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general.ini
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general.ini
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[ℹ]
FULLNAME=General Patch settings
PREVIEW=https://acstuff.ru/images/modules/general.jpg
DESCRIPTION=Some patch settings which aren’t related to any specific extensions.
SHORT_DESCRIPTION=Miscellaneous
ORDER=-1
LIVE_SUPPORT=0
[BASIC]
; Shaders Patch
ENABLED=1 ; Active (set to 0 to disable everything completely); 1 or 0
[CONFIGURATIONS]
; System settings
WATCH_FOR_CHANGES=1 ; Watch configs for changes; 1 or 0; hidden
USE_PARTIAL_RELOAD=1 ; Use partial reload for track and car configs (for those settings where it’s possible); 1 or 0
; IGNORE_CACHE2=0 ; Ignore cached data (things like precalculated ambient shadows from cars, cars rain occlusion data or tree normals alignment; disabling would slow down loading, but would make it easier to prepare certain configs); hidden
CRASH_PLUGIN=0 ; Use separate process for crash messages (experimental, ensures AC would shut down before showing an error message. In VR, always active.); 1 or 0
CLEAR_SHADERS_CACHE=1 ; Clear shaders cache when CSP version changes (helps with game freezing when loading or exiting); 1 or 0
; CREATE_TRACK_MAP=0 ; Create track map if missing; 1 or 0; hidden
; CUSTOM_FILE_WATCHING=1 ; Custom file watching (alternative implementation for AC monitoring changes in files, such as digital instruments); 1 or 0; hidden
; REDIRECT_MMF_THROUGH_FMOD=0 ; Redirect media players audio through FMOD (experimental, disabled by default for now, will be always enabled soon); 1 or 0
; PRECREATE_MMF_DEVICE=1 ; Initialize extra D3D instance for MMF (might help if the initial moment of loading a video freezes AC); 1 or 0
; [DRIVE]
; ; Driving tweaks
; PREFER_DISABLED_ABS2=0 ; Keep ABS disabled even if server forces it on (can be switched back on during the race with Ctrl+A as usual); 1 or 0
; PREFER_DISABLED_TC2=0 ; Keep TC disabled even if server forces it on (can be switched back on during the race with Ctrl+T as usual); 1 or 0
[CONTROL]
; Controls
; FIX_ORDER2=1 ; Automatically fix controls order; hidden
RELOAD_ON_FOCUS=1 ; Automatically reload control settings (reload would only happen once AC unpauses, not during the driving. Changing input type live is not currently supported); 1 or 0; new
RELEASE_DPAD=0 ; Stop AC from using D-Pad in quick pits menu; 1 or 0
; QPM_FIX_WINGS2=1 ; Fix wings in quick pits menu (show setup value rather than wing angle for easier and more clear configuration); 1 or 0; new
UNBIND_TURBO_DIGITS=0 ; Stop digits from changing turbo setting; 1 or 0
UNBIND_GAMEPAD_SHORTCUT=1 ; Unbind Ctrl+P; 1 or 0
ALTERNATIVE_AI_DRIVER=1 ; Tweak autopilot switching (with this option AI driver becomes more active and can be switched off); 1 or 0
AI_DRIVER_KEEP_SETTINGS=1 ; Stop autopilot from altering car settings; 1 or 0; only with ALTERNATIVE_AI_DRIVER
; DISCORD_HOOK_FIX2=1 ; Fix for Discord overlay (might stop Discord overlay from crashing AC); hidden
IGNORE_ESCAPE_IN_REPLAYS=0 ; Ignore Escape button in replays (by default it stops a replay, but it can also be stopped with Alt+F4, for example); 1 or 0
