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renderer.ini
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[Graphics Options]
DynamicTrackTextureUpdateRate=2 ; 0=min, 1=low, 2=med, 3=high frequency of dynamic track texture updates
ParticleDetail=0 ; particles detail: 0=low, 1=med, 2=high
ReduceCockpitFlicker=1 ; 0=off 1=enabled
MaxPreRenderedFrames=1 ; 1=normal 2=SLI/Crossfire 0=disabled
VideoMemMB=3750 ; Maximum GPU video memory to consume (MB)
MaxTrackDecalsInMirrors=200 ; Max (approx) track decals in mirrors (0 to 1000)
MaxTrackDecalsInCockpit=700 ; Max (approx) track decals in cockpit (0 to 2500)
TwoPassTrees=0 ; 0=off, 1=render trees with higher quality in two passes
ParticlesSoft=0 ; soft particles: 0=off, 1=on
ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on
DynamicTireRendering=1 ; 0=render without dynamic tires, 1=render with Dynamic Tires
CompressedVertices=1 ; 0=off 1=Use compressed vertices
VisibilityFrameDelay=5 ; Number of frames to wait before re-testing object visibility. 0 = no delay
MaxWorkingSetMB_64Bit=8192 ; (64-bit) 1024 to 8192 MB - Lower to reduce page faults!
DynamicTrackDataRendering=1 ; 0=render without dynamic track data, 1=render with Dynamic Track Data
SeparateDynamicTrackPass=0 ; 0=dyn track renders in base pass 1=dyn track renders using 2nd pass
MaxCockpitMirrors=4 ; Maximum number of cockpit mirrors to enable (0 to 4)
CompressTexturesSuits=1 ; 0=uncompressed 1=block compress (recommended)
CompressTexturesHelmets=1 ; 0=uncompressed 1=block compress (recommended)
CompressTexturesCars=1 ; 0=uncompressed (warning! no!!) 1=block compress (highly recommended)
CarPaint2048x2048=0 ; 0=1024x1024 car textures res, 1=2048x2048 car texture res (max)
CacheSwap3HighResCars=1 ; 0=shrink to fit 1=cache swap higher res for nearest cars
DynamicShadowFilters=1 ; 1=cockpit only, 7=all)
DynamicShadowMaps=1 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
Tridef3D=0 ; 0=off, 1=Inject TriDef3D Ignition driver w/profile 'iRacing' (32-bit only)
AAQuality=0 ; 0=low - 0=max (GPU & AASamples specific)
AASamples=4 ; 1=off, 2, or 4 - num samples
DesiredFPSLimitBatt=60 ; Enabled when LimitFrameRate=1 and on battery
ForceDX9ShaderCompiler=0 ; 0=June 2010 HLSL (dx10/faster?) 1=Oct 2006 HLSL (dx9/safer?)
PitObjectDetail=2 ; 0=off, 1=low, 2=high
DriverHands=0 ; Show driver hands? 0=no, 1=yes
ParallelSorting=0 ; 0=disabled 1=multithreaded scene sort
MaxWorkingSetMB=2000 ; 1024 to 1536 MB - Lower to reduce page faults!
