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//
// Audio

// Audio mix
AudioMixPreset@0;5555;35888 = headphones_bass_boost_cer

// 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;59395;43096 = 2 // 0 to 16

// Adjusts the volume of audio in Cinematics


CinematicVolume@0;14317;21371 = 1.000000 // 0.000000 to 1.000000

// Adjusts the volume of the sound effects


EffectsVolume@0;14317;21371 = 1.000000 // 0.000000 to 1.000000

// Adjusts the volume of hit markers


HitMarkersVolume@0;14317;21371 = 1.000000 // 0.000000 to 1.000000

// Licensed Music Volume


LicensedMusicVolume@0;14317;21371 = 1.000000 // 0.000000 to 1.000000

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


threshold
MicAggressiveInTime@0;42578;34323 = 15.000000 // 0.000000 to 300.000000

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


threshold
MicAggressiveOutTime@0;42578;47956 = 60.000000 // 0.000000 to 300.000000

// Mute the microphone after this many seconds of in-game input inactivity (-1 to
disable)
MicInactivityMuteDelay@0;1745;56359 = -1.000000 // -1.000000 to 600.000000

// Microphone voice amount of silence before we cut the mic (after loud talking)
MicLoudTimeOut@0;26255;40397 = 0.500000 // 0.000000 to 5.000000

// Microphone voice amount of silence before we cut the mic (after normal talking)
MicNormalTimeOut@0;26255;21371 = 1.000000 // 0.000000 to 5.000000

// After loud talking detected, use aggressive voice threshold for this long to
prevent possible audio feedback (seconds)
MicPostLoudAggressiveTime@0;42578;46350 = 5.000000 // 0.000000 to 300.000000

// Microphone recording level


MicRecLevel@0;1885;21371 = 65536.000000 // 0.000000 to 1.000000

// Microphone recording level


MicRecLevel@1;19654;21371 = 1.000000 // 0.000000 to 1.000000

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


runtime)
MicThresholdAggressive@0;30099;58954 = 1.995262 // 0.000000 to 100.000000

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


voice_mic_threshold at runtime
MicThresholdLoud@0;30099;60883 = 7.943282 // 0.000000 to 100.000000

// Adjusts the volume of the music


MusicVolume@0;14317;21371 = 1.000000 // 0.000000 to 1.000000

// Sets whether audio should be muted when the game window is out of focus
MuteAudioWhileOutOfFocus@0;57752;48403 = false

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


TelescopeVolume@0;14317;21371 = 1.000000 // 0.000000 to 1.000000

// Using push to talk to activate microphone.


VoicePushToTalk@0;57752;20945 = true

// Adjusts the volume for character dialogues and announcer voices


VoiceVolume@0;14317;21371 = 1.000000 // 0.000000 to 1.000000

// Adjusts overall volume of the game


Volume@0;14317;21371 = 1.000000 // 0.000000 to 1.000000

// War Tracks Volume


WarTracksVolume@0;14317;21371 = 1.000000 // 0.000000 to 1.000000

// Microphone device requested by the user


SoundInputDevice@0;2059;35888 =

// Speaker device requested by the user


SoundOutputDevice@0;2059;35888 = {0.0.0.00000000}.{a3c99f32-e314-44fe-bf00-
c4d8c60f6b88}

// Voice device requested by the user


VoiceOutputDevice@0;2059;35888 = {0.0.0.00000000}.{a3c99f32-e314-44fe-bf00-
c4d8c60f6b88}

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


standard 7.1 mix
WindowsSonicEnable@0;57752;48403 = false

// Sets whether Embody Immerse spatial headphone tech is enabled


ImmerseSpatialAudio@0;57752;48403 = true

//
// Display

// Force specific aspect ratio independent of window aspect ratio


AspectRatio@0;19775;7764 = 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

// Constrain mouse to game window


ConstrainMouse@1;17649;48403 = false

// Color spaces for monitor output


DisplayGamma@0;57228;7764 = BT709_sRGB // one of BT709_sRGB, BT709_BT1886

// Fullscreen mode
DisplayMode@0;22564;11445 = Fullscreen // one of Windowed, Fullscreen, Fullscreen
borderless window, Fullscreen borderless extended window
// Enable focused mode
FocusedMode@0;57752;48403 = false

// Set overlay opacity for the focused mode


FocusedModeOpacity@0;14317;7707 = 0.900000 // 0.000000 to 1.000000

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


Monitor@0;2059;35888 = VS248

// Fullscreen mode preference


PreferredDisplayMode@0;15994;7764 = Fullscreen // one of Fullscreen, Fullscreen
borderless window, Fullscreen borderless extended window

