; ПРИНЯТЫЕ СОКРАЩЕНИЯ:
; спец - спецификация CRYENGINE версии 3.6.9
http://docs.cryengine.com/display/CRYAUTOGEN/Home
; сис - команда групповой настройки параметров sys_....
; включение консоли
Con_Restricted = 0
; Угол обзора (помоему соответствует не градусам, а немецким попугаям)
cl_FOV = 70
r_DrawNearFOV = 70 ;Sets the FoV for drawing of near objects. Usage: r_DrawNearFoV [n] Default is 60.
pl_movement.power_sprint_targetFOV = 70
r_VSync = 0
; НАСТРОЙКА МЫШИ
i_mouse_smooth = 0
i_mouse_accel = 0
sys_spec = 1 ;Tells the system cfg spec. (0=custom, 1=low, 2=med, 3=high, 4=very high, 5=XBox360, 6=Playstation3, 7=XBoxOne, 8=PS4)
sys_spec_Full = 1 ;[1/2/3/4/default] [current]: Console variable group to apply settings to multiple variables
; sys_spec_GameEffects = 1/2/3/4/3 [3]
; sys_spec_ObjectDetail = 1/2/3/4/3 [3]
sys_spec_Particles = 1 ;1/2/3/4/3 [3]
; sys_spec_Physics = 1/2/3/4/3 [3]
; sys_spec_PostProcessing = 1/2/3/4/3 [3]
; sys_spec_Shading = 1/2/3/4/3 [3]
; sys_spec_Shadows = 1/2/3/4/3 [3]
sys_spec_Sound = 4 ;1/2/3/4/3 [3]
; sys_spec_Texture = 1/2/3/4/3 [3]
; sys_spec_TextureResolution = 1/2/3/4/3 [3]
sys_spec_VolumetricEffects = 4 ;1/2/3/4/3 [3]
sys_spec_Water = 4 ;1/2/3/4/3 [3]
sys_spec_light = 1 ;1/2/3/4/3 [3]
sys_spec_Particles = 1
e_ParticlesMaxScreenFill = 16 ;32/64/128/160/128 [64] ПО ОФУ 16
; e_ParticlesMinDrawPixels = 1 1.5/1/1/1/1 [1]
e_ParticlesMotionBlur = 0 ; 0/0/0/1/0 [1] Motion blur for particles Usage: e_ParticlesMotionBlur [0/1/2] 0 = Off 1 = On 2 = Force
e_ParticlesObjectCollisions = 0 ; 1/1/2/2/2 [1]Enable particle/object collisions for SimpleCollision: 1 = against static objects only, 2 = dynamic also
e_ParticlesQuality = 1 ; 2/3/4/4/4 [0] Particles detail qualit
r_ParticlesHalfRes = 1 ;1/0/0/0/0 [0] Enables (1) or forces (2) rendering of particles in a half-resolution buffer. Usage: r_ParticlesHalfRes [0/1/2]
r_ParticlesTessellation = 0 ;Enables particle tessellation for higher quality lighting. (DX11 only)
; r_UseSoftParticles = 0
sys_spec_GameEffects = 1
i_lighteffects = 0 ;Enable/Disable lights spawned during item effects.
; параметры что ниже не прописаны в спецификации движка, но прописаны в вики.
