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How To Make User.cfg Work Again (+ Patched Sys_Spec* Files)


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#81 Budor

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Posted 19 November 2012 - 12:08 PM

View PostBudor, on 18 November 2012 - 06:19 PM, said:

Copied them to "C:\MWO\MechWarrior Online\Engine" creating this path "C:\MWO\MechWarrior Online\Engine\Config\CVarGroups_MWO"


So i need to do the above, and put a user.cfg into c:\MWO\Mechwarrior Online\ with only r_DepthOfField = 0 in it?

This isnt working, what happens when i use your patch files is that the game starts with everything possible at the lowest setting.

Do i need a "complete" user.cfg filled with all cvars when using those patchfiles? What i mean is does the game put everything to lowest that is NOT included in the user.cfg when using your files?

If that is the case where can i get a user.cfg that is true to the games default high settings so that i can only alter the "r_DepthOfField = 0" setting?

I am lost :huh:

BTW. I do not have the film grain effect that was present in the early betas when running the game without any changes (defautl high or default very high) or user.cfg files. Once i copy your files into the desired folder i have everything lowest + the film grain.

Edited by Budor, 19 November 2012 - 12:17 PM.


#82 BladeXXL

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Posted 19 November 2012 - 12:34 PM

do you have sys_spec* files in this path now?:
C:\MWO\MechWarrior Online\Engine\Config\CVarGroups_MWO

if your user.cfg stays clean, Engine defaults settings will be applied: high - not low.

maybe you expect to much? DOF makes far objects look smooth... that's all!
...and disabling this boosts the grain effect! :huh: ...that's the proof it works for you!

Try the Hi-End config - must look better then games default.

#83 Budor

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Posted 19 November 2012 - 12:51 PM

Just did. Because i thought i need a "filled config" like stated. I used the Hi.End from your first post. Nothing changes, game sets everything to lowest once i put in your files.

I seems anything i put in the user.cfg isnt applied at all, so the nearest possible solution is that i put my user.cfg in the wrong path: "c:\mwo\mechwarrior online\" Is this the wrong location?

P.S. The sys_spec files in "C:\MWO\MechWarrior Online\Engine\Config\CVarGroups_MWO" all look nearly the same:

[default]
; default of this CVarGroup
= 3

[1]

[2]

[3]

[4]

Do i need to edit them?

P.S.S. edited Hi-End with dof set to 1, still no dof, so game isnt taking my user.cfg at all. I have no idea why. Its Not a .txt file i have extensions showing :huh: Not user.cfg.txt or something like that...

P.S.S.Ssssss

Theres the system.cfg in the path where i put my user.cfg, what is this file do i need to remove it? Content:
Spoiler

Edited by Budor, 19 November 2012 - 12:59 PM.


#84 BladeXXL

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Posted 19 November 2012 - 01:03 PM

add sys_MaxFPS = 40 to sys_spec_PostProcessing.cfg right below "= 3"

Start mechlab, login, press F9 ... what FPS do you see?
if 40 so you have proper installed the patch!

close the game remove the line again and put sys_MaxFPS = 30 to your user.cfg
check again your mechlab fps... if you got 30 FPS your user cfg is working fine to!

btw: deleted Cache folder?

#85 Budor

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Posted 19 November 2012 - 01:15 PM

Aye it takes the commands from both files. I.e. it caps at 30 even with only the cvar in the user.cfg.

Why does it put every other setting to lowest? Your files state the default for the grp is 3?


sys_spec_GameEffects = 3
sys_spec_ObjectDetail = 3
sys_spec_Particles = 3
sys_spec_PostProcessing = 3
sys_spec_Shading = 3
sys_spec_Shadows = 3
sys_spec_Texture = 3
sys_spec_Environment = 3
r_DepthOfField = 0
sys_MaxFPS = 30

This is my user.cfg atm. game loads with everything so low its not funny ^^ Ill take a screenshot and post it in here in a second.:

"user.cfg / all sys_spec = 3 / r_DepthOfField = 0"

Posted Image
_____________________________________________________________________________________

Heres one i just took with Hi-End config. The 58FPS cap instantly works but look at the cockpit texture or the objects in the distance. I have no idea where i could upload a full res pic but the difference to how the game looks if i run everything high is staggering.