// Refresh rate of used monitor


RefreshRate@0;56178;35888 = 60.000

// Vsync while in menus only


VSyncInMenu@0;55075;11445 = 100% // one of disabled, 100%, 50%, 33%, 25%

// Window height
WindowHeight@0;64387;17138 = 400 // 0 to 32767

// Window is maximized on boot


WindowMaximized@0;57752;48403 = true

// Window width
WindowWidth@0;64387;12850 = 640 // 0 to 32767

// Window X position
WindowX@0;8975;53132 = -32768 // -32768 to 32767

// Window Y position
WindowY@0;8975;53132 = -32768 // -32768 to 32767

// Percentage of window resolution that the 3D scene renders at. value set by the
user. can be smaller than the actual.
ResolutionMultiplier@0;64786;30730 = 59 // 0 to 200

// Enable Nvidia low latency mode. Boost mode request maximum GPU clock frequency
regardless of workload
NvidiaReflex@0;33761;11445 = Enabled // one of Disabled, Enabled, Enabled + boost

// Fullscreen Resolution
Resolution@0;56178;35888 = 1920x1080

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


VSync@0;55075;7764 = disabled // one of disabled, 100%, 50%, 33%, 25%

//
// Gameplay

// Apply custom framerate limit


CapFps@0;57752;20945 = true

// maximum number of AI corpses


CorpseLimit@0;18638;7094 = 28 // 0 to 28

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


DepthOfField@0;57752;20945 = false

// DOF filter quality


DepthOfFieldQuality@0;11629;11445 = Low // one of Low, High

// Custom maximum frames per second when in a match


MaxFpsInGame@0;13305;58861 = 250 // 30 to 300

// Custom maximum frames per second when in menus


MaxFpsInMenu@0;13305;27917 = 120 // 30 to 300

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


MaxFpsOutOfFocus@0;35936;15032 = 30 // 5 to 300

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


BloodLimit@0;57752;48403 = false

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


BloodLimitInterval@0;30928;7741 = 330 // 1 to 2000

// Blink rate of an invalid command hint


InvalidCmdHintBlinkInterval@0;64284;30837 = 600 // 1 to 10000

// Duration of an invalid command hint


InvalidCmdHintDuration@0;5208;21990 = 1800 // 0 to 10000

// Speed of the cursor when selecting a location on the map With a gamepad
MapLocationSelectionCursorSpeed@0;39230;65063 = 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;23423;65063 = 0.600000 // 0.001000 to
2.000000

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


MarksEntsPlayerOnly@0;57752;48403 = false

// Show blood effects


ShowBlood@0;57752;20945 = true

// Weapons eject brass


ShowBrass@0;57752;20945 = true

//
// Graphics

// User preferred anti-aliasing technique


AATechniquePreferred@0;64219;48403 = SMAA // one of SMAA, XeSS, FSR AA

// Absolute target resolution


AbsoluteTargetResolution@0;64285;26972 = none // one of 540P, 640P, 720P, 900P,
1080P, 1440P, native, none

// Show bullet impacts


BulletImpacts@0;57752;20945 = false

// Corpses culling threshold


CorpsesCullingThreshold@0;62572;12490 = 0.600000 // 0.500000 to 1.000000
// Preferred GPU if multiple GPU system
GPUName@0;2059;35888 = AMD Radeon(TM) Graphics

// Reflection probe relighting update stages


ReflectionProbeRelighting@0;42543;9045 = 1 // 1 to 4

// Screen Space Shadow quality level


ScreenSpaceShadowQuality@0;42742;43096 = Off // one of Off, Low, High

// Screen-space reflection quality level


SSRQuality@0;58437;11445 = Off // one of Off, Low, High

// Static sunshadow moment clipmap resolution


StaticSunshadowClipmapResolution@0;21851;46253 = 512 // 0 to 2147483647

// Number of ST LOD to skip


STLodSkip@0;52787;7764 = 0 // 0 to 5

// Tessellation quality level


Tessellation@0;27349;11445 = 0_Off // one of 0_Off, 1_Near, 2_All

// Texture filtering quality level


TextureFilter@0;63279;8284 = aniso 2x // one of aniso 2x, aniso 4x, aniso 8x, aniso
16x

// Texture quality level, high to low ( higher number means lower resolution )
TextureQuality@0;61129;7764 = 3 // 0 to 3

