Mise à jour des fichiers et précisions dans la doc

This commit is contained in:
Olivier 2025-01-12 19:23:47 +01:00
parent cf73c85ab3
commit dbe4b800e6
6 changed files with 656 additions and 1133 deletions

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@ -4,6 +4,11 @@ Configuration et optimisation pour le jeu Star Citizen.
Voir l'article suivant: https://infos.zogg.fr/optimisation-star-citizen/
Version de Star Citizen testés :
* 3.24.3-live.9423704
* 4.0.0-live.9470730
## Attention
Ces modifications sont valables mais peuvent causer des défaillances du jeu ou de Windows.
@ -12,15 +17,21 @@ Elles nécessitent une connaissance approfondie de Windows, la base de registre
## Fichiers disponibles
### StarCitizen Windows Gaming.reg
### StarCitizenWindowsGaming.reg
Optimisations liées à la base de registre de Windows.
*!!! Les modifications apportées par ce fichier sont à faire en toute connaissance de cause.*
### StarCitizenWindowsGamingUndo.reg
Il s'agit du fichier permettant l'annulation quasi complète des modifications apportés par **StarCitizenWindowsGaming.reg**.
*!!! Toutefois, il est possible que certaines annulations de modifications soient incomplètes.*
### USER.cfg
Optimisation du jeux à placer dans le dossier d'installation (..._StarCitizen\LIVE).
Optimisation du jeux à placer dans le dossier d'installation (StarCitizen\LIVE ou StarCitizen\4.0_PREVIEW).
*En cas de problèmes, vous pouvez renommer ou supprimer simplement ce fichier.*
@ -28,3 +39,4 @@ Optimisation du jeux à placer dans le dossier d'installation (..._StarCitizen\L
## Changelog
### 2024-11-24 : première version des fichiers
### 2025-01-12 : corrections/simplification des fichiers et précisions dans la documentation

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@ -1,191 +0,0 @@
Windows Registry Editor Version 5.00
;
; 2024-11-23
;
; *** **************************************************
; USE AT YOUR OWN RISK!
; *** **************************************************
; *** **************************************************
; *** Star Citizen
; *** **************************************************
; CPU priority
; ------------------------------
; Values allowed:
; Low: 00000001
; Normal: 00000002
; High: 00000003
; Below Normal: 00000005
; Above Normal: 00000006
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe\PerfOptions]
"CpuPriorityClass"=dword:00000003
; *** **************************************************
; *** Windows
; *** **************************************************
; CPU Core Parking
; ------------------------------
; CPU Parking is a low-power sleep state (C6) supported by most modern processors and operating systems.
; It dynamically disables CPU cores in an effort to conserve power when idle.
; Unfortunately, this power saving comes at a price: Latency when CPUs need unparked to execute code.
; Empirical evidence shows that disabling CPU core parking can make a tangible improvement in system performance.
; There are many factors that will determine precisely how effective it will be for a given situation.
; However, generally, Windows is too aggressive in its core parking, resulting in high latency during bursting CPU loads,
; stemming from the overhead of having to unpark CPU cores.
; Since bursting CPU loads are the most common type for many workloads, core parking can be a substantial drag on system performance and responsiveness.
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
"Attributes"=dword:0000000
; Power Throttling
; ------------------------------
; This strategy parameter is used to disable power limiting.
; If you enable this policy setting, power limiting will be disabled.
; If you disable or do not configure this policy setting, users control this parameter.
; ------------------------------
; Values allowed:
; Enabled: 00000000
; Disabled: 00000001
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
"PowerThrottlingOff"=dword:00000001
; System Responsiveness
; ------------------------------
; Means how many % are not used (saved) for low-priority/background tasks.
; It's 20% by Default.
; The values which can't be divided by 10 are rounded up to the nearest multiple of 10.
; A value of 0 is treated as 10, 1 is also 10 etc.
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"SystemResponsiveness"=dword:00000001
; Network Throttling Index
; ------------------------------
; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
; ------------------------------
; Values:
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"NetworkThrottlingIndex"=dword:ffffffff
; Gaming tuning
; ------------------------------
; Values allowed:
; Priority: 1 (low) to 8 (high)
; Affinity: 0 (no cpu selecter) to number of cpu cores
; Use https://www.rapidtables.com/convert/number/binary-to-hex.html
; Enter number of CPU cores in Binary, then clic on Convert to get hes value
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games]
"Priority"=dword:00000008
"Affinity"=dword:0000ffff
"Background Only"="False"
"Background Priority"=dword:00000001
"GPU Priority"=dword:00000012
"Scheduling Category"="High"
"SFIO Priority"="High"
"SFIO Rate"=dword:00000004
"Latency Sensitive"="True"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
"Priority"=dword:00000002
"GPU Priority"=dword:00000008
"Scheduling Category"="High"
"SFIO Priority"="High"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000001
"Scheduling Category"="Medium"
"SFIO Priority"="High"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000001
"Scheduling Category"="High"
"SFIO Priority"="High"
; Decrease Maximum Pre-rendered Frames
; ------------------------------
; The Max Pre-rendered Frames setting controls the size of the flip queue.
; For each frame rendered, the CPU has to create a command buffer - which is then fed to the GPU. The Flip Queue is a queue of such command buffers.
; Why a queue? Because sometimes the CPU might not be able to create a command buffer on time (maybe it got interrupted by some OS task ... etc.)
; the queue would give a buffer of sorts and the GPU can continue to knock out frames - the CPU can then try to "catch back up" to keep the Flip Queue full.
; A large queue would buffer against frame rate inconsistencies due to the CPU not being on time but would add latency since
; the command buffers sent to the GPU process are "old" vs what is being simulated by the game.
; small queue would have low latency but if the CPU fails to keep up, the GPU won't have anything to process and
; will idle until the command buffer arrives (late) resulting in stutter.
; You can use a lower queue if your CPU is good and the game isn't too demanding on the CPU - default is 3, lowest in DX is 1.
; ------------------------------
; Values allowed:
; Default: 3
; Minimum: 1
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
"MaxPreRenderedFrames"=dword:00000003
; Prefetch
; ------------------------------
; The Prefetch function lists the programs you launch most often, optimizing their position on the disk and speeding up their launch. This function is of no use with SSDs.
; SuperFetch is an algorithm that automatically loads the most frequently used programs into memory for faster access.
; However, this algorithm constantly writes to the same place on your SSD and offers no improvements.
; So you need to disable it.
; ------------------------------
; Values allowed:
; EnablePrefetcher / EnableSuperfetch:
; Disabled: 0
; Applications: 1
; Boot: 2
; Applications & Boot: 3
; EnableBoottrace:
; Enabled: 1
; Disabled: 0
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
"EnablePrefetcher"=dword:00000003
"EnableSuperfetch"=dword:00000001
"EnableBoottrace"=dword:00000001
"SfTracingState"=dword:00000001
; QoS Management
; ------------------------------
; Windows Operating System will reserve a fixed percentage of 80% of the total Internet bandwidth for the QoS ie: Quality of Service.
