Kingdom Come: Deliverance / Open-World RPG / Medieval History

Soldato
OP
Joined
1 Feb 2009
Posts
3,107
No mods, no tweaks
I haven't even finished the game yet and I already want a sequel :D

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Associate
Joined
27 Apr 2014
Posts
857
@gerardfraser looking good that. I take it just the r_ShadowCastingLightsMaxCount = 40?

Well to get extra shadows in the game without modding the lights.xml all you have to do is use these commands.
Do Not Forget to add +exec user.cfg -devmode To Launch Options or Short Cut To Game For Mod To Work Correctly

To darken shadows you can use any e_svoTI_SSAO or r_ssdo commands to get the perfect shadows for yourself.

sys_spec_light=7 Needs to bet set to Ultra
r_DeferredShadingAreaLights = 1 Even though in system.cfg already, it needs to be in user.cfg to activate the lights.
r_ForceAllLightsShadows = 3 Both set of game lights need to be turned on for the extra shadows
r_ShadowCastingLightsMaxCount = 48 This needs to be set to 48 not 40 for the extra shadows
e_ShadowsMaxTexRes = 1024 This needs to be 1024 anything higher then you will get shadow flickering.

Sorry if I made it to long of an answer these things are never straight forward.
 
Soldato
Joined
26 Sep 2013
Posts
10,713
Location
West End, Southampton
Well to get extra shadows in the game without modding the lights.xml all you have to do is use these commands.
Do Not Forget to add +exec user.cfg -devmode To Launch Options or Short Cut To Game For Mod To Work Correctly


To darken shadows you can use any e_svoTI_SSAO or r_ssdo commands to get the perfect shadows for yourself.

sys_spec_light=7 Needs to bet set to Ultra
r_DeferredShadingAreaLights = 1 Even though in system.cfg already, it needs to be in user.cfg to activate the lights.
r_ForceAllLightsShadows = 3 Both set of game lights need to be turned on for the extra shadows
r_ShadowCastingLightsMaxCount = 48 This needs to be set to 48 not 40 for the extra shadows
e_ShadowsMaxTexRes = 1024 This needs to be 1024 anything higher then you will get shadow flickering.

Sorry if I made it to long of an answer these things are never straight forward.

Thank you.

Are all these commands to be made in the user.cfg then?

Does this look right? It looks like a few of them don't seem to be applying correctly "DUMPTODISK, RESTRICTEDMODE"

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Last edited:
Associate
Joined
27 Apr 2014
Posts
857
Heap size does nothing in the game
Batchsize 1 is for GPU and does nothing also but is fine can not hurt.
Rest of your settings are fine and are working,only one is sys_maxFPS will not work in all cut scenes and will go to 30FPS unless you reenter command in the actual cut scene.
Dumpstocks are fine and do not need to be reloaded.
Volumetricfog=1 is ok but use this mod for better overall fog shadows,the mod and command will work at same time but FPS hit is higher. https://www.nexusmods.com/kingdomcomedeliverance/mods/800
r_ShadowCastingLightsMaxCount = 48 These can be set lower in game but shadow flickering will occur.

I will add user.cfg with details for each command and you can try it out on the vega64 card.

These things can be hard to notice in game.I can not show everything obvious but here are a couple to give you an idea what to look for.

Ignore hot keys they are for mods I made or uploaded to nexus.Some will work if you want to try them.
Code:
Do Not Forget to add +exec user.cfg -devmode To Launch Options or Short Cut To Game For Mod To Work Correctly

------------------------------------------------------
con_restricted = 0 [RESTRICTEDMODE]
    0=normal mode / 1=restricted access to the console
------------------------------------------------------
------------------------------------------------------
;sys_spec = 0                      (For Custom Settings ok to leave as is. To Use Remove ; To Disable Any Command Put ; In Front Of Command,)
sys_spec_ObjectDetail=3
sys_spec_Shading=3
sys_spec_VolumetricEffects=3
sys_spec_Shadows=3
sys_spec_Texture=7
sys_spec_Physics=3
sys_spec_PostProcessing=3
sys_spec_Particles=3
sys_spec_Sound=3
sys_spec_Water=3
sys_spec_GameEffects=3
sys_spec_light=7             
sys_spec_TextureResolution=3
sys_spec_Vegetation=3
    Tells the system cfg spec. (0=custom, 1=low, 2=medium, 3=high, 4=very high,  7=ultra)
------------------------------------------------------
    Most Important Commands For Easy Access.
F3                                       (Key For Unlimited Save Command)
F10                                      (If Stuck Hover)
F11                                      (If Stuck Push Forward)
wh_pl_showfirecursor=1                   (On/Off Bow Cursor)

e_svoTI_SSAOAmount = 1.25
    Allows to scale down SSAO (SSDO) amount and radius when GI is active(Higher The Number The Darker And More Detail In Ground Textures/Wood/Vegatation )

e_svoTI_SpecularAmplifier = 1
    Adjusts the output brightness of specular component.If using full GI set to 0,Will cause white hair/eyes.
 
e_svoTI_DiffuseAmplifier=1
    Adjusts the output brightness of cone traced indirect diffuse component
    (0 is Dark ,Higher Number Lightens screen If Areas Are Too Dark with higher numbers cause shadow to blend in to terrian)

e_svoTI_DiffuseBias= -0.01
    Constant ambient value added to GI
    Helps preventing completely black areas
    If negative - modulate ambient with near range AO (prevents constant ambient in completely occluded indoor areas)
    Set higher number will also brighten up vegataion grasses ,along with shadows
 
e_ShadowsCastViewDistRatioLights = 0.2
    If shadow poping to close on small objects or other side of room, increase to higher number until happy with distance
    View distance ratio for shadow maps casting for light sources,Higher number more shadow in distance lower FPS.
    Set Postive for Darker shadows at night,but lose some lights.
    Set -0.1 to turn on extra lights on like blacksmith fires Gives about 5-40 FPS Boost ,will diminish shadows and turn some off  at night most noticeable.

e_VolumetricFog  = 0
    Activates volumetric fog [0 Off/1 On/] 0=Default
------------------------------------------------------
    Horse Thrid Person View When Riding
bind x             "#System.ExecuteCommand('wh_pl_followentity 0');System.ExecuteCommand('wh_ui_showcursor 1');System.ExecuteCommand('g_showHud 1');"
bind mouse3        "#if (player.actorStats.thirdPerson) then System.ExecuteCommand('wh_pl_followentity 0') else System.ExecuteCommand('wh_pl_followentity dude') end"
bind np_subtract   "#if (player.actorStats.thirdPerson) then System.ExecuteCommand('wh_pl_followentity 0') else System.ExecuteCommand('wh_pl_followentity dude') end"
bind np_multiply   "#function numberToBool(val) if (val < 1) then return false end return true end if (numberToBool(tonumber(System.GetCVar('g_showHud')))) then System.ExecuteCommand('g_showHud 0') else System.ExecuteCommand('g_showHud 1') end"
bind np_divide     "#function numberToBool(val) if (val < 1) then return false end return true end if (numberToBool(tonumber(System.GetCVar('wh_ui_showcursor')))) then System.ExecuteCommand('wh_ui_showcursor 0') else System.ExecuteCommand('wh_ui_showcursor 1') end"


    Change Bind Keys To Any Key You Want- Open Data\core.pak\Scripts\Startup\Hotkeys.lua

bind np_0 g_showhud 0                              (Hide Hud)
bind np_1 g_showhud 1                              (Show Hud)                       
bind np_2 cheat_set_time_speed ratio:15            (Normal Game Time Player Normal)
bind np_3 cheat_set_time_speed ratio:1000          (Speed Up Game Time Player Normal)
bind np_4 cheat_set_time_speed ratio:0             (Stop In Game Time Player Normal)
bind np_5 cheat_add_buff_immortal                  (God Mode Player)
bind np_6 cheat_remove_buff_immortal               (Human Player Normal)
bind 0 cheat_set_weather id: 1                     (Cloudless_Sunny)
bind 9 cheat_set_weather id: 2                     (Semi Cloudy-Clear)
bind 8 cheat_set_weather id: 3                     (Cloudy_No_Rain)
bind 7 cheat_set_weather id: 4                     (Cloudy_Frequent_Showers)
bind 6 cheat_set_weather id: 5                     (Foggy_Drizzly)
bind 5 cheat_set_weather id: 6                     (FOGGY STORM)
bind 4 cheat_set_weather id: 7                     (Dream)
bind y t_scale 0.2/10                              (Game And Player In Slow Motion 0.01-0.99,Speed Time up 1.01-100)
bind h t_scale 1/10                                ((Game And Player Normal Time)

