Actualiser USER (medium)

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Olivier 2024-12-01 18:05:45 +00:00
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; 2024-11-24 ; 2024-12-01
; ;
; Credits: ; Credits:
; MaxFly Gaming + DudLeSarcleur (https://twitch.tv/maxflygaming, https://discord.gg/K3Q5264) ; MaxFly Gaming + DudLeSarcleur (https://twitch.tv/maxflygaming, https://discord.gg/K3Q5264)
; ;
; Links: ; Links:
; https://www.youtube.com/@MaxFlyGaming ; https://www.youtube.com/@MaxFlyGaming
; https://discord.gg/K3Q5264 ; https://discord.gg/K3Q5264
; https://docs.cryengine.com/display/CRYAUTOGEN/Home ; https://docs.cryengine.com/display/CRYAUTOGEN/Home
; https://youtu.be/8gt_f5oqhS0 ; https://youtu.be/8gt_f5oqhS0
; https://github.com/Isaard/Optimized-USER.cfg ; https://github.com/Isaard/Optimized-USER.cfg
; https://starcitizen.tools/Console_commands ; https://starcitizen.tools/Console_commands
; Star Citizen version ; Changelog
; 3.24.3-live.9423704 : 2024-11-24 : first version
; 2024-12-01 : update with my new hardware specifications
; Materials specifications
; Western Digital BLACK SN850X SSD 1 To PCIe Gen 4.0 ; Star Citizen version
; Intel Core i7 10700KF 3,8Ghz (8 cores, 16 threads) ; 3.24.3-live.9423704
; Corsair Vengeance CMK64GX4M2E3200C16, Black, 64 Go (2 x 32 Go)
; MSI GeForce RTX 3060 Ventus 3X 12G OC ; Materials specifications
; Western Digital BLACK SN850X SSD 1 To PCIe Gen 4.0
; Current settings used here ; Intel Core i9-14900K 3.20 GHz / 6 GHz (24 coeurs, 32 threads, 8 P-core + 16 E-core)
; 12 Go Graphic card (r_TexturesStreamPoolSize) ; Kingston Fury Beast - 2 x 32 Go (64 Go) - DDR5 5600 MHz - CL36
; 1920 x 1080 (r_width, r_height) ; Gainward GeForce RTX 4080 SUPER Panther OC (16 Go GDDR6X)
; Fullscreen (r_Fullscreen)
; No VSynch (r_VSync) ; Current settings used here
; FOV 110 (cl_fov) ; 16 Go Graphic card (r_TexturesStreamPoolSize)
; 1920 x 1080 (r_width, r_height)
; Fullscreen (r_Fullscreen)
; Enables in-game console ; No VSynch (r_VSync)
Con_Restricted = 0 ; FOV 110 (cl_fov)
; Display modes available
; ; Enables in-game console
; r_Fullscreen : Full screen Con_Restricted = 0
; r_FullscreenWindow : Windows in full screen
; r_BoarderlessWindow : Windowed mode ; Display modes available
r_Fullscreen = 1 ;
r_FullscreenWindow = 1 ; r_Fullscreen : Full screen
r_BoarderlessWindow = 1 ; r_FullscreenWindow : Windows in full screen
; r_BoarderlessWindow : Windowed mode
; Video card memory r_Fullscreen = 1
; r_FullscreenWindow = 1
; 4096 = 4 Go r_BoarderlessWindow = 1
; 6144 = 6 Go
; 8192 = 8 Go ; Video card memory
; 10240 = 10 Go ;
; 12288 = 12 Go ; 4096 = 4 Go
; 16384 = 16 Go ; 6144 = 6 Go
; 24576 = 24 Go ; 8192 = 8 Go
r_TexturesStreamPoolSize = 12288 ; 10240 = 10 Go
; 12288 = 12 Go
; Turns V-Sync off ; 16384 = 16 Go
; ; 24576 = 24 Go
; (but can be removed if you want to use V-Sync for some reason) r_TexturesStreamPoolSize = 16384
r_VSync = 0
; Turns V-Sync off
; ;
; Threading ; (but can be removed if you want to use V-Sync for some reason)
; r_VSync = 0
; Hyperthreaded CPUs should increment by two to reach physical core - odd numbers are hyper-threads.
