diff --git a/StarCirizen Windows Gaming.reg b/StarCirizen Windows Gaming.reg new file mode 100644 index 0000000..de0b4c3 --- /dev/null +++ b/StarCirizen Windows Gaming.reg @@ -0,0 +1,191 @@ +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 + +; Nagle’s Algorithm +; ------------------------------ +; Nagle’s 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. +; Nagle’s 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 diff --git a/USER.cfg b/USER.cfg new file mode 100644 index 0000000..ec23b91 --- /dev/null +++ b/USER.cfg @@ -0,0 +1,308 @@ +; 2024-11-24 +; +; 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 + +; Star Citizen version +; 3.24.3-live.9423704 + +; Materials specifications +; Western Digital BLACK SN850X SSD 1 To PCIe Gen 4.0 +; Intel Core i7 10700KF 3,8Ghz (8 cores, 16 threads) +; Corsair Vengeance CMK64GX4M2E3200C16, Black, 64 Go (2 x 32 Go) +; MSI GeForce RTX 3060 Ventus 3X 12G OC + +; Current settings used here +; 12 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 = 12288 + +; Turns V-Sync off +; +; (but can be removed if you want to use V-Sync for some reason) +r_VSync = 0 + +; +; Threading +; +; Hyperthreaded CPUs should increment by two to reach physical core - odd numbers are hyper-threads. +; Non-HT CPUs should increase by 1 (0,1,2) +; sys_main_CPU : Specifies the physical CPU index main will run on +; sys_physics_CPU : Specifies the physical CPU index physics will run on +; sys_streaming_CPU : Specifies the physical CPU file IO thread run on +; e_ParticlesThread : Enable particle threading +; ca_thread0Affinity : Affinity of first Animation Thread +; ca_thread1Affinity : Affinity of second Animation Thread +; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported) +ca_thread = 1 +sys_job_system_enable = 1 +sys_main_CPU = 1 +sys_physics_CPU = 2 +sys_streaming_CPU = 3 +e_ParticlesThread = 4 +ca_thread0Affinity = 5 +ca_thread1Affinity = 6 +r_WaterUpdateThread = 7 +e_StatObjMergeUseThread = 8 +sys_job_system_max_worker = 8 + +; +; Performance Settings +; +; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused +; +sys_maxIdleFps = 60 +sys_limit_phys_thread_count = 0 +sys_PakStreamCache = 1 +sys_preload = 1 +e_PreloadMaterials = 1 +e_StatObjPreload = 1 +r_TesselationPreTesselateOnGPU = 0 +sys_cigprofile_json_enable_logging = 0 +sys_rad3_enable_logging = 0 +r_Log = 0 +r_gpudevicetextureenabletracking = 0 +r_gpumarkers = 0 +r_ProfileGPU = 0 + + +; +; Graphics Settings +; + +; Individual Quality Tweaks +; 1-Low +; 2-Medium +; 3-High +; 4-Very High +sys_spec_Quality = 3 +sys_spec_GameEffects = 3 +sys_spec_Light = 3 +sys_spec_ObjectDetail = 4 +sys_spec_Particles = 4 +sys_spec_Physics = 4 +sys_spec_PostProcessing = 1 +sys_spec_Shading = 3 +sys_spec_Shadows = 3 +sys_spec_Sound = 4 +sys_spec_Texture = 4 +sys_spec_TextureResolution = 4 +sys_spec_VolumetricEffects = 1 +sys_spec_Water = 3 + +; Individual Shader Tweaks +; 1-Low +; 2-Medium +; 3-High +; 4-Very High +q_Quality = 3 +q_Renderer = 3 +q_ShaderFX = 3 +q_ShaderGeneral = 3 +q_ShaderGlass = 3 +q_ShaderHDR = 3 +q_ShaderIce = 3 +q_ShaderMetal = 3 +q_ShaderPostProcess = 3 +q_ShaderShadow = 3 +q_ShaderSky = 3 +q_ShaderTerrain = 3 +q_ShaderVegetation = 3 +q_ShaderWater = 3 +q_ShaderParticle = 3 +q_ShaderDecal = 3 + +; Texture Quality +r_TexturesStreamingDisableNoStreamDuringLoad = 1 +r_TexturesStreamingResidencyEnabled = 1 +r_TexturesStreamingResidencyTime = 30 +r_TexturesStreamingResidencyThrottle = 0.6 +r_DetailTextures = 1 +r_TexMaxAnisotropy = 16 +r_TexMinAnisotropy = 16 + +; Misc Settings +r_AntialiasingModeSCull = 1 +deleter_DeferredShadingFilterGBuffer = 1 +r_ssdoHalfRes = 1 +r_SSAOQuality = 2 +r_SSAODownscale = 1 +e_ParticlesShadows = 0 +r_ParticlesTessellation = 0 +r_SSReflHalfRes = 1 +r_CloudsUpdateAlways = 0 +r_Batching = 0 +e_DynamicLightsMaxCount = 16 +r_PostProcessHUD3DCache = 0 + +; Visual Clarity +r_OpticsQuality = 3 +r_HDREyeAdaptationMode = 0 +r_HDREyeAdaptionFactor = 0 +r_HDRRangeAdapt = 1 +r_HDRRangeAdaptationSpeed = 1 +r_HDREyeAdaptationSpeed = 1 +r_Flares = 0 +r_Beams = 3 +r_GlowAnamorphicFlares = 0 +r_PostProcessHUD3DGlowAmount = 0 +r_PostProcessHUD3DShadowAmount = 0 +hud_bobHud = 0 +r_ColorGradingFilters = 0 +r_ColorGradingLevels = 0 +r_Sharpening = 1 +e_ParticlesMotionBlur = 0 +r_MotionBlurQuality = 0 +r_Coronas = 0 + +; LOD and Draw Distance Improvements +e_DecalsLifeTimeScale = 2 +e_TerrainOcclusionCullingMaxDist = 255 +e_VegetationMinSize = 0.5 +r_DrawNearZRange = 0.04 +v_vehicle_quality = 4 +e_Dissolve = 2 +e_DissolveDistband = 2 + + +; +; Refinements +; + +; FPS +; sys_MaxFPS : Sets the max FPS +; r_enable_full_gpu_sync : +; Enabling this syncs the CPU with the GPU after every driver call +; This means if one call crashes the GPU we know exactly which one it was, but this comes at a massive hit to performance +; It's very useful if someone can consistently reproduce a GPU crash +; They can enable this setting just before the crash occurs and then submit the error report +sys_MaxFPS = 99999 +r_enable_full_gpu_sync = 0 + +; Video resolution +r_width = 1920 +r_height = 1080 + +; FOV settings +cl_fov = 110 +r_drawnearfov = 110 +pl_movement.power_sprint_targetfov = 110 + +; Post-processing effect +; r_MotionBlur : +; 0 = Motion blur disabled +; 1 = Camera motion blur +; 2 = Camera and object motion blur +; 3 = Debug mode +r_MotionBlur = 0 +r_ShadowBlur = 0 +g_radialBlur = 0 +r_AntialiasingMode = 0 +r_colorgrading = 1 +r_Gamma = 2 +r_DepthOfField = 1 + +; Shading +; r_ssao : Reduces the effects of ambient occlusion +; r_ssdo : Screen Space Directional Occlusion +; 0 = Disabled +; 1 = Obscurance-based (very fast) +; 2 = Optimized horizon-based +; 3 = Reference horizon-based (very slow) +; r_FogShadows : Deactivates shadow effects +; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096 +; e_gsmcache : Reduces refreshing of distant shadows +r_ssdo = 0 +r_ssao = 0 +r_FogShadows = 0 +r_FogShadowsWater = 0 +e_ShadowsMaxTexRes = 256 +e_ShadowsResScale = 40 +e_GsmCache = 0 +r_GasCloudUpsample = 1 + +; Console display infos +; r_DisplayInfo +; 0 = Off +; 1 = Shows some basic information +; 2 = Shows additional info (Session, Shard ID, CPU load, etc) and everything above +; 3 = Shows additional info (RAM, VRAM usage, etc.) and everything above +; 4 = GPU Load stats and everything above + +; Tessellation +; e_Tessellation : Reduces complexity of surrounding world, visible effect on stump (0 disable -> 2 max) +; r_TessellationTriangleSize : Changes the number of polygons used to render an object, Highest Quality is 1 and Lowest is 20 +e_Tessellation = 1 +r_TessellationTriangleSize = 15 +r_TessellationPreTesselateOnGPU = 2 + +; Lighting +; e_gl : Deactivates global illumination effects, which interact with individual objects to produce precise shadows, reflections and refractions +; r_ssreflections : Deactivates reflections +; r_HDRBrightLevel : Disables hazy HDR effects. Default = 0. +; r_HDRBloomRatio : Disables HDR bloom effects. Default = 0.15 +e_gl = 0 +e_GI = 0 +e_GIMaxDistance = 50 +r_SSReflections = 0 +r_HDRBrightLevel = 0.6 +r_HDRBloomRatio = 0.15 + +; Display distance +; Default Value: 4 (Low) +; 6 : Medium +; 20 : High +; 40 : Very High +; From =19 to =100, there are the most obvious changes. From =100 to =500 there is no visible change +e_LodRatio = 4 +e_GsmLodsNum = 3 +e_ViewDistRatio = 65 +e_ViewDistRatioVegetation = 65 +e_DynamicLightsMaxEntityLights = 65 + +; +; 1 = 100% +; 0.5 = 50% +e_TerrainLodRatio = 0.5 +e_ViewDistRatioLights = 50 +e_ViewDistRatioDetail = 50 +e_MergedMeshesViewDistRatio = 50 +e_MaxViewDistSpecLerp = 50 +e_ShadowsCastViewDistRatio = 50 + +; Particulate Matter Management +e_ParticlesMaxScreenFill = 60