0] HDR rendering range level (color multiplier tweak together with hdr offset) <<< Bigger = brighter highlights
r_HDROffset = 75
;--- [Default is 10.0]. HDR rendering range offset (color multiplier tweak together with hdr level) <<< Bigger = darker shadows
;r_HDRBrightness = 1
;--- [Default:1]
;r_HDRSaturation = 1
;--- [Default:0.875]
r_HDRBrightLevel = 0.8
;--- [Default is 1.25] <--- HDR Glow ?
r_HDRBrightOffset = 6
;--- [Default is 8.0] ^^^ Controls the general Brightness/Glow of lighting;
; Lowering increases brightness, raising - darkens the HDR effect.
r_HDRBrightThreshold = 5
;--- [Default is 8.0]
r_HDRBloomMul = 0.5
;--- [Default is 0.8]
r_HDRGrainAmount = 0
;--- [Default is 0.6]
r_HDRBlueShift = 0
;--- [Default is 0]
r_HDREyeAdaptionCache = 30
;--- Default is 4. 0 - always update, 1 - every other frame, 2 - every two frames, etc
;--- Enable/Disable eye adaptation caching overframes
r_EyeAdaptationBase = 0.8
; --- [Default:0.25] --- HDR rendering eye adaptation base value (smaller values result in brighter adaption)
r_EyeAdaptationFactor = 0.85
; --- [Default:0.85] --- HDR rendering eye adaptation factor (0 means no adaption to current scene luminance, 1 means full adaption)
r_EyeAdaptationSpeed = 0.5
; --- [Default:2.0] --- HDR rendering eye adaptation speed
;r_HDRRangeAdapt
; --- [Default:0]
;r_HDRRangeAdaptationSpeed
; --- [Default:4]
;r_HDRRangeAdaptLBufferMax
; --- [Default:0.125]
;r_HDRRangeAdaptLBufferMaxRange
; --- [Default:2.0]
;r_HDRRangeAdaptMax
; --- [Default:1.0]
;r_HDRRangeAdaptMaxRange
; --- [Default:4.0]
;r_HDRSCurveMax
; --- [Default:0.95]
;r_HDRSCurveMin
; --- [Default:0]
;---
;============================= MSAA / EdgeAA / FSAA / SSAA ============================
;---
r_MSAA = 0
; --- [Default: 0] Enables selective supersampled antialiasing.
r_MSAA_quality = 0
; --- [Default: 0] See config/MSAAProfiles*.txt for samples.
r_MSAA_samples = 4
; --- [Default: 4] See config/MSAAProfiles*.txt for samples.
r_PostAA = 1
; --- [0/1]1: 2x SSAA, 0: disabled; Enables amortized super sampling.
r_PostAAEdgeFilter = 1
; --- [0/1]. 0: disabled, 1: SMAA t2x, 2: SMAA 2x; Enables morphological edge antialiasing algorithm.
r_PostAAInEditingMode = 0
; --- Debug
r_PostAAMode = 1
; --- [1: to enable 2x distributed SSAA, 2: video capture mode (TBD); Enables supported AA modes.
;r_PostAAStencilCulling
; --- Enables post processed AA stencil culling.
; ---
;r_Supersampling = 1
; --- [Default: 1] Use supersampled antialiasing (1 - 1x1 no SSAA, 2 - 2x2, 3 - 3x3 ...)
;r_SupersamplingFilter
; --- Filter method to use when resolving supersampled output
; 0 - Box filter; 1 - Tent filter; 2 - Gaussian filter ;3 - Lanczos filter
;---
;============================= SSAO ====================================
;---
r_SSAO = 0
; --- [Default: 4]
; 0 - disabled
; 1 - SSAO technique with normals
; 2 - SSAO technique with normals and temporal accumulation
; 3 - Volumetric Obscurance technique with jittering <<< Looks the best, relatively fast too.
; 4 - Volumetric Obscurance technique with jittering and temporal accumulation
r_SSAOQuality = 0
; --- [Default: 2] SSAO shader quality [0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
r_SSAODownscale = 1
; --- [Default: 0] Use downscaled computations for SSAO
r_SSAOAmount = 1
; --- [Default: 1] Controls how much SSAO affects ambient
r_SSAORadius = 1.5
; --- [Default: 1.5] Controls size of area tested. The lower the better. the higher this number gets, the darker the shadows get.
r_SSAOTemporalConvergence = 0.7
; --- [Default: 0.7] Temporal SSAO update/convergence speed
r_SSAOContrast = 1
; --- [Default: 1] SSAO contrast coefficient (higher contrast highlights edges)
e_TerrainAo = 1
; --- [Default: 1] Activate deferred terrain ambient occlusion
r_TerrainAO_FadeDist = 4
; --- [Default: 8] this defines how much shading you see from things like trees and vegetation. The higher the number, the less self shadowing the shrubs and vegetation produce.