; Non-HT CPUs should increase by 1 (0,1,2) ;
; sys_main_CPU : Specifies the physical CPU index main will run on ; Threading
; sys_physics_CPU : Specifies the physical CPU index physics will run on ;
; sys_streaming_CPU : Specifies the physical CPU file IO thread run on ; Hyperthreaded CPUs should increment by two to reach physical core - odd numbers are hyper-threads.
; e_ParticlesThread : Enable particle threading ; Non-HT CPUs should increase by 1 (0,1,2)
; ca_thread0Affinity : Affinity of first Animation Thread ; sys_main_CPU : Specifies the physical CPU index main will run on
; ca_thread1Affinity : Affinity of second Animation Thread ; sys_physics_CPU : Specifies the physical CPU index physics will run on
; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported) ; sys_streaming_CPU : Specifies the physical CPU file IO thread run on
ca_thread = 1 ; e_ParticlesThread : Enable particle threading
sys_job_system_enable = 1 ; ca_thread0Affinity : Affinity of first Animation Thread
sys_main_CPU = 1 ; ca_thread1Affinity : Affinity of second Animation Thread
sys_physics_CPU = 2 ; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported)
sys_streaming_CPU = 3 ca_thread = 1
e_ParticlesThread = 4 sys_job_system_enable = 1
ca_thread0Affinity = 5 sys_main_CPU = 1
ca_thread1Affinity = 6 sys_physics_CPU = 2
r_WaterUpdateThread = 7 sys_streaming_CPU = 3
e_StatObjMergeUseThread = 8 e_ParticlesThread = 4
sys_job_system_max_worker = 8 ca_thread0Affinity = 5
ca_thread1Affinity = 6
; r_WaterUpdateThread = 7
; Performance Settings e_StatObjMergeUseThread = 8
; sys_job_system_max_worker = 8
; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused
; ;
sys_maxIdleFps = 60 ; Performance Settings
sys_limit_phys_thread_count = 0 ;
sys_PakStreamCache = 1 ; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused
sys_preload = 1 ;
e_PreloadMaterials = 1 sys_maxIdleFps = 60
e_StatObjPreload = 1 sys_limit_phys_thread_count = 0
r_TesselationPreTesselateOnGPU = 0 sys_PakStreamCache = 1
sys_cigprofile_json_enable_logging = 0 sys_preload = 1
sys_rad3_enable_logging = 0 e_PreloadMaterials = 1
r_Log = 0 e_StatObjPreload = 1
r_gpudevicetextureenabletracking = 0 r_TesselationPreTesselateOnGPU = 0
r_gpumarkers = 0 sys_cigprofile_json_enable_logging = 0
r_ProfileGPU = 0 sys_rad3_enable_logging = 0
r_Log = 0
r_gpudevicetextureenabletracking = 0
; r_gpumarkers = 0
; Graphics Settings r_ProfileGPU = 0
;
; Individual Quality Tweaks ;
; 1-Low ; Graphics Settings
; 2-Medium ;
; 3-High
; 4-Very High ; Individual Quality Tweaks
sys_spec_Quality = 3 ; 1-Low
sys_spec_GameEffects = 3 ; 2-Medium
sys_spec_Light = 3 ; 3-High
sys_spec_ObjectDetail = 4 ; 4-Very High
sys_spec_Particles = 4 sys_spec_Quality = 3
sys_spec_Physics = 4 sys_spec_GameEffects = 3
sys_spec_PostProcessing = 1 sys_spec_Light = 3
sys_spec_Shading = 3 sys_spec_ObjectDetail = 4
sys_spec_Shadows = 3 sys_spec_Particles = 4
sys_spec_Sound = 4 sys_spec_Physics = 4
sys_spec_Texture = 4 sys_spec_PostProcessing = 1
sys_spec_TextureResolution = 4 sys_spec_Shading = 3
sys_spec_VolumetricEffects = 1 sys_spec_Shadows = 3
sys_spec_Water = 3 sys_spec_Sound = 4