DepthOfField=0 ; 0=off, 1=depth of field blurs enabled
ShadowMapType=3 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
ShadowType=1 ; 0=off, 1=one pass shadows, 2=two pass shadow vols
CastTracksObjectsIntoShadowMaps=1 ; 1=cast objects into soft shadow maps
ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows
VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled
MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors
WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high
ObjectDetail=2 ; object population 0=low, 1=med, 2=high
GrandstandDetail=1 ; 0=low, 1=med, 2=high
CrowdDetail=1 ; 0=off, 1=normal, 2=high
CarDetail=2 ; 0=low, 1=med, 2=high
Trilinear=1 ; 0=off, 1=improved texture quality
MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass
SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
ShaderLevel=3 ; 0=none, 1=vertex, 2=pixel, 3=advanced
HeadlightLevel=2 ; 0=low quality, 1=medium, 2=high quality. *** -1=disabled ***
MonochromeHeadlights=0 ; 0=color headlights 1=all white (less blotches/banding)
ProceduralHeadlights=0 ; 0=off 1=dynamic player car headlights if headlightLevel >= MED
HeadlightsInMirrors=1 ; 0=off 1= headlights illuminate track surface in mirrors
LoadTexturesWhenDriving=1 ; 0=only load when out of car
ReduceZFighting=1 ; 0=off 1=draw cockpit in separate depth range
LODPct=100 ; % to scale dist before choosing level-of-detail
RefreshRateHz=0 ; 0=default
OcclusionCull=1 ; 0=disable occlusion culling, 1=enabled (usually best)
LimitFrameRate=1 ; 0=no limit, 1=use DesiredFPSLimit
DesiredFPSLimit=83 ; Enabled when LimitFrameRate=1 and on ext. power
VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate
TwoBackBuffers=0 ; 0=1 back buffer, 1=try to create 2 back buffers
UIScalePct=100 ; User Interface Size
[MonitorSetup]
BezelProtectionPct=7 ; 0-10: % of screen width to keep UI elements away from bezels
Min3ViewZoomDistortion=1 ; 0=off 1=when cameras zoom in alot, relax screen angles
NumMonitors=3 ; 1 or 3
RenderViewPerMonitor=1 ; 0=off 1=separate view on each monitor (less distortion)
MonitorWidth=545 ; (mm) total width of each monitor (screen + bezels)
ScreenWidth=515 ; (mm) usable width of each screen (no bezels)
ScreenAngles=15 ; (deg) side monitor angle, 10=slight, 65=max
[Debug]
Renderer=aticfx64.dll ; Driver DLL - Don't Edit This!
Version=Product 8 Version 17.10 Build 1172 ; Driver Version - Don't Edit This!
Vendor=AMD Radeon HD 6900 Series ; Driver Vender - Don't Edit This!
[Replay Graphics]
ParticleDetail=0 ; particles detail: 0=low, 1=med, 2=high
MaxTrackDecalsInMirrors=200 ; Max (approx) track decals in mirrors (0 to 1000)
MaxTrackDecalsInCockpit=700 ; Max (approx) track decals in cockpit (0 to 2500)
TwoPassTrees=0 ; 0=off, 1=render trees with higher quality in two passes
ParticlesSoft=0 ; soft particles: 0=off, 1=on
ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on
MaxCockpitMirrors=0 ; Maximum number of cockpit mirrors to enable (0 to 4)
DynamicShadowFilters=7 ; 1=cockpit only, 7=all)
DynamicShadowMaps=1 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!)
PitObjectDetail=2 ; 0=off, 1=low, 2=high
DriverHands=0 ; Show driver hands? 0=no, 1=yes
DepthOfField=0 ; 0=off, 1=depth of field blurs enabled
ShadowMapType=3 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso
ShadowType=2 ; 0=off, 1=one pass shadows, 2=two pass shadow vols
CastTracksObjectsIntoShadowMaps=1 ; 1=cast objects into soft shadow maps
ShadowDetail=1 ; 0=fewer shadows, 1=maximum shadows
VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled
MirrorDetail=1 ; 0=low detail, 1=high detail in mirrors
WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high
ObjectDetail=2 ; object population 0=low, 1=med, 2=high
GrandstandDetail=2 ; 0=low, 1=med, 2=high
CrowdDetail=1 ; 0=off, 1=normal, 2=high
CarDetail=2 ; 0=low, 1=med, 2=high
Trilinear=1 ; 0=off, 1=improved texture quality
MaxAniso=16 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures
FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass
SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes
[AutoCfg]
Version=1 ; Version of this file
AutoCfgCompleted=1 ; 0=need to run 3D autocfg at startup
[Laser Scan]
PointSizeMM=80 ; desired physical point size width (mm): 1 to 120
PointSizeMin=1 ; min point size in screen pixels (1 to 20)
PointSizeMax=1 ; max point size in screen pixels (1 to 20)
MaxLaserScanVidMem=128 ; Max scan density to load into vidmem 32-256 (MB)
[Oculus Rift]
RiftEnabled=1 ; 0=disable rift 1=allow auto detection
ForceVSYNC=0 ; Force on VSYNC for Rift even if disabled in the graphics options settings
UsePrediction=1 ; Enable motion prediction
CorrectYaw=1 ; Enable magnetic yaw correction