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That simply produced my first crash to desktop. Good job....
lol ok?
http://steamcommunity.com/sharedfiles/filedetails/?id=1310117872
http://steamcommunity.com/sharedfiles/filedetails/?id=1310117998
http://steamcommunity.com/sharedfiles/filedetails/?id=1310118104
Is it possible to have a debug command to solve these problems ?
Console variable group to apply settings to multiple variables
sys_spec_Full [1/2/3/4/default] [current]:
... sys_spec_GameEffects = 1/2/3/4/3 [3]
... sys_spec_ObjectDetail = 1/2/3/4/3 [3]
... sys_spec_Particles = 1/2/3/4/3 [3]
... sys_spec_Physics = 1/2/3/4/3 [3]
... sys_spec_PostProcessing = 1/2/3/4/3 [3]
... sys_spec_Shading = 1/2/3/4/3 [3]
... sys_spec_Shadows = 1/2/3/4/3 [3]
... sys_spec_Sound = 1/2/3/4/3 [3]
... sys_spec_Texture = 1/2/3/4/3 [3]
... sys_spec_TextureResolution = 1/2/3/4/3 [3]
... sys_spec_VolumetricEffects = 1/2/3/4/3 [3]
... sys_spec_Water = 1/2/3/4/3 [3]
... sys_spec_light = 1/2/3/4/3 [3]
sys_spec_GameEffects
Console variable group to apply settings to multiple variables
sys_spec_GameEffects [3/default] [current]:
... i_lighteffects = 1/1 [1]
... mfx_Timeout = 0.01/0.01 [0.01]
sys_spec_Light
Console variable group to apply settings to multiple variables
sys_spec_Light [3/default] [current]:
sys_spec_ObjectDetail
Console variable group to apply settings to multiple variables
sys_spec_ObjectDetail [1/2/3/4/default] [current]:
... ca_AttachmentCullingRation = 145/160/300/300/300 [200]
... e_CoverageBufferReproj = 6/6/6/6/6 [0]
... e_DecalsAllowGameDecals = 1/1/1/1/1 [1]
... e_DecalsLifeTimeScale = 1/2/2/2/2 [1]
... e_DecalsOverlapping = 1/1/1/1/1 [0]
... e_Dissolve = 2/2/2/2/2 [1]
... e_LodMin = 0/0/0/0/0 [0]
... e_LodRatio = 10/15/20/40/20 [6]
... e_MaxViewDistSpecLerp = 0.5/1/1/1/1 [1]
... e_MergedMeshesInstanceDist = 1.0/1.0/1.0/2.0/1.0 [4.5]
... e_MergedMeshesPool = 8192/8192/8192/16384/8192 [2750]
... e_ObjQuality = 1/2/3/4/3 [0]
... e_OcclusionCullingViewDistRatio = 1/1/1/1/1 [0.5]
... e_ProcVegetation = 1/1/1/1/1 [1]
... e_StatObjBufferRenderTasks = 1/1/1/1/1 [1]
... e_StreamCgf = 0/0/0/0/0 [1]
... e_TerrainLodRatio = 1/1/1/0.5/1 [1]
... e_TerrainOcclusionCullingMaxDist = 130/200/200/200/200 [200]
... e_Tessellation = 0/0/0/1/0 [1]
... e_VegetationMinSize = 0.5/0/0/0/0 [0]
... e_ViewDistMin = 10/10/10/10/10 [0]
... e_ViewDistRatio = 50/75/100/125/100 [60]
... e_ViewDistRatioCustom = 60/100/100/125/100 [60]
... e_ViewDistRatioDetail = 25/35/100/125/100 [30]
... e_ViewDistRatioLights = 25/50/50/75/50 [50]
... e_ViewDistRatioVegetation = 50/75/100/125/100 [30]
... es_DebrisLifetimeScale = 0.6/0.8/1/1/1 [1]
... r_DrawNearZRange = 0.12/0.12/0.12/0.08/0.12 [0.12]
... r_FlaresTessellationRatio = 0.25/1/1/1/1 [1]
... r_SilhouettePOM = 0/0/0/1/0 [0]
... r_usezpass = 2/2/2/2/2 [2]
... sys_flash_curve_tess_error = 4/2/2/2/2 [1]
sys_spec_Particles
Console variable group to apply settings to multiple variables
