Mise à jour des fichiers et précisions dans la doc
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README.md
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README.md
@ -4,6 +4,11 @@ Configuration et optimisation pour le jeu Star Citizen.
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Voir l'article suivant: https://infos.zogg.fr/optimisation-star-citizen/
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Voir l'article suivant: https://infos.zogg.fr/optimisation-star-citizen/
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Version de Star Citizen testés :
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* 3.24.3-live.9423704
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* 4.0.0-live.9470730
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## Attention
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## Attention
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Ces modifications sont valables mais peuvent causer des défaillances du jeu ou de Windows.
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Ces modifications sont valables mais peuvent causer des défaillances du jeu ou de Windows.
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@ -12,15 +17,21 @@ Elles nécessitent une connaissance approfondie de Windows, la base de registre
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## Fichiers disponibles
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## Fichiers disponibles
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### StarCitizen Windows Gaming.reg
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### StarCitizenWindowsGaming.reg
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Optimisations liées à la base de registre de Windows.
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Optimisations liées à la base de registre de Windows.
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*!!! Les modifications apportées par ce fichier sont à faire en toute connaissance de cause.*
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*!!! Les modifications apportées par ce fichier sont à faire en toute connaissance de cause.*
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### StarCitizenWindowsGamingUndo.reg
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Il s'agit du fichier permettant l'annulation quasi complète des modifications apportés par **StarCitizenWindowsGaming.reg**.
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*!!! Toutefois, il est possible que certaines annulations de modifications soient incomplètes.*
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### USER.cfg
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### USER.cfg
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Optimisation du jeux à placer dans le dossier d'installation (..._StarCitizen\LIVE).
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Optimisation du jeux à placer dans le dossier d'installation (StarCitizen\LIVE ou StarCitizen\4.0_PREVIEW).
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*En cas de problèmes, vous pouvez renommer ou supprimer simplement ce fichier.*
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*En cas de problèmes, vous pouvez renommer ou supprimer simplement ce fichier.*
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@ -28,3 +39,4 @@ Optimisation du jeux à placer dans le dossier d'installation (..._StarCitizen\L
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## Changelog
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## Changelog
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### 2024-11-24 : première version des fichiers
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### 2024-11-24 : première version des fichiers
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### 2025-01-12 : corrections/simplification des fichiers et précisions dans la documentation
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@ -1,191 +0,0 @@
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Windows Registry Editor Version 5.00
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;
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; 2024-11-23
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;
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; *** **************************************************
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; USE AT YOUR OWN RISK!
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; *** **************************************************
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; *** **************************************************
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; *** Star Citizen
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; *** **************************************************
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; CPU priority
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; ------------------------------
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; Values allowed:
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; Low: 00000001
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; Normal: 00000002
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; High: 00000003
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; Below Normal: 00000005
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; Above Normal: 00000006
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe\PerfOptions]
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"CpuPriorityClass"=dword:00000003
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; *** **************************************************
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; *** Windows
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; *** **************************************************
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; CPU Core Parking
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; ------------------------------
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; CPU Parking is a low-power sleep state (C6) supported by most modern processors and operating systems.
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; It dynamically disables CPU cores in an effort to conserve power when idle.
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; Unfortunately, this power saving comes at a price: Latency when CPUs need unparked to execute code.
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; Empirical evidence shows that disabling CPU core parking can make a tangible improvement in system performance.
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; There are many factors that will determine precisely how effective it will be for a given situation.
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; However, generally, Windows is too aggressive in its core parking, resulting in high latency during bursting CPU loads,
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; stemming from the overhead of having to unpark CPU cores.
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; Since bursting CPU loads are the most common type for many workloads, core parking can be a substantial drag on system performance and responsiveness.
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
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"Attributes"=dword:0000000
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; Power Throttling
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; ------------------------------
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; This strategy parameter is used to disable power limiting.
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; If you enable this policy setting, power limiting will be disabled.
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; If you disable or do not configure this policy setting, users control this parameter.
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; ------------------------------
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; Values allowed:
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; Enabled: 00000000
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; Disabled: 00000001
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
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"PowerThrottlingOff"=dword:00000001
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; System Responsiveness
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; ------------------------------
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; Means how many % are not used (saved) for low-priority/background tasks.
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; It's 20% by Default.
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; The values which can't be divided by 10 are rounded up to the nearest multiple of 10.
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; A value of 0 is treated as 10, 1 is also 10 etc.
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
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"SystemResponsiveness"=dword:00000001
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; Network Throttling Index
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; ------------------------------
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; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
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; ------------------------------
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; Values:
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: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
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"NetworkThrottlingIndex"=dword:ffffffff
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; Gaming tuning
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; ------------------------------
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; Values allowed:
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; Priority: 1 (low) to 8 (high)
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; Affinity: 0 (no cpu selecter) to number of cpu cores
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; Use https://www.rapidtables.com/convert/number/binary-to-hex.html
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; Enter number of CPU cores in Binary, then clic on Convert to get hes value
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games]
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"Priority"=dword:00000008
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"Affinity"=dword:0000ffff
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"Background Only"="False"
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"Background Priority"=dword:00000001
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"GPU Priority"=dword:00000012
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"Scheduling Category"="High"
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"SFIO Priority"="High"
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"SFIO Rate"=dword:00000004
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"Latency Sensitive"="True"
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
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"Priority"=dword:00000002
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"GPU Priority"=dword:00000008
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"Scheduling Category"="High"
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"SFIO Priority"="High"
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
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"Priority"=dword:00000002
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"GPU Priority"=dword:00000001
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"Scheduling Category"="Medium"
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"SFIO Priority"="High"
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
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"Priority"=dword:00000002
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"GPU Priority"=dword:00000001
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"Scheduling Category"="High"
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"SFIO Priority"="High"
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; Decrease Maximum Pre-rendered Frames
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; ------------------------------
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; The Max Pre-rendered Frames setting controls the size of the flip queue.
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; 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.
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; 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.)
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; 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.
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; A large queue would buffer against frame rate inconsistencies due to the CPU not being on time but would add latency since
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; the command buffers sent to the GPU process are "old" vs what is being simulated by the game.
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; small queue would have low latency but if the CPU fails to keep up, the GPU won't have anything to process and
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; will idle until the command buffer arrives (late) resulting in stutter.
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; 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.
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; ------------------------------
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; Values allowed:
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; Default: 3
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; Minimum: 1
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
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"MaxPreRenderedFrames"=dword:00000003
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; Prefetch
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; ------------------------------
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; 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.
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; SuperFetch is an algorithm that automatically loads the most frequently used programs into memory for faster access.
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; However, this algorithm constantly writes to the same place on your SSD and offers no improvements.
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; So you need to disable it.
