Mandox escribió:@davoker se refiere a que cuando aparta la vista de los coches desaparecen y aparecen, y si en pc a mi me pasa y con peatones tambien.
alvaro200 escribió:Aviso importante si estáis usando el AMD fix puede (no se si le pasa a todo el mundo) que se os quede la pantalla en negro en un momento de la misión "Ritmo de la noche", así que tened una copia del exe original.
P4RANOiA666 escribió:Buenos días, a alguien le pasa o sabe cómo arreglar un problema que tengo y es desesperante? Se trata del personaje que anda muy lento, le doy a la tecla de correr y no reacciona y voy a todos lados súper lento.
P4RANOiA666 escribió:Buenos días, a alguien le pasa o sabe cómo arreglar un problema que tengo y es desesperante? Se trata del personaje que anda muy lento, le doy a la tecla de correr y no reacciona y voy a todos lados súper lento.
hi-ban escribió:La cosa es que, borrar y cargar assets de la memoria de forma tan constante y agresiva, es posible que acabe consumiendo mas recursos que simplemente mantenerlos en memoria.
Digo que es posible que haga esto de borrar, por el hecho de que si tienes un coche detrás y te das la vuelta, cuando lo vuelves a mirar, a veces aparece un coche diferente. Y esto no es normal que ocurra, a menos que ese coche se haya borrado de la memoria y después se haya generado un coche nuevo.
A lo mejor es por eso que usa tanta CPU y pega tales bajonazos de fps cada vez que rotas la camara en lugares concurridos.
La mayoría de los juegos lo que hacen es "culling", que es simplemente no dibujar lo que no se ve. Pero lo normal es que no se borre de la memoria si se va a seguir usando.
Ahora bien, sabiendo que las consolas last-gen tenían solo 8GB de memoria compartida, es posible que hayan querido hacer eso para intentar que les entre todo en la poca memoria de esas consolas, y por alguna razón se hayan olvidado de quitarlo en la versión de PC.
No se, es una teoría.
vestaxxx escribió:@Zaborra eso es normal, yo lo juego en 4k con la 3080 y me suele usar maximo 7gb.
albertron escribió:P4RANOiA666 escribió:Buenos días, a alguien le pasa o sabe cómo arreglar un problema que tengo y es desesperante? Se trata del personaje que anda muy lento, le doy a la tecla de correr y no reacciona y voy a todos lados súper lento.
Es parece que es porque llevas más peso en objetos, armas, etc del que puede llevar tu personaje. Ve a una máquina o vendedor y vende toda la morralla. O despieza armas y ganas componentes
XTraskasX escribió:He visto esto y es bastante grave.
Lees el hilo:
Cada día se ven cosas más raras en relación al desarrollo y al estado del juego.
Remarcar que es en consola. Yo si he visto cosas raras, pero no recuerdo de este calibre. Espero que sea exclusivo de consola, porque no es algo que se pueda parchear sin más.
Lemmiwinks escribió:Ayer instale el realase, lo unico que hice fue extraer los documentos en la carpeta x64, no me ponia nada de reemplazar archivos ni nada asi.
Para quitarlo solo tengo que borrar esa carpeta? Tengo que tambien restaurar el exe a una version anterior? O como lo hago?
Gracias y un saludo
Lemmiwinks escribió:Lemmiwinks escribió:Ayer instale el realase, lo unico que hice fue extraer los documentos en la carpeta x64, no me ponia nada de reemplazar archivos ni nada asi.
Para quitarlo solo tengo que borrar esa carpeta? Tengo que tambien restaurar el exe a una version anterior? O como lo hago?
Gracias y un saludo
Alguien? O me toca desinstalar y volver a instalar para asegurarme que queda todo limpio? Que no hice ninguna copia del .exe
RaD3R escribió:Poner en "bajo" la cantidad de npcs me sube los mínimos casi 20fps en las zonas más exigentes con la CPU. De 50 a 70 o más...
¿Quita mucha ambientación esa opción en "bajo"? ¿Lo habéis probado?
ElVlado escribió:RaD3R escribió:Poner en "bajo" la cantidad de npcs me sube los mínimos casi 20fps en las zonas más exigentes con la CPU. De 50 a 70 o más...
¿Quita mucha ambientación esa opción en "bajo"? ¿Lo habéis probado?
Yo bajé la cantidad de npcs a MEDIO y me ha ayudado bastante en las zonas exigentes, recomiendo a todos probar la opción. BAJO quizás sea pasarse, pero cada uno que pruebe.
cotanio escribió:Yo tengo un problema con el máximo de fps a mostrar. Estoy jugándolo en una TV de 120 Hz y al activar el VSync desde el panel de control de Nvidia, se me queda en 60 fps como si la TV estuviera a 60 Hz. Da igual que toque las opciones de máximos fps a mostrar en el juego. Si desactivo el VSync de Nvidia, si llego a ver los fps que genera la gráfica, llegando a 90-100 según config, pero a costa de un tearing terrible. Tengo GSync activado, pero no creo que tenga nada que ver. A alguien más le pasa??? Perdonad si ya lo habéis dicho en el foro, pero no he encontrado nada.
P4RANOiA666 escribió:Buenos días, a alguien le pasa o sabe cómo arreglar un problema que tengo y es desesperante? Se trata del personaje que anda muy lento, le doy a la tecla de correr y no reacciona y voy a todos lados súper lento.
Cuentaparacomentario escribió:XTraskasX escribió:He visto esto y es bastante grave.
Lees el hilo:
Cada día se ven cosas más raras en relación al desarrollo y al estado del juego.
Remarcar que es en consola. Yo si he visto cosas raras, pero no recuerdo de este calibre. Espero que sea exclusivo de consola, porque no es algo que se pueda parchear sin más.
Eso pasa en muchos juegos de ese estilo, al menos antiguos. En Mafia los speed runers iban mirando mas tiempo atrás que adelante cuando conducían para que no apareciesen coches delante . En GTA 3 también ocurría, no recuerdo exactamente lo que pasaba en las siguientes entregas, o en las siguientes de Mafia, pero no me extrañaría que se viesen cosas parecidas, se notase mas o menos . Yo tengo asumido que se va ver así.
Es como los vehiculos en 2d ....jaja ¿ como os pensáis que tiene que hacerse eso, o como lo hacen otros juegos ?
Mameman72 escribió:Llevo haciendo pruebas desde que salió de todo tipo. Supongo que no da más de si mi equipo:
I7 6700K
16Gb
2080 Super
SSD 500GB Samsung
Vengo a deciros que tras probar TODAS las configs posibles, la única que me permite jugar a 2k/60fps no estables por supuesto,es con el DLSS desactivado y sin RT. Ni de coña sacrificó la limpieza de imagen que tengo ahora mismo por 2 nuevos inventos vende tarjetas de Nvidia.
El combo RT/DLSS me funcionó de maravilla en el Control. Y valía muuucho la pena.
Con este no vale la pena el desembolso hecho.
Juanatan escribió:Cuentaparacomentario escribió:XTraskasX escribió:He visto esto y es bastante grave.
Lees el hilo:
Cada día se ven cosas más raras en relación al desarrollo y al estado del juego.
Remarcar que es en consola. Yo si he visto cosas raras, pero no recuerdo de este calibre. Espero que sea exclusivo de consola, porque no es algo que se pueda parchear sin más.
Eso pasa en muchos juegos de ese estilo, al menos antiguos. En Mafia los speed runers iban mirando mas tiempo atrás que adelante cuando conducían para que no apareciesen coches delante . En GTA 3 también ocurría, no recuerdo exactamente lo que pasaba en las siguientes entregas, o en las siguientes de Mafia, pero no me extrañaría que se viesen cosas parecidas, se notase mas o menos . Yo tengo asumido que se va ver así.
Es como los vehiculos en 2d ....jaja ¿ como os pensáis que tiene que hacerse eso, o como lo hacen otros juegos ?
El problema es que:
1) Estás hablando de juegos de hace 15 años.
2) Incluso en esos juegos está bastante mejor resuelto el asunto. Aquí es un cantazo infumable. Le tienes que echar mucha imaginación para obviar esos problemas.
Te reto a que pongas un juego de los últimos 10 años al cual se le vea el cartón tan descaradamente. Está claro que en cualquier juego te alejas 100 metros y los NPC's se descargan de memoria. Pero hasta ahora eso no había sido un problema en la inmersión porque todo quedaba bastante oculto para el usuario. Aquí es una constante.
Rojoroker escribió:Una pregunta a todos, Hasta el parche 1.04, cual es el peso total del juego? , antes de ese pache el juego en mi pc superaba los 100 gb, despues del parche ha quedado en 64 gb y con peor rendimiento. antes del 1.04 el juego me iba de maravilla, muy pocos bugs y era un espectaculo, pero ahora estoy teniendo muchisimos bugs despues de la actualizacion 1.04
KePeRHeLL escribió:Lemmiwinks escribió:Lemmiwinks escribió:Ayer instale el realase, lo unico que hice fue extraer los documentos en la carpeta x64, no me ponia nada de reemplazar archivos ni nada asi.
Para quitarlo solo tengo que borrar esa carpeta? Tengo que tambien restaurar el exe a una version anterior? O como lo hago?
Gracias y un saludo
Alguien? O me toca desinstalar y volver a instalar para asegurarme que queda todo limpio? Que no hice ninguna copia del .exe
Si lo único que hiciste fue lo del mod, sí, llega con borrarlo.
Cuentaparacomentario escribió:KePeRHeLL escribió:Lemmiwinks escribió:Alguien? O me toca desinstalar y volver a instalar para asegurarme que queda todo limpio? Que no hice ninguna copia del .exe
Si lo único que hiciste fue lo del mod, sí, llega con borrarlo.
Tambien puedes configurarlo en Cyberpunk 2077\bin\plugins\cyber_engine_tweaks
A mi lo del smt creo que me ha funcionado con 8 cores 16 hilos, un 10 % de rendimiento ? Pero lo del memory pool no, edite a mano y me iba mas a tirones.
"avx": true,
"cpu_memory_pool_fraction": 0.5,
"gpu_memory_pool_fraction": 1.0,
"memory_pool": false,
"smt": true,
"spectre": true,
"unlock_menu": false,
"virtual_input": true
Como explica el articulo del medio alemán, posiblemente existan razones para lo de SMT y lo del memory pool este configurado como esta. El caso es que en las reviews ( y he visto 2 ) la mejora por el parche de los SMT se limita a los Ryzen AMD de 6 cores, en los otros casos llega a ir peor
vestaxxx escribió:@javierserrano me referia a la memoria de la gpu, que de 10gb me consume unos 7.. de ram si que me consume bastante mas
Daicon escribió:Juanatan escribió:Cuentaparacomentario escribió:
Eso pasa en muchos juegos de ese estilo, al menos antiguos. En Mafia los speed runers iban mirando mas tiempo atrás que adelante cuando conducían para que no apareciesen coches delante . En GTA 3 también ocurría, no recuerdo exactamente lo que pasaba en las siguientes entregas, o en las siguientes de Mafia, pero no me extrañaría que se viesen cosas parecidas, se notase mas o menos . Yo tengo asumido que se va ver así.
Es como los vehiculos en 2d ....jaja ¿ como os pensáis que tiene que hacerse eso, o como lo hacen otros juegos ?
El problema es que:
1) Estás hablando de juegos de hace 15 años.
2) Incluso en esos juegos está bastante mejor resuelto el asunto. Aquí es un cantazo infumable. Le tienes que echar mucha imaginación para obviar esos problemas.
Te reto a que pongas un juego de los últimos 10 años al cual se le vea el cartón tan descaradamente. Está claro que en cualquier juego te alejas 100 metros y los NPC's se descargan de memoria. Pero hasta ahora eso no había sido un problema en la inmersión porque todo quedaba bastante oculto para el usuario. Aquí es una constante.
A ver...no me conozco todos los rinconces de la ciudad.
Pero los coches de papel, hay que ir a buscarlos....
no te los encuentras asi como asi delante la cara.
SECHI escribió:Mameman72 escribió:Llevo haciendo pruebas desde que salió de todo tipo. Supongo que no da más de si mi equipo:
I7 6700K
16Gb
2080 Super
SSD 500GB Samsung
Vengo a deciros que tras probar TODAS las configs posibles, la única que me permite jugar a 2k/60fps no estables por supuesto,es con el DLSS desactivado y sin RT. Ni de coña sacrificó la limpieza de imagen que tengo ahora mismo por 2 nuevos inventos vende tarjetas de Nvidia.
El combo RT/DLSS me funcionó de maravilla en el Control. Y valía muuucho la pena.
Con este no vale la pena el desembolso hecho.
Me pasas tu config por favor?
Tengo casi tu mismo pc menos la grafica que tengo una 1080ti (algo menos potente que la tuya pero similar) y mas o menos he logrado que me vaya decente pero era para comparar y ver que resultado obtengo.
Yo curro hasta la noche pero si quieres esta noche te paso mi config tambien.
Todo esto para 2k 60fps.
Gracias
Cuentaparacomentario escribió:
@Lemmiwinks no tienes que usan el editor hexadecimal. Lo haces con el parche oficioso, en el archivo que he puesto config.json
"avx": true,
"cpu_memory_pool_fraction": 0.5,
"gpu_memory_pool_fraction": 1.0,
"memory_pool": false,
"smt": true,
"spectre": true,
"unlock_menu": false,
"virtual_input": true
Yo ahí he desactivado el memory pool , pero lo demas lo dejo, a ver como va . Lo del smt lo dejo true, a mi creo que me funciona
DAVIDSM4K escribió:Es la calidad del reflejo, se ha dicho varias veces.
Por cierto si activo RT en mi flamante nueva zotac 3060ti ésto se podría desactivar? O el juego lo desactiva automáticamente? Con los bugazos que tiene, como para fiarse
@mameman72 cuando soltaste los 800€ por la gráfica no te distes cuenta, criticar a Nvidia pero comprar una AMD para otro día xD
Mameman72 escribió:Llevo haciendo pruebas desde que salió de todo tipo. Supongo que no da más de si mi equipo:
I7 6700K
16Gb
2080 Super
SSD 500GB Samsung
Vengo a deciros que tras probar TODAS las configs posibles, la única que me permite jugar a 2k/60fps no estables por supuesto,es con el DLSS desactivado y sin RT. Ni de coña sacrificó la limpieza de imagen que tengo ahora mismo por 2 nuevos inventos vende tarjetas de Nvidia.
El combo RT/DLSS me funcionó de maravilla en el Control. Y valía muuucho la pena.
Con este no vale la pena el desembolso hecho.
davoker escribió:Mandox escribió:@davoker se refiere a que cuando aparta la vista de los coches desaparecen y aparecen, y si en pc a mi me pasa y con peatones tambien.
