V
Valyukh000
31.05.20 11:23 am
Setting User.ltx (S.T.A.L.K.E.R.: Clear Sky)
Note:To improve the quality of graphics you can use user.ltx from a clear sky, download it and place it into:
C:/users/public/documents/S. T. A. L. K. E. R. - Call of Pripyat/ - for Win Vista or 7
C:/Documents and Settings/All Users/Documents/S. T. A. L. K. E. R. - Call of Pripyat/ - for Win XP
And if the saving is in the game directory, then go to save.
Improved shadows in the distance and solving problems with a round shade:
Open the file user.ltx in Notepad, find and put the following values of parameters:
r2_sun_depth_far_bias -0.00001
r2_sun_depth_far_scale 1.
r2_sun_depth_near_bias 0.00001
r2_sun_depth_near_scale 1.
r2_sun_near 25.
Improvement of detail:
Open the file user.ltx in Notepad, find and put the following values of parameters:
r2_ssa_lod_a 64.
r2_ssa_lod_b 96.
Reducing blur distant objects:
Open the file user.ltx in Notepad, find and put the following values of parameters:
r2_dof_enable on
r2_dof_kernel 2.
To include the effect of adaptation of the eye (Exposure Control - realizes the effect of "fit of view
tion" that allows you to see various degrees of detail in t?mnih scenes compared to
overexposed areas).
Open the file user.ltx in Notepad, find the line r2_tonemap off and adjust e? on r2_tonemap on
Now you can set this option:
r2_tonemap_adaptation 2 - the Speed of adaptation to light
r2_tonemap_amount 1
r2_tonemap_lowlum 0.0001 - Intensity lighting?nasty in dark areas
r2_tonemap_middlegray 1.2 - the main parameter-intensity lighting?nasty
* This effect does not work on static lighting.
Analysis of most parameters user.ltx
- Option [value]
- Description
* on - enable, off – disable
DirectX 8
r1_dlights [on, off]
On/off.Off. the light from your flashlight. I do not recommend to turn it off, and the night is too scary.
r1_dlights_clip [10.000 - 150.000]
Perhaps this affects the range of lighting your flashlight.
r1_glows_per_frame [2 - 32]
Sets the number of light sources. Not much effect on the graphics quality and FPS.
r1_lmodel_lerp [0.000 - 0.333]
Controls the amount of linear interpolation of lighting. In short, at higher values of age-
t?t the quality of the graphics of some models, for example, your weapons.
r1_ssa_lod_a [16.000 - of 96,000]
Regulates basal Level of Detail (LOD), the higher the value, the more detail and visibility
objects in the distance, but due to easy drop FPS.
r1_ssa_lod_b [16.000 - 64.000]
Installation is similar to the previous one, but manages to detail some of the features on the map. Again, the higher
the value, the less FPS.
r1_tf_mipbias [-0.500 - 0.500]
Controls h?Dostu textures in the distance. With decreasing values of the texture will be more h?tkie, but for
it will have to pay a slight drop in FPS. Increasing the parameter will make the texture blurry,
but maybe a bit to raise the FPS.
DirectX 9
r2_aa [on, off]
This option includes the so-called pseudoglioma. This is not a real anti-aliasing, but just a little
smears the image on the screen. If you have an LCD monitor, you can get a similar effect for free
putting the screen resolution slightly less than native. When activated, it drops a little FPS. If you include
this option in DX10 mode, it can cause artifacts.
r2_aa_kernel [0.300 - just 0.700]
By controlling the amount of pseudoglioma. The higher the value, the stronger blur. The value of 0.300 Yes?t
a reasonable amount of blur.
r2_aa_break [0.000000 - 1.000000,0.000000 - 1.000000,0.000000 -1.000000]
This option controls the distance at which the acts pseudoglioma. You can pick up
convenient value, but the increases did not necessarily mean an increase in quality. For example, the value
r2_aa_break 0.000000,1.000000,0.000000, will give h?tkie closed space and blurred outdoor space
tion.
r2_aa_weight [0.000000 - 1.000000,0.000000 - 1.000000,0.000000 - 1.000000]
This option is needed for more precise control pseudoparalysis effect. Higher values
the stronger the blur.
r2_allow_r1_lights [on, off]
When the option will be partially used DX8 lighting. Like, performance should
on the lifting, but it can be Vice versa...
r2_dof [0.000000 - 1.000000,0.000000 - 1.000000,0.000000 - 1.000000]
This feature controls the amount of post-filter Depth of Field. But armed forces? better to change the values of the considered-
tion of the options below r2_dof_*.
r2_dof_far [0.000 - 10000.000]
This setting controls the distance at which DoF is enabled. This does not apply to the temporary higher
NIJ DoF (when recharging weapons), and acts constantly. Lowering options with the value 600 by default
increase the blurriness of the picture.
r2_dof_focus [-10000.000 - 10000.000]
The lower this value (by default 1.4), the smaller part of your field of vision will be "in focus-
the Council of Europe". This will be particularly noticeable if you change the values r2_dof_far and r2_dof_near.
r2_dof_kernel [0.000 - 10.000]
This option controls the overall level of DoF. When set to 0, DoF will not be noticeable at all, and higher
numbers increase the level.
r2_dof_near [-10000.000 - 10000.000]
The blur level close to the player objects (e.g. your gun). The default value is
1.25.
r2_dof_sky [-10000.000 - 10000.000]
The level of DoF in relation to the sky. Default is 30, and the higher it is, the more blurred the sky.
r2_gi [on, off]
On/off. more realistic lighting method "Global Illumination" in which light can be reflected with
surfaces and illuminate other surfaces. Enabling this option much, really.t performance.