------------------------------------------------------
    Antialiasing Modes-SMAA T2x Already Set
 
r_AntialiasingMode = 3
    Enables post process based anti-aliasing modes.
    Usage: r_AntialiasingMode [n]
    0: NO AA
    1: SMAA 1X
    2: SMAA 1TX
    3: SMAA 2TX
    4: FXAA 1X

r_AntialiasingTAAPattern = 2
    Selects TAA sampling pattern.
      0: no subsamples
      1: 2x
      2: 3x
      3: 4x
      4: 8x
      5: sparse grid 8x8
      6: random
      7: Halton 8x
      8: Halton random
 
;r_Supersampling = 2                 
    (Best Antialiasing FPS Killer,Remove ; to use add ; To Disable r_AntialiasingMode/r_AntialiasingTAAPattern )
 
r_AntialiasingTAASharpening = 0.2
    Enables TAA sharpening
------------------------------------------------------
r_MotionBlur = 0
    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_MotionBlurQuality = 0
    Set motion blur sample count.
    Usage: r_MotionBlurQuality [0/1]
    0 - low quality, 1 - medium quality, 2 - high quality

------------------------------------------------------
         3 points lightning
r_DeferredShading3PL = 2 [DUMPTODISK]
    Disables/Enables/Enables with shadows/Debug the Three-Point Lighting for selected materials.
    Usage: r_DeferredShading3PL [0/1/2/3]
    Default is 2 (enabled with shadows)
     (0=off, 1=on, 2=on+occlusion) makes NPC glow at dusk

r_3PLFillDirStr = 0, 0, -130
    Three Point Lighting - Fill light dir written as a string
 
r_3PLKeyDirStr = 0, 40, 130
    Three Point Lighting - Key light dir written as a string
 
r_3PLRimDirStr = 0, 10, -50
    Three Point Lighting - Rim light dir written as a string
------------------------------------------------------
   Screen Space Directional Occlusion

r_ssdo = 1
    Screen Space Directional Occlusion [0/1]
 
r_ssdoHalfRes = 2
    Apply SSDO bandwidth optimizations
    0 - Full resolution (not recommended)
    1 - Use lower resolution depth
    2 - Low res depth except for small camera FOVs to avoid artifacts
    3 - Half resolution output


r_ssdoAmountAmbient = 1.42
    Strength of occlusion applied to probe irradiance
 
r_ssdoAmountDirect = 2
    Strength of occlusion applied to light sources
 
r_ssdoAmountReflection = 2
    Strength of occlusion applied to probe specular
 
r_ssdoRadius = 0.3
    SSDO radius
 
r_ssdoRadiusMin = 2
    Min clamped SSDO radius

r_ssdoRadiusMax = 0.1
    Max clamped SSDO radius
 
r_SSReflections = 0
    Glossy screen space reflections [0/1]

r_ssdoColorBleeding = 1
    Enables AO color bleeding to avoid overly dark occlusion on bright surfaces (requires tiled deferred shading)
    Usage: r_ssdoColorBleeding [0/1]

------------------------------------------------------

   Global Illumination


e_svoTI_Apply = 1
    Allows to temporary deactivate GI for debug purposes

e_svoTI_RsmConeMaxLength = 6
    Maximum length of the RSM rays (in meters)
    Shorter rays work faster
    2/3/6/8/12/6 [6]

e_svoTI_VoxelizeUnderTerrain=0
    0 = Skip underground triangles during voxelization

e_svoTI_GsmCascadeLod = 5
    Sun shadow cascade LOD for RSM GI

e_svoTI_SkyColorMultiplier = -1.0001
    Controls amount of the sky light
    This value may be multiplied with TOD fog color

e_svoTI_ConeMaxLength = 24
    Maximum length of the tracing rays (in meters)
    Shorter rays work faster
    24/24/24/28/32/24 [24]

e_svoTI_DiffuseConeWidth = 24
    Controls wideness of diffuse cones
    Wider cones work faster but may cause over-occlusion and more light leaking
    Narrow cones are slower and may bring more noise
    24/24/12/9/6/12 [24]
 
e_svoTI_IntegrationMode = 0
    GI computations may be used in several ways:
    0 = AO + Sun bounce
          Large scale ambient occlusion (static) modulates (or replaces) default ambient lighting
          Single light bounce (fully real-time) is supported for sun and projectors (use '_TI_DYN' in light name)
          This mode takes less memory (only opacity is voxelized) and works acceptable on consoles
    1 = Diffuse GI mode (experimental)
          GI completely replaces default diffuse ambient lighting
          Two indirect light bounces are supported for sun and semi-static lights (use '_TI' in light name)
          Single fully dynamic light bounce is supported for projectors (use '_TI_DYN' in light name)
          Default ambient specular is modulated by intensity of diffuse GI
    2 = Full GI mode (very experimental)
          Both ambient diffuse and ambient specular lighting is computed by voxel cone tracing
          This mode works fine only on good modern PC   
 
e_svoTI_Saturation = 0.4
    Controls color saturation of propagated light
 
e_svoTI_ResScaleBase = 2
    Defines resolution of GI cone-tracing targets; 2=half res
 
e_svoTI_LowSpecMode = 2
    Set low spec mode
    Values greater than 0 scale down internal render targets and simplify shaders
    If set to -2 it will be initialized by value specified in sys_spec_Shading.cfg (on level load or on spec change)
    6/4/2/1/1/2 [2]
 
e_svoTI_Diffuse_Cache = 0
    Pre-bake lighting in SVO and use it instead of cone tracing




------------------------------------------------------
    Grass
 
e_VegetationUseTerrainColor = 1
    Allow blend with terrain color for vegetations
 
 
e_MergedMeshes = 1
    Show runtime merged meshes

e_MergedMeshesActiveDist = 300
    Active distance up until merged mesh patches will be streamed in
 
e_MergedMeshesViewDistRatio=200
    merged meshes view dist ratio

e_VegetationUseTerrainColorDistance=200
    Controls distance of fading into terrain color
     0 = Use 30% of maximum view distance of each vegetation instance (old default way)
    <0 = Maximum view distance value is calculated using vegetation mesh size (non scaled CGF size) and then multiplied by this cvar
    >0 = This value used directly as fading distance for all vegetations

e_MergedMeshesPool = 8192
    amount of main memory (in kb) that merged meshes are allowed to sustain
    8192/8192/8192/16384/16384/8192 [8192]

e_MergedMeshesLodRatio=16
    merged meshes lod ratio
    2.0/2.0/2.0/2.5/3.0/2.0 [5]

 e_MergedMeshesInstanceDist=16
    Distance fudge factor at which merged meshes turn off animation
    Low value for e_MergedMeshesInstanceDist cause shadow popping if shadow grass enabled
 