; ---
;--------------------------- SSDO (DirectX11 only?) -------------------------
r_ssdo = 0
; --- [Default: 0]
r_ssdoAmount = 0
; --- [Default: 2]
r_ssdoAmbientAmount = 0
; --- [Default: 1]
r_refraction = 0
; --- [Default: 1]
r_ssreflections = 0
; --- [Default: 0]
;---
;============================= GI / Sky / Light / Shading ===========================
;---
e_GI = 0
; --- [Default: 0 (Disabled)] Enable/disable global illumination <<< Disabled, can't see any visual difference...
e_GIRSMSize = 64
; --- [Default: 384] minimum: 64, maximum: 512 ; Set the default reflective shadow map size.
e_GIAmount = 0.25
; --- [Default: 1]
e_GIMaxDistance = 80
; --- [Default: 50. Max: 150] Maximum distance of global illumination in meters. The less the distance the better the quality.
e_GINumCascades = 1
e_GICascadesRatio = 2
; --- Slope ratio
e_GIIterations = 5
; --- [Default: 10. Max: 32] Maximum number of propagation iterations global illumination.
; The less number of propagation iterations the shorter the light propagation distance.
e_GIOffset = 0.2
; --- [Default: 0.2 Min: 0 Max: 1] Offset of GI in front of camera in percents [0;1].
e_GIPropagationAmp = 3.3
; --- [Default: 3.3 Min: 1 Max: 5] Light amplification during each propagation iteration.
e_GICache = 7
; --- [Default: 7 Min: 0 (disabled)] Sparse temporal caching for RSM rendering. Measured in framed per generation.
e_DynamicLightsMaxEntityLights = 8
;----------------------------------- Sky ----------------------------------
e_SkyBox = 1
e_SkyType = 0
; --- Type of sky used: 0 (static), 1 (dynamic).
e_SkyQuality = 2
; --- Quality of dynamic sky: 1 (very high), 2 (high).
e_SkyUpdateRate = 0
;---
;============================= Shadows =================================
;---
e_Shadows = 1
r_ShadowGen = 0
; --- [ Default: 1] 0=disable shadow map updates, 1=enable shadow map updates
r_ShadowGenMode = 0
; --- [ Default: 1] 0=Use Frustums Mask, 1=Regenerate all sides
; r_ShadowsBias
; --- [Default: 8e-005]
e_ShadowsOnAlphaBlend = 0
e_ShadowsMaxTexRes = 256
; --- [Default: 1024]
e_GsmCastFromTerrain = 1
e_ShadowsOnWater = 0
e_ShadowsClouds = 0
; ---
e_ShadowsMasksLimit = 1
; --- [Default: 0] Maximum amount of allocated shadow mask textures. This limits the number of shadow casting lights overlapping.
; 0=disable limit(unpredictable memory requirements)
; 1=one texture (4 channels for 4 lights)
; 2=two textures (8 channels for 8 lights), ...
e_ShadowsLodBiasFixed = 2
; --- [Default: 1] Simplifies mesh for shadow map generation by X LOD levels
e_ShadowsLodBiasInvis = 3
; --- [Default: 0] Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
r_ShadowBlur = 0
; --- [Default: 3] ; [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
; --- Selected shadow map screenspace blurring technique.
r_ShadowBluriness = 0
; --- [Default: 1] ; [0.1 - 16] Select shadow map blurriness if r_ShadowBlur is activated.
r_ShadowJittering = 1.5
; --- [Default: 3.4] "Dithered" shadow blurring, looks good and is cheap to process.
e_ShadowsCastViewDistRatio = 0.6
; --- [Default: 0.8] View dist ratio for shadow maps casting from objects
e_ShadowsCastViewDistRatioLights = 0.8
; --- [Default: 1] View dist ratio for shadow maps casting for light sources
;e_ShadowsTessellateCascades = 0
; --- [Default: 1] Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
;r_ShadowsMaskResolution = 2 <<<< WRECKS SHADOWS
; --- [Default: 0]
; --- 0=per pixel shadow mask; 1=horizontal half resolution shadow mask; 2=horizontal and vertical half resolution shadow mask
;r_ShadowsMaskDownScale = 1 <<<< WRECKS SHADOWS
; --- [Default: 0]
; --- Saves video memory by using lower resolution for shadow masks except first one. 0=per pixel shadow mask; 1=half resolution shadow mask.
;r_ShadowsPCFiltering = 1
; --- [Default: 1]
;r_UseShadowsPool = 1
; --- [Default: 1]
;-------------- Shadows slope bias for shadowgen -----------------
e_ShadowsAdaptScale = 2.0
; --- [Default: 2.72]
e_ShadowsConstBias = 1.0
; --- [Default: 1]
;e_ShadowsResScale = 2.0
; --- [Default: 2.8]
e_ShadowsSlopeBias = 1
; --- [Default: 1]
;-----------------------------------------------------------------
e_GsmLodsNum = 3
; --- [Default: 5]
e_GsmRange = 4
; --- [Default: 3] Size of LOD 0 GSM area (in meters)
e_GsmRangeStep = 5
; --- [Default: 3] Range of next GSM lod is previous range multiplied by step
e_GsmRangeStepExtended = 6
; --- [Default: 6] Extended gsm_range_step for last gsm lod containing terrain
;e_GsmViewSpace
; --- [Default: 0] 0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
e_GsmCache = 1
; --- [Default: 0] Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
e_GsmCacheLodOffset = 1
; --- [Default: 3] Makes first X GSM lods not cached
e_GsmCacheLodOffsetExtended = 6
; --- [Default: 6] <<< Important ! How fast to update terrain GSM lod (player's mech shadow I would say) >>>
e_GsmExtendLastLod = 1
; --- [Default: 0] Make last cascade bigger and use less frequent updates
e_GsmExtendLastLodIncludeObjects = 0
; --- [Default: 0] Includes object shadows into last very big shadow frustum
e_GsmScatterLodDist = 50
; --- [Default: 70] Size of Scattering LOD GSM (in meters)
;---
;============================= Volumetrics =============================
;---
e_Fog = 0
; --- Activates global height/distance based fog
e_FogVolumes = 0
; --- Activates local height/distance based fog volumes
e_Clouds = 0
r_CloudsUpdateAlways = 0
r_ImpostersDraw = 0
; --- Default is 1 (on). Set to 0 to disable imposters (Clouds).
