QUestion is in title.
Basically I have all but Shadows and PostAA set to low and noticed that small mechs aren't rendered when they're farther away than 700m and bigger mechs when they're beyond 900m. I regularly get shot by sniper that are clearly farther away than that so there must be a away to get a higher viewing distance.
0
What Setting To Change To Increase Distance At Which Mechs Are Rendered?
Started by Chrithu, Dec 15 2012 03:37 AM
1 reply to this topic
#1
Posted 15 December 2012 - 03:37 AM
#2
Posted 15 December 2012 - 11:37 PM
I think what you are looking for is to turn off ALL post processing of any kind. It seems they deprecated the user.cfg overrides but here goes, since this was probably lost with closed beta. This was the fps tweak for forest colony. Paste in user.cfg. I have disabled joystick settings by putting a ";" See how it goes.
e_particles_thread = 1 or 0
gpu_particle_physics = 1 or 0
;Core Options (disable multithreading if crashing, or geominstancing)
r_MultiThreaded = 1
r_GeomInstancing=1
e_decals=0
e_DecalsHitCache=0
;sys_maxFPS = 100
;r_VSync = 0
;s_FileCacheManagerSize = 80
sys_spec_ObjectDetail = 1
sys_spec_Shading = 1
sys_spec_VolumetricEffects = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 1
sys_spec_PostProcessing = 1
sys_spec_Particles = 1
sys_spec_Quality = 1
sys_spec_Sound = 1
sys_spec_Water = 1
sys_spec_GameEffects = 1
;=================================================================================
; control settings / fov / sensitivity
;cl_sensitivity = 0.25
cl_fov = 80 ; normal default
; cl_fov = 70 ;experimental
;cl_sensitivityController = 0.1
;i_mouse_accel_max = 100
;i_mouse_smooth = 1
;i_mouse_accel=0
;cl_joystick_gain = 13; cl_joystick_gain = 5
;cl_joystick_sensitivity = 1.25 ;setting was 0.7/1.05/1.14
;cl_joystick_throttle_range = 0
;cl_joystick_invert_throttle = 1
;cl_joystick_invert_pitch = 1
; cl_joystick_invert_yaw = 0
; cl_joystick_invert_turn = 0
; i_joystick_deadzone = 0.25 the syntax may be incorrect
;i_joystick_buffered = 0 ;supposed to increase sensitivity
;=================================================================================
;ObjectDetail
e_ObjQuality = 2
e_DecalsAllowGameDecals = 0
e_DecalsLifeTimeScale = 2
e_DecalsOverlapping = 0
e_Dissolve = 2
e_LodRatio = 20
e_Lods = 1
e_LodMin = 0
e_MaxViewDistSpecLerp = 1
e_OcclusionCullingViewDistRatio = 1
e_ProcVegetation = 1
e_streamCgf = 0
e_VegetationBending = 0
e_VegetationMinSize = 0
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 1
e_ViewDistMin = 10
e_ViewDistRatio = 100
e_ViewDistRatioCustom = 100
e_ViewDistRatioDetail = 75
e_ViewDistRatioLights = 50
e_ViewDistRatioVegetation = 50
e_TerrainDetailMaterialsViewDistXY = 1024
e_TerrainDetailMaterialsViewDistZ = 128
e_TerrainOcclusionCullingMaxDist = 200
ca_AttachmentCullingRation = 200
ca_DrawFaceAttachments = 1
ca_useDecals = 0
es_DebrisLifetimeScale = 0
e_DecalsForceDeferred = 0
r_DrawNearZRange = 0.08
;=================================================================================
;Particles
e_ParticlesQuality = 1
e_ParticlesLights = 0
e_ParticlesMaxScreenFill = 64
e_ParticlesMinDrawPixels = 1
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
r_UseParticlesHalfRes = 0
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 0
r_UseParticlesMerging = 0
r_UseParticlesHalfResForce = 0
;e_particles_thread = 1
=====================================================================================
;Physics
g_breakage_particles_limit = 90
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
e_CullVegActivation = 50
e_FoliageWindActivationDist = 25
e_PhysFoliage = 1
e_PhysOceanCell = 0.5
p_gravity_z = -36.3
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.2
p_max_MC_iters = 4000
p_max_object_splashes = 3
p_max_substeps_large_group = 5
p_num_bodies_large_group = 100
p_splash_dist0 = 7
p_splash_dist1 = 30
p_splash_force0 = 10
p_splash_force1 = 100
p_splash_vel0 = 4.5
p_splash_vel1 = 10
v_vehicle_quality = 4
es_MaxPhysDist = 200
es_MaxPhysDistInvisible = 25
;=================================================================================
;Post-Processing
r_colorgrading = 0
r_DepthOfField = 0
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 0.1
r_GlowAnamorphicFlares = 1
r_HDRBloomMul = 0.5
r_HDRBlueShift = 0.2
r_HDRBrightLevel = 0.50
r_HDRBrightOffset = 30
r_HDRBrightThreshold = 5
r_HDREyeAdaptionCache = 30
r_HDRGrainAmount = 0
r_HDRLevel = 1
r_HDROffset = 10
r_HDRRendering = 1
r_MotionBlurMaxViewDist = 0
r_PostProcessHUD3DCache = 30
r_RainMaxViewDist_Deferred = 0
r_sunshafts = 1
r_Flares = 1
r_UseEdgeAA = 0
r_MotionBlur = 0
r_MotionBlurShutterSpeed = 0.00001
ca_MotionBlurMovementThreshold = 0.00001
;=================================================================================
;disable msaa settings for ATI cards or this causes motion ghosting
r_PostMSAA = 0
r_PostMSAAMode = 0
r_FSAA = 0
;=================================================================================
;type: int
;current: 3
;help: Toggles edge blurring/antialiasing
;Usage: r_UseEdgeAA [0/1/2/3]
;Default is 1 (edge blurring)
;1 = activate edge blurring mode
;2 = activate edge antialiasing mode (previous version)3 = activate Laplace edge ;antialiasing mode
r_UseEdgeAA = 0
;=================================================================================
;Quality // q_renderer = 3 is much better effects than q_renderer = 2, some fps loss though.