Hi-End config from this thread:

Posted Image
_____________________________________________________________________________________
Heres 2 videos i took what happens if i add your patchfiles but keep an empty user.cfg:



Notice how the polygons in the mechlab build the mech from top to bottom while switching. ;)



No objects (trees,clutter,rocks) in the distance, heavy popup

This shouldt be happening should it? I should get the game to start with everything default to high with your files and an empty user.cfg am i right?

Anyways, if thats the case i give up. Thanks a lot for trying to help and heres hopes PGI will add a DOF button for me in some patch in the future.

Edited by Budor, 19 November 2012 - 02:14 PM.


#86 Acid Phreak

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Posted 19 November 2012 - 03:11 PM

View PostBudor, on 19 November 2012 - 01:15 PM, said:

...

Heres 2 videos i took what happens if i add your patchfiles but keep an empty user.cfg:



Notice how the polygons in the mechlab build the mech from top to bottom while switching. ;)


add this to user.cfg with the downloaded patchfiles. iz should fix this "polygon" problem
e_streamCgf = 0
;Enable streaming of static render meshes



btw for the sys_spec value "1-low, 2-med, 3-high (default), 4 very high"

Edited by Acid Phreak, 19 November 2012 - 03:16 PM.


#87 BladeXXL

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Posted 19 November 2012 - 03:29 PM

Engine defaults means NOT the best! ;)
There is a reason for the sys_spec scripts.

here are 1:1 "Very High" settings:
Spoiler


modify at your leisure...

#88 Budor

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Posted 19 November 2012 - 03:38 PM

View PostBladeXXL, on 19 November 2012 - 03:29 PM, said:

Engine defaults means NOT the best! ;)
There is a reason for the sys_spec scripts.

here are 1:1 "Very High" settings:
Spoiler


modify at your leisure...


Shouldnt the game default to high (not very high) with your files and an empty user.cfg?

Edit: BAMM! This worked right off the bat. I just set r_depthoffield=0 and its all very high but no dof... THANK YOU GUYS!

The problem in the mechlab (patchfiles + only r_depthoffield=0 in user.cfg) is gone with this to, thanks Acid!

Now one last big request: Where can i get the presets for HIGH, game default? Do you extract those from the gamefiles somewhere?

OMG IT WORKS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

Edited by Budor, 19 November 2012 - 03:51 PM.


#89 BladeXXL

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Posted 19 November 2012 - 04:02 PM

View PostBudor, on 19 November 2012 - 03:38 PM, said:

Now one last big request: Where can i get the presets for HIGH, game default? Do you extract those from the gamefiles somewhere?



Yes I do... and here is "High" (may be changed with the next patch!):
Spoiler

and again: "game defaults" <> "engine defaults"
using my files erases "game defaults" and game stays with "engine defaults" - so you won't go that far with a clean user.cfg!
If Devs enable user.cfg to override via setting attributes to 0 again - you can stay with only r_depthoffield=0 in user.cfg

#90 Budor

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Posted 19 November 2012 - 04:12 PM

View PostBladeXXL, on 19 November 2012 - 04:02 PM, said:

using my files erases "game defaults" and game stays with "engine defaults" - so you won't go that far with a clean user.cfg!
If Devs enable user.cfg to override via setting attributes to 0 again - you can stay with only r_depthoffield=0 in user.cfg


This clears everything up for me. Thanks a ton again, i lost countless hours on this ;)

(Just rendering my first hunchback round on this settings i was so delighted although my frames were *****, gonna link it here once its uploaded, shouldnt be long just hit a fast render preset. Looks so good now! TYVM)

Edit: I wanted to donate more kills but some got ninjad :(


Edited by Budor, 19 November 2012 - 06:26 PM.


#91 All iN

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Posted 19 November 2012 - 05:58 PM

Guys, post-processing on off makes depth of field gone, also removes blur after torso hit, and other things like extensive mech glow...

Why, instead of edditing the cfg just not turn it off?

#92 BladeXXL

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Posted 20 November 2012 - 12:40 AM

View PostAll iN, on 19 November 2012 - 05:58 PM, said:

Guys, post-processing on off makes depth of field gone, also removes blur after torso hit, and other things like extensive mech glow...

Why, instead of edditing the cfg just not turn it off?


Please tell us the special cvar to do this!

#93 Budor

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Posted 20 November 2012 - 02:07 AM

View PostAll iN, on 19 November 2012 - 05:58 PM, said:

Guys, post-processing on off makes depth of field gone, also removes blur after torso hit, and other things like extensive mech glow...