r_ImpostersUpdatePerFrame = 1000
; --- [Default = 6000 (6 megabytes)] ; [1000-30000]
r_ImposterRatio = 4
;--- Default is 1 (1:1 normal). Bigger values can help to save texture space. (e.g. value 2 results in 1/4 texture memory usage)
;---
;============================ Particles ================================
;---
e_ParticlesLod = 0.5
; --- Multiplier to particle count
e_ParticlesQuality = 1
e_ParticlesLights = 1
;i_lighteffects = 1
e_ParticlesGI = 0
e_ParticlesDiffCM = 0
; --- Apply diffuse cubemaps to appropriate particle effects
e_ParticlesShadows = 0
r_ShadowsParticleNormalEffect = 0
; --- [Default: 1 (on)] Shadow taps on particles affected by normal and intensity (breaks lines and uniformity of shadows).
r_ShadowsParticleKernelSize = 0
; --- Blur kernel size for particles shadows.
r_ShadowsAdaptionMin = 0
; --- starting kernel size, to avoid blocky shadows.
r_ShadowsAdaptionSize = 0
; --- Select shadow map blurriness if r_ShadowsBias is activated.
e_ParticlesCullAgainstViewFrustum = 1
; --- [Default: 0] Cull particles against the view frustum
e_ParticlesMaxScreenFill= 64
; --- [Default: 64] Screen size max of total particles to draw
e_ParticlesMaxDrawScreen = 8
; --- [Default: 2] Screen size max per particle -- fade out earlier
e_ParticlesMinDrawPixels = 8
; --- [Default: 1]
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
; e_ParticlesPoolSize = 4096
; --- [Default: 12288]
; e_ParticlesEmitterPoolSize = 2048
; --- [Default: 6144]
e_ParticlesAnimBlend = 1
; --- [0,1,2 = Disable, Allow, Force]. Blend between animated texture frames.
r_UseParticlesHalfRes = 1
r_UseParticlesHalfResForce = 1
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 1
r_UseParticlesMerging = 0
r_Rain = 0
r_RainAmount = 0
r_RainMaxViewDist_Deferred = 20
e_ParticlesThread = 1
r_UseParticlesMerging = 0
;---
;============================ Water / Ocean ===================================
e_HwOcclusionCullingWater = 1
; --- Activates usage of HW occlusion test for ocean
;---
e_WaterOcean = 2
;--- Activates drawing of ocean. 1: use usual rendering path; 2: use fast rendering path with merged fog
e_WaterOceanBottom = 1
e_WaterVolumes = 0
e_WaterWaves = 0
e_WaterOceanFFT = 0
; e_WaterTesselationAmount = 0.5
e_WaterWavesTessellationAmount = 0.5
; e_WaterTesselationAmountX = 10
; e_WaterTesselationAmountY = 10
; e_WaterTesselationSwathWidth = 5
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterReflections = 1
r_WaterReflectionsMGPU = 0
; --- Default is 0 (single render update), 1 (multiple render updates)
r_WaterReflectionsQuality = 0
; --- Default is 0 (terrain only), 1 (terrain + particles), 2 (terrain + particles + brushes), 3 (everything)
r_WaterReflectionsMinVisiblePixelsUpdate = 0.1
; --- [Default: 0.05]
;r_WaterReflectionsMinVisUpdateDistanceMul
; --- [Default: 10] --- Activates update distance multiplier when water mostly occluded.
;r_WaterReflectionsMinVisUpdateFactorMul
; --- [Default: 20] --- Activates update factor multiplier when water mostly occluded.
r_WaterReflectionsUseMinOffset = 2
; --- [Default: 1] --- Activates water reflections if visible pixels above a certain threshold.
r_WaterUpdateDistance = 2
; --- [Default: 2]
r_WaterUpdateFactor = 0.1
; --- [Default: 0.01] <<< Update Ratio ???
;---
;============================ Physics ==========================
;---
;---
;============================ Sound ===================================
;---
s_FormatSampleRate = 48000
s_MaxChannels=64
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_ReverbType = 1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_PrecacheData = 1
s_PriorityThreshold = 1
;---
;============================ PRECACHE ================================
;---
sys_preload = 1
i_precache = 1
;----------------------------------------------- Disabled shader precache block for compatibility reasons
;r_ShadersAsyncCompiling = 3
; --- Enable asynchronous shader compiling
; 0 = off, (stalling) shaders compiling
; 1 = on, shaders are compiled in parallel, missing shaders are rendered in yellow
; 2 = on, shaders are compiled in parallel, missing shaders are not rendered
; 3 = on, shaders are compiled in parallel in precache mode
;r_ShadersAsyncMaxThreads = 3
;r_ShadersPreactivate = 1
;r_ShadersPrecacheAllLights = 1
;r_ShadersUseInstanceLookUpTable = 0
; --- Use lookup table to search for shader instances. Speeds up the process, but uses more memory. Handy for shader generation.