; This will be used for Windows Updates, Program Updates etc etc.
; You can claw back this 20% and gain 100% of your bandwidth back, but this could cause some problems with Windows Updates, so bare that in mind when making changes.
; ------------------------------
; Values allowed:
; Enter a hexadecimal value indicating the reservation percentage QoS.
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000000
[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000000
; Nagles Algorithm
; ------------------------------
; Nagles algorithm combines several small packets into a single, larger packet for more efficient transmissions.
; This is designed to improve throughput efficiency of data transmission.
; Disabling “nagling” can help reduce latency/ping in some games.
; Nagles algorithm is enabled in Windows by default.
; ------------------------------
; Values allowed:
; TcpAckFrequency: 1 to disable "nagling" for gaming.
; TCPNoDelay: 1 to disable "nagling"
; TcpDelAckTicks: 0 to disable "nagling"
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{c3b7e123-e7e7-459d-ac7e-4c42d5ee7d10}]
"TcpNoDelay"=dword:00000001
"TcpAckFrequency"=dword:00000001
"TcpDelAckTicks"=dword:00000000
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSMQ\Parameters]
"TCPNoDelay"=dword:00000001

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@ -1,191 +1,197 @@
Windows Registry Editor Version 5.00
;
; 2024-11-26
;
; *** **************************************************
; USE AT YOUR OWN RISK!
; *** **************************************************
; *** **************************************************
; *** Star Citizen
; *** **************************************************
; CPU priority
; ------------------------------
; Values allowed:
; Low: 00000001
; Normal: 00000002
; High: 00000003
; Below Normal: 00000005
; Above Normal: 00000006
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe\PerfOptions]
"CpuPriorityClass"=dword:00000003
; *** **************************************************
; *** Windows
; *** **************************************************
; CPU Core Parking
; ------------------------------
; CPU Parking is a low-power sleep state (C6) supported by most modern processors and operating systems.
; It dynamically disables CPU cores in an effort to conserve power when idle.
; Unfortunately, this power saving comes at a price: Latency when CPUs need unparked to execute code.
; Empirical evidence shows that disabling CPU core parking can make a tangible improvement in system performance.
; There are many factors that will determine precisely how effective it will be for a given situation.
; However, generally, Windows is too aggressive in its core parking, resulting in high latency during bursting CPU loads,
; stemming from the overhead of having to unpark CPU cores.
; Since bursting CPU loads are the most common type for many workloads, core parking can be a substantial drag on system performance and responsiveness.
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
"Attributes"=dword:0000000
; Power Throttling
; ------------------------------
; This strategy parameter is used to disable power limiting.
; If you enable this policy setting, power limiting will be disabled.
; If you disable or do not configure this policy setting, users control this parameter.
; ------------------------------
; Values allowed:
; Enabled: 00000000
; Disabled: 00000001
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
"PowerThrottlingOff"=dword:00000001
; System Responsiveness
; ------------------------------
; Means how many % are not used (saved) for low-priority/background tasks.
; It's 20% by Default.
; The values which can't be divided by 10 are rounded up to the nearest multiple of 10.
; A value of 0 is treated as 10, 1 is also 10 etc.
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"SystemResponsiveness"=dword:00000001
; Network Throttling Index
; ------------------------------
; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
; ------------------------------
; Values:
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"NetworkThrottlingIndex"=dword:ffffffff
; Gaming tuning
; ------------------------------
; Values allowed:
; Priority: 1 (low) to 8 (high)
; Affinity: 0 (no cpu selecter) to number of cpu cores
; Use https://www.rapidtables.com/convert/number/binary-to-hex.html
; Enter number of CPU cores in Binary, then clic on Convert to get hes value
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games]
"Priority"=dword:00000008
"GPU Priority"=dword:00000012
"Affinity"=dword:00000000
"Background Only"="False"
"Background Priority"=dword:00000001
"Scheduling Category"="High"
"SFIO Priority"="High"
"SFIO Rate"=dword:00000004
"Latency Sensitive"="True"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
"Priority"=dword:00000002
"GPU Priority"=dword:00000008
"Scheduling Category"="High"
"SFIO Priority"="High"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000001
"Scheduling Category"="Medium"
"SFIO Priority"="High"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000001
"Scheduling Category"="High"
"SFIO Priority"="High"
; Decrease Maximum Pre-rendered Frames
; ------------------------------
; The Max Pre-rendered Frames setting controls the size of the flip queue.
; For each frame rendered, the CPU has to create a command buffer - which is then fed to the GPU. The Flip Queue is a queue of such command buffers.
; Why a queue? Because sometimes the CPU might not be able to create a command buffer on time (maybe it got interrupted by some OS task ... etc.)
; the queue would give a buffer of sorts and the GPU can continue to knock out frames - the CPU can then try to "catch back up" to keep the Flip Queue full.
; A large queue would buffer against frame rate inconsistencies due to the CPU not being on time but would add latency since
; the command buffers sent to the GPU process are "old" vs what is being simulated by the game.
; small queue would have low latency but if the CPU fails to keep up, the GPU won't have anything to process and
; will idle until the command buffer arrives (late) resulting in stutter.
; You can use a lower queue if your CPU is good and the game isn't too demanding on the CPU - default is 3, lowest in DX is 1.
; ------------------------------
; Values allowed:
; Default: 3
; Minimum: 1
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
"MaxPreRenderedFrames"=dword:00000001
; Prefetch
; ------------------------------
; The Prefetch function lists the programs you launch most often, optimizing their position on the disk and speeding up their launch. This function is of no use with SSDs.
; SuperFetch is an algorithm that automatically loads the most frequently used programs into memory for faster access.
; However, this algorithm constantly writes to the same place on your SSD and offers no improvements.
; So you need to disable it.
; ------------------------------
; Values allowed:
; EnablePrefetcher / EnableSuperfetch:
; Disabled: 0
; Applications: 1
; Boot: 2
; Applications & Boot: 3
; EnableBoottrace:
; Enabled: 1
; Disabled: 0
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
"EnablePrefetcher"=dword:00000000
"EnableSuperfetch"=dword:00000000
"EnableBoottrace"=dword:00000000
"SfTracingState"=dword:00000000
; QoS Management
; ------------------------------
; Windows Operating System will reserve a fixed percentage of 80% of the total Internet bandwidth for the QoS ie: Quality of Service.
; This will be used for Windows Updates, Program Updates etc etc.
; You can claw back this 20% and gain 100% of your bandwidth back, but this could cause some problems with Windows Updates, so bare that in mind when making changes.
; ------------------------------
; Values allowed:
; Enter a hexadecimal value indicating the reservation percentage QoS.
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000000
[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000000
; Nagles Algorithm
; ------------------------------
; Nagles algorithm combines several small packets into a single, larger packet for more efficient transmissions.