Aaa, si, eso queda bastante feo, pero igual no tiene tan dificil arreglo, que sabremos nosotros, a no ser que alguno de por aqui trabaje en esto y sepa de primera mano que no es algo facil, de cualquier manera tendran que arreglarlo, son conscientes del problema, les han dado en la cara con decenas de memes ya, bastante seguro que conocen el problema y no van a dejarlo asi, vamos, quiero pensar
; List of ~1107 default INI-settings used in Cyberpunk2077 v1.04, dumped by infogram (now includes string settings!)
; To change the value of these settings, create/open the "engine\config\platform\pc\user.ini" file & add the section name + setting name/value inside it.
; See https://www.pcgamingwiki.com/wiki/Topic ... kw8toyk3pq for more info
; The values here were dumped from memory after loading into a save, so should contain any setting values that were stored in the archive files, etc.
; (However these values could be affected by my own game settings, or the dumper itself, so don't rely on them too much)
[AI]
CodeTweakActionsEnabled = true
EnableLowFPSDetection = true
LOD0BucketSize = 0
LOD0TickRate = 1
LOD1BucketSize = 16
LOD1TickRate = 4
LOD2BucketSize = 16
LOD2TickRate = 8
LOD3TickRate = 16
LODUpdatePeriod = 1.000000
LowFPSThresholdMax = 29
LowFPSThresholdMin = 24
VariableTickRateEnabled = true
[AI/TweakActionSystem]
TweakCompositeAlternativesLimit = 2
[Animation]
DistanceToCameraForAlwaysSample = 50.000000
EnableRefreshLocoWrappersOnUnlock = true
IKTurnOffDistance = 12.000000
MaxAngleCosineBetweenCameraAndFacial = 0.500000
MaxFacialAnimationsVisible = 3
ReserveSkinningNumCharactersThreshold = 99999
UseAnimSetupCaching = true
UseFishsyncDebug = true
UseLunaticMode = true
[AnimationSystem]
FallbackPoseReawakeDistance = 20.000000
PerformanceDisableTime = 5.000000
PerformanceModeThreshold = 15.000000
QualityModeFrameThreshold = 2.000000
QualityModeThreshold = 20.000000
[animLogger]
ForceScreenSpace = false
[AppearanceDefinitions]
SuffixSeparator = "&"
[Audio]
EnableOverlay = false
EnablePropertiesProfilingCapture = false
[Backend]
DebugEditableView = false
EditAllClassProperties = false
ShowAllClassProperties = false
TraceInteropCommands = false
TraceInteropResults = false
[Bump]
DistanceToPlayerLimit = 3.000000
LogBumpActivation = false
LogBumpCharacter = ""
NavCheckRadius = 0.500000
[CameraDebugger]
ForceAspectRatio = 0.000000
[CharacterCustomizationSystem]
MorphingTimeDilation = 3.000000
[ChoiceSettings]
mandatoryLookAt = true
stickyLookAt = true
variant2 = true
variantMix = false
[Cover]
ShowTraceActionsCheck = false
[Crowd]
AppropriateMinDistToPlayer = 10.000000
AppropriateMinLastSeenTime = 10.000000
BaseParkedCarProbability = 0.800000
DespawnLastSeenMinTime = 20.000000
Enabled = true
EnablePedestrians = true
EnableVehicles = true
MinStreamingVelocityNormalizedToBlockSpawn = 10.000000
OnlyCorpoMan = false
PassengerProbabilityModifierOnConsoles = 0.300000
SpawnLimit = 3
UseFrustum = true
ZCutoff = 20
ZCutoffEnabled = true
[CrowdMovement]
AheadAngleMax = 45.000000
AheadAngleMin = 30.000000
AheadDistanceMax = 2.000000
AheadDistanceMin = 1.000000
AngularSpeedFactor = 5.000000
BlockingObstaclesDetectionDistance = 2.000000
BorderRepulsionSpeed = 7.000000
CAPlayerDistanceThresholdBack = 10.000000
CAPlayerDistanceThresholdFront = 30.000000
ClosestObstacleToStayInPlace = 2.000000
ComfortZoneRadiusFactor = 1.250000
DebugSlotID = 0
DebugSoftAdherenceOverride = false
DesiredForwardLookupDistance = 0.750000
DestinationDistance = 1.000000
DilatationClamp = -1.000000
DilatationLimit = -1.000000
DirectionSmoothingAngleTolerance = 45.000000
DistanceToStopBuffer = 0.750000
EnableDirectionPostProcess = false
EnableDirectionSmoothing = true
EntryPathPositionSearchDistance = 4.000000
EntryPathPositionSearchStep = 0.300000
FearSpreadRadius = 10.000000
FenceGapRepulsors = false
FixedTimeStep = -1.000000
ForceStopColliders = false
ForceStopRepulsors = true
FrontViewAngle = 45.000000
GlobalDisableLOD = false
InjectedCollidersZTolerance = 2.500000
LaneLightsRecognitionDistance = 25.000000
MarbleDirectionLookUp = 6
MarblePathDisplayMaxPoints = 5
MaxChancesToUseZebra = 4
MaxDirectionChangeAttempts = 4
MaxInterpAngle = 179.000000
MaxLaneCheckToJoinTraffic = 5
MaxResumeMoveAttempts = 10
NarrowGapRepulsors = false
NearEndDistance = 2.000000
NoGameplayNoUpdate = false
NoSpeedUpTime = true
NPCObstaclesMass = 0.950000
NPCSeparationSpeed = 4.000000
ObstacleMarbleRadiusMultiplier = 1.200000
OppositePathToleranceInDeg = 20.000000
OverlapTolerance = 0.100000
PassingPoseStopAnimationTolerance = 0.100000
PathConvergenceSpeed = 5.000000
PathRefreshPlayerRadiusLimit = 10.000000
PlanLimitDistanceToReplan = 2.000000
PlayerObstaclesMass = 1.000000
PostProcessPositionCorrectionSpeed = 5.000000
RotationSpeedFactor = 5.000000
SeparationSpeedFactor = 2.000000
SeparationSpringTime = 5.000000
SharpAngle = 120.000000
SingleThread = false
SlopeSamples = 10
SpeedCompensationFactor = 0.100000
TrafficLightRelevantDistance = 4.000000
VehicleObstaclesMass = 1.050000
[Crowds]
BufferForAllowedDrivingOffRoadPercentOfCarWidth = 0.800000
BufferForAllowedDrivingOnPavementPercentOfPavementSide = 0.500000
CheckOnLaneUseLookup = false
EnterWorkspotDelay = 10.000000
ExponentDrivingOnPavement = 2.000000
MaxSpeedDrivingOnPavement = 40.000000
MinimumSpeedForKnockdownByCar = 2.000000
PlayerKnockDownByCarTolerance = 0.000000
[Customization]
EnableFacialSetupCustomization = true
[Dangle]
MaxPhysicsStepsCount = 3.000000
MaxTimeDilatation = 1.000000
MinTimeDilatation = 0.050000
PhysicsStepsCountLowPassFilterRc = 1.000000
SolverIterationsWhenSkippingPhysics = 1.000000
[Debug]
DumpNameList = false
GameFallbacksEnabled = true
LODUpdateUseRenderCamera = true
WatchdogLogTextSize = 2.000000
[Debug/Console]
ClassName = "CDebugConsole"
[Debug/GameMenu]
EffectSpeed = 5.000000
[Debug/ImGui/Population]
BackgroundTeleportsEnabled = true
RenderAttachDebug = false
RenderEntities = false
RenderLastSeenTime = false
RenderStatsDebug = false
VehicleTeleportsEnabled = true
ZeroWastePolicyCooldown = 2.000000
[Debug/Singleplayer]
DefaultGameDefinition = "base\quest\demos\e3_2018\definitions\q003_end_night.gamedef"
FallbackGameDefinition = "base\quest\demos\e3_2018\e3_2018.gamedef"
SelectedGameDefinition = ""
[DebugConsole]
AnimationDuration = 0.400000
CaretAnimationDuration = 0.500000
CommandHistoryFile = "console_history.lst"
EngineLogEnabled = true
KeyPressNormalRepeatTime = 0.500000
KeyPressQuickRepeatTime = 0.050000
MaxCommandLineHistoryEntries = 100
MaxOutputHistoryEntries = 100
OutputScorllStep = 20.000000
TabLengthInChars = 1
UserAliasesFile = "user_aliases.dat"
[Decals]
ForwardDecalPositionOffsetScale = 0.050000
[Developer/FeatureToggles]
Antialiasing = true
AntialiasingSuppressed = false
Bloom = true
CharacterLightBlockers = true
CharacterRimEnhancement = true
CharacterSubsurfaceScattering = true
CharacterSubsurfaceTranslucency = false
ChromaticAberration = true
ConstrastAdaptiveSharpening = true
ContactShadows = true
DepthOfField = true
DistantFog = true
DistantGI = true
DistantShadows = true
DistantVolFog = true
DynamicDecals = true
FilmGrain = true
GlobalIllumination = true
Hair = true
ImageBasedFlares = true
LocalShadows = true
MotionBlur = true
RainMap = true
RuntimeTangentUpdate = true
ScreenSpaceHeatHaze = true
ScreenSpacePlanarReflection = true
ScreenSpaceRain = true
ScreenSpaceReflection = true
ScreenSpaceUnderwater = true
SSAO = true
VolumetricClouds = true
VolumetricFog = true
Weather = true
[Developer/SaveSlotsConfig]
NumAutoSaveSlots = 10
NumEndGameSaveSlots = 0
NumManualSaveSlots = 0
NumPointOfNoReturnSaveSlots = 0
NumQuickSaveSlots = 3
[DLSS]
Enable = false
EnableMirrorScaling = true
MirrorScaling = -1.000000
Quality = 2
Sharpness = 0.000000
[DRS]
DownRate = 8.000000
Enable = true
MaxDownStep = 100.000000
MaxUpStep = 50.000000
StepSize = 4
UpRate = 4.000000
[Editor/Audio]
ConnectWwiseInFinal = false
ForceExternalLocStore = false
ForceStopSounds = false
Mute = false
NoContainer = false
NoRumble = false
NoSpatial = false
PanicModeThreshold = 1500
PlayEventNotFoundSound = true
UseCamListenerInFreeCam = true
UseSounrceReverb = true
UseXaudio = false
[Editor/Characters/Hair]
AdditionalAreaRoughness = 0.100000
AlbedoMultiplier = 0.600000
ContactShadowClamp = 0.350000
RoughnessFactor = 1.000000
SpecularRandom_Max = 0.000000
SpecularRandom_Min = -0.300000
UseGlobalContactShadowsOnHair = true
UseLocalContactShadowsOnHair = true
UseReferenceImplementation = false
[Editor/Characters/Hair/AlphaShifts]
R = -0.083000
TRT = 0.375000
TT = 0.000000
[Editor/Characters/Hair/Debug]
DebugSwitch1 = false
DebugSwitch2 = false
[Editor/Characters/Hair/EnvProbe]
MultiScatter = 0.470000
R = 0.300000
ScatterDepth = 1.300000
TRT = 0.800000
TT = 0.005000
[Editor/Characters/Hair/GlobalLight]
MultiScatter = 0.470000
R = 0.300000
ScatterDepth = 1.250000
TRT = 0.800000
TT = 0.005000
[Editor/Characters/Hair/HACKS]
AAAA_HACK_hairModifiedLocalLightIntensity = true
HACK_Factor0 = 66.000000
HACK_Factor1 = 95.000000
HACK_Factor2 = 213.000000
HACK_Factor3 = 450.000000
[Editor/Characters/Hair/LocalLight]
MultiScatter = 0.470000
R = 0.350000
ScatterDepth = 0.800000
TRT = 0.800000
TT = 0.005000
[Editor/Characters/Hair/MultiScatter]
DiffuseScatterFactor = 0.000000
Mask_Intensity = 1.000000
ShadowFactorExp = 0.370000
Wrap = 0.350000
[Editor/Characters/Hair/Specular]
Mask_Intensity = 1.000000
Wrap = 0.400000
[Editor/Characters/Hair/TRT_Params]
EXP_BIAS = 16.500000
EXP_SCALE = 17.000000
[Editor/Characters/LightBlockers]
ClosestBlockersLimit = 16
[Editor/Characters/RimEnhancement]
GlobalCharacterFresnel = 1.500000
LightBlockerInfluence = 0.700000
RoughnessFactor_Bias = 0.000000
RoughnessFactor_Scale = 1.000000
[Editor/Characters/RimEnhancement/Foliage]
Foliage_ConstOffsetCoefficient = 0.000000
Foliage_FresnelCoefficient = 2.500000
Foliage_SpecularCoefficient = 1.200000
[Editor/Characters/RimEnhancement/Skin]
ConstOffsetCoefficient = 0.000000
FresnelCoefficient = 1.500000
SpecularCoefficient = 1.000000
[Editor/Characters/RimEnhancement/Standard]
Standard_ConstOffsetCoefficient = 0.000000
Standard_FresnelCoefficient = 1.500000
Standard_SpecularCoefficient = 1.400000
[Editor/Characters/RimEnhancement/Weapon]
Weapon_ConstOffsetCoefficient = 0.000000
Weapon_FresnelCoefficient = 2.400000
Weapon_SpecularCoefficient = 1.400000
[Editor/Characters/RimEnhancement_RayTracing]
GlobalCharacterFresnel = 1.500000
LightBlockerInfluence = 0.700000
RoughnessFactor_Bias = 0.000000
RoughnessFactor_Scale = 1.000000
[Editor/Characters/RimEnhancement_RayTracing/Foliage]
Foliage_ConstOffsetCoefficient = 0.000000
Foliage_FresnelCoefficient = 2.500000
Foliage_SpecularCoefficient = 1.200000
[Editor/Characters/RimEnhancement_RayTracing/Skin]
ConstOffsetCoefficient = 0.000000
FresnelCoefficient = 1.500000
SpecularCoefficient = 1.000000
[Editor/Characters/RimEnhancement_RayTracing/Standard]
Standard_ConstOffsetCoefficient = 0.000000
Standard_FresnelCoefficient = 1.500000
Standard_SpecularCoefficient = 1.400000
[Editor/Characters/RimEnhancement_RayTracing/Weapon]
Weapon_ConstOffsetCoefficient = 0.000000
Weapon_FresnelCoefficient = 2.400000
Weapon_SpecularCoefficient = 1.400000
[Editor/Characters/Skin]
SubsurfaceSpecularTint_B = 0.290000