q_Renderer = 2
q_ShaderFX = 2
q_ShaderGeneral = 2
q_ShaderGlass = 2
q_ShaderHDR = 2
q_ShaderIce = 2
q_ShaderMetal = 2
q_ShaderPostProcess = 2
q_ShaderShadow = 0
q_ShaderSky = 2
q_ShaderTerrain = 2
q_ShaderVegetation = 2
q_ShaderWater = 2
;=================================================================================
;Shading
e_DynamicLightsMaxEntityLights = 8
e_GI = 1
e_GIAmount = 0.5
e_GIMaxDistance = 80
e_GINumCascades = 1
e_SkyType = 1
e_SkyUpdateRate = 0
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_VegetationUseTerrainColor = 1
r_DetailNumLayers = 0
r_DetailDistance = 4
r_DetailTextures = 0
r_ssdo = 0
r_SSAO = 0
r_SSAOQuality = 0
r_SSAODownscale = 0
r_refraction = 0
r_ssreflections = 0
;=================================================================================
;Shadows
e_GsmCache = 0
e_GsmCastFromTerrain = 0
e_GsmLodsNum = 0
e_GsmRange = 0
e_ParticlesShadows = 0
e_Shadows = 0
e_ShadowsCastViewDistRatio = 0
e_ShadowsMaxTexRes = 0
e_ShadowsOnAlphaBlend = 0
e_ShadowsResScale = 0
e_ShadowsTessellateCascades = 0
r_ShadowBlur = 0
r_ShadowJittering = 0
r_ShadowsMaskResolution = 0
r_ShadowsPCFiltering = 0
r_ShadowsUseClipVolume = 0
e_ShadowsSlopeBias=0
;=================================================================================
;Textures
r_DynTexAtlasCloudsMaxSize = 32
r_DynTexAtlasSpritesMaxSize = 32
r_DynTexMaxSize = 80
r_EnvCMResolution = 1
r_EnvTexResolution = 1
r_EnvTexUpdateInterval = 0.001
r_ImposterRatio = 1
r_TexSkyResolution = 128
r_TexAtlasSize = 512
r_TexMinAnisotropy = 0
r_TexBumpResolution = 0
r_TexResolution = 0
r_TexturesFilteringQuality = 0
r_VegetationSpritesTexRes = 16
;=================================================================================
;Volumetric Effects
r_Beams = 3
r_BeamsDistFactor = 0.05
r_BeamsMaxSlices = 200
e_Clouds = 1
r_CloudsUpdateAlways = 0
;=================================================================================
;Water
e_WaterOceanFFT = 1
e_WaterTesselationAmount = 10
e_WaterTesselationAmountX = 10
e_WaterTesselationAmountY = 10
e_WaterTesselationSwathWidth = 10
r_WaterCaustics = 0
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0
r_WaterTessellationHW = 0
r_WaterUpdateDistance = 0
r_WaterUpdateFactor = 0
;=================================================================================
;Sound
s_FormatSampleRate = 48000
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_ReverbType = 1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_MaxChannels=64
s_PrecacheData = 1
s_PriorityThreshold = 1
;=================================================================================
;must be last
r_TexturesStreaming=0
Note: I am not going to give support on this.YMMV. It's in my user.cfg but anyones guess whether it still does anything
e_particles_thread = 1 or 0
gpu_particle_physics = 1 or 0
;Core Options (disable multithreading if crashing, or geominstancing)
r_MultiThreaded = 1
r_GeomInstancing=1
e_decals=0
e_DecalsHitCache=0
;sys_maxFPS = 100
;r_VSync = 0
;s_FileCacheManagerSize = 80
sys_spec_ObjectDetail = 1
sys_spec_Shading = 1
sys_spec_VolumetricEffects = 1
sys_spec_Shadows = 1
sys_spec_Texture = 1
sys_spec_Physics = 1
sys_spec_PostProcessing = 1
sys_spec_Particles = 1
sys_spec_Quality = 1
sys_spec_Sound = 1
sys_spec_Water = 1
sys_spec_GameEffects = 1
;=================================================================================
; control settings / fov / sensitivity
;cl_sensitivity = 0.25
cl_fov = 80 ; normal default
; cl_fov = 70 ;experimental
;cl_sensitivityController = 0.1
;i_mouse_accel_max = 100
;i_mouse_smooth = 1
;i_mouse_accel=0
;cl_joystick_gain = 13; cl_joystick_gain = 5
;cl_joystick_sensitivity = 1.25 ;setting was 0.7/1.05/1.14
