Call of Duty: Black Ops III Guide

How to FIX last patch! (GUIDE) ULTRA SETTINGS!!! for Call of Duty: Black Ops III

How to FIX last patch! (GUIDE) ULTRA SETTINGS!!!

Overview

This is guide, how to repair your settings:1. Go to ..SteamsteamappscommonCall of Duty Black Ops IIIplayers2. Open your CONFIG.ini3. Select all and replace what you think is best for your PC: (You can find them below in the content guide)NVIDIA: MAXIMUM ULTRA SETTINGS BEAUTIFUL ULTRA SETTINGS (Removed not working volumetric lighting, which affects FPS) NICE HIGH SETTINGS USUAL HIGH SETTINGS (Automatically set HIGH settings by the game)AMD: HIGH SETTINGS (AMD ONLY) Your also can try to use NVIDIA SETTINGS, but change string: FullScreenMode = “2” // 0 to 2 to value 1 in CONFIG.ini before.4. Save CONFIG.ini and in properties of the file set “READ ONLY”!5. Don’t try to save SETTINGS IN GAME! It’s return LOW SETTINGS!EXTRA point in game settings delete! In game settings will be set Low, but your texture will be EXTRA! Try it! You can change any in Config.INI, but do it at your own risk! This guide has only one goal – to help you.Thanks for look this!DON’T FORGET to set “READ-ONLY” in the properties file CONFIG.ini, after you replace. If you want to set the default settings, just delete the CONFIG.ini and go to the game.

