Kingdom Come: Deliverance

Kingdom Come: Deliverance

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gerardfraser Nov 21, 2019 @ 11:13am
3
user.cfg Every Setting has a description for you to adjust.A Proper user.cfg
Download Google Drive
https://drive.google.com/file/d/1tVlytn_lJhqLMQrkXpHS1Iu_dRTyK5Nc/view?usp=sharing

I seen a couple of useless user.cfg posted,time for a better one that does something.The user.cfg goes into the main KCD folder.

I will have to separate the user.cfg because it is to big for forum.
First part,you can copy to user.cfg
Do Not Forget to add +exec user.cfg -devmode To Launch Options or Short Cut To Game For Mods To Work Correctly ------------------------------------------------------ con_restricted = 0 [RESTRICTEDMODE] 0=normal mode / 1=restricted access to the console ------------------------------------------------------ ------------------------------------------------------ ;sys_spec = 0 (Custom Settings To Use Remove ; To Disable Any Command Put ; In Front Of Command) sys_spec_ObjectDetail=3 sys_spec_Shading=3 sys_spec_VolumetricEffects=3 sys_spec_Shadows=3 sys_spec_Texture=3 sys_spec_Physics=3 sys_spec_PostProcessing=3 sys_spec_Particles=3 sys_spec_Sound=3 sys_spec_Water=3 sys_spec_GameEffects=3 sys_spec_light=3 (When set to Ultra 7(4 recommended) ,can cause shadow flicker in KDC when r_VolumetricFogTexScale is higher than 1024) sys_spec_TextureResolution=3 sys_spec_Vegetation=3 Tells the system cfg spec. (0=custom, 1=low, 2=medium, 3=high, 4=very high, 7=ultra) ------------------------------------------------------ Commands For Easy Access. wh_pl_showfirecursor=1 (On/Off Bow Cursor) e_svoTI_SSAOAmount = 3 Allows to scale down SSAO (SSDO) amount and radius when GI is active(Higher The Number The Darker And More Detail In Ground Textures/Wood/Vegatation ) e_ShadowsCastViewDistRatioLights = 0.2 If shadow poping to close on small objects increase to higher number until happy with distance View distance ratio for shadow maps casting for light sources,Higher number more shadow in distance lower FPS. Set Postive for Darker shadows at night,but lose some lights. Set -0.1 to turn on extra lights on like blacksmith fires Gives about 5FPS-40FPS Boost ,will diminish shadows and turn some off at night most noticeable. e_VolumetricFog = 0 Activates volumetric fog [0 Off/1 On/] 0=Default r_DepthOfField = 0 Enables depth of field. Usage: r_DepthOfField [0/1/2] Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled ------------------------------------------------------ Antialiasing Modes- Set To Off Pick your on mode from FXAA to Super Sampling killer FPS,Samples of AA below in ways they can be set. (Custom Settings To Use Remove ; To Disable Any Command Put ; In Front Of Command) ---;r_AntialiasingMode = 0 Enables post process based anti-aliasing modes. Usage: r_AntialiasingMode [n] 0: NO AA 1: SMAA 1X 2: SMAA 1TX 3: SMAA 2TX 4: FXAA 1X ---;r_AntialiasingTAAPattern = 0 Selects TAA sampling pattern. 0: no subsamples 1: 2x 2: 3x 3: 4x 4: 8x 5: sparse grid 8x8 6: random 7: Halton 8x 8: Halton random ---; off r_AntialiasingMode = 0 ---; SMAA LOW (1X) ---; Enables Subpixel Morphological Anti-Aliasing (SMAA) which removes jaggies (staircase artifacts) at polygon edges. ---; Enables SMAA without any temporal filtering. ;r_AntialiasingMode = 1 ---; SMAA MEDIUM (1xMSAAx1TX) - Default, quality/performance compromise ---; Enables SMAA with basic temporal re-projection to reduce pixel crawling. ;r_AntialiasingMode = 2 ;r_AntialiasingTAAPattern = 0 ---; SMAA HIGH (2TX) ---; Enables SMAA with an enhanced temporal re-projection including matrix jittering. Usually this mode provides the best image quality but can suffer from some occasionally flickering edges. ---; Enables SMAA with temporal filtering and projection matrix jittering to further improve quality ;r_AntialiasingMode = 3 ;r_AntialiasingTAAPattern = 0 ---; SMAA MGPU (2xMSAAx1T) ;r_AntialiasingMode = 3 ;r_AntialiasingTAAPattern = 1 ;r_SuperSampling = 1 ---; SMAA MGPU (2xMSAAx2T) ;r_AntialiasingMode = 3 ;r_AntialiasingTAAPattern = 2 ;r_SuperSampling = 2 ---; TSAA (2xMSAAx4T) ;r_AntialiasingMode = 4 ;r_AntialiasingTSAAMipBias = 1 ;r_AntialiasingTSAASubpixelDetection = 1 ;r_AntialiasingTSAASmoothness = 1 ---; FXAA (1xMSAAx0T) - Fastest, alternative to SMAA LOW, for less sharp results ;r_AntialiasingMode = 5 ;r_AntialiasingTAASharpening = 0.2 Enables TAA sharpening r_sharpening = 1 ------------------------------------------------------ r_MotionBlur = 0 Enables per object and camera motion blur. Usage: r_MotionBlur [0/1/2/3] Default is 1 (camera motion blur on). 