// Ui Quality
UiQuality@0;42500;43096 = Auto // one of 1080P, 4K, Auto

// World streaming quality option


WorldStreamingQuality@0;6770;11445 = Low // one of Low, High

// Strength for Contrast Adaptive Sharpening (CAS)


AMDContrastAdaptiveSharpeningStrength@0;14317;40397 = 0.500000 // 0.000000 to
1.000000

// Select AMD FidelityFX


AMDFidelityFX@0;56444;48403 = FSR 1 // one of Off, CAS, FSR 1, FSR 3

// AMD FidelityFX Super Resolution quality


AMDSuperResolutionQuality@0;27441;8284 = Maximum Performance // one of Maximum
Performance, Balanced, Maximum Quality, Ultra Quality

// AMD FidelityFX Super Resolution 2 & 3 quality


AMDSuperResolution2Quality@0;27441;8284 = Balanced // one of Ultra Performance,
Maximum Performance, Balanced, Maximum Quality, Native Resolution

// Activate FSR 3 Frame Interpolation


FSRFrameInterpolation@0;57752;48403 = false

// Enable deferred physics


DeferredPhysics@0;6619;43096 = Low Quality // one of Low Quality, Medium Quality,
High Quality

// Enables DirectX Raytracing


DxrMode@0;47066;7764 = Off // one of Off, On
// Activate dynamic scene resolution
DynamicSceneResolution@0;57752;48403 = false

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


DynamicSceneResolutionTarget@0;27783;23416 = 16.670000 // 0.000000 to 1000.000000

// XeSS quality
XeSSQuality@0;27441;8284 = Balanced // one of Ultra Performance, Maximum
Performance, Balanced, Maximum Quality, Ultra Quality, Ultra Quality Plus, Native
Resolution

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


VRAM
GPUUploadHeaps@0;57752;20945 = true

// DLSS mode
DLSSMode@0;43179;20945 = DLSS // one of DLSS

// DLSS performance mode


DLSSPerfMode@0;27441;8284 = Maximum Quality // one of Maximum Quality

// DLSS Sharpness.
DLSSSharpness@0;14317;40397 = 0.500000 // 0.000000 to 1.000000

// DLSS-RR performance mode


DLSSRRPerfMode@0;27441;20945 = Maximum Performance // one of Maximum Performance

// Activate Nvidia DLSS Frame Generation


DLSSFrameGeneration@0;57752;48403 = false

// Enable NVIDIA Image Scaling


NVIDIAImageScaling@0;57752;48403 = false

// NVIDIA Image Scaling quality


NVIDIAImageScalingQuality@0;27441;34191 = Maximum Quality // one of Maximum
Performance, Balanced, Maximum Quality, Ultra Quality, Native Resolution

// NVIDIA Image Scaling sharpness


NVIDIAImageScalingSharpness@0;14317;19055 = 0.300000 // 0.000000 to 1.000000

// Ambient lighting quality


AmbientLightingQuality@0;20439;58629 = Off // one of Off, Low, Medium, High, Ultra

// Graphics Quality Preset Level


GraphicsQuality@0;9088;43096 = Balanced // one of Minimum, Basic, Balanced, Ultra,
Extreme

// Models quality level


ModelQuality@0;15002;43096 = Low Quality // one of Low Quality, Medium Quality,
High Quality

// Particle quality level


ParticleQuality@0;60198;58629 = very low // one of very low, low, medium, high

// Shadow Quality Level


ShadowQuality@0;3981;58629 = Very_Low // one of Very_Low, Low, Medium, High,
Very_High
// Set HDR activation mode. Option only takes effect on HDR Display.
HDR@0;3781;43096 = Automatic // one of Off, On, Automatic

// Enable persistent damage layer


PersistentDamageLayer@0;57752;20945 = false

// Enable half resolution reflection probes


ReflectionProbeHalfResolution@0;57752;48403 = true

// If true radial motion blur will be applied based on the player velocity.
EnableVelocityBasedBlur@0;57752;20945 = true

// Select the shader quality setting


ShaderQuality@0;19450;7764 = Low // one of Default, Medium, Low

// Catmull Clark subdivision level


SubdivisionLevel@0;36080;58629 = 0 // 0 to 8

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


SustainabilityMenuSceneResolution@0;15538;11445 = min // one of off, min, full

// Reduce rendering quality after being idle for a certain time period.
SustainabilityReduceQualityIdle@0;35248;11445 = min // one of off, min, full

// Pause rendering in Multiplayer when entering the pause menu or when out of focus
to save power.
SustainabilityPauseRendering@0;57752;48403 = false

// Enable Variable Rate Shading


VRS@0;57752;20945 = false

// r_virtualTexturingMemoryModeDescription
VirtualTexturingMemoryMode@0;992;58629 = Large // one of Extra Small, Small,
Medium, Large, Extra Large

// Volumetric quality
VolumetricQuality@0;25292;43096 = QUALITY_LOW // one of QUALITY_LOW,
QUALITY_MEDIUM, QUALITY_HIGH

// Select water caustics mode


WaterCausticsMode@0;41499;11445 = Off // one of Off, Low Quality, High Quality

// Enables persistent static geometry wetness from water waves.