MAXIMUM ULTRA SETTINGS

// //Gameplay // //Frame rate cap (0 for none) MaxFPS = “0” // 0 to 1000 //Show current framerate on screen DrawFPS = “0” // 0 or 1 //Toggle framerate smoothing SmoothFramerate = “0” // 0 or 1 //Horizontal field of view in degrees assuming 16:9 aspect ratio FOV = “105” // 65 to 120 SplitscreenOrientation = “0” // 0 or 1 //Enable network voice chat VoiceChat = “1” // 0 or 1 //Enable occlusion of sound behind solid surfaces SoundOcclusion = “1” // 0 or 1 //Mouse smoothing amount MouseFilter = “0” // 0 to 10 MouseAcceleration = “0” // 0 to 1 MouseSensitivity = “5.28” // 0.1 to 30 //Mouse vertical sensitivity MouseVerticalSensitivity = “0.022” // -1 to 1 //Enable vertical look with the mouse MouseVerticalLook = “1” // 0 or 1 //Maximum number of simultaneous human corpses CorpseCount = “32” // 1 to 32 //Number of frames the driver is allowed to enqueue, a lower value improves input latency but may decrease performance. Set it to 0 to use the system default, usually 3. MaxFrameLatency = “1” // 0 to 4 //0 use two threads, one thread update frame N while the second render N-1. 1 concatenate update and render. 2 concatenate update render and frame presentation. // 0 is the default for the best performance, 1 and 2 improve latency but require a powerful CPU. SerializeRender = “0” // 0 to 2 // //Setup // //Set to zero to force auto-detect to run at startup AutoDetectHasRun = “1” // 0 or 1 //Clear to check driver against recommended LastDriverNvidia = “35906” // 0 or bigger //Clear to check driver against recommended LastDriverAMD = “0” // 0 or bigger //Fraction of video memory usage to target VideoMemory = “1” // 0.75 to 1 // //Display // // 0 – Windowed, 1 – Fullscreen, 2 – Fullscreen Window FullScreenMode = “2” // 0 to 2 //Window X position WindowX = “0” // -8192 to 8192 //Window Y position WindowY = “0” // -8192 to 8192 WindowSize = “1600×900” // any text RefreshRate = “240” // 1 to 240 //Monitor index to use for fullscreen Monitor = “1” // 0 to 8 //Vsync only applies in fullscreen Vsync = “1” // 0 or 1 //Percentage of window resolution that the 3D scene renders at ResolutionPercent = “100” // 50 to 200 //Color spaces for monitor output DisplayGamma = “sRGB” // sRGB, rec.709, or rec.709 – Limited //Set to 3 to enable triple buffering, useful to prevent large framerate drops when vsync is enabled BackbufferCount = “2” // 2 to 3 // //Graphics // //LOD’s to drop on models, lower numbers are higher quality MeshQuality = “0” // 0 to 2 //0 – Force 2x anisotropic filtering, 1 – Per material, 2 – Force 16x anisotropic filtering TextureFilter = “2” // 0 to 2 //Number of mips to drop on streamed textures, lower numbers are higher quality TextureQuality = “0” // 0 to 3 //Number of mips to drop on effects and dynamic decals, lower numbers are higher quality TextureQualityFX = “0” // 0 to 15 //Number of mips to drop on reflections, lower numbers are higher quality TextureQualityProbes = “0” // 0 to 16 //Number of mips to drop on sun shadows, lower numbers are higher quality TextureQualityBakedSunShadows = “0” // 0 to 2 //Force lowest mips to stay loaded instead of streaming TextureLowDetailResident = “0” // 0 or 1 DisableDynamicLightShadows = “0” // 0 or 1 DisableDynamicSunShadows = “0” // 0 or 1 //Resolution of spot light shadows SpotShadowTextureSize = “2048” // 128 to 8192 //Resolution of omni (point) light shadows OmniShadowTextureSize = “256” // 128 to 2048 //Enable multi-sampled soft shadows ShadowFiltering = “1” // 0 or 1 //Number of lights with otherwise static shadows to force characters shadows on ActorShadows = “16” // 0 to 16 //Enable volumetric sun and light shafts VolumetricLightingEnabled = “1” // 0 or 1 //Number of raymarch samples for sunlight VolumetricLightingMaxSunSamples = “256” // 1 to 256 //Number of raymarch samples for local lights VolumetricLightingMaxLightSamples = “256” // 1 to 256 //Skip every other sample if color is constant VolumetricLightingSkipSunSamples = “0” // 0 or 1 //Skip every other sample if color is constant VolumetricLightingSkipLightSamples = “0” // 0 or 1 //Enabled order-independent transparency OIT = “1” // 0 or 1 //Maximum number of overlapping transparency layers OITLayers = “16” // 8, 9, 12, or 16 //Screen-space ambient occlusion method SSAOTechnique = “GTAO Ultra Quality” // Disabled, HEMIAO, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality //Anti-aliasing technique AATechnique = “Filmic SMAA T2x” // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x //Per-object motion blur MotionBlur = “Off” // Off, Auto, or On MotionBlurQuality = “Low” // Low, Medium, or High //Better lighting for skin SubsurfaceScattering = “1” // 0 or 1 //If true, the game will switch back to fullscreen once it get back the focus after losing it on Alt+Tab or similar events. If false, the game stay window and can be switch back to fullscreen with Alt+Enter AutoRestoreFullscreen = “1” // 0 or 1 //Set to 1 or 2 to display an ingame overlay of the frame performance over time. ShowPerformanceGraph = “0” // 0 to 16

BEATIFULL ULTRA SETTINGS

// //Gameplay // //Frame rate cap (0 for none) MaxFPS = “240” // 0 to 1000 //Show current framerate on screen DrawFPS = “0” // 0 or 1 //Toggle framerate smoothing SmoothFramerate = “0” // 0 or 1 //Horizontal field of view in degrees assuming 16:9 aspect ratio FOV = “105” // 65 to 120 SplitscreenOrientation = “0” // 0 or 1 //Enable network voice chat VoiceChat = “1” // 0 or 1 //Enable occlusion of sound behind solid surfaces SoundOcclusion = “1” // 0 or 1 //Mouse smoothing amount MouseFilter = “0” // 0 to 10 MouseAcceleration = “0” // 0 to 1 MouseSensitivity = “5.15” // 0.1 to 30 //Mouse vertical sensitivity MouseVerticalSensitivity = “0.022” // -1 to 1 //Enable vertical look with the mouse MouseVerticalLook = “1” // 0 or 1 //Maximum number of simultaneous human corpses CorpseCount = “32” // 1 to 32 //Number of frames the driver is allowed to enqueue, a lower value improves input latency but may decrease performance. Set it to 0 to use the system default, usually 3. MaxFrameLatency = “1” // 0 to 4 //0 use two threads, one thread update frame N while the second render N-1. 1 concatenate update and render. 2 concatenate update render and frame presentation. // 0 is the default for the best performance, 1 and 2 improve latency but require a powerful CPU. SerializeRender = “0” // 0 to 2 // //Setup // //Set to zero to force auto-detect to run at startup AutoDetectHasRun = “1” // 0 or 1 //Clear to check driver against recommended LastDriverNvidia = “35906” // 0 or bigger //Clear to check driver against recommended LastDriverAMD = “0” // 0 or bigger //Fraction of video memory usage to target VideoMemory = “0.9” // 0.75 to 1 // //Display // // 0 – Windowed, 1 – Fullscreen, 2 – Fullscreen Window FullScreenMode = “2” // 0 to 2 //Window X position WindowX = “0” // -8192 to 8192 //Window Y position WindowY = “0” // -8192 to 8192 WindowSize = “1600×900” // any text RefreshRate = “60” // 1 to 240 //Monitor index to use for fullscreen Monitor = “1” // 0 to 8 //Vsync only applies in fullscreen Vsync = “0” // 0 or 1 //Percentage of window resolution that the 3D scene renders at ResolutionPercent = “100” // 50 to 200 //Color spaces for monitor output DisplayGamma = “sRGB” // sRGB, rec.709, or rec.709 – Limited //Set to 3 to enable triple buffering, useful to prevent large framerate drops when vsync is enabled BackbufferCount = “2” // 2 to 3 // //Graphics // //LOD’s to drop on models, lower numbers are higher quality MeshQuality = “0” // 0 to 2 //0 – Force 2x anisotropic filtering, 1 – Per material, 2 – Force 16x anisotropic filtering TextureFilter = “2” // 0 to 2 //Number of mips to drop on streamed textures, lower numbers are higher quality TextureQuality = “0” // 0 to 3 //Number of mips to drop on effects and dynamic decals, lower numbers are higher quality TextureQualityFX = “0” // 0 to 15 //Number of mips to drop on reflections, lower numbers are higher quality TextureQualityProbes = “0” // 0 to 16 //Number of mips to drop on sun shadows, lower numbers are higher quality TextureQualityBakedSunShadows = “0” // 0 to 2 //Force lowest mips to stay loaded instead of streaming TextureLowDetailResident = “0” // 0 or 1 DisableDynamicLightShadows = “0” // 0 or 1 DisableDynamicSunShadows = “0” // 0 or 1 //Resolution of spot light shadows SpotShadowTextureSize = “2048” // 128 to 8192 //Resolution of omni (point) light shadows OmniShadowTextureSize = “256” // 128 to 2048 //Enable multi-sampled soft shadows ShadowFiltering = “1” // 0 or 1 //Number of lights with otherwise static shadows to force characters shadows on ActorShadows = “16” // 0 to 16 //Enable volumetric sun and light shafts VolumetricLightingEnabled = “1” // 0 or 1 //Number of raymarch samples for sunlight VolumetricLightingMaxSunSamples = “8” // 1 to 256 //Number of raymarch samples for local lights VolumetricLightingMaxLightSamples = “40” // 1 to 256 //Skip every other sample if color is constant VolumetricLightingSkipSunSamples = “1” // 0 or 1 //Skip every other sample if color is constant VolumetricLightingSkipLightSamples = “1” // 0 or 1 //Enabled order-independent transparency OIT = “1” // 0 or 1 //Maximum number of overlapping transparency layers OITLayers = “16” // 8, 9, 12, or 16 //Screen-space ambient occlusion method SSAOTechnique = “GTAO Ultra Quality” // Disabled, HEMIAO, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality //Anti-aliasing technique AATechnique = “Filmic SMAA T2x” // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x //Per-object motion blur MotionBlur = “Off” // Off, Auto, or On MotionBlurQuality = “Low” // Low, Medium, or High //Better lighting for skin SubsurfaceScattering = “1” // 0 or 1 //If true, the game will switch back to fullscreen once it get back the focus after losing it on Alt+Tab or similar events. If false, the game stay window and can be switch back to fullscreen with Alt+Enter AutoRestoreFullscreen = “1” // 0 or 1 //Set to 1 or 2 to display an ingame overlay of the frame performance over time. ShowPerformanceGraph = “0” // 0 to 16