INACTIVE_ONLY_WHEN_COVERED=0 ; Consider AC window in background only when covered (covered means some other window is currently over the center of AC window); 1 or 0
; BINARY_MODIFIERS_FILTERING2=1 ; Check for modifier buttons in other bindings (allows to bind A+B for one command and B for another, and then pressing A+B won’t trigger B command); 1 or 0
[CONTROL_MOUSE_STEERING]
; Mouse steering tweaks
; NO_MOUSE_STEERING_FOR_INACTIVE=1 ; Stop mouse steering when AC window goes out of focus; 1 or 0
USE_RAW_INPUT=0 ; Use raw input (not sure if it would be any better or not); 1 or 0; new; hidden with IS_LIVE__
TOGGLE_WITH_MIDDLE_BUTTON=0 ; Use middle mouse button to toggle mouse steering; 1 or 0; new
USE_SCRIPT=0 ; Use script (allows to alter default mouse steering logic with a custom Lua script); 1 or 0; new
IMPLEMENTATION=base ; Script; look for assist.lua in extension/lua/mouse-steering; only with USE_SCRIPT
[CONTROL_MOUSE_STEERING_SETTINGS]
; Mouse steering script settings
__PLUGIN_SETTINGS=CONTROL_MOUSE_STEERING/IMPLEMENTATION, extension/state/lua/joypad_assist/{0}__settings.ini ;; hidden
[CAR_CAMERAS]
; Car cameras
ALLOW_BUMPER=1 ; Allow bumper camera; 1 or 0
ALLOW_BONNET=1 ; Allow bonnet camera; 1 or 0
ALLOW_COCKPIT=1 ; Allow cockpit camera; 1 or 0
ALLOW_DASHBOARD=1 ; Allow dashboard camera; 1 or 0
ALLOW_CHASE_1=1 ; Allow first chase camera; 1 or 0
ALLOW_CHASE_2=1 ; Allow second chase camera; 1 or 0
; PAUSE_ORBIT=1 ; Pause orbit camera if mouse is somewhere else (for example, if AC lost focus); 1 or 0
; USE_TRAJECTORIES_FOR_START_CAMERA=1 ; Use showroom camera trajectories for starting camera (trajectories can be configured in Custom Showroom, look for “Follow trajectory” in “Camera settings” tab); 1 or 0
FOV_BUMPER=60 ; Bumper camera FOV; from 20° to 160
SHAKING_BUMPER=0, 0 ; Bumper camera shaking (horizontal and vertical, set 1 for a regular gentle shaking or above for a more pronounced effect); 2 values: "from 0 to 10, perc."; new
FOV_BONNET=60 ; Bonnet camera FOV; from 20° to 160
SHAKING_BONNET=0, 0 ; Bonnet camera shaking (horizontal and vertical, set 1 for a regular gentle shaking or above for a more pronounced effect); 2 values: "from 0 to 10, perc."; new
[TRACK_CAMERAS]
; Track cameras options
FORCE_DISABLE_WOBBLE=0 ; Disable camera wobble; 1 or 0
[AUDIO]
DECOMPRESS_SAMPLES=0 ; Decompress samples (reduces CPU overhead for content with compressed audio samples in exchange for higher RAM usage); 1 or 0
ALTER_PITCH_IN_SLOW_MOTION=1 ; Alter pitch in slow motion; 1 or 0
; OLD_MASTER_SOUNDBANK=content/sfx/old/common.bank ;; file
; ALIGNMENT_FIX=1 ; Fix listener orientation (in some specific cases, like, for example, when using F5 non-orbit camera and pressing right mouse button, listener orientation might break in strange ways); 1 or 0; hidden
; VR_FIX=1 ; Fix stereo sound in VR; 1 or 0; hidden
; GEARS_FIX=1 ; Fix missing gears sound with frequent shifting; 1 or 0; hidden
DISTANCE_DELAY=0 ; Add sound delay with distance; 1 or 0
DISABLE_BRAKES_SOUND=0 ; Disable brakes sound; 1 or 0
DISABLE_TC_SOUND=0 ; Disable traction control sound; 1 or 0; new
OPPONENTS_EXTRA_MULT=1 ; Opponents volume mult.; from 0 to 3, perc.
USE_EXTERIOR_SOUNDS=0 ; Use exterior sounds everywhere (windows down); 1 or 0; not available with USE_INTERIOR_SOUNDS
USE_INTERIOR_SOUNDS=0 ; Use interior sounds everywhere; 1 or 0; not available with USE_EXTERIOR_SOUNDS
QUIET_WHEN=MINIMIZED ; Silence audio; NONE for Never, MINIMIZED for when minimized, BACKGROUND for when in background
; CUSTOM_UPDATE2=1 ; Might be faster, doesn’t work with track audio occluders, but most tracks don’t have those to begin with; hidden
; OCCLUDE_AUDIO2=1 ; Use track occluders to occlude audio as well (for tracks with configured track visibility occluders); 1 or 0
ALTER_REVERB=1 ; Adjust AC reverb (adds reverb to collision events and more, adds a tiny bit of reverb to reverbless audio events); 1 or 0
ADDITIONAL_REVERB=1 ; Add extra reverb (adds more reverb with distance or for audio occluded by walls for configured tracks); 1 or 0
FORCE_REVERB=-1 ; Track reverb; -1 for default, 0 for fully deactivate, 1 for force always on; new
; [PHYSICS]
; hidden
; USE_HASH_SPACE=1 ; Use hash space to speed up collision detection (might improve performance); 1 or 0
; USE_TEMPORAL_CACHE2=1 ; Use temporal cache for collisions detection (might improve performance); 1 or 0
; CUSTOM_RAYCASTING2=2 ; Raycasting engine (Intel Embree is in experimental stage currently and not available online); 0 for ODE, 2 for Intel Embree
; INTEL_EMBREE_ROBUST=0 ; Intel Embree: robust algorithm (use it if car falls through the ground on triangle edges); 1 or 0; visible with CUSTOM_RAYCASTING:2
; LIMIT_CONTACTS=1 ; Limit amount of contacts (might help with performance in massive collisions); hidden
[PHYSICS_EXPERIMENTS]
; Physics experiments
EXTENDED_PHYSICS=0 ; Use extended physics for all cars and tracks; 1 or 0
; SLIDING_FIX=1 ; Prevent stationary wheels from sliding (creates ODE contact joints to prevent wheels sliding downhill and such. Requires extended car physics, can be changed live); 1 or 0
REPAIR_WHEELS=1 ; Repair wheel joints (forces wheels back to their neutral position when mislocated. Requires extended car physics, can be changed live); 1 or 0
; BRAKES_LIMIT=1 ; Limit braking torque to avoid jitter (might reduce angular speed jitter when car is stationary. Requires extended car physics, can be changed live); 1 or 0
FIX_GROUND_COLLIDERS=1 ; Fix ground colliders (prevents cars from falling through ground, but might reduce performance. Can’t be changed live); 1 or 0
ENABLE_MESH_COLLIDER_SOONER=0 ; Enable cars mesh collider sooner (activates proper car-ground collisions when car is not driving straight, but might reduce performance. Also might break some mods. Can be changed live); 1 or 0
CLAMP_MESH_COLLIDERS=0 ; Clamp car mesh colliders (solves possible issues with enabling car mesh colliders sooner by making sure mesh collider meshes don’t go below box colliders used for car-track collisions); 1 or 0; only with ENABLE_MESH_COLLIDER_SOONER
EXTEND_COLLIDER_BOXES=0 ; Extend car box colliders (prevents cars from falling through the ground in when falling fast); 1 or 0
EXTRAPOLATE_STATE=1 ; Extrapolate car state properly (helps to smooth out things like motion blur, resolves shaking produced by custom camera motion and more); 1 or 0