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; ------------------------------
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; Values allowed:
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; EnablePrefetcher / EnableSuperfetch:
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; Disabled: 0
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; Applications: 1
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; Boot: 2
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; Applications & Boot: 3
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; EnableBoottrace:
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; Enabled: 1
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; Disabled: 0
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
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"EnablePrefetcher"=dword:00000003
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"EnableSuperfetch"=dword:00000001
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"EnableBoottrace"=dword:00000001
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"SfTracingState"=dword:00000001
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; QoS Management
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; ------------------------------
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; Windows Operating System will reserve a fixed percentage of 80% of the total Internet bandwidth for the QoS ie: Quality of Service.
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; This will be used for Windows Updates, Program Updates etc etc.
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; 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.
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; ------------------------------
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; Values allowed:
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; Enter a hexadecimal value indicating the reservation percentage QoS.
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
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"NonBestEffortLimit"=dword:00000000
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[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
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"NonBestEffortLimit"=dword:00000000
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; Nagle’s Algorithm
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; ------------------------------
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; Nagle’s algorithm combines several small packets into a single, larger packet for more efficient transmissions.
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; This is designed to improve throughput efficiency of data transmission.
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; Disabling “nagling” can help reduce latency/ping in some games.
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; Nagle’s algorithm is enabled in Windows by default.
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; ------------------------------
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; Values allowed:
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; TcpAckFrequency: 1 to disable "nagling" for gaming.
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; TCPNoDelay: 1 to disable "nagling"
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; TcpDelAckTicks: 0 to disable "nagling"
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; ------------------------------
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[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{c3b7e123-e7e7-459d-ac7e-4c42d5ee7d10}]
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"TcpNoDelay"=dword:00000001
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"TcpAckFrequency"=dword:00000001
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"TcpDelAckTicks"=dword:00000000
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSMQ\Parameters]
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"TCPNoDelay"=dword:00000001
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@ -1,191 +1,197 @@
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Windows Registry Editor Version 5.00
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Windows Registry Editor Version 5.00
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;
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;
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; 2024-11-26
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; 2025-01-12
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;
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;
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; *** **************************************************
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; Star Citizen version
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; USE AT YOUR OWN RISK!
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; 3.24.3-live.9423704
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; *** **************************************************
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; 4.0.0-live.9470730
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; *** **************************************************
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; *** **************************************************
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; *** Star Citizen
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; USE AT YOUR OWN RISK!
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; *** **************************************************
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; *** **************************************************
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; CPU priority
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; ------------------------------
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; Values allowed:
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; *** **************************************************
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; Low: 00000001
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; *** Star Citizen
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; Normal: 00000002
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; *** **************************************************
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; High: 00000003
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; Below Normal: 00000005
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; CPU priority
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; Above Normal: 00000006
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; ------------------------------
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; ------------------------------
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; Values allowed:
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe\PerfOptions]
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; Low: 00000001
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"CpuPriorityClass"=dword:00000003
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; Normal: 00000002
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; High: 00000003
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; Below Normal: 00000005
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; Above Normal: 00000006
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; *** **************************************************
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; ------------------------------
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; *** Windows
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[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe\PerfOptions]
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; *** **************************************************
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"CpuPriorityClass"=dword:00000003
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; CPU Core Parking
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; ------------------------------
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; CPU Parking is a low-power sleep state (C6) supported by most modern processors and operating systems.
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; *** **************************************************
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; It dynamically disables CPU cores in an effort to conserve power when idle.
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; *** Windows
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||||||
; Unfortunately, this power saving comes at a price: Latency when CPUs need unparked to execute code.
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; *** **************************************************
|
||||||
; Empirical evidence shows that disabling CPU core parking can make a tangible improvement in system performance.
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|
||||||
; There are many factors that will determine precisely how effective it will be for a given situation.
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; CPU Core Parking
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||||||
; 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.
|
; CPU Parking is a low-power sleep state (C6) supported by most modern processors and operating systems.
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||||||
; Since bursting CPU loads are the most common type for many workloads, core parking can be a substantial drag on system performance and responsiveness.
|
; It dynamically disables CPU cores in an effort to conserve power when idle.
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; ------------------------------
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; Unfortunately, this power saving comes at a price: Latency when CPUs need unparked to execute code.
|
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[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
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; Empirical evidence shows that disabling CPU core parking can make a tangible improvement in system performance.
|
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"Attributes"=dword:0000000
|
; There are many factors that will determine precisely how effective it will be for a given situation.
|
||||||
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; However, generally, Windows is too aggressive in its core parking, resulting in high latency during bursting CPU loads,
|
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; Power Throttling
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; stemming from the overhead of having to unpark CPU cores.
|
||||||
; ------------------------------
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; Since bursting CPU loads are the most common type for many workloads, core parking can be a substantial drag on system performance and responsiveness.
|
||||||
; This strategy parameter is used to disable power limiting.
|
; ------------------------------
|
||||||
; If you enable this policy setting, power limiting will be disabled.
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[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
|
||||||
; If you disable or do not configure this policy setting, users control this parameter.
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"Attributes"=dword:0000000
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||||||
; ------------------------------
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||||||
; Values allowed:
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; Power Throttling
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; Enabled: 00000000
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; ------------------------------
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||||||
; Disabled: 00000001
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; This strategy parameter is used to disable power limiting.
|
||||||
; ------------------------------
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; If you enable this policy setting, power limiting will be disabled.
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[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
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; If you disable or do not configure this policy setting, users control this parameter.
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"PowerThrottlingOff"=dword:00000001
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; ------------------------------
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; Values allowed:
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; System Responsiveness
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; Enabled: 00000000
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; ------------------------------
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; Disabled: 00000001
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; Means how many % are not used (saved) for low-priority/background tasks.
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; ------------------------------
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||||||
; It's 20% by Default.
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[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
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; The values which can't be divided by 10 are rounded up to the nearest multiple of 10.
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"PowerThrottlingOff"=dword:00000001
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||||||
; A value of 0 is treated as 10, 1 is also 10 etc.