g_ragdollDistance = 40
g_ragdollMinTime = 15
g_ragdollUnseenTime = 2
sys_spec_ObjectDetail = 1 ;[1/2/3/4/default] [current]:
ca_AttachmentCullingRation = 50 ;145/160/300/300/300 [200] ration between size of attachment and distance to camera ПО ОФУ 50
ca_DrawFaceAttachments = 1 ;1/1/1/1/1 отсутствует в спец
ca_useDecals = 1 ;1/1/1/1/1 отсутствует в спец
;e_CoverageBuffer = ? Activates usage of software coverage buffer. 1 - camera culling only 2 - camera culling and light-to-object check (не входит в сис группу просто нашел в спец, хз что это)
e_CoverageBufferReproj = 1 ;6/6/6/6/6 [0] Use re-projection technique on CBuffer, 1 simple reproject, 2 additional hole filling, 4 using ocm mesh for occlusion checking
e_DecalsAllowGameDecals = 0 ;1/1/1/1/1 [1] Allows creation of decals by game (like weapon bullets marks) ПО ОФУ 0
e_DecalsLifeTimeScale = 0 ;1/2/2/2/2 [1] Allows to increase or reduce decals life time for different specs ПО ОФУ 0
e_DecalsOverlapping = 1 ;1/1/1/1/1 [0] If zero - new decals will not be spawned if the distance to nearest decals less than X
e_Dissolve = 2 ;2/2/2/2/2 [1] Objects alphatest_noise_fading out on distance and between lods
e_LodMin = 0 ;0/0/0/0/0 [0] Min LOD for objects
e_LodRatio = 0.2 ;10/15/20/40/20 or 4/6/20/20/20 [6] LOD distance ratio for objects !!!!!
e_Lods = 1 ;1/1/1/1/1 Load and use LOD models for static geometry
e_MaxViewDistSpecLerp = 0.5 ;0.5/1/1/1/1 [1] 1 - use max view distance set by designer for very high spec 0 - for very low spec Values between 0 and 1 - will lerp between high and low spec max view distances ПО ФАЙЛУ С ОФА 0.1
e_MergedMeshesInstanceDist = 1 ;1.0/1.0/1.0/2.0/1.0 [4.5] Distance fudge factor at which merged meshes turn off animation ПО ФАЙЛУ С ОФА 0
e_MergedMeshesPool = 8192 ;8192/8192/8192/16384/8192 [2750] amount of mainmeory (in kb) that merged meshes are allowed to sustain
e_ObjQuality = 4 ;1/2/3/4/3 [0] Object detail quality
e_OcclusionCullingViewDistRatio = 1 ;1/1/1/1/1 [0.5] Skip per object occlusion test for very far objects - culling on tree level will handle it
;e_Particles Activates drawing of particles
e_ProcVegetation = 1 ;1/1/1/1/1 [1] Show procedurally distributed vegetation
e_StatObjBufferRenderTasks = 1 ;1/1/1/1/1 [1] 1 - occlusion test on render node level, 2 - occlusion test on render mesh level
e_StreamCgf = 0 ;0/0/0/0/0 [1] Enable streaming of static render meshes
e_TerrainLodRatio = 1 ;1/1/1/0.5/1 [1] Set heightmap LOD
e_TerrainOcclusionCullingMaxDist = 200 ;130/200/200/200/200 [200] Max length of ray (for version 1)
e_Tessellation = 0 ;0/0/0/1/0 [1] HW geometry tessellation 0 = not allowed, 1 = allowed
e_VegetationMinSize = 0 ;0.5/0/0/0/0 [0] Minimal size of static object, smaller objects will be not rendered
e_ViewDistMin = 10 ;10/10/10/10/10 [0] Min distance on what far objects will be culled out
e_ViewDistRatio = 50 ;50/75/100/125/100 [60] View distance ratio for objec
e_ViewDistRatioCustom = 60 ;60/100/100/125/100 [60] View distance ratio for special marked objects (Players,AI,Vehicles) 12 ПО ФАЙЛУ С ОФА
e_ViewDistRatioDetail = 10 ;25/35/100/125/100 [30] View distance ratio for detail objects ПО ФАЙЛУ С ОФА 0.1
e_ViewDistRatioLights = 10 ;25/50/50/75/50 [50] View distance ratio for light sources ПО ФАЙЛУ С ОФА 5
e_ViewDistRatioVegetation = 50 ;50/75/100/125/100 [30] View distance ratio for vegetation
es_DebrisLifetimeScale = 0.1 ;0.6/0.8/1/1/1 [1] Usage: es_DebrisLifetimeScale 1.0 ПО ОФУ 0.1
r_DrawNearZRange = 0.12 ;0.12/0.12/0.12/0.08/0.12 [0.12] Default is 0.1.