------------------------------------------------------
    Level Of Detail

e_ObjShadowCastSpec = 3
    Object shadow casting spec. Only objects with Shadow Cast Spec <= e_ObjShadowCastSpec will cast shadows
    1/2/3/4/7/3 [3]

e_ObjQuality = 4
    Object detail quality
    1/2/3/4/4/3 [3]
 
e_Terrain = 1
    Activates drawing of terrain ground
 
es_DebrisLifetimeScale = 1
    Usage: es_DebrisLifetimeScale 1.0
 
e_DecalsLifeTimeScale = 2
    Allows to increase or reduce decals life time for different specs
 
e_MaxViewDistSpecLerp=0.5
    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

e_TerrainOcclusionCullingMaxDist=130
    Max length of ray (for version 1)
    130/200/200/200/200/200 [200]
 
r_FlaresTessellationRatio=0.25
    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

sys_flash_curve_tess_error = 2
    Controls curve tessellation. Larger values result in coarser, more angular curves.
    4/2/2/2/2/2 [2]

e_CoverageBufferReproj = 6
    Use re-projection technique on CBuffer, 1 simple reproject, 2 additional hole filling, 4 using ocm mesh for occlusion checking
 
e_DecalsAllowGameDecals = 1
    Allows creation of decals by game (like weapon bullets marks)
 
e_DecalsOverlapping = 1
    If zero - new decals will not be spawned if the distance to nearest decals less than X
 
e_OcclusionCullingViewDistRatio = 1
    Skip per object occlusion test for very far objects - culling on tree level will handle it
 
e_StatObjBufferRenderTasks = 1
    1 - occlusion test on render node level, 2 - occlusion test on render mesh level

e_StreamCgf = 1 [REQUIRE_APP_RESTART]
    Enable streaming of static render meshes
 
e_StreamInstancesMinLoadedNodes = 2048
    Minimum number of octree-nodes to keep in memory
 
e_Tessellation = 0
    HW geometry tessellation  0 = not allowed, 1 = allowed
 
e_Dissolve=1
    Objects alphatest_noise_fading out on distance and between lods
e_LodMin = 0
    Min LOD for objects

e_Lods = 1
    Load and use LOD models for static geometry

e_UberlodDistanceRatio = 2.5
    [float] Multiplier for the uberlod switching distances. Default: 3.0 2.5 Best for distant Objects
 
e_LodFaceAreaTargetSize=0.002
    Threshold used for LOD computation
 
e_VegetationMinSize=0
    Minimal size of static object, smaller objects will be not rendered
 
e_ViewDistMin=40
    In distance on what far objects will be culled out
 
e_ViewDistRatio=140
    View distance ratio for big objects
 
e_ViewDistRatioVegetation=140
    View distance ratio for vegetation Bushes/Trees
 
ca_AttachmentCullingRation=400
    View distance ratio for NPC
 
e_LodRatio=50
    LOD distance ratio for objects
    10/15/25/45/60/25 [25]
 
e_TerrainLodRatio=0.2
    Set heightmap LOD
    1/0.5/0.3/0.25/0.2/0.3 [0.3]
 
wh_cc_CharacterDetailReduction = 0
    positive numbers lower the character detail
 
wh_cc_LodForItemStreamOutBase=20
    a LOD number from where we stream-out all items that are 100% visible (-1 disables the feature)
    11/15/15/20/20/15 [15]
 
wh_cc_LodForAttachmentStreamOut=6
    a LOD number from where we stream-out all attachments (-1 disables the feature)
    2/4/4/6/6/4 [4]
------------------------------------------------------
   Shading

q_ShaderPostProcess=3
    Defines the shader quality of PostProcess
    Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
 
q_renderer=3
    Defines the quality of Renderer
    Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
    bump mapping, no noticeable diff between 2 and 3
 
q_ShaderGeneral=3
    Defines the shader quality of General
    Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
    POM quality, no noticeable diff between 2 and 3
 
q_ShaderTerrain=3
    Defines the shader quality of Terrain
    Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
    cheap and add color to hairs
 
r_DeferredShadingTiledHairQuality=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
    Makes sunligh goes through doorsteps and windows. Very costy (95->82 fps)
 
r_DeferredShadingAreaLights = 1 [DUMPTODISK]
    Enables/Disables more complex area lights processing.
    Usage: r_DeferredShadingAreaLights [-1/0/1]
    -1 prevents loading of area lights
    Default is 1 (enabled)
    causes flickering (default=0)
 
r_DeferredShadingSortLights = 0
    Sorts light by influence
    Usage: r_DeferredShadingSortLights [0/1]
    Default is 0 (off)

e_DynamicLightsMaxEntityLights=16
    Set maximum number of lights affecting object
    7/11/16/16/16/16 [16]
    Filters specular aliasing, costs 1% FPS
 
r_deferredShadingFilterGBuffer=1
    Enables filtering of GBuffer to reduce specular aliasing.
    Rain effect distance on ground, not particles but darkness and splash effect.
    0=unlimited
    costs ~1FPS between 0.01 and unlimited dist...
 
r_RainMaxViewDist_Deferred=0
    Sets maximum view distance (in meters) for deferred rain reflection layer
    Usage: r_RainMaxViewDist_Deferred [n]
    no time to see it anyway
    40/100/150/150/150/150 [150]
 
r_sunshafts=1
    Enables sun shafts.
    Usage: r_sunshafts [0/1]
    Default is 1 (on). Set to 0 to disable.
    "godrays", seems free
 
e_Clouds = 1
    Enable clouds rendering
    volumetric clouds, cheap and disabling may look weird
 
r_Beams=3
    r_Beams [0/1/2/3]
    Default is 3 (optimized beams with glow support).
    Set to 0 to disable beams or 2 touse fake beams.
    Set 1 for real beams, full resolution (slower).
    Set to 3 to use optimized and with glow support beams

r_Flares=0
    Toggles lens flare effect.
    Usage: r_Flares [0/1]
    Default is 1 (on).

-----------------------------------------------------
   Post-process

r_PostProcessHUD3DCache=0
    Caches the hud every x frames...
    Sounds stupid to prevent player to get up-to-date informations just to save 0.000001 FPS...
    Always OFF

r_ChromaticAberration = 0
    Chromatic aberration amount
    Usage: r_ChromaticAberration [Value
 
r_ColorGrading = 2
    Enables color grading.
    Usage: r_ColorGrading [0/1]
 
r_ColorGradingChartsCache = 0
    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_DepthOfFieldDilation = 0
    Sets dilation width to reduce ghosting artifacts on near objects (can introduce other artifacts)
 
r_HDRBrightLevel=1.0
r_HDRRendering = 1 [DUMPTODISK]
    Toggles HDR rendering.
    Usage: r_HDRRendering [0/1]
    Default is 1 (on), film curve tone mapping.
    Set to 0 to disable HDR rendering.
 
r_MotionBlurMaxViewDist = 32
    Sets motion blur max view distance for objects.
    Usage: r_MotionBlurMaxViewDist [0...1]
    Default is 16 meters
 
r_MotionBlurShutterSpeed = 125
    Sets camera exposure time for motion blur as 1/x seconds.
    Default: 250 (1/250 of a second)
 
r_TranspDepthFixup = 1
    Write approximate depth for certain transparent objects before post effects
    Usage: r_TranspDepthFixup [0/1]
    Default is 1 (enabled)
------------------------------------------------------
Shadows

e_Shadows = 1
    Activates drawing of shadows
 
r_ShadowPass = 1
    Process shadow pass
 
e_ShadowsCastViewDistRatioMulInvis=0.3
    Muls the view dist ratio for any objects rendered only to shadows

e_ShadowsLodBiasFixed = 0
    Simplifies mesh for shadow map generation by X LOD levels
 
e_ShadowsOnAlphaBlend = 0
    Enable shadows on alphablended
 
e_ShadowsPoolSize = 4096
    Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize)

e_ShadowsResScale = 4
    Shadows slope bias for shadowgen
 
e_ShadowsTessellateCascades = 1
    Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
 
e_ShadowsTessellateDLights = 0
    Disable/enable tessellation for local lights shadows
 
e_ShadowsUpdateViewDistRatio = 512
    View dist ratio for shadow maps updating for shadowpool
    128/256/512/512/512/512 [512]
 
e_ParticlesShadows = 0
    Shadows on particles
    Usage: e_ParticlesShadows [0/1/2]
    0 = Off
    1 = On
    2 = Force
 
r_ForceAllLightsShadows = 3 [DUMPTODISK]
    Toggles shadows for all lights of these types bitmask (1-area, 2-spot/proj, 3-both).
    Usage: r_ForceAllLightsShadows [0/1/2/3]
 
r_ShadowBlur = 0 [DUMPTODISK]
    Selected shadow map screenspace blurring technique.
    Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
 
r_FogShadows = 1
    Enables deferred volumetric fog shadows
    Usage: r_FogShadows [0/1/2]
      0: off
      1: standard resolution
      2: reduced resolution
  
r_FogShadowsMode = 0
    Ray-casting mode for shadowed fog
    Usage: r_FogShadowsMode [0/1]
      0: brute force shadowmap sampling
      1: optimized shadowmap sampling   
 
r_FogShadowsWater = 0
    Enables volumetric fog shadows for watervolumes
 
r_ShadowJittering = 0
    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_ShadowPoolMaxTimeslicedUpdatesPerFrame = 20
    Max number of time sliced shadow pool updates allowed per frame
 
r_ShadowsCacheResolutions = 6324,4214,2810,1872,624
    Shadow cache resolution per cascade.
 