SubsurfaceSpecularTint_G = 0.260000
SubsurfaceSpecularTint_R = 0.125000
SubsurfaceSpecularTintWeight = 0.300000
[Editor/FoliageParameters]
ContactShadowClamp = 0.600000
[Editor/Ink]
CacheTextureMargin = 200.000000
[Editor/Navigation]
DebugDrawDistance = 150.000000
EnabledLocalDebug = true
FileDimensionsFactor = 324.000000
LocalDebugHorizontalLimit = 160.000000
LocalDebugVerticalLimit = 50.000000
NavCellHeight = 0.300000
NavCellWidth = 0.100000
TrafficDistanceThreshold = 10.000000
ZOffset = 0.000000
[Editor/Recording]
Framerate = 30
HighResolutionScreenshot_MS_Count = 8
SkipSamples = 0
[Editor/RenderDebug]
HideOverflowWarnings = false
HidePhysicsOverflowWarnings = false
MaxDistance = 1000.000000
PhysicsHighUsageThreshold = 0.800000
PhysicsOverflowWarningTextSpeed = 3
ShowAudioScreenWarnings = true
[Editor/RenderDebug/SnapPoint]
Scale = 5
[Editor/Selection/Appearance]
CheckerboardSize = 2
Color = 0xff0aa0f0
ColorSpecial = 0xff25d284
ObstructedColor = 0x800aa0f0
ObstructedColorSpecial = 0x8025d284
OpacityOutline = 1.000000
OpcaityFill = 0.500000
SwapFillAndOutline = false
[Editor/ShaderCompiler]
DumpAssembly = false
ForceRecompile = false
Optimize = true
UseLocalCompiler = false
[Editor/Snapping/Socket]
Range = 0.200000
RenderDistance = 10000.000000
ShowAISpots = true
ShowSplines = true
ShowStaticMarkers = true
[Editor/Spline]
OffMeshLinkEndPointRadius = 0.400000
OffMeshLinkThickness = 0.100000
[Editor/Streaming]
ForceAutoHideDistanceMax = 16384.000000
[Editor/Streaming/Debug]
FallbackSlowmotionBucketBegin = 2
FallbackSlowmotionEaseOutCurve = "SandevistanEaseOut"
FallbackSlowmotionThreshold = 8000
ForceAllPrefabVariantsEnabled = false
UseFallbackSlowmotion = false
[Editor/Terrain]
UsePrefabStreamingVisualization = false
[Editor/Terrain/Debug]
MeshNodeChunkMask = 2147483647
[Editor/Traffic]
LaneSamplingStep = 1.000000
LoadCollisionDebugResource = false
MinLaneSamplingStep = 0.500000
VisualizationRefreshInterval = 10
[Editor/VolumetricClouds]
CoverageScale = 1.300000
DetailNoiseScale = 0.750000
NoiseScale = 1.100000
[Editor/VolumetricFog]
Exponent = 2.000000
[Engine]
FallbackCacheDirectory = "cache"
LimitFPS = 60
OverLimitFPS2 = false
[Engine/Connection]
DefaultRawStartingPort = 37080
[Engine/Game]
DefaultDebugGameEngineInteropStartingPort = 37085
[Engine/Watchdog]
ActiveIfDebuggerPresent = true
ActiveIfDialogBlocking = false
ActiveIfScriptBreakpointBlocking = false
DumpJobExecutionContext = true
Enabled = true
KillProcess = true
ThreadFrequencyHz = 15
TimeoutSeconds = 120
[EntityVisualController]
DebugUseFOVMultiplier = true
ShadowMeshSwitchDistanceSquared = 16.000000
[ExplorationRadius]
ChargedJump = 1.000000
Climb = 1.000000
Jump = 1.000000
Ladder = 1.000000
ThrusterJump = 1.000000
Vault = 1.000000
[Facial]
ResourceBudget = 14
[Failsafe]
MountingFacilityFailsafe = true
PlayerTeleportationIfFallsUnderWorld = true
VehicleTeleportationIfFallsUnderWorld = true
[Failsafe/Choice]
enableDebugTag = false
[Failsafe/ChoiceLookAt]
activationDelay = 0.500000
activationTolerance = 0.996000
positionDeltaReset = 0.500000
[Failsafe/ChoiceLookAtLimits]
enabled = true
[Failsafe/ChoiceLookAtNoActivation]
enabled = true
[Failsafe/ChoicePostLookAt]
activationDelay = 0.200000
[Failsafe/SceneChoice]
interactionInTierTestEnabled = true
noEntityTestEnabled = true
testActivationDelay = 1.000000
testNoEntityActivationDelay = 5.000000
[FreeCamera]
FOV = 60.000000
MovPrecision = 1.000000
RotPrecision = 1.000000
[FreeCamera/DOF]
FarBlur = 0.000000
FarFocus = 0.000000
Intensity = 0.000000
NearBlur = 0.000000
NearFocus = 0.000000
UseFarPlane = 0.000000
UseNearPlane = 0.000000
[FreeCamera/Exposure]
Aperture = 8.000000
ISO = 100
ResetISO = false
Shutter = 125.000000
[FriendlyFire]
CrowdDistanceCorrection = 1.000000
EyesExtraOffset = 0.150000
EyesOffset = 1.750000
HeadExtraOffset = 0.250000
[FunctionalTests]
DumpInteropProcessingTimes = false
FulfillInfoDelimiter = "##"
ScriptTestTickDelayFrames = 2
[Game]
EffectCacheIndexFile = "base\fx\preload.csv"
GenericFactoryIndexFile = "base\gameplay\factories.csv"
MaxPlayingEffects = 16384
[Game/DebugPopup]
ButtonAcceptTime = 0.100000
ButtonFadeSpeed = 3.000000
StateEffectSpeed = 5.000000
WindowMinHeight = 100
WindowMinWidth = 200
[Game/TimeBetweenHits]
Enable = true
[Game/TweakDB]
BlobPath = "{root}\gameplay\static_data\compiled\"
DataPath = "{root}\gameplay\static_data"
ReloadTime = 4.000000
[GameFramework]
AutoJoinServerState = "AutoJoinServer"
BoothModeMainMenuState = "BoothModeMainMenu"
DebugStateMachine = false
FunctionalTestsState = "FunctionalTests"
InitialState = "Initialization"
TestState = "Session"
[GameFreeCamera]
DefaultFOV = 60.000000
KeyFastMult = 10.000000
KeyMovementSpeed = 5.000000
KeyRotationSpeed = 0.400000
KeySlowMult = 0.100000
MaxFOV = 175.000000
MinFOV = 5.000000
PadMovementMod = 4.000000
PadMovementXSpeed = 2.000000
PadMovementYSpeed = 5.000000
PadRotationXSpeed = 120.000000
PadRotationYSpeed = 60.000000
[Gameplay]
TagListInitialCount = 1000
[GameSenses]
Log = false
RayTestsPerThreadLimit = 20
SensorsToUpdateLimit = 60
[GameServices]
GalaxyClientID = "53652320436400298"
GalaxyClientID_Tools = ""
GalaxyClientSecret = "5afe2a40c8939f6c28ac7aa4c43413428d4001f411646b5cf179b2c117f2c11f"
GalaxyClientSecret_Tools = ""
LogPath = ""
MaxProfileSize = 4194304
MaxSaveSize = 8388608
MaxSaveSizeTotal = 12582912
MaxSettingsSize = 4194304
SaveCompressedChunkSize = 262144
SaveMaxCompressedChunks = 256
ScreenshotBuffer = 1048576
Wrapper = ""
[General]
BuildSKU = ""
DefaultEngine = "CGameEngine"
[InertiaBlend]
OverrideMode = 0
[InfluenceMap]
NavChecksDebugCount = 5000
ObstacleDistanceToPlayer = 40.000000
SearchInfluenceDrop = 0.050000
[Input]
cvDisableInputFlushOnLostFocus = false
FakeAxisRepeatRate = 5.000000
[Input/Gestures]
EnableGestures = true
EnablePan = true
EnablePinch = true
EnableSwipe = true
FlickForSwipe = true
SwipeHorizontalDeadzoneSq = 0.050000
SwipeVerticalDeadzoneSq = 0.200000
[Interop]
NotifierEventCacheSize = 100
[Interop/Cache]
Enabled = true
InitPathLength = 2048
PathIncrementPad = 64
[Interruption]
MinInterruptionTimeForThirdInterruption = 20.000000
[LevelOfDetail]
DecalsHideDistance = 40.000000
DynamicDecalsHideDistance = 20.000000
[Lipsync]
AudioAdjustmentFactor = 1.000000
AudioAdjustmentThresholdInFrames = 0.010000
AudioTimeLowPassFilter = 1.000000
CloseNeckWeight = 1.000000
CloseNeckWeightDistance = 1.000000
FarNeckWeight = 2.000000
FarNeckWeightDistance = 3.750000
PhaseBlendInFrames = 5.000000
PhaseInFrames = 4.000000
SyncToAudio = true
UseAudioAdjustment = true
[LocalClient]
Class = "mpLocalPlayer"
[Locomotion]
CollisionAvoidanceEnabled = true
CoverAngleThreshold = 90.000000
EntityAlignmentEnabled = false
OffMeshLinkReservationEnabled = true
PathCurvatureDetectionDistance = 1.000000
SkippingAIRequestsEnabled = true
SlopeDetectionDistance = 0.900000
StrafeRotationSpeed = 120.000000
StrafeThresholdAngle = 100.000000
[LookAt]
MaxIterationsCount = 3.000000
[LoSFinderSystem]
AddLoSPointsDist = 2.000000
AvoidNavmeshFindDist = 0.750000
AvoidTraceCheckLength = 10.000000
AvoidTraceCheckSpacing = 1.200000
AvoidTraceHitsMinDist = 0.500000
AvoidTraceMinDistToTarget = 8.000000
AvoidTracesNumber = 9
DownRayLength = 6.000000
ElevatedNPCMinHeight = 2.500000
ElevatedNPCNaviSearchRadius = 1.500000
FinalTraceHeight = 1.400000
LongRayLength = 20.000000
LoSNavmeshFindDist = 1.000000
MaxAddLoSPointsCount = 2
MaxAvoidPathRatio = 1.500000
MaxRaysNumber = 12
MinLoSTraceLen = 0.500000
NaviCheckRadius = 1.000000
ObstacleLoSTraceDist = 0.200000
SeekersOperationsPerFrame = 1
ShortRayLength = 6.000000
TargetOperationsPerFrame = 1
TryFinalTracesOnlyLongTracesCoeff = 0.700000
TryFinalTracesOnlyMaxDist = 3.000000
TryFinalTracesOnlyMaxTime = 5.000000
[Marble]
AvoidanceMarblesAnticipation = 5
ChainAngleSmooth = 10.000000
ChainAngleVariationTolerance = 120.000000
DirectionSmoothFactorMax = 0.750000
DirectionSmoothFactorMin = 0.600000
EnableAnticipationGrouping = true
EnablePlayerSlot = false
EnableZebraSpread = false
LightSpreadingMarbleAnticipation = 5
LocalPathMinimumPointDistance = 0.600000
LocalPathProjection = false
MarbleAnticipationAngleTolerance = 20.000000
MarbleDebugLimit = 5
MarbleLookupRange = 3.000000
MarbleLookupZOffset = 1.500000
MaximumFrontAngleToIgnoreObstacle = 45.000000
NPCMarbleRepulsionFactor = 1.200000
ObstacleLandingTimeTolerance = 2.000000
ObstacleStopOffset = 0.100000
SafePositionAngleDifferenceTolerance = 45.000000
StaticMarbleRepulsionFactor = 1.300000
ZebraEarlyStopMax = 2.000000
ZebraEarlyStopMin = 0.750000
ZebraSafePositionRadius = 0.500000
[MoveController]
BlendedSlopes = false
ClampForwardInterpolationFactor = true
DownDampTime = 60.000000
InterpolationForwardFactor = 0.500000
LevelDampTime = 0.010000
MaxSlopeSamples = 10
PredictionDistance = 0.300000
PredictionFactor = 1.000000
SlopeTolerance = 0.001000
UpDampTime = 60.000000
UpdateType = 1
[MovementPolicies]
MoveAwayFromTargetOnInfluenceMap = false
RunFromThreatOnInfluenceMap = false
[Multiplayer]
AllowJoinInProgressDM = true
ClientAuthoritativePosition = false
ClientMovementCorrection = true
ClientTargetTickRate = 30
DebugDump = false
HitRegistrationDebugFrameLifetime = 30.000000
HitRegistrationDebugHistoryLength = -1
HitRegistrationDebugShowMisses = false
InterpolationDelayMilliSecs = 200
LagCompensationEnabled = true
LogInputIssues = true
MaxDesiredPacketSize = 2349
MaxExtrapolationMilliSecs = 100
MaxInputPackFramesCount = 3
MovementSmoothCorrectionTime = 0.200000
MoveOnServerInterval = 0.000000
PositionCorrectionTreshold = 0.010000
RecoverLostButtonInputs = true
RepeatInputActionsIfNoneReceived = true
RotationCorrectionTreshold = 1.000000
ServerTargetTickRate = 30
[Muppet]
AlwaysResimulate = false
ClientTooNewStateThreshold = 10
ClientTooOldStateThreshold = 150
Extrapolation = true
LogEachLogicStep = false
LogInputs = false
LogInputsReplication = false
LogMovementSteps = false
LogResimulation = false
LogStatesManagement = false
ResimulationSmoothing = true
ServerInputsMaxHighNum = 15
ServerInputsMaxLowNum = 12
ServerInputsMaxNumSpeedup = 2.000000
ServerInputsMinHighNum = 8
ServerInputsMinLowNum = 5
ServerInputsMinNumSlowdown = 0.500000
UseRealTimeForSubsteps = true
[nav]
TileDebugDrawDistance = 50.000000
ZOffset = 0.000000
[Nav]
VisualizedAgentSize = 0
[NaviHistory]
BoxHalfSize = 0.500000
PastTimeShift = 3.000000
TimeBtwChecks = 0.200000
[NetworkEmulation]
PacketLossPercentage = 5
PingMilliSecs = 0
PingVarianceMilliSecs = 30
[ObjectSelection]
CoverBoxSize = 2.000000
MaxFindPathsLimit = 3
MaxFindPathsTimeLimitMs = 3.000000
[Occlusion]
BroadPhaseFraction = 16
DepthBufferDimScale = 6
FillphaseRangeFactor = 40.000000
ForceFullTest = false
MaxDistance = 2000.000000
MaxFarPlane = 8000.000000
MinBufferHeight = 128
MinBufferWidth = 256
MinNearPlane = 0.200000
MultiFrustumOcclusionMode = 1
MultiFrustumUseGlobalOcclusion = true
RastTilesJobGranularity = 1
SortDist0 = 140.000000
SortDist1 = 200.000000
SortDist2 = 260.000000
TestPhasesCount = 6
[Overlay/IO]
MaxQueueChars = 128
[Physics]
CollisionFilteringResource = "engine\physics\collision_groups.json"
EnableParticlesWorldPreview = false
RobustQueryLogging = false
[PingSystem]
Enable = false
[Player]
Class = "cpPlayer"
[Player/Input]