; -----------------
;r_PrecacheShaderList = 1
;r_PrecacheShadersLevels = 1
;r_PrecacheShaders = 1 <<< 'Precache shaders' HANGING AFTER OCT.09 PATCH
; ---------------------------------------------
r_MeshPrecache = 1
e_ParticlesPreload = 1
; --- Enable preloading of all particle effects at the beginning
e_PreloadDecals = 1
; --- Preload all materials for decals
e_AutoPrecacheCgfMaxTasks = 16
; --- [Default: 8]. Maximum number of parallel streaming tasks during pre-caching
e_AutoPrecacheTerrainAndProcVeget = 1
; --- Force auto pre-cache of terrain textures and procedural vegetation
e_AutoPrecacheTexturesAndShaders = 1
; --- Force auto pre-cache of general textures and shaders
e_PreloadMaterials = 1
; --- Preload level materials from level cache pak and resources list
e_StatObjPreload = 1
; --- Load level CGF's in efficient way
e_AutoPrecacheCgf = 2
; --- Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)
ca_PrecacheAnimationSets = 1
; --- Enable Precaching of Animation Sets per Character.
e_PrecacheLevel = 1
; --- Pre-render objects right after level loading
;---
;============================ STREAMING ===============================
;---
e_streamCgf = 0
; --- Enable streaming of static render meshes
r_TexturesStreaming=0
; *** r_TexturesStreaming=1 is HARD-CODED into the engine core after Sept/19,25 patch, so BLADEXXX patch is OBLIGATORY. ***
r_TexturesWarmup = 0
; --- Enables textures uploading to video memory after level loading. [0,1]
r_TexturesStreamingMipBias = 2
; --- [Default: 0], Usage: [-4..0..4] Controls how texture LOD depends from distance to the objects.
; >>> !!! Increasing this value will reduce amount of memory required for textures. !!! <<<
; r_TexturesStreamingMaxRequestedJobs=1
; --- Maximum number of tasks submitted to streaming system. Default is 256.
; e_StreamPredictionUpdateTimeSlice = 0.1
; --- Maximum amount of time to spend for scene streaming priority update in milliseconds
; r_TexturesStreamingMaxRequestedMB=2.0
; --- Maximum amount of texture data requested from streaming system in MB. Default is 2.0(MB)
; r_TexturesStreamPoolSysSize=256
; --- Size of system memory pool for managed textures in MB. Default is 800 MB for PC.
; r_TexturesStreamPoolSize=128
; --- Size of pool for textures streaming in MB. Default is 128(MB) for PC.
; r_TexturesStreamingMinReadSizeKB=128
; --- Minimal read portion in KB. Default is 32
; r_texturesstreamingPostponeThresholdMip=1
; --- Threshold used to postpone high resolution mipmaps. Default is 1
; r_TexturesStreamingPostponeThresholdKB=1024
; --- Threshold used to postpone high resolution mipmap loads in KB. Default is 1024(KB)
; r_TexturesStreamingPostponeMips=1
; --- Postpone loading of high res mipmaps to improve resolution ballance of texture streaming. Default is 1 (on).
; r_TexturesStreamingResidencyEnabled=1
; --- Toggle for resident textures streaming support
; r_TexturesStreamingSync=0
; --- Force only synchronous texture streaming. All textures will be streamed in the main thread. Default is 0, 1 for enable
; r_TexturesStreamingResidencyThrottle=1
; --- Default is 0.5. Max is 1.0 means textures will become resident sooner, Min 0.0 means textures will not become resident
; r_TexturesStreamingResidencyTime=600
; --- Time to keep textures resident for before allowing them to be removed from memory, in seconds.
; r_texturesstreampooldefragmentation=0
; >>> Enabled CPU (1), GPU(2) and disable (0) textures stream pool defragmentation.
