[AutoCfg] AutoCfgCompleted=1 ; 0=need to run 3D autocfg at startup Version=1 ; Version of this file [Graphics Options] BrightnessAdjust=0 ; Adjusts scene intensity: -6 to +6 (ONLY HDR MODES) GammaAdjust=0 ; Adjusts gamma encoding: -6 to +6 (ONLY HDR MODES) MotionBlurBroadcastCams=0 ; 0=disabled, 1=enabled MotionBlurDrivingCams=0 ; 0=disabled, 1=enabled MotionBlurStrength=0 ; motion blur strength: 0=off, 1=low, 2=med, 3=high SkyDetail=2 ; 0=low update rate, 1=med update rate, 2=high update rate EnableSPS=1 ; 0=off 1=Use Single Pass Stereo VR (nvidia Pascal/Turing) EnableTireMarks=1 ; 0=Disable Tire marks 1=Enable tire marks DynamicCubemapType=0 ; 0=RGB8, 1=RGBE, 2=RGB16 EnableHDR=0 ; 0=LDR rendering, 1=HDR rendering DynamicShadowRes=1 ; (For 3 maps! So, x3) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096 NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame) Distortion=0 ; 0=off, 1=Distortion enabled AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping EnableSwayTrees=0 ; 0=normal trees, 1=trees sway with wind DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P DNSMShadowFade=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (25 default) DNSMNumLights=2 ; 0 to 128 = Max number of shadow mapped lights at night DNSMHeadlightsCastShadows=1 ; 0=off 1=car headlights cast shadows DNSMWallsCastShadows=1 ; 0= off 1=track walls cast shadows DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow DNSMEnable=1 ; 0=off 1=dynamic night shadow maps TwoPassTrees=0 ; 0=off, 1=render trees with higher quality in two passes NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame) ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled SharpeningClamp=19 ; sharpening clamp (0=min, 10=default, 100=max) SharpeningAmount=140 ; sharpening strength (10=min, 125=default, 300=max) FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow) FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff) FXAA=0 ; 0=off, 1=FXAA enabled Sharpening=1 ; 0=off, 1=sharpening enabled HeatHaze=0 ; 0=off, 1=heat haze enabled DepthOfField=0 ; 0=off, 1=depth of field blurs enabled ShadowMapType=0 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso DynamicShadowFilters=7 ; 1=cockpit only, 7=all) DynamicShadowMaps=0 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!) ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled MaxCockpitMirrors=2 ; Maximum number of cockpit mirrors to enable (0 to 4) MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors ParticlesSoft=1 ; soft particles: 0=off, 1=on ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on ParticleDetail=0 ; particle detail: 0=low, 1=med, 2=high WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high ObjectDetail=2 ; object population 0=low, 1=med, 2=high GrandstandDetail=0 ; 0=low, 1=med, 2=high CrowdDetail=0 ; 0=off, 1=low, 2=med, 3=high PitObjectDetail=3 ; 0=off, 1=low, 2=med, 3=high CarDetail=0 ; 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 DriverHands=1 ; Show driver hands? 0=no, 1=yes SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes TrackDisplacementEnable=1 ; 0=render without displacement, 1=render using track displacement shaders DNSMMaxLightsPerPass=3 ; 0- 6 = Shadowing lights per-fullscreen pass DynamicTireRendering=1 ; 0=render without dynamic tires, 1=render with dynamic tires DynamicTrackTextureUpdateRate=0 ; 0=min, 1=low, 2=med, 3=high frequency of dynamic track texture updates DynamicTrackDataRendering=1 ; 0=render without dynamic track data, 1=render with Dynamic Track Data ShaderQuality=2 ; 0=low, 1=med, 2=high, 3=max HeadlightLevel=0 ; 0=low quality, 1=medium, 2=high quality. *** -1=disabled *** ParallelSorting=1 ; 0=disabled 1=multithreaded scene sort MonochromeHeadlights=0 ; 0=color headlights 1=all white (less blotches/banding) HeadlightsInMirrors=0 ; 0=off 1= headlights illuminate track surface in mirrors LoadTexturesWhenDriving=1 ; 0=only load when out of car NumMultiGPUs=1 ; Number of GPUs in Crossfire/SLI (1=off to 4). Set low as works. 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) CompressedVertices=1 ; 0=off 1=Use compressed vertices ReduceCockpitFlicker=1 ; 0=off 1=enabled 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 WorldNearPlaneDistance=10 ; In 1/10 meters, min=1(0.1m) max=30(3m), helps z-fighting but may clip track. VisibilityFrameDelay=5 ; Number of frames to wait before re-testing object visibility. 