i need local.ini

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  1. #1
    Member Eduardo Maia is offline
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    i need local.ini

    Hi, i dont have local.ini file, can anyone give me?

    Thanks


  2. #2
    Proficient Member MadScripter is offline
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    Re: i need local.ini

    This was once released on Warz's forums:
    ----------------------------------------
    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.

  3. #3
    Member Eduardo Maia is offline
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    Apr 2013 Join Date
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    68Posts

    Re: i need local.ini

    thanks
    btw, i never played WarZ ^^

  4. #4
    Proficient Member MadScripter is offline
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    Apr 2013 Join Date
    187Posts

    Re: i need local.ini

    No problem.



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