DISABLE_AUTOBRAKING=0 ; Disable auto-braking (for now you’ll have to hold brakes or handbrake to prevent car from rolling away); 1 or 0
EXTRA_CONTACT_POINTS=0 ; Extra contact points (adds extra lateral contact points to cars with extended physics, improves handling on curbs); 1 or 0
PHYSICS_SHADOWS=0 ; Consider sun shadows (reduces road temperature in shadows based on current weather conditions); 1 or 0
RANDOMIZE_WHEEL_ANGLES=1 ; Randomize starting wheel orientations; hidden
CUSTOM_POBJECTS_MOTION=0 ; Reduce allocations when syncing physics objects transformation; hidden
CUSTOM_THREADPOOL=0 ; Alternative physics multithreading; 1 or 0
TYRE_SHIFT_SURFACE_PROPERLY=0 ; Alternative surface noise application (affects off-track surfaces with sinusoidal noise); 1 or 0
TYRE_SINE_ALTERS_NORMALS=0 ; Shift normals with sine surface noise (lets sinusoidal to alter surface normals as well); 1 or 0
TYRE_PERLIN_SURFACE_NOISE=0 ; Perlin surface noise (replaces sinusoidal noise used by some off-track surfaces with Perlin noise. Affects dirt-additive surfaces only); 1 or 0
ALTERNATIVE_OPTIMAL_BRAKE=0 ; Alternative optimal braking computation (doesn’t account for wheels not touching the ground. Affects keyboard controls and AI); 1 or 0
SMOOTH_CONTROLS_LOCKING=1 ; Smoothly reset steering when paused (otherwise, changing steering angle too much instantly might damage the suspension); 1 or 0
FIX_SPAWN_POINTS=1 ; Fix missing or misplaced spawn points (cars will spawn in pits); 1 or 0; new
__HINT_BOTTOM=Affects offline races only, and only cars with custom physics active. Once tested and finalized, might be moved to be active everywhere by default.
[HOLDING_HANDBRAKE]
; Holding handbrake
; ; section tweaks; hidden without PHYSICS_EXPERIMENTS/DISABLE_AUTOBRAKING
ENABLED=0 ; Enable holding handbrake; 1 or 0; new
DELAY=3 ; Activation delay; from 0 s to 10, round to 0.1
AUTO_DISENGAGE=0 ; Disengage automatically with gas pedal; 1 or 0
__HINT_BOTTOM=After stopping, hold handbrake for a specified time to keep it engaged until handbrake is used again.
[INPUTS_REMAP]
; hidden
; Those fixes could be implemented without CSP by adjusting controls config for different cars to try and compensate strange configurations,
; but if we can do it directly, why not? None of these settings will have any effect on actual physics.
OVERRIDE_CAR_FFMULT=0 ; If non-zero, reset FFB multiplier for all cars to this value; hidden
OVERRIDE_CAR_STEERASSIST=0 ; If non-zero, reset steer assist for all cars to this value (value recommended and used by Kunos for all their cars is 1); hidden
SKIP_THROTTLE_CURVES=0 ; Cancel out “throttle.lut” (but not if “throttle_max.lut” is present); hidden
[PHYSICS_EXPERIMENTS_DONE]
; hidden
; enabled everywhere now:
SLIDING_FIX=1 ;; hidden
BRAKES_LIMIT=1 ;; hidden
RIM_COLLISION=1 ;; hidden
SMOOTH_COLLISIONS=1 ;; hidden
ADAPTIVE_HARD_COLLISIONS=1 ;; hidden
OPTIMIZE_ROTATION=1 ;; hidden
ODE_AFTER_GRAPHICS=1 ;; hidden
[PHYSICS_SHADOWS]
; hidden
; Shadows affecting surface temperature (temporary section; in the future will be moved to a different config)
TEMPERATURE_MULT=1 ; Temperature multiplier (by default sets shadowed surface temperature equal to adjusted ambient temperature, this option is an additional multiplier); hidden