; This is designed to improve throughput efficiency of data transmission.
; Disabling “nagling” can help reduce latency/ping in some games.
; Nagles algorithm is enabled in Windows by default.
; ------------------------------
; Values allowed:
; TcpAckFrequency: 1 to disable "nagling" for gaming.
; TCPNoDelay: 1 to disable "nagling"
; TcpDelAckTicks: 0 to disable "nagling"
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{c3b7e123-e7e7-459d-ac7e-4c42d5ee7d10}]
"TcpNoDelay"=dword:00000001
"TcpAckFrequency"=dword:00000001
"TcpDelAckTicks"=dword:00000000
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSMQ\Parameters]
"TCPNoDelay"=dword:00000001
Windows Registry Editor Version 5.00
;
; 2025-01-12
;
; Star Citizen version
; 3.24.3-live.9423704
; 4.0.0-live.9470730
; *** **************************************************
; USE AT YOUR OWN RISK!
; *** **************************************************
; *** **************************************************
; *** Star Citizen
; *** **************************************************
; CPU priority
; ------------------------------
; Values allowed:
; Low: 00000001
; Normal: 00000002
; High: 00000003
; Below Normal: 00000005
; Above Normal: 00000006
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe\PerfOptions]
"CpuPriorityClass"=dword:00000003
; *** **************************************************
; *** Windows
; *** **************************************************
; CPU Core Parking
; ------------------------------
; CPU Parking is a low-power sleep state (C6) supported by most modern processors and operating systems.
; It dynamically disables CPU cores in an effort to conserve power when idle.
; Unfortunately, this power saving comes at a price: Latency when CPUs need unparked to execute code.
; Empirical evidence shows that disabling CPU core parking can make a tangible improvement in system performance.
; There are many factors that will determine precisely how effective it will be for a given situation.
; However, generally, Windows is too aggressive in its core parking, resulting in high latency during bursting CPU loads,
; stemming from the overhead of having to unpark CPU cores.
; Since bursting CPU loads are the most common type for many workloads, core parking can be a substantial drag on system performance and responsiveness.
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
"Attributes"=dword:0000000
; Power Throttling
; ------------------------------
; This strategy parameter is used to disable power limiting.
; If you enable this policy setting, power limiting will be disabled.
; If you disable or do not configure this policy setting, users control this parameter.
; ------------------------------
; Values allowed:
; Enabled: 00000000
; Disabled: 00000001
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
"PowerThrottlingOff"=dword:00000001
; System Responsiveness
; ------------------------------
; Means how many % are not used (saved) for low-priority/background tasks.
; It's 20% by Default.
; The values which can't be divided by 10 are rounded up to the nearest multiple of 10.
; A value of 0 is treated as 10, 1 is also 10 etc.
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"SystemResponsiveness"=dword:00000001
; Network Throttling Index
; ------------------------------
; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
; ------------------------------
; Values:
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"NetworkThrottlingIndex"=dword:ffffffff
; Gaming tuning
; ------------------------------
; Values allowed:
; Priority: 1 (low) to 8 (high)
; Affinity: 0 (no cpu selecter) to number of cpu cores
; Use https://www.rapidtables.com/convert/number/binary-to-hex.html
; Enter number of CPU cores in Binary, then clic on Convert to get hes value
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games]
"Priority"=dword:00000008
"GPU Priority"=dword:00000012
"Affinity"=dword:00000000
"Background Only"="False"
"Background Priority"=dword:00000001
"Scheduling Category"="High"
"SFIO Priority"="High"
"SFIO Rate"=dword:00000004
"Latency Sensitive"="True"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
"Priority"=dword:00000002
"GPU Priority"=dword:00000008
"Scheduling Category"="High"
"SFIO Priority"="High"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000001
"Scheduling Category"="Medium"
"SFIO Priority"="High"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000001
"Scheduling Category"="High"
"SFIO Priority"="High"
; Decrease Maximum Pre-rendered Frames
; ------------------------------
; The Max Pre-rendered Frames setting controls the size of the flip queue.
; For each frame rendered, the CPU has to create a command buffer - which is then fed to the GPU. The Flip Queue is a queue of such command buffers.
; Why a queue? Because sometimes the CPU might not be able to create a command buffer on time (maybe it got interrupted by some OS task ... etc.)
; the queue would give a buffer of sorts and the GPU can continue to knock out frames - the CPU can then try to "catch back up" to keep the Flip Queue full.
; A large queue would buffer against frame rate inconsistencies due to the CPU not being on time but would add latency since
; the command buffers sent to the GPU process are "old" vs what is being simulated by the game.
; small queue would have low latency but if the CPU fails to keep up, the GPU won't have anything to process and
; will idle until the command buffer arrives (late) resulting in stutter.
; You can use a lower queue if your CPU is good and the game isn't too demanding on the CPU - default is 3, lowest in DX is 1.
; ------------------------------
; Values allowed:
; Default: 3
; Minimum: 1
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
"MaxPreRenderedFrames"=dword:00000001
; Prefetch
; ------------------------------
; The Prefetch function lists the programs you launch most often, optimizing their position on the disk and speeding up their launch. This function is of no use with SSDs.
; SuperFetch is an algorithm that automatically loads the most frequently used programs into memory for faster access.
; However, this algorithm constantly writes to the same place on your SSD and offers no improvements.
; So you need to disable it.
; ------------------------------
; Values allowed:
; EnablePrefetcher / EnableSuperfetch:
; Disabled: 0
; Applications: 1
; Boot: 2
; Applications & Boot: 3
; EnableBoottrace:
; Enabled: 1
; Disabled: 0
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
"EnablePrefetcher"=dword:00000000
"EnableSuperfetch"=dword:00000000
"EnableBoottrace"=dword:00000000
"SfTracingState"=dword:00000000
; QoS Management
; ------------------------------
; Windows Operating System will reserve a fixed percentage of 80% of the total Internet bandwidth for the QoS ie: Quality of Service.
; This will be used for Windows Updates, Program Updates etc etc.
; You can claw back this 20% and gain 100% of your bandwidth back, but this could cause some problems with Windows Updates, so bare that in mind when making changes.
; ------------------------------
; Values allowed:
; Enter a hexadecimal value indicating the reservation percentage QoS.
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000000
[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000000
; Nagles Algorithm
; ------------------------------
; Nagles algorithm combines several small packets into a single, larger packet for more efficient transmissions.
; This is designed to improve throughput efficiency of data transmission.
; Disabling “nagling” can help reduce latency/ping in some games.
; Nagles algorithm is enabled in Windows by default.
; ------------------------------
; Values allowed:
; TcpAckFrequency: 1 to disable "nagling" for gaming.