r_FlaresTessellationRatio = 0.1 ;0.25/1/1/1/1 [1] Set the tessellation rate of flares. 1 is the original mesh. Usage : r_FlaresTessellationRatio 0.5 Default is 1.0 Range is from 0 to 1 ПО ОФУ 0.1
r_Flares = 0 ;Toggles lens flare effect. Usage: r_Flares [0/1] Default is 1 (on).
r_SilhouettePOM = 0 ;0/0/0/1/0 [0] Enables use of silhouette parallax occlusion mapping. Usage: r_SilhouettePOM [0/1]
r_usezpass = 2 ;2/2/2/2/2 [2] Toggles g-buffer pass. Usage: r_UseZPass [0/1/2] 0: Disable Z-pass (not recommended, this disables any g-buffer rendering) 1: Enable Z-pass (g-buffer only) 2: Enable Z-pass (g-buffer and additional Z-prepass)
sys_flash_curve_tess_error = 2 ;4/2/2/2/2 [1] Controls curve tessellation. Larger values result in coarser, more angular curves.
e_Terrain = 0 ;Activates drawing of terrain ground нашел в спец вкл откл терреин
; ниже то что в вики но не входит по спец
; e_TerrainDetailMaterialsViewDistXY = 2048/2048/2048/2048/2048 Max view distance of terrain XY materials
; e_TerrainDetailMaterialsViewDistZ = 128/128/128/128/128 Max view distance of terrain Z materials
; e_TerrainOcclusionCullingMaxDist = 130/200/200/200/200 Max number of tests per ray (for version 0)
; e_VegetationBending = 1/1/1/1/1 Debug
; e_VegetationSpritesDistanceCustomRatioMin = 0.6/1/1/1/1 [DEPRECATED] Clamps SpriteDistRatio setting in vegetation properties
; e_VegetationSpritesDistanceRatio = 1/1/1.5/1.5/1.5 [DEPRECATED] Allows changing distance on what vegetation switch into sprite
e_streamCgf = 0 ;0/0/0/0/0 Enable streaming of static render meshes
i_rejecteffects = 1 ;1/1/1/1/1
sys_spec_Shading = 1 ; [1/2/3/4/default] [current]:
e_DynamicLights = 0 ;Activates dynamic light sources
e_DynamicLightsMaxEntityLights = 1 ;7/11/16/16/16 [16] Set maximum number of lights affecting object
e_GI = 0 ;0/0/0/0/0 [0] Enable/disable global illumination. Default: 1 - enabled
e_GIAmount = 1 ;0.6/0.6/0.6/0.6/0.6 [1] Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary)
e_GIMaxDistance = 50 ;50/100/100/100/100 [50] Maximum distance of global illumination in meters. The less the distance the better the quality. Default: 50. Max: 150
e_GINumCascades = 1 ;1/1/1/1/1 [1] Sets number of cascades for global illumination. Default: 1
e_LightVolumes = 1 ;1/1/1/1/1 [1] Allows deferred lighting for registered alpha blended geometry 0 = Off 1 = Enabled 2 = Enabled just for sun light
e_SkyUpdateRate = 0.12 ;0.5/1/1/1/1 [0.12] Percentage of a full dynamic sky update calculated per frame (0..100].
e_TerrainAo = 0 ;0/1/1/1/1 [1] Activate deferred terrain ambient occlusion
e_TerrainNormalMap = 0 ;0/1/1/1/1 [1] Use terrain normal map for base pass if available
e_VegetationUseTerrainColor = 0 ;1/1/1/1/1 [1] Allow blend with terrain color for vegetations
r_DeferredShadingTiled = 1 ;1/1/1/1/1 [0] Toggles tiled shading using a compute shader 1 - Tiled forward shading for transparent objects 2 - Tiled deferred and forward shading 3 - Tiled deferred and forward shading with debug info 4 - Light coverage visualization
r_DeferredShadingTiledHairQuality = 1 ;1/1/1/2/1 [2] Tiled shading hair quality 0 - Regular forward shading 1 - Tiled shading on selected assets and more accurate probe blending 2 - Full tiled shading with high quality shadow filter
r_DetailDistance = 6 ;4/8/8/8/8 [6] Distance used for per-pixel detail layers blending. Usage: r_DetailDistance (1-20) Default is 6.