1: camera motion blur 2: camera and object motion blur 3: debug mode r_MotionBlurQuality = 0 Set motion blur sample count. Usage: r_MotionBlurQuality [0/1] 0 - low quality, 1 - medium quality, 2 - high quality ------------------------------------------------------ 3 points lightning r_DeferredShading3PL = 2 [DUMPTODISK] Disables/Enables/Enables with shadows/Debug the Three-Point Lighting for selected materials. Usage: r_DeferredShading3PL [0/1/2/3] Default is 2 (enabled with shadows) (0=off, 1=on, 2=on+occlusion) makes NPC glow at dusk r_3PLFillDirStr = 0, 0, -130 Three Point Lighting - Fill light dir written as a string r_3PLKeyDirStr = 0, 40, 130 Three Point Lighting - Key light dir written as a string r_3PLRimDirStr = 0, 10, -50 Three Point Lighting - Rim light dir written as a string ------------------------------------------------------ Screen Space Directional Occlusion r_ssdo = 1 Screen Space Directional Occlusion [0/1] r_ssdoHalfRes = 2 Apply SSDO bandwidth optimizations 0 - Full resolution (not recommended) 1 - Use lower resolution depth 2 - Low res depth except for small camera FOVs to avoid artifacts 3 - Half resolution output r_ssdoAmountAmbient = 1.42 Strength of occlusion applied to probe irradiance r_ssdoAmountDirect = 2 Strength of occlusion applied to light sources r_ssdoAmountReflection = 2 Strength of occlusion applied to probe specular r_ssdoRadius = 0.3 SSDO radius r_ssdoRadiusMin = 2 Min clamped SSDO radius r_ssdoRadiusMax = 0.1 Max clamped SSDO radius r_SSReflections = 0 Glossy screen space reflections [0/1] r_ssdoColorBleeding = 1 Enables AO color bleeding to avoid overly dark occlusion on bright surfaces (requires tiled deferred shading) Usage: r_ssdoColorBleeding [0/1] ------------------------------------------------------ Global Illumination e_svoTI_Apply = 1 Allows to temporary deactivate GI for debug purposes e_svoTI_RsmConeMaxLength = 6 Maximum length of the RSM rays (in meters) Shorter rays work faster 2/3/6/8/12/6 [6] e_svoTI_VoxelizeUnderTerrain=0 0 = Skip underground triangles during voxelization e_svoTI_GsmCascadeLod = 5 Sun shadow cascade LOD for RSM GI e_svoTI_SkyColorMultiplier = -1.0001 Controls amount of the sky light This value may be multiplied with TOD fog color e_svoTI_ConeMaxLength = 24 Maximum length of the tracing rays (in meters) Shorter rays work faster 24/24/24/28/32/24 [24] e_svoTI_DiffuseConeWidth = 24 Controls wideness of diffuse cones Wider cones work faster but may cause over-occlusion and more light leaking Narrow cones are slower and may bring more noise 24/24/12/9/6/12 [24] e_svoTI_IntegrationMode = 0 GI computations may be used in several ways: 0 = AO + Sun bounce Large scale ambient occlusion (static) modulates (or replaces) default ambient lighting Single light bounce (fully real-time) is supported for sun and projectors (use '_TI_DYN' in light name) This mode takes less memory (only opacity is voxelized) and works acceptable on consoles 1 = Diffuse GI mode (experimental) GI completely replaces default diffuse ambient lighting Two indirect light bounces are supported for sun and semi-static lights (use '_TI' in light name) Single fully dynamic light bounce is supported for projectors (use '_TI_DYN' in light name) Default ambient specular is modulated by intensity of diffuse GI 2 = Full GI mode (very experimental) Both ambient diffuse and ambient specular lighting is computed by voxel cone tracing This mode works fine only on good modern PC e_svoTI_Saturation = 0.4 Controls color saturation of propagated light e_svoTI_ResScaleBase = 2 Defines resolution of GI cone-tracing targets; 2=half res e_svoTI_LowSpecMode = 2 Set low spec mode Values greater than 0 scale down internal render targets and simplify shaders If set to -2 it will be initialized by value specified in sys_spec_Shading.cfg (on level load or on spec change) 6/4/2/1/1/2 [2] e_svoTI_Diffuse_Cache = 0 Pre-bake lighting in SVO and use it instead of cone tracing ------------------------------------------------------ Grass e_VegetationUseTerrainColor = 1 Allow blend with terrain color for vegetations e_MergedMeshes = 1 Show runtime merged meshes e_MergedMeshesActiveDist = 300 Active distance up until merged mesh patches will be streamed in e_MergedMeshesViewDistRatio=200 merged meshes view dist ratio e_VegetationUseTerrainColorDistance=200 Controls distance of fading into terrain color 0 = Use 30% of maximum view distance of each vegetation instance (old default way) <0 = Maximum view distance value is calculated using vegetation mesh size (non scaled CGF size) and then multiplied by this cvar >0 = This value used directly as fading distance for all vegetations e_MergedMeshesPool = 8192 amount of main memory (in kb) that merged meshes are allowed to sustain 8192/8192/8192/16384/16384/8192 [8192] e_MergedMeshesLodRatio=16 merged meshes lod ratio 2.0/2.0/2.0/2.5/3.0/2.0 [5] e_MergedMeshesInstanceDist=16 Distance fudge factor at which merged meshes turn off animation Low value for e_MergedMeshesInstanceDist cause shadow popping if shadow grass enabled ------------------------------------------------------ Level Of Detail e_ObjShadowCastSpec = 4 Object shadow casting spec. Only objects with Shadow Cast Spec <= e_ObjShadowCastSpec will cast shadows 1/2/3/4/7/3 [3] e_ObjQuality = 2 Object detail quality 1/2/3/4/4/3 [3] e_Terrain = 1 Activates drawing of terrain ground es_DebrisLifetimeScale = 1 Usage: es_DebrisLifetimeScale 1.0 e_DecalsLifeTimeScale = 2 Allows to increase or reduce decals life time for different specs e_MaxViewDistSpecLerp=0.5 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_TerrainOcclusionCullingMaxDist=130 Max length of ray (for version 1) 130/200/200/200/200/200 [200] r_FlaresTessellationRatio=0.25 Set the tessellation rate of flares. 1 is the original mesh. Usage : r_FlaresTessellationRatio 0.5 Default is 1.0 Range is from 0 to 1 sys_flash_curve_tess_error = 2 Controls curve tessellation. Larger values result in coarser, more angular curves. 4/2/2/2/2/2 [2] e_CoverageBufferReproj = 6 Use re-projection technique on CBuffer, 1 simple reproject, 2 additional hole filling, 4 using ocm mesh for occlusion checking e_DecalsAllowGameDecals = 1 Allows creation of decals by game (like weapon bullets marks) e_DecalsOverlapping = 1 If zero - new decals will not be spawned if the distance to nearest decals less than X e_OcclusionCullingViewDistRatio = 1 Skip per object occlusion test for very far objects - culling on tree level will handle it e_StatObjBufferRenderTasks = 1 1 - occlusion test on render node level, 2 - occlusion test on render mesh level e_StreamCgf = 1 [REQUIRE_APP_RESTART] Enable streaming of static render meshes e_StreamInstancesMinLoadedNodes = 2048 Minimum number of octree-nodes to keep in memory e_Tessellation = 0 HW geometry tessellation 0 = not allowed, 1 = allowed e_Dissolve=1 Objects alphatest_noise_fading out on distance and between lods e_LodMin = 0 Min LOD for objects e_Lods = 1 Load and use LOD models for static geometry e_UberlodDistanceRatio = 2.5 [float] Multiplier for the uberlod switching distances. Default: 3.0 2.5 Best for distant Objects e_LodFaceAreaTargetSize=0.002 Threshold used for LOD computation e_VegetationMinSize=0 Minimal size of static object, smaller objects will be not rendered e_ViewDistMin=40 In distance on what far objects will be culled out e_ViewDistRatio=140 View distance ratio for big objects e_ViewDistRatioVegetation=140 View distance ratio for vegetation Bushes/Trees ca_AttachmentCullingRation=400 View distance ratio for NPC e_LodRatio=50 LOD distance ratio for objects 10/15/25/45/60/25 [25] e_TerrainLodRatio=0.2 Set heightmap LOD 1/0.5/0.3/0.25/0.2/0.3 [0.3] wh_cc_CharacterDetailReduction = 0 positive numbers lower the character detail wh_cc_LodForItemStreamOutBase=20 a LOD number from where we stream-out all items that are 100% visible (-1 disables the feature) 11/15/15/20/20/15 [15] wh_cc_LodForAttachmentStreamOut=6 a LOD number from where we stream-out all attachments (-1 disables the feature) 2/4/4/6/6/4 [4]
Last edited by gerardfraser; Aug 2, 2022 @ 10:41am
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Showing 1-15 of 36 comments
gerardfraser Nov 21, 2019 @ 11:13am 
Part 2 of user.cfg

