MaxProcBuildingLODColorTextureSize=2048
MaxProcBuildingLODLightingTextureSize=1024
IdealTextureDensity=20.0
MaxTextureDensity=80.0
UseMinimalNVIDIADriverShaderOptimization=False (Turn this off if you have an AMD/ATI card)
PoolSize=320 (doubled, gives more graphics RAM for texture streaming to use)
StopIncreasingLimit=20 (higher memory limit to reduce texture popin)
MinTimeToGuaranteeMinMipCount=0 (Set to 0 to improve streaming performance, get rid of lower mips quicker and bring on the highest)
MaxTimeToGuaranteeMinMipCount=0
LoadMapTimeLimit=4.0 (Reduced load time for the maps, the lower it is, the more bandwidth you need. So if you have a really powerful card you can experiment with lower this more)
FLightPrimitiveInteractionInitialBlockSize=1024 (Doubled these two, improves performance, each should be set to 1/4 your total system RAM. So if 8GB, they would be 2048. I have 12gb, but set moderately at 1024 in the INI for compat with the average system of 4GB.)
FModShadowPrimitiveInteractionInitialBlockSize=102 4
CompositeDynamicLights=False (Having this True makes for less accurate dynamic lighting.
bAllowRatsShadow=True
OneFrameThreadLag=False
DetailMode=4
ShadowFilterQualityBias=10 (Don't think it's really doing anything with Hardware filtering off though)
MaxAnisotropy=16
MaxShadowResolution=4096 (Since this game isn't DX10/11, we can't go any higher)
ShadowTexelsPerPixel=16 (This tells the system how many basically pixels of shadow to draw for every screen pixel. It seems high here, but it doesn't seem to affect performance much, since it adjusts dynamically. Raising it to this high number greatly increased the distance that shadows could be seen from, but it seems to be capped)
bEnableVSMShadows=True (better multiple shadow interaction)
bAllowBetterModulatedShadows=True (better shadow handling)
bEnableForegroundSelfShadowing=True (Doesn't seem to do much that I can tell, but no harm having it on haha)
ShadowFilterRadius=4 (again, don't seem to do anything with HardwareFiltering off.)
ShadowDepthBias=.004 (more detailed and small crevice shadows.)
(Disabled the Mips for these two completely, as MIP changes for these are pretty significant and visually different. Doesn't harm performance much)
TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4 096,LODBias=0,NumStreamedMips=0)
TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize= 4096,LODBias=0,NumStreamedMips=0)