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// |
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//Gameplay |
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// |
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//Frame rate cap (0 for none) |
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MaxFPS = "64" // 0 to 1000 |
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//Show current framerate on screen |
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DrawFPS = "1" // 0 or 1 |
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//Toggle framerate smoothing |
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SmoothFramerate = "1" // 0 or 1 |
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//Horizontal field of view in degrees assuming 16:9 aspect ratio |
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FOV = "94" // 65 to 120 |
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SplitscreenOrientation = "0" // 0 or 1 |
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//Enable network voice chat |
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VoiceChat = "0" // 0 or 1 |
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//Enable occlusion of sound behind solid surfaces |
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SoundOcclusion = "1" // 0 or 1 |
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//Mouse smoothing amount |
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MouseFilter = "0" // 0 to 10 |
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MouseAcceleration = "0" // 0 to 1 |
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MouseSensitivity = "3.4" // 0.1 to 30 |
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//Mouse vertical sensitivity |
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MouseVerticalSensitivity = "0.022" // -1 to 1 |
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//Enable vertical look with the mouse |
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MouseVerticalLook = "1" // 0 or 1 |
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//Maximum number of simultaneous human corpses |
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CorpseCount = "32" // 1 to 32 |
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//Number of frames the driver is allowed to enqueue, a lower value improves input latency but may decrease performance. Set it to 0 to use the system default, usually 3. |
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MaxFrameLatency = "0" // 0 to 4 |
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//0 use two threads, one thread update frame N while the second render N-1. 1 concatenate update and render. 2 concatenate update render and frame presentation. |
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//0 is the default for the best performance, 1 and 2 improve latency but require a powerful CPU. |
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SerializeRender = "0" // 0 to 2 |
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// |
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//Setup |
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// |
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//Set to zero to force auto-detect to run at startup |
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AutoDetectHasRun = "1" // 0 or 1 |
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//Clear to check driver against recommended |
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LastDriverNvidia = "36175" // 0 or bigger |
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//Clear to check driver against recommended |
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LastDriverAMD = "0" // 0 or bigger |
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//Fraction of video memory usage to target |
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VideoMemory = "0.8" // 0.75 to 1 |
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//Hide graphics options that are too demanding for the user's video card |
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RestrictGraphicsOptions = "1" // 0 or 1 |
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// |
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//Display |
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// |
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// 0 - Windowed, 1 - Fullscreen, 2 - Fullscreen Window |
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FullScreenMode = "2" // 0 to 2 |
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//Window X position |
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WindowX = "0" // -8192 to 8192 |
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//Window Y position |
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WindowY = "0" // -8192 to 8192 |
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WindowSize = "1920x1080" // any text |
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RefreshRate = "59.934" // 1 to 240 |
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//Monitor index to use for fullscreen |
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Monitor = "1" // 0 to 8 |
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//Vsync only applies in fullscreen |
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Vsync = "0" // 0 or 1 |
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//Percentage of window resolution that the 3D scene renders at |
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ResolutionPercent = "100" // 50 to 200 |
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//Color spaces for monitor output |
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DisplayGamma = "sRGB" // sRGB, rec.709, or rec.709 - Limited |
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//Set to 3 to enable triple buffering, useful to prevent large framerate drops when vsync is enabled |
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BackbufferCount = "2" // 2 to 3 |
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// |
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//Graphics |
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// |
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//LOD's to drop on models, lower numbers are higher quality |
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MeshQuality = "1" // 0 to 2 |
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//0 - Force 2x anisotropic filtering, 1 - Per material, 2 - Force 16x anisotropic filtering |
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TextureFilter = "1" // 0 to 2 |
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//Number of mips to drop on streamed textures, lower numbers are higher quality |
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TextureQuality = "2" // 0 to 3 |
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//Number of mips to drop on effects and dynamic decals, lower numbers are higher quality |
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TextureQualityFX = "2" // 0 to 15 |
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//Number of mips to drop on reflections, lower numbers are higher quality |
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TextureQualityProbes = "1" // 0 to 16 |
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//Number of mips to drop on sun shadows, lower numbers are higher quality |
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TextureQualityBakedSunShadows = "2" // 0 to 2 |
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//Force lowest mips to stay loaded instead of streaming |
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TextureLowDetailResident = "0" // 0 or 1 |
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DisableDynamicLightShadows = "0" // 0 or 1 |
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DisableDynamicSunShadows = "0" // 0 or 1 |
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//Resolution of spot light shadows |
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SpotShadowTextureSize = "512" // 128 to 8192 |
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//Resolution of omni (point) light shadows |
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OmniShadowTextureSize = "256" // 128 to 2048 |
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//Enable multi-sampled soft shadows |
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ShadowFiltering = "0" // 0 or 1 |
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//Number of lights with otherwise static shadows to force characters shadows on |
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ActorShadows = "0" // 0 to 16 |
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//Enable volumetric sun and light shafts |
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VolumetricLightingEnabled = "0" // 0 or 1 |
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//Number of raymarch samples for sunlight |
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VolumetricLightingMaxSunSamples = "8" // 1 to 256 |
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//Number of raymarch samples for local lights |
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VolumetricLightingMaxLightSamples = "8" // 1 to 256 |
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//Skip every other sample if color is constant |
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VolumetricLightingSkipSunSamples = "1" // 0 or 1 |
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//Skip every other sample if color is constant |
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VolumetricLightingSkipLightSamples = "1" // 0 or 1 |
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//Enabled order-independent transparency |
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OIT = "0" // 0 or 1 |
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//Maximum number of overlapping transparency layers |
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OITLayers = "8" // 8, 9, 12, or 16 |
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//Screen-space ambient occlusion method |
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SSAOTechnique = "Disabled" // Disabled, HEMIAO, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality |
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//Anti-aliasing technique |
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AATechnique = "Filmic SMAA 1x" // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x |
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//Per-object motion blur |
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MotionBlur = "Off" // Off, Auto, or On |
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MotionBlurQuality = "Medium" // Low, Medium, or High |
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//Better lighting for skin |
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SubsurfaceScattering = "1" // 0 or 1 |
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//If true, the game will switch back to fullscreen once it get back the focus after losing it on Alt+Tab or similar events. If false, the game stay window and can be switch back to fullscreen with Alt+Enter |
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AutoRestoreFullscreen = "1" // 0 or 1 |
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//Set to 1 or 2 to display an ingame overlay of the frame performance over time. |
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ShowPerformanceGraph = "0" // 0 to 16 |