r_EnvTexUpdateInterval = 0.5 ;0.075/0.05/0.05/0.05/0.05 [0.001] Sets the interval between environmental 2d texture updates. Usage: r_EnvTexUpdateInterval 0.001 Default is 0.001.
r_Refraction = 0 ;1/1/1/1/1 [1] Enables refraction. Usage: r_Refraction [0/1] Default is 1 (on). Set to 0 to disable.
r_SSAO = 0 ;0/0/0/0/0 [5] Screen space ambient occlusion: 0 - disabled 1 - SSAO technique with normals 2 - SSAO technique with normals and temporal accumulation 3 - Volumetric Obscurance technique with jittering 4 - Volumetric Obscurance technique with jittering and temporal accumulation (Consoles only) 5 - VO variation with multiple radii
; ... r_SSAODownscale = 1/1/0/0/0 [0] Use downscaled computations for SSAO
; ... r_SSAOQuality = 1/2/3/3/3 [3] SSAO shader quality[0 - Low spec, 1 - Medium spec, 2 - High spec, 3-3 Highest spec]
r_ssdo = 0 ;1/1/1/1/1 [1] Screen Space Directional Occlusion [0/1]
r_ssreflections = 0 ;1/1/1/1/1 [0] Glossy screen space reflections [0/1]
sys_flash_edgeaa = 0 ;1/1/1/1/1 [1] Enables/disables edge anti-aliased rendering of flash files.
sys_spec_Quality = 0 ;1/2/3/4/3 [3]
q_Renderer = 0 ;1/1/2/3/2 [3] Defines the quality of Renderer Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
q_ShaderFX = 0 ;1/1/2/3/2 [1] Defines the shader quality of FX Usage: q_ShaderFX 0=low/1=med/2=high/3=very high (default)
q_ShaderGeneral = 0 ;1/1/2/3/2 [1] Defines the shader quality of General Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
q_ShaderGlass = 0 ;1/1/2/3/2 [1] Defines the shader quality of Glass Usage: q_ShaderGlass 0=low/1=med/2=high/3=very high (default)
q_ShaderIce = 0 ;1/1/2/3/2 [1] Defines the shader quality of Ice Usage: q_ShaderIce 0=low/1=med/2=high/3=very high (default)
q_ShaderMetal = 0 ;1/1/2/3/2 [1] Defines the shader quality of Metal Usage: q_ShaderMetal 0=low/1=med/2=high/3=very high (default)
q_ShaderShadow = 0 ;1/1/2/3/2 [1] Defines the shader quality of Shadow Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
q_ShaderSky = 0 ;1/1/2/3/2 [1] Defines the shader quality of Sky Usage: q_ShaderSky 0=low/1=med/2=high/3=very high (default)
q_ShaderTerrain = 0 ;1/1/2/3/2 [1] Defines the shader quality of Terrain Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
q_ShaderVegetation = 0 ;1/1/2/3/2 [1] Defines the shader quality of Vegetation Usage: q_ShaderVegetation 0=low/1=med/2=high/3=very high (default)
sys_spec_PostProcessing = 1
q_ShaderHDR = 0 ;1/1/2/3/2 [1] Defines the shader quality of HDR Usage: q_ShaderHDR 0=low/1=med/2=high/3=very high (default)
q_ShaderPostProcess = 0 ;1/1/2/3/2 [1] Defines the shader quality of PostProcess Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
r_ChromaticAberration = 0 ;0/0/0/0/0 [0] Chromatic aberration amount Usage: r_ChromaticAberration [Value]
r_ColorGrading = 0 ;2/2/2/2/2 [1] Enables color grading. Usage: r_ColorGrading [0/1]
