

High-End User.cfg File
#319
Posted 30 April 2014 - 07:37 AM
#320
Posted 30 April 2014 - 08:15 AM
#321
Posted 30 April 2014 - 09:25 AM
Quote
The following configuration variables have been exposed for tuning in your user.cfg file. To add these to your user.cfg file navigate to C:\Program Files (x86)\Piranha Games\MechWarrior Online (or your custom installation location) and if it doesn't exist, create a file user.cfg containing these settings as desired. Don't forget to set the value desired.
- gp_option_ShowCockpitGlass=0/1 (off/on)
- r_DepthOfField=0/1 (off/on)
- r_HDRGrainAmount=0.0-1.0 (film grain amount)
I noticed no difference with DoF on or off (with no other options in the config) at very high settings.
Here are before/after screenshots with the 3 new commands on/off (deleted shader folder each time) and the 3rd one with my full user.cfg (including these 3 commands off) from this thread (DX9).
All screenshots with DX11.
Now the question is, which is on and wich is off

I think the 2nd is with film grain (greenish)
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2

3

#322
Posted 30 April 2014 - 11:18 AM
Anyone at all?
Edited by Fatbat, 30 April 2014 - 01:39 PM.
#323
Posted 30 April 2014 - 01:50 PM
Reno Blade, on 30 April 2014 - 09:25 AM, said:
I noticed no difference with DoF on or off (with no other options in the config) at very high settings.
Here are before/after screenshots with the 3 new commands on/off (deleted shader folder each time) and the 3rd one with my full user.cfg (including these 3 commands off) from this thread (DX9).
All screenshots with DX11.
Now the question is, which is on and wich is off

I think the 2nd is with film grain (greenish)
1

2

3

How are you using your full config file for DX9 and taking screenshots in DX11? None of the DX9 config files I've used look any good in DX11. Where does one get this DX11 user.cfg file? I'm scouring this and other threads but the files linked in the OP here were last modified in January and I don't know if they are DX9 or DX11. Where's the DX11 cfg file? Why does it all have to be such a mystery? Why can't people label things properly?
Clearly your last screenshot is vastly superior to the others, with no haze, and much better visibility. Anyone running that cfg is going to have a definite advantage over someone who isn't. And I wondered why people were shooting me from the other side of the map when there's no obvious line of sight or visibility.
Where does this cfg come from? Please help, this is driving me mad.
Edited by Fatbat, 30 April 2014 - 01:56 PM.
#324
Posted 30 April 2014 - 04:52 PM
gp_option_ShowCockpitGlass=0/1 (off/on)
r_DepthOfField=0/1 (off/on)
r_HDRGrainAmount=0.0-1.0 (film grain amount)
Save the file as user.cfg in your MechWarrior Online folder. Make sure it is saved as user.cfg and not user.cfg.txt
#325
Posted 01 May 2014 - 01:30 AM
Fatbat, on 30 April 2014 - 01:50 PM, said:
How are you using your full config file for DX9 and taking screenshots in DX11? None of the DX9 config files I've used look any good in DX11. Where does one get this DX11 user.cfg file? I'm scouring this and other threads but the files linked in the OP here were last modified in January and I don't know if they are DX9 or DX11. Where's the DX11 cfg file? Why does it all have to be such a mystery? Why can't people label things properly?
Clearly your last screenshot is vastly superior to the others, with no haze, and much better visibility. Anyone running that cfg is going to have a definite advantage over someone who isn't. And I wondered why people were shooting me from the other side of the map when there's no obvious line of sight or visibility.
Where does this cfg come from? Please help, this is driving me mad.
Hi there Fatbat,
I still use the config from Padas package (very high) with a few changes.
first, make sure you don't have the line q_ShaderPostProcess = 4 in your config. This made a mess out of DX11 when released.
Not sure if they fixed it, but we had to remove it at that time.
see here:
Reno Blade, on 04 March 2014 - 03:04 PM, said:
q_ShaderPostProcess = 4
and either remove it, or put a ; infront (comment out to disable it).
This one makes DX11 eat itself alive.
you need to use the slider for PostProcessing ingame for any change of that instead.
second, Padas last config (ultra high) was a slightly modified one from the package with a few higher/lower values for texture size and such.
see here:
Colonel Pada Vinson, on 05 March 2014 - 09:51 PM, said:
this config should fix the green smoke problem.
culprit looks to be r_FogShadows = 1, disable that line in your cfg and see if that fixes the green fog for you. this cfg below fixed the green fog for me.
and third,
to be complete, here is my user config, which is nearly identical:
#326
Posted 01 May 2014 - 04:04 AM
They cause my MechLab to turn all black and the game to behave really really weird when dropping into testin grounds (lockups, HUD gets messed up)
When I use Renos user.cfg it works perfectly and looks awesome.
I really want to write a guide for this and link it to some inexperienced people but as long as i don't know whats wrong with the original user.cfgs I can't do that