; TCPNoDelay: 1 to disable "nagling"
; TcpDelAckTicks: 0 to disable "nagling"
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{c3b7e123-e7e7-459d-ac7e-4c42d5ee7d10}]
"TcpNoDelay"=dword:00000001
"TcpAckFrequency"=dword:00000001
"TcpDelAckTicks"=dword:00000000
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSMQ\Parameters]
"TCPNoDelay"=dword:00000001

View File

@ -1,115 +1,115 @@
Windows Registry Editor Version 5.00
;
; 2024-11-26
;
; *** **************************************************
; USE AT YOUR OWN RISK!
; *** **************************************************
; *** **************************************************
; *** Star Citizen
; *** **************************************************
; CPU priority
; ------------------------------
[-HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe]
; *** **************************************************
; *** Windows
; *** **************************************************
; CPU Core Parking
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
"Attributes"=dword:0000001
; Power Throttling
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
"PowerThrottlingOff"=dword:00000000
; System Responsiveness
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"SystemResponsiveness"=dword:00000014
; Network Throttling Index
; ------------------------------
; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
; ------------------------------
; Values:
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
; ------------------------------
;[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"NetworkThrottlingIndex"=dword:0000000A
; Gaming tuning
; ------------------------------
; Values allowed:
; Priority: 1 (low) to 8 (high)
; Affinity: 0 (no cpu selecter) to number of cpu cores
; Use https://www.rapidtables.com/convert/number/binary-to-hex.html
; Enter number of CPU cores in Binary, then clic on Convert to get hes value
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games]
"Priority"=dword:00000002
"GPU Priority"=dword:00000002
"SFIO Priority"="Normal"
"Scheduling Category"="Medium"
"Affinity"=dword:00000000
"Background Only"="False"
"Background Priority"=-
"SFIO Rate"=-
"Latency Sensitive"=-
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
"Priority"=dword:00000002
"GPU Priority"=dword:00000002
"Scheduling Category"="Medium"
"SFIO Priority"="Normal"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000002
"Scheduling Category"="Medium"
"SFIO Priority"="Normal"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000002
"Scheduling Category"="Medium"
"SFIO Priority"="Normal"
; Decrease Maximum Pre-rendered Frames
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
"MaxPreRenderedFrames"=dword:00000003
; Prefetch
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
"EnablePrefetcher"=dword:00000003
"EnableSuperfetch"=dword:00000001
"EnableBoottrace"=dword:00000001
"SfTracingState"=dword:00000001
; QoS Management
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000014
[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000014
; Nagles Algorithm
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{c3b7e123-e7e7-459d-ac7e-4c42d5ee7d10}]
"TcpNoDelay"=dword:00000000
"TcpAckFrequency"=dword:00000000
"TcpDelAckTicks"=dword:00000001
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSMQ\Parameters]
"TCPNoDelay"=dword:00000000
Windows Registry Editor Version 5.00
;
; 2025-01-12
;
; *** **************************************************
; USE AT YOUR OWN RISK!
; *** **************************************************
; *** **************************************************
; *** Star Citizen
; *** **************************************************
; CPU priority
; ------------------------------
[-HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe]
; *** **************************************************
; *** Windows
; *** **************************************************
; CPU Core Parking
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
"Attributes"=dword:0000001
; Power Throttling
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
"PowerThrottlingOff"=dword:00000000
; System Responsiveness
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"SystemResponsiveness"=dword:00000014
; Network Throttling Index
; ------------------------------
; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
; ------------------------------
; Values:
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
; ------------------------------
;[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
"NetworkThrottlingIndex"=dword:0000000A
; Gaming tuning
; ------------------------------
; Values allowed:
; Priority: 1 (low) to 8 (high)
; Affinity: 0 (no cpu selecter) to number of cpu cores
; Use https://www.rapidtables.com/convert/number/binary-to-hex.html
; Enter number of CPU cores in Binary, then clic on Convert to get hes value
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games]
"Priority"=dword:00000002
"GPU Priority"=dword:00000002
"SFIO Priority"="Normal"
"Scheduling Category"="Medium"
"Affinity"=dword:00000000
"Background Only"="False"
"Background Priority"=-
"SFIO Rate"=-
"Latency Sensitive"=-
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
"Priority"=dword:00000002
"GPU Priority"=dword:00000002
"Scheduling Category"="Medium"
"SFIO Priority"="Normal"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000002
"Scheduling Category"="Medium"
"SFIO Priority"="Normal"
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
"Priority"=dword:00000002
"GPU Priority"=dword:00000002
"Scheduling Category"="Medium"
"SFIO Priority"="Normal"
; Decrease Maximum Pre-rendered Frames
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
"MaxPreRenderedFrames"=dword:00000003
; Prefetch
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
"EnablePrefetcher"=dword:00000003
"EnableSuperfetch"=dword:00000001
"EnableBoottrace"=dword:00000001
"SfTracingState"=dword:00000001
; QoS Management
; ------------------------------
[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000014
[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
"NonBestEffortLimit"=dword:00000014
; Nagles Algorithm
; ------------------------------
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{c3b7e123-e7e7-459d-ac7e-4c42d5ee7d10}]
"TcpNoDelay"=dword:00000000
"TcpAckFrequency"=dword:00000000
"TcpDelAckTicks"=dword:00000001
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSMQ\Parameters]
"TCPNoDelay"=dword:00000000

View File

@ -1,317 +0,0 @@
; 2024-12-01
; HIGH
;