sys_spec_Texture = 4
; Individual Shader Tweaks sys_spec_TextureResolution = 4
; 1-Low sys_spec_VolumetricEffects = 1
; 2-Medium sys_spec_Water = 3
; 3-High
; 4-Very High ; Individual Shader Tweaks
q_Quality = 3 ; 1-Low
q_Renderer = 3 ; 2-Medium
q_ShaderFX = 3 ; 3-High
q_ShaderGeneral = 3 ; 4-Very High
q_ShaderGlass = 3 q_Quality = 3
q_ShaderHDR = 3 q_Renderer = 3
q_ShaderIce = 3 q_ShaderFX = 3
q_ShaderMetal = 3 q_ShaderGeneral = 3
q_ShaderPostProcess = 3 q_ShaderGlass = 3
q_ShaderShadow = 3 q_ShaderHDR = 3
q_ShaderSky = 3 q_ShaderIce = 3
q_ShaderTerrain = 3 q_ShaderMetal = 3
q_ShaderVegetation = 3 q_ShaderPostProcess = 3
q_ShaderWater = 3 q_ShaderShadow = 3
q_ShaderParticle = 3 q_ShaderSky = 3
q_ShaderDecal = 3 q_ShaderTerrain = 3
q_ShaderVegetation = 3
; Texture Quality q_ShaderWater = 3
r_TexturesStreamingDisableNoStreamDuringLoad = 1 q_ShaderParticle = 3
r_TexturesStreamingResidencyEnabled = 1 q_ShaderDecal = 3
r_TexturesStreamingResidencyTime = 30
r_TexturesStreamingResidencyThrottle = 0.6 ; Texture Quality
r_DetailTextures = 1 r_TexturesStreamingDisableNoStreamDuringLoad = 1
r_TexMaxAnisotropy = 16 r_TexturesStreamingResidencyEnabled = 1
r_TexMinAnisotropy = 16 r_TexturesStreamingResidencyTime = 30
r_TexturesStreamingResidencyThrottle = 0.6
; Misc Settings r_DetailTextures = 1
r_AntialiasingModeSCull = 1 r_TexMaxAnisotropy = 16
deleter_DeferredShadingFilterGBuffer = 1 r_TexMinAnisotropy = 16
r_ssdoHalfRes = 1
r_SSAOQuality = 2 ; Misc Settings
r_SSAODownscale = 1 r_AntialiasingModeSCull = 1
e_ParticlesShadows = 0 deleter_DeferredShadingFilterGBuffer = 1
r_ParticlesTessellation = 0 r_ssdoHalfRes = 1
r_SSReflHalfRes = 1 r_SSAOQuality = 2
r_CloudsUpdateAlways = 0 r_SSAODownscale = 1
r_Batching = 0 e_ParticlesShadows = 0
e_DynamicLightsMaxCount = 16 r_ParticlesTessellation = 0
r_PostProcessHUD3DCache = 0 r_SSReflHalfRes = 1
r_CloudsUpdateAlways = 0
; Visual Clarity r_Batching = 0
r_OpticsQuality = 3 e_DynamicLightsMaxCount = 16
r_HDREyeAdaptationMode = 0 r_PostProcessHUD3DCache = 0
r_HDREyeAdaptionFactor = 0
r_HDRRangeAdapt = 1 ; Visual Clarity
r_HDRRangeAdaptationSpeed = 1 r_OpticsQuality = 3
r_HDREyeAdaptationSpeed = 1 r_HDREyeAdaptationMode = 0
r_Flares = 0 r_HDREyeAdaptionFactor = 0
r_Beams = 3 r_HDRRangeAdapt = 1
r_GlowAnamorphicFlares = 0 r_HDRRangeAdaptationSpeed = 1
r_PostProcessHUD3DGlowAmount = 0 r_HDREyeAdaptationSpeed = 1
r_PostProcessHUD3DShadowAmount = 0 r_Flares = 0
hud_bobHud = 0 r_Beams = 3
r_ColorGradingFilters = 0 r_GlowAnamorphicFlares = 0
r_ColorGradingLevels = 0 r_PostProcessHUD3DGlowAmount = 0
r_Sharpening = 1 r_PostProcessHUD3DShadowAmount = 0
e_ParticlesMotionBlur = 0 hud_bobHud = 0
r_MotionBlurQuality = 0 r_ColorGradingFilters = 0
r_Coronas = 0 r_ColorGradingLevels = 0
r_Sharpening = 1
; LOD and Draw Distance Improvements e_ParticlesMotionBlur = 0
e_DecalsLifeTimeScale = 2 r_MotionBlurQuality = 0
e_TerrainOcclusionCullingMaxDist = 255 r_Coronas = 0
e_VegetationMinSize = 0.5
r_DrawNearZRange = 0.04 ; LOD and Draw Distance Improvements
v_vehicle_quality = 4 e_DecalsLifeTimeScale = 2
e_Dissolve = 2 e_TerrainOcclusionCullingMaxDist = 255