NICE HIGH SETTINGS

// //Gameplay // //Frame rate cap (0 for none) MaxFPS = “240” // 0 to 1000 //Show current framerate on screen DrawFPS = “0” // 0 or 1 //Toggle framerate smoothing SmoothFramerate = “0” // 0 or 1 //Horizontal field of view in degrees assuming 16:9 aspect ratio FOV = “105” // 65 to 120 SplitscreenOrientation = “0” // 0 or 1 //Enable network voice chat VoiceChat = “1” // 0 or 1 //Enable occlusion of sound behind solid surfaces SoundOcclusion = “1” // 0 or 1 //Mouse smoothing amount MouseFilter = “0” // 0 to 10 MouseAcceleration = “0” // 0 to 1 MouseSensitivity = “5.15” // 0.1 to 30 //Mouse vertical sensitivity MouseVerticalSensitivity = “0.022” // -1 to 1 //Enable vertical look with the mouse MouseVerticalLook = “1” // 0 or 1 //Maximum number of simultaneous human corpses CorpseCount = “32” // 1 to 32 //Number of frames the driver is allowed to enqueue, a lower value improves input latency but may decrease performance. Set it to 0 to use the system default, usually 3. MaxFrameLatency = “1” // 0 to 4 //0 use two threads, one thread update frame N while the second render N-1. 1 concatenate update and render. 2 concatenate update render and frame presentation. // 0 is the default for the best performance, 1 and 2 improve latency but require a powerful CPU. SerializeRender = “0” // 0 to 2 // //Setup // //Set to zero to force auto-detect to run at startup AutoDetectHasRun = “1” // 0 or 1 //Clear to check driver against recommended LastDriverNvidia = “35906” // 0 or bigger //Clear to check driver against recommended LastDriverAMD = “0” // 0 or bigger //Fraction of video memory usage to target VideoMemory = “0.9” // 0.75 to 1 // //Display // // 0 – Windowed, 1 – Fullscreen, 2 – Fullscreen Window FullScreenMode = “2” // 0 to 2 //Window X position WindowX = “0” // -8192 to 8192 //Window Y position WindowY = “0” // -8192 to 8192 WindowSize = “1600×900” // any text RefreshRate = “60” // 1 to 240 //Monitor index to use for fullscreen Monitor = “1” // 0 to 8 //Vsync only applies in fullscreen Vsync = “0” // 0 or 1 //Percentage of window resolution that the 3D scene renders at ResolutionPercent = “100” // 50 to 200 //Color spaces for monitor output DisplayGamma = “sRGB” // sRGB, rec.709, or rec.709 – Limited //Set to 3 to enable triple buffering, useful to prevent large framerate drops when vsync is enabled BackbufferCount = “2” // 2 to 3 // //Graphics // //LOD’s to drop on models, lower numbers are higher quality MeshQuality = “0” // 0 to 2 //0 – Force 2x anisotropic filtering, 1 – Per material, 2 – Force 16x anisotropic filtering TextureFilter = “2” // 0 to 2 //Number of mips to drop on streamed textures, lower numbers are higher quality TextureQuality = “1” // 0 to 3 //Number of mips to drop on effects and dynamic decals, lower numbers are higher quality TextureQualityFX = “1” // 0 to 15 //Number of mips to drop on reflections, lower numbers are higher quality TextureQualityProbes = “0” // 0 to 16 //Number of mips to drop on sun shadows, lower numbers are higher quality TextureQualityBakedSunShadows = “0” // 0 to 2 //Force lowest mips to stay loaded instead of streaming TextureLowDetailResident = “0” // 0 or 1 DisableDynamicLightShadows = “0” // 0 or 1 DisableDynamicSunShadows = “0” // 0 or 1 //Resolution of spot light shadows SpotShadowTextureSize = “2048” // 128 to 8192 //Resolution of omni (point) light shadows OmniShadowTextureSize = “256” // 128 to 2048 //Enable multi-sampled soft shadows ShadowFiltering = “1” // 0 or 1 //Number of lights with otherwise static shadows to force characters shadows on ActorShadows = “16” // 0 to 16 //Enable volumetric sun and light shafts VolumetricLightingEnabled = “1” // 0 or 1 //Number of raymarch samples for sunlight VolumetricLightingMaxSunSamples = “8” // 1 to 256 //Number of raymarch samples for local lights VolumetricLightingMaxLightSamples = “40” // 1 to 256 //Skip every other sample if color is constant VolumetricLightingSkipSunSamples = “1” // 0 or 1 //Skip every other sample if color is constant VolumetricLightingSkipLightSamples = “1” // 0 or 1 //Enabled order-independent transparency OIT = “1” // 0 or 1 //Maximum number of overlapping transparency layers OITLayers = “8” // 8, 9, 12, or 16 //Screen-space ambient occlusion method SSAOTechnique = “GTAO Ultra Quality” // Disabled, HEMIAO, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality //Anti-aliasing technique AATechnique = “SMAA 1x” // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x //Per-object motion blur MotionBlur = “Off” // Off, Auto, or On MotionBlurQuality = “Low” // Low, Medium, or High //Better lighting for skin SubsurfaceScattering = “1” // 0 or 1 //If true, the game will switch back to fullscreen once it get back the focus after losing it on Alt+Tab or similar events. If false, the game stay window and can be switch back to fullscreen with Alt+Enter AutoRestoreFullscreen = “1” // 0 or 1 //Set to 1 or 2 to display an ingame overlay of the frame performance over time. ShowPerformanceGraph = “0” // 0 to 16

USUAL HIGH SETTINGS

// //Gameplay // //Frame rate cap (0 for none) MaxFPS = “240” // 0 to 1000 //Show current framerate on screen DrawFPS = “0” // 0 or 1 //Toggle framerate smoothing SmoothFramerate = “0” // 0 or 1 //Horizontal field of view in degrees assuming 16:9 aspect ratio FOV = “105” // 65 to 120 SplitscreenOrientation = “0” // 0 or 1 //Enable network voice chat VoiceChat = “1” // 0 or 1 //Enable occlusion of sound behind solid surfaces SoundOcclusion = “1” // 0 or 1 //Mouse smoothing amount MouseFilter = “0” // 0 to 10 MouseAcceleration = “0” // 0 to 1 MouseSensitivity = “5.15” // 0.1 to 30 //Mouse vertical sensitivity MouseVerticalSensitivity = “0.022” // -1 to 1 //Enable vertical look with the mouse MouseVerticalLook = “1” // 0 or 1 //Maximum number of simultaneous human corpses CorpseCount = “32” // 1 to 32 //Number of frames the driver is allowed to enqueue, a lower value improves input latency but may decrease performance. Set it to 0 to use the system default, usually 3. MaxFrameLatency = “1” // 0 to 4 //0 use two threads, one thread update frame N while the second render N-1. 1 concatenate update and render. 2 concatenate update render and frame presentation. // 0 is the default for the best performance, 1 and 2 improve latency but require a powerful CPU. SerializeRender = “0” // 0 to 2 // //Setup // //Set to zero to force auto-detect to run at startup AutoDetectHasRun = “1” // 0 or 1 //Clear to check driver against recommended LastDriverNvidia = “35906” // 0 or bigger //Clear to check driver against recommended LastDriverAMD = “0” // 0 or bigger //Fraction of video memory usage to target VideoMemory = “0.9” // 0.75 to 1 // //Display // // 0 – Windowed, 1 – Fullscreen, 2 – Fullscreen Window FullScreenMode = “2” // 0 to 2 //Window X position WindowX = “0” // -8192 to 8192 //Window Y position WindowY = “0” // -8192 to 8192 WindowSize = “1600×900” // any text RefreshRate = “60” // 1 to 240 //Monitor index to use for fullscreen Monitor = “1” // 0 to 8 //Vsync only applies in fullscreen Vsync = “0” // 0 or 1 //Percentage of window resolution that the 3D scene renders at ResolutionPercent = “100” // 50 to 200 //Color spaces for monitor output DisplayGamma = “sRGB” // sRGB, rec.709, or rec.709 – Limited //Set to 3 to enable triple buffering, useful to prevent large framerate drops when vsync is enabled BackbufferCount = “2” // 2 to 3 // //Graphics // //LOD’s to drop on models, lower numbers are higher quality MeshQuality = “0” // 0 to 2 //0 – Force 2x anisotropic filtering, 1 – Per material, 2 – Force 16x anisotropic filtering TextureFilter = “2” // 0 to 2 //Number of mips to drop on streamed textures, lower numbers are higher quality TextureQuality = “1” // 0 to 3 //Number of mips to drop on effects and dynamic decals, lower numbers are higher quality TextureQualityFX = “1” // 0 to 15 //Number of mips to drop on reflections, lower numbers are higher quality TextureQualityProbes = “0” // 0 to 16 //Number of mips to drop on sun shadows, lower numbers are higher quality TextureQualityBakedSunShadows = “0” // 0 to 2 //Force lowest mips to stay loaded instead of streaming TextureLowDetailResident = “0” // 0 or 1 DisableDynamicLightShadows = “0” // 0 or 1 DisableDynamicSunShadows = “0” // 0 or 1 //Resolution of spot light shadows SpotShadowTextureSize = “2048” // 128 to 8192 //Resolution of omni (point) light shadows OmniShadowTextureSize = “256” // 128 to 2048 //Enable multi-sampled soft shadows ShadowFiltering = “1” // 0 or 1 //Number of lights with otherwise static shadows to force characters shadows on ActorShadows = “4” // 0 to 16 //Enable volumetric sun and light shafts VolumetricLightingEnabled = “1” // 0 or 1 //Number of raymarch samples for sunlight VolumetricLightingMaxSunSamples = “8” // 1 to 256 //Number of raymarch samples for local lights VolumetricLightingMaxLightSamples = “40” // 1 to 256 //Skip every other sample if color is constant VolumetricLightingSkipSunSamples = “1” // 0 or 1 //Skip every other sample if color is constant VolumetricLightingSkipLightSamples = “1” // 0 or 1 //Enabled order-independent transparency OIT = “1” // 0 or 1 //Maximum number of overlapping transparency layers OITLayers = “8” // 8, 9, 12, or 16 //Screen-space ambient occlusion method SSAOTechnique = “GTAO Ultra Quality” // Disabled, HEMIAO, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality //Anti-aliasing technique AATechnique = “Filmic SMAA T2x” // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x //Per-object motion blur MotionBlur = “Off” // Off, Auto, or On MotionBlurQuality = “Low” // Low, Medium, or High //Better lighting for skin SubsurfaceScattering = “1” // 0 or 1 //If true, the game will switch back to fullscreen once it get back the focus after losing it on Alt+Tab or similar events. If false, the game stay window and can be switch back to fullscreen with Alt+Enter AutoRestoreFullscreen = “1” // 0 or 1 //Set to 1 or 2 to display an ingame overlay of the frame performance over time. ShowPerformanceGraph = “0” // 0 to 16