r_ColorGradingChartsCache = 4 ;4/0/0/0/0 [4] Enables color grading charts update caching. Usage: r_ColorGradingCharts [0/1/2/etc] Default is 4 (update every 4 frames), 0 - always update, 1- update every other frame
r_DepthOfField = 0 ;2/2/2/2/2 [2] Enables depth of field. Usage: r_DepthOfField [0/1/2] Default is 0 (disabled). 1 enables, 2 hdr time of day dof enabled
r_DepthOfFieldDilation = 0 ;0/0/0/0/0 [1] Sets dilation width to reduce ghosting artifacts on near objects (can introduce other artifacts)
r_HDRBloomRatio = 0 ;0.15/0.15/0.15/0.15/0.15 [0.15] HDR scene bloom ratio Usage: r_HDRBloomRatio [0..1] range
r_HDRBrightLevel = 0 ;1.0/1.0/1.0/1.0/1.0 [1.25] HDR rendering level (bloom multiplier, tweak together with threshold) Usage: r_HDRBrightLevel [Value] Default is 1.25
r_HDRRendering = 0 ;1/1/1/1/1 [1] Toggles HDR rendering. Usage: r_HDRRendering [0/1] Default is 1 (on), film curve tone mapping. Set to 0 to disable HDR rendering.
r_MotionBlur = 0 ;2/2/2/2/2 [2] Enables per object and camera motion blur. Usage: r_MotionBlur [0/1/2/3] Default is 1 (camera motion blur on). 1: camera motion blur 2: camera and object motion blur 3: debug mode
r_MotionBlurMaxViewDist = 0 ;16/32/32/32/32 [16] Sets motion blur max view distance for objects. Usage: r_MotionBlurMaxViewDist [0...1] Default is 16 meters
r_MotionBlurQuality = 0 ;0/1/1/2/1 [1] Set motion blur sample count. Usage: r_MotionBlurQuality [0/1] 0 - low quality, 1 - medium quality, 2 - high quality
r_MotionBlurShutterSpeed = 0 ;13/13/13/13/13 [13] Sets motion blur camera shutter speed. Usage: r_MotionBlurShutterSpeed [0...] Default is 13 (1 / 13 th of a second)
r_PostProcessHUD3D = 2 ; Toggles 3d hud post processing. Usage: r_PostProcessHUD3D [0/1] Default is 1 (post process hud enabled). 0 Disabled
r_PostProcessHUD3DCache = 0 ;2/2/0/0/0 [2] Enables 3d hud caching overframes. Usage: r_PostProcessHUD3DCache [0/1/2/3] Default is 0 (disabled). 1 Cache every 1 frame. 2 Every 2 frames. Etc
; r_RainMaxViewDist_Deferred = 40 ;40/100/150/150/150 [40] Sets rain max view distanceUsage: r_RainMaxViewDist
r_Sharpening = 0 ;0/0/0/0/0 [0] Image sharpening amount Usage: r_Sharpening [Value]
r_SunShafts = 0 ;2/2/2/2/2 [2] Enables sun shafts. Usage: r_sunshafts [0/1] Default is 1 (on). Set to 0 to disable.
sys_spec_shadows = 1 ;[1/2/3/4/default] [current]:
e_GsmCache = 1 ;1/0/0/0/0 [0] Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
e_GsmLodsNum = 1 ;4/5/5/5/5 [5] How fast to update terrain GSM lod ПО ОФУ 1
e_GsmRange = 3 ;3/3/3/3/3 [3] Size of LOD 0 GSM area (in meters)
e_ParticlesShadows = 0 ;0/1/1/1/1 [1] Shadows on particles Usage: e_ParticlesShadows [0/1/2] 0 = Off 1 = On 2 = Force
e_Shadows = 0 ;1/1/1/1/1 [1] Activates drawing of shadows. Если off то след настройки не виляют?
