2024-12-01 18:15:26 +00:00
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; 2024-12-01
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;
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; Credits:
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; MaxFly Gaming + DudLeSarcleur (https://twitch.tv/maxflygaming, https://discord.gg/K3Q5264)
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;
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; Links:
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; https://www.youtube.com/@MaxFlyGaming
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; https://discord.gg/K3Q5264
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; https://docs.cryengine.com/display/CRYAUTOGEN/Home
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; https://youtu.be/8gt_f5oqhS0
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; https://github.com/Isaard/Optimized-USER.cfg
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; https://starcitizen.tools/Console_commands
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; Changelog
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: 2024-11-24 : first version
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; 2024-12-01 : update with my new hardware specifications
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; Star Citizen version
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; 3.24.3-live.9423704
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; Materials specifications
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; Western Digital BLACK SN850X SSD 1 To PCIe Gen 4.0
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; Intel Core i9-14900K 3.20 GHz / 6 GHz (24 coeurs, 32 threads, 8 P-core + 16 E-core)
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; Kingston Fury Beast - 2 x 32 Go (64 Go) - DDR5 5600 MHz - CL36
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; Gainward GeForce RTX 4080 SUPER Panther OC (16 Go GDDR6X)
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; Current settings used here
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; 16 Go Graphic card (r_TexturesStreamPoolSize)
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; 1920 x 1080 (r_width, r_height)
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; Fullscreen (r_Fullscreen)
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; No VSynch (r_VSync)
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; FOV 110 (cl_fov)
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; Enables in-game console
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Con_Restricted = 0
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; Display modes available
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;
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; r_Fullscreen : Full screen
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; r_FullscreenWindow : Windows in full screen
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; r_BoarderlessWindow : Windowed mode
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r_Fullscreen = 1
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r_FullscreenWindow = 1
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r_BoarderlessWindow = 1
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; Video card memory
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;
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; 4096 = 4 Go
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; 6144 = 6 Go
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; 8192 = 8 Go
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; 10240 = 10 Go
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; 12288 = 12 Go
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; 16384 = 16 Go
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; 24576 = 24 Go
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r_TexturesStreamPoolSize = 16384
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; Turns V-Sync off
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;
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; (but can be removed if you want to use V-Sync for some reason)
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r_VSync = 0
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;
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; Threading
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;
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; Hyperthreaded CPUs should increment by two to reach physical core - odd numbers are hyper-threads.
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; Non-HT CPUs should increase by 1 (0,1,2)
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; sys_main_CPU : Specifies the physical CPU index main will run on
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; sys_physics_CPU : Specifies the physical CPU index physics will run on
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; sys_streaming_CPU : Specifies the physical CPU file IO thread run on
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; e_ParticlesThread : Enable particle threading
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; ca_thread0Affinity : Affinity of first Animation Thread
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; ca_thread1Affinity : Affinity of second Animation Thread
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; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported)
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ca_thread = 1
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sys_job_system_enable = 1
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sys_main_CPU = 1
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sys_physics_CPU = 2
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sys_streaming_CPU = 3
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e_ParticlesThread = 4
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ca_thread0Affinity = 5
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ca_thread1Affinity = 6
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r_WaterUpdateThread = 7
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e_StatObjMergeUseThread = 8
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sys_job_system_max_worker = 8
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;
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; Performance Settings
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;
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; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused
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sys_maxIdleFps = 60
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sys_limit_phys_thread_count = 0
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sys_PakStreamCache = 1
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sys_preload = 1
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e_PreloadMaterials = 1
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e_StatObjPreload = 1
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r_TesselationPreTesselateOnGPU = 0
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sys_cigprofile_json_enable_logging = 0
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sys_rad3_enable_logging = 0
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r_Log = 0
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r_gpudevicetextureenabletracking = 0
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r_gpumarkers = 0
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r_ProfileGPU = 0
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;
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; Graphics Settings
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;
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; Individual Quality Tweaks
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; 1-Low
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; 2-Medium
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; 3-High
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; 4-Very High
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sys_spec_Quality = 3
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sys_spec_GameEffects = 3
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sys_spec_Light = 3
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sys_spec_ObjectDetail = 4
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sys_spec_Particles = 4
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sys_spec_Physics = 4
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sys_spec_PostProcessing = 1
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sys_spec_Shading = 3
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sys_spec_Shadows = 3
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sys_spec_Sound = 4
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sys_spec_Texture = 4
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sys_spec_TextureResolution = 4
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sys_spec_VolumetricEffects = 1
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sys_spec_Water = 3
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; Individual Shader Tweaks
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; 1-Low
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; 2-Medium
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; 3-High
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; 4-Very High
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q_Quality = 3
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q_Renderer = 3
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q_ShaderFX = 3
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q_ShaderGeneral = 3
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q_ShaderGlass = 3
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q_ShaderHDR = 3
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q_ShaderIce = 3
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q_ShaderMetal = 3
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q_ShaderPostProcess = 3
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q_ShaderShadow = 3
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q_ShaderSky = 3
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q_ShaderTerrain = 3
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q_ShaderVegetation = 3
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q_ShaderWater = 3
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q_ShaderParticle = 3
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q_ShaderDecal = 3
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; Texture Quality
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r_TexturesStreamingDisableNoStreamDuringLoad = 1
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r_TexturesStreamingResidencyEnabled = 1
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r_TexturesStreamingResidencyTime = 30
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r_TexturesStreamingResidencyThrottle = 0.6
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r_DetailTextures = 1
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r_TexMaxAnisotropy = 16
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r_TexMinAnisotropy = 16
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; Misc Settings