r_ShadowsScreenSpace = 0
    Include screen space tracing into shadow computations
    Helps reducing artifacts caused by limited shadow map resolution and biasing
    Applied only in the near range and supposed to be used mostly in the cutscenes for better shadows on character facesModes: 0 - off, 1 - only sun light, 2 - all lights
 
r_DrawNearShadows = 1
    Enable shadows for near objects.
    Usage: r_DrawNearShadows [0/1]
 
r_ShadowPoolMaxFrames = 30
    Maximum number of frames a shadow can exist in the pool
 
r_ShadowsPCFiltering = 1
    1=use PCF for shadows
    Usage: r_ShadowsPCFiltering [0/1]
 
r_ShadowsCache = 0
    Replace all sun cascades above cvar value with cached (static) shadow map:
    0=no cached shadows, 1=replace first cascade and up, 2=replace second cascade and up,...
    shadow cache spikes on PC every 10s especially on higher spec
    it also dramatically slows time dependent cubemap generation
 
r_ShadowsUseClipVolume = 1 [DUMPTODISK]
    Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable

e_ShadowsBlendCascades = 2
    Blend between shadow cascades: 0=off, 1=on (first), 2=on (All)
 
q_ShaderShadow = 2
    Defines the shader quality of Shadow
    Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
 

r_ShadowsAdaptionMin = 0.35 [DUMPTODISK]
    starting kernel size, to avoid blocky shadows.
    Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default
 
e_ShadowsLodBiasFixed=-10
    Simplifies mesh for shadow map generation by X LOD levels
    doesn't cost much more to use high lod model, makes lod transiotion a bit less obvious
    Distance Shadows
 
e_GsmLodsNum = 5
    Number of GSM lods (0..5)
    4/4/5/5/5/5 [5]
 
e_GsmRange = 3
    Size of LOD 0 GSM area (in meters)
 
e_GsmRangeStep = 2.5
    Range of next GSM lod is previous range multiplied by step
 
e_ShadowsMaxTexRes = 1024
    Set maximum resolution of shadow map
    256(faster), 512(medium), 1024(better quality)
    Over 1024 Cause Shadow Flickering
 
e_ShadowsCastViewDistRatio = 0.8
    View dist ratio for shadow maps casting from objects
    0.6/0.8/1/1.3/1.6/1 [1]
 
r_ShadowCastingLightsMaxCount = 48
    Maximum number of simultaneously visible shadow casting lights
    10/12/16/20;/24;/16 [16]
 
e_SunAngleClamp=20
    30/30/20/15/10/20 [20]
 
------------------------------------------------------
     Weather Rain Gameeffects
 
r_RainOccluderSizeTreshold = 10
    Only objects bigger than this size will occlude rain
 

wh_env_PuddleCreationDelay = 50
    1000/1000/1000/1000 [1000]
 
wh_env_PuddleCreationSpeed = 0.008
    0.005/0.005/0.005/0.005 [0.005]
 
wh_env_PuddleDryupDelay = 100
    0/0/0/0 [0]
 
wh_env_PuddleDryupSpeed = 0.001
    0.005/0.005/0.005/0.005 [0.005]
 
wh_env_puddleMaskMin = 0
    0/0/0/0 [0]

wh_env_DirtCreationSpeed = 0.01
    0.05/0.05/0.05/0.05 [0.05]
 
wh_env_DirtDryupSpeed = 0.008
    0.05/0.05/0.05/0.05 [0.05]

wh_env_RainWindStrength=10
    10/10/10/10 [10]
 
wh_env_RainDropsAmountMul=2
    15/15/15/15 [15]
 
wh_env_RainDropsSpeedMul=7
    7/7/7/7 [7]
 
wh_env_RainDropsSpeedBase=1.5
    1.5/1.5/1.5/1.5 [1.5]
 
r_RainAmount = 1
    Sets rain amount
    Usage: r_RainAmount=1 Default

wh_env_RainLayers = 3
    1/2/3/3 [3]
 
r_RainDistMultiplier = 2.5
    Rain layer distance from camera multiplier
 
wh_env_RainDiffuseDarkening = 0.2
    0.2/0.2/0.2/0.2 [0.2]
------------------------------------------------------
    Textureresolution
 
r_texturesstreamingMinUsableMips = 8
    Minimum number of mips a texture should be able to use after applying r_texturesstreamingSkipMips
    8/8/8/8/8/8/8 [8]
 
r_texturesstreamingSkipMips = 0
    Number of top mips to ignore when streaming.
    2/2/1/0/0/0/2 [0]
r_TexturesStreamPoolSize = 4096
    Size of texture streaming pool in MB
    256/384/1024/1536/2048/4096/256 [2048]
 
r_TexMaxAnisotropy = 16 [REQUIRE_LEVEL_RELOAD]
    Specifies the maximum level allowed for anisotropic texture filtering
 
r_TexMinAnisotropy = 16 [REQUIRE_LEVEL_RELOAD]
    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
 
e_TerrainDetailMaterialsViewDistZ = 100
    Max view distance of terrain Z materials
    (100 Is Max Game Sets ,You Can Set Higher In Game Thru Console)
    60/80/80/100/100/80 [100]
------------------------------------------------------
 
    Fog
r_VolumetricFogSunLightCorrection = 1
    Enables the correction of sun light luminance. Volumetric fog gets brighter but it's consistent with other lighting.
    0: Disabled.
    1: Enabled.
 
r_VolumetricFogTexDepth = 1280
    Depth resolution of volume texture.
    Huge value runs out of performance and video memory.

r_VolumetricFogTexScale = 20
    Width and height scale factor (divided by screen resolution) for volume texture.
    Acceptable value is more than equal 2.

wh_pl_FOWEnabled = 1
    Enable fog of war revealing.

wh_pl_FOWVisibilityRadius = 10
    Fog of war visibility radius.

e_Fog = 1 [DUMPTODISK]
    Activates global height/distance based fog

e_FogVolumes = 1
    Activates local height/distance based fog volumes

e_FogVolumesTiledInjection = 1
    Activates tiled FogVolume density injection
 
Last edited:
Soldato
Joined
26 Sep 2013
Posts
10,713
Location
West End, Southampton
Heap size does nothing in the game
Batchsize 1 is for GPU and does nothing also but is fine can not hurt.
Rest of your settings are fine and are working,only one is sys_maxFPS will not work in all cut scenes and will go to 30FPS unless you reenter command in the actual cut scene.
Dumpstocks are fine and do not need to be reloaded.
Volumetricfog=1 is ok but use this mod for better overall fog shadows,the mod and command will work at same time but FPS hit is higher. https://www.nexusmods.com/kingdomcomedeliverance/mods/800
r_ShadowCastingLightsMaxCount = 48 These can be set lower in game but shadow flickering will occur.

I will add user.cfg with details for each command and you can try it out on the vega64 card.

These things can be hard to notice in game.I can not show everything obvious but here are a couple to give you an idea what to look for.

Ignore hot keys they are for mods I made or uploaded to nexus.Some will work if you want to try them.
Code:
Do Not Forget to add +exec user.cfg -devmode To Launch Options or Short Cut To Game For Mod To Work Correctly

------------------------------------------------------
con_restricted = 0 [RESTRICTEDMODE]
    0=normal mode / 1=restricted access to the console
------------------------------------------------------
------------------------------------------------------
;sys_spec = 0                      (For Custom Settings ok to leave as is. To Use Remove ; To Disable Any Command Put ; In Front Of Command,)
sys_spec_ObjectDetail=3
sys_spec_Shading=3
sys_spec_VolumetricEffects=3
sys_spec_Shadows=3
sys_spec_Texture=7
sys_spec_Physics=3
sys_spec_PostProcessing=3
sys_spec_Particles=3
sys_spec_Sound=3
sys_spec_Water=3
sys_spec_GameEffects=3
sys_spec_light=7            
sys_spec_TextureResolution=3
sys_spec_Vegetation=3
    Tells the system cfg spec. (0=custom, 1=low, 2=medium, 3=high, 4=very high,  7=ultra)
------------------------------------------------------
    Most Important Commands For Easy Access.
F3                                       (Key For Unlimited Save Command)
F10                                      (If Stuck Hover)
F11                                      (If Stuck Push Forward)
wh_pl_showfirecursor=1                   (On/Off Bow Cursor)

e_svoTI_SSAOAmount = 1.25
    Allows to scale down SSAO (SSDO) amount and radius when GI is active(Higher The Number The Darker And More Detail In Ground Textures/Wood/Vegatation )

e_svoTI_SpecularAmplifier = 1
    Adjusts the output brightness of specular component.If using full GI set to 0,Will cause white hair/eyes.
 
e_svoTI_DiffuseAmplifier=1
    Adjusts the output brightness of cone traced indirect diffuse component
    (0 is Dark ,Higher Number Lightens screen If Areas Are Too Dark with higher numbers cause shadow to blend in to terrian)

e_svoTI_DiffuseBias= -0.01
    Constant ambient value added to GI
    Helps preventing completely black areas
    If negative - modulate ambient with near range AO (prevents constant ambient in completely occluded indoor areas)
    Set higher number will also brighten up vegataion grasses ,along with shadows
 
e_ShadowsCastViewDistRatioLights = 0.2
    If shadow poping to close on small objects or other side of room, increase to higher number until happy with distance
    View distance ratio for shadow maps casting for light sources,Higher number more shadow in distance lower FPS.
    Set Postive for Darker shadows at night,but lose some lights.
    Set -0.1 to turn on extra lights on like blacksmith fires Gives about 5-40 FPS Boost ,will diminish shadows and turn some off  at night most noticeable.

e_VolumetricFog  = 0
    Activates volumetric fog [0 Off/1 On/] 0=Default
------------------------------------------------------
    Horse Thrid Person View When Riding
bind x             "#System.ExecuteCommand('wh_pl_followentity 0');System.ExecuteCommand('wh_ui_showcursor 1');System.ExecuteCommand('g_showHud 1');"
bind mouse3        "#if (player.actorStats.thirdPerson) then System.ExecuteCommand('wh_pl_followentity 0') else System.ExecuteCommand('wh_pl_followentity dude') end"
bind np_subtract   "#if (player.actorStats.thirdPerson) then System.ExecuteCommand('wh_pl_followentity 0') else System.ExecuteCommand('wh_pl_followentity dude') end"
bind np_multiply   "#function numberToBool(val) if (val < 1) then return false end return true end if (numberToBool(tonumber(System.GetCVar('g_showHud')))) then System.ExecuteCommand('g_showHud 0') else System.ExecuteCommand('g_showHud 1') end"
bind np_divide     "#function numberToBool(val) if (val < 1) then return false end return true end if (numberToBool(tonumber(System.GetCVar('wh_ui_showcursor')))) then System.ExecuteCommand('wh_ui_showcursor 0') else System.ExecuteCommand('wh_ui_showcursor 1') end"


    Change Bind Keys To Any Key You Want- Open Data\core.pak\Scripts\Startup\Hotkeys.lua

bind np_0 g_showhud 0                              (Hide Hud)
bind np_1 g_showhud 1                              (Show Hud)                      
bind np_2 cheat_set_time_speed ratio:15            (Normal Game Time Player Normal)
bind np_3 cheat_set_time_speed ratio:1000          (Speed Up Game Time Player Normal)
bind np_4 cheat_set_time_speed ratio:0             (Stop In Game Time Player Normal)
bind np_5 cheat_add_buff_immortal                  (God Mode Player)
bind np_6 cheat_remove_buff_immortal               (Human Player Normal)
bind 0 cheat_set_weather id: 1                     (Cloudless_Sunny)
bind 9 cheat_set_weather id: 2                     (Semi Cloudy-Clear)
bind 8 cheat_set_weather id: 3                     (Cloudy_No_Rain)
bind 7 cheat_set_weather id: 4                     (Cloudy_Frequent_Showers)
bind 6 cheat_set_weather id: 5                     (Foggy_Drizzly)
bind 5 cheat_set_weather id: 6                     (FOGGY STORM)
bind 4 cheat_set_weather id: 7                     (Dream)
bind y t_scale 0.2/10                              (Game And Player In Slow Motion 0.01-0.99,Speed Time up 1.01-100)
bind h t_scale 1/10                                ((Game And Player Normal Time)

------------------------------------------------------
    Antialiasing Modes-SMAA T2x Already Set
 
r_AntialiasingMode = 3
    Enables post process based anti-aliasing modes.
    Usage: r_AntialiasingMode [n]
    0: NO AA
    1: SMAA 1X
    2: SMAA 1TX
    3: SMAA 2TX
    4: FXAA 1X

r_AntialiasingTAAPattern = 2
    Selects TAA sampling pattern.
      0: no subsamples
      1: 2x
      2: 3x
      3: 4x
      4: 8x
      5: sparse grid 8x8
      6: random
      7: Halton 8x
      8: Halton random
 
;r_Supersampling = 2                
    (Best Antialiasing FPS Killer,Remove ; to use add ; To Disable r_AntialiasingMode/r_AntialiasingTAAPattern )
 
r_AntialiasingTAASharpening = 0.2
    Enables TAA sharpening
------------------------------------------------------
r_MotionBlur = 0
    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_MotionBlurQuality = 0
    Set motion blur sample count.
    Usage: r_MotionBlurQuality [0/1]
    0 - low quality, 1 - medium quality, 2 - high quality

------------------------------------------------------
         3 points lightning
r_DeferredShading3PL = 2 [DUMPTODISK]
    Disables/Enables/Enables with shadows/Debug the Three-Point Lighting for selected materials.
    Usage: r_DeferredShading3PL [0/1/2/3]
    Default is 2 (enabled with shadows)
     (0=off, 1=on, 2=on+occlusion) makes NPC glow at dusk

r_3PLFillDirStr = 0, 0, -130
    Three Point Lighting - Fill light dir written as a string
 
r_3PLKeyDirStr = 0, 40, 130
    Three Point Lighting - Key light dir written as a string
 
r_3PLRimDirStr = 0, 10, -50
    Three Point Lighting - Rim light dir written as a string
------------------------------------------------------
   Screen Space Directional Occlusion

r_ssdo = 1
    Screen Space Directional Occlusion [0/1]
 
r_ssdoHalfRes = 2
    Apply SSDO bandwidth optimizations
    0 - Full resolution (not recommended)
    1 - Use lower resolution depth
    2 - Low res depth except for small camera FOVs to avoid artifacts
    3 - Half resolution output


r_ssdoAmountAmbient = 1.42
    Strength of occlusion applied to probe irradiance
 
r_ssdoAmountDirect = 2
    Strength of occlusion applied to light sources
 
r_ssdoAmountReflection = 2
    Strength of occlusion applied to probe specular
 
r_ssdoRadius = 0.3
    SSDO radius
 
r_ssdoRadiusMin = 2
    Min clamped SSDO radius

r_ssdoRadiusMax = 0.1
    Max clamped SSDO radius
 
r_SSReflections = 0
    Glossy screen space reflections [0/1]

r_ssdoColorBleeding = 1
    Enables AO color bleeding to avoid overly dark occlusion on bright surfaces (requires tiled deferred shading)
    Usage: r_ssdoColorBleeding [0/1]