e_ShadowsCastViewDistRatio = 0.8 ;0.8/1/1/1/1 [0.8] View dist ratio for shadow maps casting from objects
e_ShadowsLodBiasFixed = 1 ;1/0/0/0/0 [1] Simplifies mesh for shadow map generation by X LOD levels
e_ShadowsMaxTexRes = 4 ;512/1024/1024/1024/1024 [1024] Set maximum resolution of shadow map 256(faster), 512(medium), 1024(better quality) НЕ ЗАМЕТИЛ ИЗМЕНИЯ
e_ShadowsOnAlphaBlend = 0 ;0/0/0/0/0 [0] Enable shadows on alphablended
e_ShadowsPoolSize = 512 ;2048/2048/2048/4096/2048 [2048] Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize)
e_ShadowsResScale = 0.1 ;3.4/3.4/3.4/40/3.4 [2.8] Shadows slope bias for shadowgen
e_ShadowsTessellateCascades = 0 ;1/1/1/1/1 [1] Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
e_ShadowsTessellateDLights = 0 ;0/0/0/0/0 [0] Disable/enable tessellation for local lights shadows
e_ShadowsUpdateViewDistRatio = 128 ;128/128/128/256/128 [128] View dist ratio for shadow maps updating for shadowpool
r_DrawNearShadows = 0 ;0/0/0/1/0 [0] Enable shadows for near objects. Usage: r_DrawNearShadows [0/1]
r_FogShadows = 0 ;0/2/2/1/2 [0] Enables deferred volumetric fog shadows Usage: r_FogShadows [0/1/2] 0: off 1: standard resolution 2: reduced resolution
r_FogShadowsWater = 0 ;0/0/0/1/0 [1] Enables volumetric fog shadows for watervolumes
r_ShadowBlur = 0 ;0/3/3/3/3 [3] Selected shadow map screenspace blurring technique. Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
r_ShadowJittering = 0 ;1/1/2.5/2.5/2.5 [3.4] Shadow map jittering radius. In PC the only use of this cvar is to instantly see the effects of diferent jittering values, because any value set here will be overwritten by ToD animation (only in PC) as soon as ToD changes. Usage: r_ShadowJittering [0=off]
r_ShadowPoolMaxFrames = 30 ;30/30/30/0/30 [30] Maximum number of frames a shadow can exist in the pool
r_ShadowPoolMaxTimeslicedUpdatesPerFrame = 6 ;6/6/6/100/6 [1] Max number of time sliced shadow pool updates allowed per frame
r_ShadowsPCFiltering = 1 ;1/1/1/1/1 [1] 1=use PCF for shadows Usage: r_ShadowsPCFiltering [0/1]
r_ShadowsStaticMap = 1 ;4/4/4/4/4 [0] Replace all sun cascades above cvar value with static map: 0=no static map, 1=replace first cascade and up, 2=replace second cascade and up,...
r_ShadowsUseClipVolume = 1 ;1/1/1/1/1 [1] Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable
sys_spec_Texture = 1 ;[1/2/3/4/x] [current]:
r_DynTexAtlasCloudsMaxSize = 24 ;24/24/32/32/32 [32] *TODO*
r_DynTexAtlasSpritesMaxSize = 16 ;16/16/32/32/32 [32]
r_DynTexMaxSize = 50 ;50/60/80/80/80 [48]
r_EnvCMResolution = 2 ;0/1/2/2/2 [1] Sets resolution for target environment cubemap, in pixels. Usage: r_EnvCMResolution # where # represents: 0: 64 1: 128 2: 256 Default is 2 (256 by 256 pixels).
r_EnvTexResolution = 0 ;1/2/3/3/3 [3] Sets resolution for 2d target environment texture, in pixels. Usage: r_EnvTexResolution # where # represents: 0: 64 1: 128 2: 256 3: 512 Default is 3 (512 by 512 pixels).