InitialInputContext = "Exploration"
InitialUIInputContext = "UIBase"
InputContextFile = "config\inputContexts.xml"
InputDeadzonesFile = "config\inputDeadzones.xml"
InputMappingFile = "config\inputUserMappings.xml"
MPInputContextFile = "config\multi\multiInputContexts.xml"
MPInputMappingFile = "config\multi\multiInputUserMappings.xml"
[PreGameSession]
InitialGameDef = "base\quest\main_menu\04_main_menu.gamedef"
[Profiler]
ActiveProfilers = "none"
ProfilerBreakpointThresholdMs = 20.000000
ProfilerServerName = "localhost"
ProfilingLevel = 4
[RacingSystem]
Record = false
[RayTracing]
AccelerationStructureBuildNumMax = 16
AccumulationSpeed = 0.020000
AmbientOcclusionRadiusFar = -1.000000
AmbientOcclusionRadiusNear = -1.000000
AmbientOcclusionRayNumber = 1
AmbientOcclusionTransitionFar = -1.000000
AmbientOcclusionTransitionNear = -1.000000
AmbientScale = 1.000000
DebugMode = 0
DeflickerStrength = 0.100000
DiffuseIlluminationAOModulation = 0.400000
DynamicInstanceUpdateBatchSize = 128
DynamicInstanceUpdateDistanceFactor = 1.000000
DynamicInstanceUpdateDistanceThreshold = 25.000000
DynamicInstanceUpdateNumMax = 32
DynamicInstanceUpdateUseHalfFloat = false
EmissiveClipRadius = 64.000000
EmissiveRangeScale = 10.000000
EmittanceScale = 1.000000
Enable = true
EnableAmbientOcclusion = true
EnableDiffuseIllumination = true
EnableDirectionalShadow = true
EnableDirectionalShadowCulling = true
EnableGlobalIllumination = false
EnableImportanceSampling = true
EnableLocalLights = true
EnableMirrorMaterialReflection = false
EnableNRD = true
EnableReflection = true
EnableResidencyManagement = false
EnableShadowCasadesOptimization = false
EnableSkinning = true
EnableSpatialFiltering = true
EnableTransparentReflection = true
GeometryUpdateBufferSizeMB = 64
HideFPPAvatar = true
ImportanceSamplingTransitionMax = 4.000000
ImportanceSamplingTransitionMin = 2.000000
LightGridSize = 32
LocalLightBatchSize = 16
LocalLightClipRadius = 32.000000
LocalLightNumMax = 32
LocalLightTraceLightVolumes = false
MaterialProxyNumMax = 65536
MaterialProxyUpdateNumMax = 32
OverrideEnable = false
RayNormalOffset = 0.005000
RayViewOffset = 0.005000
ScratchBufferSizeMB = 32
SkyRadianceExposureRatio = 400.000000
SkyRadianceExposureScaling = true
SkyRadianceScale = -1.000000
SpeedTreeLodDistanceMultiplier = 0.050000
SunAngularSize = 0.500000
SunScatteringScale = 10.000000
SunVisibility = 1.000000
TracingRadius = 200.000000
TracingRadiusReflections = 2000.000000
TransparentReflectionEnvironmentBlendFactor = 1.000000
UploadInstanceData = true
VisibilityCullingRadius = 2000.000000
VisibilityFrustumOffset = 200.000000
[RayTracing/BottomLevelCache]
Budget = 209715200
EvictAgeLimit = 10
[RayTracing/Debug]
AmbientOcclusion = false
ClipRadius = -1.000000
DiffuseIllumination = false
EnableVisibilityCheck = false
ForcedLod = -1
ImportanceSampling = 0
PrimaryRays = 0
Reflection = false
RenderObjectType = -1
ShaderClock = false
SkipClusteredProxies = false
SkipDynamicMeshes = false
SkipProxiesWithDismembermentData = false
SkipStaticMeshes = false
SkipTransparentMeshes = false
TransparentReflection = false
[RayTracing/Diffuse]
UseScreenSpaceData = true
[RayTracing/Multilayer]
ResolutionScale = 1.000000
ResolutionScaleEnable = -1.000000
ResolutionScaleMicroblendFactor = 0.000000
ResolutionScaleNormalFactor = 1.000000
[RayTracing/NRD]
Debug = 0.000000
DiffuseAntiLag = true
DiffuseDenoisingRadius = 60.000000
DiffuseMaxAccumulatedFrameNum = 15
DiffuseMaxAdaptiveRadiusScale = 5.000000
DisocclusionThreshold = 0.005000
EnableAmbientOcclusion = true
EnableLocalCoordinates = true
EnableScalingCompensation = true
MaxHitDistanceDiffuse = 5.000000
MaxHitDistanceSpecular = 20.000000
ReferenceAccumulation = false
SpecularAntiLag = false
SpecularDenoisingRadius = 40.000000
SpecularMaxAccumulatedFrameNum = 15
SpecularMaxAdaptiveRadiusScale = 5.000000
UnitsToMeters = 1.000000
[RayTracing/Reflection]
AccumulationSpeed = 0.100000
EnableHalfResolutionTracing = 1
FilterRadius = 128.000000
RoughnessOverride = 0.000000
RoughnessThreshold = 0.990000
UseScreenSpaceData = true
[RemoteClient]
Class = "mpRemotePlayer"
[Render]
CaptureSequentialFrames = false
[Rendering]
AllowShaderCacheReload = true
DecalLookingAngleScalingFactor = 0.100000
DefaultViewportHeight = 720
DefaultViewportWidth = 1280
DepthPrepassDistanceFactor = 12.000000
DissolveTime = 0.500000
DistantShadowsDepthBias0 = 0.500000
DistantShadowsDepthBias1 = 1.800000
DistantShadowsDepthBias2 = 5.000000
DistantShadowsDepthBias3 = 16.000000
DistantShadowsMaxBatchSize = 500
DistantShadowsMaxTrianglesPerBatch = 400000
DistantShadowsProxySortingMode = 2
DistantShadowsUseTodVis = false
EnableDeferredLightsStencil = true
ForcedExposureAvgLum = -1.000000
ForcedInstantAutoExposure = false
ForcedPreExposure = -1.000000
HiResEntityCustomShadowmapSize = -1
MultiLayerSelectionMaxLayersCount = 10
RainMapBatchMaxSize = 300
RainMapBatchMaxTrianglesPerBatch = 200000
RainMapProxySorting = true
RectLightApproximationFactor = 20.000000
ReflectionProbe_FastBlend = false
ReflectionProbeBlend_FillProbeSpill = 0.750000
ReflectionProbeBlend_Global = 3.000000
ReflectionProbeBlend_Local = 0.500000
ReflectionProbeBlend_MovingBlendSpeed = 2.000000
ReflectionProbeBlend_StreamIn = 0.500000
RoughCullingRejectionRange = 60.000000
SceneReferredValuesRange = 2.000000
ShaderCacheReloadTimeCheck = 2.000000
SphereLightApproximationFactor = 0.700000
TimeOfDay = 12.000000
TubeLightApproximationFactor = 2.200000
UiLuminanceScalingFactor = 7.000000
UiLuminanceScalingMax = 10.000000
UiLuminanceScalingMin = 0.750000
UiLuminanceScalingSpeedDown = 0.750000
UiLuminanceScalingSpeedUp = 1.500000
UseExperimentalVolFog = true
UseSkinningLOD = true
VolumetricFogVolume_DefaultAbsorption = 1.000000
[Rendering/AsyncCompute]
BuildDepthChain = true
DynamicTexture = true
Enable = true
FlattenNormals = true
HairClears = false
LutGeneration = true
RaytraceASBuild = true
SSAO = true
[Rendering/FrostedGlass]
Debug = 0
GlassAAQuality = 0
GlassBlurQuality = 0
GlassUseMipChain = true
[Rendering/GlobalIllumination]
DistantShadowBlur = 5.000000
DistantShadowForce = 0.600000
[Rendering/LateVSAlloc]
Grass = 28
Hair = 28
Particles = 28
Terrain = 0
Trees = 50
[Rendering/LUT]
MaxRange = 100.000000
MinRange = 0.001000
Size = 48
[Rendering/MeshLoading]
AutoRefreshTime = 0.100000
ForceSyncMeshLoading = false
LoadingDelay = 0
[Rendering/Particles]
MaxNoRenderSimTime = 100.000000
MaxOffscreenSimTime = 2.000000
[Rendering/Shadows]
CascadeDegreesLimit = 0.000000
CascadeDepthBias0 = 0.030000
CascadeDepthBias1 = 0.060000
CascadeDepthBias2 = 0.120000
CascadeDepthBias3 = 0.240000
CascadeEnableScissors = true
CascadeFillDepthBias = 20.000000
CascadeFitToWorstCase = true
CascadeFrontCullingPlaneDistance = 300.000000
CascadeRange0 = 6.000000
CascadeRange1 = 20.000000
CascadeRange2 = 50.000000
CascadeRange3 = 100.000000
CascadeScissorsMarigin = 16
CascadeShadowReceiverBiasAlongNormal = 0.020000
CascadesHeuristicForceRefresh = false
CascadesHeuristicMinMeshAutohideDistInCascade0 = 20.000000
CascadesHeuristicMinMeshAutohideDistInCascade1 = 40.000000
CascadesHeuristicMinMeshAutohideDistInCascade2 = 50.000000
CascadesHeuristicMinMeshAutohideDistInCascade3 = 50.000000
CascadesHeuristicMinMeshSizeInCascade0 = 0.100000
CascadesHeuristicMinMeshSizeInCascade1 = 0.500000
CascadesHeuristicMinMeshSizeInCascade2 = 1.500000
CascadesHeuristicMinMeshSizeInCascade3 = 2.000000
CascadeUseBackfacesAsCullingPlanes = true
DistantHeuristicMinMeshAutohideDistInCascade0 = 50.000000
DistantHeuristicMinMeshAutohideDistInCascade1 = 100.000000
DistantHeuristicMinMeshAutohideDistInCascade2 = 300.000000
DistantHeuristicMinMeshSizeInCascade0 = 2.000000
DistantHeuristicMinMeshSizeInCascade1 = 3.000000
DistantHeuristicMinMeshSizeInCascade2 = 6.000000
DistantShadowsForceFoliageGeometry = false
TimeShiftCooldownTime = 10.000000
[Rendering/SpeedTree]
BillboardsGlobalBleed = 0.500000
SpeedTreeTerrainNormalmapFlatness = 1.500000
[Rendering/Video]
MaxFrameUploadMB = 10485760
[Rendering/VisionMode]
HistoryBlend = 0.850000
[Rendering/WindImpulse]
BulletIntensity = 0.200000
BulletLifeTime = 0.500000
BulletRadius = 0.600000
[Replication]
MaxOutgoingBytesPerSecondFromClient = 100240
MaxOutgoingBytesPerSecondP2P = 10240
MaxOutgoingBytesPerSecondToClient = 100240
MaxSendFrequencyMilliSecs = 10
[ResourceBank]
GameResourceCacheExpirySeconds = 20
[ResourceLoaderThrottler]
DedicatedDecompressionMemoryBytes = 1048576
FloodMinNonLoadingThreads = 2
StreamMaxLoadingThreads = 2
TrickleMaxLoadingThreads = 1
[SaveConfig]
AutoSaveEnabled = true
AutoSavePeriod = 300
AutoSavePeriodOnLock = 30
CheckpointSavePeriod = 60
[Scenes/Probing]
ProbingDeltaMsec = 100
ProbingTimeBudgetMsec = 1500
[SceneSystem/Dialog]
AdditionalSpeakerLineCancelFadeOutTime = 0.500000
CancelationFadeOutTime = 0.500000
[SceneSystem/Extractor]
Enabled = true
[SceneSystem/FastForwarding]
AdaptiveModeMaxDilation = 10.000000
AdaptiveModeMaxSpeed = 10.000000
AdaptiveModeMinDilation = 2.000000
ConstantModeDilation = 10.000000
EnableAdaptiveMode = false
EnableDeactivationOnDemand = true
EnableDeactivationOnInput = false
EnableFastForwarding = true
[SceneSystem/Interrupt]
DefaultInterruptDistance = 6.000000
DefaultReturnDistance = 5.000000
DialogLinesFadeOutTime = 0.500000
IntendedInterruptionMinimalTime = 0.500000
PlayReturnFromSectionBeginningIfNPCInterrupted = false
PlayReturnFromSectionBeginningIfPlayerInterruptedAndNPCFirstDialog = false
PlayReturnFromSectionBeginningIfPlayerInterruptedAndPlayerFirstDialog = true
[SceneSystem/ReviewTools]
EnableScreenplayComments = false
[Scripts]
EnableCompilation = false
Port = 37060
PortRange = 10
ScriptsBlobFilename = "master.redscripts"
SilentCompilation = false
SilentValidation = false
[Senses]
ShowSensesCheckTrace = false
[Serialization]
ValidateCRC = false
[ServerPlayer]
Class = "mpServerPlayer"
[Session/Loading]
DebugAutoSkipLoadingTimeout = true
DebugLoadingCooldownWarning = 30
DebugTickFinishCounterMax = 1
LoadingResetIOQueuesSeconds = 2.000000
LoadingTimeoutSeconds = 60
MinDurationSeconds = 2.000000
UpdateBehindLoadingScreenDuration = 2.000000
[SnapToTerrainIk]
AllowIkThreshold = 0.950000
Enabled = true
EnableFootLockThreshold = 0.950000
FallBackFrameTimeForDisable = 0.100000
FallBackFrameTimeForFootLockDisable = 0.070000
FootLockBlendOffSpeed = 0.500000
FootLockBlendOffSpeedBroken = 0.800000
FootLockBlendOffSpeedPlanted = 0.200000
FootLockEnabled = true
FootLockMaxShift = 0.250000
HipRelativeMaxFootHeight = -0.100000
HipsAdditionalZOffsetFactor = -0.100000
HipsXYOffsetDisableSpeed = 1.000000
HipsXYOffsetSpeed = 1.000000
HipsZOffsetBaseSpeed = 0.800000
HipsZOffsetSpeed = 0.300000
MaxFootHipDistRefMul = 0.900000
MaxXYHipShift = 0.250000
MinCorrectionToEnable = 0.005000
MinFootHipDist = 0.400000
RotationSpeed = 180.000000
TraceAboveGroundDistance = 0.500000
TraceBelowGroundDistance = 0.500000
TranslationSpeed = 2.250000
[Streaming]
DistanceBoost = 0.000000
EditorThrottledMaxNodesPerFrame = 500
ForceUnstream = false
MaxNodesPerFrame = 300
MaxNodesPerFrameWHileLoading = 999999
MaxStreamingDistance = 23170.251953
MaxStreamingObserverHeight = 3.000000
MinStreamingDistance = 1.000000
ObserverMaxAirVehicleForwardVelocity = 0.000000
ObserverMaxNonAirVehicleForwardVelocity = 20.000000
ObserverMaxOnFootForwardVelocity = 5.000000
ObserverVelocityOffsetEnabled = false
PrecacheDistance = 0.000000
RadiusNearInvMult = 0.800000
RadiusNearSecondaryRefPointAddend = 200.000000
RadiusNearSubtrahend = 200.000000
RadiusSecondaryRefPointMult = 1.250000
StreamingEnabled = true
TimeLimitAttachingPerFrame = 0.500000
TimeLimitSectorLoadPerFrame = 2.000000
TimeLimitSectorUnloadPerFrame = 1.000000
TimeLimitStreamedPerFrame = 6.000000
TimeLimitStreamedPerFrameWhileLoading = 8.000000
[Streaming/Culling]
Enabled = true
ForceSSDMode = 0
OnlyIfSingleObserver = true
StreamingQueryRoadDataMaxNN = 5
StreamingQueryRoadDataMaxZOffsetAbove = 5.000000
StreamingQueryRoadDataMaxZOffsetBelow = -0.500000
Strict = false
VisibilityQuery = true
VisibilityQueryActivationDistanceBoost = 40.000000
[Streaming/Culling/AutoHideDistanceNear]
Enabled = true
[Streaming/Culling/Fallback]
DirectionTreshold = 0.600000
DistanceTreshold = 32.000000
Enabled = true
PriorityTreshold = 1
[Streaming/Culling/NonAirVehicle]
CentralMaxYawDegrees = 30.000000
FakeTotalRoadWidth = 40.000000
MaxSideOfRoadCutoffDistance = 5.000000
MaxStreamingRadius = 64.000000
PeripheralMaxYawDegrees = 60.000000
SaturationVelocity = 20.000000
ThresholdVelocity = 5.000000
[Streaming/Culling/NonAirVehicle/RoadInterpolation]
StraightConnectionRoadToRoadAngle = 20.000000
StraightConnectionVehicleTurnAngle = 45.000000
[Streaming/Culling/SecondaryRefPoint]
Enabled = true
[Streaming/Debug]
EmulateExcludeFromConsole = false
[Streaming/Editor]
TimeLimitAttachingPerFrame = 10.000000
TimeLimitDetachingPerFrame = 10.000000
TimeLimitStreamedPerFrame = 12.000000
[StreamingAnimation]
FallbackFrameBlendDuration = 0.300000
ForceFallbackFrames = false
PreloadWorkspotAnimation = false
ShowStreamedInWorkspotAnims = false
UseFakeStreamingDelay = false
[TargetTracking]
VariableTickRateEnabled = true
[ThreatTracking]
ThreatDropFactor = 1.000000
[TPPRepresentation]
DevForceUseGameplayCamera = false
[Traffic]
AccFactorMP = 1.000000
AvoidanceLimitAngle = 5.000000
AvoidZebra2Zebra = true
BottomClampAngle = 15.000000
BrakeFactorMP = 25.000000
BufferBuffer = 0.100000
carExpectedCollisionFactor = 0.700000
CurveLimitFactor = 0.800000
DeathLimit = 10.000000
decelerationFactor = 1.000000
DisableLOD = true
DisplacementCap = 1.000000
DisposeOnSummon = true
FrontAngle = 15.000000
GreenWaveAveragePredictedCarSpeed = 10.000000
GreenWaveLength = 200.000000
leftLaneSpeedIncrease = 0.100000
MaxLocalPathLength = 100.000000
MaxPathLanes = 5
MaxTimeBeforeGreenWave = 10.000000
MinTimeBeforeGreenWave = 7.000000
PathLaneIntersectionDownTolerance = 1.000000
PathLaneIntersectionUpTolerance = 2.000000
PlayerPrediction = 30.000000
roadSpeedOverride = -1.000000
SideAngle = 0.000000
SlotLaneOccupancyArea_Pedestrian = 2.500000
SlotLaneOccupancyArea_Vehicle_Length = 6.000000
SpotDetectionPrecision = 5.000000
SpotDetectionRange = 3.000000
stopOnStaticCollisions = false
StopSpawn = false
StraightTurnLimit = 15.000000
TaxiDespawnLookahead = 100.000000
taxiPathDistance = -1.000000
TeleportationDistance = 340282346638528859811704183484516925440.000000
UncrowdMultiLaneRoads = true
UncrowdOneLaneRoads = true
[UIAnimationsProcessor]
AnimationLibraryResourceCooldown = 5.000000
[UiInput]
PadRotationEnterTime = 0.050000
PadRotationExitTime = 0.500000
PadRotationPitchModif = 0.350000
PadRotationYawModif = 0.350000
[vehicle]
PhysXClampHugeImpacts = true
PhysXClampHugeSpeeds = true
PhysXMinTimeStep = 0.011111
PhysXTimeCompensationFactor = 0.800000
[Vehicle]
AirControlBikePitchHelper = true
AirControlCarRollHelper = true
BikeHackTiltCalcValue = 50.000000
BlockChangeGear = false
EnableAirResistane = true
EnableFreeRotationResistantTorque = true
EnableLowVelStoppingResistance = true
EnableSmoothWheelContacts = true
ForceDebugAll = false
ForcedSurfaceName = ""
ForceMoveToMaxAngularSpeed = 5.000000
ForceMoveToMaxLinearSpeed = 30.000000
ForceSimplifiedMovement = false
MaxForceMoveToTeleportThreshold = 50.000000
physicsCCD = false
trafficVsTrafficCollisions = false
UseDifferential = true
vehicleVsVehicleCollisions = true
VelocitySmoothingTime = 0.300000
WeightTransferMode = 1
[VehicleAI]
BlockAIDrivingPreset = false
ForceAIDrivingPreset = false
PerceptionCollisionPropagationArea = 2.000000
PerceptionNumSweeps = 30
PerceptionNumSweepsRace = 16
PerceptionTargetPropagationArea = 1.500000
[Viewport]
OutputMonitor = 0
[VisualControllerComponent]
StrictCrowdLodsEnabled = false
[Visuals]
GammaValue = 1.000000
MidPoint = 1.000000
MotionBlurScale = 1.000000
VelocityBufferScale = 100.000000
[WaterSimulation]
UseAsyncComputeFFT = true
[Weather]
State = "NONE"
[World]
GymsDirectory = "gyms\"
MultiplayerFunctionalTestsDirectory = "test\multi\functional_tests\"
MultiplayerGymsDirectory = "test\multi\gyms\"
MultiplayerOldGymsDirectory = "test\cpo\gyms\"
MultiplayerOldScanDirectory = "test\cpo\worlds\"
MultiplayerScanDirectory = "multi\worlds\"
ScanDirectory = "base\worlds\"
StreamingTeleportMagSq = 4096.000000
TestDirectory = "test\test_worlds\"
[World/Streaming/InstancedMeshNode]
UseDebugFallback = false
[World/Streaming/PersistencyCache]
MaxEntriesPerPage = 8
PoolBudgetKB = 4096
Cuentaparacomentario escribió:https://www.nexusmods.com/cyberpunk2077/mods/193; List of ~1107 default INI-settings used in Cyberpunk2077 v1.04, dumped by infogram (now includes string settings!)
; To change the value of these settings, create/open the "engine\config\platform\pc\user.ini" file & add the section name + setting name/value inside it.
; See https://www.pcgamingwiki.com/wiki/Topic ... kw8toyk3pq for more info
; The values here were dumped from memory after loading into a save, so should contain any setting values that were stored in the archive files, etc.
; (However these values could be affected by my own game settings, or the dumper itself, so don't rely on them too much)
[AI]
CodeTweakActionsEnabled = true
EnableLowFPSDetection = true
LOD0BucketSize = 0
LOD0TickRate = 1
LOD1BucketSize = 16
LOD1TickRate = 4
LOD2BucketSize = 16
LOD2TickRate = 8
LOD3TickRate = 16
LODUpdatePeriod = 1.000000
LowFPSThresholdMax = 29
LowFPSThresholdMin = 24
VariableTickRateEnabled = true
[AI/TweakActionSystem]
TweakCompositeAlternativesLimit = 2
[Animation]
DistanceToCameraForAlwaysSample = 50.000000
EnableRefreshLocoWrappersOnUnlock = true
IKTurnOffDistance = 12.000000
MaxAngleCosineBetweenCameraAndFacial = 0.500000
MaxFacialAnimationsVisible = 3
ReserveSkinningNumCharactersThreshold = 99999
UseAnimSetupCaching = true
UseFishsyncDebug = true
UseLunaticMode = true
[AnimationSystem]
FallbackPoseReawakeDistance = 20.000000
PerformanceDisableTime = 5.000000
PerformanceModeThreshold = 15.000000
QualityModeFrameThreshold = 2.000000
QualityModeThreshold = 20.000000
[animLogger]
ForceScreenSpace = false
[AppearanceDefinitions]
SuffixSeparator = "&"
[Audio]
EnableOverlay = false
EnablePropertiesProfilingCapture = false
[Backend]
DebugEditableView = false
EditAllClassProperties = false
ShowAllClassProperties = false
TraceInteropCommands = false
TraceInteropResults = false
[Bump]
DistanceToPlayerLimit = 3.000000
LogBumpActivation = false
LogBumpCharacter = ""
NavCheckRadius = 0.500000
[CameraDebugger]
ForceAspectRatio = 0.000000
[CharacterCustomizationSystem]
MorphingTimeDilation = 3.000000
[ChoiceSettings]
mandatoryLookAt = true
stickyLookAt = true
variant2 = true
variantMix = false
[Cover]
ShowTraceActionsCheck = false
[Crowd]
AppropriateMinDistToPlayer = 10.000000
AppropriateMinLastSeenTime = 10.000000
BaseParkedCarProbability = 0.800000
DespawnLastSeenMinTime = 20.000000
Enabled = true
EnablePedestrians = true
EnableVehicles = true
MinStreamingVelocityNormalizedToBlockSpawn = 10.000000
OnlyCorpoMan = false
PassengerProbabilityModifierOnConsoles = 0.300000
SpawnLimit = 3
UseFrustum = true
ZCutoff = 20
ZCutoffEnabled = true
[CrowdMovement]
AheadAngleMax = 45.000000
AheadAngleMin = 30.000000
AheadDistanceMax = 2.000000
AheadDistanceMin = 1.000000
AngularSpeedFactor = 5.000000
BlockingObstaclesDetectionDistance = 2.000000
BorderRepulsionSpeed = 7.000000
CAPlayerDistanceThresholdBack = 10.000000
CAPlayerDistanceThresholdFront = 30.000000
ClosestObstacleToStayInPlace = 2.000000
ComfortZoneRadiusFactor = 1.250000
DebugSlotID = 0
DebugSoftAdherenceOverride = false
DesiredForwardLookupDistance = 0.750000
DestinationDistance = 1.000000
DilatationClamp = -1.000000
DilatationLimit = -1.000000
DirectionSmoothingAngleTolerance = 45.000000
DistanceToStopBuffer = 0.750000
EnableDirectionPostProcess = false
EnableDirectionSmoothing = true
EntryPathPositionSearchDistance = 4.000000
EntryPathPositionSearchStep = 0.300000
FearSpreadRadius = 10.000000
FenceGapRepulsors = false
FixedTimeStep = -1.000000
ForceStopColliders = false
ForceStopRepulsors = true
FrontViewAngle = 45.000000
GlobalDisableLOD = false
InjectedCollidersZTolerance = 2.500000
LaneLightsRecognitionDistance = 25.000000
MarbleDirectionLookUp = 6
MarblePathDisplayMaxPoints = 5
MaxChancesToUseZebra = 4
MaxDirectionChangeAttempts = 4
MaxInterpAngle = 179.000000
MaxLaneCheckToJoinTraffic = 5
MaxResumeMoveAttempts = 10
NarrowGapRepulsors = false
NearEndDistance = 2.000000
NoGameplayNoUpdate = false
NoSpeedUpTime = true
NPCObstaclesMass = 0.950000
NPCSeparationSpeed = 4.000000
ObstacleMarbleRadiusMultiplier = 1.200000
OppositePathToleranceInDeg = 20.000000
OverlapTolerance = 0.100000
PassingPoseStopAnimationTolerance = 0.100000
PathConvergenceSpeed = 5.000000
PathRefreshPlayerRadiusLimit = 10.000000
PlanLimitDistanceToReplan = 2.000000
PlayerObstaclesMass = 1.000000
PostProcessPositionCorrectionSpeed = 5.000000
RotationSpeedFactor = 5.000000
SeparationSpeedFactor = 2.000000
SeparationSpringTime = 5.000000
SharpAngle = 120.000000
SingleThread = false
SlopeSamples = 10
SpeedCompensationFactor = 0.100000
TrafficLightRelevantDistance = 4.000000
VehicleObstaclesMass = 1.050000
[Crowds]
BufferForAllowedDrivingOffRoadPercentOfCarWidth = 0.800000
BufferForAllowedDrivingOnPavementPercentOfPavementSide = 0.500000
CheckOnLaneUseLookup = false
EnterWorkspotDelay = 10.000000
ExponentDrivingOnPavement = 2.000000
MaxSpeedDrivingOnPavement = 40.000000
MinimumSpeedForKnockdownByCar = 2.000000
PlayerKnockDownByCarTolerance = 0.000000
[Customization]
EnableFacialSetupCustomization = true
[Dangle]
MaxPhysicsStepsCount = 3.000000
MaxTimeDilatation = 1.000000
MinTimeDilatation = 0.050000
PhysicsStepsCountLowPassFilterRc = 1.000000
SolverIterationsWhenSkippingPhysics = 1.000000
[Debug]
DumpNameList = false
GameFallbacksEnabled = true
LODUpdateUseRenderCamera = true
WatchdogLogTextSize = 2.000000
[Debug/Console]
ClassName = "CDebugConsole"
[Debug/GameMenu]
EffectSpeed = 5.000000
[Debug/ImGui/Population]
BackgroundTeleportsEnabled = true
RenderAttachDebug = false
RenderEntities = false
RenderLastSeenTime = false
RenderStatsDebug = false
VehicleTeleportsEnabled = true
ZeroWastePolicyCooldown = 2.000000
[Debug/Singleplayer]
DefaultGameDefinition = "base\quest\demos\e3_2018\definitions\q003_end_night.gamedef"
FallbackGameDefinition = "base\quest\demos\e3_2018\e3_2018.gamedef"
SelectedGameDefinition = ""
[DebugConsole]
AnimationDuration = 0.400000
CaretAnimationDuration = 0.500000
CommandHistoryFile = "console_history.lst"