------------------------------------------------------ Shading q_ShaderPostProcess=3 Defines the shader quality of PostProcess Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default) q_renderer=3 Defines the quality of Renderer Usage: q_Renderer 0=low/1=med/2=high/3=very high (default) bump mapping, no noticeable diff between 2 and 3 q_ShaderGeneral=2 Defines the shader quality of General Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default) POM quality, no noticeable diff between 2 and 3 q_ShaderTerrain=2 Defines the shader quality of Terrain Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default) cheap and add color to hairs r_DeferredShadingTiledHairQuality=2 Tiled shading hair quality 0 - Regular forward shading 1 - Tiled shading on selected assets and more accurate probe blending 2 - Full tiled shading with high quality shadow filter Makes sunligh goes through doorsteps and windows. Very costy (95->82 fps) r_DeferredShadingAreaLights = 1 [DUMPTODISK] Enables/Disables more complex area lights processing. Usage: r_DeferredShadingAreaLights [-1/0/1] -1 prevents loading of area lights Default is 1 (enabled) causes flickering (default=0) r_DeferredShadingSortLights = 0 Sorts light by influence Usage: r_DeferredShadingSortLights [0/1] Default is 0 (off) e_DynamicLightsMaxEntityLights=16 Set maximum number of lights affecting object 7/11/16/16/16/16 [16] Filters specular aliasing, costs 1% FPS r_deferredShadingFilterGBuffer=1 Enables filtering of GBuffer to reduce specular aliasing. Rain effect distance on ground, not particles but darkness and splash effect. 0=unlimited costs ~1FPS between 0.01 and unlimited dist... r_RainMaxViewDist_Deferred=0 Sets maximum view distance (in meters) for deferred rain reflection layer Usage: r_RainMaxViewDist_Deferred [n] no time to see it anyway 40/100/150/150/150/150 [150] r_sunshafts=1 Enables sun shafts. Usage: r_sunshafts [0/1] Default is 1 (on). Set to 0 to disable. "godrays", seems free e_Clouds = 1 Enable clouds rendering volumetric clouds, cheap and disabling may look weird r_Beams=3 r_Beams [0/1/2/3] Default is 3 (optimized beams with glow support). Set to 0 to disable beams or 2 touse fake beams. Set 1 for real beams, full resolution (slower). Set to 3 to use optimized and with glow support beams r_Flares=0 Toggles lens flare effect. Usage: r_Flares [0/1] Default is 1 (on). ----------------------------------------------------- Post-process r_PostProcessHUD3DCache=0 Caches the hud every x frames... Sounds stupid to prevent player to get up-to-date informations just to save 0.000001 FPS... Always OFF r_ChromaticAberration = 0 Chromatic aberration amount Usage: r_ChromaticAberration [Value r_ColorGrading = 2 Enables color grading. Usage: r_ColorGrading [0/1] r_ColorGradingChartsCache = 0 Enables color grading charts update caching. Usage: r_ColorGradingCharts [0/1/2/etc] Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame r_DepthOfFieldDilation = 0 Sets dilation width to reduce ghosting artifacts on near objects (can introduce other artifacts) r_HDRBrightLevel=1.0 r_HDRRendering = 1 [DUMPTODISK] Toggles HDR rendering. Usage: r_HDRRendering [0/1] Default is 1 (on), film curve tone mapping. Set to 0 to disable HDR rendering. r_MotionBlurMaxViewDist = 32 Sets motion blur max view distance for objects. Usage: r_MotionBlurMaxViewDist [0...1] Default is 16 meters r_MotionBlurShutterSpeed = 125 Sets camera exposure time for motion blur as 1/x seconds. Default: 250 (1/250 of a second) r_TranspDepthFixup = 1 Write approximate depth for certain transparent objects before post