; Credits:
; MaxFly Gaming + DudLeSarcleur (https://twitch.tv/maxflygaming, https://discord.gg/K3Q5264)
;
; Links:
; https://www.youtube.com/@MaxFlyGaming
; https://discord.gg/K3Q5264
; https://docs.cryengine.com/display/CRYAUTOGEN/Home
; https://youtu.be/8gt_f5oqhS0
; https://github.com/Isaard/Optimized-USER.cfg
; https://starcitizen.tools/Console_commands
; Changelog
; 2024-11-24 : first version
; 2024-12-01 : update with my new hardware specifications
; Star Citizen version
; 3.24.3-live.9423704
; Materials specifications
; Western Digital BLACK SN850X SSD 1 To PCIe Gen 4.0
; Intel Core i9-14900K 3.20 GHz / 6 GHz (24 coeurs, 32 threads, 8 P-core + 16 E-core)
; Kingston Fury Beast - 2 x 32 Go (64 Go) - DDR5 5600 MHz - CL36
; Gainward GeForce RTX 4080 SUPER Panther OC (16 Go GDDR6X)
; Current settings used here
; 16 Go Graphic card (r_TexturesStreamPoolSize)
; 1920 x 1080 (r_width, r_height)
; Fullscreen (r_Fullscreen)
; No VSynch (r_VSync)
; FOV 110 (cl_fov)
; Enables in-game console
Con_Restricted = 0
; Display modes available
;
; r_Fullscreen : Full screen
; r_FullscreenWindow : Windows in full screen
; r_BoarderlessWindow : Windowed mode
r_Fullscreen = 1
r_FullscreenWindow = 1
r_BoarderlessWindow = 1
; Video card memory
;
; 4096 = 4 Go
; 6144 = 6 Go
; 8192 = 8 Go
; 10240 = 10 Go
; 12288 = 12 Go
; 16384 = 16 Go
; 24576 = 24 Go
r_TexturesStreamPoolSize = 16384
; Turns V-Sync off
;
; (but can be removed if you want to use V-Sync for some reason)
r_VSync = 0
;
; Threading
;
; 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
; sys_physics_CPU : Specifies the physical CPU index physics will run on
; sys_streaming_CPU : Specifies the physical CPU file IO thread run on
; e_ParticlesThread : Enable particle threading
; ca_thread0Affinity : Affinity of first Animation Thread
; ca_thread1Affinity : Affinity of second Animation Thread
; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported)
ca_thread = 1
sys_job_system_enable = 1
sys_main_CPU = 1
sys_physics_CPU = 2
sys_streaming_CPU = 3
e_ParticlesThread = 4
ca_thread0Affinity = 5
ca_thread1Affinity = 6
r_WaterUpdateThread = 7
e_StatObjMergeUseThread = 8
sys_job_system_max_worker = 8
;
; Performance Settings
;
; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused
;
sys_maxIdleFps = 60
sys_limit_phys_thread_count = 0
sys_PakStreamCache = 1
sys_preload = 1
e_PreloadMaterials = 1
e_StatObjPreload = 1
r_TesselationPreTesselateOnGPU = 0
sys_cigprofile_json_enable_logging = 0
sys_rad3_enable_logging = 0
r_Log = 0
r_gpudevicetextureenabletracking = 0
r_gpumarkers = 0
r_ProfileGPU = 0
;
; Graphics Settings
;
; Individual Quality Tweaks
; 1-Low
; 2-Medium
; 3-High
; 4-Very High
sys_spec_Quality = 4
sys_spec_GameEffects = 4
sys_spec_Light = 4
sys_spec_ObjectDetail = 4
sys_spec_Particles = 4
sys_spec_Physics = 4
sys_spec_PostProcessing = 3
sys_spec_Shading = 4
sys_spec_Shadows = 4
sys_spec_Sound = 4
sys_spec_Texture = 4
sys_spec_TextureResolution = 4
sys_spec_VolumetricEffects = 1
sys_spec_Water = 3
; Individual Shader Tweaks
; 1-Low
; 2-Medium
; 3-High
; 4-Very High
q_Quality = 4
q_Renderer = 4
q_ShaderFX = 4
q_ShaderGeneral = 4
q_ShaderGlass = 4
q_ShaderHDR = 4
q_ShaderIce = 4
q_ShaderMetal = 4
q_ShaderPostProcess = 4
q_ShaderShadow = 4
q_ShaderSky = 4
q_ShaderTerrain = 4
q_ShaderVegetation = 4
q_ShaderWater = 4
q_ShaderParticle = 4
q_ShaderDecal = 4
; Texture Quality
r_TexturesStreamingDisableNoStreamDuringLoad = 1
r_TexturesStreamingResidencyEnabled = 1
r_TexturesStreamingResidencyTime = 30
r_TexturesStreamingResidencyThrottle = 0.6
r_DetailTextures = 1
r_TexMaxAnisotropy = 16
r_TexMinAnisotropy = 16
; Misc Settings
r_AntialiasingModeSCull = 1
deleter_DeferredShadingFilterGBuffer = 1
r_ssdoHalfRes = 1
r_SSAOQuality = 2
r_SSAODownscale = 1
e_ParticlesShadows = 0
r_ParticlesTessellation = 0
r_SSReflHalfRes = 1
r_CloudsUpdateAlways = 0
r_Batching = 0
e_DynamicLightsMaxCount = 16
r_PostProcessHUD3DCache = 0
; Visual Clarity
r_OpticsQuality = 3
r_HDREyeAdaptationMode = 0
r_HDREyeAdaptionFactor = 0
r_HDRRangeAdapt = 1
r_HDRRangeAdaptationSpeed = 1
r_HDREyeAdaptationSpeed = 1
r_Flares = 0
r_Beams = 3
r_GlowAnamorphicFlares = 0
r_PostProcessHUD3DGlowAmount = 0
r_PostProcessHUD3DShadowAmount = 0
hud_bobHud = 0
r_ColorGradingFilters = 0
r_ColorGradingLevels = 0
r_Sharpening = 1
e_ParticlesMotionBlur = 0
r_MotionBlurQuality = 0
r_Coronas = 0
; LOD and Draw Distance Improvements
e_DecalsLifeTimeScale = 2
e_TerrainOcclusionCullingMaxDist = 255
e_VegetationMinSize = 0.5
r_DrawNearZRange = 0.04
v_vehicle_quality = 4
e_Dissolve = 2
e_DissolveDistband = 2
;
; Refinements
;
; FPS
; sys_MaxFPS : Sets the max FPS
; 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
; It's very useful if someone can consistently reproduce a GPU crash
; They can enable this setting just before the crash occurs and then submit the error report
sys_MaxFPS = 99999
r_enable_full_gpu_sync = 0
; Video resolution
r_width = 1920
r_height = 1080
; FOV settings
cl_fov = 110
r_drawnearfov = 110
pl_movement.power_sprint_targetfov = 110
; Post-processing effect
; r_MotionBlur :
; 0 = Motion blur disabled
; 1 = Camera motion blur
; 2 = Camera and object motion blur
; 3 = Debug mode
r_MotionBlur = 0
r_ShadowBlur = 0
g_radialBlur = 0
r_AntialiasingMode = 0
r_colorgrading = 1
r_Gamma = 2
r_DepthOfField = 1
; Shading
; r_ssao : Reduces the effects of ambient occlusion
; r_ssdo : Screen Space Directional Occlusion
; 0 = Disabled
; 1 = Obscurance-based (very fast)
; 2 = Optimized horizon-based
; 3 = Reference horizon-based (very slow)
; r_FogShadows : Deactivates shadow effects
; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096
; e_gsmcache : Reduces refreshing of distant shadows
r_ssao = 0
r_ssdo = 2
r_FogShadows = 0
r_FogShadowsWater = 0
e_ShadowsMaxTexRes = 256
e_ShadowsResScale = 40
e_GsmCache = 0
r_GasCloudUpsample = 1
; Console display infos
; r_DisplayInfo
; 0 = Off
; 1 = Shows some basic information
; 2 = Shows additional info (Session, Shard ID, CPU load, etc) and everything above
; 3 = Shows additional info (RAM, VRAM usage, etc.) and everything above
; 4 = GPU Load stats and everything above
; Tessellation
; 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
e_Tessellation = 1
r_TessellationTriangleSize = 15
r_TessellationPreTesselateOnGPU = 2
; Lighting
; e_gl : Deactivates global illumination effects, which interact with individual objects to produce precise shadows, reflections and refractions
; r_ssreflections : Deactivates reflections
; r_HDRBrightLevel : Disables hazy HDR effects. Default = 0.