and here the same but without the comments ans description:
Spoiler
;************************************************************************
;******************* MWO Uber Cute&Fast ******** config v1.2 ************
;************************************************************************
;***<<<<<<<< WARNING !!! BladeXXL patch is ABSOLUTE MUST !!! >>>>>>>>****
;************************************************************************---------------------------------------------
sys_DeactivateConsole = 0
con_restricted = 0
r_VSync = 0
cl_fov = 65
r_MultiGPU = 0
r_MultiThreaded = 1
r_GeomInstancing = 1
r_stereodevice = 0
gp_mech_view_zoom_transitiontime = 0.05
i_mouse_inertia = 0
i_mouse_smooth = 0
i_mouse_accel = 0
i_mouse_accel_max = 100
gp_mech_view_look_sensitivity = 0.0026
gp_mech_view_zoom_level1_sensitivity_modifier = 0.95
gp_mech_view_zoom_level2_sensitivity_modifier = 0.8
gp_mech_view_zoom_level3_sensitivity_modifier = 0.7
gp_mech_view_lead_max_pitch = 1.5
gp_mech_view_lead_max_yaw = 1.5
sys_spec_Environment = 1
sys_spec_GameEffects = 1
sys_spec_ObjectDetail = 1
sys_spec_Particles = 1
sys_spec_PostProcessing = 1
sys_spec_Shading = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 3
sys_spec_Sound = 3
q_Renderer = 1
q_Quality = 1
q_ShaderGeneral = 1
q_ShaderMetal = 1
q_ShaderGlass = 1
q_ShaderVegetation = 1
q_ShaderIce = 1
q_ShaderTerrain = 1
q_ShaderShadow = 1
q_ShaderWater = 1
q_ShaderFX = 1
q_ShaderPostProcess = 1
q_ShaderHDR = 1
q_ShaderSky = 1
e_Recursion = 0
e_HwOcclusionCullingObjects = 1
e_OcclusionLazyHideFrames = 1
e_ObjQuality = 1
e_Lods = 1
e_LodsForceUse = 1
e_LodRatio = 10
e_LodMin = 0
e_CharLodMin = 1
e_LodMax = 5
e_LodMinTtris = 1
e_LodCompMaxSize = 8
e_MaxViewDistSpecLerp = 0.8
e_ViewDistMin = 10
e_ViewDistRatio = 100
e_ViewDistRatioCustom = 75
e_ViewDistRatioDetail = 35
e_ViewDistRatioLights = 50
r_DrawNearZRange = 0.08
e_Dissolve = 1
e_DissolveDistband = 3
e_DissolveDistMax = 8
e_DissolveDistMin = 2
e_TerrainLodRatio = 1
e_TerrainTextureLodRatio = 2
e_TerrainDetailMaterials = 1
e_TerrainDetailMaterialsViewDistZ = 128
e_TerrainDetailMaterialsViewDistXY = 1024
e_TerrainNormalMap = 1
e_TerrainTextureStreamingPoolItemsNum = 64
e_TerrainOcclusionCullingVersion = 1
e_TerrainOcclusionCulling = 1
e_TerrainOcclusionCullingMaxDist = 120
e_TerrainOcclusionCullingPrecision = 0.25
e_TerrainOcclusionCullingPrecisionDistRatio = 3
e_TerrainOcclusionCullingStepSize = 4
e_TerrainOcclusionCullingStepSizeDelta = 1.05
r_VegetationSpritesTexRes = 16
e_VegetationBending = 0
e_VegetationUseTerrainColor = 1
ca_AttachmentCullingRation = 200
es_DebrisLifetimeScale = 0.5
r_TexMinSize = 64
r_TexMaxSize = 0
r_TexResolution = 1
r_TexBumpResolution = 2
r_EnvTexResolution = 0
r_EnvCMResolution = 0
r_DisplacementFactor = 0.4
r_UseMaterialLayers = 2
r_TexSkyResolution = 1
r_DynTexAtlasCloudsMaxSize = 12
r_DynTexAtlasSpritesMaxSize = 8
r_DynTexMaxSize = 64
r_EnvTexUpdateInterval = 0.1
r_TexAtlasSize = 256
r_TexMinAnisotropy = 0
r_TexMaxAnisotropy = 4
r_DetailTextures = 1
r_DetailDistance = 4
e_decals = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 0.8
e_DecalsOverlapping = 0
e_DecalsHitCache = 1
e_DecalsMerge = 1
e_DecalsScissor = 1
e_DecalsPreCreate = 1
ca_useDecals = 1
r_PostProcessEffects = 0
r_PostProcessFilters = 0
r_PostProcessGameFx = 0
r_ColorGrading = 1
r_Glow = 1
r_GlowAnamorphicFlares = 1
r_DepthOfField = 0
r_dofMinZScale = 0
r_dofMinZ = 1
r_DepthOfFieldBokeh = 0
r_DepthOfFieldBokehQuality = 0
r_PostProcessHUD3DCache = 30
r_sunshafts = 0
r_pointslightshafts = 0
r_Coronashafts = 0
r_Coronas = 0
r_Flares = 1
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_MotionBlurShutterSpeed = 0.00001
ca_MotionBlurMovementThreshold = 0.00001
g_radialBlur = 0
