Additional Graphics Settings - Help Wanted!


(Smooth) #1

So this is mostly one for the *.ini file editors out there.

We at Splash Towers want to collate a comprehensive list of everything you guys are legitimately editing so we can get these added as options in the game menus, exposing the extra configurable love to all and not just those with secret learnings.

For each variable people are editing, we’re going to decide on what the appropriate min/max values are and then make sure they are included as part of the existing Low/Med/High graphics options.

Additionally we’ll likely be adding a ‘Minimal’ graphics option that has the absolute lowest acceptable values people are using to get every last drop of FPS out of the game.

Rather than sifting through entire configs, can people please post specific lines they are editing and the values they are using for them, with a short description of what (they think) it does. Something like:

SkeletalMeshLODBias=2 // Reduces detail on player models

Once we have a nice big list, we’ll get down to work here and get these integrated :slight_smile:

PS. If one of these lists exists elsewhere, feel free to link to it or copy the info in here.


(Smooth) #2

Initial to-do list:

[ul]
[li]bSmoothFrameRate // Expose as an option in the menu - Default OFF[/li][li]MinSmoothedFrameRate // Expose as an option in the menu - Default 62[/li][li]MaxSmoothedFrameRate // Expose as an option in the menu - Default 62[/li][li]bForceFrontEndVSync // Expose as an option in the menu - Default True[/li][/ul]

[ul]
[li]MaxMultiSamples // Expose as an option in the menu - Default 1 (allow 1 to 8)[/li][li]MaxAnisotropy // Expose as an option in the menu - Default 4 (allow 1 to 16)[/li][/ul]

[ul]
[li]LensFlares // Expose as an option in the menu - Default True[/li][li]AllowRadialBlur // Expose as an option in the menu - Default True[/li][li]Distortion // Expose as an option in the menu - Default True[/li][li]FilteredDistortion // Expose as an option in the menu - Default True[/li][li]AllowImageReflections // Expose as an option in the menu - Default True [/li][li]AllowImageReflectionShadowing // Expose as an option in the menu - Default True[/li][li]bAllowSeparateTranslucency // Expose as an option in the menu - Default True[/li][li]bAllowWeatherEffect // Expose as an option in the menu - Default True[/li][li]SkeletalMeshLODBias // Expose as an option in the menu - Default 0 (allow 0 to 2)[/li][li]bDynamicDecalsEnabled // Expose as an option in the menu - Default True[/li][li]Dynamicdecals // Expose as an option in the menu - Default True[/li][/ul]

[ul]
[li]BloomSize // Lock to default [/li][li]bForceStaticTerrain // Lock to default [/li][/ul]

[ul]
[li][U]TEXTUREGROUPS[/U][/li][li]LODBias // Lock to default[/li][li]MinMagFilter // Lock to default for each group[/li][li]MipFilter // Lock to default for each group[/li][li]MipGenSettings // Lock to default for each group[/li][li]MinLODSize //Lock to default for each group [/li][li]MaxLODSize // Clamp to a minimum which equals the same as the MinLODSize value for each group[/li][/ul]

[ul]
[li]MaxParticleVertexMemory // Lock to default[/li][li]MaxFluidNumVerts // Lock to default[/li][li]MaxParticleResize // Lock to default[/li][li]MaxParticleResizeWarn // Lock to default[/li][li]ShadowTexelsPerPixel // Clamp to minimum value of 1[/li][li]MinTextureResidentMipCount // Lock to default[/li][li]bUseTextureStreaming // Lock to default[/li][li]MipFadeInSpeed0 // Lock to default[/li][li]MipFadeOutSpeed0 // Lock to default[/li][li]MipFadeInSpeed1 // Lock to default[/li][li]MipFadeOutSpeed1 // Lock to default[/li][/ul]
Investigate / discuss further list:

[ul]
[li]ColorGrading // Under discussion…[/li][li]FogVolumes // Under discussion…[/li][li]FogDensity // Under discussion…[/li][/ul]

[ul]
[li]ScreenPercentage[/li][/ul]

[ul]
[li]bAllowPostprocessMLAA[/li][li]bAllowD3D9MSAA[/li][li]MaxProcBuildingLODColorTextureSize[/li][li]MaxProcBuildingLODLightingTextureSize[/li][li]PoolSize [/li][li]UseTextureFileCache[/li][li]UsePriorityStreaming[/li][li]bAllowSwitchingStreamingSystem[/li][li]UseDynamicStreaming[/li][li]OnlyStreamInTextures[/li][li]LightmapStreamingFactor[/li][li]ShadowmapStreamingFactor[/li][/ul]


(OwNLY) #3

I dont have the command for it,
but i want to disable the blood effects on enemy players when they are getting hit.
Currently there is no single option for this.

I know i could disable every particle effect (smoke and explosions) over the config, but im sure this option will get locked due to Redeye…


(Sagan_on_Roids) #4

These aren’t graphics settings, but some things that can only be edited in INI files that I’d like to see in-game options for.

From ShooterUI.ini, these change the colors/opacity of labels for allies/enemies/spectators. I’m not entirely sure the difference between some of these:

[ShooterGame.SGUIHUDGameInfoScore]
m_NeutralColor=(R=122,G=122,B=122,A=255)
m_EnemyColor=(R=255,G=73,B=33,A=255)
m_TeamColor=(R=0,G=182,B=222,A=255)

[ShooterGame.SGUIHUDConsoleMessageLog]
m_NeutralColor=(R=255,G=255,B=255,A=255)
m_AlliedColor=(R=0,G=182,B=222,A=255)
m_EnemyColor=(R=255,G=73,B=33,A=255)

[ShooterGame.SGUIMenuChatLog]
m_NeutralColor=(R=255,G=255,B=255,A=255)
m_AlliedColor=(R=0,G=182,B=222,A=255)
m_EnemyColor=(R=255,G=73,B=33,A=255)

[ShooterGame.SGUIHUDActionMenu]
m_AlliedColor=(R=0,G=182,B=222,A=255)
m_EnemyColor=(R=255,G=73,B=33,A=255)

From ShooterUI.ini, these control the locations of various HUD elements:

[ShooterGame.SGUIHUDPlayer]
NativeHUDResolution=(X=1280, Y=720)
ScopeInfoPosition=(Attach=(H=HA_CENTER), PixelOffset=(Y=500))

ConsoleMessageLogPosition=(Align=(H=HA_right, V=HA_BOTTOM), Attach=(H=HA_RIGHT, V=HA_TOP, VA="ChatInput"), Skew=0)
ChatInputPosition=(Align=(H=HA_RIGHT, V=HA_BOTTOM), Attach=(H=HA_RIGHT, V=HA_BOTTOM,VA="Minimap"), PixelOffset=(Y=-40), Skew=0)
IncapMenuPosition=(Align=(H=HA_CENTER, V=HA_BOTTOM), Attach=(H=HA_CENTER, V=HA_TOP, VA="DeathInfoCard"))

GameWaveTimerPosition=(Align=(H=HA_LEFT, V=HA_BOTTOM), Attach=(H=HA_LEFT, V=HA_BOTTOM), PixelOffset=(Y=35), Skew=0)
ObjectiveProgressionPosition= (Align=(H=HA_LEFT, V=HA_BOTTOM), Attach=(H=HA_LEFT, V=HA_BOTTOM), PixelOffset=(Y=-10), Skew=0)
ObjectiveClockPosition=
ObjectiveProgressionNotificationPosition=
ObjectivePosition=
ExpCounterPosition=
GameplayNotificationPosition=

MinimapPosition=(Align=(H=HA_CENTER, V=HA_BOTTOM),Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(X=104, Y=20), Skew=0)
WeaponAmmoPosition=(Attach=(H=HA_CENTER, V=HA_CENTER, VA="PlayerHealth"), PixelOffset=(X=15, Y=34), ShadowOffset=(X=1, Y=1), Skew=0)
AbilityCooldownPosition=(Align=(V=HA_TOP), Attach=(H=HA_CENTER, V=HA_BOTTOM, VA="PlayerHealth"), PixelOffset=(X=-256, Y=-20), ShadowOffset=(X=1, Y=1), Skew=0)
PlayerHealthPosition=(Align=(V=HA_BOTTOM), Attach=(H=HA_CENTER, V=HA_CENTER), PixelOffset=(X=-150, Y=225), ShadowOffset=(X=1, Y=1), Skew=0) 

ObituaryMessageLogPosition=(Attach=(H=HA_RIGHT,V=HA_TOP))
InteractionFillbarPosition=(Attach=(H=HA_CENTER),PixelOffset=(Y=420))
SubtitlesPosition=(Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(Y=710))
BadgeNotificationPosition=(Attach=(H=HA_CENTER, V=HA_TOP), PixelOffset=(Y=50))
ObjectiveNotificationPosition=(Attach=(H=HA_CENTER, V=HA_TOP, VA="BadgeNotification"), PixelOffset=(Y=150), ShadowOffset=(X=1, Y=1))
GameInfoPosition=(Attach=(H=HA_CENTER, V=HA_TOP))
SpectatorInfoPosition=(Attach=(H=HA_CENTER,V=HA_BOTTOM),PixelOffset=(Y=150), ShadowOffset=(X=-1, Y=-1))
DetectedNotificationPosition=(Align=(H=HA_CENTER, V=HA_CENTER), Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(Y=100))
ReadyUpPosition=(Align=(V=HA_TOP,H=HA_CENTER), Attach=(H=HA_CENTER, V=HA_TOP))
DeathInfoCardPosition=(Align=(V=HA_BOTTOM,H=HA_CENTER), Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(Y=0))
ActionMenuPosition=(Align=(H=HA_LEFT, V=HA_TOP), Attach=(H=HA_LEFT, V=HA_BOTTOM,VA="Objective"), PixelOffset=(Y=-2))
CharacterSelectionPosition=(Align=(H=HA_CENTER), Attach=(H=HA_CENTER, V=HA_BOTTOM) PixelOffset=(X=0, Y=100))

Not a specific setting, but I have this bind in my ShooterInput.ini file to toggle some settings that don’t seem to be available in any of the INI files:

Bindings=(Name="F11", Command="PostProcessAAType 0 | FogDensity 0 | BloomSize 0 | ColorGrading 2 | SetFOVSensitivityScale 0.5 | RawInputUpdateTest true | showhudcentre", Control=False, Shift=False, Alt=False, bIgnoreCtrl=False, bIgnoreShift=False, bIgnoreAlt=False)

(Shadwblade2652) #5

[QUOTE=OwNLY;531345]I dont have the command for it,
but i want to disable the blood effects on enemy players when they are getting hit.
Currently there is no single option for this.

I know i could disable every particle effect (smoke and explosions) over the config, but im sure this option will get locked due to Redeye…[/QUOTE]

Aren’t blood effects decals?


(Protekt1) #6

Good move.

But who is splash towers?

“Additionally we’ll likely be adding a ‘Minimal’ graphics option that has the absolute lowest acceptable values people are using to get every last drop of FPS out of the game.”

Best news.


#7

Thanks Smooth for asking for help! And great news about “Minimal” graphics option. <3

MaxParticleVertexMemory=400 // 130000+ is default after opening game first time (which seems like a bug). 400 is default before opening game first time and seems to have full explosion effects etc. 300 removes own bullet tracers (which is nice if you want to achieve that. 270 seems to be lowest without removing explosions or elements on aurastations, mines etc. 1=Explosions gone)

bSmoothFrameRate=True // A MaxFPS slider needs to be in menu! From Unlimited to 200 or similar (and be able to use arrows to define it to the exactly the number you want)
MinSmoothedFrameRate=120.00 //
MaxSmoothedFrameRate=120.00 //
Cant aim without solid FPS, need to MaxFPS (cap it) to have solid framerate. (120-200FPS gives stutter, while 120solid FPS is solid)

For textures:
Would be nice to have sliders for all 20+ or so TEXTUREGROUP_ settings.
Some people like 64 on their Minimal textures, while I maybe like 512 as minimal, but only on certain textures. I maybe want max textures on weapons, characters, and skybox.
For most people, 1 slider with 64 to 4096 (or 64-8192 or whatever is the highest)

These are needed to bind to a key and press 1 time every new game, to be able change:
FogDensity | BloomSize | ColorGrading
Would be nice if they were in menu.

ADS needs to be in menu too:
FOVSensitivityScale

Spawntimer, really needs a menu setting for where you want it. Its the most important HUD setting. A corner is to me the least good position for it.

AntiAliasing Option. On or off doesnt feel PC-ish, and I will go to ini to try to fix this.
I want maybe 2x standard AA when gaming, and another setting for when recording video.
bAllowPostprocessMLAA=False
bAllowD3D9MSAA=True
MaxMultiSamples=2

Anisotropic filtering option
I want maybe 2-4 when gaming, and another setting for when recording video.
MaxAnisotropy=4

Lagometer option / Server frame vs Client frames option
http://wolfwiki.anime.net/index.php/Lagometer
Was it me lagging just now? Or was it the server hitching? In ET some servers have hickups often while some never have it. The ETs lagometer yellow hickups “extrapolation” feels very stuttery for a second, were not your fault, its the servers fault. Hickups ever 1 minute or two is annoying, and servers without hickups are prefered. Not that we can rent servers, but if we could, this way we could report problems without needing to google the command to show the stats for server frames.
ET lagometer isnt in DB engine, but something like this http://forums.warchest.com/showthread.php/44141-Example-of-Dirty-Bombs-poor-frame-rate-consistency-v2 but also showing server frames / server hickups / server stutter
STAT UNITGRAPH // in menu please
STAT RAW // in menu please

Show FPS (possibly a less cluttered version of “stat fps”, but even if not changed from stat fps, it would be asked for from lots of people)

Texturestreaming On off, would be nice if it was in menu


(ailmanki) #8

Colorgrading 2
That command can be used in console, please in menu perma…


(Bangtastic) #9

Just made a list of the code lines.
Compared a high fps cfg from Kroad (thx buddy) and mine @default low settings.
The following code snippets are from the modified cfg. So following lines contain optimized settings.
I tried to exclude the options which are already ingame..


bForceStaticTerrain=true
bUseTextureStreaming=false
bUseBackgroundLevelStreaming=False

MaxFluidNumVerts=1

MaxParticleVertexMemory=1
NetClientTicksPerSecond=2000 //if a higher value actually works put it in options; default value is 200

MipFadeInSpeed0=0
MipFadeOutSpeed0=0
MipFadeInSpeed1=0
MipFadeOutSpeed1=0

bSmoothFrameRate=False
MinSmoothedFrameRate=0
MaxSmoothedFrameRate=999 //set max fps; must have

AllowNvidiaStereo3d=False

MinTextureResidentMipCount=1
PoolSize=158

DropMipLevelsLimit=4
StopIncreasingLimit=5
StopStreamingLimit=6

MinFudgeFactor=5.0
FudgeFactorIncreaseRateOfChange=1.0
FudgeFactorDecreaseRateOfChange=-1.0
MinRequestedMipsToConsider=0
MinTimeToGuaranteeMinMipCount=5

LoadMapTimeLimit=10
LightmapStreamingFactor=0.09
ShadowmapStreamingFactor=0.09
MaxLightmapRadius=500

