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Member
i need local.ini
Hi, i dont have local.ini file, can anyone give me?
Thanks
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Proficient Member
Re: i need local.ini
This was once released on Warz's forums:
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r_limit_fps 0
// Disables the FPS limit completely so FPS goes above 60
r_multithreading 1
// enables support for multicore CPUs. (I have proof below)
r_half_res_particles 1
// Half res particles decrease load but increase aliasing.
r_split_grass_render 1
// Assuming this means it renders grass on a seperate pipeline.
// This could reduce pipeline bottlenecking but increase memory load.
r_optimize_shadow_map 1
// Not sure what this does exactly. Shadow maps improve graphic quality,
// this either increases performance or quality, but I cannot see a difference.
r_shadow_blur 0
// Refers to shadow soft edges, disabling this should provide more fps.
// Enabling it should provide better quality.
r_hardware_shadow_method 1
// No idea if this is Boolean or variable, either way I see no difference.
// Someone with a faster computer should try.
r_allow_hw_shadows 1
// Hardware shadows increase shadow quality with only slight performance hit.
r_default_draw_distance 2000
// Draw distance - of what I don't know, increasing this figure doesn't seem to alter anything.
r_optimize_meshes 1
// Meshes are vertices, edges and faces of objects in game.
// Again no way of knowing what "optimize" does (probably nothing).
// Meshes have a lot to do with the terrain in this game engine.
r_fxaa 1
// Fast Approximate Anti Aliasing. This is the most common form of AA used these days.
r_bloom 1
// Makes light sources look more "realistic"
// Subjective, some people dislike the bloom effects.
r_ssao 1
// Enable/disable ambient occlusion.
// AO emulates the way light radiates or "bounces" off of surfaces
// It makes lighting apply more realistically to things in game
// making them look like they "fit" in to the scene better.
r_double_depth_ssao 1 // Doubles the effect of the above
r_ssao_quality 3
// Changes the quality - not sure how this effects it
r_grass_anim_speed 1
// Slows down the grass movement to a more realistic level,
// not sure what the original setting is but 1 is slow and 10 is fast.
// 1 seems to feel more realistic, but this is subjective.
r_grass_ssao 1
// Adds SSAO to grass
r_anisotropy_quality 16
// Anisotropy is the process of aligning / "unfuzzing" textures over distances
// Default is 1, maximum could be 4 or 16. This tends to really help with far
// away textures in game with little performance loss.
r_antialiasing_quality 3
// Increases the AA quality which removes jaggy edges to models -
// default is 1, improvement seen in 3 but will reduce FPS.
r_vsync_enabled 0
// Trys to disable vsync - this setting defaults to 1 in the
// GameSettings.ini file so not sure it works (I would hope so, I hate vsync).
r_particle_shadows 1
// Renders shadows for particles, disabling this should improve framerate. (
// Particles refer to things such as explosion effects, smoke, etc)
r_cw_shadows 1
// no idea what the cw stands for, and my computer doesnt notice a difference.
r_optimized_ssao 1
// Optimizes SSAO, again not sure what it does exactly.
r_first_person_fov
// Change field of view - LOCKED
r_bpp
// Bits per pixel. 16/24/32 are valid values. Not worth changing.
r_ssao_blur_w_normals
// Normals is a way to emulate details on surfaces such as bumps and dents.
// However, I cant tell if the blur increases or decreases quality.
r_roads_zdisplace
// Road rendering at distances, may resolve roads "disappearing", not sure of optimal value.
r_do_dyn_shadow_blur
// Dynamic soft shadows, turning this off should improve performance.
// Unsure of the values for these, someone with a higher end computer please help.
r_shadows_blur_phys_range
r_shadows_blur_bias
r_shadows_blur_sense
r_shadows_blur_radius
r_active_shadow_slices
// Shadow slices should decrease video memory usage of shadow maps.
// This should improve performance, not sure if there is any quality loss
r_relief_decals
// Increases accuracy of decal texture mapping, thus making decals apply to
// surfaces more accurately (instead of sticking out awkwardly).
// Enable to increase quality, disable for performance.
r_shadowcull
// Culling determines what is "visible" to the player ergo should it be rendered yet or not.