HIGH SETTINGS (AMD ONLY)

// //Gameplay // //Frame rate cap (0 for none) MaxFPS = “240” // 0 to 1000 //Show current framerate on screen DrawFPS = “0” // 0 or 1 //Toggle framerate smoothing SmoothFramerate = “0” // 0 or 1 //Horizontal field of view in degrees assuming 16:9 aspect ratio FOV = “105” // 65 to 120 SplitscreenOrientation = “0” // 0 or 1 //Enable network voice chat VoiceChat = “1” // 0 or 1 //Enable occlusion of sound behind solid surfaces SoundOcclusion = “1” // 0 or 1 //Mouse smoothing amount MouseFilter = “0” // 0 to 10 MouseAcceleration = “0.25” // 0 to 1 MouseSensitivity = “7.78” // 0.1 to 30 //Mouse vertical sensitivity MouseVerticalSensitivity = “0.022” // -1 to 1 //Enable vertical look with the mouse MouseVerticalLook = “1” // 0 or 1 //Maximum number of simultaneous human corpses CorpseCount = “32” // 1 to 32 //Number of frames the driver is allowed to enqueue, a lower value improves input latency but may decrease performance. Set it to 0 to use the system default, usually 3. MaxFrameLatency = “1” // 0 to 4 //0 use two threads, one thread update frame N while the second render N-1. 1 concatenate update and render. 2 concatenate update render and frame presentation. // 0 is the default for the best performance, 1 and 2 improve latency but require a powerful CPU. SerializeRender = “0” // 0 to 2 // //Setup // //Set to zero to force auto-detect to run at startup AutoDetectHasRun = “1” // 0 or 1 //Clear to check driver against recommended LastDriverNvidia = “0” // 0 or bigger //Clear to check driver against recommended LastDriverAMD = “150030” // 0 or bigger //Fraction of video memory usage to target VideoMemory = “0.85” // 0.75 to 1 // //Display // // 0 – Windowed, 1 – Fullscreen, 2 – Fullscreen Window FullScreenMode = “2” // 0 to 2 //Window X position WindowX = “3” // -8192 to 8192 //Window Y position WindowY = “22” // -8192 to 8192 WindowSize = “1600×900” // any text RefreshRate = “60” // 1 to 240 //Monitor index to use for fullscreen Monitor = “1” // 0 to 8 //Vsync only applies in fullscreen Vsync = “0” // 0 or 1 //Percentage of window resolution that the 3D scene renders at ResolutionPercent = “100” // 50 to 200 //Color spaces for monitor output DisplayGamma = “sRGB” // sRGB, rec.709, or rec.709 – Limited //Set to 3 to enable triple buffering, useful to prevent large framerate drops when vsync is enabled BackbufferCount = “2” // 2 to 3 // //Graphics // //LOD’s to drop on models, lower numbers are higher quality MeshQuality = “0” // 0 to 2 //0 – Force 2x anisotropic filtering, 1 – Per material, 2 – Force 