BoostPlayerTextures=1
TemporalAAMemoryReserve=1

FLightPrimitiveInteractionInitialBlockSize=32
FModShadowPrimitiveInteractionInitialBlockSize=32

DynamicDecals=false

DecalCullDistanceScale=0.100000
DynamicLights=False

LightEnvironmentShadows=False

Distortion=False
FilteredDistortion=False
DropParticleDistortion=true

SpeedTreeLeaves=False
SpeedTreeFronds=False
OnlyStreamInTextures=true
LensFlares=False

FloatingPointRenderTargets=false

UpscaleScreenPercentage=false

Borderless=false //Does this work for borderless window mode?

AllowRadialBlur=False
AllowSubsurfaceScattering=False
AllowImageReflections=False
AllowImageReflectionShadowing=False
bAllowSeparateTranslucency=False

bAllowWeatherEffect=False

ShadowFilterQualityBias=-1
MaxAnisotropy=0

MinShadowResolution=0  
MinPreShadowResolution=0
MaxShadowResolution=0
MaxWholeSceneDominantShadowResolution=0
ShadowFadeExponent=0.10000
ShadowTexelsPerPixel=0.100000
PreShadowResolutionFactor=0.100000
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=False

MobileFog=False
MobileSpecular=False

MobileVertexScratchBufferSize=1
MobileIndexScratchBufferSize=1

bUseHardwareCursorWhenWindowed=false

Reduces detail of textures


TEXTUREGROUP_World=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage) 


(Glottis-3D) #10

You must spread some Reputation around before giving it to Smooth again.
<3 great move!


(Mustang) #11
// Some of this stuff might be in menus already, but pretty sure most of it isn't
MaxProcBuildingLODColorTextureSize=999999999 // No limits to visual quality, textures still look bad
MaxProcBuildingLODLightingTextureSize=999999999 // No limits to visual quality, textures still look bad
bUseBackgroundLevelStreaming=False // No streaming
MipFadeInSpeed0=0 // No streaming
MipFadeOutSpeed0=0 // No streaming
MipFadeInSpeed1=0 // No streaming
MipFadeOutSpeed1=0 // No streaming
bSmoothFrameRate=False // No framerate management or limits
MinSmoothedFrameRate=22 // No framerate management or limits
MaxSmoothedFrameRate=999 // No framerate management or limits
PoolSize=999999999 // More memory for visuals
UseTextureFileCache=False // Think it improves performance
UsePriorityStreaming=False // No streaming
bAllowSwitchingStreamingSystem=True // Not sure what it does, think it allows streaming to be disabled
UseDynamicStreaming=False // No steaming
OnlyStreamInTextures=True // Would like to disable any streaming, but pretty sure this broke stuff badly last time I tried turning it off
LensFlares=False // No fake godray bright spots
FogVolumes=False // No fog
OneFrameThreadLag=False // More responsive mouse input
UseVsync=False // Obviously not thanks
AllowRadialBlur=False // Blur doesn't make a game look better
DetailMode=0 // Think this used to get rid of newspaper flying through the air, might not do anything anymore
bAllowHighQualityMaterials=True // High quality textures in theory, in practice they are still low
bAllowD3D9MSAA=True // Should enable MSAA, but doesn't seem to improve jaggies
MaxMultiSamples=1 // Anti-aliasing level, again doesn't seem to visuals
bAllowPostprocessMLAA=False // Again looks terrible both regardless of value
MaxAnisotropy=16 // This one might actually work
bForceFrontEndVSync=False // Disables limiting in frontend, maybe?
TTSEnabled=True // There isn't a sound notification for chat messages, and text-to-speak is for cool kids anyway
m_MaxBroadcastsPerSecond=50 // Bump it up
MaxConsoleParentDisplayTime=9999 // Chat messages decay time, essentially always on
MaxObituaryMsgTime=9999 // Kill feed text decay time, essentially always on
m_MaxOnScreenNotifications=8 // Show more chat messages
m_MiniMapScale=0.2 // Zoom minimap out a bit
LeftAlignMessages=False // Chat can only be left aligned, so right align kill feed so it doesn't make the HUD layout look unbalanced
m_bEnableGameplayFovAdjust=False // Can't remember what it disables, probably something annoying
MotionBlur=False // Disable annoying stuff, its not emersive
MotionBlurPause=False // Disable annoying stuff, its not emersive
MotionBlurSkinning=0 // Disable annoying stuff, its not emersive
DepthOfField=False // Disable annoying stuff, its not emersive
AmbientOcclusion=False // Disable annoying stuff, its not emersive
Bloom=False // Disable annoying stuff, its not emersive
bAllowLightShafts=False // Disable annoying stuff, its not emersive
Distortion=False // Disable annoying stuff, its not emersive
FilteredDistortion=False // Disable annoying stuff, its not emersive