sys_spec_Particles [1/2/3/4/default] [current]:
... e_ParticlesMaxScreenFill = 32/64/128/160/128 [64]
... e_ParticlesMinDrawPixels = 1.5/1/1/1/1 [1]
... e_ParticlesMotionBlur = 0/0/0/1/0 [1]
... e_ParticlesObjectCollisions = 1/1/2/2/2 [1]
... e_ParticlesQuality = 2/3/4/4/4 [0]
... r_ParticlesHalfRes = 1/0/0/0/0 [0]
... r_ParticlesTessellation = 0/1/1/1/1 [1]
sys_spec_Physics
Console variable group to apply settings to multiple variables
sys_spec_Physics [1/3/default] [current]:
... e_CullVegActivation = 30/50/50 [200]
... e_FoliageWindActivationDist = 10/25/25 [0]
... e_PhysOceanCell = 1/0.5/0.5 [0]
... e_PhysProxyTriLimit = 10000/10000/10000 [5000]
... es_MaxPhysDist = 50/100/100 [300]
... es_MaxPhysDistInvisible = 15/25/25 [40]
... g_breakage_particles_limit = 80/160/160 [200]
... g_tree_cut_reuse_dist = 0.35/0/0 [0]
... p_gravity_z = -13/-13/-13 [-9.8]
... p_max_MC_iters = 4000/6000/6000 [6000]
... p_max_object_splashes = 3/3/3 [0]
... p_max_substeps_large_group = 5/5/5 [5]
... p_num_bodies_large_group = 100/100/100 [30]
... p_splash_dist0 = 7/7/7 [7]
... p_splash_dist1 = 30/30/30 [30]
... p_splash_force0 = 10/10/10 [15000]
... p_splash_force1 = 100/100/100 [150000]
... p_splash_vel0 = 4.5/4.5/4.5 [4.5]
... p_splash_vel1 = 10/10/10 [10]
... v_vehicle_quality = 4/4/4 [4]
sys_spec_PostProcessing
Console variable group to apply settings to multiple variables
sys_spec_PostProcessing [1/2/3/4/default] [current]:
... q_ShaderHDR = 1/1/2/3/2 [1]
... q_ShaderPostProcess = 1/1/2/3/2 [1]
... r_ChromaticAberration = 0/0/0/0/0 [0]
... r_ColorGrading = 2/2/2/2/2 [1]
... r_ColorGradingChartsCache = 4/0/0/0/0 [4]
... r_DepthOfField = 2/2/2/2/2 [2]
... r_DepthOfFieldDilation = 0/0/0/0/0 [1]
... r_HDRBloomRatio = 0.15/0.15/0.15/0.15/0.15 [0.15]
... r_HDRBrightLevel = 1.0/1.0/1.0/1.0/1.0 [1.25]
... r_HDRRendering = 1/1/1/1/1 [1]
... r_MotionBlur = 2/2/2/2/2 [2]
... r_MotionBlurMaxViewDist = 16/32/32/32/32 [16]
... r_MotionBlurQuality = 0/1/1/2/1 [1]
... r_MotionBlurShutterSpeed = 13/13/13/13/13 [13]
... r_PostProcessHUD3DCache = 2/2/0/0/0 [2]
... r_RainMaxViewDist_Deferred = 40/100/150/150/150 [40]
... r_Sharpening = 0/0/0/0/0 [0]
... r_SunShafts = 2/2/2/2/2 [2]
sys_spec_Quality
Console variable group to apply settings to multiple variables
sys_spec_Quality [1/2/3/4/default] [current]:
... q_Renderer = 1/1/2/3/2 [3]
... q_ShaderFX = 1/1/2/3/2 [1]
... q_ShaderGeneral = 1/1/2/3/2 [1]
... q_ShaderGlass = 1/1/2/3/2 [1]
... q_ShaderIce = 1/1/2/3/2 [1]
... q_ShaderMetal = 1/1/2/3/2 [1]
... q_ShaderShadow = 1/1/2/3/2 [1]
... q_ShaderSky = 1/1/2/3/2 [1]
... q_ShaderTerrain = 1/1/2/3/2 [1]
... q_ShaderVegetation = 1/1/2/3/2 [1]
sys_spec_Shading
Console variable group to apply settings to multiple variables
sys_spec_Shading [1/2/3/4/default] [current]:
... e_DynamicLightsMaxEntityLights = 7/11/16/16/16 [16]
... e_GI = 0/0/0/0/0 [0]
... e_GIAmount = 0.6/0.6/0.6/0.6/0.6 [1]