effects Usage: r_TranspDepthFixup [0/1] Default is 1 (enabled) ------------------------------------------------------ Shadows e_Shadows = 1 Activates drawing of shadows r_ShadowPass = 1 Process shadow pass e_ShadowsCastViewDistRatioMulInvis=0.3 Muls the view dist ratio for any objects rendered only to shadows e_ShadowsLodBiasFixed = 0 Simplifies mesh for shadow map generation by X LOD levels e_ShadowsOnAlphaBlend = 0 Enable shadows on alphablended e_ShadowsPoolSize = 4096 Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize) e_ShadowsResScale = 4 Shadows slope bias for shadowgen e_ShadowsTessellateCascades = 1 Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows) e_ShadowsTessellateDLights = 0 Disable/enable tessellation for local lights shadows e_ShadowsUpdateViewDistRatio = 512 View dist ratio for shadow maps updating for shadowpool 128/256/512/512/512/512 [512] e_ParticlesShadows = 0 Shadows on particles Usage: e_ParticlesShadows [0/1/2] 0 = Off 1 = On 2 = Force r_ForceAllLightsShadows = 3 [DUMPTODISK] Toggles shadows for all lights of these types bitmask (1-area, 2-spot/proj, 3-both). Usage: r_ForceAllLightsShadows [0/1/2/3] r_ShadowBlur = 0 [DUMPTODISK] Selected shadow map screenspace blurring technique. Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)] r_FogShadows = 0 Enables deferred volumetric fog shadows Usage: r_FogShadows [0/1/2] 0: off 1: standard resolution 2: reduced resolution r_FogShadowsMode = 0 Ray-casting mode for shadowed fog Usage: r_FogShadowsMode [0/1] 0: brute force shadowmap sampling 1: optimized shadowmap sampling r_FogShadowsWater = 0 Enables volumetric fog shadows for watervolumes r_ShadowJittering = 0 Shadow map jittering radius. In PC the only use of this cvar is to instantly see the effects of diferent jittering values, because any value set here will be overwritten by ToD animation (only in PC) as soon as ToD changes. Usage: r_ShadowJittering [0=off] r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 20 Max number of time sliced shadow pool updates allowed per frame r_ShadowsCacheResolutions = 6324,4214,2810,1872,624 Shadow cache resolution per cascade. r_ShadowsScreenSpace = 0 Include screen space tracing into shadow computations Helps reducing artifacts caused by limited shadow map resolution and biasing Applied only in the near range and supposed to be used mostly in the cutscenes for better shadows on character facesModes: 0 - off, 1 - only sun light, 2 - all lights r_DrawNearShadows = 1 Enable shadows for near objects. Usage: r_DrawNearShadows [0/1] r_ShadowPoolMaxFrames = 30 Maximum number of frames a shadow can exist in the pool r_ShadowsPCFiltering = 1 1=use PCF for shadows Usage: r_ShadowsPCFiltering [0/1] r_ShadowsCache = 0 Replace all sun cascades above cvar value with cached (static) shadow map: 0=no cached shadows, 1=replace first cascade and up, 2=replace second cascade and up,... shadow cache spikes on PC every 10s especially on higher spec it also dramatically slows time dependent cubemap generation r_ShadowsUseClipVolume = 1 [DUMPTODISK] Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable e_ShadowsBlendCascades = 2 Blend between shadow cascades: 0=off, 1=on (first), 2=on (All) q_ShaderShadow = 2 Defines the shader quality of Shadow Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default) r_ShadowsAdaptionMin = 0.35 [DUMPTODISK] starting kernel size, to avoid blocky shadows. Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default e_ShadowsLodBiasFixed=-10 Simplifies mesh for shadow map generation by X LOD levels doesn't cost much more to use high lod model, makes lod transiotion a bit less obvious Distance Shadows e_GsmLodsNum = 5 Number of GSM lods (0..5) 4/4/5/5/5/5 [5] e_GsmRange = 3 Size of LOD 0 GSM area (in meters) e_GsmRangeStep = 2.5 Range of next GSM lod is previous range multiplied by step e_ShadowsMaxTexRes = 1024 Set maximum resolution of shadow map 256(faster), 512(medium), 1024(better quality) Over 1024 Cause Shadow Flickering r_ShadowCastingLightsMaxCount = 24 Maximum number of simultaneously visible shadow casting lights 10/12/16/20;/24;/16 [16] e_SunAngleClamp=30 30/30/20/15/10/20 [20] ------------------------------------------------------ Weather Rain Gameeffects r_RainOccluderSizeTreshold = 10 Only objects bigger than this size will occlude rain wh_env_PuddleCreationDelay = 50 1000/1000/1000/1000 [1000] wh_env_PuddleCreationSpeed = 0.008 0.005/0.005/0.005/0.005 [0.005] wh_env_PuddleDryupDelay = 100 0/0/0/0 [0] wh_env_PuddleDryupSpeed = 0.001 0.005/0.005/0.005/0.005 [0.005] wh_env_puddleMaskMin = 0 0/0/0/0 [0] wh_env_DirtCreationSpeed = 0.01 0.05/0.05/0.05/0.05 [0.05] wh_env_DirtDryupSpeed = 0.008 0.05/0.05/0.05/0.05 [0.05] wh_env_RainWindStrength=10 10/10/10/10 [10] wh_env_RainDropsAmountMul=2 15/15/15/15 [15] wh_env_RainDropsSpeedMul=7 7/7/7/7 [7] wh_env_RainDropsSpeedBase=1.5 1.5/1.5/1.5/1.5 [1.5] r_RainAmount = 1 Sets rain amount Usage: r_RainAmount=1 Default wh_env_RainLayers = 3 1/2/3/3 [3] r_RainDistMultiplier = 2.5 Rain layer distance from camera multiplier wh_env_RainDiffuseDarkening = 0.2 0.2/0.2/0.2/0.2 [0.2] ------------------------------------------------------ Textureresolution r_texturesstreamingMinUsableMips = 8 Minimum number of mips a texture should be able to use after applying r_texturesstreamingSkipMips 8/8/8/8/8/8/8 [8] r_texturesstreamingSkipMips = 0 Number of top mips to ignore when streaming. 2/2/1/0/0/0/2 [0] r_TexturesStreamPoolSize = 4096 Size of texture streaming pool in MB 256/384/1024/1536/2048/4096/256 [2048] r_TexMaxAnisotropy = 16 [REQUIRE_LEVEL_RELOAD] Specifies the maximum level allowed for anisotropic texture filtering r_TexMinAnisotropy = 16 [REQUIRE_LEVEL_RELOAD] Specifies the minimum level allowed for anisotropic texture filtering. 0(default) means abiding by the filtering setting in each material, except possibly being capped by r_TexMaxAnisotropy e_TerrainDetailMaterialsViewDistZ = 100 Max view distance of terrain Z materials (100 Is Max Game Sets ,You Can Set Higher In Game Thru Console) 60/80/80/100/100/80 [100] ------------------------------------------------------ Fog r_VolumetricFogSunLightCorrection = 1 Enables the correction of sun light luminance. Volumetric fog gets brighter but it's consistent with other lighting. 0: Disabled. 1: Enabled. r_VolumetricFogTexDepth = 1280 Depth resolution of volume texture. Huge value runs out of performance and video memory. r_VolumetricFogTexScale = 20 Width and height scale factor (divided by screen resolution) for volume texture. Acceptable value is more than equal 2. wh_pl_FOWEnabled = 1 Enable fog of war revealing. wh_pl_FOWVisibilityRadius = 10 Fog of war visibility radius. e_Fog = 1 [DUMPTODISK] Activates global height/distance based fog e_FogVolumes = 1 Activates local height/distance based fog volumes e_FogVolumesTiledInjection = 1 Activates tiled FogVolume density injection
Ghost Nov 21, 2019 @ 11:56am 
Is it for lower PC's or normal? What are the main changes in this config?
gerardfraser Nov 21, 2019 @ 12:27pm 
Well it can be used for both high end and not even recommend gear.
I have used RTX 2080/GTX 1080TI Ultra
GTX 465 Low which also ran at good FPS.