r_Reflections = 0
r_ReflectionsQuality = 0
r_Beams = 0
r_BeamsDistFactor = 1
r_BeamsMaxSlices = 16
r_HDRRendering = 1
r_HDRTexFormat = 0
r_HDRLevel = 5
r_HDROffset = 75
r_HDRBrightLevel = 0.8
r_HDRBrightOffset = 6
r_HDRBrightThreshold = 5
r_HDRBloomMul = 0.5
r_HDRGrainAmount = 0
r_HDRBlueShift = 0
r_HDREyeAdaptionCache = 30
r_EyeAdaptationBase = 0.8
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 0.5
r_MSAA = 0
r_MSAA_quality = 0
r_MSAA_samples = 4
r_PostAA = 1
r_PostAAEdgeFilter = 1
r_PostAAInEditingMode = 0
r_PostAAMode = 1
r_SSAO = 0
r_SSAOQuality = 0
r_SSAODownscale = 1
r_SSAOAmount = 1
r_SSAORadius = 1.5
r_SSAOTemporalConvergence = 0.7
r_SSAOContrast = 1
e_TerrainAo = 1
r_TerrainAO_FadeDist = 4
r_ssdo = 0
r_ssdoAmount = 0
r_ssdoAmbientAmount = 0
r_refraction = 0
r_ssreflections = 0
e_GI = 0
e_GIRSMSize = 64
e_GIAmount = 0.25
e_GIMaxDistance = 80
e_GINumCascades = 1
e_GICascadesRatio = 2
e_GIIterations = 5
e_GIOffset = 0.2
e_GIPropagationAmp = 3.3
e_GICache = 7
e_DynamicLightsMaxEntityLights = 8
e_SkyBox = 1
e_SkyType = 0
e_SkyQuality = 2
e_SkyUpdateRate = 0
e_Shadows = 1
r_ShadowGen = 0
r_ShadowGenMode = 0
e_ShadowsOnAlphaBlend = 0
e_ShadowsMaxTexRes = 256
e_GsmCastFromTerrain = 1
e_ShadowsOnWater = 0
e_ShadowsClouds = 0
e_ShadowsMasksLimit = 1
e_ShadowsLodBiasFixed = 2
e_ShadowsLodBiasInvis = 3
r_ShadowBlur = 0
r_ShadowBluriness = 0
r_ShadowJittering = 1.5
e_ShadowsCastViewDistRatio = 0.6
e_ShadowsCastViewDistRatioLights = 0.8
e_ShadowsAdaptScale = 2.0
e_ShadowsConstBias = 1.0
e_ShadowsSlopeBias = 1
e_GsmLodsNum = 3
e_GsmRange = 4
e_GsmRangeStep = 5
e_GsmRangeStepExtended = 6
e_GsmCache = 1
e_GsmCacheLodOffset = 1
e_GsmCacheLodOffsetExtended = 6
e_GsmExtendLastLod = 1
e_GsmExtendLastLodIncludeObjects = 0
e_GsmScatterLodDist = 50
e_Fog = 0
e_FogVolumes = 0
e_Clouds = 0
r_CloudsUpdateAlways = 0
r_ImpostersDraw = 0
r_ImpostersUpdatePerFrame = 1000
r_ImposterRatio = 4
e_ParticlesLod = 0.5
e_ParticlesQuality = 1
e_ParticlesLights = 1
e_ParticlesGI = 0
e_ParticlesDiffCM = 0
e_ParticlesShadows = 0
r_ShadowsParticleNormalEffect = 0
r_ShadowsParticleKernelSize = 0
r_ShadowsAdaptionMin = 0
r_ShadowsAdaptionSize = 0
e_ParticlesCullAgainstViewFrustum = 1
e_ParticlesMaxScreenFill= 64
e_ParticlesMaxDrawScreen = 8
e_ParticlesMinDrawPixels = 8
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
e_ParticlesAnimBlend = 1
r_UseParticlesHalfRes = 1
r_UseParticlesHalfResForce = 1
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 1
r_UseParticlesMerging = 0
r_Rain = 0
r_RainAmount = 0
r_RainMaxViewDist_Deferred = 20
e_ParticlesThread = 1
r_UseParticlesMerging = 0
e_HwOcclusionCullingWater = 1
e_WaterOcean = 2
e_WaterOceanBottom = 1
e_WaterVolumes = 0
e_WaterWaves = 0
e_WaterOceanFFT = 0
e_WaterWavesTessellationAmount = 0.5
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterReflections = 1
r_WaterReflectionsMGPU = 0
r_WaterReflectionsQuality = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0.1
r_WaterReflectionsUseMinOffset = 2
r_WaterUpdateDistance = 2
r_WaterUpdateFactor = 0.1
s_FormatSampleRate = 48000
s_MaxChannels=64
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_ReverbType = 1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_PrecacheData = 1
s_PriorityThreshold = 1
sys_preload = 1
i_precache = 1
r_MeshPrecache = 1
e_ParticlesPreload = 1
e_PreloadDecals = 1
e_AutoPrecacheCgfMaxTasks = 16
e_AutoPrecacheTerrainAndProcVeget = 1
e_AutoPrecacheTexturesAndShaders = 1
e_PreloadMaterials = 1
e_StatObjPreload = 1
e_AutoPrecacheCgf = 2
ca_PrecacheAnimationSets = 1
e_PrecacheLevel = 1
e_streamCgf = 0
r_TexturesStreaming=0
r_TexturesWarmup = 0
r_TexturesStreamingMipBias = 2
;************************************************************************