0 = no delay AAQuality=0 ; 0=low - 0=max (GPU & AASamples specific) AASamples=4 ; 1=off, 2, or 4 - num samples MipLODBias=0 ; % bias texture lookup 100 is a mip level, positive is blurry, negative sharp LODPct=150 ; % to scale dist before choosing level-of-detail OcclusionCull=1 ; 0=disable occlusion culling, 1=enabled (usually best) LimitFrameRate=0 ; 0=no limit, 1=use DesiredFPSLimit DesiredFPSLimitBatt=89 ; Enabled when LimitFrameRate=1 and on battery DesiredFPSLimit=89 ; Enabled when LimitFrameRate=1 and on ext. power MaxPreRenderedFrames=0 ; 1=normal 0=disabled/multi-gpu VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate TwoBackBuffers=0 ; 0=1 back buffer, 1=try to create 2 back buffers MaxWorkingSetMB_64Bit=8192 ; (64-bit) 1024 to 8192 MB - Lower to reduce page faults! VidMemMB=6500 ; Maximum GPU video memory to consume (MB) UIScalePct=200 ; 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=1 ; 1 or 3 EnableSMPSurround=0 ; 0=off 1=Enable Simultaneous Multi-Projection via GPU RenderViewPerMonitor=0 ; 0=off 1=separate view on each monitor (less distortion) MonitorWidth=627 ; (mm) total width of each monitor (screen + bezels) ScreenWidth=584 ; (mm) usable width of each screen (no bezels) ScreenAngles=0 ; (deg) side monitor angle, 10=slight, 65=max [Debug] Renderer=? ; Driver DLL - Don't Edit This! Version=0 ; Driver Version - Don't Edit This! Vendor=? ; Driver Vender - Don't Edit This! [Laser Scan] PointSizeMM=80 ; desired physical point size width (mm): 1 to 120 PointSizeMin=1 ; min point size in screen pixels (1 to 256) PointSizeMax=1 ; max point size in screen pixels (1 to 256) MaxLaserScanVidMem=192 ; Max scan density to load into vidmem 128-768 (MB) [Oculus Rift] MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped) RiftEnabled=0 ; Enable Oculus Rift Support PixelsPerDisplayPixel=116 ; (50% to 300%): 125%=1.25, over 100% may hurt performance! AutoSelect=0 ; Use Rift, if detected, without prompting AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears PrevVirtualMirrorWidth=1280 ; System use only -> do not edit... PrevVirtualMirrorHeight=240 ; System use only -> do not edit... [OpenVR] AlignmentFix=1 ; 0=off, 1=simple (SPS), 2=simple (always), 3=advanced (SPS) MirrorViewVerticalShiftPct=0 ; -30 to +30 percent - shifts the mirror image up/down (if clipped) OpenVREnabled=1 ; Enable OpenVR Support PredictionMode=1 ; 0=off, 1=dynamic, 2=fixed ResolutionScalePct=100 ; (50% to 300%): 125%=1.25, over 100% may hurt performance! AutoSelect=1 ; Use OpenVR without prompting (note: Oculus has priority if enabled) AutoCenter=0 ; Re-center the HMD pose when health/safety warning disappears [Replay Graphics] MotionBlurBroadcastCams=0 ; 0=disabled, 1=enabled MotionBlurDrivingCams=0 ; 0=disabled, 1=enabled MotionBlurStrength=0 ; motion blur strength: 0=off, 1=low, 2=med, 3=high SkyDetail=1 ; 0=low update rate, 1=med update rate, 2=high update rate AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame) Distortion=0 ; 0=off, 1=Distortion enabled DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P DNSMShadowFade=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (25 default) DNSMNumLights=2 ; 0 to 128 = Max number of shadow mapped lights at night DNSMHeadlightsCastShadows=1 ; 0=off 1=car headlights cast shadows DNSMWallsCastShadows=1 ; 0= off 1=track walls cast shadows DNSMTSOsCastShadows=1 ; 0= off 1=track objects cast shadows DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow DNSMEnable=1 ; 0=off 1=dynamic night shadow maps TwoPassTrees=0 ; 0=off, 1=render trees with higher quality in two passes NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame) ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max) SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max) FXAAQualityEdgeThreshold=166 ; 333=too little(fast),250=lowqual,166=default,125=highqual,63=overkill(slow) FXAAQualitySubPix=75 ; aliasing amt (100=soft,75=default,50=sharp,25=low,0=0ff) FXAA=0 ; 0=off, 1=FXAA enabled Sharpening=1 ; 0=off, 1=sharpening enabled HeatHaze=0 ; 0=off, 1=heat haze enabled DepthOfField=0 ; 0=off, 1=depth of field blurs enabled ShadowMapType=0 ; map onto: 0=off, 1=track, 2=track\cars, 3=track\cars\tso DynamicShadowFilters=7 ; 1=cockpit only, 7=all) DynamicShadowMaps=0 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!) ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows VirtualMirrors=0 ; 0=off, 1=virtual mirrors enabled MaxCockpitMirrors=3 ; Maximum number of cockpit mirrors to enable (0 to 4) MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors ParticlesSoft=0 ; soft particles: 0=off, 1=on ParticlesFullRes=1 ; full resolution particles: 0=off, 1=on ParticleDetail=0 ; particle detail: 0=low, 1=med, 2=high 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=0 ; 0=off, 1=low, 2=med, 3=high PitObjectDetail=0 ; 0=off, 1=low, 2=med, 3=high CarDetail=1 ; 0=low, 1=med, 2=high Trilinear=1 ; 0=off, 1=improved texture quality MaxAniso=2 ; 1=off, or 2, 4, 8, 16 - improved edge-on textures FarTerrain=0 ; 0=no far terrain, 1=far terrain in separate pass DriverHands=1 ; Show driver hands? 0=no, 1=yes SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes