Soldato
@gerardfraser looking good that. I take it just the r_ShadowCastingLightsMaxCount = 40?
@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.
Do Not Forget to add +exec user.cfg -devmode To Launch Options or Short Cut To Game For Mod To Work Correctly
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con_restricted = 0 [RESTRICTEDMODE]
0=normal mode / 1=restricted access to the console
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;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
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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)
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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
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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
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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
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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]
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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
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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
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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]
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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).
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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)
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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]
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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]
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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
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
No problem fun game.I may replay the game also after Control and Blair Witch is finished.
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
Never did try this. How does it compare to Skyrim or say Greedfall?
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).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 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.
970 would probably run it at around medium/high mix, so better GPU would come in handy.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.