r_ImposterRatio = 2 ;2/1.5/1/1/1 [1] Allows to scale the texture resolution of imposters (clouds) Usage: r_ImposterRatio [1..] Default is 1 (1:1 normal). Bigger values can help to save texture space (e.g. value 2 results in 1/4 texture memory usage)
r_ImpostersDraw = 1 ;Toggles imposters drawing. Usage: r_ImpostersDraw [0/1] Default is 1 (on). Set to 0 to disable imposters.
r_TexAtlasSize = 512 ;512/2048/2048/2048/2048 [1024]
r_TexMaxAnisotropy = 0 ;8/16/16/16 [8] Specifies the maximum level allowed for anisotropic texture filtering.
r_TexMinAnisotropy = 8 ;8/16/16/16 [0] Specifies the minimum level allowed for anisotropic texture filtering. 0(default) means abiding by the filtering setting in each material, except possibly being capped by r_TexMaxAnisotropy.
r_TexNoAnisoAlphaTest = 0 ;0/0/0/0 [0] Disables anisotropic filtering on alpha-tested geometry like vegetation.
sys_spec_TextureResolution = 1
r_TexturesStreamPoolSize = 0 ;384/512/640/768/640 [512] Size of pool for textures streaming in MB. If r_TexturesStreaming is set to 2, this parameter is chosen automatically for PC. Default is 384(MB) for PC, 80(MB) for PS3 & XBox 360. ПО ОФУ 0
r_TexturesStreamingSkipMips = 1 ;1/0/0/0/0 [0] Number of top mips to ignore when streaming.
;ПРОЧЕЕ ИЗ ФАЙЛА С ОФФ ФОРУМА
g_radialBlur = 0 ; Radial blur on explosions. Default = 1, 0 to disable
r_DeferredShadingAmbientLights = 0 ;Enables/Disables ambient lights. Usage: r_DeferredShadingAmbientLights [0/1] Default is 1 (enabled)
r_HDRGrainAmount = 0 ;HDR camera grain amount Usage: r_HDRGrainAmount [Value]
r_PostProcessEffects = 0 ;Enables post processing special effects. Usage: r_PostProcessEffects [0/1/2] Default is 1 (enabled). 2 enables and displays active effects
r_PostProcessFilters = 0 ;Enables post processing special effects filters. Usage: r_PostProcessEffectsFilters [0/1] Default is 1 (enabled). 0 disabled
r_PostProcessEffectsGameFx = 0 ;Enables post processing special effects game fx. Usage: r_PostProcessEffectsGameFx [0/1] Default is 1 (enabled). 0 disabled
r_TexMinSize = 0 ; НЕТ В СПЕЦИФИКАЦИИ
r_TexMaxSize = 4 ; НЕТ В СПЕЦИФИКАЦИИ
r_TexResolution = 0.1 ; НЕТ В СПЕЦИФИКАЦИИ
r_Reflections = 0 ;Toggles reflections. Usage: r_Reflections [0/1] Default is 1 (reflects).
r_RefractionPartialResolves = 0 ;Do a partial screen resolve before refraction Usage: r_RefractionPartialResolves [0/1] 0: disable 1: enable conservatively (non-optimal) 2: enable (default)
r_DetailTextures = 1 ;Toggles detail texture overlays. Usage: r_DetailTextures [0/1] Default is 1 (detail textures on).
e_LodRatio = 0.2
e_MergedMeshesViewDistRatio = 0 ; merged meshes view dist ratio
e_ParticlesForceSoftParticles = 0 ; НЕТ В СПЕЦ
e_MaxViewDistance = 1 ; Far clipping plane distancE
e_Clouds = 0 ;Enable clouds rendering
e_CharLodMin = 100 ;Min LOD for character objects
e_Decals = 0 ;Activates drawing of decals (game decals and hand-placed)
e_Fog = 0 ;Activates global height/distance based fog
r_TessellationMaxDistance = 0 ;Maximum distance from camera in meters to allow tessellation, also affects distance-based displacement fadeout
sys_enable_budgetmonitoring = 1
sys_budget_videomem = 512
sys_budget_sysmem = 4096