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Options.4.cod23 (Esport)

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matkadoum57
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100% found this document useful (1 vote)
242 views

Options.4.cod23 (Esport)

Uploaded by

matkadoum57
Copyright
© © All Rights Reserved
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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//
// System
//

// Set a target fraction of your PC's video memory to be used by the game
VideoMemoryScale:1.0 = "0.900000" // 0.000000 to 2.000000

// Thread count for handling the job queue


RendererWorkerCount:1.0 = "5" // -1 to 16

// Allows non-hardware settings to be synced in with the cloud


ConfigCloudStorageEnabled:1.0 = "true"

// Allow campaign savegame to be synced in with the cloud


ConfigCloudSavegameEnabled:0.0 = "true"

// Indicates whether recommended settings have been set, will reset settings to
recommended if set to 0
RecommendedSet:0.0 = "true"

// DO NOT MODIFY. Normalized detected total CPU power, based on cpu type, count,
and speed
DetectedFrequencyGHz:0.0 = "16.848001"

// DO NOT MODIFY. Physical memory detected in the system


DetectedMemoryAmountMB:0.0 = "24511"

// DO NOT MODIFY. Last used GPU


LastUsedGPU:0.0 = "Radeon RX 580 Series"

// DO NOT MODIFY. Last Detected GPU driver version


GPUDriverVersion:0.0 = "23.19.05.01-231017a-397033C-AMD-Software-Adrenalin-Edition"

// Version of the last display driver used to run the game


DisplayDriverVersion:0.0 = "23.11.1"

// Recommended display driver version seen during last game startup


DisplayDriverVersionRecommended:0.0 = "23.11.1"

// essdi
ESSDI:0.0 = ""

//
// Audio
//

// Using push to talk to activate microphone.


VoicePushToTalk:0.0 = "true"

// Audio mix
AudioMix:0.0 = "4" // 0 to 9

// Number of output channels requested by the user. Not necessarily the actual
channel count. Valid values are 2, 4, 6, 8, 16. Zero means use system default.
AudioWantedChannelsNumber:0.0 = "2" // 0 to 16

// Adjusts overall volume of the game


Volume:0.0 = "1.000000" // 0.000000 to 1.000000

// Adjusts the volume for character dialogues and announcer voices


VoiceVolume:0.0 = "0.340000" // 0.000000 to 1.000000

// Adjusts the volume of the music


MusicVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Adjusts the volume of audio in Cinematics


CinematicVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Adjusts the volume of the sound effects


EffectsVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Adjusts the volume of hit markers


HitMarkersVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Sets whether audio should be muted when the game window is out of focus
MuteAudioWhileOutOfFocus:0.0 = "false"

// Licensed Music Volume


LicensedMusicVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// War Tracks Volume


WarTracksVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Adjusts the volume of audio in Telescope (MOTD)


TelescopeVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Mute the microphone after this many seconds of in-game input inactivity (-1 to
disable)
MicInactivityMuteDelay:0.0 = "-1.000000" // -1.000000 to 600.000000

// Microphone recording level


MicRecLevel:0.0 = "65536.000000" // 0.000000 to 65536.000000

// Microphone voice threshold (aggressive, multiplied with voice_mic_threshold at


runtime)
MicThresholdAggressive:0.0 = "1.995262" // 0.000000 to 100.000000

// Microphone voice threshold for detecting loud talking, multiplied with


voice_mic_threshold at runtime
MicThresholdLoud:0.0 = "7.943282" // 0.000000 to 100.000000

// Microphone amount of continuous talk time before we switch to aggressive voice


threshold
MicAggressiveInTime:0.0 = "15.000000" // 0.000000 to 300.000000

// Microphone amount of continuous mute time before we switch to normal voice


threshold
MicAggressiveOutTime:0.0 = "60.000000" // 0.000000 to 300.000000

// After loud talking detected, use aggressive voice threshold for this long to
prevent possible audio feedback (seconds)
MicPostLoudAggressiveTime:0.0 = "5.000000" // 0.000000 to 300.000000

// Speaker device requested by the user


SoundOutputDevice:0.0 = ""
// Microphone device requested by the user
SoundInputDevice:0.0 = ""

// Voice device requested by the user


VoiceOutputDevice:0.0 = ""

// whether to allow MS's 3D spatializer 'Windows Sonic' mode or (false) present a


standard 7.1 mix
WindowsSonicEnable:0.0 = "false"