EngineLogEnabled = true
KeyPressNormalRepeatTime = 0.500000
KeyPressQuickRepeatTime = 0.050000
MaxCommandLineHistoryEntries = 100
MaxOutputHistoryEntries = 100
OutputScorllStep = 20.000000
TabLengthInChars = 1
UserAliasesFile = "user_aliases.dat"
[Decals]
ForwardDecalPositionOffsetScale = 0.050000
[Developer/FeatureToggles]
Antialiasing = true
AntialiasingSuppressed = false
Bloom = true
CharacterLightBlockers = true
CharacterRimEnhancement = true
CharacterSubsurfaceScattering = true
CharacterSubsurfaceTranslucency = false
ChromaticAberration = true
ConstrastAdaptiveSharpening = true
ContactShadows = true
DepthOfField = true
DistantFog = true
DistantGI = true
DistantShadows = true
DistantVolFog = true
DynamicDecals = true
FilmGrain = true
GlobalIllumination = true
Hair = true
ImageBasedFlares = true
LocalShadows = true
MotionBlur = true
RainMap = true
RuntimeTangentUpdate = true
ScreenSpaceHeatHaze = true
ScreenSpacePlanarReflection = true
ScreenSpaceRain = true
ScreenSpaceReflection = true
ScreenSpaceUnderwater = true
SSAO = true
VolumetricClouds = true
VolumetricFog = true
Weather = true
[Developer/SaveSlotsConfig]
NumAutoSaveSlots = 10
NumEndGameSaveSlots = 0
NumManualSaveSlots = 0
NumPointOfNoReturnSaveSlots = 0
NumQuickSaveSlots = 3
[DLSS]
Enable = false
EnableMirrorScaling = true
MirrorScaling = -1.000000
Quality = 2
Sharpness = 0.000000
[DRS]
DownRate = 8.000000
Enable = true
MaxDownStep = 100.000000
MaxUpStep = 50.000000
StepSize = 4
UpRate = 4.000000
[Editor/Audio]
ConnectWwiseInFinal = false
ForceExternalLocStore = false
ForceStopSounds = false
Mute = false
NoContainer = false
NoRumble = false
NoSpatial = false
PanicModeThreshold = 1500
PlayEventNotFoundSound = true
UseCamListenerInFreeCam = true
UseSounrceReverb = true
UseXaudio = false
[Editor/Characters/Hair]
AdditionalAreaRoughness = 0.100000
AlbedoMultiplier = 0.600000
ContactShadowClamp = 0.350000
RoughnessFactor = 1.000000
SpecularRandom_Max = 0.000000
SpecularRandom_Min = -0.300000
UseGlobalContactShadowsOnHair = true
UseLocalContactShadowsOnHair = true
UseReferenceImplementation = false
[Editor/Characters/Hair/AlphaShifts]
R = -0.083000
TRT = 0.375000
TT = 0.000000
[Editor/Characters/Hair/Debug]
DebugSwitch1 = false
DebugSwitch2 = false
[Editor/Characters/Hair/EnvProbe]
MultiScatter = 0.470000
R = 0.300000
ScatterDepth = 1.300000
TRT = 0.800000
TT = 0.005000
[Editor/Characters/Hair/GlobalLight]
MultiScatter = 0.470000
R = 0.300000
ScatterDepth = 1.250000
TRT = 0.800000
TT = 0.005000
[Editor/Characters/Hair/HACKS]
AAAA_HACK_hairModifiedLocalLightIntensity = true
HACK_Factor0 = 66.000000
HACK_Factor1 = 95.000000
HACK_Factor2 = 213.000000
HACK_Factor3 = 450.000000
[Editor/Characters/Hair/LocalLight]
MultiScatter = 0.470000
R = 0.350000
ScatterDepth = 0.800000
TRT = 0.800000
TT = 0.005000
[Editor/Characters/Hair/MultiScatter]
DiffuseScatterFactor = 0.000000
Mask_Intensity = 1.000000
ShadowFactorExp = 0.370000
Wrap = 0.350000
[Editor/Characters/Hair/Specular]
Mask_Intensity = 1.000000
Wrap = 0.400000
[Editor/Characters/Hair/TRT_Params]
EXP_BIAS = 16.500000
EXP_SCALE = 17.000000
[Editor/Characters/LightBlockers]
ClosestBlockersLimit = 16
[Editor/Characters/RimEnhancement]
GlobalCharacterFresnel = 1.500000
LightBlockerInfluence = 0.700000
RoughnessFactor_Bias = 0.000000
RoughnessFactor_Scale = 1.000000
[Editor/Characters/RimEnhancement/Foliage]
Foliage_ConstOffsetCoefficient = 0.000000
Foliage_FresnelCoefficient = 2.500000
Foliage_SpecularCoefficient = 1.200000
[Editor/Characters/RimEnhancement/Skin]
ConstOffsetCoefficient = 0.000000
FresnelCoefficient = 1.500000
SpecularCoefficient = 1.000000
[Editor/Characters/RimEnhancement/Standard]
Standard_ConstOffsetCoefficient = 0.000000
Standard_FresnelCoefficient = 1.500000
Standard_SpecularCoefficient = 1.400000
[Editor/Characters/RimEnhancement/Weapon]
Weapon_ConstOffsetCoefficient = 0.000000
Weapon_FresnelCoefficient = 2.400000
Weapon_SpecularCoefficient = 1.400000
[Editor/Characters/RimEnhancement_RayTracing]
GlobalCharacterFresnel = 1.500000
LightBlockerInfluence = 0.700000
RoughnessFactor_Bias = 0.000000
RoughnessFactor_Scale = 1.000000
[Editor/Characters/RimEnhancement_RayTracing/Foliage]
Foliage_ConstOffsetCoefficient = 0.000000
Foliage_FresnelCoefficient = 2.500000
Foliage_SpecularCoefficient = 1.200000
[Editor/Characters/RimEnhancement_RayTracing/Skin]
ConstOffsetCoefficient = 0.000000
FresnelCoefficient = 1.500000
SpecularCoefficient = 1.000000
[Editor/Characters/RimEnhancement_RayTracing/Standard]
Standard_ConstOffsetCoefficient = 0.000000
Standard_FresnelCoefficient = 1.500000
Standard_SpecularCoefficient = 1.400000
[Editor/Characters/RimEnhancement_RayTracing/Weapon]
Weapon_ConstOffsetCoefficient = 0.000000
Weapon_FresnelCoefficient = 2.400000
Weapon_SpecularCoefficient = 1.400000
[Editor/Characters/Skin]
SubsurfaceSpecularTint_B = 0.290000
SubsurfaceSpecularTint_G = 0.260000
SubsurfaceSpecularTint_R = 0.125000
SubsurfaceSpecularTintWeight = 0.300000
[Editor/FoliageParameters]
ContactShadowClamp = 0.600000
[Editor/Ink]
CacheTextureMargin = 200.000000
[Editor/Navigation]
DebugDrawDistance = 150.000000
EnabledLocalDebug = true
FileDimensionsFactor = 324.000000
LocalDebugHorizontalLimit = 160.000000
LocalDebugVerticalLimit = 50.000000
NavCellHeight = 0.300000
NavCellWidth = 0.100000
TrafficDistanceThreshold = 10.000000
ZOffset = 0.000000
[Editor/Recording]
Framerate = 30
HighResolutionScreenshot_MS_Count = 8
SkipSamples = 0
[Editor/RenderDebug]
HideOverflowWarnings = false
HidePhysicsOverflowWarnings = false
MaxDistance = 1000.000000
PhysicsHighUsageThreshold = 0.800000
PhysicsOverflowWarningTextSpeed = 3
ShowAudioScreenWarnings = true
[Editor/RenderDebug/SnapPoint]
Scale = 5
[Editor/Selection/Appearance]
CheckerboardSize = 2
Color = 0xff0aa0f0
ColorSpecial = 0xff25d284
ObstructedColor = 0x800aa0f0
ObstructedColorSpecial = 0x8025d284
OpacityOutline = 1.000000
OpcaityFill = 0.500000
SwapFillAndOutline = false
[Editor/ShaderCompiler]
DumpAssembly = false
ForceRecompile = false
Optimize = true
UseLocalCompiler = false
[Editor/Snapping/Socket]
Range = 0.200000
RenderDistance = 10000.000000
ShowAISpots = true
ShowSplines = true
ShowStaticMarkers = true
[Editor/Spline]
OffMeshLinkEndPointRadius = 0.400000
OffMeshLinkThickness = 0.100000
[Editor/Streaming]
ForceAutoHideDistanceMax = 16384.000000
[Editor/Streaming/Debug]
FallbackSlowmotionBucketBegin = 2
FallbackSlowmotionEaseOutCurve = "SandevistanEaseOut"
FallbackSlowmotionThreshold = 8000
ForceAllPrefabVariantsEnabled = false
UseFallbackSlowmotion = false
[Editor/Terrain]
UsePrefabStreamingVisualization = false
[Editor/Terrain/Debug]
MeshNodeChunkMask = 2147483647
[Editor/Traffic]
LaneSamplingStep = 1.000000
LoadCollisionDebugResource = false
MinLaneSamplingStep = 0.500000
VisualizationRefreshInterval = 10
[Editor/VolumetricClouds]
CoverageScale = 1.300000
DetailNoiseScale = 0.750000
NoiseScale = 1.100000
[Editor/VolumetricFog]
Exponent = 2.000000
[Engine]
FallbackCacheDirectory = "cache"
LimitFPS = 60
OverLimitFPS2 = false
[Engine/Connection]
DefaultRawStartingPort = 37080
[Engine/Game]
DefaultDebugGameEngineInteropStartingPort = 37085
[Engine/Watchdog]
ActiveIfDebuggerPresent = true
ActiveIfDialogBlocking = false
ActiveIfScriptBreakpointBlocking = false
DumpJobExecutionContext = true
Enabled = true
KillProcess = true
ThreadFrequencyHz = 15
TimeoutSeconds = 120
[EntityVisualController]
DebugUseFOVMultiplier = true
ShadowMeshSwitchDistanceSquared = 16.000000
[ExplorationRadius]
ChargedJump = 1.000000
Climb = 1.000000
Jump = 1.000000
Ladder = 1.000000
ThrusterJump = 1.000000
Vault = 1.000000
[Facial]
ResourceBudget = 14
[Failsafe]
MountingFacilityFailsafe = true
PlayerTeleportationIfFallsUnderWorld = true
VehicleTeleportationIfFallsUnderWorld = true
[Failsafe/Choice]
enableDebugTag = false
[Failsafe/ChoiceLookAt]
activationDelay = 0.500000
activationTolerance = 0.996000
positionDeltaReset = 0.500000
[Failsafe/ChoiceLookAtLimits]
enabled = true
[Failsafe/ChoiceLookAtNoActivation]
enabled = true
[Failsafe/ChoicePostLookAt]
activationDelay = 0.200000
[Failsafe/SceneChoice]
interactionInTierTestEnabled = true
noEntityTestEnabled = true
testActivationDelay = 1.000000
testNoEntityActivationDelay = 5.000000
[FreeCamera]
FOV = 60.000000
MovPrecision = 1.000000
RotPrecision = 1.000000
[FreeCamera/DOF]
FarBlur = 0.000000
FarFocus = 0.000000
Intensity = 0.000000
NearBlur = 0.000000
NearFocus = 0.000000
UseFarPlane = 0.000000
UseNearPlane = 0.000000
[FreeCamera/Exposure]
Aperture = 8.000000
ISO = 100
ResetISO = false
Shutter = 125.000000
[FriendlyFire]
CrowdDistanceCorrection = 1.000000
EyesExtraOffset = 0.150000
EyesOffset = 1.750000
HeadExtraOffset = 0.250000
[FunctionalTests]
DumpInteropProcessingTimes = false
FulfillInfoDelimiter = "##"
ScriptTestTickDelayFrames = 2
[Game]
EffectCacheIndexFile = "base\fx\preload.csv"
GenericFactoryIndexFile = "base\gameplay\factories.csv"
MaxPlayingEffects = 16384
[Game/DebugPopup]
ButtonAcceptTime = 0.100000
ButtonFadeSpeed = 3.000000
StateEffectSpeed = 5.000000
WindowMinHeight = 100
WindowMinWidth = 200
[Game/TimeBetweenHits]
Enable = true
[Game/TweakDB]
BlobPath = "{root}\gameplay\static_data\compiled\"
DataPath = "{root}\gameplay\static_data"
ReloadTime = 4.000000
[GameFramework]
AutoJoinServerState = "AutoJoinServer"
BoothModeMainMenuState = "BoothModeMainMenu"
DebugStateMachine = false
FunctionalTestsState = "FunctionalTests"
InitialState = "Initialization"
TestState = "Session"
[GameFreeCamera]
DefaultFOV = 60.000000
KeyFastMult = 10.000000
KeyMovementSpeed = 5.000000
KeyRotationSpeed = 0.400000
KeySlowMult = 0.100000
MaxFOV = 175.000000
MinFOV = 5.000000
PadMovementMod = 4.000000
PadMovementXSpeed = 2.000000
PadMovementYSpeed = 5.000000
PadRotationXSpeed = 120.000000
PadRotationYSpeed = 60.000000
[Gameplay]
TagListInitialCount = 1000
[GameSenses]
Log = false
RayTestsPerThreadLimit = 20
SensorsToUpdateLimit = 60
[GameServices]
GalaxyClientID = "53652320436400298"
GalaxyClientID_Tools = ""
GalaxyClientSecret = "5afe2a40c8939f6c28ac7aa4c43413428d4001f411646b5cf179b2c117f2c11f"
GalaxyClientSecret_Tools = ""
LogPath = ""
MaxProfileSize = 4194304
MaxSaveSize = 8388608
MaxSaveSizeTotal = 12582912
MaxSettingsSize = 4194304
SaveCompressedChunkSize = 262144
SaveMaxCompressedChunks = 256
ScreenshotBuffer = 1048576
Wrapper = ""
[General]
BuildSKU = ""
DefaultEngine = "CGameEngine"
[InertiaBlend]
OverrideMode = 0
[InfluenceMap]
NavChecksDebugCount = 5000
ObstacleDistanceToPlayer = 40.000000
SearchInfluenceDrop = 0.050000
[Input]
cvDisableInputFlushOnLostFocus = false
FakeAxisRepeatRate = 5.000000
[Input/Gestures]
EnableGestures = true
EnablePan = true
EnablePinch = true
EnableSwipe = true
FlickForSwipe = true
SwipeHorizontalDeadzoneSq = 0.050000
SwipeVerticalDeadzoneSq = 0.200000
[Interop]
NotifierEventCacheSize = 100
[Interop/Cache]
Enabled = true
InitPathLength = 2048
PathIncrementPad = 64
[Interruption]
MinInterruptionTimeForThirdInterruption = 20.000000
[LevelOfDetail]
DecalsHideDistance = 40.000000
DynamicDecalsHideDistance = 20.000000
[Lipsync]
AudioAdjustmentFactor = 1.000000
AudioAdjustmentThresholdInFrames = 0.010000
AudioTimeLowPassFilter = 1.000000
CloseNeckWeight = 1.000000