... e_GIMaxDistance = 50/100/100/100/100 [50]
... e_GINumCascades = 1/1/1/1/1 [1]
... e_LightVolumes = 1/1/1/1/1 [1]
... e_SkyUpdateRate = 0.5/1/1/1/1 [0.12]
... e_TerrainAo = 0/1/1/1/1 [1]
... e_TerrainNormalMap = 0/1/1/1/1 [1]
... e_VegetationUseTerrainColor = 1/1/1/1/1 [1]
... r_DeferredShadingTiled = 1/1/1/1/1 [0]
... r_DeferredShadingTiledHairQuality = 1/1/1/2/1 [2]
... r_DetailDistance = 4/8/8/8/8 [6]
... r_EnvTexUpdateInterval = 0.075/0.05/0.05/0.05/0.05 [0.001]
... r_Refraction = 1/1/1/1/1 [1]
... r_SSAO = 0/0/0/0/0 [5]
... r_SSAODownscale = 1/1/0/0/0 [0]
... r_SSAOQuality = 1/2/3/3/3 [3]
... r_ssdo = 1/1/1/1/1 [1]
... r_ssreflections = 1/1/1/1/1 [0]
... sys_flash_edgeaa = 1/1/1/1/1 [1]
... sys_spec_Quality = 1/2/3/4/3 [3]
sys_spec_Shadows
Console variable group to apply settings to multiple variables
sys_spec_Shadows [1/2/3/4/default] [current]:
... e_GsmCache = 1/0/0/0/0 [0]
... e_GsmLodsNum = 4/5/5/5/5 [5]
... e_GsmRange = 3/3/3/3/3 [3]
... e_ParticlesShadows = 0/1/1/1/1 [1]
... e_Shadows = 1/1/1/1/1 [1]
... e_ShadowsCastViewDistRatio = 0.8/1/1/1/1 [0.8]
... e_ShadowsLodBiasFixed = 1/0/0/0/0 [1]
... e_ShadowsMaxTexRes = 512/1024/1024/1024/1024 [1024]
... e_ShadowsOnAlphaBlend = 0/0/0/0/0 [0]
... e_ShadowsPoolSize = 2048/2048/2048/4096/2048 [2048]
... e_ShadowsResScale = 3.4/3.4/3.4/40/3.4 [2.8]
... e_ShadowsTessellateCascades = 1/1/1/1/1 [1]
... e_ShadowsTessellateDLights = 0/0/0/0/0 [0]
... e_ShadowsUpdateViewDistRatio = 128/128/128/256/128 [128]
... r_DrawNearShadows = 0/0/0/1/0 [0]
... r_FogShadows = 0/2/2/1/2 [0]
... r_FogShadowsWater = 0/0/0/1/0 [1]
... r_ShadowBlur = 0/3/3/3/3 [3]
... r_ShadowJittering = 1/1/2.5/2.5/2.5 [3.4]
... r_ShadowPoolMaxFrames = 30/30/30/0/30 [30]
... r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 6/6/6/100/6 [1]
... r_ShadowsPCFiltering = 1/1/1/1/1 [1]
... r_ShadowsStaticMap = 4/4/4/4/4 [0]
... r_ShadowsUseClipVolume = 1/1/1/1/1 [1]
sys_spec_Sound
Console variable group to apply settings to multiple variables
sys_spec_Sound [3/default] [current]:
sys_spec_Texture
Console variable group to apply settings to multiple variables
sys_spec_Texture [1/2/3/default] [current]:
... r_DynTexAtlasCloudsMaxSize = 24/24/32/32 [32]
... r_DynTexAtlasSpritesMaxSize = 16/16/32/32 [32]
... r_DynTexMaxSize = 50/60/80/80 [48]
... r_EnvCMResolution = 0/1/2/2 [1]
... r_EnvTexResolution = 1/2/3/3 [3]
... r_ImposterRatio = 2/1.5/1/1 [1]
... r_TexAtlasSize = 512/2048/2048/2048 [1024]
... r_TexMaxAnisotropy = 8/16/16/16 [8]
... r_TexMinAnisotropy = 8/16/16/16 [0]
... r_TexNoAnisoAlphaTest = 0/0/0/0 [0]
sys_spec_TextureResolution
Console variable group to apply settings to multiple variables
sys_spec_TextureResolution [1/2/3/4/default] [current]:
... r_TexturesStreamPoolSize = 384/512/640/768/640 [512]
... r_TexturesStreamingSkipMips = 1/0/0/0/0 [0]
sys_spec_VolumetricEffects
Console variable group to apply settings to multiple variables
sys_spec_VolumetricEffects [1/2/3/default] [current]:
... e_Clouds = 1/1/1/1 [0]
... r_Beams = 0/0/5/5 [3]
... r_BeamsDistFactor = 0.5/0.5/0.05/0.05 [0.01]
... r_BeamsMaxSlices = 32/64/200/200 [200]
sys_spec_Water
Console variable group to apply settings to multiple variables
sys_spec_Water [1/2/3/4/default] [current]:
... e_WaterOceanFFT = 1/1/1/1/1 [0]
... e_WaterTessellationAmount = 1/10/10/10/10 [10]
... e_WaterTessellationAmountX = 10/10/10/85/10 [10]
... e_WaterTessellationAmountY = 10/10/10/85/10 [10]
... e_WaterTessellationSwathWidth = 10/10/10/10/10 [12]
... q_ShaderWater = 1/2/2/2/2 [1]
... r_WaterReflectionsMinVisiblePixelsUpdate = 0.05/0.05/0.05/0.05/0.05 [0.05]
... r_WaterTessellationHW = 0/0/0/1/0 [0]
... r_WaterUpdateDistance = 1/1/0.2/0.2/0.2 [2]
... r_WaterUpdateFactor = 0.1/0.05/0.0/0.0/0.0 [0.01]
... r_WaterVolumeCaustics = 0/0/0/1/0 [1]
... r_WaterVolumeCausticsDensity = 64/128/256/256/256 [128]
... r_WaterVolumeCausticsMaxDist = 20/25/35/35/35 [35]
... r_WaterVolumeCausticsRes = 384/512/1024/1024/1024 [512]
... r_WaterVolumeCausticsSnapFactor = 1/1/1/1/1 [1]
http://docs.cryengine.com/display/CRYAUTOGEN/CONSOLEPREFIXSYS
have fun
Enables Volumetric Fog that was disabled from the Beta.
I am new to PC gaming and have been trying to make the game look as nice as possible whilst locked to 30fps. I have combined the commands posted by Jaco and Templar to try and achieve maximum visuals with staying above 30 fps. It works everywhere but for the main street in Ratay. It can drop down to about 27 here but usually stays at 30.
I was wondering if you would have any other command tweaks to improve the visuals or could recommend what I could reduce to get that couple of frames back in Rattay. Below is my hybrid command list! Cheers, Sharpe!
PS - The game looks stunning btw and has pretty much zero pop-in.
r_ssdoAmountAmbient=0.75
r_ssdoAmountDirect=2.0
r_ssdoAmountReflection=1.5
r_ssdoRadius=0.4
r_ssdoRadiusMax=2.5
r_ssdoRadiusMin=0.05
e_ViewDistRatioVegetation=250
e_LodFaceAreaTargetSize=0.0008
e_ViewDistRatioCustom=250
e_ViewDistRatio=200
e_ViewDistRatioDetail=200
e_ViewDistRatioLights=500
e_ViewDistRatioPortals=500
e_UberlodDistanceRatio=4.0
e_LodRatio=100
e_TessellationMaxDistance=200
r_WaterTessellationHW=1
e_GI=1
e_MergedMeshesInstanceDist=64
e_MergedMeshesViewDistRatio=200
r_sharpening=-0.5
e_ShadowsMaxTexRes=2048
r_antialiasingmode=3
e_ShadowsPoolSize=8192
sys_MaxFPS=30
USER.cfg
; Custom USER.cfg – This is a command in needed to Unlock the Console to accept Commands
Con_Restricted = 0
; This Setting reduces some of the aggressive Bloom Effects that 2.5 has, recommended set to 0 for less blinding lights.
r_OpticsBloom = 0
; This Setting basically sets the basis for your config (1-4) 1 is Low but best performance & 4 is Very High Graphics but most intensive. It sets loads of settings & it’s important it’s at the top of the .cfg so that anything below it overwrites parts of it, 3 gives great quality and performance.
