sys_spec_Full=2 -- Cap frame rate at 30fps sys_maxfps=30 r_vsync=0 -- Disable gmem for this device because it causes a crash r_EnableGMEMPath=0 -- Default of 3 allocates all shaders (potentially >150 MB) -- 1 is most memory efficient but definitely causes hitches when converting HLSL -- shaders. Recommend 1 during dev, and 3 with optimized caches for release. r_ShadersPreactivate=1 sys_job_system_max_worker=2 sys_streaming_in_blocks=1 sys_streaming_memory_budget=512 -- This allows the generation of reflections for the ocean water. Without it, the water looks really dark. e_recursion=1 e_CheckOcclusion=1 r_Fur=0 az_Asset_EnableAsyncMeshLoading=0 ------------------------ -- Misc. memory buffers ------------------------ e_GeomCacheBufferSize=0 e_CheckOcclusionQueueSize=512 e_CheckOcclusionOutputQueueSize=1024 ------------------------ -- Animation ------------------------ ca_MemoryDefragPoolSize=33554432 ca_StreamCHR=1 ------------------------ -- sys_spec_objectdetail ------------------------ e_Dissolve=2 e_LodRatio=5 e_ViewDistRatioDetail=19 e_ViewDistRatioVegetation=21 ------------------------ -- sys_spec_postprocessing ------------------------ r_HDRBloom=0 r_SunShafts=0 r_ToneMapTechnique=3 r_ToneMapExposureType=1 r_ColorSpace=2 ------------------------ -- sys_spec_shading ------------------------ r_VisAreaClipLightsPerPixel=0 ------------------------ -- sys_spec_textureresolution ------------------------ r_TexturesstreamingMinUsableMips=7 -- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. -- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame. -- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps e_ShadowsCacheRequireManualUpdate = 2 --Use an optimized pixel format for the lighting rendertargets during the lighting pass. r_DeferredShadingLBuffersFmt = 2