__HINT_BOTTOM=Affects offline races only. For online races option can be enabled by a server configuration.
[ONLINE]
; hidden
; Online tweaks
; FIX_REMOTE_STEER_ANGLE=1 ; Fix steer angle for remote cars (removes 127° cap); 1 or 0
; CUSTOM_MOTION=0 ; Alternative wheels position calculation (replaces original remote wheels position computation which could sometimes lead to strange results); 1 or 0
[REPLAY]
; Replay tweaks
; EXT_RECORD=1 ; Record extra data; hidden
; EXT_SAVE=1 ; Save extra data; hidden
; EXT_LOAD=1 ; Load extra data; hidden
; SPEED_UP_REPLAY_ACTIVATION=1 ; Speed up replay activation; 1 or 0
CLIP_DURATION=30 ; Clip duration (clips are short bits of replay saved by pressing an associated shortcut mainly meant for recording contacts online; they don’t store extra CSP data); from 10 s to 60, round to 5
; EXTRA_LARGE=1 ; Remove original 1 GB size cap (new limit is 4 GB); 1 or 0
LOOP_INSTEAD_OF_PAUSE=0 ; Loop instead of pausing; 1 or 0
[CUSTOM_FONTS_RENDERING]
; hidden
; Custom fonts rendering (reduces CPU load, adds additional options for text rendering)
ENABLED=1 ; Active; 1 or 0
HARDWARE_ACCELERATION=1 ;; 1 or 0
ALLOW_OVERSIZED_GLYPH=0 ;; hidden
MAX_GLYPH_COUNT_PER_SHEET=8192 ;; hidden
MIP_LEVELS=1 ;; hidden
MAX_GLYPH_SHEET_COUNT=128 ;; hidden
VERTEX_BUFFER_SIZE=800 ;; hidden
GLYPH_SHEET_SIZE=1024, 1024 ;; hidden
MAX_GLYPH_SIZE=256, 256 ;; hidden
[OPTIMIZATIONS]
COMPRESS_CPU_MESHES=1 ; Compress meshes in RAM (unlike original AC, CSP keeps copies of all meshes in RAM for things like mesh selection or click-to-focus; this option can save a few megabytes of memory by compressing the data); 1 or 0
MULTITHREADED_LOADING=1 ; Multithreaded loading (reduces loading times); 1 or 0
SMOOTHER_LOADING=1 ; Smoother loading (disable if takes too long); 1 or 0
; CACHING_LOADING2=1 ; Cache AC data to speed up loading; 1 or 0; hidden
SKIP_CREATING_SETUP_FOLDERS=1 ; Skip creating setup folders for every installed track (by default AC creates setup folders for every installed track, but with this option it would only create a folder for a track that is currently being used); 1 or 0; hidden
; STOP_ALTERING_THREAD_AFFINITY=1 ; Prevent AC from altering threads affinity (leaves it to Windows to spread threads more effectively; might help to reduce sudden FPS drops); 1 or 0; hidden
; AABB_REFLECTIONS2=1 ; Use SIMD-accelerated AABB culling for reflections (reduces draw calls lowering CPU and GPU load); 1 or 0
AABB_TRACKS=0 ; Use SIMD-accelerated culling for tracks (saves a bit of CPU time, might increase GPU load); 1 or 0
FORCE_CULL_TESTS=1 ; Force cull tests (might decrease GPU load by adding some extra CPU load); 1 or 0
; ADVANCED_CULLING2=1 ; Advanced culling (runs in separate thread taking into account track occluders and more); 1 or 0
; EARLY_CULL_CHECK=0 ; Check orientation-based culling early (slightly reduces draw calls, might cause flicker on CPUs with two cores); 1 or 0; only with ADVANCED_CULLING
; ADVANCED_MASKING_CULLING2=0 ; Masking culling (allows tracks to set custom masking meshes covering other objects); 1 or 0; only with ADVANCED_CULLING
; ADVANCED_MASKING_CULLING_RESOLUTION=256 ; Higher values for more accurate culling, but more expensive preparation step; hidden
; CACHE_ACS=1 ; Cache AC memory layout (improves loading speed); 1 or 0; hidden
; USE_FMM_KN5_2=0 ; Speed up KN5 loading (removes a single textures copying step, broken at the moment); hidden
CUSTOM_SKINNED_BS=1 ; Custom bounding spheres for skinned meshes (improves CPU and GPU performance a bit); 1 or 0
MERGE_DIGITAL_LEDS=1 ; Optimize series of digital LEDs (makes things like 100 RPM segments cost like one in runtime for both preparation and rendering); 1 or 0
