StarCitizen/User.cfg

331 lines
8.5 KiB
INI

; 2025-01-12
;
; 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
; 2024-12-08 : add some console commands & tuning
; 2025-01-03 : settings updated
; Star Citizen version
; 3.24.3-live.9423704
; 4.0.0-live.9470730
; 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)
; Console commands:
; r_DisplayInfo : : Toggles debugging information display
; 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
; r_displayFrameGraph : Show frames graph (help find the bottleneck)
; 1= Enabled
; 0= Disabled
; Disable display informations/debug by default
r_DisplayInfo = 0
r_DisplaySessionInfo = 0
r_displayFrameGraph = 0
; 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_FullscreenWindow = 1
r_BoarderlessWindow = 1
r_Fullscreen = 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_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_enable = 1
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 = 1
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 = 1
r_ssdo = 1
r_FogShadows = 1
r_FogShadowsWater = 1
e_ShadowsMaxTexRes = 256
e_ShadowsResScale = 40
e_GsmCache = 1
r_GasCloudUpsample = 1
; 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