In the user.cfg all the settings are explained and if one wants to look at them they can or not and adjust accordingly ,I understand some people would like a label like low,med,high,veryhigh,ultra but you can always adjust these settings.Hope that helps.

;sys_spec = 0 (Custom Settings To Use Remove ; To Disable Any Command Put ; In Front Of Command)
sys_spec_ObjectDetail=3
sys_spec_Shading=3
sys_spec_VolumetricEffects=3
sys_spec_Shadows=3
sys_spec_Texture=3
sys_spec_Physics=3
sys_spec_PostProcessing=3
sys_spec_Particles=3
sys_spec_Sound=3
sys_spec_Water=3
sys_spec_GameEffects=3
sys_spec_light=7
sys_spec_TextureResolution=3
sys_spec_Vegetation=3
Tells the system cfg spec. (0=custom, 1=low, 2=medium, 3=high, 4=very high, 7=ultra)

Based Balkan Dad Dec 10, 2019 @ 2:25am 
does -devmode disable achievements?
gerardfraser Dec 10, 2019 @ 3:26pm 
Originally posted by bLunTa | Gronk Stomper:
does -devmode disable achievements?
Well that is an unusual question,no is the answer.Thanks for asking.
t.scott.schultz May 19, 2020 @ 4:51pm 
Jesus Christ be praised!

