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StarCirizen Windows Gaming.reg
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191
StarCirizen Windows Gaming.reg
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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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308
USER.cfg
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308
USER.cfg
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; 2024-11-24
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;
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; Credits:
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; MaxFly Gaming + DudLeSarcleur (https://twitch.tv/maxflygaming, https://discord.gg/K3Q5264)
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;
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; Links:
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; https://www.youtube.com/@MaxFlyGaming
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; https://discord.gg/K3Q5264
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; https://docs.cryengine.com/display/CRYAUTOGEN/Home
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; https://youtu.be/8gt_f5oqhS0
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; https://github.com/Isaard/Optimized-USER.cfg
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; https://starcitizen.tools/Console_commands
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; Star Citizen version
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; 3.24.3-live.9423704
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; Materials specifications
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; Western Digital BLACK SN850X SSD 1 To PCIe Gen 4.0
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; Intel Core i7 10700KF 3,8Ghz (8 cores, 16 threads)
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; Corsair Vengeance CMK64GX4M2E3200C16, Black, 64 Go (2 x 32 Go)
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; MSI GeForce RTX 3060 Ventus 3X 12G OC
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; Current settings used here
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; 12 Go Graphic card (r_TexturesStreamPoolSize)
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; 1920 x 1080 (r_width, r_height)
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; Fullscreen (r_Fullscreen)
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; No VSynch (r_VSync)
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; FOV 110 (cl_fov)
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; Enables in-game console
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Con_Restricted = 0
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; Display modes available
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;
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; r_Fullscreen : Full screen
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; r_FullscreenWindow : Windows in full screen
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; r_BoarderlessWindow : Windowed mode
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r_Fullscreen = 1
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r_FullscreenWindow = 1
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r_BoarderlessWindow = 1
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; Video card memory
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;
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; 4096 = 4 Go
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; 6144 = 6 Go
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; 8192 = 8 Go
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; 10240 = 10 Go
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; 12288 = 12 Go
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; 16384 = 16 Go
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; 24576 = 24 Go
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r_TexturesStreamPoolSize = 12288
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; Turns V-Sync off
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;
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; (but can be removed if you want to use V-Sync for some reason)
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r_VSync = 0
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;
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; Threading
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;
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; Hyperthreaded CPUs should increment by two to reach physical core - odd numbers are hyper-threads.
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; Non-HT CPUs should increase by 1 (0,1,2)
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; sys_main_CPU : Specifies the physical CPU index main will run on
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; sys_physics_CPU : Specifies the physical CPU index physics will run on
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; sys_streaming_CPU : Specifies the physical CPU file IO thread run on
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; e_ParticlesThread : Enable particle threading
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; ca_thread0Affinity : Affinity of first Animation Thread
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; ca_thread1Affinity : Affinity of second Animation Thread
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; r_WaterUpdateThread : Enables water updating on separate thread (when MT supported)
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ca_thread = 1
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sys_job_system_enable = 1
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sys_main_CPU = 1
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sys_physics_CPU = 2
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sys_streaming_CPU = 3
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e_ParticlesThread = 4
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ca_thread0Affinity = 5
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ca_thread1Affinity = 6
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r_WaterUpdateThread = 7
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e_StatObjMergeUseThread = 8
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sys_job_system_max_worker = 8
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;
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; Performance Settings
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;
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; sys_maxIdleFps : Limits the framerate while loading, in menu, or paused
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;
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sys_maxIdleFps = 60
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sys_limit_phys_thread_count = 0
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sys_PakStreamCache = 1
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sys_preload = 1
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e_PreloadMaterials = 1
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e_StatObjPreload = 1
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r_TesselationPreTesselateOnGPU = 0
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sys_cigprofile_json_enable_logging = 0
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sys_rad3_enable_logging = 0
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r_Log = 0
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r_gpudevicetextureenabletracking = 0
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r_gpumarkers = 0
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r_ProfileGPU = 0
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;
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; Graphics Settings
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;
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; Individual Quality Tweaks
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; 1-Low
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; 2-Medium
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; 3-High
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; 4-Very High
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sys_spec_Quality = 3
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sys_spec_GameEffects = 3
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sys_spec_Light = 3
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sys_spec_ObjectDetail = 4
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sys_spec_Particles = 4
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sys_spec_Physics = 4
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sys_spec_PostProcessing = 1
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sys_spec_Shading = 3
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sys_spec_Shadows = 3
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sys_spec_Sound = 4
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sys_spec_Texture = 4
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sys_spec_TextureResolution = 4
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sys_spec_VolumetricEffects = 1
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sys_spec_Water = 3
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; Individual Shader Tweaks
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; 1-Low