Edited by Iqfish, 01 May 2014 - 04:05 AM.
#327
Posted 01 May 2014 - 05:14 AM
I think it's in all the others of the pack also with varying values ofc.
And best to delete the shader folder after changing the config to be sure to have everything refreshed.
First time on each map will be laggy because the textures are beeing cached, but you can go into testing grounds to do that too

#328
Posted 02 May 2014 - 05:03 PM
Here is my user.cfg file.
Edited by Todd Lightbringer, 02 May 2014 - 05:05 PM.
#329
Posted 02 May 2014 - 05:20 PM
It should be:
gp_option_ShowCockpitGlass=0
r_DepthOfField=1
r_HDRGrainAmount=0.0
The dashes where just because the entries where in list form.
Also, r_DepthOfField=0 unless you really like unnecessary blur.
Edited by Wintersdark, 02 May 2014 - 05:22 PM.
#330
Posted 02 May 2014 - 05:38 PM
Wintersdark, on 02 May 2014 - 05:20 PM, said:
It should be:
gp_option_ShowCockpitGlass=0
r_DepthOfField=1
r_HDRGrainAmount=0.0
The dashes where just because the entries where in list form.
Also, r_DepthOfField=0 unless you really like unnecessary blur.
Think that did her, thank you kindly!
#331
Posted 05 May 2014 - 09:22 AM
#332
Posted 06 May 2014 - 07:26 AM
so recomend to wait until PGI fully unlocks the user.cfg ... so we can rework this outdated configs.
#333
Posted 06 May 2014 - 08:45 AM
Btw, the Nvidia GTX 680 seems to be unaffected by this. However I have sys spec shader set to 1 rather than 4. Try that.
This is the line I am referring to:
sys_spec_PostProcessing = 1. Of course I do not actually know what it does. If I was an engineer I would be out of a job ...
Edited by Hammerhai, 06 May 2014 - 08:50 AM.
#334
Posted 06 May 2014 - 09:06 AM
#335
Posted 07 May 2014 - 06:38 AM
...and btw.:
adding sys_spec_PostProcessing = 1 won't cause anything
MWO will overwrite it with the current value of the options slider!
#336
Posted 06 June 2014 - 02:11 PM
Edit: video isn't embedding properly >< http://youtu.be/DreDIhnK-co
^Most pro QL players run settings like these. Granted, Quake is a different style of game, where neon green enemies have become tournament standard. So maybe PGI won't let me remove all textures from all surfaces through the CFG-- but can I at least get blob shadows? Howabout less of this blockbuster-esque overexaggeration of every particle effect? Foliage elimination would be nice, too. If I can shoot through it, I should be able to see through it

Has anyone put together a CFG for max visibility? ...the tournament players perhaps?

Edited by Vodage, 06 June 2014 - 02:16 PM.
#337
Posted 06 June 2014 - 02:17 PM
and second, this is not allowed and a lot of config parameters are either locked at different min/max values, or can't be changed anymore, because some settings were clearly too close to this and that is considered cheating.
#338
Posted 06 June 2014 - 02:32 PM
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