16x anisotropic filtering TextureFilter = “2” // 0 to 2 //Number of mips to drop on streamed textures, lower numbers are higher quality TextureQuality = “1” // 0 to 3 //Number of mips to drop on effects and dynamic decals, lower numbers are higher quality TextureQualityFX = “1” // 0 to 15 //Number of mips to drop on reflections, lower numbers are higher quality TextureQualityProbes = “1” // 0 to 16 //Number of mips to drop on sun shadows, lower numbers are higher quality TextureQualityBakedSunShadows = “1” // 0 to 2 //Force lowest mips to stay loaded instead of streaming TextureLowDetailResident = “0” // 0 or 1 DisableDynamicLightShadows = “0” // 0 or 1 DisableDynamicSunShadows = “0” // 0 or 1 //Resolution of spot light shadows SpotShadowTextureSize = “1024” // 128 to 8192 //Resolution of omni (point) light shadows OmniShadowTextureSize = “256” // 128 to 2048 //Enable multi-sampled soft shadows ShadowFiltering = “1” // 0 or 1 //Number of lights with otherwise static shadows to force characters shadows on ActorShadows = “16” // 0 to 16 //Enable volumetric sun and light shafts VolumetricLightingEnabled = “1” // 0 or 1 //Number of raymarch samples for sunlight VolumetricLightingMaxSunSamples = “40” // 1 to 256 //Number of raymarch samples for local lights VolumetricLightingMaxLightSamples = “8” // 1 to 256 //Skip every other sample if color is constant VolumetricLightingSkipSunSamples = “0” // 0 or 1 //Skip every other sample if color is constant VolumetricLightingSkipLightSamples = “1” // 0 or 1 //Enabled order-independent transparency OIT = “1” // 0 or 1 //Maximum number of overlapping transparency layers OITLayers = “8” // 8, 9, 12, or 16 //Screen-space ambient occlusion method SSAOTechnique = “GTAO Ultra Quality” // Disabled, HEMIAO, GTAO Low Quality, GTAO Medium Quality, GTAO High Quality, or GTAO Ultra Quality //Anti-aliasing technique AATechnique = “Filmic SMAA T2x” // None, FXAA, SMAA 1x, Filmic SMAA 1x, SMAA T2x, or Filmic SMAA T2x //Per-object motion blur MotionBlur = “Off” // Off, Auto, or On MotionBlurQuality = “Low” // Low, Medium, or High //Better lighting for skin SubsurfaceScattering = “1” // 0 or 1 //If true, the game will switch back to fullscreen once it get back the focus after losing it on Alt+Tab or similar events. If false, the game stay window and can be switch back to fullscreen with Alt+Enter AutoRestoreFullscreen = “1” // 0 or 1 //Set to 1 or 2 to display an ingame overlay of the frame performance over time. ShowPerformanceGraph = “0” // 0 to 16
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