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; 2-Medium
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; 3-High
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; 4-Very High
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q_Quality = 3
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q_Renderer = 3
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q_ShaderFX = 3
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q_ShaderGeneral = 3
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q_ShaderGlass = 3
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q_ShaderHDR = 3
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q_ShaderIce = 3
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q_ShaderMetal = 3
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q_ShaderPostProcess = 3
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q_ShaderShadow = 3
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q_ShaderSky = 3
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q_ShaderTerrain = 3
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q_ShaderVegetation = 3
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q_ShaderWater = 3
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q_ShaderParticle = 3
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q_ShaderDecal = 3
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; Texture Quality
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r_TexturesStreamingDisableNoStreamDuringLoad = 1
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r_TexturesStreamingResidencyEnabled = 1
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r_TexturesStreamingResidencyTime = 30
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r_TexturesStreamingResidencyThrottle = 0.6
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r_DetailTextures = 1
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r_TexMaxAnisotropy = 16
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r_TexMinAnisotropy = 16
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; Misc Settings
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r_AntialiasingModeSCull = 1
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deleter_DeferredShadingFilterGBuffer = 1
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r_ssdoHalfRes = 1
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r_SSAOQuality = 2
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r_SSAODownscale = 1
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e_ParticlesShadows = 0
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r_ParticlesTessellation = 0
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r_SSReflHalfRes = 1
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r_CloudsUpdateAlways = 0
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r_Batching = 0
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e_DynamicLightsMaxCount = 16
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r_PostProcessHUD3DCache = 0
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; Visual Clarity
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r_OpticsQuality = 3
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r_HDREyeAdaptationMode = 0
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r_HDREyeAdaptionFactor = 0
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r_HDRRangeAdapt = 1
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r_HDRRangeAdaptationSpeed = 1
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r_HDREyeAdaptationSpeed = 1
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r_Flares = 0
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r_Beams = 3
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r_GlowAnamorphicFlares = 0
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r_PostProcessHUD3DGlowAmount = 0
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r_PostProcessHUD3DShadowAmount = 0
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hud_bobHud = 0
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r_ColorGradingFilters = 0
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r_ColorGradingLevels = 0
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r_Sharpening = 1
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e_ParticlesMotionBlur = 0
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r_MotionBlurQuality = 0
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r_Coronas = 0
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; LOD and Draw Distance Improvements
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e_DecalsLifeTimeScale = 2
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e_TerrainOcclusionCullingMaxDist = 255
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e_VegetationMinSize = 0.5
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r_DrawNearZRange = 0.04
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v_vehicle_quality = 4
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e_Dissolve = 2
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e_DissolveDistband = 2
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;
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; Refinements
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;
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; FPS
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; sys_MaxFPS : Sets the max FPS
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; r_enable_full_gpu_sync :
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; Enabling this syncs the CPU with the GPU after every driver call
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; This means if one call crashes the GPU we know exactly which one it was, but this comes at a massive hit to performance
|
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; It's very useful if someone can consistently reproduce a GPU crash
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; They can enable this setting just before the crash occurs and then submit the error report
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sys_MaxFPS = 99999
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r_enable_full_gpu_sync = 0
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; Video resolution
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r_width = 1920
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r_height = 1080
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; FOV settings
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cl_fov = 110
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r_drawnearfov = 110
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pl_movement.power_sprint_targetfov = 110
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; Post-processing effect
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; r_MotionBlur :
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; 0 = Motion blur disabled
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; 1 = Camera motion blur
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; 2 = Camera and object motion blur
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; 3 = Debug mode
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r_MotionBlur = 0
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r_ShadowBlur = 0
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g_radialBlur = 0
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r_AntialiasingMode = 0
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r_colorgrading = 1
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r_Gamma = 2
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r_DepthOfField = 1
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; Shading
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; r_ssao : Reduces the effects of ambient occlusion
|
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; r_ssdo : Screen Space Directional Occlusion
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; 0 = Disabled
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||||
; 1 = Obscurance-based (very fast)
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; 2 = Optimized horizon-based
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; 3 = Reference horizon-based (very slow)
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; r_FogShadows : Deactivates shadow effects
|
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; e_ShadowsMaxTexRes : Determines the resolution of shadows created by the sun, from 128-4096
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; e_gsmcache : Reduces refreshing of distant shadows
|
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r_ssdo = 0
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r_ssao = 0
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r_FogShadows = 0
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r_FogShadowsWater = 0
|
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e_ShadowsMaxTexRes = 256
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e_ShadowsResScale = 40
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e_GsmCache = 0
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r_GasCloudUpsample = 1
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; Console display infos
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; r_DisplayInfo
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; 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
|
Loading…
x
Reference in New Issue
Block a user