Option does not work in two modes - "Improved full dynamic lighting".
r2_gi_clip [0.000 - 0.100]
Set the distance of action of Global Illumination.
r2_gi_depth [1 - 5]
Sets the depth of shadows.
r2_gi_photons [8 - 256]
Option controls the level of Global Illumination. Values must be a multiple of 8.
r2_gi_refl [0.001 - 0.990]
Regulates the effect of reflecting surfaces.
r2_gloss_factor [0.000 - 10.000]
The larger the value of this parameter, the stronger are shiny glossy surface.
r2_ls_bloom_fast [on, off]
This option includes an enhanced form of Bloom a, but does not replace HDR Bloom ohms. When enabled, picture Boo
det too bright and blurry, the FPS is almost not affected. You do not need to enable this option to use
to realize other options r2_ls_bloom_*.
r2_ls_bloom_kernel_b [0.010 - 1.000]
Controls the blur level of a Bloom, the higher the value, the stronger illumination from the light sources.
r2_ls_bloom_threshold [0.000 - 1.000]
Adjusts the brightness of the Bloom'a, the larger the value, the less brightness Bloom a, used together with
HDR. As a result, if the value is 1, the picture would be like on the DX8. Can try a value of 0.350 to
bloom was more beautiful.
r2_ls_depth_bias [-0.500 - 0.500]
The regulator of range of kinds of light sources. Low values increase the depth and boundary of the source
increasing the parameter can almost completely remove the light sources. Optimal value for
default.
r2_ls_depth_scale [0.500 - 1.500]
Similar to the previous setting.
r2_ls_squality [0500 - 1.000]
Adjust the quality of shadows.
r2_mblur [0.000 - 1.000]
Regulates lubrication in the movement. Looks great with a value of 0.1, and?m it does not affect FPS.
To activate it, it is not enough to change the setting in the config, you need to run the game with the parameters-
rum –mblur. Open the properties of the game shortcut and in the path to the executable executable add –mblur
using the space bar. Get something like this: "D/Supergames/STALKER/XR_3DA.exe" –mblur. Option does not work in
two modes "Improved full dynamic lighting".
r2_steep_parallax [on, off]
On/off.off.. Parallax Mapping.
r2_parallax_h [0.000 - 0.500]
This option must manage Parallax Mapping'ohms, but no visual changes are observed.
r2_slight_fade [0.020 - 2.000]
The distance setting lighting.
r2_ssa_lod_a [16.000 - of 96,000]
Adjusts the Level of Detail (LOD) for the world games, the higher the value, the more detail and VI-
the need of objects in the distance, but due to easy drop FPS.
r2_ssa_lod_b [32.000 - 64.000]
Option is similar to the previous one, but manages detail of objects.
r2_sun [on, off]
On/off. The sun as a light source. If off, trees and houses will not cast shadows. If the option
enabled, you can play with parameters r2_sun_depth_*.
r2_sun_depth_far_bias [-0.500 - 0.500]
r2_sun_depth_far_scale [0.500 - 1.500]
r2_sun_depth_near_bias [-0.500 - 0.500]
r2_sun_depth_near_scale [0.500 - 1.500]
These parameters control r2_sun if it's enabled. Is the management level of detail of shadows and faces
Tsey sunlight and shadow areas. The optimum values by default.
r2_sun_near [1.000 - 50.000]
Monitors the quality of sunlight at close to the player surfaces.
r2_sun_far [51.000 - 180.000]
Monitors the quality of sunlight on gave?fir the player surfaces.
r2_sun_details [on, off]
The shade the grass.
r2_sun_lumscale [-1.000 - 3.000]
Determines the brightness of the Sun, with values below zero turns off the Sun.
r2_sun_lumscale_amb [0.000 - 3.000]
Adjusts the brightness of objects that are illuminated by the Sun.
r2_sun_lumscale_hemi [0.000 - 3.000]
Adjusts the overall brightness of all objects.
r2_tf_mipbias [-0.500 - 0.500]
Determines how much h?Dimi will be textures in the distance. With decreasing values of the texture will be
more h?tkie, but it will have to pay a slight drop in FPS. Increasing the setting will make
textures are blurry, but maybe a bit to raise the FPS. Does not work in DX10-mode.
r2_tonemap [on, off]
On/off. Tone Mapping. Enabling HDR will make better quality without performance degradation.