// Mouse2 - Press to sprint, release to ironsight
Bindings=(Name="RightMouseButton",Command="SetSprint True | OnRelease SetSprint False | SetIronsight False | OnRelease SetIronsight True",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

// Get rid of all the crap that smudges visuals, cancel sound loops, raw input probably isnt doing anything anymore, minimap off doesn't work on a bind, toggle crosshair to fix spawn protection shield icon not showing in the right place when using dot crosshair
Bindings=(Name="F10",Command="BloomSize 0 | FogDensity 0 | ColorGrading 0 | KillAllSounds | ToggleMusic | RawInputUpdateTest True | HudTurnOff Minimap | SetCrosshairType 1 | OnRelease SetCrosshairType 2",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

// Set X-Y mouse ratio
Bindings=(Name="MouseX",Command="Count bXAxis | Axis aMouseX Speed=1.000",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY Speed=0.600",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)

// Stuff that I'm pretty sure can be set in existing menus, but I still like to check its being saved correctly
bFirstRun=False // Skip to menu, don't need to see the tutorial everytime
m_EnableMenuPP=False // Disable game bluring in background when an in-game menu is opened
m_bEnableHudShake=False // Distracting and not emersive
ViewBobEnabled=False // Distracting and not emersive
ViewArmsMomentumEnabled=False // Distracting and not emersive
CameraAnimsEnabled=False // Distracting and not emersive
AutomaticReload=True // Because I'm a noob
MouseSensitivity=7.600000
MasterVolume=15
SprintToggle=False
CrouchToggle=False
WalkToggle=False
IronSightToggle=False
SprintCancelsReload=False
m_bLensPP=False
m_bBloodPP=False
m_bSubtitles=True
m_bUseCrosshairHitIndicator=False
m_CrosshairType=2
m_CrosshairColour=(B=127,G=255,R=255,A=255)
m_CrosshairDotSize=1
HitBeepsEnabled=True
DefaultFOV=65.000000
PlayerDefaultFOV=65.000000

// Attempting to disable texture streaming, no other changes to LOD etc.
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Vehicle=(MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_MobileFlattened=(MinLODSize=8,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5,NumStreamedMips=0)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage,NumStreamedMips=0)