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|
||||||
; ------------------------------
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; System Responsiveness
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
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; ------------------------------
|
||||||
"SystemResponsiveness"=dword:00000001
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; Means how many % are not used (saved) for low-priority/background tasks.
|
||||||
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; It's 20% by Default.
|
||||||
; Network Throttling Index
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; 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.
|
||||||
; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
|
; ------------------------------
|
||||||
; ------------------------------
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
|
||||||
; Values:
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"SystemResponsiveness"=dword:00000001
|
||||||
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
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|
||||||
; ------------------------------
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; Network Throttling Index
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
|
; ------------------------------
|
||||||
"NetworkThrottlingIndex"=dword:ffffffff
|
; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
|
||||||
|
; ------------------------------
|
||||||
; Gaming tuning
|
; Values:
|
||||||
; ------------------------------
|
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
|
||||||
; Values allowed:
|
; ------------------------------
|
||||||
; Priority: 1 (low) to 8 (high)
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
|
||||||
; Affinity: 0 (no cpu selecter) to number of cpu cores
|
"NetworkThrottlingIndex"=dword:ffffffff
|
||||||
; 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
|
; Gaming tuning
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games]
|
; Values allowed:
|
||||||
"Priority"=dword:00000008
|
; Priority: 1 (low) to 8 (high)
|
||||||
"GPU Priority"=dword:00000012
|
; Affinity: 0 (no cpu selecter) to number of cpu cores
|
||||||
"Affinity"=dword:00000000
|
; Use https://www.rapidtables.com/convert/number/binary-to-hex.html
|
||||||
"Background Only"="False"
|
; Enter number of CPU cores in Binary, then clic on Convert to get hes value
|
||||||
"Background Priority"=dword:00000001
|
; ------------------------------
|
||||||
"Scheduling Category"="High"
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games]
|
||||||
"SFIO Priority"="High"
|
"Priority"=dword:00000008
|
||||||
"SFIO Rate"=dword:00000004
|
"GPU Priority"=dword:00000012
|
||||||
"Latency Sensitive"="True"
|
"Affinity"=dword:00000000
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
|
"Background Only"="False"
|
||||||
"Priority"=dword:00000002
|
"Background Priority"=dword:00000001
|
||||||
"GPU Priority"=dword:00000008
|
"Scheduling Category"="High"
|
||||||
"Scheduling Category"="High"
|
"SFIO Priority"="High"
|
||||||
"SFIO Priority"="High"
|
"SFIO Rate"=dword:00000004
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
|
"Latency Sensitive"="True"
|
||||||
"Priority"=dword:00000002
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
|
||||||
"GPU Priority"=dword:00000001
|
"Priority"=dword:00000002
|
||||||
"Scheduling Category"="Medium"
|
"GPU Priority"=dword:00000008
|
||||||
"SFIO Priority"="High"
|
"Scheduling Category"="High"
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
|
"SFIO Priority"="High"
|
||||||
"Priority"=dword:00000002
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
|
||||||
"GPU Priority"=dword:00000001
|
"Priority"=dword:00000002
|
||||||
"Scheduling Category"="High"
|
"GPU Priority"=dword:00000001
|
||||||
"SFIO Priority"="High"
|
"Scheduling Category"="Medium"
|
||||||
|
"SFIO Priority"="High"
|
||||||
; Decrease Maximum Pre-rendered Frames
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
|
||||||
; ------------------------------
|
"Priority"=dword:00000002
|
||||||
; The Max Pre-rendered Frames setting controls the size of the flip queue.
|
"GPU Priority"=dword:00000001
|
||||||
; 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.
|
"Scheduling Category"="High"
|
||||||
; 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.)
|
"SFIO Priority"="High"
|
||||||
; 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
|
; Decrease Maximum Pre-rendered Frames
|
||||||
; 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
|
; The Max Pre-rendered Frames setting controls the size of the flip queue.
|
||||||
; will idle until the command buffer arrives (late) resulting in stutter.
|
; 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.
|
||||||
; 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.
|
; 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.
|
||||||
; Values allowed:
|
; A large queue would buffer against frame rate inconsistencies due to the CPU not being on time but would add latency since
|
||||||
; Default: 3
|
; the command buffers sent to the GPU process are "old" vs what is being simulated by the game.
|
||||||
; Minimum: 1
|
; 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.
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
|
; 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.
|
||||||
"MaxPreRenderedFrames"=dword:00000001
|
; ------------------------------
|
||||||
|
; Values allowed:
|
||||||
; Prefetch
|
; Default: 3
|
||||||
; ------------------------------
|
; Minimum: 1
|
||||||
; 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.
|
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
|
||||||
; However, this algorithm constantly writes to the same place on your SSD and offers no improvements.
|
"MaxPreRenderedFrames"=dword:00000001
|
||||||
; So you need to disable it.
|
|
||||||
; ------------------------------
|
; Prefetch
|
||||||
; Values allowed:
|
; ------------------------------
|
||||||
; EnablePrefetcher / EnableSuperfetch:
|
; 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.
|
||||||
; Disabled: 0
|
; SuperFetch is an algorithm that automatically loads the most frequently used programs into memory for faster access.
|
||||||
; Applications: 1
|
; However, this algorithm constantly writes to the same place on your SSD and offers no improvements.
|
||||||
; Boot: 2
|
; So you need to disable it.
|
||||||
; Applications & Boot: 3
|
; ------------------------------
|
||||||
; EnableBoottrace:
|
; Values allowed:
|
||||||
; Enabled: 1
|
; EnablePrefetcher / EnableSuperfetch:
|
||||||
; Disabled: 0
|
; Disabled: 0
|
||||||
; ------------------------------
|
; Applications: 1
|
||||||
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
|
; Boot: 2
|
||||||
"EnablePrefetcher"=dword:00000000
|
; Applications & Boot: 3
|
||||||
"EnableSuperfetch"=dword:00000000
|
; EnableBoottrace:
|
||||||
"EnableBoottrace"=dword:00000000
|
; Enabled: 1
|
||||||
"SfTracingState"=dword:00000000
|
; Disabled: 0
|
||||||
|
; ------------------------------
|
||||||
; QoS Management
|
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
|
||||||
; ------------------------------
|
"EnablePrefetcher"=dword:00000000
|
||||||
; Windows Operating System will reserve a fixed percentage of 80% of the total Internet bandwidth for the QoS ie: Quality of Service.
|
"EnableSuperfetch"=dword:00000000
|
||||||
; This will be used for Windows Updates, Program Updates etc etc.
|
"EnableBoottrace"=dword:00000000
|
||||||
; 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.
|
"SfTracingState"=dword:00000000
|
||||||
; ------------------------------
|
|
||||||
; Values allowed:
|
; QoS Management
|
||||||
; Enter a hexadecimal value indicating the reservation percentage QoS.
|
; ------------------------------
|
||||||
; ------------------------------
|
; Windows Operating System will reserve a fixed percentage of 80% of the total Internet bandwidth for the QoS ie: Quality of Service.