[OPTIMIZATIONS_CPU]
; CPU optimizations, experimental (can reduce CPU load in certain situations)
; MERGE_MESHES=0 ; Merge meshes (merge groups of smaller meshes to reduce draw calls); 1 or 0
; PAUSE_HIDDEN_APPS2=1 ; Pause hidden apps (affects only a few known apps which are safe to pause like that); 1 or 0
FLATTEN_NODES=0 ; Flatten nodes (remove unnecessary nodes in scene graph); 1 or 0
USE_CHUNKS=1 ; Chunks optimization (removes distant objects from scene to save time on having to check if they’re close enough or not each time the scene is being rendered. Advanced mode currently might hide too much in replays or with low FOV cameras.); 0 for Disabled, 1 for Basic, 2 for Advanced (experimental)
LIMIT_GENERAL=1 ; Limit some things if there are a lot of cars; 1 or 0
LIMIT_SHADOWS=1 ; Limit shadows; 1 or 0
LIMIT_SMOKE=3 ; Limit smoke (set to 0 to disable limit); from 0 to 5, round to 1
LIMIT_AUDIO=6 ; Limit audio (set to 0 to disable limit); from 0 to 20, round to 1
LIMIT_AUDIO_FOR_OTHER_CARS=0 ; Limit audio for other cars (skips loading of interior audio events and such, experimental); 0 for Disabled, 1 for Online only, 2 for Always; new
[OPTIMIZATIONS_GPU]
; GPU optimizations (can reduce GPU load in certain situations depending on view, track or cars)
OPTIMIZE_MESHES=1 ; Optimize meshes (rearrange index buffers for better cache usage); 1 or 0
OPTIMIZE_MESHES_MORE=0 ; Optimize meshes some more (rearrange to reduce overdraw and improve fetching); 1 or 0
; SEPARATE_SHADOW_MESHES=0 ; Use separate meshes for shadow pass (optimized vertex/index buffers for shadow pass. Might gain an fps or two but increases CPU load slightly. Will dynamically disable under high CPU load); 1 or 0
DEDUPLICATE_MESHES=1 ; Deduplicate meshes (reduces VRAM usage for multiple cars of same type); 1 or 0
DEDUPLICATE_TEXTURES=0 ; Deduplicate textures (very experimental, might increase VRAM usage); 1 or 0
SHADOW_MAP_16BIT=0 ;; hidden
; USE_NEW_DDS_LOADER2=1 ; Use newer DDS loader (much faster textures loading, also might reduce VRAM consumption); hidden
UPGRADE_TEXTURES=0 ; Upgrade AC textures (increases size taken by AC folder a lot, but might improve loading time and VRAM consumption); 1 or 0
BC7_CACHE=1 ; Compress cached textures (applies BC7 compression to cached textures, mostly affects billboards of new trees); 1 or 0
__HINT_BOTTOM=None of these would affect visual quality at all, optimizations just mean more efficient arrangement of things to utilize GPU better. ;; hidden
[FPS_LIMIT_TWEAKS]
; FPS limiter options
USE_ADJUSTED_FRAME_TIME=0 ; Adjust frame time to improve smoothness (pretty much just increases FPS limiter value a bit to make sure there’ll be no occasional drop to 30 FPS because of a possible hiccup); 1 or 0
USE_SLEEP=1 ; Use sleep instruction (applied in case rendering thread needs to wait more than 2 ms per frame; lowers CPU consumption, but might introduce occasional FPS drops — or might not, please, check for yourself); 1 or 0
; USE_PAUSE2=1 ; Use pause instruction (reduces power consumption); 1 or 0; hidden
[GHOST]
; Hotlapping ghost
USE_ORIGINAL_MATERIALS=0 ; Use original car look instead of semi-transparent glowing one; 1 or 0; not available with ADD_EXTRA_GLOW
ADD_EXTRA_GLOW=0 ; Add extra glow to the ghost; 1 or 0; not available with USE_ORIGINAL_MATERIALS
EXTRA_GLOW_EMISSIVE_MULT=1 ; Extra glow, emissive mult.; from 0 to 2, perc.; only with ADD_EXTRA_GLOW
EXTRA_GLOW_LIGHT_MULT=1 ; Extra glow, light mult.; from 0 to 2, perc.; only with ADD_EXTRA_GLOW
REFRACTION_MULT=0 ; Refraction; from 0 to 1, perc.