// Microphone voice amount of silence before we cut the mic (after normal talking)
MicNormalTimeOut:0.0 = "1.000000" // 0.000000 to 5.000000

// Microphone voice amount of silence before we cut the mic (after loud talking)
MicLoudTimeOut:0.0 = "0.500000" // 0.000000 to 5.000000

//
// Gameplay
//

// Apply custom framerate limit


CapFps:0.0 = "false"

// Custom maximum frames per second when in a match


MaxFpsInGame:0.0 = "250" // 30 to 300

// Custom maximum frames per second when in menus


MaxFpsInMenu:1.0 = "120" // 30 to 300

// Custom maximum frames per second when game is out of focus


MaxFpsOutOfFocus:0.0 = "30" // 5 to 300

// Adds blur on out of focus areas when aiming down sights


DepthOfField:0.0 = "false"

// maximum number of AI corpses


CorpseLimit:0.0 = "0" // 0 to 28

// Show blood effects


ShowBlood:0.0 = "false"

// Limit blood effects (to 'prevent excess blood stacking')


BloodLimit:0.0 = "false"

// When limiting blood effects, number of milliseconds between effects.


BloodLimitInterval:0.0 = "1" // 1 to 2000

// Weapons eject brass


ShowBrass:0.0 = "false"

// Marks on entities from player's bullets only.


MarksEntsPlayerOnly:0.0 = "false"

// Duration of an invalid command hint


InvalidCmdHintDuration:0.0 = "1800" // 0 to 10000

// Blink rate of an invalid command hint


InvalidCmdHintBlinkInterval:0.0 = "600" // 1 to 10000
// Speed of the cursor when selecting a location on the map With a gamepad
MapLocationSelectionCursorSpeed:0.0 = "0.600000" // 0.001000 to 1.000000

// Speed of the cursor when selecting a location on the map when using a MOUSE to
control the cursor
MapLocationSelectionCursorSpeedMouse:0.0 = "0.600000" // 0.001000 to 2.000000

//
// Display
//

// Fullscreen mode
DisplayMode:0.0 = "Fullscreen" // one of [Windowed, Fullscreen, Fullscreen
borderless window, Fullscreen borderless extended window]

// Fullscreen mode preference


PreferredDisplayMode:0.0 = "Fullscreen" // one of [Fullscreen, Fullscreen
borderless window, Fullscreen borderless extended window]

// Constrain mouse to game window


ConstrainMouse:0.0 = "false"

// Window X position
WindowX:0.0 = "-32768" // -32768 to 32767

// Window Y position
WindowY:0.0 = "-32768" // -32768 to 32767

// Window width
WindowWidth:0.0 = "640" // 0 to 32767

// Window height
WindowHeight:0.0 = "400" // 0 to 32767

// Window is maximized on boot


WindowMaximized:0.0 = "false"

// Monitor name of the monitor used to display the game


Monitor:0.0 = "24VCF (1)"

// Refresh rate of used monitor


RefreshRate:0.0 = "60.000"

// Synchronizes framerate with refresh rate to prevent screen tearing issues


VSync:0.1 = "disabled" // one of [disabled, 100%, 50%, 33%, 25%]

// Vsync while in menus only


VSyncInMenu:1.1 = "disabled" // one of [disabled, 100%, 50%, 33%, 25%]

// Fullscreen Resolution
Resolution:0.0 = "1920x1080"

// Percentage of window resolution that the 3D scene renders at. value set by the
user. can be smaller than the actual.
ResolutionMultiplier:0.0 = "100" // 0 to 200

// Force specific aspect ratio independent of window aspect ratio


AspectRatio:0.0 = "auto" // one of [auto, standard, 5:4, wide 16:10, wide 16:9,
wide 18:9, wide 19.5:9, wide 21:9, wide 32:9]
// Color spaces for monitor output
DisplayGamma:0.0 = "BT709_sRGB" // one of [BT709_sRGB, BT709_BT1886]

// Enable focused mode


FocusedMode:0.0 = "false"

// Set overlay opacity for the focused mode


FocusedModeOpacity:0.0 = "0.000000" // 0.000000 to 1.000000

// Enable Nvidia low latency mode. Boost mode request maximum GPU clock frequency
regardless of workload
NvidiaReflex:0.0 = "Enabled" // one of [Disabled, Enabled, Enabled + boost]

//
// Graphics
//

// Preferred GPU if multiple GPU system


GPUName:0.0 = "Radeon RX 580 Series"

// Texture quality level, high to low ( higher number means lower resolution )
TextureQuality:0.0 = "3" // 0 to 3