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
|
; This will be used for Windows Updates, Program Updates etc etc.
|
||||||
"NonBestEffortLimit"=dword:00000000
|
; 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.
|
||||||
[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
|
; ------------------------------
|
||||||
"NonBestEffortLimit"=dword:00000000
|
; Values allowed:
|
||||||
|
; Enter a hexadecimal value indicating the reservation percentage QoS.
|
||||||
; Nagle’s Algorithm
|
; ------------------------------
|
||||||
; ------------------------------
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
|
||||||
; Nagle’s algorithm combines several small packets into a single, larger packet for more efficient transmissions.
|
"NonBestEffortLimit"=dword:00000000
|
||||||
; This is designed to improve throughput efficiency of data transmission.
|
[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
|
||||||
; Disabling “nagling” can help reduce latency/ping in some games.
|
"NonBestEffortLimit"=dword:00000000
|
||||||
; Nagle’s algorithm is enabled in Windows by default.
|
|
||||||
; ------------------------------
|
; Nagle’s Algorithm
|
||||||
; Values allowed:
|
; ------------------------------
|
||||||
; TcpAckFrequency: 1 to disable "nagling" for gaming.
|
; Nagle’s algorithm combines several small packets into a single, larger packet for more efficient transmissions.
|
||||||
; TCPNoDelay: 1 to disable "nagling"
|
; This is designed to improve throughput efficiency of data transmission.
|
||||||
; TcpDelAckTicks: 0 to disable "nagling"
|
; Disabling “nagling” can help reduce latency/ping in some games.
|
||||||
; ------------------------------
|
; Nagle’s algorithm is enabled in Windows by default.
|
||||||
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{c3b7e123-e7e7-459d-ac7e-4c42d5ee7d10}]
|
; ------------------------------
|
||||||
"TcpNoDelay"=dword:00000001
|
; Values allowed:
|
||||||
"TcpAckFrequency"=dword:00000001
|
; TcpAckFrequency: 1 to disable "nagling" for gaming.
|
||||||
"TcpDelAckTicks"=dword:00000000
|
; TCPNoDelay: 1 to disable "nagling"
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSMQ\Parameters]
|
; TcpDelAckTicks: 0 to disable "nagling"
|
||||||
"TCPNoDelay"=dword:00000001
|
; ------------------------------
|
||||||
|
[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
|
@ -1,115 +1,115 @@
|
|||||||
Windows Registry Editor Version 5.00
|
Windows Registry Editor Version 5.00
|
||||||
|
|
||||||
;
|
;
|
||||||
; 2024-11-26
|
; 2025-01-12
|
||||||
;
|
;
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
; *** **************************************************
|
; *** **************************************************
|
||||||
; USE AT YOUR OWN RISK!
|
; USE AT YOUR OWN RISK!
|
||||||
; *** **************************************************
|
; *** **************************************************
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
; *** **************************************************
|
; *** **************************************************
|
||||||
; *** Star Citizen
|
; *** Star Citizen
|
||||||
; *** **************************************************
|
; *** **************************************************
|
||||||
|
|
||||||
; CPU priority
|
; CPU priority
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
[-HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe]
|
[-HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe]
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
; *** **************************************************
|
; *** **************************************************
|
||||||
; *** Windows
|
; *** Windows
|
||||||
; *** **************************************************
|
; *** **************************************************
|
||||||
|
|
||||||
; CPU Core Parking
|
; CPU Core Parking
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
|
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583]
|
||||||
"Attributes"=dword:0000001
|
"Attributes"=dword:0000001
|
||||||
|
|
||||||
; Power Throttling
|
; Power Throttling
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
|
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
|
||||||
"PowerThrottlingOff"=dword:00000000
|
"PowerThrottlingOff"=dword:00000000
|
||||||
|
|
||||||
; System Responsiveness
|
; System Responsiveness
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
|
||||||
"SystemResponsiveness"=dword:00000014
|
"SystemResponsiveness"=dword:00000014
|
||||||
|
|
||||||
; Network Throttling Index
|
; Network Throttling Index
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
|
; Determines how much % of the connection stays "in reserve" in certain media-related scenarios.
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
; Values:
|
; Values:
|
||||||
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
|
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
;[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
|
;[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile]
|
||||||
"NetworkThrottlingIndex"=dword:0000000A
|
"NetworkThrottlingIndex"=dword:0000000A
|
||||||
|
|
||||||
; Gaming tuning
|
; Gaming tuning
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
; Values allowed:
|
; Values allowed:
|
||||||
; Priority: 1 (low) to 8 (high)
|
; Priority: 1 (low) to 8 (high)
|
||||||
; Affinity: 0 (no cpu selecter) to number of cpu cores
|
; Affinity: 0 (no cpu selecter) to number of cpu cores
|
||||||
; Use https://www.rapidtables.com/convert/number/binary-to-hex.html
|
; 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
|
; 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]
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Games]
|
||||||
"Priority"=dword:00000002
|
"Priority"=dword:00000002
|
||||||
"GPU Priority"=dword:00000002
|
"GPU Priority"=dword:00000002
|
||||||
"SFIO Priority"="Normal"
|
"SFIO Priority"="Normal"
|
||||||
"Scheduling Category"="Medium"
|
"Scheduling Category"="Medium"
|
||||||
"Affinity"=dword:00000000
|
"Affinity"=dword:00000000
|
||||||
"Background Only"="False"
|
"Background Only"="False"
|
||||||
"Background Priority"=-
|
"Background Priority"=-
|
||||||
"SFIO Rate"=-
|
"SFIO Rate"=-
|
||||||
"Latency Sensitive"=-
|
"Latency Sensitive"=-