sys_spec = 4
; Remove Maxfps to have a less stable max framerate (but it will be at it’s highest), I suggest setting at an achievable level, slower PCs go for 30, Fast PCs set at your monitors Refresh rate. If unsure delete the line it.
sys_maxfps = 60
; If you get screen tearing set VSync to 1 (See Below)
r_VSync = 0
; Setting Texture Sizes, Change The r_TexturesStreamPoolSize based on you Graphics Card Memory 256 for 2GB or Less, 512 for upto 3GB, 1024 for upto 4GB, 2048 for upto 6Gb. If you have over 6GB you can run 4096.
r_TexturesStreamPoolSize = 1024
; Set e_ShadowsPoolSize to half of TexturesStreamPoolSize is a good value.
e_ShadowsPoolSize = 512
; This setting is how much texture love is given to shadows, Recommend set to 128 for the most performance 512 is default and you can setup to 4096 for pretty shadows.
e_ShadowsMaxTexRes = 128
; This is again some love to shadows (0.1 – 100) 0.1 will give you best performance while 100 will give you the best shadow quality, I can’t really notice the improvement above 40.
e_ShadowsReScale = 40
; This Setting @ 1 reduces a tiny amount of realism on shadows, almost unnoticeable for some performance increase, but if you want the best looking shadows Change to 0. Can cause odd shadow bugs at 1 sometimes. AT THE MOMENT I RECOMMEND SETTING THIS TO 0!
e_GsmCache = 0
; AntiAliasing – (0 – 3) Where 0 is NO AA & 2 is More AA than 1, it’s quite resource hungry and you should be using it if you are want jagged lines to be smoothed out. At Higher Resolutions like over 1440p AA becomes less needed as the higher res smooths the lines out naturally, setting over 2 can cause issues and ghosting. 3 is SMAA but can cause Flickering. At 0 & 2 there is currently a bug that causes intense brightness , I suggest setting at 1 or Deleting.
r_AntialiasingMode = 1
; Helps with anti-aliasing if you have a AA mode set then I’d add this too. Otherwise deleter_DeferredShadingFilterGBuffer = 1
; Anistropy makes textures look better at angles and distances, (0 – 16) 0 is the best for performance & 16 is the best for Quality. It doesn’t use too much processing power so I always have it at 16.
r_TexMaxAnisotropy = 16
r_TexMinAnisotropy = 16
; Sharpening – This makes lines look crisp and sharpened / but conversely can make lines look more jagged. I recommend setting this between 0.6-1 if you are running in 1440p or higher or if you like the way it looks. 0 is none and 1 is max & Default is 0.25 (I prefer 0.4 personally)
r_Sharpening = 0.4
; This just makes sure that Mouse Smoothing & Acceleration is turned OFF!
i_Mouse_Accel = 0.0
i_Mouse_Smooth = 0.0
; These are Blur & annoying Visual Settings – Turned Off Here but they are normally Set to 1 by Default. I really dislike Blur, Bloom, HeadBob and colour bleeds in game so I set them all to 0.
r_MotionBlur = 0
r_DepthOfField = 0
r_ShadowBlur = 0
g_radialBlur = 0
r_HDRBrightLevel = 0
r_HDRBloomRatio = 0
hud_bobHud = 0
r_ChromaticAberration = 0
; SSDO is a post process that makes stuff look prettier and more realistic, SSDO is better than SSAO so I make sure SSAO is off. But SSDO can be set to 0 for Performance and up to 2 for Quality, leave SSAO at 0 unless you have a reason.
r_ssdo = 2
r_ssao = 0
; This when it works in the Cry Engine adds Better Visual Quality to certain objects but is quite hungry. Turn to 0 for more Performance, can cause slight glitches in some situations.
r_SilhouettePOM = 1
; FOV Settings – FOVs can be set from 25 to 160, CL_FOV is your main FOV. Lower FOVs will reduce the amount your can see on screen, but can give greater performance. Also VR / Multi-monitor setups will want to find an FOV that works for them. VR wise I would suggest 105 – 120. Multi-Monitor I am working on the figures now but I would expect 100 – 160. (FOV SETTINGS SEEM TO BE LOCKED CURRENTLY)
CL_fov = 80
; If you want to run Windowed Full Screen Mode then set this to 1
r_FullscreenWindow = 0
; Sets the Resolution of the Screen, Set to your needs. If you set FullscreenWindow to 1 and this to the native monitor resolution you effectively have Boarderless Windowed Mode.