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r_AntialiasingModeSCull = 1
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deleter_DeferredShadingFilterGBuffer = 1
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r_ssdoHalfRes = 1
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r_SSAOQuality = 2
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r_SSAODownscale = 1
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e_ParticlesShadows = 0
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r_ParticlesTessellation = 0
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r_SSReflHalfRes = 1
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r_CloudsUpdateAlways = 0
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r_Batching = 0
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e_DynamicLightsMaxCount = 16
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r_PostProcessHUD3DCache = 0
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; Visual Clarity
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r_OpticsQuality = 3
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r_HDREyeAdaptationMode = 0
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r_HDREyeAdaptionFactor = 0
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r_HDRRangeAdapt = 1
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r_HDRRangeAdaptationSpeed = 1
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r_HDREyeAdaptationSpeed = 1
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r_Flares = 0
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r_Beams = 3
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r_GlowAnamorphicFlares = 0
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r_PostProcessHUD3DGlowAmount = 0
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r_PostProcessHUD3DShadowAmount = 0
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hud_bobHud = 0
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r_ColorGradingFilters = 0
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r_ColorGradingLevels = 0
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r_Sharpening = 1
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e_ParticlesMotionBlur = 0
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r_MotionBlurQuality = 0
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r_Coronas = 0
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; LOD and Draw Distance Improvements
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e_DecalsLifeTimeScale = 2
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e_TerrainOcclusionCullingMaxDist = 255
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e_VegetationMinSize = 0.5
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r_DrawNearZRange = 0.04
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v_vehicle_quality = 4
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e_Dissolve = 2
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e_DissolveDistband = 2
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;
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; Refinements
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;
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; FPS
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; sys_MaxFPS : Sets the max FPS
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; r_enable_full_gpu_sync :
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; Enabling this syncs the CPU with the GPU after every driver call
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; This means if one call crashes the GPU we know exactly which one it was, but this comes at a massive hit to performance
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; It's very useful if someone can consistently reproduce a GPU crash
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; They can enable this setting just before the crash occurs and then submit the error report
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sys_MaxFPS = 99999
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r_enable_full_gpu_sync = 0
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; Video resolution
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r_width = 1920
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r_height = 1080
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; FOV settings
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cl_fov = 110
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r_drawnearfov = 110
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pl_movement.power_sprint_targetfov = 110
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; Post-processing effect
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; r_MotionBlur :
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; 0 = Motion blur disabled
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; 1 = Camera motion blur
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; 2 = Camera and object motion blur
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; 3 = Debug mode
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r_MotionBlur = 0
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r_ShadowBlur = 0
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g_radialBlur = 0
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r_AntialiasingMode = 0
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r_colorgrading = 1
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r_Gamma = 2
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r_DepthOfField = 1
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; Shading
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; r_ssao : Reduces the effects of ambient occlusion
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; r_ssdo : Screen Space Directional Occlusion
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; 0 = Disabled
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; 1 = Obscurance-based (very fast)
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; 2 = Optimized horizon-based
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; 3 = Reference horizon-based (very slow)
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; r_FogShadows : Deactivates shadow effects
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; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096
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; e_gsmcache : Reduces refreshing of distant shadows
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r_ssdo = 0
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r_ssao = 0
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r_FogShadows = 0
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r_FogShadowsWater = 0
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e_ShadowsMaxTexRes = 256
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e_ShadowsResScale = 40
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e_GsmCache = 0
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r_GasCloudUpsample = 1
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; Console display infos
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; r_DisplayInfo
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; 0 = Off
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; 1 = Shows some basic information
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; 2 = Shows additional info (Session, Shard ID, CPU load, etc) and everything above
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; 3 = Shows additional info (RAM, VRAM usage, etc.) and everything above
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; 4 = GPU Load stats and everything above
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; Tessellation
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; e_Tessellation : Reduces complexity of surrounding world, visible effect on stump (0 disable -> 2 max)
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; r_TessellationTriangleSize : Changes the number of polygons used to render an object, Highest Quality is 1 and Lowest is 20
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e_Tessellation = 1
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r_TessellationTriangleSize = 15
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r_TessellationPreTesselateOnGPU = 2
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; Lighting
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; e_gl : Deactivates global illumination effects, which interact with individual objects to produce precise shadows, reflections and refractions
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; r_ssreflections : Deactivates reflections
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; r_HDRBrightLevel : Disables hazy HDR effects. Default = 0.
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; r_HDRBloomRatio : Disables HDR bloom effects. Default = 0.15
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e_gl = 0
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e_GI = 0
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e_GIMaxDistance = 50
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r_SSReflections = 0
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r_HDRBrightLevel = 0.6
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r_HDRBloomRatio = 0.15
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; Display distance
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; Default Value: 4 (Low)
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; 6 : Medium
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; 20 : High
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; 40 : Very High
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; From =19 to =100, there are the most obvious changes. From =100 to =500 there is no visible change
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e_LodRatio = 4
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e_GsmLodsNum = 3
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e_ViewDistRatio = 65
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e_ViewDistRatioVegetation = 65
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e_DynamicLightsMaxEntityLights = 65
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;
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; 1 = 100%
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; 0.5 = 50%
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e_TerrainLodRatio = 0.5
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e_ViewDistRatioLights = 50
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e_ViewDistRatioDetail = 50
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e_MergedMeshesViewDistRatio = 50
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e_MaxViewDistSpecLerp = 50
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e_ShadowsCastViewDistRatio = 50
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; Particulate Matter Management
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e_ParticlesMaxScreenFill = 60
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; Languages
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g_language = french_(france)
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g_languageAudio = english
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