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/ 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 ## Attention
Ces modifications sont valables mais peuvent causer des défaillances du jeu ou de Windows. 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 ## Fichiers disponibles
### StarCitizen Windows Gaming.reg ### StarCitizenWindowsGaming.reg
Optimisations liées à la base de registre de Windows. Optimisations liées à la base de registre de Windows.
*!!! Les modifications apportées par ce fichier sont à faire en toute connaissance de cause.* *!!! 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 ### 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.* *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 ## Changelog
### 2024-11-24 : première version des fichiers ### 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 Windows Registry Editor Version 5.00
; ;
; 2024-11-26 ; 2025-01-12
; ;
; *** ************************************************** ; Star Citizen version
; USE AT YOUR OWN RISK! ; 3.24.3-live.9423704
; *** ************************************************** ; 4.0.0-live.9470730
; *** ************************************************** ; *** **************************************************
; *** Star Citizen ; USE AT YOUR OWN RISK!
; *** ************************************************** ; *** **************************************************
; CPU priority
; ------------------------------
; Values allowed: ; *** **************************************************
; Low: 00000001 ; *** Star Citizen
; Normal: 00000002 ; *** **************************************************
; High: 00000003
; Below Normal: 00000005 ; CPU priority
; Above Normal: 00000006 ; ------------------------------
; ------------------------------ ; Values allowed:
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe\PerfOptions] ; Low: 00000001
"CpuPriorityClass"=dword:00000003 ; Normal: 00000002
; High: 00000003
; Below Normal: 00000005
; Above Normal: 00000006
; *** ************************************************** ; ------------------------------
; *** Windows [HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\StarCitizen.exe\PerfOptions]
; *** ************************************************** "CpuPriorityClass"=dword:00000003
; 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. ; *** Windows
; 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. ; CPU Core Parking
; 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.
; 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.
; ------------------------------ ; Unfortunately, this power saving comes at a price: Latency when CPUs need unparked to execute code.
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerSettings\54533251-82be-4824-96c1-47b60b740d00\0cc5b647-c1df-4637-891a-dec35c318583] ; Empirical evidence shows that disabling CPU core parking can make a tangible improvement in system performance.
"Attributes"=dword:0000000 ; 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,
; Power Throttling ; 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.
; This strategy parameter is used to disable power limiting. ; ------------------------------
; If you enable this policy setting, power limiting will be disabled. [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. "Attributes"=dword:0000000
; ------------------------------
; Values allowed: ; Power Throttling
; Enabled: 00000000 ; ------------------------------
; Disabled: 00000001 ; This strategy parameter is used to disable power limiting.
; ------------------------------ ; If you enable this policy setting, power limiting will be disabled.
[HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling] ; If you disable or do not configure this policy setting, users control this parameter.
"PowerThrottlingOff"=dword:00000001 ; ------------------------------
; Values allowed:
; System Responsiveness ; Enabled: 00000000
; ------------------------------ ; Disabled: 00000001
; Means how many % are not used (saved) for low-priority/background tasks. ; ------------------------------
; It's 20% by Default. [HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Power\PowerThrottling]
; The values which can't be divided by 10 are rounded up to the nearest multiple of 10. "PowerThrottlingOff"=dword:00000001
; A value of 0 is treated as 10, 1 is also 10 etc.
; ------------------------------ ; System Responsiveness
[HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile] ; ------------------------------
"SystemResponsiveness"=dword:00000001 ; Means how many % are not used (saved) for low-priority/background tasks.
; It's 20% by Default.
; Network Throttling Index ; 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: "SystemResponsiveness"=dword:00000001
: ffffffff for gaming and max throughput: ffffffff completely disables throttling.
; ------------------------------ ; 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.
; Nagles Algorithm ; ------------------------------
; ------------------------------ [HKEY_LOCAL_MACHINE\SOFTWARE\Policies\Microsoft\Windows\Psched]
; Nagles 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
; Nagles algorithm is enabled in Windows by default.
; ------------------------------ ; Nagles Algorithm
; Values allowed: ; ------------------------------
; TcpAckFrequency: 1 to disable "nagling" for gaming. ; Nagles 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.
; ------------------------------ ; Nagles 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

View File

@ -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
; Nagles Algorithm ; Nagles 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

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@ -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 ; 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