r_width = 1920
r_height = 1080
; Pretty Reflections (SS Set 0 – 3, 0 being off & 3 being High Quality
r_SSReflections = 0
; Can give better color graduation in post-processing, 0 may give a few extra frames but picture may look “washed out” 1 is on.
r_ColorGrading = 1
EXPERIMENTAL SETTINGS
(So everthing he should work but it’s very specific to certain situations & requires fiddling with)
; Tessellation changes the number of polygons used to render an object, Highest Quality is 1 and Lowest is 20
; (Tessellation is spelled incorrectly on purpose, if the Tesselation Settings don’t work for you TRY changing it to Tessellation for all of the following).
r_TesselationTriangleSize = 10
; Allow Tessellation to be pre rendered on the GPU : 1 = On, 2= Off , If you have a powerful GPU like a 1080 OR an SLI Setup you can set this to 1
r_TesselationPreTesselateOnGPU = 1
; Hardware tesselation 0 = off 1 = on, on Newer Systems and GPUs you can set this to 1 of better Quality and Performance.
e_Tesselation = 1
; Controls the overall Level of Detail (LOD) for the game world. The value assigned to this command determines the distance beyond which objects start to lose detail. The higher you raise this value, the more detailed distance objects will be, at the cost of performance. Default Value: 4 (Low), 6 (Medium) 20 (High), 40 (Very High)
e_LodRatio = 40
; Processor Threads & Multi-GPU Advanced Settings
;
; These are more “expert” settings for Multi-Threaded CPUs, Multi-GPUs and High End Users.
; If you have a Multi-Threaded CPU Set this to 1, if you don’t or you want to turn Multi Threads off Set to 0. *Delete if not appropriate
r_MultiThreaded = 1
; Multi GPU Settings – These are for fiddling with you GPUs, don’t include if you don’t need them for some reason! *Delete if not appropriate; If you want to turn ON the ability to try and use multiple GPU then set to 1, there are load of bugs and issues with this that can occur.
r_MultiGPU = 0
; Sets what GPU calculates the physics, Recommended to set to 1 (or whatever card you want to have as a dedicated physics card) if you have 2 or more Cards. *Delete if not appropriate
sys_physics_GPU = 0
; —————————————————————————————————————————————
; Adding The Lines of Code below can fix and/or cause a lot of crashes. They all effect your CPU usage & threads. If you are not having crashes or stability issues I would not include them in your USER.cfg as they can also cause a lot of issues too, include some of them if you have reason to. These are NOT PTU friendly.
; Enables navigation information updates on a separate thread 0 – off & 1 – on
ai_NavigationSystemMT = 1
; Enable particle threading
e_ParticlesThread = 1
; Use a thread to perform sub-objects meshes merging
e_StatObjMergeUseThread = 1
; Enables threaded rendering while loading
gfx_loadtimethread = 1
; The number of internal physics threads
p_num_threads = 1
; Enable the JobSystem. 0: The Jobsystem is disabled, each job is executed in its invoking thread. 1: The JobSystem is enabled, each job is invoked in one of the worker threads.
sys_job_system_enable = 0
; The Following Options Choose which Thread to run processes on, you can experiment & I would only use them to fix crashes / performance if you know what you are doing.
; Specifies the physical CPU index main will run on
sys_main_CPU = 0
; Specifies the physical CPU index physics will run on. A Stable Settings is half the Physical Cores of your Processor. On my i7 4790k I change this to 2.
sys_physics_CPU = 2
; Specifies the physical CPU file IO thread run on. A Stable Settings is the Number of Physical Cores of your Processor. On my i7 4790k I change this to 4.
sys_streaming_CPU = 4
; Multi-Monitors – Advanced Settings for Multi-Monitor Setups
; The Example Uses 3x screens for a total of 6400×1080 resolution, you need to set the Height & Width to your needs.
r_FullscreenWindow = 1
r_Fullscreen = 0
; Set to you required Resolution Height
r_Height = 1080
; Set Width to the Entire Combined Width of your Monitors
r_Width = 6400
; Regarding FOV setting, use this calculator to give you the number for your resolution http://www.rjdown.co.uk/projects/bfbc2/fovcalculator.php
cl_fov = 28
Having this set to 1 WILL crash you to desktop occasionally
sys_physics_CPU = x (half number of cpu cores)
sys_streaming_CPU = x (number of cpu cores)