; r_HDRBloomRatio : Disables HDR bloom effects. Default = 0.15
e_gl = 1
e_GI = 1
e_GIMaxDistance = 50
r_SSReflections = 0
r_HDRBrightLevel = 0.6
r_HDRBloomRatio = 0.15
; Display distance
; Default Value: 4 (Low)
; 6 : Medium
; 20 : High
; 40 : Very High
; From =19 to =100, there are the most obvious changes. From =100 to =500 there is no visible change
e_LodRatio = 4
e_GsmLodsNum = 3
e_ViewDistRatio = 65
e_ViewDistRatioVegetation = 65
e_DynamicLightsMaxEntityLights = 65
;
; 1 = 100%
; 0.5 = 50%
e_TerrainLodRatio = 0.5
e_ViewDistRatioLights = 50
e_ViewDistRatioDetail = 50
e_MergedMeshesViewDistRatio = 50
e_MaxViewDistSpecLerp = 50
e_ShadowsCastViewDistRatio = 50
; Particulate Matter Management
e_ParticlesMaxScreenFill = 60
; Languages
g_language = french_(france)
g_languageAudio = english

View File

@ -1,317 +1,330 @@
; 2024-12-01
; MEDIUM
;
; Credits:
; MaxFly Gaming + DudLeSarcleur (https://twitch.tv/maxflygaming, https://discord.gg/K3Q5264)
;
; Links:
; https://www.youtube.com/@MaxFlyGaming
; https://discord.gg/K3Q5264
; https://docs.cryengine.com/display/CRYAUTOGEN/Home
; https://youtu.be/8gt_f5oqhS0
; https://github.com/Isaard/Optimized-USER.cfg
; https://starcitizen.tools/Console_commands
; Changelog
; 2024-11-24 : first version
; 2024-12-01 : update with my new hardware specifications
; Star Citizen version
; 3.24.3-live.9423704
; Materials specifications
; Western Digital BLACK SN850X SSD 1 To PCIe Gen 4.0
; Intel Core i9-14900K 3.20 GHz / 6 GHz (24 coeurs, 32 threads, 8 P-core + 16 E-core)
; Kingston Fury Beast - 2 x 32 Go (64 Go) - DDR5 5600 MHz - CL36
; Gainward GeForce RTX 4080 SUPER Panther OC (16 Go GDDR6X)
; Current settings used here
; 16 Go Graphic card (r_TexturesStreamPoolSize)
; 1920 x 1080 (r_width, r_height)
; Fullscreen (r_Fullscreen)
; No VSynch (r_VSync)
; FOV 110 (cl_fov)
; Enables in-game console
Con_Restricted = 0
; Display modes available
;
; r_Fullscreen : Full screen
; r_FullscreenWindow : Windows in full screen
; r_BoarderlessWindow : Windowed mode
r_Fullscreen = 1
r_FullscreenWindow = 1
r_BoarderlessWindow = 1
; Video card memory
;
; 4096 = 4 Go
; 6144 = 6 Go
; 8192 = 8 Go
; 10240 = 10 Go
; 12288 = 12 Go
; 16384 = 16 Go
; 24576 = 24 Go
r_TexturesStreamPoolSize = 16384
; Turns V-Sync off
;
; (but can be removed if you want to use V-Sync for some reason)
r_VSync = 0
;
; Threading
;
; 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
; sys_physics_CPU : Specifies the physical CPU index physics will run on
; sys_streaming_CPU : Specifies the physical CPU file IO thread run on
; e_ParticlesThread : Enable particle threading
; ca_thread0Affinity : Affinity of first Animation Thread
; ca_thread1Affinity : Affinity of second Animation Thread
; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported)
ca_thread = 1
sys_job_system_enable = 1
sys_main_CPU = 1
sys_physics_CPU = 2
sys_streaming_CPU = 3
e_ParticlesThread = 4
ca_thread0Affinity = 5
ca_thread1Affinity = 6
r_WaterUpdateThread = 7
e_StatObjMergeUseThread = 8
sys_job_system_max_worker = 8
;
; Performance Settings
;
; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused
;
sys_maxIdleFps = 60
sys_limit_phys_thread_count = 0
sys_PakStreamCache = 1
sys_preload = 1
e_PreloadMaterials = 1
e_StatObjPreload = 1
r_TesselationPreTesselateOnGPU = 0
sys_cigprofile_json_enable_logging = 0
sys_rad3_enable_logging = 0
r_Log = 0
r_gpudevicetextureenabletracking = 0
r_gpumarkers = 0
r_ProfileGPU = 0
;
; Graphics Settings
;
; Individual Quality Tweaks
; 1-Low
; 2-Medium
; 3-High
; 4-Very High
sys_spec_Quality = 3
sys_spec_GameEffects = 3
sys_spec_Light = 3
sys_spec_ObjectDetail = 4
sys_spec_Particles = 4
sys_spec_Physics = 4
sys_spec_PostProcessing = 1
sys_spec_Shading = 3
sys_spec_Shadows = 3
sys_spec_Sound = 4
sys_spec_Texture = 4
sys_spec_TextureResolution = 4
sys_spec_VolumetricEffects = 1
sys_spec_Water = 3
; Individual Shader Tweaks
; 1-Low
; 2-Medium
; 3-High
; 4-Very High
q_Quality = 3
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 3
q_ShaderPostProcess = 3
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
q_ShaderParticle = 3
q_ShaderDecal = 3
; Texture Quality
r_TexturesStreamingDisableNoStreamDuringLoad = 1
r_TexturesStreamingResidencyEnabled = 1
r_TexturesStreamingResidencyTime = 30
r_TexturesStreamingResidencyThrottle = 0.6
r_DetailTextures = 1
r_TexMaxAnisotropy = 16
r_TexMinAnisotropy = 16
; Misc Settings
r_AntialiasingModeSCull = 1
deleter_DeferredShadingFilterGBuffer = 1
r_ssdoHalfRes = 1
r_SSAOQuality = 2
r_SSAODownscale = 1
e_ParticlesShadows = 0
r_ParticlesTessellation = 0
r_SSReflHalfRes = 1
r_CloudsUpdateAlways = 0
r_Batching = 0
e_DynamicLightsMaxCount = 16
r_PostProcessHUD3DCache = 0
; Visual Clarity
r_OpticsQuality = 3
r_HDREyeAdaptationMode = 0
r_HDREyeAdaptionFactor = 0
r_HDRRangeAdapt = 1
r_HDRRangeAdaptationSpeed = 1
r_HDREyeAdaptationSpeed = 1
r_Flares = 0
r_Beams = 3
r_GlowAnamorphicFlares = 0
r_PostProcessHUD3DGlowAmount = 0
r_PostProcessHUD3DShadowAmount = 0
hud_bobHud = 0
r_ColorGradingFilters = 0
r_ColorGradingLevels = 0
r_Sharpening = 1
e_ParticlesMotionBlur = 0
r_MotionBlurQuality = 0
r_Coronas = 0
; LOD and Draw Distance Improvements
e_DecalsLifeTimeScale = 2
e_TerrainOcclusionCullingMaxDist = 255
e_VegetationMinSize = 0.5
r_DrawNearZRange = 0.04