;******************* MWO Uber Cute&Fast ******** config v1.2 ************
;************************************************************************
;***<<<<<<<< WARNING !!! BladeXXL patch is ABSOLUTE MUST !!! >>>>>>>>****
;************************************************************************---------------------------------------------
sys_DeactivateConsole = 0
con_restricted = 0
r_VSync = 0
cl_fov = 65
r_MultiGPU = 0
r_MultiThreaded = 1
r_GeomInstancing = 1
r_stereodevice = 0
gp_mech_view_zoom_transitiontime = 0.05
i_mouse_inertia = 0
i_mouse_smooth = 0
i_mouse_accel = 0
i_mouse_accel_max = 100
gp_mech_view_look_sensitivity = 0.0026
gp_mech_view_zoom_level1_sensitivity_modifier = 0.95
gp_mech_view_zoom_level2_sensitivity_modifier = 0.8
gp_mech_view_zoom_level3_sensitivity_modifier = 0.7
gp_mech_view_lead_max_pitch = 1.5
gp_mech_view_lead_max_yaw = 1.5
sys_spec_Environment = 1
sys_spec_GameEffects = 1
sys_spec_ObjectDetail = 1
sys_spec_Particles = 1
sys_spec_PostProcessing = 1
sys_spec_Shading = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 3
sys_spec_Sound = 3
q_Renderer = 1
q_Quality = 1
q_ShaderGeneral = 1
q_ShaderMetal = 1
q_ShaderGlass = 1
q_ShaderVegetation = 1
q_ShaderIce = 1
q_ShaderTerrain = 1
q_ShaderShadow = 1
q_ShaderWater = 1
q_ShaderFX = 1
q_ShaderPostProcess = 1
q_ShaderHDR = 1
q_ShaderSky = 1
e_Recursion = 0
e_HwOcclusionCullingObjects = 1
e_OcclusionLazyHideFrames = 1
e_ObjQuality = 1
e_Lods = 1
e_LodsForceUse = 1
e_LodRatio = 10
e_LodMin = 0
e_CharLodMin = 1
e_LodMax = 5
e_LodMinTtris = 1
e_LodCompMaxSize = 8
e_MaxViewDistSpecLerp = 0.8
e_ViewDistMin = 10
e_ViewDistRatio = 100
e_ViewDistRatioCustom = 75
e_ViewDistRatioDetail = 35
e_ViewDistRatioLights = 50
r_DrawNearZRange = 0.08
e_Dissolve = 1
e_DissolveDistband = 3
e_DissolveDistMax = 8
e_DissolveDistMin = 2
e_TerrainLodRatio = 1
e_TerrainTextureLodRatio = 2
e_TerrainDetailMaterials = 1
e_TerrainDetailMaterialsViewDistZ = 128
e_TerrainDetailMaterialsViewDistXY = 1024
e_TerrainNormalMap = 1
e_TerrainTextureStreamingPoolItemsNum = 64
e_TerrainOcclusionCullingVersion = 1
e_TerrainOcclusionCulling = 1
e_TerrainOcclusionCullingMaxDist = 120
e_TerrainOcclusionCullingPrecision = 0.25
e_TerrainOcclusionCullingPrecisionDistRatio = 3
e_TerrainOcclusionCullingStepSize = 4
e_TerrainOcclusionCullingStepSizeDelta = 1.05
r_VegetationSpritesTexRes = 16
e_VegetationBending = 0
e_VegetationUseTerrainColor = 1
ca_AttachmentCullingRation = 200
es_DebrisLifetimeScale = 0.5
r_TexMinSize = 64
r_TexMaxSize = 0
r_TexResolution = 1
r_TexBumpResolution = 2
r_EnvTexResolution = 0
r_EnvCMResolution = 0
r_DisplacementFactor = 0.4
r_UseMaterialLayers = 2
r_TexSkyResolution = 1
r_DynTexAtlasCloudsMaxSize = 12
r_DynTexAtlasSpritesMaxSize = 8
r_DynTexMaxSize = 64
r_EnvTexUpdateInterval = 0.1
r_TexAtlasSize = 256
r_TexMinAnisotropy = 0
r_TexMaxAnisotropy = 4
r_DetailTextures = 1
r_DetailDistance = 4
e_decals = 1
e_DecalsAllowGameDecals = 1
e_DecalsLifeTimeScale = 0.8
e_DecalsOverlapping = 0
e_DecalsHitCache = 1
e_DecalsMerge = 1
e_DecalsScissor = 1
e_DecalsPreCreate = 1
ca_useDecals = 1
r_PostProcessEffects = 0
r_PostProcessFilters = 0
r_PostProcessGameFx = 0
r_ColorGrading = 1
r_Glow = 1
r_GlowAnamorphicFlares = 1
r_DepthOfField = 0
r_dofMinZScale = 0
r_dofMinZ = 1
r_DepthOfFieldBokeh = 0
r_DepthOfFieldBokehQuality = 0
r_PostProcessHUD3DCache = 30
r_sunshafts = 0
r_pointslightshafts = 0
r_Coronashafts = 0
r_Coronas = 0
r_Flares = 1
r_MotionBlur = 0
r_MotionBlurMaxViewDist = 0
r_MotionBlurShutterSpeed = 0.00001
ca_MotionBlurMovementThreshold = 0.00001
g_radialBlur = 0
r_Reflections = 0
r_ReflectionsQuality = 0
r_Beams = 0
r_BeamsDistFactor = 1
r_BeamsMaxSlices = 16
r_HDRRendering = 1
r_HDRTexFormat = 0
r_HDRLevel = 5
r_HDROffset = 75