CloseNeckWeightDistance = 1.000000
FarNeckWeight = 2.000000
FarNeckWeightDistance = 3.750000
PhaseBlendInFrames = 5.000000
PhaseInFrames = 4.000000
SyncToAudio = true
UseAudioAdjustment = true
[LocalClient]
Class = "mpLocalPlayer"
[Locomotion]
CollisionAvoidanceEnabled = true
CoverAngleThreshold = 90.000000
EntityAlignmentEnabled = false
OffMeshLinkReservationEnabled = true
PathCurvatureDetectionDistance = 1.000000
SkippingAIRequestsEnabled = true
SlopeDetectionDistance = 0.900000
StrafeRotationSpeed = 120.000000
StrafeThresholdAngle = 100.000000
[LookAt]
MaxIterationsCount = 3.000000
[LoSFinderSystem]
AddLoSPointsDist = 2.000000
AvoidNavmeshFindDist = 0.750000
AvoidTraceCheckLength = 10.000000
AvoidTraceCheckSpacing = 1.200000
AvoidTraceHitsMinDist = 0.500000
AvoidTraceMinDistToTarget = 8.000000
AvoidTracesNumber = 9
DownRayLength = 6.000000
ElevatedNPCMinHeight = 2.500000
ElevatedNPCNaviSearchRadius = 1.500000
FinalTraceHeight = 1.400000
LongRayLength = 20.000000
LoSNavmeshFindDist = 1.000000
MaxAddLoSPointsCount = 2
MaxAvoidPathRatio = 1.500000
MaxRaysNumber = 12
MinLoSTraceLen = 0.500000
NaviCheckRadius = 1.000000
ObstacleLoSTraceDist = 0.200000
SeekersOperationsPerFrame = 1
ShortRayLength = 6.000000
TargetOperationsPerFrame = 1
TryFinalTracesOnlyLongTracesCoeff = 0.700000
TryFinalTracesOnlyMaxDist = 3.000000
TryFinalTracesOnlyMaxTime = 5.000000
[Marble]
AvoidanceMarblesAnticipation = 5
ChainAngleSmooth = 10.000000
ChainAngleVariationTolerance = 120.000000
DirectionSmoothFactorMax = 0.750000
DirectionSmoothFactorMin = 0.600000
EnableAnticipationGrouping = true
EnablePlayerSlot = false
EnableZebraSpread = false
LightSpreadingMarbleAnticipation = 5
LocalPathMinimumPointDistance = 0.600000
LocalPathProjection = false
MarbleAnticipationAngleTolerance = 20.000000
MarbleDebugLimit = 5
MarbleLookupRange = 3.000000
MarbleLookupZOffset = 1.500000
MaximumFrontAngleToIgnoreObstacle = 45.000000
NPCMarbleRepulsionFactor = 1.200000
ObstacleLandingTimeTolerance = 2.000000
ObstacleStopOffset = 0.100000
SafePositionAngleDifferenceTolerance = 45.000000
StaticMarbleRepulsionFactor = 1.300000
ZebraEarlyStopMax = 2.000000
ZebraEarlyStopMin = 0.750000
ZebraSafePositionRadius = 0.500000
[MoveController]
BlendedSlopes = false
ClampForwardInterpolationFactor = true
DownDampTime = 60.000000
InterpolationForwardFactor = 0.500000
LevelDampTime = 0.010000
MaxSlopeSamples = 10
PredictionDistance = 0.300000
PredictionFactor = 1.000000
SlopeTolerance = 0.001000
UpDampTime = 60.000000
UpdateType = 1
[MovementPolicies]
MoveAwayFromTargetOnInfluenceMap = false
RunFromThreatOnInfluenceMap = false
[Multiplayer]
AllowJoinInProgressDM = true
ClientAuthoritativePosition = false
ClientMovementCorrection = true
ClientTargetTickRate = 30
DebugDump = false
HitRegistrationDebugFrameLifetime = 30.000000
HitRegistrationDebugHistoryLength = -1
HitRegistrationDebugShowMisses = false
InterpolationDelayMilliSecs = 200
LagCompensationEnabled = true
LogInputIssues = true
MaxDesiredPacketSize = 2349
MaxExtrapolationMilliSecs = 100
MaxInputPackFramesCount = 3
MovementSmoothCorrectionTime = 0.200000
MoveOnServerInterval = 0.000000
PositionCorrectionTreshold = 0.010000
RecoverLostButtonInputs = true
RepeatInputActionsIfNoneReceived = true
RotationCorrectionTreshold = 1.000000
ServerTargetTickRate = 30
[Muppet]
AlwaysResimulate = false
ClientTooNewStateThreshold = 10
ClientTooOldStateThreshold = 150
Extrapolation = true
LogEachLogicStep = false
LogInputs = false
LogInputsReplication = false
LogMovementSteps = false
LogResimulation = false
LogStatesManagement = false
ResimulationSmoothing = true
ServerInputsMaxHighNum = 15
ServerInputsMaxLowNum = 12
ServerInputsMaxNumSpeedup = 2.000000
ServerInputsMinHighNum = 8
ServerInputsMinLowNum = 5
ServerInputsMinNumSlowdown = 0.500000
UseRealTimeForSubsteps = true
[nav]
TileDebugDrawDistance = 50.000000
ZOffset = 0.000000
[Nav]
VisualizedAgentSize = 0
[NaviHistory]
BoxHalfSize = 0.500000
PastTimeShift = 3.000000
TimeBtwChecks = 0.200000
[NetworkEmulation]
PacketLossPercentage = 5
PingMilliSecs = 0
PingVarianceMilliSecs = 30
[ObjectSelection]
CoverBoxSize = 2.000000
MaxFindPathsLimit = 3
MaxFindPathsTimeLimitMs = 3.000000
[Occlusion]
BroadPhaseFraction = 16
DepthBufferDimScale = 6
FillphaseRangeFactor = 40.000000
ForceFullTest = false
MaxDistance = 2000.000000
MaxFarPlane = 8000.000000
MinBufferHeight = 128
MinBufferWidth = 256
MinNearPlane = 0.200000
MultiFrustumOcclusionMode = 1
MultiFrustumUseGlobalOcclusion = true
RastTilesJobGranularity = 1
SortDist0 = 140.000000
SortDist1 = 200.000000
SortDist2 = 260.000000
TestPhasesCount = 6
[Overlay/IO]
MaxQueueChars = 128
[Physics]
CollisionFilteringResource = "engine\physics\collision_groups.json"
EnableParticlesWorldPreview = false
RobustQueryLogging = false
[PingSystem]
Enable = false
[Player]
Class = "cpPlayer"
[Player/Input]
InitialInputContext = "Exploration"
InitialUIInputContext = "UIBase"
InputContextFile = "config\inputContexts.xml"
InputDeadzonesFile = "config\inputDeadzones.xml"
InputMappingFile = "config\inputUserMappings.xml"
MPInputContextFile = "config\multi\multiInputContexts.xml"
MPInputMappingFile = "config\multi\multiInputUserMappings.xml"
[PreGameSession]
InitialGameDef = "base\quest\main_menu\04_main_menu.gamedef"
[Profiler]
ActiveProfilers = "none"
ProfilerBreakpointThresholdMs = 20.000000
ProfilerServerName = "localhost"
ProfilingLevel = 4
[RacingSystem]
Record = false
[RayTracing]
AccelerationStructureBuildNumMax = 16
AccumulationSpeed = 0.020000
AmbientOcclusionRadiusFar = -1.000000
AmbientOcclusionRadiusNear = -1.000000
AmbientOcclusionRayNumber = 1
AmbientOcclusionTransitionFar = -1.000000
AmbientOcclusionTransitionNear = -1.000000
AmbientScale = 1.000000
DebugMode = 0
DeflickerStrength = 0.100000
DiffuseIlluminationAOModulation = 0.400000
DynamicInstanceUpdateBatchSize = 128
DynamicInstanceUpdateDistanceFactor = 1.000000
DynamicInstanceUpdateDistanceThreshold = 25.000000
DynamicInstanceUpdateNumMax = 32
DynamicInstanceUpdateUseHalfFloat = false
EmissiveClipRadius = 64.000000
EmissiveRangeScale = 10.000000
EmittanceScale = 1.000000
Enable = true
EnableAmbientOcclusion = true
EnableDiffuseIllumination = true
EnableDirectionalShadow = true
EnableDirectionalShadowCulling = true
EnableGlobalIllumination = false
EnableImportanceSampling = true
EnableLocalLights = true
EnableMirrorMaterialReflection = false
EnableNRD = true
EnableReflection = true
EnableResidencyManagement = false
EnableShadowCasadesOptimization = false
EnableSkinning = true
EnableSpatialFiltering = true
EnableTransparentReflection = true
GeometryUpdateBufferSizeMB = 64
HideFPPAvatar = true
ImportanceSamplingTransitionMax = 4.000000
ImportanceSamplingTransitionMin = 2.000000
LightGridSize = 32
LocalLightBatchSize = 16
LocalLightClipRadius = 32.000000
LocalLightNumMax = 32
LocalLightTraceLightVolumes = false
MaterialProxyNumMax = 65536
MaterialProxyUpdateNumMax = 32
OverrideEnable = false
RayNormalOffset = 0.005000
RayViewOffset = 0.005000
ScratchBufferSizeMB = 32
SkyRadianceExposureRatio = 400.000000
SkyRadianceExposureScaling = true
SkyRadianceScale = -1.000000
SpeedTreeLodDistanceMultiplier = 0.050000
SunAngularSize = 0.500000
SunScatteringScale = 10.000000
SunVisibility = 1.000000
TracingRadius = 200.000000
TracingRadiusReflections = 2000.000000
TransparentReflectionEnvironmentBlendFactor = 1.000000
UploadInstanceData = true
VisibilityCullingRadius = 2000.000000
VisibilityFrustumOffset = 200.000000
[RayTracing/BottomLevelCache]
Budget = 209715200
EvictAgeLimit = 10
[RayTracing/Debug]
AmbientOcclusion = false
ClipRadius = -1.000000
DiffuseIllumination = false
EnableVisibilityCheck = false
ForcedLod = -1
ImportanceSampling = 0
PrimaryRays = 0
Reflection = false
RenderObjectType = -1
ShaderClock = false
SkipClusteredProxies = false
SkipDynamicMeshes = false
SkipProxiesWithDismembermentData = false
SkipStaticMeshes = false
SkipTransparentMeshes = false
TransparentReflection = false
[RayTracing/Diffuse]
UseScreenSpaceData = true
[RayTracing/Multilayer]
ResolutionScale = 1.000000
ResolutionScaleEnable = -1.000000
ResolutionScaleMicroblendFactor = 0.000000
ResolutionScaleNormalFactor = 1.000000
[RayTracing/NRD]
Debug = 0.000000
DiffuseAntiLag = true
DiffuseDenoisingRadius = 60.000000
DiffuseMaxAccumulatedFrameNum = 15
DiffuseMaxAdaptiveRadiusScale = 5.000000
DisocclusionThreshold = 0.005000
EnableAmbientOcclusion = true
EnableLocalCoordinates = true
EnableScalingCompensation = true
MaxHitDistanceDiffuse = 5.000000
MaxHitDistanceSpecular = 20.000000
ReferenceAccumulation = false
SpecularAntiLag = false
SpecularDenoisingRadius = 40.000000
SpecularMaxAccumulatedFrameNum = 15
SpecularMaxAdaptiveRadiusScale = 5.000000
UnitsToMeters = 1.000000
[RayTracing/Reflection]
AccumulationSpeed = 0.100000
EnableHalfResolutionTracing = 1
FilterRadius = 128.000000
RoughnessOverride = 0.000000
RoughnessThreshold = 0.990000
UseScreenSpaceData = true
[RemoteClient]
Class = "mpRemotePlayer"
[Render]
CaptureSequentialFrames = false
[Rendering]
AllowShaderCacheReload = true
DecalLookingAngleScalingFactor = 0.100000
DefaultViewportHeight = 720
DefaultViewportWidth = 1280
DepthPrepassDistanceFactor = 12.000000
DissolveTime = 0.500000
DistantShadowsDepthBias0 = 0.500000
DistantShadowsDepthBias1 = 1.800000
DistantShadowsDepthBias2 = 5.000000
DistantShadowsDepthBias3 = 16.000000
DistantShadowsMaxBatchSize = 500
DistantShadowsMaxTrianglesPerBatch = 400000
DistantShadowsProxySortingMode = 2
DistantShadowsUseTodVis = false
EnableDeferredLightsStencil = true
ForcedExposureAvgLum = -1.000000
ForcedInstantAutoExposure = false
ForcedPreExposure = -1.000000
HiResEntityCustomShadowmapSize = -1
MultiLayerSelectionMaxLayersCount = 10
RainMapBatchMaxSize = 300
RainMapBatchMaxTrianglesPerBatch = 200000
RainMapProxySorting = true
RectLightApproximationFactor = 20.000000
ReflectionProbe_FastBlend = false
ReflectionProbeBlend_FillProbeSpill = 0.750000
ReflectionProbeBlend_Global = 3.000000
ReflectionProbeBlend_Local = 0.500000
ReflectionProbeBlend_MovingBlendSpeed = 2.000000
ReflectionProbeBlend_StreamIn = 0.500000
RoughCullingRejectionRange = 60.000000
SceneReferredValuesRange = 2.000000
ShaderCacheReloadTimeCheck = 2.000000
SphereLightApproximationFactor = 0.700000
TimeOfDay = 12.000000
TubeLightApproximationFactor = 2.200000
UiLuminanceScalingFactor = 7.000000
UiLuminanceScalingMax = 10.000000
UiLuminanceScalingMin = 0.750000
UiLuminanceScalingSpeedDown = 0.750000
UiLuminanceScalingSpeedUp = 1.500000
UseExperimentalVolFog = true
UseSkinningLOD = true
VolumetricFogVolume_DefaultAbsorption = 1.000000
[Rendering/AsyncCompute]
BuildDepthChain = true
DynamicTexture = true
Enable = true
FlattenNormals = true
HairClears = false
LutGeneration = true
RaytraceASBuild = true
SSAO = true
[Rendering/FrostedGlass]
Debug = 0
GlassAAQuality = 0
GlassBlurQuality = 0
GlassUseMipChain = true
[Rendering/GlobalIllumination]
DistantShadowBlur = 5.000000
DistantShadowForce = 0.600000
[Rendering/LateVSAlloc]
Grass = 28
Hair = 28
Particles = 28
Terrain = 0
Trees = 50
[Rendering/LUT]
MaxRange = 100.000000
MinRange = 0.001000
Size = 48
[Rendering/MeshLoading]
AutoRefreshTime = 0.100000
ForceSyncMeshLoading = false
LoadingDelay = 0