WaterWaveWetness@0;57752;20945 = false

// Select weather grid volumes quality


WeatherGridVolumesQuality@0;38459;58629 = Off // one of Off, Low, Medium, High,
Ultra

//
// Interface

// Enable hud elements


EnableHUD@0;57752;20945 = true

// Skip introduction movie that plays when game is started


SkipIntro@1;17649;48403 = false
// Controls if the season video plays or not.
SkipSeasonIntroVideo@0;57752;48403 = false

// Whether or not we show the season video when the player logs in the second time
on after seeing the season video.
SkipSeasonVideo@0;57752;20945 = true

// Display the OS cursors instead of the custom game one for accessibility reasons.
UseOSCursors@1;17649;48403 = false

// Enable the player to skip the spash screen if viewed at least once
ViewedSplashScreen@0;57752;48403 = true

// Enable/Disable the FPS counter on PC


ShowFPSCounter@0;57752;48403 = false

//
// Mouse and Gamepad

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


GamepadMenuScrollDelayFirst@0;2139;26978 = 420 // 0 to 1000

// Menu scroll key-repeat delay acceleration from start to end, for repeats after
the first, in milliseconds per repeat
GamepadMenuScrollDelayRestAccel@0;2139;43096 = 2 // 0 to 1000

// Menu scroll key-repeat delay end, for repeats after the first, in milliseconds
GamepadMenuScrollDelayRestEnd@0;2139;17479 = 50 // 0 to 1000

// Menu scroll key-repeat delay start, for repeats after the first, in milliseconds
GamepadMenuScrollDelayRestStart@0;2139;50451 = 210 // 0 to 1000

// Use raw mouse input.


MouseUsesRawInput@0;57752;20945 = true

// Max pitch speed in degrees for game pad


PitchSpeed@0;13349;2099 = 140.000000 // 0.000000 to 280.000000

// Vehicle mouse steering sensitivity


VehicleMouseSteerSensitivity@0;15092;9220 = 2.000000 // 0.010000 to 10.000000

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


WeaponCycleDelay@0;35888;7764 = 0 // 0 to 5000

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


YawSpeed@0;13349;2099 = 140.000000 // 0.000000 to 280.000000

//
// System

// Allows locally stored files to be synced in with the cloud


ConfigCloudStorageEnabled@0;57752;20945 = true

// DO NOT MODIFY. Normalized detected total CPU power, based on cpu type, count,
and speed
DetectedFrequencyGHz@0;21498;7764 = 22.206001 // -
340282346638528859811704183484516925440.000000 to
340282346638528859811704183484516925440.000000

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


DetectedMemoryAmountMB@0;38495;7764 = 14230 // -2147483648 to 2147483647

// Disable autodetect when hardware changes


DisableHWChangeDetection@0;57752;48403 = false

// essdi
ESSDI@0;2059;35888 =

// DO NOT MODIFY. Last Detected GPU driver version


GPUDriverVersion@0;2059;35888 = 23.19.21.01-240819a-407052C-AMD-Software-Adrenalin-
Edition

// DO NOT MODIFY. Last used GPU


LastUsedGPU@0;56178;35888 = AMD Radeon(TM) Graphics

// Indicates whether recommended settings have been set, will reset settings to
recommended if set to 0
RecommendedSet@0;57752;48403 = true

// Thread count for handling the job queue


RendererWorkerCount@0;51989;59387 = 6 // -1 to 16

// Set a target fraction of your PC's video memory to be used by the game
VideoMemoryScale@0;59710;7707 = 0.850000 // 0.000000 to 2.000000

// Last Drive type used for the game use to display a pop up
LastSavedDriveType@0;3662;48403 = ssdorbetter // one of unknown, hdd, ssdorbetter,
count

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


DisplayDriverVersion@0;5555;35888 = 24.9.1

// Recommended display driver version seen during last game startup


DisplayDriverVersionRecommended@0;5555;35888 = 24.8.1

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