// Texture filtering quality level


TextureFilter:0.0 = "TEXTURE_FILTER_ANISO16X" // one of [TEXTURE_FILTER_NEAREST,
TEXTURE_FILTER_LINEAR, TEXTURE_FILTER_ANISO2X, TEXTURE_FILTER_ANISO4X,
TEXTURE_FILTER_ANISO8X, TEXTURE_FILTER_ANISO16X, TEXTURE_FILTER_CMP]

// Particle quality level


ParticleQuality:0.0 = "low" // one of [very low, low, medium, high]

// Show bullet impacts


BulletImpacts:0.0 = "false"

// Tessellation quality level


Tessellation:0.0 = "0_Off" // one of [0_Off, 1_Near, 2_All]

// Models quality level


ModelQuality:0.0 = "Low Quality" // one of [Low Quality, Medium Quality, High
Quality]

// Corpses culling threshold


CorpsesCullingThreshold:0.0 = "0.500000" // 0.500000 to 1.000000

// Catmull Clark subdivision level


SubdivisionLevel:0.0 = "0" // 0 to 8

// Ui Quality
UiQuality:0.0 = "Auto" // one of [1080P, 4K, Auto]

// World streaming quality option


WorldStreamingQuality:0.0 = "Low" // one of [Low, High]

// Activate dynamic scene resolution


DynamicSceneResolution:0.0 = "false"

// Target frame time in ms for dynamic scene resolution.


DynamicSceneResolutionTarget:0.0 = "16.670000" // 0.000000 to 100.000000
// Absolute target resolution
AbsoluteTargetResolution:0.0 = "none" // one of [540P, 640P, 720P, 900P, 1080P,
1440P, native, none]

// Volumetric quality
VolumetricQuality:0.0 = "QUALITY_LOW" // one of [QUALITY_LOW, QUALITY_MEDIUM,
QUALITY_HIGH]

// Screen Space Shadow quality level


ScreenSpaceShadowQuality:0.0 = "Off" // one of [Off, Low, High]

// Quality level of shadows from the sun at a distance


SunShadowCascade:0.0 = "Low (1 cascade)" // one of [Low (1 cascade), Medium
(1-2 cascades), High (2-3 cascades)]

// Shadow Quality Level


ShadowQuality:0.0 = "Very_Low" // one of [Very_Low, Low, Medium, High, Very_High]

// Screen-space ambient occlusion method


SSAOTechnique:0.0 = "Off" // one of [Off, GTAO, MDAO, GTAO & MDAO]

// Screen-space reflection mode


SSRMode:0.0 = "Off" // one of [Off, Deferred LQ, Deferred HQ]

// User preferred anti-aliasing technique


AATechniquePreferred:0.3 = "Filmic SMAA T2x" // one of [Filmic SMAA T2x, XeSS, FSR
AA]

// Reflection probe relighting update stages


ReflectionProbeRelighting:0.0 = "1" // 1 to 4

// Static sunshadow moment clipmap resolution


StaticSunshadowClipmapResolution:0.0 = "0" // 0 to 2147483647

// DLSS mode
DLSSMode:0.0 = "DLSS"

// Activate Nvidia DLSS Frame Generation


DLSSFrameGeneration:0.0 = "false"

// XeSS quality
XeSSQuality:0.0 = "Balanced" // one of [Maximum Performance, Balanced, Maximum
Quality, Ultra Quality, Custom]

// Select AMD FidelityFX


AMDFidelityFX:0.0 = "CAS" // one of [Off, CAS, FSR 1, FSR 3]

// AMD FidelityFX Super Resolution quality


AMDSuperResolutionQuality:0.0 = "Maximum Quality" // one of [Maximum Performance,
Balanced, Maximum Quality, Ultra Quality]

// Strength for Contrast Adaptive Sharpening (CAS)


AMDContrastAdaptiveSharpeningStrength:0.0 = "0.500000" // 0.000000 to 1.000000

// AMD FidelityFX Super Resolution 2 & 3 quality


AMDSuperResolution2Quality:0.0 = "Balanced" // one of [Ultra Performance, Maximum
Performance, Balanced, Maximum Quality, Native Resolution]
// Activate FSR 3 Frame Interpolation
FSRFrameInterpolation:0.0 = "false"

// Enable NVIDIA Image Scaling


NVIDIAImageScaling:0.0 = "false"