[Rendering/Particles]
MaxNoRenderSimTime = 100.000000
MaxOffscreenSimTime = 2.000000
[Rendering/Shadows]
CascadeDegreesLimit = 0.000000
CascadeDepthBias0 = 0.030000
CascadeDepthBias1 = 0.060000
CascadeDepthBias2 = 0.120000
CascadeDepthBias3 = 0.240000
CascadeEnableScissors = true
CascadeFillDepthBias = 20.000000
CascadeFitToWorstCase = true
CascadeFrontCullingPlaneDistance = 300.000000
CascadeRange0 = 6.000000
CascadeRange1 = 20.000000
CascadeRange2 = 50.000000
CascadeRange3 = 100.000000
CascadeScissorsMarigin = 16
CascadeShadowReceiverBiasAlongNormal = 0.020000
CascadesHeuristicForceRefresh = false
CascadesHeuristicMinMeshAutohideDistInCascade0 = 20.000000
CascadesHeuristicMinMeshAutohideDistInCascade1 = 40.000000
CascadesHeuristicMinMeshAutohideDistInCascade2 = 50.000000
CascadesHeuristicMinMeshAutohideDistInCascade3 = 50.000000
CascadesHeuristicMinMeshSizeInCascade0 = 0.100000
CascadesHeuristicMinMeshSizeInCascade1 = 0.500000
CascadesHeuristicMinMeshSizeInCascade2 = 1.500000
CascadesHeuristicMinMeshSizeInCascade3 = 2.000000
CascadeUseBackfacesAsCullingPlanes = true
DistantHeuristicMinMeshAutohideDistInCascade0 = 50.000000
DistantHeuristicMinMeshAutohideDistInCascade1 = 100.000000
DistantHeuristicMinMeshAutohideDistInCascade2 = 300.000000
DistantHeuristicMinMeshSizeInCascade0 = 2.000000
DistantHeuristicMinMeshSizeInCascade1 = 3.000000
DistantHeuristicMinMeshSizeInCascade2 = 6.000000
DistantShadowsForceFoliageGeometry = false
TimeShiftCooldownTime = 10.000000
[Rendering/SpeedTree]
BillboardsGlobalBleed = 0.500000
SpeedTreeTerrainNormalmapFlatness = 1.500000
[Rendering/Video]
MaxFrameUploadMB = 10485760
[Rendering/VisionMode]
HistoryBlend = 0.850000
[Rendering/WindImpulse]
BulletIntensity = 0.200000
BulletLifeTime = 0.500000
BulletRadius = 0.600000
[Replication]
MaxOutgoingBytesPerSecondFromClient = 100240
MaxOutgoingBytesPerSecondP2P = 10240
MaxOutgoingBytesPerSecondToClient = 100240
MaxSendFrequencyMilliSecs = 10
[ResourceBank]
GameResourceCacheExpirySeconds = 20
[ResourceLoaderThrottler]
DedicatedDecompressionMemoryBytes = 1048576
FloodMinNonLoadingThreads = 2
StreamMaxLoadingThreads = 2
TrickleMaxLoadingThreads = 1
[SaveConfig]
AutoSaveEnabled = true
AutoSavePeriod = 300
AutoSavePeriodOnLock = 30
CheckpointSavePeriod = 60
[Scenes/Probing]
ProbingDeltaMsec = 100
ProbingTimeBudgetMsec = 1500
[SceneSystem/Dialog]
AdditionalSpeakerLineCancelFadeOutTime = 0.500000
CancelationFadeOutTime = 0.500000
[SceneSystem/Extractor]
Enabled = true
[SceneSystem/FastForwarding]
AdaptiveModeMaxDilation = 10.000000
AdaptiveModeMaxSpeed = 10.000000
AdaptiveModeMinDilation = 2.000000
ConstantModeDilation = 10.000000
EnableAdaptiveMode = false
EnableDeactivationOnDemand = true
EnableDeactivationOnInput = false
EnableFastForwarding = true
[SceneSystem/Interrupt]
DefaultInterruptDistance = 6.000000
DefaultReturnDistance = 5.000000
DialogLinesFadeOutTime = 0.500000
IntendedInterruptionMinimalTime = 0.500000
PlayReturnFromSectionBeginningIfNPCInterrupted = false
PlayReturnFromSectionBeginningIfPlayerInterruptedAndNPCFirstDialog = false
PlayReturnFromSectionBeginningIfPlayerInterruptedAndPlayerFirstDialog = true
[SceneSystem/ReviewTools]
EnableScreenplayComments = false
[Scripts]
EnableCompilation = false
Port = 37060
PortRange = 10
ScriptsBlobFilename = "master.redscripts"
SilentCompilation = false
SilentValidation = false
[Senses]
ShowSensesCheckTrace = false
[Serialization]
ValidateCRC = false
[ServerPlayer]
Class = "mpServerPlayer"
[Session/Loading]
DebugAutoSkipLoadingTimeout = true
DebugLoadingCooldownWarning = 30
DebugTickFinishCounterMax = 1
LoadingResetIOQueuesSeconds = 2.000000
LoadingTimeoutSeconds = 60
MinDurationSeconds = 2.000000
UpdateBehindLoadingScreenDuration = 2.000000
[SnapToTerrainIk]
AllowIkThreshold = 0.950000
Enabled = true
EnableFootLockThreshold = 0.950000
FallBackFrameTimeForDisable = 0.100000
FallBackFrameTimeForFootLockDisable = 0.070000
FootLockBlendOffSpeed = 0.500000
FootLockBlendOffSpeedBroken = 0.800000
FootLockBlendOffSpeedPlanted = 0.200000
FootLockEnabled = true
FootLockMaxShift = 0.250000
HipRelativeMaxFootHeight = -0.100000
HipsAdditionalZOffsetFactor = -0.100000
HipsXYOffsetDisableSpeed = 1.000000
HipsXYOffsetSpeed = 1.000000
HipsZOffsetBaseSpeed = 0.800000
HipsZOffsetSpeed = 0.300000
MaxFootHipDistRefMul = 0.900000
MaxXYHipShift = 0.250000
MinCorrectionToEnable = 0.005000
MinFootHipDist = 0.400000
RotationSpeed = 180.000000
TraceAboveGroundDistance = 0.500000
TraceBelowGroundDistance = 0.500000
TranslationSpeed = 2.250000
[Streaming]
DistanceBoost = 0.000000
EditorThrottledMaxNodesPerFrame = 500
ForceUnstream = false
MaxNodesPerFrame = 300
MaxNodesPerFrameWHileLoading = 999999
MaxStreamingDistance = 23170.251953
MaxStreamingObserverHeight = 3.000000
MinStreamingDistance = 1.000000
ObserverMaxAirVehicleForwardVelocity = 0.000000
ObserverMaxNonAirVehicleForwardVelocity = 20.000000
ObserverMaxOnFootForwardVelocity = 5.000000
ObserverVelocityOffsetEnabled = false
PrecacheDistance = 0.000000
RadiusNearInvMult = 0.800000
RadiusNearSecondaryRefPointAddend = 200.000000
RadiusNearSubtrahend = 200.000000
RadiusSecondaryRefPointMult = 1.250000
StreamingEnabled = true
TimeLimitAttachingPerFrame = 0.500000
TimeLimitSectorLoadPerFrame = 2.000000
TimeLimitSectorUnloadPerFrame = 1.000000
TimeLimitStreamedPerFrame = 6.000000
TimeLimitStreamedPerFrameWhileLoading = 8.000000
[Streaming/Culling]
Enabled = true
ForceSSDMode = 0
OnlyIfSingleObserver = true
StreamingQueryRoadDataMaxNN = 5
StreamingQueryRoadDataMaxZOffsetAbove = 5.000000
StreamingQueryRoadDataMaxZOffsetBelow = -0.500000
Strict = false
VisibilityQuery = true
VisibilityQueryActivationDistanceBoost = 40.000000
[Streaming/Culling/AutoHideDistanceNear]
Enabled = true
[Streaming/Culling/Fallback]
DirectionTreshold = 0.600000
DistanceTreshold = 32.000000
Enabled = true
PriorityTreshold = 1
[Streaming/Culling/NonAirVehicle]
CentralMaxYawDegrees = 30.000000
FakeTotalRoadWidth = 40.000000
MaxSideOfRoadCutoffDistance = 5.000000
MaxStreamingRadius = 64.000000
PeripheralMaxYawDegrees = 60.000000
SaturationVelocity = 20.000000
ThresholdVelocity = 5.000000
[Streaming/Culling/NonAirVehicle/RoadInterpolation]
StraightConnectionRoadToRoadAngle = 20.000000
StraightConnectionVehicleTurnAngle = 45.000000
[Streaming/Culling/SecondaryRefPoint]
Enabled = true
[Streaming/Debug]
EmulateExcludeFromConsole = false
[Streaming/Editor]
TimeLimitAttachingPerFrame = 10.000000
TimeLimitDetachingPerFrame = 10.000000
TimeLimitStreamedPerFrame = 12.000000
[StreamingAnimation]
FallbackFrameBlendDuration = 0.300000
ForceFallbackFrames = false
PreloadWorkspotAnimation = false
ShowStreamedInWorkspotAnims = false
UseFakeStreamingDelay = false
[TargetTracking]
VariableTickRateEnabled = true
[ThreatTracking]
ThreatDropFactor = 1.000000
[TPPRepresentation]
DevForceUseGameplayCamera = false
[Traffic]
AccFactorMP = 1.000000
AvoidanceLimitAngle = 5.000000
AvoidZebra2Zebra = true
BottomClampAngle = 15.000000
BrakeFactorMP = 25.000000
BufferBuffer = 0.100000
carExpectedCollisionFactor = 0.700000
CurveLimitFactor = 0.800000
DeathLimit = 10.000000
decelerationFactor = 1.000000
DisableLOD = true
DisplacementCap = 1.000000
DisposeOnSummon = true
FrontAngle = 15.000000
GreenWaveAveragePredictedCarSpeed = 10.000000
GreenWaveLength = 200.000000
leftLaneSpeedIncrease = 0.100000
MaxLocalPathLength = 100.000000
MaxPathLanes = 5
MaxTimeBeforeGreenWave = 10.000000
MinTimeBeforeGreenWave = 7.000000
PathLaneIntersectionDownTolerance = 1.000000
PathLaneIntersectionUpTolerance = 2.000000
PlayerPrediction = 30.000000
roadSpeedOverride = -1.000000
SideAngle = 0.000000
SlotLaneOccupancyArea_Pedestrian = 2.500000
SlotLaneOccupancyArea_Vehicle_Length = 6.000000
SpotDetectionPrecision = 5.000000
SpotDetectionRange = 3.000000
stopOnStaticCollisions = false
StopSpawn = false
StraightTurnLimit = 15.000000
TaxiDespawnLookahead = 100.000000
taxiPathDistance = -1.000000
TeleportationDistance = 340282346638528859811704183484516925440.000000
UncrowdMultiLaneRoads = true
UncrowdOneLaneRoads = true
[UIAnimationsProcessor]
AnimationLibraryResourceCooldown = 5.000000
[UiInput]
PadRotationEnterTime = 0.050000
PadRotationExitTime = 0.500000
PadRotationPitchModif = 0.350000
PadRotationYawModif = 0.350000
[vehicle]
PhysXClampHugeImpacts = true
PhysXClampHugeSpeeds = true
PhysXMinTimeStep = 0.011111
PhysXTimeCompensationFactor = 0.800000
[Vehicle]
AirControlBikePitchHelper = true
AirControlCarRollHelper = true
BikeHackTiltCalcValue = 50.000000
BlockChangeGear = false
EnableAirResistane = true
EnableFreeRotationResistantTorque = true
EnableLowVelStoppingResistance = true
EnableSmoothWheelContacts = true
ForceDebugAll = false
ForcedSurfaceName = ""
ForceMoveToMaxAngularSpeed = 5.000000
ForceMoveToMaxLinearSpeed = 30.000000
ForceSimplifiedMovement = false
MaxForceMoveToTeleportThreshold = 50.000000
physicsCCD = false
trafficVsTrafficCollisions = false
UseDifferential = true
vehicleVsVehicleCollisions = true
VelocitySmoothingTime = 0.300000
WeightTransferMode = 1
[VehicleAI]
BlockAIDrivingPreset = false
ForceAIDrivingPreset = false
PerceptionCollisionPropagationArea = 2.000000
PerceptionNumSweeps = 30
PerceptionNumSweepsRace = 16
PerceptionTargetPropagationArea = 1.500000
[Viewport]
OutputMonitor = 0
[VisualControllerComponent]
StrictCrowdLodsEnabled = false
[Visuals]
GammaValue = 1.000000
MidPoint = 1.000000
MotionBlurScale = 1.000000
VelocityBufferScale = 100.000000
[WaterSimulation]
UseAsyncComputeFFT = true
[Weather]
State = "NONE"
[World]
GymsDirectory = "gyms\"
MultiplayerFunctionalTestsDirectory = "test\multi\functional_tests\"
MultiplayerGymsDirectory = "test\multi\gyms\"
MultiplayerOldGymsDirectory = "test\cpo\gyms\"
MultiplayerOldScanDirectory = "test\cpo\worlds\"
MultiplayerScanDirectory = "multi\worlds\"
ScanDirectory = "base\worlds\"
StreamingTeleportMagSq = 4096.000000
TestDirectory = "test\test_worlds\"
[World/Streaming/InstancedMeshNode]
UseDebugFallback = false
[World/Streaming/PersistencyCache]
MaxEntriesPerPage = 8
PoolBudgetKB = 4096
create/open the "engine\config\platform\pc\user.ini
Daicon escribió:Mameman72 escribió:Llevo haciendo pruebas desde que salió de todo tipo. Supongo que no da más de si mi equipo:
I7 6700K
16Gb
2080 Super
SSD 500GB Samsung
Vengo a deciros que tras probar TODAS las configs posibles, la única que me permite jugar a 2k/60fps no estables por supuesto,es con el DLSS desactivado y sin RT. Ni de coña sacrificó la limpieza de imagen que tengo ahora mismo por 2 nuevos inventos vende tarjetas de Nvidia.
El combo RT/DLSS me funcionó de maravilla en el Control. Y valía muuucho la pena.
Con este no vale la pena el desembolso hecho.
Yo te pediria, si peude ser, que me expliques en esta imagen:
https://overclock3d.net/reviews/softwar ... on_guide/6
Seccion - DLSS Quality Comparison
Native vs DLSS Quality
Donde ves tu el "sacrificio a la limpieza de imagen".
Es que aun no lo entiendo.
No es que se vea igual, es que en determinados puntos, se ve mas nitido con DLSS activado en quality
Por favor, no entremos en que hace el DLSS, y que si es un supersamplig o si es un megasampling.
Quiero que me digas en esa imagen donde ves tu el sacrificio de imagen, por favor.
gracias