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\DisplayPostProcessing]
|
||||||
"Priority"=dword:00000002
|
"Priority"=dword:00000002
|
||||||
"GPU Priority"=dword:00000002
|
"GPU Priority"=dword:00000002
|
||||||
"Scheduling Category"="Medium"
|
"Scheduling Category"="Medium"
|
||||||
"SFIO Priority"="Normal"
|
"SFIO Priority"="Normal"
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Audio]
|
||||||
"Priority"=dword:00000002
|
"Priority"=dword:00000002
|
||||||
"GPU Priority"=dword:00000002
|
"GPU Priority"=dword:00000002
|
||||||
"Scheduling Category"="Medium"
|
"Scheduling Category"="Medium"
|
||||||
"SFIO Priority"="Normal"
|
"SFIO Priority"="Normal"
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile\Tasks\Pro Audio]
|
||||||
"Priority"=dword:00000002
|
"Priority"=dword:00000002
|
||||||
"GPU Priority"=dword:00000002
|
"GPU Priority"=dword:00000002
|
||||||
"Scheduling Category"="Medium"
|
"Scheduling Category"="Medium"
|
||||||
"SFIO Priority"="Normal"
|
"SFIO Priority"="Normal"
|
||||||
|
|
||||||
; Decrease Maximum Pre-rendered Frames
|
; Decrease Maximum Pre-rendered Frames
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
|
[HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\Microsoft\Direct3D]
|
||||||
"MaxPreRenderedFrames"=dword:00000003
|
"MaxPreRenderedFrames"=dword:00000003
|
||||||
|
|
||||||
; Prefetch
|
; Prefetch
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
|
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Memory Management\PrefetchParameters]
|
||||||
"EnablePrefetcher"=dword:00000003
|
"EnablePrefetcher"=dword:00000003
|
||||||
"EnableSuperfetch"=dword:00000001
|
"EnableSuperfetch"=dword:00000001
|
||||||
"EnableBoottrace"=dword:00000001
|
"EnableBoottrace"=dword:00000001
|
||||||
"SfTracingState"=dword:00000001
|
"SfTracingState"=dword:00000001
|
||||||
|
|
||||||
; QoS Management
|
; QoS Management
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
|
||||||
"NonBestEffortLimit"=dword:00000014
|
"NonBestEffortLimit"=dword:00000014
|
||||||
[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
|
[HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Group Policy Objects\LocalMachine\Software\Policies\Microsoft\Windows\Psched]
|
||||||
"NonBestEffortLimit"=dword:00000014
|
"NonBestEffortLimit"=dword:00000014
|
||||||
|
|
||||||
; Nagle’s Algorithm
|
; Nagle’s Algorithm
|
||||||
; ------------------------------
|
; ------------------------------
|
||||||
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{c3b7e123-e7e7-459d-ac7e-4c42d5ee7d10}]
|
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Services\Tcpip\Parameters\Interfaces\{c3b7e123-e7e7-459d-ac7e-4c42d5ee7d10}]
|
||||||
"TcpNoDelay"=dword:00000000
|
"TcpNoDelay"=dword:00000000
|
||||||
"TcpAckFrequency"=dword:00000000
|
"TcpAckFrequency"=dword:00000000
|
||||||
"TcpDelAckTicks"=dword:00000001
|
"TcpDelAckTicks"=dword:00000001
|
||||||
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSMQ\Parameters]
|
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\MSMQ\Parameters]
|
||||||
"TCPNoDelay"=dword:00000000
|
"TCPNoDelay"=dword:00000000
|
317
USER (high).cfg
317
USER (high).cfg
@ -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
|
|
@ -1,317 +1,330 @@
|
|||||||
; 2024-12-01
|
; 2025-01-12
|
||||||
; MEDIUM
|
;
|
||||||
;
|
; 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
|
|
||||||
|
; Changelog
|
||||||
; Changelog
|
; 2024-11-24 : first version
|
||||||
; 2024-11-24 : first version
|
; 2024-12-01 : update with my new hardware specifications
|
||||||
; 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
|
; Star Citizen version
|
||||||
|
; 3.24.3-live.9423704
|
||||||
; Materials specifications
|
; 4.0.0-live.9470730
|
||||||
; 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)
|
; Materials specifications
|
||||||
; Kingston Fury Beast - 2 x 32 Go (64 Go) - DDR5 5600 MHz - CL36
|
; Western Digital BLACK SN850X SSD 1 To PCIe Gen 4.0
|
||||||
; Gainward GeForce RTX 4080 SUPER Panther OC (16 Go GDDR6X)
|
; 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
|
||||||
; Current settings used here
|
; Gainward GeForce RTX 4080 SUPER Panther OC (16 Go GDDR6X)
|
||||||
; 16 Go Graphic card (r_TexturesStreamPoolSize)
|
|
||||||
; 1920 x 1080 (r_width, r_height)
|
; Current settings used here
|
||||||
; Fullscreen (r_Fullscreen)
|
; 16 Go Graphic card (r_TexturesStreamPoolSize)
|
||||||
; No VSynch (r_VSync)
|
; 1920 x 1080 (r_width, r_height)
|
||||||
; FOV 110 (cl_fov)
|
; Fullscreen (r_Fullscreen)
|
||||||
|
; No VSynch (r_VSync)
|
||||||
|
; FOV 110 (cl_fov)
|
||||||
; Enables in-game console
|
|
||||||
Con_Restricted = 0
|
; Console commands:
|
||||||
|
; r_DisplayInfo : : Toggles debugging information display
|
||||||
; Display modes available
|
; 0 = Off
|
||||||
;
|
; 1 = Shows some basic information
|
||||||
; r_Fullscreen : Full screen
|
; 2 = Shows additional info (Session, Shard ID, CPU load, etc) and everything above
|
||||||
; r_FullscreenWindow : Windows in full screen
|
; 3 = Shows additional info (RAM, VRAM usage, etc.) and everything above
|
||||||
; r_BoarderlessWindow : Windowed mode
|
; 4 = GPU Load stats and everything above
|
||||||
r_Fullscreen = 1
|
; r_displayFrameGraph : Show frames graph (help find the bottleneck)
|
||||||
r_FullscreenWindow = 1
|
; 1= Enabled
|
||||||
r_BoarderlessWindow = 1
|
; 0= Disabled
|
||||||
|
|
||||||
; Video card memory
|
; Disable display informations/debug by default
|
||||||
;
|
r_DisplayInfo = 0
|
||||||
; 4096 = 4 Go
|
r_DisplaySessionInfo = 0
|
||||||
; 6144 = 6 Go
|
r_displayFrameGraph = 0
|
||||||
; 8192 = 8 Go
|
|
||||||
; 10240 = 10 Go
|
; Enables in-game console
|
||||||
; 12288 = 12 Go
|
Con_Restricted = 0
|
||||||
; 16384 = 16 Go
|
|
||||||
; 24576 = 24 Go
|
; Display modes available
|
||||||
r_TexturesStreamPoolSize = 16384
|
;
|
||||||
|
; r_Fullscreen : Full screen
|
||||||
; Turns V-Sync off
|
; r_FullscreenWindow : Windows in full screen
|
||||||
;
|
; r_BoarderlessWindow : Windowed mode
|
||||||
; (but can be removed if you want to use V-Sync for some reason)
|
r_FullscreenWindow = 1
|
||||||
r_VSync = 0
|
r_BoarderlessWindow = 1
|
||||||
|
r_Fullscreen = 1
|
||||||
;
|
|
||||||
; Threading
|
; Video card memory
|
||||||
;
|
;
|
||||||
; Hyperthreaded CPUs should increment by two to reach physical core - odd numbers are hyper-threads.