// Enabling this should increase performance but may increase pop-in.
r_shadows
// Enable or disable shadows, I havent tested if its locked because I like shadows :(
r_decal_normals
// More realistic decals, disabling should improve performance.
r_gameplay_blur_strength
// Blurs the game. This is the same effect used when you are in inventory
// or map screen. However the lowest working value seems to be .1 and its still
// very blury, plus going into inventory or map removes this effect.
// Doesnt seem to affect performance.
r_force_aspect
// Force an aspect ratio. I haven't tested the values but I imagine
// this will allow you to run a 4:3 resolution on a 16:9 monitor and
// maintain a 16:9 aspect ratio by applying black bars.
// Havent tested these, but they seem self explanatory.
r_screen_scale_x
r_screen_scale_y
r_screen_offset_x
r_screen_offset_y
r_ini_read
// Allows you to load another ini file.
// If you dont know why you would want to do this, this is not for you.
r_simplify_pure_shadows
// Not entirely certain, but it should increase performance.
r_instanced_particles
// "Template" particles. Allows for a particle to be determined once and used many
// times, which may reduce the complexity of the particle field but increase performance.
r_use_shared_animtracks
// Guessing this will improve performance, but will probably make movement
// of multiple mobs look more static and less realistic.
r_transp_shadows
// Transparent shadows, another portion of "soft shadows", disable for performance.
r_transp_shadow_dist
// Set distance to render transparent shadows at.
// Greater values would improve quality over distance at cost of performance.
// Not sure if locked. Someone with high end pc please test.
r_half_depth_particles
// Not entirely sure, I imagine its similar to pipeline mitigation such as half res particles
// but I have a feeling this is more for debug than for us to tweak.
r_allow_delayed_queries
// I would imagine enabling this would increase memory usage but decrease GPU load.
r_optimize_shadow_map
// Again, no idea what their "optimize" does. Probably nothing. High end testers please apply.
r_sss
// Subsurface scattering. Increases lighting quality, decreases performance.
r_decals
// Not sure if Boolean or amount of decals to render, high end testers please apply.
r_depth_mode
// Likely linked to the DOF variable, but too high end for me to test. Someone please apply.
g_ui_chat_alpha
// Seems locked now, which is unfortunate. I'd like to be able to make the chat screen a little more transparent.
r_max_mesh_lod
// Level of detail for meshes. High end testers needed.
r_shadow_light_source_render_dist
// Determins how far away a light source is applied to your visible area,
// but my computer cant handle much difference. High end testers apply.
r_terra_shadows
// Terrain shadows, do you want hills to cast shadows from light sources and the sun?
// Likely improves performance if disabled.
r_mlaa
// Morphological AA is a newer type of AA, but as far as performance and quality goes both are subjective.
// However, if you have an AMD card, using this over FXAA should result in better performance/quality.
r_fxaa_shadow_blur
// Alias shadows, another component of softshadows. Decreases performances, increases quality.
r_dof
// Depth of field, however my computer cant really test this.
// High end tweakers need apply.
r_glow
// Works along with r_bloom to provide higher quality lighting. Decreases performance.
r_sun_rays
// Sun rays, self explanatory. Will decrease performance but they sure are pretty...
r_distort
// Distortion effects, part of the post processing package. Disable for performance.
r_limit_renderables
// Supposed limit of things it will render at once,
// however just like the render distance, I havent noticed any change.
g_trees
// Someone play with this please and see if it will increase tree quality.
r_local_vmem_size
// Could be useful, but I dont have enough allowance in my hardware to test.
r_card_shader_model
// Shader model to use, options are typically 1, 1.1, 2, and 3.
//This can drastically increase performance if it works, I will test it as priority.
g_async_loading
// Crashes game.
r_update_sh_with_sun
// Update shadows as the sun moves. Kind of hard to observe what difference it makes,
// and I think the performance increase would be minor since in game time is rather slow.
r_no_managed_textures
// Managed textures increase ram usage. Depending on where your bottleneck is
// this may or may not help. Play with it.
r_allow_distance_cull
// As I explained before, culling determines what is visible to the
// player and therefore should or shouldnt be rendered
// (This is not an exact description of what it does but its the best way I can describe it to you).
// This one is a bit of a cointoss, it may or may not improve performance. Play with it.
r_internal_width
r_internal_height
Custom resolution for the internal render. Differs from actual UI resolution, so text remains readable while game becomes much less taxing.
Very powerful.
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Member
Re: i need local.ini
thanks
btw, i never played WarZ ^^
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Proficient Member