;cl_joystick_throttle_range = 0
;cl_joystick_invert_throttle = 1
;cl_joystick_invert_pitch = 1
; cl_joystick_invert_yaw = 0
; cl_joystick_invert_turn = 0
; i_joystick_deadzone = 0.25 the syntax may be incorrect
;i_joystick_buffered = 0 ;supposed to increase sensitivity
;=================================================================================
;ObjectDetail
e_ObjQuality = 2
e_DecalsAllowGameDecals = 0
e_DecalsLifeTimeScale = 2
e_DecalsOverlapping = 0
e_Dissolve = 2
e_LodRatio = 20
e_Lods = 1
e_LodMin = 0
e_MaxViewDistSpecLerp = 1
e_OcclusionCullingViewDistRatio = 1
e_ProcVegetation = 1
e_streamCgf = 0
e_VegetationBending = 0
e_VegetationMinSize = 0
e_VegetationSpritesDistanceCustomRatioMin = 1
e_VegetationSpritesDistanceRatio = 1
e_ViewDistMin = 10
e_ViewDistRatio = 100
e_ViewDistRatioCustom = 100
e_ViewDistRatioDetail = 75
e_ViewDistRatioLights = 50
e_ViewDistRatioVegetation = 50
e_TerrainDetailMaterialsViewDistXY = 1024
e_TerrainDetailMaterialsViewDistZ = 128
e_TerrainOcclusionCullingMaxDist = 200
ca_AttachmentCullingRation = 200
ca_DrawFaceAttachments = 1
ca_useDecals = 0
es_DebrisLifetimeScale = 0
e_DecalsForceDeferred = 0
r_DrawNearZRange = 0.08
;=================================================================================
;Particles
e_ParticlesQuality = 1
e_ParticlesLights = 0
e_ParticlesMaxScreenFill = 64
e_ParticlesMinDrawPixels = 1
e_ParticlesMotionBlur = 0
e_ParticlesObjectCollisions = 1
r_UseParticlesHalfRes = 0
r_UseSoftParticles = 0
r_UseParticlesRefraction = 0
r_UseParticlesGlow = 0
r_UseParticlesMerging = 0
r_UseParticlesHalfResForce = 0
;e_particles_thread = 1
=====================================================================================
;Physics
g_breakage_particles_limit = 90
g_joint_breaking = 1
g_tree_cut_reuse_dist = 0
e_CullVegActivation = 50
e_FoliageWindActivationDist = 25
e_PhysFoliage = 1
e_PhysOceanCell = 0.5
p_gravity_z = -36.3
p_joint_damage_accum = 2
p_joint_damage_accum_threshold = 0.2
p_max_MC_iters = 4000
p_max_object_splashes = 3
p_max_substeps_large_group = 5
p_num_bodies_large_group = 100
p_splash_dist0 = 7
p_splash_dist1 = 30
p_splash_force0 = 10
p_splash_force1 = 100
p_splash_vel0 = 4.5
p_splash_vel1 = 10
v_vehicle_quality = 4
es_MaxPhysDist = 200
es_MaxPhysDistInvisible = 25
;=================================================================================
;Post-Processing
r_colorgrading = 0
r_DepthOfField = 0
r_EyeAdaptationBase = 0.1
r_EyeAdaptationFactor = 0.85
r_EyeAdaptationSpeed = 0.1
r_GlowAnamorphicFlares = 1
r_HDRBloomMul = 0.5
r_HDRBlueShift = 0.2
r_HDRBrightLevel = 0.50
r_HDRBrightOffset = 30
r_HDRBrightThreshold = 5
r_HDREyeAdaptionCache = 30
r_HDRGrainAmount = 0
r_HDRLevel = 1
r_HDROffset = 10
r_HDRRendering = 1
r_MotionBlurMaxViewDist = 0
r_PostProcessHUD3DCache = 30
r_RainMaxViewDist_Deferred = 0
r_sunshafts = 1
r_Flares = 1
r_UseEdgeAA = 0
r_MotionBlur = 0
r_MotionBlurShutterSpeed = 0.00001
ca_MotionBlurMovementThreshold = 0.00001
;=================================================================================
;disable msaa settings for ATI cards or this causes motion ghosting
r_PostMSAA = 0
r_PostMSAAMode = 0
r_FSAA = 0
;=================================================================================
;type: int
;current: 3
;help: Toggles edge blurring/antialiasing
;Usage: r_UseEdgeAA [0/1/2/3]
;Default is 1 (edge blurring)
;1 = activate edge blurring mode
;2 = activate edge antialiasing mode (previous version)3 = activate Laplace edge ;antialiasing mode
r_UseEdgeAA = 0
;=================================================================================
;Quality // q_renderer = 3 is much better effects than q_renderer = 2, some fps loss though.