The following options r2_tonemap_* allow to configure it.
r2_tonemap_adaptation [0.010 - 10.000]
Option specifies the time to adapt to changes in lighting level.
r2_tonemap_lowlum [0.000 - 1.000]
This setting adjusts the Tone Mapping'and in dark areas. The higher the setting, the darker HDR.
r2_tonemap_middlegray [0.000 - 2.000]
This setting has the strongest effect on the HDR, and if e? to raise, the HDR effect is more of God
th. For example, try a value of 1.2 to HDR in S. T. A. L. K. E. R. e looked like in Oblivion'E.
r2_exp_donttest_shad [on, off]
Experimental option, the inclusion of untested shaders. Most likely, given?t to reduce
performance or artifacts.
r2_soft_particles [on, off]
On/off.off. soft particles.
r2_soft_water [on, off]
On/off.off. soft water.
r2_ssao st_opt_high [off, high]
Setting ssao.
r2_ssao_blur [on, off]
Setting blur.
r2_sun_quality st_opt_high [low, high]
The quality of the sun.
r2_sun_shafts st_opt_high [off, high]
The sun's rays, greatly affect FPS. So you can turn them off FPS is well rise, and the quality
fall?t slightly.
DirectX 10 - 10.1
r3_dynamic_wet_surfaces_far [30.000 - 100.000]
This feature controls the distance at which you can see wet surfaces. The default value of 30 than
it is higher, the more visible a wet surface.
r3_dynamic_wet_surfaces_near [10.000 - 70.000]
This feature controls the distance at which visible wet surface next to the player. Value
default is 10, higher it is, the less detailed player close to the wet surface.
r3_dynamic_wet_surfaces_sm_res [64 - 2048]
Adjust resolution maps of wet surfaces. Initially is 256, if it is to improve the quality of these
surfaces age?t, but FPS will decrease.
r3_gbuffer_opt [on, off]
On/off.off. special optimized rendering under DX10. An inclusion can raise the FPS, but not cause-
which artifacts, and can not call.
r3_msaa [st_opt_off, 2x ,4x ,8x]
Is the management of anti-aliasing in DX10 mode. To save the changes require a restart of the game.
r3_msaa_alphatest st_opt_atest_msaa_dx10_1
r3_use_dx10_1 on
Enable antialiasing of transparent textures (alpha smoothing).
Parameters for all modes
r__supersample [1 - 8]
Configure smoothing. To work in DX10, with this option you need to enable r3_msa.
r__tf_aniso [1 - 16]
Setting anisotropic filtering.
r__dtex_range [5.000 - 175.000]
Set the distance on which you can see highly detailed textures. The higher the value, the dal-
above you can see them.
r__wallmark_ttl [1.000 - 300.000]
Life time effects such as bullet holes, blood, etc. the Higher the value, the longer they will stay-
Xia.
r__geometry_lod [0.1 - 1.2]
The level of detail of the objects. Large values correspond to better detail.
r__detail_density [0.2 - 0.6]
The level of detail of the grass. Large values correspond to better detail.
rs_stats [on, off]
When enabled, the screen will show all the technical statistics, including the number of frames per second
FPS.
snd_acceleration [on, off]
On/off. hardware acceleration of sound.
snd_cache_size [4 to 32]
Configures how much RAM is used for caching sounds, to prevent over-
edenia. It uses two times more memory, that is, if you put 16, will be used
32 MB. It is desirable to set the maximum value (32) to prevent loading sound
game.
snd_targets [4 to 32]
Option specifies the number of simultaneous sound sources, increasing negative impact on quality and productivity
tions in low (read-internal) sound card. On low zvukoveho better to limit value
tion 24.
vid_mode [WxH]
The resolution setting of the screen here you can set resolution, which is not in the game menu.
ai_use_torch_dynamic_lights [on, off]
On\off shadows illuminated by lanterns.
g_always_run [on, off]
By default, when you GM?those Forward?d, the player is running, if this option is off, it will go a step.
texture_lod [0 - 6]
The level of detail delete?electronically textures. The lower the value, the better the texture.
rs_v_sync [on, off]
Vertical sync. I recommend to disable it.
rs_vis_distance [0.4 - 1.5]
Setting visibility.
11 Comments
V
Valyukh000
31.05.20
Twisted Tesla Gigafactory
I am not the author, I randomly found on the Internet, decided it might be useful.
r
rerz
31.05.20
Author plus, it will be useful for the overall development. Pass and 100 years, and the Stalker of the century!
T
T.T.G
31.05.20
Pass and 100 years, and the Stalker of the century!
In a parallel universe long gone S. T. A. L. K. E. R. 3 Moses Lost with a seamless world the size of the universe and a full-fledged RPG component.
Expect further release of the second part, elivery.
V
Valyukh000
31.05.20
Twisted Tesla Gigafactory
well, if you don't want it, why comment? can someone come in handy...
V
Valyukh000
31.05.20
Twisted Tesla Gigafactory
I just threw it here in case someone will be useful, so what?