r_HDRBrightLevel = 0.8
r_HDRBrightOffset = 6
r_HDRBrightThreshold = 5
r_HDRBloomMul = 0.5
r_HDRGrainAmount = 0
r_HDRBlueShift = 0
r_HDREyeAdaptionCache = 30
r_EyeAdaptationBase = 0.8
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 0.5
r_MSAA = 0
r_MSAA_quality = 0
r_MSAA_samples = 4
r_PostAA = 1
r_PostAAEdgeFilter = 1
r_PostAAInEditingMode = 0
r_PostAAMode = 1
r_SSAO = 0
r_SSAOQuality = 0
r_SSAODownscale = 1
r_SSAOAmount = 1
r_SSAORadius = 1.5
r_SSAOTemporalConvergence = 0.7
r_SSAOContrast = 1
e_TerrainAo = 1
r_TerrainAO_FadeDist = 4
r_ssdo = 0
r_ssdoAmount = 0
r_ssdoAmbientAmount = 0
r_refraction = 0
r_ssreflections = 0
e_GI = 0
e_GIRSMSize = 64
e_GIAmount = 0.25
e_GIMaxDistance = 80
e_GINumCascades = 1
e_GICascadesRatio = 2
e_GIIterations = 5
e_GIOffset = 0.2
e_GIPropagationAmp = 3.3
e_GICache = 7
e_DynamicLightsMaxEntityLights = 8
e_SkyBox = 1
e_SkyType = 0
e_SkyQuality = 2
e_SkyUpdateRate = 0
e_Shadows = 1
r_ShadowGen = 0
r_ShadowGenMode = 0
e_ShadowsOnAlphaBlend = 0
e_ShadowsMaxTexRes = 256
e_GsmCastFromTerrain = 1
e_ShadowsOnWater = 0
e_ShadowsClouds = 0
e_ShadowsMasksLimit = 1
e_ShadowsLodBiasFixed = 2
e_ShadowsLodBiasInvis = 3
r_ShadowBlur = 0
r_ShadowBluriness = 0
r_ShadowJittering = 1.5
e_ShadowsCastViewDistRatio = 0.6
e_ShadowsCastViewDistRatioLights = 0.8
e_ShadowsAdaptScale = 2.0
e_ShadowsConstBias = 1.0
e_ShadowsSlopeBias = 1
e_GsmLodsNum = 3
e_GsmRange = 4
e_GsmRangeStep = 5
e_GsmRangeStepExtended = 6
e_GsmCache = 1
e_GsmCacheLodOffset = 1
e_GsmCacheLodOffsetExtended = 6
e_GsmExtendLastLod = 1
e_GsmExtendLastLodIncludeObjects = 0
e_GsmScatterLodDist = 50
e_Fog = 0
e_FogVolumes = 0
e_Clouds = 0
r_CloudsUpdateAlways = 0
r_ImpostersDraw = 0
r_ImpostersUpdatePerFrame = 1000
r_ImposterRatio = 4
e_ParticlesLod = 0.5
e_ParticlesQuality = 1
e_ParticlesLights = 1
e_ParticlesGI = 0
e_ParticlesDiffCM = 0
e_ParticlesShadows = 0
r_ShadowsParticleNormalEffect = 0
r_ShadowsParticleKernelSize = 0
r_ShadowsAdaptionMin = 0
r_ShadowsAdaptionSize = 0
e_ParticlesCullAgainstViewFrustum = 1
e_ParticlesMaxScreenFill= 64
e_ParticlesMaxDrawScreen = 8
e_ParticlesMinDrawPixels = 8
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
e_ParticlesAnimBlend = 1
r_UseParticlesHalfRes = 1
r_UseParticlesHalfResForce = 1
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 1
r_UseParticlesMerging = 0
r_Rain = 0
r_RainAmount = 0
r_RainMaxViewDist_Deferred = 20
e_ParticlesThread = 1
r_UseParticlesMerging = 0
e_HwOcclusionCullingWater = 1
e_WaterOcean = 2
e_WaterOceanBottom = 1
e_WaterVolumes = 0
e_WaterWaves = 0
e_WaterOceanFFT = 0
e_WaterWavesTessellationAmount = 0.5
r_WaterCaustics = 0
r_WaterGodRays = 0
r_WaterReflections = 1
r_WaterReflectionsMGPU = 0
r_WaterReflectionsQuality = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0.1
r_WaterReflectionsUseMinOffset = 2
r_WaterUpdateDistance = 2
r_WaterUpdateFactor = 0.1
s_FormatSampleRate = 48000
s_MaxChannels=64
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_ReverbType = 1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_PrecacheData = 1
s_PriorityThreshold = 1
sys_preload = 1
i_precache = 1
r_MeshPrecache = 1
e_ParticlesPreload = 1
e_PreloadDecals = 1
e_AutoPrecacheCgfMaxTasks = 16
e_AutoPrecacheTerrainAndProcVeget = 1
e_AutoPrecacheTexturesAndShaders = 1
e_PreloadMaterials = 1
e_StatObjPreload = 1
e_AutoPrecacheCgf = 2
ca_PrecacheAnimationSets = 1
e_PrecacheLevel = 1
e_streamCgf = 0
r_TexturesStreaming=0
r_TexturesWarmup = 0
r_TexturesStreamingMipBias = 2
I have no validation for Yaros config... if it works: fine ... if not: tough
With DX11 (some day...) this config becomes outdated ... but I hope Yaros will fix it asap! :-)
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Edited by Dealer, 07 November 2012 - 09:31 AM.