1. //Antialiasing
  2. WorldRender.MultisampleCount 1
  3. WorldRender.PostProcessAntialiasingMode PostProcessAAMode_None
  4. //Ambient Occlusion
  5. PostProcess.DynamicAOEnable 1
  6. PostProcess.DynamicAOMethod DynamicAOMethod_HBAO
  7. PostProcess.DynamicAOHorizonBased true
  8. PostProcess.DynamicAOTemporalFilterEnable 1
  9. PostProcess.DynamicAOSampleDirCount 8
  10. PostProcess.DynamicAOSampleStepCount 5
  11. //Motion Blur
  12. WorldRender.MotionBlurEnable 0
  13. //Texture Quality
  14. Texture.SkipMipmapCount 0
  15. TextureStreaming.PoolSize 750000
  16. TerrainStreaming.HeightfieldAtlasSampleCountXFactor 2
  17. TerrainStreaming.HeightfieldAtlasSampleCountYFactor 2
  18. TerrainStreaming.MaskAtlasSampleCountXFactor 2
  19. TerrainStreaming.MaskAtlasSampleCountYFactor 2
  20. TerrainStreaming.ColorAtlasSampleCountXFactor 2
  21. TerrainStreaming.ColorAtlasSampleCountYFactor 2
  22. VisualTerrain.TextureAtlasSampleCountXFactor 2
  23. VisualTerrain.TextureAtlasSampleCountYFactor 2
  24. VisualTerrain.TextureRenderJobCount 3
  25. VisualTerrain.TextureRenderJobsLaunchedPerFrameCountMax 3
  26. VisualTerrain.TextureSkipMipSpeed 40
  27. VisualTerrain.Decal3dFarDrawDistanceScaleFactor 2
  28. WorldRender.SkyEnvmapResolution 512
  29. WorldRender.DynamicEnvmapResolution 256
  30. WorldRender.LocalIBLResolution 1024
  31. WorldRender.LocalIBLShadowmapResolution 512
  32. ShaderSystem.MaxAnisotropyUltra 16
  33. ShaderSystem.ShaderQualityLevel QualityLevel_Ultra
  34. WorldRender.LocalIBLWaitForStreamingEnable 0
  35. WorldRender.PBRLocalIBLAcquisitionFrequency 1
  36. //Mesh Quality
  37. WorldRender.CullScreenAreaScale 1.75
  38. Mesh.GlobalLodScale 1.5
  39. Mesh.ShadowDistanceScale 1.75
  40. Mesh.TessellationEnable 1
  41. Mesh.TessellationMaxFactor 15
  42. MeshStreaming.PoolSize 250000
  43. VegetationSystem.MaxActiveDistance 350
  44. VegetationSystem.MaxPreSimsPerJob 8
  45. VegetationSystem.SimulationMemKbClient 4096
  46. Render.EdgeModelViewDistance 150
  47. Decal.RingbufferSize 10000
  48. WaterInteract.WaterQualityLevel Ultra
  49. //Effects Quality
  50. DynamicTextureAtlas.EmitterBaseWidth 8192
  51. DynamicTextureAtlas.EmitterBaseHeight 8192
  52. DynamicTextureAtlas.EmitterBaseMipmapCount 6
  53. DynamicTextureAtlas.EmitterBaseSkipmipsCount 0
  54. DynamicTextureAtlas.EmitterNormalWidth 2048
  55. DynamicTextureAtlas.EmitterNormalHeight 2048
  56. DynamicTextureAtlas.EmitterNormalMipmapCount 4
  57. DynamicTextureAtlas.EmitterNormalSkipmipsCount 0
  58. EmitterSystem.QuadHalfResEnable 0
  59. EmitterSystem.QuadMaxCount 16000
  60. EmitterSystem.MeshMaxCount 8000
  61. EmitterSystem.CollisionRayCastMaxCount 250
  62. EmitterSystem.EmitterQualityLevel Ultra
  63. EffectSystem.EffectQualityLevel Ultra
  64. WorldRender.HalfResLensFlaresEnable 0
  65. WorldRender.ForceFullResEnable 1
  66. //Post Process Quality
  67. PostProcess.SpriteDofEnable 0
  68. PostProcess.DofMethod DofMethod_Sprite
  69. PostProcess.BlurMethod BlurMethod_Sprite
  70. PostProcess.BlurPyramidQuarterResEnable 0
  71. WorldRender.DistortionEnable 0
  72. WorldRender.MotionBlurEnable 0
  73. WorldRender.MotionBlurMaxSampleCount 20
  74. WorldRender.FastHdrEnable 0
  75. WorldRender.RenderScaleResampleMode ScaleResampleMode_BicubicSharp
  76. WorldRender.TranslucencyAutoThicknessEnable 1
  77. //Terrain Quality
  78. VisualTerrain.TessellationEnable 1
  79. VisualTerrain.TessellatedTriWidth 9
  80. VisualTerrain.LodScale 1.1
  81. //Terrain Decoration Quality
  82. VisualTerrain.MeshScatteringBuildChannelCount 8
  83. VisualTerrain.MeshScatteringBuildChannelsLaunchedPerFrameCountMax 4
  84. VisualTerrain.MeshScatteringDistanceScaleFactor 2
  85. VisualTerrain.MeshScatteringDensityScaleFactor 1
  86. VisualTerrain.MeshScatteringInstancesPerCellMax 4096
  87. VisualTerrain.MeshScatteringQualityLevel Ultra
  88. //Lighting Quality
  89. WorldRender.ShadowmapViewDistance 250
  90. WorldRender.ShadowmapResolution 1600
  91. WorldRender.ShadowmapSliceCount 4
  92. WorldRender.ShadowmapQuality 1
  93. WorldRender.TransparencyShadowmapsEnable 1
  94. WorldRender.SpotLightShadowmapLevel QualityLevel_Ultra
  95. WorldRender.SpotLightsAsConeLightsLevel QualityLevel_Ultra
  96. WorldRender.PBRPunctualLightShadowLevel QualityLevel_Ultra
  97. WorldRender.PBRAreaLightShadowLevel QualityLevel_Ultra
  98. Mesh.CastShadowQualityLevel Ultra
  99. Mesh.CastDynamicReflectionQualityLevel Ultra
  100. Mesh.CastStaticReflectionQualityLevel Ultra
  101. Mesh.CastPlanarReflectionQualityLevel Ultra
  102. VegetationSystem.UseShadowLodOffset 0
  103. WorldRender.SubSurfaceScatteringEnable 1
  104. Enlighten.CubeMapsEnable 1
  105. PostProcess.ScreenSpaceRaytraceQuality 1
  106. PostProcess.ScreenSpaceRaytraceFullresEnable 1
  107. PostProcess.ScreenSpaceRaytrace32BitEnable 1
  108. UI.SkipIntroVideoSequence true
  109. Origin.Enabled false
  110. Online.ClientIsPresenceEnabled false
  111. WorldRender.TemporalAAEnable 0
  112. WorldRender.FilmicEffectsEnable 0
  113. WorldRender.MaxLocalPlanarReflectionCount 6
  114. WorldRender.MaxLocalPlanarReflectionTargetCount 6
  115. RenderFramesTrack.CameraCutFrameDelay 60
  116. Mesh.ForceLod 0
  117. TextureStreaming.ForceMipmap 0
  118. TextureStreaming.PoolSize 2500000
  119. Mesh.GlobalLodScale 5
  120. ShaderSystem.MipmapBias -1
  121. GameTime.ForceSimRate 60
  122. GameTime.MaxSimFps 60
  123. GameTime.MaxVariableFps 60
  124. WorldRender.HdrEnable 1