|
; 4096 = 4 Go
|
||||||
; Non-HT CPUs should increase by 1 (0,1,2)
|
; 6144 = 6 Go
|
||||||
; sys_main_CPU : Specifies the physical CPU index main will run on
|
; 8192 = 8 Go
|
||||||
; sys_physics_CPU : Specifies the physical CPU index physics will run on
|
; 10240 = 10 Go
|
||||||
; sys_streaming_CPU : Specifies the physical CPU file IO thread run on
|
; 12288 = 12 Go
|
||||||
; e_ParticlesThread : Enable particle threading
|
; 16384 = 16 Go
|
||||||
; ca_thread0Affinity : Affinity of first Animation Thread
|
; 24576 = 24 Go
|
||||||
; ca_thread1Affinity : Affinity of second Animation Thread
|
r_TexturesStreamPoolSize = 16384
|
||||||
; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported)
|
|
||||||
ca_thread = 1
|
; Turns V-Sync off
|
||||||
sys_job_system_enable = 1
|
;
|
||||||
sys_main_CPU = 1
|
; (but can be removed if you want to use V-Sync for some reason)
|
||||||
sys_physics_CPU = 2
|
r_VSync = 0
|
||||||
sys_streaming_CPU = 3
|
|
||||||
e_ParticlesThread = 4
|
|
||||||
ca_thread0Affinity = 5
|
|
||||||
ca_thread1Affinity = 6
|
;
|
||||||
r_WaterUpdateThread = 7
|
; Threading
|
||||||
e_StatObjMergeUseThread = 8
|
;
|
||||||
sys_job_system_max_worker = 8
|
; 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
|
||||||
; Performance Settings
|
; sys_physics_CPU : Specifies the physical CPU index physics will run on
|
||||||
;
|
; sys_streaming_CPU : Specifies the physical CPU file IO thread run on
|
||||||
; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused
|
; e_ParticlesThread : Enable particle threading
|
||||||
;
|
; ca_thread0Affinity : Affinity of first Animation Thread
|
||||||
sys_maxIdleFps = 60
|
; ca_thread1Affinity : Affinity of second Animation Thread
|
||||||
sys_limit_phys_thread_count = 0
|
; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported)
|
||||||
sys_PakStreamCache = 1
|
ca_thread = 1
|
||||||
sys_preload = 1
|
sys_main_CPU = 1
|
||||||
e_PreloadMaterials = 1
|
sys_physics_CPU = 2
|
||||||
e_StatObjPreload = 1
|
sys_streaming_CPU = 3
|
||||||
r_TesselationPreTesselateOnGPU = 0
|
e_ParticlesThread = 4
|
||||||
sys_cigprofile_json_enable_logging = 0
|
ca_thread0Affinity = 5
|
||||||
sys_rad3_enable_logging = 0
|
ca_thread1Affinity = 6
|
||||||
r_Log = 0
|
r_WaterUpdateThread = 7
|
||||||
r_gpudevicetextureenabletracking = 0
|
e_StatObjMergeUseThread = 8
|
||||||
r_gpumarkers = 0
|
sys_job_system_enable = 1
|
||||||
r_ProfileGPU = 0
|
sys_job_system_max_worker = 8
|
||||||
|
|
||||||
|
;
|
||||||
;
|
; Performance Settings
|
||||||
; Graphics Settings
|
;
|
||||||
;
|
; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused
|
||||||
|
;
|
||||||
; Individual Quality Tweaks
|
sys_maxIdleFps = 60
|
||||||
; 1-Low
|
sys_limit_phys_thread_count = 0
|
||||||
; 2-Medium
|
sys_PakStreamCache = 1
|
||||||
; 3-High
|
sys_preload = 1
|
||||||
; 4-Very High
|
e_PreloadMaterials = 1
|
||||||
sys_spec_Quality = 3
|
e_StatObjPreload = 1
|
||||||
sys_spec_GameEffects = 3
|
r_TesselationPreTesselateOnGPU = 0
|
||||||
sys_spec_Light = 3
|
sys_cigprofile_json_enable_logging = 0
|
||||||
sys_spec_ObjectDetail = 4
|
sys_rad3_enable_logging = 0
|
||||||
sys_spec_Particles = 4
|
r_Log = 0
|
||||||
sys_spec_Physics = 4
|
r_gpudevicetextureenabletracking = 0
|
||||||
sys_spec_PostProcessing = 1
|
r_gpumarkers = 0
|
||||||
sys_spec_Shading = 3
|
r_ProfileGPU = 0
|
||||||
sys_spec_Shadows = 3
|
|
||||||
sys_spec_Sound = 4
|
|
||||||
sys_spec_Texture = 4
|
|
||||||
sys_spec_TextureResolution = 4
|
;
|
||||||
sys_spec_VolumetricEffects = 1
|
; Graphics Settings
|
||||||
sys_spec_Water = 3
|
;
|
||||||
|
|
||||||
; Individual Shader Tweaks
|
; Individual Quality Tweaks
|
||||||
; 1-Low
|
; 1-Low
|
||||||
; 2-Medium
|
; 2-Medium
|
||||||
; 3-High
|
; 3-High
|
||||||
; 4-Very High
|
; 4-Very High
|
||||||
q_Quality = 3
|
sys_spec_Quality = 3
|
||||||
q_Renderer = 3
|
sys_spec_GameEffects = 3
|
||||||
q_ShaderFX = 3
|
sys_spec_Light = 3
|
||||||
q_ShaderGeneral = 3
|
sys_spec_ObjectDetail = 4
|
||||||
q_ShaderGlass = 3
|
sys_spec_Particles = 4
|
||||||
q_ShaderHDR = 3
|
sys_spec_Physics = 4
|
||||||
q_ShaderIce = 3
|
sys_spec_PostProcessing = 1
|
||||||
q_ShaderMetal = 3
|
sys_spec_Shading = 3
|
||||||
q_ShaderPostProcess = 3
|
sys_spec_Shadows = 3
|
||||||
q_ShaderShadow = 3
|
sys_spec_Sound = 4
|
||||||
q_ShaderSky = 3
|
sys_spec_Texture = 4
|
||||||
q_ShaderTerrain = 3
|
sys_spec_TextureResolution = 4
|
||||||
q_ShaderVegetation = 3
|
sys_spec_VolumetricEffects = 1
|
||||||
q_ShaderWater = 3
|
sys_spec_Water = 3
|
||||||
q_ShaderParticle = 3
|
|
||||||
q_ShaderDecal = 3
|
; Individual Shader Tweaks
|
||||||
|
; 1-Low
|
||||||
; Texture Quality
|
; 2-Medium
|
||||||
r_TexturesStreamingDisableNoStreamDuringLoad = 1
|
; 3-High
|
||||||
r_TexturesStreamingResidencyEnabled = 1
|
; 4-Very High
|
||||||
r_TexturesStreamingResidencyTime = 30
|
q_Quality = 3
|
||||||