------------------------------------------------------

   Global Illumination


e_svoTI_Apply = 1
    Allows to temporary deactivate GI for debug purposes

e_svoTI_RsmConeMaxLength = 6
    Maximum length of the RSM rays (in meters)
    Shorter rays work faster
    2/3/6/8/12/6 [6]

e_svoTI_VoxelizeUnderTerrain=0
    0 = Skip underground triangles during voxelization

e_svoTI_GsmCascadeLod = 5
    Sun shadow cascade LOD for RSM GI

e_svoTI_SkyColorMultiplier = -1.0001
    Controls amount of the sky light
    This value may be multiplied with TOD fog color

e_svoTI_ConeMaxLength = 24
    Maximum length of the tracing rays (in meters)
    Shorter rays work faster
    24/24/24/28/32/24 [24]

e_svoTI_DiffuseConeWidth = 24
    Controls wideness of diffuse cones
    Wider cones work faster but may cause over-occlusion and more light leaking
    Narrow cones are slower and may bring more noise
    24/24/12/9/6/12 [24]
 
e_svoTI_IntegrationMode = 0
    GI computations may be used in several ways:
    0 = AO + Sun bounce
          Large scale ambient occlusion (static) modulates (or replaces) default ambient lighting
          Single light bounce (fully real-time) is supported for sun and projectors (use '_TI_DYN' in light name)
          This mode takes less memory (only opacity is voxelized) and works acceptable on consoles
    1 = Diffuse GI mode (experimental)
          GI completely replaces default diffuse ambient lighting
          Two indirect light bounces are supported for sun and semi-static lights (use '_TI' in light name)
          Single fully dynamic light bounce is supported for projectors (use '_TI_DYN' in light name)
          Default ambient specular is modulated by intensity of diffuse GI
    2 = Full GI mode (very experimental)
          Both ambient diffuse and ambient specular lighting is computed by voxel cone tracing
          This mode works fine only on good modern PC  
 
e_svoTI_Saturation = 0.4
    Controls color saturation of propagated light
 
e_svoTI_ResScaleBase = 2
    Defines resolution of GI cone-tracing targets; 2=half res
 
e_svoTI_LowSpecMode = 2
    Set low spec mode
    Values greater than 0 scale down internal render targets and simplify shaders
    If set to -2 it will be initialized by value specified in sys_spec_Shading.cfg (on level load or on spec change)
    6/4/2/1/1/2 [2]
 
e_svoTI_Diffuse_Cache = 0
    Pre-bake lighting in SVO and use it instead of cone tracing




------------------------------------------------------
    Grass
 
e_VegetationUseTerrainColor = 1
    Allow blend with terrain color for vegetations
 
 
e_MergedMeshes = 1
    Show runtime merged meshes

e_MergedMeshesActiveDist = 300
    Active distance up until merged mesh patches will be streamed in
 
e_MergedMeshesViewDistRatio=200
    merged meshes view dist ratio

e_VegetationUseTerrainColorDistance=200
    Controls distance of fading into terrain color
     0 = Use 30% of maximum view distance of each vegetation instance (old default way)
    <0 = Maximum view distance value is calculated using vegetation mesh size (non scaled CGF size) and then multiplied by this cvar
    >0 = This value used directly as fading distance for all vegetations

e_MergedMeshesPool = 8192
    amount of main memory (in kb) that merged meshes are allowed to sustain
    8192/8192/8192/16384/16384/8192 [8192]

e_MergedMeshesLodRatio=16
    merged meshes lod ratio
    2.0/2.0/2.0/2.5/3.0/2.0 [5]

 e_MergedMeshesInstanceDist=16
    Distance fudge factor at which merged meshes turn off animation
    Low value for e_MergedMeshesInstanceDist cause shadow popping if shadow grass enabled
 
------------------------------------------------------
    Level Of Detail

e_ObjShadowCastSpec = 3
    Object shadow casting spec. Only objects with Shadow Cast Spec <= e_ObjShadowCastSpec will cast shadows
    1/2/3/4/7/3 [3]

e_ObjQuality = 4
    Object detail quality
    1/2/3/4/4/3 [3]
 
e_Terrain = 1
    Activates drawing of terrain ground
 
es_DebrisLifetimeScale = 1
    Usage: es_DebrisLifetimeScale 1.0
 
e_DecalsLifeTimeScale = 2
    Allows to increase or reduce decals life time for different specs
 
e_MaxViewDistSpecLerp=0.5
    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

e_TerrainOcclusionCullingMaxDist=130
    Max length of ray (for version 1)
    130/200/200/200/200/200 [200]
 
r_FlaresTessellationRatio=0.25
    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

sys_flash_curve_tess_error = 2
    Controls curve tessellation. Larger values result in coarser, more angular curves.
    4/2/2/2/2/2 [2]

e_CoverageBufferReproj = 6
    Use re-projection technique on CBuffer, 1 simple reproject, 2 additional hole filling, 4 using ocm mesh for occlusion checking
 
e_DecalsAllowGameDecals = 1
    Allows creation of decals by game (like weapon bullets marks)
 
e_DecalsOverlapping = 1
    If zero - new decals will not be spawned if the distance to nearest decals less than X
 
e_OcclusionCullingViewDistRatio = 1
    Skip per object occlusion test for very far objects - culling on tree level will handle it
 
e_StatObjBufferRenderTasks = 1
    1 - occlusion test on render node level, 2 - occlusion test on render mesh level

e_StreamCgf = 1 [REQUIRE_APP_RESTART]
    Enable streaming of static render meshes
 
e_StreamInstancesMinLoadedNodes = 2048
    Minimum number of octree-nodes to keep in memory
 
e_Tessellation = 0
    HW geometry tessellation  0 = not allowed, 1 = allowed
 
e_Dissolve=1
    Objects alphatest_noise_fading out on distance and between lods
e_LodMin = 0
    Min LOD for objects

e_Lods = 1
    Load and use LOD models for static geometry

e_UberlodDistanceRatio = 2.5
    [float] Multiplier for the uberlod switching distances. Default: 3.0 2.5 Best for distant Objects
 
e_LodFaceAreaTargetSize=0.002
    Threshold used for LOD computation
 
e_VegetationMinSize=0
    Minimal size of static object, smaller objects will be not rendered
 
e_ViewDistMin=40
    In distance on what far objects will be culled out
 
e_ViewDistRatio=140
    View distance ratio for big objects
 
e_ViewDistRatioVegetation=140
    View distance ratio for vegetation Bushes/Trees
 
ca_AttachmentCullingRation=400
    View distance ratio for NPC
 
e_LodRatio=50
    LOD distance ratio for objects
    10/15/25/45/60/25 [25]
 
e_TerrainLodRatio=0.2
    Set heightmap LOD
    1/0.5/0.3/0.25/0.2/0.3 [0.3]
 
wh_cc_CharacterDetailReduction = 0
    positive numbers lower the character detail
 
wh_cc_LodForItemStreamOutBase=20
    a LOD number from where we stream-out all items that are 100% visible (-1 disables the feature)
    11/15/15/20/20/15 [15]
 
wh_cc_LodForAttachmentStreamOut=6
    a LOD number from where we stream-out all attachments (-1 disables the feature)
    2/4/4/6/6/4 [4]
------------------------------------------------------
   Shading

q_ShaderPostProcess=3
    Defines the shader quality of PostProcess
    Usage: q_ShaderPostProcess 0=low/1=med/2=high/3=very high (default)
 
q_renderer=3
    Defines the quality of Renderer
    Usage: q_Renderer 0=low/1=med/2=high/3=very high (default)
    bump mapping, no noticeable diff between 2 and 3
 
q_ShaderGeneral=3
    Defines the shader quality of General
    Usage: q_ShaderGeneral 0=low/1=med/2=high/3=very high (default)
    POM quality, no noticeable diff between 2 and 3
 
q_ShaderTerrain=3
    Defines the shader quality of Terrain
    Usage: q_ShaderTerrain 0=low/1=med/2=high/3=very high (default)
    cheap and add color to hairs
 
r_DeferredShadingTiledHairQuality=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
    Makes sunligh goes through doorsteps and windows. Very costy (95->82 fps)
 
r_DeferredShadingAreaLights = 1 [DUMPTODISK]
    Enables/Disables more complex area lights processing.
    Usage: r_DeferredShadingAreaLights [-1/0/1]
    -1 prevents loading of area lights
    Default is 1 (enabled)
    causes flickering (default=0)
 
r_DeferredShadingSortLights = 0
    Sorts light by influence
    Usage: r_DeferredShadingSortLights [0/1]
    Default is 0 (off)

e_DynamicLightsMaxEntityLights=16
    Set maximum number of lights affecting object
    7/11/16/16/16/16 [16]
    Filters specular aliasing, costs 1% FPS
 
r_deferredShadingFilterGBuffer=1
    Enables filtering of GBuffer to reduce specular aliasing.
    Rain effect distance on ground, not particles but darkness and splash effect.
    0=unlimited
    costs ~1FPS between 0.01 and unlimited dist...
 
r_RainMaxViewDist_Deferred=0
    Sets maximum view distance (in meters) for deferred rain reflection layer
    Usage: r_RainMaxViewDist_Deferred [n]
    no time to see it anyway
    40/100/150/150/150/150 [150]
 
r_sunshafts=1
    Enables sun shafts.
    Usage: r_sunshafts [0/1]
    Default is 1 (on). Set to 0 to disable.
    "godrays", seems free
 
e_Clouds = 1
    Enable clouds rendering
    volumetric clouds, cheap and disabling may look weird
 
r_Beams=3
    r_Beams [0/1/2/3]
    Default is 3 (optimized beams with glow support).
    Set to 0 to disable beams or 2 touse fake beams.
    Set 1 for real beams, full resolution (slower).
    Set to 3 to use optimized and with glow support beams

r_Flares=0
    Toggles lens flare effect.
    Usage: r_Flares [0/1]
    Default is 1 (on).

-----------------------------------------------------
   Post-process

r_PostProcessHUD3DCache=0
    Caches the hud every x frames...
    Sounds stupid to prevent player to get up-to-date informations just to save 0.000001 FPS...
    Always OFF

r_ChromaticAberration = 0
    Chromatic aberration amount
    Usage: r_ChromaticAberration [Value
 
r_ColorGrading = 2
    Enables color grading.
    Usage: r_ColorGrading [0/1]
 
r_ColorGradingChartsCache = 0
    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_DepthOfFieldDilation = 0
    Sets dilation width to reduce ghosting artifacts on near objects (can introduce other artifacts)
 
r_HDRBrightLevel=1.0
r_HDRRendering = 1 [DUMPTODISK]
    Toggles HDR rendering.
    Usage: r_HDRRendering [0/1]
    Default is 1 (on), film curve tone mapping.
    Set to 0 to disable HDR rendering.
 
r_MotionBlurMaxViewDist = 32
    Sets motion blur max view distance for objects.
    Usage: r_MotionBlurMaxViewDist [0...1]
    Default is 16 meters
 
r_MotionBlurShutterSpeed = 125
    Sets camera exposure time for motion blur as 1/x seconds.
    Default: 250 (1/250 of a second)
 
r_TranspDepthFixup = 1
    Write approximate depth for certain transparent objects before post effects
    Usage: r_TranspDepthFixup [0/1]
    Default is 1 (enabled)
------------------------------------------------------
Shadows

e_Shadows = 1
    Activates drawing of shadows
 
r_ShadowPass = 1
    Process shadow pass
 
e_ShadowsCastViewDistRatioMulInvis=0.3
    Muls the view dist ratio for any objects rendered only to shadows

e_ShadowsLodBiasFixed = 0
    Simplifies mesh for shadow map generation by X LOD levels
 
e_ShadowsOnAlphaBlend = 0
    Enable shadows on alphablended
 
e_ShadowsPoolSize = 4096
    Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize)

e_ShadowsResScale = 4
    Shadows slope bias for shadowgen
 
e_ShadowsTessellateCascades = 1
    Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows)
 
e_ShadowsTessellateDLights = 0
    Disable/enable tessellation for local lights shadows
 
e_ShadowsUpdateViewDistRatio = 512
    View dist ratio for shadow maps updating for shadowpool
    128/256/512/512/512/512 [512]
 
e_ParticlesShadows = 0
    Shadows on particles
    Usage: e_ParticlesShadows [0/1/2]
    0 = Off
    1 = On
    2 = Force
 
r_ForceAllLightsShadows = 3 [DUMPTODISK]
    Toggles shadows for all lights of these types bitmask (1-area, 2-spot/proj, 3-both).
    Usage: r_ForceAllLightsShadows [0/1/2/3]
 
r_ShadowBlur = 0 [DUMPTODISK]
    Selected shadow map screenspace blurring technique.
    Usage: r_ShadowBlur [0=no blurring(fastest)/1=blur/2=blur/3=blur without leaking(slower)]
 
r_FogShadows = 1
    Enables deferred volumetric fog shadows
    Usage: r_FogShadows [0/1/2]
      0: off
      1: standard resolution
      2: reduced resolution
 
r_FogShadowsMode = 0
    Ray-casting mode for shadowed fog
    Usage: r_FogShadowsMode [0/1]
      0: brute force shadowmap sampling
      1: optimized shadowmap sampling  
 
r_FogShadowsWater = 0
    Enables volumetric fog shadows for watervolumes
 
r_ShadowJittering = 0
    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_ShadowPoolMaxTimeslicedUpdatesPerFrame = 20
    Max number of time sliced shadow pool updates allowed per frame
 
r_ShadowsCacheResolutions = 6324,4214,2810,1872,624
    Shadow cache resolution per cascade.
 
r_ShadowsScreenSpace = 0
    Include screen space tracing into shadow computations
    Helps reducing artifacts caused by limited shadow map resolution and biasing
    Applied only in the near range and supposed to be used mostly in the cutscenes for better shadows on character facesModes: 0 - off, 1 - only sun light, 2 - all lights
 
r_DrawNearShadows = 1
    Enable shadows for near objects.
    Usage: r_DrawNearShadows [0/1]
 
r_ShadowPoolMaxFrames = 30
    Maximum number of frames a shadow can exist in the pool
 
r_ShadowsPCFiltering = 1
    1=use PCF for shadows
    Usage: r_ShadowsPCFiltering [0/1]
 
r_ShadowsCache = 0
    Replace all sun cascades above cvar value with cached (static) shadow map:
    0=no cached shadows, 1=replace first cascade and up, 2=replace second cascade and up,...
    shadow cache spikes on PC every 10s especially on higher spec
    it also dramatically slows time dependent cubemap generation
 
r_ShadowsUseClipVolume = 1 [DUMPTODISK]
    Usage: r_ShadowsUseClipVolume [0=Disable/1=Enable

e_ShadowsBlendCascades = 2
    Blend between shadow cascades: 0=off, 1=on (first), 2=on (All)
 
q_ShaderShadow = 2
    Defines the shader quality of Shadow
    Usage: q_ShaderShadow 0=low/1=med/2=high/3=very high (default)
 

r_ShadowsAdaptionMin = 0.35 [DUMPTODISK]
    starting kernel size, to avoid blocky shadows.
    Usage: r_ShadowsAdaptionMin [0.0 for blocky - 1.0 for blury], 0.35 is default
 
e_ShadowsLodBiasFixed=-10
    Simplifies mesh for shadow map generation by X LOD levels
    doesn't cost much more to use high lod model, makes lod transiotion a bit less obvious
    Distance Shadows
 
e_GsmLodsNum = 5
    Number of GSM lods (0..5)
    4/4/5/5/5/5 [5]
 
e_GsmRange = 3
    Size of LOD 0 GSM area (in meters)
 
e_GsmRangeStep = 2.5
    Range of next GSM lod is previous range multiplied by step
 
e_ShadowsMaxTexRes = 1024
    Set maximum resolution of shadow map
    256(faster), 512(medium), 1024(better quality)
    Over 1024 Cause Shadow Flickering
 
e_ShadowsCastViewDistRatio = 0.8
    View dist ratio for shadow maps casting from objects
    0.6/0.8/1/1.3/1.6/1 [1]
 
r_ShadowCastingLightsMaxCount = 48
    Maximum number of simultaneously visible shadow casting lights
    10/12/16/20;/24;/16 [16]
 
e_SunAngleClamp=20
    30/30/20/15/10/20 [20]
 
------------------------------------------------------
     Weather Rain Gameeffects
 
r_RainOccluderSizeTreshold = 10
    Only objects bigger than this size will occlude rain
 

wh_env_PuddleCreationDelay = 50
    1000/1000/1000/1000 [1000]
 
wh_env_PuddleCreationSpeed = 0.008
    0.005/0.005/0.005/0.005 [0.005]
 
wh_env_PuddleDryupDelay = 100
    0/0/0/0 [0]
 
wh_env_PuddleDryupSpeed = 0.001
    0.005/0.005/0.005/0.005 [0.005]
 
wh_env_puddleMaskMin = 0
    0/0/0/0 [0]

wh_env_DirtCreationSpeed = 0.01
    0.05/0.05/0.05/0.05 [0.05]
 
wh_env_DirtDryupSpeed = 0.008
    0.05/0.05/0.05/0.05 [0.05]

wh_env_RainWindStrength=10
    10/10/10/10 [10]
 
wh_env_RainDropsAmountMul=2
    15/15/15/15 [15]
 
wh_env_RainDropsSpeedMul=7
    7/7/7/7 [7]
 
wh_env_RainDropsSpeedBase=1.5
    1.5/1.5/1.5/1.5 [1.5]
 
r_RainAmount = 1
    Sets rain amount
    Usage: r_RainAmount=1 Default

wh_env_RainLayers = 3
    1/2/3/3 [3]
 
r_RainDistMultiplier = 2.5
    Rain layer distance from camera multiplier
 
wh_env_RainDiffuseDarkening = 0.2
    0.2/0.2/0.2/0.2 [0.2]
------------------------------------------------------
    Textureresolution
 
r_texturesstreamingMinUsableMips = 8
    Minimum number of mips a texture should be able to use after applying r_texturesstreamingSkipMips
    8/8/8/8/8/8/8 [8]
 
r_texturesstreamingSkipMips = 0
    Number of top mips to ignore when streaming.
    2/2/1/0/0/0/2 [0]
r_TexturesStreamPoolSize = 4096
    Size of texture streaming pool in MB
    256/384/1024/1536/2048/4096/256 [2048]
 
r_TexMaxAnisotropy = 16 [REQUIRE_LEVEL_RELOAD]
    Specifies the maximum level allowed for anisotropic texture filtering
 
r_TexMinAnisotropy = 16 [REQUIRE_LEVEL_RELOAD]
    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
 
e_TerrainDetailMaterialsViewDistZ = 100
    Max view distance of terrain Z materials
    (100 Is Max Game Sets ,You Can Set Higher In Game Thru Console)
    60/80/80/100/100/80 [100]
------------------------------------------------------
 
    Fog
r_VolumetricFogSunLightCorrection = 1
    Enables the correction of sun light luminance. Volumetric fog gets brighter but it's consistent with other lighting.
    0: Disabled.
    1: Enabled.
 
r_VolumetricFogTexDepth = 1280
    Depth resolution of volume texture.
    Huge value runs out of performance and video memory.

r_VolumetricFogTexScale = 20
    Width and height scale factor (divided by screen resolution) for volume texture.
    Acceptable value is more than equal 2.

wh_pl_FOWEnabled = 1
    Enable fog of war revealing.

wh_pl_FOWVisibilityRadius = 10
    Fog of war visibility radius.

e_Fog = 1 [DUMPTODISK]
    Activates global height/distance based fog

e_FogVolumes = 1
    Activates local height/distance based fog volumes

e_FogVolumesTiledInjection = 1
    Activates tiled FogVolume density injection

Brilliant work. Thanks very much mate. I'm getting back into this game, nice to chill out and play something with some depth.
 
Soldato
Joined
26 Sep 2013
Posts
10,713
Location
West End, Southampton
No problem fun game.I may replay the game also after Control and Blair Witch is finished.

ive now removed the e_volumetricfog=1 from the user.cfg and installed that mod. It appears that I don't have any fog in game now, when I input the e_volumetricfog=1 ingame from the console, I can see fog apply, but I'm guessing that's the game volumetricfog and not the mod right? I placed the autoexec.cfg into the root of the game and left the mod.cfg in the Volumetricfog folder inside the "MODS" folder. Is that right?

EDIT - might be easier to post screenie, click for big one.

 
Associate
Joined
27 Apr 2014
Posts
857
Oh I know what you mean.The purpose of the mod is so that you do not have e_volumetricfog=1 everywhere ,like inside buildings or on every time of day file .
If you like e_volumetricfog=1 then it is fine to have both running,just a little more FPS hit.
Like I said for the video ,it is hard to notice some things,especially with different time of day files loaded. That is why I picked the rays,shadow,for in the video for noticeable changes.
Also you do not need the autoexec.cfg,you can remove it and add to user.cfg.If you want.

If you want to learn how to control time of day,time in game and stuff I can show ya.I assume you just want to play and not be fussed with a bunch of mods and stuff.

r_FogShadows = 1
Enables deferred volumetric fog shadows
Usage: r_FogShadows [0/1/2]
0: off
1: standard resolution
2: reduced resolution
 
Soldato
Joined
26 Sep 2013
Posts
10,713
Location
West End, Southampton
Oh I know what you mean.The purpose of the mod is so that you do not have e_volumetricfog=1 everywhere ,like inside buildings or on every time of day file .
If you like e_volumetricfog=1 then it is fine to have both running,just a little more FPS hit.
Like I said for the video ,it is hard to notice some things,especially with different time of day files loaded. That is why I picked the rays,shadow,for in the video for noticeable changes.
Also you do not need the autoexec.cfg,you can remove it and add to user.cfg.If you want.

If you want to learn how to control time of day,time in game and stuff I can show ya.I assume you just want to play and not be fussed with a bunch of mods and stuff.

r_FogShadows = 1
Enables deferred volumetric fog shadows
Usage: r_FogShadows [0/1/2]
0: off
1: standard resolution
2: reduced resolution

I love modding mate. Skyrim I had over 300 installed, same with GTAV. Hundreds in thr Fallout series etc. I love messing around with the single player games.
 
Soldato
OP
Joined
1 Feb 2009
Posts
3,107
Oh wow I am doing the Band of *******'s and Kuno
can actually die right in the second quest attacking the mill which ends the DLC!
That was unexpected. Ok I loaded and paid closer attention to
keep him alive.

Also I did the Amorous Adventures and that was fun as hell, when Henry starts singing a czech song with that english accent, had me laughing my posterior off :D Plus scaring poor Ledetchko villagers..
 
Soldato
Joined
18 Feb 2015
Posts
6,484
Never did try this. How does it compare to Skyrim or say Greedfall?

Well, I would say all 3 are very different RPGs. For KC:D though I would recommend playing it with a focus on it, i.e. not playing through 3-4 other games at the same time. It's all about immersion with it, so it plays best when you focus just on it. Great for a weekend binge.
 
Soldato
OP
Joined
1 Feb 2009
Posts
3,107
Never did try this. How does it compare to Skyrim or say Greedfall?
I haven't played Greedfall, so no comment on that (I am looking forward to it sometime later this or next year).
I have 180 hours in Skyrim (did all nonradiant sidequests and mainquests) and 160 hours in Kingdom Come (still not finished, also doing all quests I can find that fit my character).

I would say Kingdom Come is, on the whole, significantly superior game - it has stronger writing and quest design as well as characters, world building is brilliant and it feels fresh, being completely historical and realistic (unlike all other RPGs which are either fantasy, scifi or post-apo). It has strong focus on immersion both with its graphics and its gameplay mechanics (especially in hardcore mode, which I recommend very much). It demands a good PC and SSD though. And I recommend the DLCs which contain some truly great quests (especially Amorous Adventures and Woman's Lot).

Skyrim was great when it came out - I loved its atmosphere and exploration - but there is no denying that its story and quest design was fairly weak. Still, for its time it was a great game without much competition.
 

TNA

TNA

Caporegime
Joined
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Posts
27,582
Location
Greater London
Well, I would say all 3 are very different RPGs. For KC:D though I would recommend playing it with a focus on it, i.e. not playing through 3-4 other games at the same time. It's all about immersion with it, so it plays best when you focus just on it. Great for a weekend binge.

I haven't played Greedfall, so no comment on that (I am looking forward to it sometime later this or next year).
I have 180 hours in Skyrim (did all nonradiant sidequests and mainquests) and 160 hours in Kingdom Come (still not finished, also doing all quests I can find that fit my character).

I would say Kingdom Come is, on the whole, significantly superior game - it has stronger writing and quest design as well as characters, world building is brilliant and it feels fresh, being completely historical and realistic (unlike all other RPGs which are either fantasy, scifi or post-apo). It has strong focus on immersion both with its graphics and its gameplay mechanics (especially in hardcore mode, which I recommend very much). It demands a good PC and SSD though. And I recommend the DLCs which contain some truly great quests (especially Amorous Adventures and Woman's Lot).

Skyrim was great when it came out - I loved its atmosphere and exploration - but there is no denying that its story and quest design was fairly weak. Still, for its time it was a great game without much competition.

Thanks guys. Very interesting. It sounds like the type of game I would enjoy and get sucked into like Skyrim. But I think it is best I wait until I get my next graphics card upgrade next year.
 
Soldato
OP
Joined
1 Feb 2009
Posts
3,107
Thanks guys. Very interesting. It sounds like the type of game I would enjoy and get sucked into like Skyrim. But I think it is best I wait until I get my next graphics card upgrade next year.
970 would probably run it at around medium/high mix, so better GPU would come in handy.
Better CPU too though, 4 cores are not a lot these days :)
 
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