v_vehicle_quality = 4
e_Dissolve = 2
e_DissolveDistband = 2
;
; Refinements
;
; FPS
; sys_MaxFPS : Sets the max FPS
; 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
; It's very useful if someone can consistently reproduce a GPU crash
; They can enable this setting just before the crash occurs and then submit the error report
sys_MaxFPS = 99999
r_enable_full_gpu_sync = 0
; Video resolution
r_width = 1920
r_height = 1080
; FOV settings
cl_fov = 110
r_drawnearfov = 110
pl_movement.power_sprint_targetfov = 110
; Post-processing effect
; r_MotionBlur :
; 0 = Motion blur disabled
; 1 = Camera motion blur
; 2 = Camera and object motion blur
; 3 = Debug mode
r_MotionBlur = 0
r_ShadowBlur = 0
g_radialBlur = 0
r_AntialiasingMode = 0
r_colorgrading = 1
r_Gamma = 2
r_DepthOfField = 1
; Shading
; r_ssao : Reduces the effects of ambient occlusion
; r_ssdo : Screen Space Directional Occlusion
; 0 = Disabled
; 1 = Obscurance-based (very fast)
; 2 = Optimized horizon-based
; 3 = Reference horizon-based (very slow)
; r_FogShadows : Deactivates shadow effects
; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096
; e_gsmcache : Reduces refreshing of distant shadows
r_ssdo = 0
r_ssao = 0
r_FogShadows = 0
r_FogShadowsWater = 0
e_ShadowsMaxTexRes = 256
e_ShadowsResScale = 40
e_GsmCache = 0
r_GasCloudUpsample = 1
; Console display infos
; r_DisplayInfo
; 0 = Off
; 1 = Shows some basic information
; 2 = Shows additional info (Session, Shard ID, CPU load, etc) and everything above
; 3 = Shows additional info (RAM, VRAM usage, etc.) and everything above
; 4 = GPU Load stats and everything above
; Tessellation
; 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
e_Tessellation = 1
r_TessellationTriangleSize = 15
r_TessellationPreTesselateOnGPU = 2
; Lighting
; e_gl : Deactivates global illumination effects, which interact with individual objects to produce precise shadows, reflections and refractions
; r_ssreflections : Deactivates reflections
; r_HDRBrightLevel : Disables hazy HDR effects. Default = 0.
; r_HDRBloomRatio : Disables HDR bloom effects. Default = 0.15
e_gl = 0
e_GI = 0
e_GIMaxDistance = 50
r_SSReflections = 0
r_HDRBrightLevel = 0.6
r_HDRBloomRatio = 0.15
; Display distance
; Default Value: 4 (Low)
; 6 : Medium
; 20 : High
; 40 : Very High
; From =19 to =100, there are the most obvious changes. From =100 to =500 there is no visible change
e_LodRatio = 4
e_GsmLodsNum = 3
e_ViewDistRatio = 65
e_ViewDistRatioVegetation = 65
e_DynamicLightsMaxEntityLights = 65
;
; 1 = 100%
; 0.5 = 50%
e_TerrainLodRatio = 0.5
e_ViewDistRatioLights = 50
e_ViewDistRatioDetail = 50
e_MergedMeshesViewDistRatio = 50
e_MaxViewDistSpecLerp = 50
e_ShadowsCastViewDistRatio = 50
; Particulate Matter Management
e_ParticlesMaxScreenFill = 60
; Languages
g_language = french_(france)
g_languageAudio = english
; 2025-01-12
;
; Credits:
; MaxFly Gaming + DudLeSarcleur (https://twitch.tv/maxflygaming, https://discord.gg/K3Q5264)
;
; Links:
; https://www.youtube.com/@MaxFlyGaming
; https://discord.gg/K3Q5264
; https://docs.cryengine.com/display/CRYAUTOGEN/Home
; https://youtu.be/8gt_f5oqhS0
; https://github.com/Isaard/Optimized-USER.cfg
; https://starcitizen.tools/Console_commands
; Changelog
; 2024-11-24 : first version
; 2024-12-01 : update with my new hardware specifications
; 2024-12-08 : add some console commands & tuning
; 2025-01-03 : settings updated
; Star Citizen version
; 3.24.3-live.9423704
; 4.0.0-live.9470730
; Materials specifications
; Western Digital BLACK SN850X SSD 1 To PCIe Gen 4.0
; Intel Core i9-14900K 3.20 GHz / 6 GHz (24 coeurs, 32 threads, 8 P-core + 16 E-core)
; Kingston Fury Beast - 2 x 32 Go (64 Go) - DDR5 5600 MHz - CL36
; Gainward GeForce RTX 4080 SUPER Panther OC (16 Go GDDR6X)
; Current settings used here
; 16 Go Graphic card (r_TexturesStreamPoolSize)
; 1920 x 1080 (r_width, r_height)
; Fullscreen (r_Fullscreen)
; No VSynch (r_VSync)
; FOV 110 (cl_fov)
; Console commands:
; r_DisplayInfo : : Toggles debugging information display
; 0 = Off
; 1 = Shows some basic information
; 2 = Shows additional info (Session, Shard ID, CPU load, etc) and everything above
; 3 = Shows additional info (RAM, VRAM usage, etc.) and everything above
; 4 = GPU Load stats and everything above
; r_displayFrameGraph : Show frames graph (help find the bottleneck)
; 1= Enabled
; 0= Disabled
; Disable display informations/debug by default
r_DisplayInfo = 0
r_DisplaySessionInfo = 0
r_displayFrameGraph = 0
; Enables in-game console
Con_Restricted = 0
; Display modes available
;
; r_Fullscreen : Full screen
; r_FullscreenWindow : Windows in full screen
; r_BoarderlessWindow : Windowed mode
r_FullscreenWindow = 1
r_BoarderlessWindow = 1
r_Fullscreen = 1
; Video card memory
;
; 4096 = 4 Go
; 6144 = 6 Go
; 8192 = 8 Go
; 10240 = 10 Go
; 12288 = 12 Go
; 16384 = 16 Go
; 24576 = 24 Go
r_TexturesStreamPoolSize = 16384
; Turns V-Sync off
;
; (but can be removed if you want to use V-Sync for some reason)
r_VSync = 0
;
; Threading
;
; 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
; sys_physics_CPU : Specifies the physical CPU index physics will run on
; sys_streaming_CPU : Specifies the physical CPU file IO thread run on
; e_ParticlesThread : Enable particle threading
; ca_thread0Affinity : Affinity of first Animation Thread