r_TexturesStreamingResidencyThrottle = 0.6
|
q_Renderer = 3
|
||||||
r_DetailTextures = 1
|
q_ShaderFX = 3
|
||||||
r_TexMaxAnisotropy = 16
|
q_ShaderGeneral = 3
|
||||||
r_TexMinAnisotropy = 16
|
q_ShaderGlass = 3
|
||||||
|
q_ShaderHDR = 3
|
||||||
; Misc Settings
|
q_ShaderIce = 3
|
||||||
r_AntialiasingModeSCull = 1
|
q_ShaderMetal = 3
|
||||||
deleter_DeferredShadingFilterGBuffer = 1
|
q_ShaderPostProcess = 3
|
||||||
r_ssdoHalfRes = 1
|
q_ShaderShadow = 3
|
||||||
r_SSAOQuality = 2
|
q_ShaderSky = 3
|
||||||
r_SSAODownscale = 1
|
q_ShaderTerrain = 3
|
||||||
e_ParticlesShadows = 0
|
q_ShaderVegetation = 3
|
||||||
r_ParticlesTessellation = 0
|
q_ShaderWater = 3
|
||||||
r_SSReflHalfRes = 1
|
q_ShaderParticle = 3
|
||||||
r_CloudsUpdateAlways = 0
|
q_ShaderDecal = 3
|
||||||
r_Batching = 0
|
|
||||||
e_DynamicLightsMaxCount = 16
|
; Texture Quality
|
||||||
r_PostProcessHUD3DCache = 0
|
r_TexturesStreamingDisableNoStreamDuringLoad = 1
|
||||||
|
r_TexturesStreamingResidencyEnabled = 1
|
||||||
; Visual Clarity
|
r_TexturesStreamingResidencyTime = 30
|
||||||
r_OpticsQuality = 3
|
r_TexturesStreamingResidencyThrottle = 0.6
|
||||||
r_HDREyeAdaptationMode = 0
|
r_DetailTextures = 1
|
||||||
r_HDREyeAdaptionFactor = 0
|
r_TexMaxAnisotropy = 16
|
||||||
r_HDRRangeAdapt = 1
|
r_TexMinAnisotropy = 16
|
||||||
r_HDRRangeAdaptationSpeed = 1
|
|
||||||
r_HDREyeAdaptationSpeed = 1
|
; Misc Settings
|
||||||
r_Flares = 0
|
r_AntialiasingModeSCull = 1
|
||||||
r_Beams = 3
|
deleter_DeferredShadingFilterGBuffer = 1
|
||||||
r_GlowAnamorphicFlares = 0
|
r_ssdoHalfRes = 1
|
||||||
r_PostProcessHUD3DGlowAmount = 0
|
r_SSAOQuality = 2
|
||||||
r_PostProcessHUD3DShadowAmount = 0
|
r_SSAODownscale = 1
|
||||||
hud_bobHud = 0
|
e_ParticlesShadows = 0
|
||||||
r_ColorGradingFilters = 0
|
r_ParticlesTessellation = 0
|
||||||
r_ColorGradingLevels = 0
|
r_SSReflHalfRes = 1
|
||||||
r_Sharpening = 1
|
r_CloudsUpdateAlways = 0
|
||||||
e_ParticlesMotionBlur = 0
|
r_Batching = 0
|
||||||
r_MotionBlurQuality = 0
|
e_DynamicLightsMaxCount = 16
|
||||||
r_Coronas = 0
|
r_PostProcessHUD3DCache = 0
|
||||||
|
|
||||||
; LOD and Draw Distance Improvements
|
; Visual Clarity
|
||||||
e_DecalsLifeTimeScale = 2
|
r_OpticsQuality = 3
|
||||||
e_TerrainOcclusionCullingMaxDist = 255
|
r_HDREyeAdaptationMode = 0
|
||||||
e_VegetationMinSize = 0.5
|
r_HDREyeAdaptionFactor = 0
|
||||||
r_DrawNearZRange = 0.04
|
r_HDRRangeAdapt = 1
|
||||||
v_vehicle_quality = 4
|
r_HDRRangeAdaptationSpeed = 1
|
||||||
e_Dissolve = 2
|
r_HDREyeAdaptationSpeed = 1
|
||||||
e_DissolveDistband = 2
|
r_Flares = 0
|
||||||
|
r_Beams = 3
|
||||||
|
r_GlowAnamorphicFlares = 0
|
||||||
;
|
r_PostProcessHUD3DGlowAmount = 0
|
||||||
; Refinements
|
r_PostProcessHUD3DShadowAmount = 0
|
||||||
;
|
hud_bobHud = 0
|
||||||
|
r_ColorGradingFilters = 0
|
||||||
; FPS
|
r_ColorGradingLevels = 0
|
||||||
; sys_MaxFPS : Sets the max FPS
|
r_Sharpening = 1
|
||||||
; r_enable_full_gpu_sync :
|
e_ParticlesMotionBlur = 0
|
||||||
; Enabling this syncs the CPU with the GPU after every driver call
|
r_MotionBlurQuality = 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
|
r_Coronas = 0
|
||||||
; 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
|
; LOD and Draw Distance Improvements
|
||||||
sys_MaxFPS = 99999
|
e_DecalsLifeTimeScale = 2
|
||||||
r_enable_full_gpu_sync = 0
|
e_TerrainOcclusionCullingMaxDist = 255
|
||||||
|
e_VegetationMinSize = 0.5
|
||||||
; Video resolution
|
r_DrawNearZRange = 0.04
|
||||||
r_width = 1920
|
v_vehicle_quality = 4
|
||||||
r_height = 1080
|
e_Dissolve = 2
|
||||||
|
e_DissolveDistband = 2
|
||||||
; FOV settings
|
|
||||||
cl_fov = 110
|
|
||||||
r_drawnearfov = 110
|
|
||||||
pl_movement.power_sprint_targetfov = 110
|
;
|
||||||
|
; Refinements
|
||||||
; Post-processing effect
|
;
|
||||||
; r_MotionBlur :
|
|
||||||
; 0 = Motion blur disabled
|
; FPS
|
||||||
; 1 = Camera motion blur
|
; sys_MaxFPS : Sets the max FPS
|
||||||
; 2 = Camera and object motion blur
|
; r_enable_full_gpu_sync :
|
||||||
; 3 = Debug mode
|
; Enabling this syncs the CPU with the GPU after every driver call
|
||||||
r_MotionBlur = 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
|
||||||
r_ShadowBlur = 0
|
; It's very useful if someone can consistently reproduce a GPU crash
|
||||||
g_radialBlur = 0
|
; They can enable this setting just before the crash occurs and then submit the error report
|
||||||
r_AntialiasingMode = 0
|
sys_MaxFPS = 99999
|
||||||
r_colorgrading = 1
|
r_enable_full_gpu_sync = 0
|
||||||
r_Gamma = 2
|
|
||||||
r_DepthOfField = 1
|
; Video resolution
|
||||||
|
r_width = 1920
|
||||||
; Shading
|
r_height = 1080
|
||||||
; r_ssao : Reduces the effects of ambient occlusion
|
|
||||||
; r_ssdo : Screen Space Directional Occlusion
|
; FOV settings
|
||||||
; 0 = Disabled
|
cl_fov = 110
|
||||||
; 1 = Obscurance-based (very fast)