// Custom HUD locations
ScopeInfoPosition=(Attach=(H=HA_CENTER), PixelOffset=(Y=500))
ConsoleMessageLogPosition=(Align=(H=HA_LEFT, V=HA_TOP), Attach=(H=HA_RIGHT, V=HA_TOP, HA="PlayerHealth", VA="PlayerHealth"), PixelOffset=(X=-50, Y=30))
ChatInputPosition=(Align=(H=HA_LEFT, V=HA_TOP), Attach=(H=HA_LEFT, V=HA_BOTTOM, HA="ConsoleMessageLog", VA="ConsoleMessageLog"), PixelOffset=(Y=-2))
IncapMenuPosition=(Align=(H=HA_CENTER, V=HA_CENTER), Attach=(H=HA_CENTER, V=HA_CENTER), PixelOffset=(X=92))
ObjectiveProgressionPosition=(Attach=(H=HA_LEFT, V=HA_TOP), PixelOffset=(X=25, Y=25), Skew=0)
ObjectiveProgressionNotificationPosition=(Attach=(H=HA_CENTER, V=HA_CENTER), PixelOffset=(Y=-100))
ObjectiveClockPosition=(Attach=(H=HA_CENTER, V=HA_TOP), PixelOffset=(X=0, Y=25))
MinimapPosition=(Align=(H=HA_CENTER, V=HA_BOTTOM), Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(X=3), Skew=0)
ObituaryMessageLogPosition=(Align=(H=HA_RIGHT, V=HA_TOP), Attach=(H=HA_LEFT, V=HA_TOP, HA="PlayerHealth", VA="PlayerHealth"), PixelOffset=(X=-50, Y=25))
InteractionFillbarPosition=(Attach=(H=HA_CENTER), PixelOffset=(Y=460))
ExpCounterPosition=(Align=(V=HA_BOTTOM), Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(Y=225), ShadowOffset=(X=-1, Y=-1))
GameplayNotificationPosition=(Align=(V=HA_BOTTOM), Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(Y=375))
SubtitlesPosition=(Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(Y=710))
ObjectiveNotificationPosition=(Attach=(H=HA_CENTER, V=HA_TOP, VA="ObjectiveProgress"), PixelOffset=(Y=15))
GameInfoPosition=(Attach=(H=HA_CENTER, V=HA_TOP))
SpectatorInfoPosition=(Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(Y=60))
DetectedNotificationPosition=(Align=(H=HA_CENTER, V=HA_CENTER), Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(Y=250))
WeaponAmmoPosition=(Align=(H=HA_RIGHT, V=HA_BOTTOM), Attach=(H=HA_RIGHT, V=HA_TOP, HA="PlayerHealth", VA="PlayerHealth"), PixelOffset=(X=-1, Y=11), Skew=0, ShadowOffset=(X=-1, Y=-1))
AbilityCooldownPosition=(Align=(H=HA_CENTER, V=HA_TOP), Attach=(H=HA_CENTER, V=HA_BOTTOM, VA="PlayerHealth"), PixelOffset=(X=-37, Y=-10), Skew=0, ShadowOffset=(X=-1, Y=-1))
PlayerHealthPosition=(Align=(H=HA_CENTER, V=HA_CENTER), Attach=(H=HA_CENTER, V=HA_CENTER), PixelOffset=(X=3, Y=136), Skew=0, ShadowOffset=(X=-1, Y=-1))
ReadyUpPosition=(Align=(H=HA_CENTER, V=HA_TOP), Attach=(H=HA_CENTER, V=HA_TOP), PixelOffset=(Y=70))
BadgeNotificationPosition=(Attach=(H=HA_CENTER, V=HA_TOP))
DeathInfoCardPosition=(Align=(V=HA_BOTTOM,H=HA_CENTER), Attach=(H=HA_CENTER, V=HA_BOTTOM), PixelOffset=(Y=0))
GameWaveTimerPosition=(Attach=(H=HA_LEFT, V=HA_TOP))