e_DissolveDistband = 2 e_VegetationMinSize = 0.5
r_DrawNearZRange = 0.04
v_vehicle_quality = 4
; e_Dissolve = 2
; Refinements e_DissolveDistband = 2
;
; FPS ;
; sys_MaxFPS : Sets the max FPS ; Refinements
; r_enable_full_gpu_sync : ;
; Enabling this syncs the CPU with the GPU after every driver call
; This means if one call crashes the GPU we know exactly which one it was, but this comes at a massive hit to performance ; FPS
; It's very useful if someone can consistently reproduce a GPU crash ; sys_MaxFPS : Sets the max FPS
; They can enable this setting just before the crash occurs and then submit the error report ; r_enable_full_gpu_sync :
sys_MaxFPS = 99999 ; Enabling this syncs the CPU with the GPU after every driver call
r_enable_full_gpu_sync = 0 ; This means if one call crashes the GPU we know exactly which one it was, but this comes at a massive hit to performance
; It's very useful if someone can consistently reproduce a GPU crash
; Video resolution ; They can enable this setting just before the crash occurs and then submit the error report
r_width = 1920 sys_MaxFPS = 99999
r_height = 1080 r_enable_full_gpu_sync = 0
; FOV settings ; Video resolution
cl_fov = 110 r_width = 1920
r_drawnearfov = 110 r_height = 1080
pl_movement.power_sprint_targetfov = 110
; FOV settings
; Post-processing effect cl_fov = 110
; r_MotionBlur : r_drawnearfov = 110
; 0 = Motion blur disabled pl_movement.power_sprint_targetfov = 110
; 1 = Camera motion blur
; 2 = Camera and object motion blur ; Post-processing effect
; 3 = Debug mode ; r_MotionBlur :
r_MotionBlur = 0 ; 0 = Motion blur disabled
r_ShadowBlur = 0 ; 1 = Camera motion blur
g_radialBlur = 0 ; 2 = Camera and object motion blur
r_AntialiasingMode = 0 ; 3 = Debug mode
r_colorgrading = 1 r_MotionBlur = 0
r_Gamma = 2 r_ShadowBlur = 0
r_DepthOfField = 1 g_radialBlur = 0
r_AntialiasingMode = 0
; Shading r_colorgrading = 1
; r_ssao : Reduces the effects of ambient occlusion r_Gamma = 2
; r_ssdo : Screen Space Directional Occlusion r_DepthOfField = 1
; 0 = Disabled
; 1 = Obscurance-based (very fast) ; Shading
; 2 = Optimized horizon-based ; r_ssao : Reduces the effects of ambient occlusion
; 3 = Reference horizon-based (very slow) ; r_ssdo : Screen Space Directional Occlusion
; r_FogShadows : Deactivates shadow effects ; 0 = Disabled
; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096 ; 1 = Obscurance-based (very fast)
; e_gsmcache : Reduces refreshing of distant shadows ; 2 = Optimized horizon-based
r_ssdo = 0 ; 3 = Reference horizon-based (very slow)
r_ssao = 0 ; r_FogShadows : Deactivates shadow effects
r_FogShadows = 0 ; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096
r_FogShadowsWater = 0 ; e_gsmcache : Reduces refreshing of distant shadows
e_ShadowsMaxTexRes = 256 r_ssdo = 0
e_ShadowsResScale = 40 r_ssao = 0
e_GsmCache = 0 r_FogShadows = 0
r_GasCloudUpsample = 1 r_FogShadowsWater = 0
e_ShadowsMaxTexRes = 256
; Console display infos e_ShadowsResScale = 40
; r_DisplayInfo e_GsmCache = 0
; 0 = Off r_GasCloudUpsample = 1
; 1 = Shows some basic information