Why, instead of edditing the cfg just not turn it off?


But i like how my robo wars look. I just cannot stand motion blur, post processing aa (at its current lvl) and the overdone dof. Turning PP to low gets rid of more things (like you mentioned) and there is no dedicated option to turn off dof.

This is how i get exactly what i want.

Edited by Budor, 20 November 2012 - 02:09 AM.


#94 betocorp

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Posted 20 November 2012 - 03:03 PM

Someone tested this patch?

Looks like they changed something, why I cant make any .cfg works

#95 Corvus Antaka

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Posted 20 November 2012 - 03:17 PM

View Postbetocorp, on 20 November 2012 - 03:03 PM, said:

Someone tested this patch?

Looks like they changed something, why I cant make any .cfg works


My user.cfg is still working. However, perhaps they locked down DoF or colorgrading server side, thus the massive fps drops?

either that or a new and serious bug has cropped up. as it stands now for the first time since I got into closed beta on build 0.8.9 the game is completely unplayable.

#96 Budor

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Posted 20 November 2012 - 03:41 PM

user.cfg still works. can turn off dof and/or colorgrading. patch hurt performance even on ingmae high settings badly.


View PostMatthew Craig, on 20 November 2012 - 03:23 PM, said:

Just wanted to comment to say we'll obviously be investigating why performance seems to have taken a hit the expectation was for performance to be largely comparable and somewhat better on forest colony. We're as disappointed as you are to see otherwise for this build.

I'll keep you updated as we learn more.


Source: http://mwomercs.com/...k/page__st__120

Edited by Budor, 20 November 2012 - 03:42 PM.


#97 betocorp

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Posted 20 November 2012 - 05:59 PM

Tested by some time and .cfg works, but not as

But couldnt get rid of shadowns, can anyone test?

Anyway, to try to disable shadowns I got a cleaning in all CVarGroups and made the others missing archives like below, and put .cfg code directly inside sys_spec_Full.cfg. But I got a ~5 fps increase. I think that is because like sys_spec_VolumetricEffects.cfg and others are missing in BladeXXL config pack. Can you get a look into this?



 
[default]
; default of this CVarGroup
= 3


[1]

[2]

[3]

[4]
 


#98 Corvus Antaka

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Posted 20 November 2012 - 10:51 PM

temporary fix for those of you experiencing FPS problems since the latest patch. This helps a little, gave me 5 FPS more across the board. tweak as necessary - hopefully this will help some of you in the interim while you wait for a fix.

Spoiler


EDIT: setting e_LodRatio = 0 or 1 to 10 might help some of you a lot too.

Edited by Colonel Pada Vinson, 20 November 2012 - 11:24 PM.


#99 Lavits Chaotix

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Posted 21 November 2012 - 12:24 AM

View PostColonel Pada Vinson, on 20 November 2012 - 03:17 PM, said:


My user.cfg is still working. However, perhaps they locked down DoF or colorgrading server side, thus the massive fps drops?

either that or a new and serious bug has cropped up. as it stands now for the first time since I got into closed beta on build 0.8.9 the game is completely unplayable.



I AGREE WITH THIS STATEMENT COMPLETELY!!!!!!!!!!!!

#100 Yaros525

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Posted 21 November 2012 - 06:49 AM

Fortunately enough, I have no fps slowdown from the latest patch.
I've swapped my ancient Core 2 Duo E8200 with Core 2 Quad Q9550 for $99 (same motheboard) a month ago and have much better framerates overall.

The problem is - Duo cored processors affected BADLY from November,20 since the game got much more CPU-hungry than ever before. Just take a look at this shot:

Posted Image

I must admit, starting this patch the game is very good optimized as for Per-core performance. BladeXXL knows what I'm talking about. No over/underloaded cores as it was before. Load is nicely distributed, and this is good sign.

*** For 4-cored processors ***

Two-cored and lower was hit BADLY since they just can't keep up to the engine's load requirements.

So why I think it's a good sign? Since it balanced now, it's ready to be optimized for 2-Cores now. It will take time though, as always. Than some more time. And aliiiitle more.

P.S. For those curious of my settings,

[1] I'm NOT USING Blade's patch files anymore (as it stands for now)
[2] My attributes.xml:
Spoiler


[3] My user.cfg (w/o it I was getting annoying 1.5 - 2 sec ingame freezes, esp Caustic Valley):
Spoiler



Hope it helps/explains something. ))





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