--ObjectDetail
e_TerrainOcclusionCullingMaxDist=190 // nx:130, no visible pop-in with 190 value while fast turning
e_LodMinTtris=400 // nx:150, default: 300, min triangles in which lod will be start be applied
e_LodRatio=12 // nx:5, default:6, Level of Detail ratio
e_ViewDistMin=10 // default:0
e_ViewDistRatio=60 // nx:40, default:60
e_ViewDistRatioCustom=50 // nx:50, default:60, controls gameplay enemy, vehicles highlight, example when marked with binoculars
e_ViewDistRatioDetail=30 // nx:19, default:30, draw distance for objects marked as detail by developer
e_ViewDistRatioLights=50 // default:
e_ViewDistRatioPortals=60 // default:60
e_ViewDistRatioVegetation=40 // default:30, increasing this value further could lead to a graphical glitch in water reflection of vegetation
--Texture
r_DynTexMaxSize = 15 // nx:15, default:20
e_TerrainDetailMaterialsViewDistXY=2048 // higher values increase the detail of objects in the XY plane like walls, rocks, objets in general
e_TerrainDetailMaterialsViewDistZ=128 // higher values increase the detail of the ground texture
--Vegetation
e_VegetationMinSize=3.5 // nx:0.5, higher values decrease vegetation density
e_VegetationSpritesDistanceRatio=1.5 // nx:1, increasing this value makes most vegetation render as complex structure instead simple sprites
--Shadows
r_ShadowsUseClipVolume=1
r_ShadowJittering=1.2 // nx:1, higher values softness shadows edges at cost of blurriness
r_ShadowsStencinlPrePass=2 // nx:2
e_ShadowsOnAlphaBlend=0 // nx:0, 1=enable shadows on alpha surfaces like windows, produces glitches on Switch, recommended=0
e_GsmCache=1
e_ShadowsMaxTexRes="512" // nx:"512" determines the shadow texture resolution quality, increase using x2 multipliers
e_GsmRange=3.6 // nx:3.6, use 3.6 to avoid graphic glitches
e_GsmRangeStep=3
e_GsmLodsNum=4
e_GsmSoftTransition=1 // nx:1, 1=enable soft transition shadow passes, 0=disable soft transition shadow passes, recommended=1
e_ShadowsCastViewDistRatio=0.6 // nx:0.6, default:1
e_MinShadowsCastViewDist=70.0 // nx:40, increasing this value increase the shadow draw distance
--Water
r_WaterReflections=1
e_WaterTesselationSwathWidth=10 // nx:10, only use 10 to avoid paradrop glitch in the fist mission
r_WaterUpdateDistance=40 // nx:1.0, higher values increase underwater draw distance
e_WaterOcean_fft=1
r_WaterReflectionsMinVisiblePixelsUpdate=0.015 // nx:0.05, decreasing this value helps to avoid interruptions in water animation, pd4forums recommended value 0.015
r_WaterRefractions=1
r_WaterCausticsDistance=80 // nx:16, increasing this value increase the detail in caustic water effect
r_WaterReflections_Quality=4
--PostProcess
r_AntialiasingMode=4 // nx:4 changing this value to any other will cause black screen
r_AntialiasingTAAPattern=4
r_MotionBlur=2
r_PostProcessEffects="1"
r_UseEdgeAA=1 // nx:1, 1=enable edge AA, 0=disable edge AA
r_SunShafts=2
r_Glow=1
r_beams=3
r_useSRGB=0
r_ColorGrading=2
r_ColorGradingCharts=1
r_RainMaxViewDist_Deferred=40
q_ShaderPostProcess=1 // nx:1, MotionBlur_v3
r_MotionBlurShutterSpeed=0.0015 // default:0.004, MotionBlur_v3
--System
sys_maxfps=29
r_multithreaded=2
p_num_threads=2
r_DeferredShadingSortLights=0
r_DeferredShadingStencilMSAA=0 // C1C Only: disable MSAA optimisation for stencil volumes
r_VSync=1
d3d9_rb_verts=49152
d3d9_rb_Tris=131072
e_particlesThread=4
sys_streaming_cpu=1
sys_physics_CPU=5
sys_dump_format=2
e_cullerthread=1
r_shadersasyncactivation=0 // don't delete
r_shaderslogcachemisses=0 // don't delete
--Game
pl_melee.melee_snap_target_select_range=3.5
pl_melee.melee_snap_angle_limit=50
pl_melee.melee_snap_move_speed_multiplier=9
pl_melee.melee_snap_end_position_range=1.2
g_glassAutoShatterOnExplosions=1
hud_ctrl_Curve=2.7
pl_zeroGSpeedModeEnergyConsumption=0.07
pl_zeroGSpeedMultSpeed=2.5
pl_zeroGSpeedMultSpeedSprint=4.0
pl_zeroGSpeedMultNormalSprint=2
ai_SightRangeMediumIllumMod=1
ai_SightRangeDarkIllumMod=1
ai_SightRangeSuperDarkIllumMod=1
ai_RODVehicleHitChance=0.12
ai_RODVehicleMissMin=0.0
ai_RODVehicleMissMax=0.5
v_fpSensitivityMult=0.66
cl_frozenMouseMult=0.2
cl_frozenKeyMult=0.01
g_godmode=0 // 1=enabled, your character is invinsible
--Renderer
r_Rain=2
r_dyntexmaxsize=20