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