// Some sane controls for spectator/casting
Bindings=(Name="LeftMouseButton",Command="SpectateCrosshairTargetCmd")
Bindings=(Name="RightMouseButton",Command="FastCameraSpeedCmd")
Bindings=(Name="MouseScrollUp",Command="SpectatePreviousPlayerCmd")
Bindings=(Name="MouseScrollDown",Command="SpectateNextPlayerCmd")
Bindings=(Name="ThumbMouseButton",Command="DecreaseCameraSpeedCmd")
Bindings=(Name="ThumbMouseButton2",Command="IncreaseCameraSpeedCmd")
Bindings=(Name="SpaceBar",Command="JumpCmd | SpectateFreeCamCmd")
Bindings=(Name="LeftControl",Command="LowerCameraCmd")
Bindings=(Name="one",Control=false,Command="SpectateAttackerOne")
Bindings=(Name="two",Control=false,Command="SpectateAttackerTwo")
Bindings=(Name="three",Control=false,Command="SpectateAttackerThree")
Bindings=(Name="four",Control=false,Command="SpectateAttackerFour")
Bindings=(Name="five",Control=false,Command="SpectateAttackerFive")
Bindings=(Name="six",Control=false,Command="SpectateAttackerSix")
Bindings=(Name="seven",Control=false,Command="SpectateAttackerSeven")
Bindings=(Name="eight",Control=false,Command="SpectateAttackerEight")
Bindings=(Name="one",Control=true,Command="SpectateDefenderOne")
Bindings=(Name="two",Control=true,Command="SpectateDefenderTwo")
Bindings=(Name="three",Control=true,Command="SpectateDefenderThree")
Bindings=(Name="four",Control=true,Command="SpectateDefenderFour")
Bindings=(Name="five",Control=true,Command="SpectateDefenderFive")
Bindings=(Name="six",Control=true,Command="SpectateDefenderSix")
Bindings=(Name="seven",Control=true,Command="SpectateDefenderSeven")
Bindings=(Name="eight",Control=true,Command="SpectateDefenderEight")

(Volcano) #12

changing axis and ally overhead color ShooterUI.ini
[ShooterGame.SGUIHUDIFFObjectAlly]
m_PrimaryColor=(R=0,G=255,B=0,A=255)
m_SecondaryColour=(R=0,G=255,B=0,A=255)

[ShooterGame.SGUIHUDIFFObjectEnemy]
m_PrimaryColor=(R=252,G=0,B=0,A=255)

turning off annoying xp and medal popups shootergame.ini
NotificationDisplayTime=0
XPNotificationDisplayTime=0


(jazevec) #13

By the way, are there any settings which make framerate more stable ? I’m stuck with an overclocked Core 2 Duo E6750. Framerate usually fluctuates 30-60, but you wouldn’t believe it’s 30 looking at it. When it kicks in, it looks like 10.


(Humbugsen) #14

I followed this pretty much:
http://forums.tornbanner.com/showthread.php/17400-Tweak-Engine-ini-Tweaks-with-explanations

should include “ScreenPercentage=” it’s like lowering the resolution without actually lowering it, helped me to get a LOT more fps.


(Glottis-3D) #15

30 fps is pretty bad. i locked 30fps in quakelive just to be sure, and it looked just as bad.


(BioSnark) #16

Great functionality to add. While we’re on the topic of IFF UI, since I suspect people already covered everything else, please add variables for deployable team glow (color of turret and mine identifiers) and player glow. Trying to get rid of blue since it doesn’t show on Chapel, a significant percentage of the map pool <3


(Smooth) #17

Updated my second post with an initial to-do list. Please shout-out if anything seems out of place to you.

If there’s anything you strongly disagree with, evidence in the form of screenshots/videos showing the difference a setting makes will dramatically help your case.


#18

I don’t know the config lines for this, but an option to cap FPS via the menu would be great.


(Humbugsen) #19

bSmoothFrameRate=TRUE
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62

max smoothed framerate limits your FPS
no idea what min does, anyone knows?


#20

For future reference:

In ET modern PCs can get 125 solid FPS when looking one direction, and have problem even getting 30FPS when looking in another direction.
Solution for this is r_primatives 2

seta r_primitives “2” // Default=0. Primitives have an influence on how ET renders its graphics. 0 = auto select, 1 = single gldrawelements, 2 = multiple gldrawelements.

I dont know if there is gldrawelements options or similar for UT3 engine, but if there is, an option in menu for it would be nice, for future problem solving.