|
r_drawnearfov = 110
|
||||||
; 2 = Optimized horizon-based
|
pl_movement.power_sprint_targetfov = 110
|
||||||
; 3 = Reference horizon-based (very slow)
|
|
||||||
; r_FogShadows : Deactivates shadow effects
|
; Post-processing effect
|
||||||
; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096
|
; r_MotionBlur :
|
||||||
; e_gsmcache : Reduces refreshing of distant shadows
|
; 0 = Motion blur disabled
|
||||||
r_ssdo = 0
|
; 1 = Camera motion blur
|
||||||
r_ssao = 0
|
; 2 = Camera and object motion blur
|
||||||
r_FogShadows = 0
|
; 3 = Debug mode
|
||||||
r_FogShadowsWater = 0
|
r_MotionBlur = 0
|
||||||
e_ShadowsMaxTexRes = 256
|
r_ShadowBlur = 0
|
||||||
e_ShadowsResScale = 40
|
g_radialBlur = 0
|
||||||
e_GsmCache = 0
|
r_AntialiasingMode = 1
|
||||||
r_GasCloudUpsample = 1
|
r_colorgrading = 1
|
||||||
|
r_Gamma = 2
|
||||||
; Console display infos
|
r_DepthOfField = 1
|
||||||
; r_DisplayInfo
|
|
||||||
; 0 = Off
|
; Shading
|
||||||
; 1 = Shows some basic information
|
; r_ssao : Reduces the effects of ambient occlusion
|
||||||
; 2 = Shows additional info (Session, Shard ID, CPU load, etc) and everything above
|
; r_ssdo : Screen Space Directional Occlusion
|
||||||
; 3 = Shows additional info (RAM, VRAM usage, etc.) and everything above
|
; 0 = Disabled
|
||||||
; 4 = GPU Load stats and everything above
|
; 1 = Obscurance-based (very fast)
|
||||||
|
; 2 = Optimized horizon-based
|
||||||
; Tessellation
|
; 3 = Reference horizon-based (very slow)
|
||||||
; e_Tessellation : Reduces complexity of surrounding world, visible effect on stump (0 disable -> 2 max)
|
; r_FogShadows : Deactivates shadow effects
|
||||||
; r_TessellationTriangleSize : Changes the number of polygons used to render an object, Highest Quality is 1 and Lowest is 20
|
; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096
|
||||||
e_Tessellation = 1
|
; e_gsmcache : Reduces refreshing of distant shadows
|
||||||
r_TessellationTriangleSize = 15
|
r_ssao = 1
|
||||||
r_TessellationPreTesselateOnGPU = 2
|
r_ssdo = 1
|
||||||
|
r_FogShadows = 1
|
||||||
; Lighting
|
r_FogShadowsWater = 1
|
||||||
; e_gl : Deactivates global illumination effects, which interact with individual objects to produce precise shadows, reflections and refractions
|
e_ShadowsMaxTexRes = 256
|
||||||
; r_ssreflections : Deactivates reflections
|
e_ShadowsResScale = 40
|
||||||
; r_HDRBrightLevel : Disables hazy HDR effects. Default = 0.
|
e_GsmCache = 1
|
||||||
; r_HDRBloomRatio : Disables HDR bloom effects. Default = 0.15
|
r_GasCloudUpsample = 1
|
||||||
e_gl = 0
|
|
||||||
e_GI = 0
|
; Tessellation
|
||||||
e_GIMaxDistance = 50
|
; e_Tessellation : Reduces complexity of surrounding world, visible effect on stump (0 disable -> 2 max)
|
||||||
r_SSReflections = 0
|
; r_TessellationTriangleSize : Changes the number of polygons used to render an object, Highest Quality is 1 and Lowest is 20
|
||||||
r_HDRBrightLevel = 0.6
|
e_Tessellation = 1
|
||||||
r_HDRBloomRatio = 0.15
|
r_TessellationTriangleSize = 15
|
||||||
|
r_TessellationPreTesselateOnGPU = 2
|
||||||
; Display distance
|
|
||||||
; Default Value: 4 (Low)
|
; Lighting
|
||||||
; 6 : Medium
|
; e_gl : Deactivates global illumination effects, which interact with individual objects to produce precise shadows, reflections and refractions
|
||||||
; 20 : High
|
; r_ssreflections : Deactivates reflections
|
||||||
; 40 : Very High
|
; r_HDRBrightLevel : Disables hazy HDR effects. Default = 0.
|
||||||
; From =19 to =100, there are the most obvious changes. From =100 to =500 there is no visible change
|
; r_HDRBloomRatio : Disables HDR bloom effects. Default = 0.15
|
||||||
e_LodRatio = 4
|
e_gl = 1
|
||||||
e_GsmLodsNum = 3
|
e_GI = 1
|
||||||
e_ViewDistRatio = 65
|
e_GIMaxDistance = 50
|
||||||
e_ViewDistRatioVegetation = 65
|
r_SSReflections = 0
|
||||||
e_DynamicLightsMaxEntityLights = 65
|
r_HDRBrightLevel = 0.6
|
||||||
|
r_HDRBloomRatio = 0.15
|
||||||
;
|
|
||||||
; 1 = 100%
|
; Display distance
|
||||||
; 0.5 = 50%
|
; Default Value: 4 (Low)
|
||||||
e_TerrainLodRatio = 0.5
|
; 6 : Medium
|
||||||
e_ViewDistRatioLights = 50
|
; 20 : High
|
||||||
e_ViewDistRatioDetail = 50
|
; 40 : Very High
|
||||||
e_MergedMeshesViewDistRatio = 50
|
; From =19 to =100, there are the most obvious changes. From =100 to =500 there is no visible change
|
||||||
e_MaxViewDistSpecLerp = 50
|
e_LodRatio = 4
|
||||||
e_ShadowsCastViewDistRatio = 50
|
e_GsmLodsNum = 3
|
||||||
|
e_ViewDistRatio = 65
|
||||||
; Particulate Matter Management
|
e_ViewDistRatioVegetation = 65
|
||||||
e_ParticlesMaxScreenFill = 60
|
e_DynamicLightsMaxEntityLights = 65
|
||||||
|
|
||||||
; Languages
|
;
|
||||||
g_language = french_(france)
|
; 1 = 100%
|
||||||
g_languageAudio = english
|
; 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
|
Loading…
x
Reference in New Issue
Block a user