[SHARED_MEMORY]
; Shared memory tweaks
REDUCE_GFORCES_WHEN_SLOW=0 ; Reduce G-forces for cars slower than 6 km/h (improves D-BOX behavior); 1 or 0
[APPS]
; Tweaks for Python apps
CUSTOM_ERRORS_HANDLING=1 ; Custom errors handling for Python apps; 1 or 0
CUSTOM_ERRORS_HANDLING_MESSAGES=0 ; Show popup messages for first errors during loading, for development; 1 or 0
ENABLE_CACHE=0 ; Enable caching (improves loading speed; might need a run without it if an app has been updated); 1 or 0
; FIX_SHARED_MEMORY2=0 ; Enforce latest shared memory library (replaces “sim_info.py” library most apps use by its latest version, fixing a bug when having an older and a newer apps running together could break the newer app); 1 or 0
[DEV]
; Developer settings
KEEP_BACKGROUND_WORKERS_AROUND=0 ; Keep Lua workers for (time to keep keep Lua background workers in Lua Debug app after they’re finished); from 0 s to 60, round to 1
ALLOW_REPLAYS_ONLINE=0 ; Allow instant replays online (experimental option, doesn’t work with extra data yet); 1 or 0; new
FLAMES_ALWAYS_ON=0 ;; hidden
TRACK_CONDITIONS_RESTORE=0 ; set to 1 to stop lights from getting smoothly lit up when configs are changed; hidden
D3D_DEBUG=0 ;; hidden
GRACEFUL_START=3 ; skips rendering scene for the first N frames to make it easier for GPU to start; hidden
DISABLE_STEAM_INTERFACE=0 ;; hidden
LUA_APPS_DIR=lua ;; hidden
COUNT_LUA_MEMORY=0 ;; hidden
FORCE_LUA_PREPROCESSOR=0 ;; hidden
DISABLE_AUDIO=0 ;; hidden
DISABLE_TEXTURES=0 ;; hidden
BC7_COMPRESSION_LEVEL=3 ; from 0 to 6; hidden
LAZY_CLOUDS_GENERATION=1 ;; hidden
LAZY_MIPS_GENERATION=1 ;; hidden
PROFILE_LOADING=0 ;; hidden
PROFILE_MEMORY=0 ;; hidden
AL_OPT=2 ;; hidden
DISABLE_PROCESS_JOBS=0 ;; hidden
VIRTUAL_REPLAYS_ALLOCATION=0 ;; hidden
NANORT_SCENE_RAYCAST=0 ;; hidden
DX_DEVICE_PRIORITY=7 ;; hidden
CAR_PAINT_TEXTURE_NAMES=metal_details.dds, metal_detail.dds, Metal_detail.dds, car_paint.dds
; EXTRACT_RESOURCES=C:/Temp/Resources