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[DOCUMENTATION]
-- Documented by Twigglison
- Updated January 16th, 2025

--; {USER.CFG} Contents

-- System Settings

sys_spec ; Overall Graphics Quality (0 = Custom | 1 = Low | 2 = Medium | 3 = High | 4 = Very High | 7 = Ultra High)
ca_PrecacheAnimationSets ; Enable Precaching of Animation Sets per Character (0 = Disabled | 1 = Enabled)
e_AutoPrecacheTerrainAndProcVeget ; Force auto pre-cache of Terrain Textures and Procedural Vegetation (0 = Disabled | 1 = Enabled)
e_AutoPrecacheTexturesAndShaders ; Force auto pre-cache of General Textures and Shaders (0 = Disabled | 1 = Enabled)
e_DecalsMerge ; Combine pieces of Decals into one render call (0 = Disabled | 1 = Enabled)
e_HwOcclusionCullingObjects ; Activates usage of Hardware Occlusion Test for Objects (0 = Disabled | 1 = Enabled)
e_ParticlesPreload ; Enable preloading of all Particle Effects at the beginning (0 = Disabled | 1 = Enabled)
e_PrecacheLevel ; Pre-render Objects right after level loading (0 = Disabled | 1 = Enabled)
gpu_particle_physics ; Enable GPU physics if available (0 = Disabled | 1 = Enabled)
r_BatchType ; 0 = CPU Friendly | 1 = GPU Friendly | 2 = Automatic
r_DepthBits ; Sets the depth precision, in bits per pixel. (32 | 24 | 16 | 8)
r_MultiGPU ; Toggles MGPU Support (0 = Disabled | 1 = NVIDIA SLI)
r_MultiThreaded ; Enables or Disables Multithreading (0 = Disabled | 1 = Enabled | 2 = Automatic)
r_VSync ; Toggles vertical sync (0 = Disabled | 1 = Enabled | 2 = Enabled, use asynchronous swaps on X360)
sys_job_system_max_worker ; Allocates CPU Cores (NOT Threads)
sys_LoadFrontendShaderCache ; Load Frontend Shader Cache (0 = Disabled | 1 = Enabled)
sys_MaxFPS ; Limits the frame rate to a specified number
sys_PakStreamCache ; Load in Memory Paks for faster streaming (0 = Disabled | 1 = Enabled)
sys_preload ; Preload Game Resources (0 = Disabled | 1 = Enabled)
wh_r_HDTextures ; High-Definition Texture DLC (0 = Disabled | 1 = Enabled)
wh_ui_FPS ; Display the framerate (0 = Disabled | 1 = Enabled)

-- Post Processing Settings

r_AntialiasingMode ; Enables post process based anti-aliasing modes (0 = Disabled | 1 = SMAA 1X | 2 = SMAA 1TX | 3 = SMAA 2TX | 4 = FXAA 1X)
r_AntialiasingTAAPattern ; 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_AntialiasingTAASharpening ; Adjust the strength of TAA Sharpening
r_Beams ; Toggles light beams (0 = Disabled | 1 = Full Resolution Beams | 2 = Fake Beams | 3 = Optimized Beams)
r_MotionBlur ; Enables per object and camera motion blur (0 = Disabled | 1 = Camera | 2 = Full)

-- Shading Settings

e_svoTI_SpecularAmplifier ; Adjusts the output brightness of specular component
e_svoTI_SSAOAmount ; Allows to scale down SSAO (SSDO) amount and radius when GI is active
e_svoTI_SSDepthTrace ; Use SS Depth Tracing together with Voxel Tracing
r_ssdoAmountAmbient ; Strength of occlusion applied to probe irradiance
r_ssdoAmountDirect ; Strength of occlusion applied to light sources
r_ssdoHalfRes ; Adjust the resolution of SSDO (0 = Full Resolution | 1 = Lower Resolution Depth | 2 = Low Res Depth except Small FOV to avoid artifacts | 3 = Half Resolution Output)

-- Texture Settings

r_TexturesStreamingMipBias ; Adjust the LOD of Textures from distance (>0 = Reduce Quality and Improve Performance)
r_TexturesStreamingPostponeMips ; Postpone loading of high-res mipmaps to improve resolution balance of Texture Streaming
r_TexturesStreamingResidencyThrottle ; Ratio for Textures to become resident (1.0 = Textures will become resident sooner)
r_TexturesStreamingResidencyTime ; Time to keep Textures resident before allowing them to be removed from memory (# = Seconds)
r_TexturesStreamPoolSize ; Allocates VRAM for Texture Pool in MB (8GB = 6144MB | 10GB = 8192MB | 12GB = 10240MB)

-- Shadow Settings

e_ParticlesShadows ; Shadows on particles (0 = Disabled | 1 = Enabled | 2 = Forced)
e_ShadowsCastViewDistRatio ; View distance ratio for shadow maps casting from objects
e_ShadowsCastViewDistRatioLights ; View distance ratio for shadow maps casting for light sources
e_ShadowsCastViewDistRatioMulInvis ; Muls the view distance ratio for any objects rendered only to shadows
e_ShadowsMaxTexRes ; Set maximum resolution of shadow map
e_ShadowsPoolSize ; Set size of shadow pool (Insufficient or excessive values can cause Shadow Flickering)
r_ShadowsCache ; Replace sun sascades with cached shadow maps
r_ShadowsCacheResolutions ; Shadow cache resolution per cascade
r_ShadowsNearestMapResolution ; Nearest shadow map resolution

-- Object Detail Settings

sys_flash_curve_tess_error ; Controls curve tessellation. Larger values result in coarser, more angular curves

-- Vegetation Settings

e_MergedMeshesLodRatio ; Adjust the distance of High-Quality LOD Vegetation
e_MergedMeshesViewDistRatio ; Adjust the distance of Vegetation
e_VegetationUseTerrainColorDistance ; Adjust the distance of Vegetation color

-- Weather Settings

r_RainMaxViewDist_Deferred ; Sets maximum view distance in meters for deferred rain reflection layer

-- Physics Settings

e_CullVegActivation ; Vegetation activation distance limit (0 = Disables visibility-based culling)
e_FoliageWindActivationDist ; If the wind is sufficiently strong, visible foliage in this view distance will be forcefully activated
e_PhysOceanCell ; Cell size for ocean approximation in physics (0 = Assumes flat plane)
es_MaxPhysDist ; Physical entities farther from the camera than this are forcefully deactivated
es_MaxPhysDistInvisible ; Invisible physical entities farther from the camera than this are forcefully deactivated
g_breakage_particles_limit ; Imposes a limit on particles generated during 2D surfaces breaking
g_tree_cut_reuse_dist ; Maximum distance from a previously made cut that allows reusing
p_max_MC_iters ; Specifies the maximum number of microcontact solver iterations
p_max_substeps ; Limits the number of sub steps allowed in variable time step mode

-- Gameplay Settings

cl_fov ; Adjust the Player's Field of View
wh_horse_CameraCentering ; Horseback Camera Recentering (>0 = Allows Camera Recentering on Horseback)
wh_pl_ShowFireCursor ; Display the center cursor for Bow usage (0 = Disabled | 1 = Enabled)
wh_sys_NoSavePotion ; When enabled it disables the requirement of Saviour Schnapps (0 = Disabled | 1 = Enabled)