; ca_thread1Affinity : Affinity of second Animation Thread
; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported)
ca_thread = 1
sys_main_CPU = 1
sys_physics_CPU = 2
sys_streaming_CPU = 3
e_ParticlesThread = 4
ca_thread0Affinity = 5
ca_thread1Affinity = 6
r_WaterUpdateThread = 7
e_StatObjMergeUseThread = 8
sys_job_system_enable = 1
sys_job_system_max_worker = 8
;
; Performance Settings
;
; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused
;
sys_maxIdleFps = 60
sys_limit_phys_thread_count = 0
sys_PakStreamCache = 1
sys_preload = 1
e_PreloadMaterials = 1
e_StatObjPreload = 1
r_TesselationPreTesselateOnGPU = 0
sys_cigprofile_json_enable_logging = 0
sys_rad3_enable_logging = 0
r_Log = 0
r_gpudevicetextureenabletracking = 0
r_gpumarkers = 0
r_ProfileGPU = 0
;
; Graphics Settings
;
; Individual Quality Tweaks
; 1-Low
; 2-Medium
; 3-High
; 4-Very High
sys_spec_Quality = 3
sys_spec_GameEffects = 3
sys_spec_Light = 3
sys_spec_ObjectDetail = 4
sys_spec_Particles = 4
sys_spec_Physics = 4
sys_spec_PostProcessing = 1
sys_spec_Shading = 3
sys_spec_Shadows = 3
sys_spec_Sound = 4
sys_spec_Texture = 4
sys_spec_TextureResolution = 4
sys_spec_VolumetricEffects = 1
sys_spec_Water = 3
; Individual Shader Tweaks
; 1-Low
; 2-Medium
; 3-High
; 4-Very High
q_Quality = 3
q_Renderer = 3
q_ShaderFX = 3
q_ShaderGeneral = 3
q_ShaderGlass = 3
q_ShaderHDR = 3
q_ShaderIce = 3
q_ShaderMetal = 3
q_ShaderPostProcess = 3
q_ShaderShadow = 3
q_ShaderSky = 3
q_ShaderTerrain = 3
q_ShaderVegetation = 3
q_ShaderWater = 3
q_ShaderParticle = 3
q_ShaderDecal = 3
; Texture Quality
r_TexturesStreamingDisableNoStreamDuringLoad = 1
r_TexturesStreamingResidencyEnabled = 1
r_TexturesStreamingResidencyTime = 30
r_TexturesStreamingResidencyThrottle = 0.6
r_DetailTextures = 1
r_TexMaxAnisotropy = 16
r_TexMinAnisotropy = 16
; Misc Settings
r_AntialiasingModeSCull = 1
deleter_DeferredShadingFilterGBuffer = 1
r_ssdoHalfRes = 1
r_SSAOQuality = 2
r_SSAODownscale = 1
e_ParticlesShadows = 0
r_ParticlesTessellation = 0
r_SSReflHalfRes = 1
r_CloudsUpdateAlways = 0
r_Batching = 0
e_DynamicLightsMaxCount = 16
r_PostProcessHUD3DCache = 0
; Visual Clarity
r_OpticsQuality = 3
r_HDREyeAdaptationMode = 0
r_HDREyeAdaptionFactor = 0
r_HDRRangeAdapt = 1
r_HDRRangeAdaptationSpeed = 1
r_HDREyeAdaptationSpeed = 1
r_Flares = 0
r_Beams = 3
r_GlowAnamorphicFlares = 0
r_PostProcessHUD3DGlowAmount = 0
r_PostProcessHUD3DShadowAmount = 0
hud_bobHud = 0
r_ColorGradingFilters = 0
r_ColorGradingLevels = 0
r_Sharpening = 1
e_ParticlesMotionBlur = 0
r_MotionBlurQuality = 0
r_Coronas = 0
; LOD and Draw Distance Improvements
e_DecalsLifeTimeScale = 2
e_TerrainOcclusionCullingMaxDist = 255
e_VegetationMinSize = 0.5
r_DrawNearZRange = 0.04
v_vehicle_quality = 4
e_Dissolve = 2
e_DissolveDistband = 2
;
; Refinements
;
; FPS
; sys_MaxFPS : Sets the max FPS
; 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
; It's very useful if someone can consistently reproduce a GPU crash
; They can enable this setting just before the crash occurs and then submit the error report
sys_MaxFPS = 99999
r_enable_full_gpu_sync = 0
; Video resolution
r_width = 1920
r_height = 1080
; FOV settings
cl_fov = 110
r_drawnearfov = 110
pl_movement.power_sprint_targetfov = 110
; Post-processing effect
; r_MotionBlur :
; 0 = Motion blur disabled
; 1 = Camera motion blur
; 2 = Camera and object motion blur
; 3 = Debug mode
r_MotionBlur = 0
r_ShadowBlur = 0
g_radialBlur = 0
r_AntialiasingMode = 1
r_colorgrading = 1
r_Gamma = 2
r_DepthOfField = 1
; Shading
; r_ssao : Reduces the effects of ambient occlusion
; r_ssdo : Screen Space Directional Occlusion
; 0 = Disabled
; 1 = Obscurance-based (very fast)
; 2 = Optimized horizon-based
; 3 = Reference horizon-based (very slow)
; r_FogShadows : Deactivates shadow effects
; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096
; e_gsmcache : Reduces refreshing of distant shadows
r_ssao = 1
r_ssdo = 1
r_FogShadows = 1
r_FogShadowsWater = 1
e_ShadowsMaxTexRes = 256
e_ShadowsResScale = 40
e_GsmCache = 1
r_GasCloudUpsample = 1
; Tessellation
; 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
e_Tessellation = 1
r_TessellationTriangleSize = 15
r_TessellationPreTesselateOnGPU = 2
; Lighting
; e_gl : Deactivates global illumination effects, which interact with individual objects to produce precise shadows, reflections and refractions
; r_ssreflections : Deactivates reflections
; r_HDRBrightLevel : Disables hazy HDR effects. Default = 0.
; r_HDRBloomRatio : Disables HDR bloom effects. Default = 0.15
e_gl = 1
e_GI = 1
e_GIMaxDistance = 50
r_SSReflections = 0
r_HDRBrightLevel = 0.6
r_HDRBloomRatio = 0.15
; Display distance
; Default Value: 4 (Low)
; 6 : Medium
; 20 : High
; 40 : Very High
; From =19 to =100, there are the most obvious changes. From =100 to =500 there is no visible change
e_LodRatio = 4
e_GsmLodsNum = 3
e_ViewDistRatio = 65
e_ViewDistRatioVegetation = 65
e_DynamicLightsMaxEntityLights = 65
;
; 1 = 100%
; 0.5 = 50%
e_TerrainLodRatio = 0.5
e_ViewDistRatioLights = 50
e_ViewDistRatioDetail = 50
e_MergedMeshesViewDistRatio = 50
e_MaxViewDistSpecLerp = 50
e_ShadowsCastViewDistRatio = 50
; Particulate Matter Management
e_ParticlesMaxScreenFill = 60
; Languages
;g_language = french_(france)
;g_languageAudio = english