; 2 = Shows additional info (Session, Shard ID, CPU load, etc) and everything above ; Console display infos
; 3 = Shows additional info (RAM, VRAM usage, etc.) and everything above ; r_DisplayInfo
; 4 = GPU Load stats and everything above ; 0 = Off
; 1 = Shows some basic information
; Tessellation ; 2 = Shows additional info (Session, Shard ID, CPU load, etc) and everything above
; e_Tessellation : Reduces complexity of surrounding world, visible effect on stump (0 disable -> 2 max) ; 3 = Shows additional info (RAM, VRAM usage, etc.) and everything above
; r_TessellationTriangleSize : Changes the number of polygons used to render an object, Highest Quality is 1 and Lowest is 20 ; 4 = GPU Load stats and everything above
e_Tessellation = 1
r_TessellationTriangleSize = 15 ; Tessellation
r_TessellationPreTesselateOnGPU = 2 ; e_Tessellation : Reduces complexity of surrounding world, visible effect on stump (0 disable -> 2 max)
; r_TessellationTriangleSize : Changes the number of polygons used to render an object, Highest Quality is 1 and Lowest is 20
; Lighting e_Tessellation = 1
; e_gl : Deactivates global illumination effects, which interact with individual objects to produce precise shadows, reflections and refractions r_TessellationTriangleSize = 15
; r_ssreflections : Deactivates reflections r_TessellationPreTesselateOnGPU = 2
; r_HDRBrightLevel : Disables hazy HDR effects. Default = 0.
; r_HDRBloomRatio : Disables HDR bloom effects. Default = 0.15 ; Lighting
e_gl = 0 ; e_gl : Deactivates global illumination effects, which interact with individual objects to produce precise shadows, reflections and refractions
e_GI = 0 ; r_ssreflections : Deactivates reflections
e_GIMaxDistance = 50 ; r_HDRBrightLevel : Disables hazy HDR effects. Default = 0.
r_SSReflections = 0 ; r_HDRBloomRatio : Disables HDR bloom effects. Default = 0.15
r_HDRBrightLevel = 0.6 e_gl = 0
r_HDRBloomRatio = 0.15 e_GI = 0
e_GIMaxDistance = 50
; Display distance r_SSReflections = 0
; Default Value: 4 (Low) r_HDRBrightLevel = 0.6
; 6 : Medium r_HDRBloomRatio = 0.15
; 20 : High
; 40 : Very High ; Display distance
; From =19 to =100, there are the most obvious changes. From =100 to =500 there is no visible change ; Default Value: 4 (Low)
e_LodRatio = 4 ; 6 : Medium
e_GsmLodsNum = 3 ; 20 : High
e_ViewDistRatio = 65 ; 40 : Very High
e_ViewDistRatioVegetation = 65 ; From =19 to =100, there are the most obvious changes. From =100 to =500 there is no visible change
e_DynamicLightsMaxEntityLights = 65 e_LodRatio = 4
e_GsmLodsNum = 3
; e_ViewDistRatio = 65
; 1 = 100% e_ViewDistRatioVegetation = 65
; 0.5 = 50% e_DynamicLightsMaxEntityLights = 65
e_TerrainLodRatio = 0.5
e_ViewDistRatioLights = 50 ;
e_ViewDistRatioDetail = 50 ; 1 = 100%
e_MergedMeshesViewDistRatio = 50 ; 0.5 = 50%
e_MaxViewDistSpecLerp = 50 e_TerrainLodRatio = 0.5
e_ShadowsCastViewDistRatio = 50 e_ViewDistRatioLights = 50
e_ViewDistRatioDetail = 50
; Particulate Matter Management e_MergedMeshesViewDistRatio = 50
e_ParticlesMaxScreenFill = 60 e_MaxViewDistSpecLerp = 50
e_ShadowsCastViewDistRatio = 50
; Particulate Matter Management
e_ParticlesMaxScreenFill = 60