q_Renderer = 2
q_ShaderFX = 2
q_ShaderGeneral = 2
q_ShaderGlass = 2
q_ShaderHDR = 2
q_ShaderIce = 2
q_ShaderMetal = 2
q_ShaderPostProcess = 2
q_ShaderShadow = 0
q_ShaderSky = 2
q_ShaderTerrain = 2
q_ShaderVegetation = 2
q_ShaderWater = 2
;=================================================================================
;Shading
e_DynamicLightsMaxEntityLights = 8
e_GI = 1
e_GIAmount = 0.5
e_GIMaxDistance = 80
e_GINumCascades = 1
e_SkyType = 1
e_SkyUpdateRate = 0
e_TerrainAo = 1
e_TerrainNormalMap = 1
e_VegetationUseTerrainColor = 1
r_DetailNumLayers = 0
r_DetailDistance = 4
r_DetailTextures = 0
r_ssdo = 0
r_SSAO = 0
r_SSAOQuality = 0
r_SSAODownscale = 0
r_refraction = 0
r_ssreflections = 0
;=================================================================================
;Shadows
e_GsmCache = 0
e_GsmCastFromTerrain = 0
e_GsmLodsNum = 0
e_GsmRange = 0
e_ParticlesShadows = 0
e_Shadows = 0
e_ShadowsCastViewDistRatio = 0
e_ShadowsMaxTexRes = 0
e_ShadowsOnAlphaBlend = 0
e_ShadowsResScale = 0
e_ShadowsTessellateCascades = 0
r_ShadowBlur = 0
r_ShadowJittering = 0
r_ShadowsMaskResolution = 0
r_ShadowsPCFiltering = 0
r_ShadowsUseClipVolume = 0
e_ShadowsSlopeBias=0
;=================================================================================
;Textures
r_DynTexAtlasCloudsMaxSize = 32
r_DynTexAtlasSpritesMaxSize = 32
r_DynTexMaxSize = 80
r_EnvCMResolution = 1
r_EnvTexResolution = 1
r_EnvTexUpdateInterval = 0.001
r_ImposterRatio = 1
r_TexSkyResolution = 128
r_TexAtlasSize = 512
r_TexMinAnisotropy = 0
r_TexBumpResolution = 0
r_TexResolution = 0
r_TexturesFilteringQuality = 0
r_VegetationSpritesTexRes = 16
;=================================================================================
;Volumetric Effects
r_Beams = 3
r_BeamsDistFactor = 0.05
r_BeamsMaxSlices = 200
e_Clouds = 1
r_CloudsUpdateAlways = 0
;=================================================================================
;Water
e_WaterOceanFFT = 1
e_WaterTesselationAmount = 10
e_WaterTesselationAmountX = 10
e_WaterTesselationAmountY = 10
e_WaterTesselationSwathWidth = 10
r_WaterCaustics = 0
r_WaterReflections = 0
r_WaterReflectionsQuality = 0
r_WaterReflectionsMinVisiblePixelsUpdate = 0
r_WaterTessellationHW = 0
r_WaterUpdateDistance = 0
r_WaterUpdateFactor = 0
;=================================================================================
;Sound
s_FormatSampleRate = 48000
s_MPEGDecoders = 32
s_Obstruction = 1
s_ObstructionAccuracy = 1
s_ObstructionUpdate = 0.1
s_ReverbType = 1
s_SoundMoodsDSP = 1
s_VariationLimiter = 1
s_MaxChannels=64
s_PrecacheData = 1
s_PriorityThreshold = 1
;=================================================================================
;must be last
r_TexturesStreaming=0
Note: I am not going to give support on this.YMMV. It's in my user.cfg but anyones guess whether it still does anything
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