I have prayed for a breakdown like this since a time immemorial.

Thank you, good Sir.

God be with you.
gerardfraser May 22, 2020 @ 1:02pm 
LOL sure no problem at all.
rexyniknowit TTV May 23, 2020 @ 8:53am 
You're missing
R_DrawNearFOV

Default I think is 90. Careful cranking this up.
gerardfraser May 26, 2020 @ 11:51am 
Originally posted by xavierdhjane:
You're missing
R_DrawNearFOV

Default I think is 90. Careful cranking this up.
You know there is approximately 4000 commands, Go ahead and list them all

r_DrawNearFarPlane = 40
Default is 40.

r_DrawNearFoV = 60
Sets the FoV for drawing of near objects.
Usage: r_DrawNearFoV [n]
Default is 60.

r_DrawNearShadows = 1
Enable shadows for near objects.
Usage: r_DrawNearShadows [0/1]

r_DrawNearZRange = 0.001
Default is 0.1.

r_NoDrawNear = 0
Disable drawing of near objects.
Usage: r_NoDrawNear [0/1]
Default is 0 (near objects are drawn).

r_NoDrawShaders = 0
Disable entire render pipeline.
Usage: r_NoDrawShaders [0/1]
Default is 0 (render pipeline enabled). Used for debugging and profiling.

XXLLRRTT May 26, 2020 @ 4:59pm 
Thank you for this.
rexyniknowit TTV May 26, 2020 @ 6:29pm 
Originally posted by gerardfraser:
Originally posted by xavierdhjane:
You're missing
R_DrawNearFOV

Default I think is 90. Careful cranking this up.
You know there is approximately 4000 commands, Go ahead and list them all

r_DrawNearFarPlane = 40
Default is 40.

r_DrawNearFoV = 60
Sets the FoV for drawing of near objects.
Usage: r_DrawNearFoV [n]
Default is 60.

r_DrawNearShadows = 1
Enable shadows for near objects.
Usage: r_DrawNearShadows [0/1]

r_DrawNearZRange = 0.001
Default is 0.1.

r_NoDrawNear = 0
Disable drawing of near objects.
Usage: r_NoDrawNear [0/1]
Default is 0 (near objects are drawn).

r_NoDrawShaders = 0
Disable entire render pipeline.
Usage: r_NoDrawShaders [0/1]
Default is 0 (render pipeline enabled). Used for debugging and profiling.


It's not my user.cfg You should at least list draw near FOV. It is useful. I know how to dump the commands from cryengine anyways. But that's just me. :steamsalty::steammocking:
gerardfraser Jun 7, 2020 @ 9:03am 
Originally posted by xavierdhjane:
It's not my user.cfg You should at least list draw near FOV. It is useful. I know how to dump the commands from cryengine anyways. But that's just me. :steamsalty::steammocking:

Well I played over 1000 hours,I did not think FOV was a useful enough for me to include it in the user.cfg .
I am so embarrassed that I may have left out an important command that you deem useful :steamsalty::steammocking:

Last edited by gerardfraser; Jun 7, 2020 @ 9:04am
C H R S Nov 13, 2020 @ 6:31am 
Is there a way to reward you for this post? Thank you VERY much man you're the real MVP.
gerardfraser Jan 19, 2021 @ 6:08pm 
Just bump for fun
BLACKCAT Apr 20, 2021 @ 5:24pm 
Bumping for fun because it helped someone adjusting Wolcen for a suboptimal machine!

thx for this
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Date Posted: Nov 21, 2019 @ 11:13am
Posts: 36