// NVIDIA Image Scaling quality


NVIDIAImageScalingQuality:0.0 = "Native Resolution" // one of [Maximum Performance,
Balanced, Maximum Quality, Ultra Quality, Custom, Native Resolution]

// NVIDIA Image Scaling sharpness


NVIDIAImageScalingSharpness:0.0 = "0.100000" // 0.000000 to 1.000000

// Set HDR activation mode. Option only takes effect on HDR Display.
HDR:0.0 = "Automatic" // one of [Off, On, Automatic]

// Select the shader quality setting


ShaderQuality:0.0 = "Low" // one of [Default, Medium, Low]

// Enable Variable Rate Shading


VRS:0.0 = "true"

// Enable deferred physics


DeferredPhysics:0.0 = "Low Quality" // one of [Low Quality, Medium Quality, High
Quality, Developer]

// Enable persistent damage layer


PersistentDamageLayer:0.0 = "false"

// Number of ST LOD to skip


STLodSkip:0.0 = "0" // 0 to 5

// Select water caustics mode


WaterCausticsMode:0.0 = "Off" // one of [Off, Low Quality, High Quality]

// Enables persistent static geometry wetness from water waves.


WaterWaveWetness:0.0 = "false"

// Enable half resolution reflection probes


ReflectionProbeHalfResolution:0.0 = "true"

// Sets which memory mode to use for physical textures. 0:Extra small (11x11, 121
slots), 1:Small (16x16, 256 slots), 2:Medium (23x23, 529 slots), 3:Large (32x32,
1024 slots), 4:Extra large (45x45, 2025 slots).
VirtualTexturingMemoryMode:0.1 = "Large" // one of [Extra Small, Small, Medium,
Large, Extra Large]

// Select weather grid volumes quality


WeatherGridVolumesQuality:0.0 = "Off" // one of [Ultra, High, Medium, Low, Off]

// Enables DirectX Raytracing


DxrMode:0.0 = "Off" // one of [Off, On]

// Enables optimisations when resizable-bar is supported by uploading more data to


VRAM
GPUUploadHeaps:0.0 = "true"

// If true radial motion blur will be applied based on the player velocity.
EnableVelocityBasedBlur:0.0 = "false"
// Pause rendering in Multiplayer when entering the pause menu or when out of focus
to save power.
SustainabilityPauseRendering:0.0 = "false"

// Drop the dynamic scene resolution in non-interactive scenes to save power.


SustainabilityMenuSceneResolution:0.0 = "min" // one of [off, min, full]

//
// Interface
//

// Skip introduction movie that plays when game is started


SkipIntro:0.0 = "true"

// Enable the player to skip the spash screen if viewed at least once
ViewedSplashScreen:0.0 = "true"

// Display the OS cursors instead of the custom game one for accessibility reasons.
UseOSCursors:0.0 = "false"

// Enable/Disable the FPS counter on PC


ShowFPSCounter:0.0 = "false"

// Enable hud elements


EnableHUD:0.0 = "true"

// Whether or not we show the season video when the player logs in the second time
on after seeing the season video.
SkipSeasonVideo:0.0 = "true"

// Controls if the season video plays or not.


SkipSeasonIntroVideo:0.0 = "false"

//
// Mouse and Gamepad
//

// Set minimum delay in milliseconds between valid mouse wheel inputs


WeaponCycleDelay:0.0 = "0" // 0 to 5000

// Use raw mouse input.


MouseUsesRawInput:0.0 = "true"

// Max yaw speed in degrees for game pad and keyboard


YawSpeed:0.0 = "140.000000" // 0.000000 to 280.000000

// Max pitch speed in degrees for game pad


PitchSpeed:0.0 = "140.000000" // 0.000000 to 280.000000

// Vehicle mouse steering sensitivity


VehicleMouseSteerSensitivity:0.0 = "2.000000" // 0.010000 to 10.000000

// Menu scroll key-repeat delay, for the first repeat, in milliseconds


GamepadMenuScrollDelayFirst:0.0 = "420" // 0 to 1000

// Menu scroll key-repeat delay start, for repeats after the first, in milliseconds
GamepadMenuScrollDelayRestStart:0.0 = "210" // 0 to 1000
// Menu scroll key-repeat delay end, for repeats after the first, in milliseconds
GamepadMenuScrollDelayRestEnd:0.0 = "50" // 0 to 1000

// Menu scroll key-repeat delay acceleration from start to end, for repeats after
the first, in milliseconds per repeat
GamepadMenuScrollDelayRestAccel:0.0 = "2" // 0 to 1000

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