RAGE cfg maker

Post » Tue May 15, 2012 11:53 pm

So do I copy and paste the whole output code, from top to bottom after it's generated? Didn't know if those first few lines "echo Do Not Argue, etc" need to be copied, too, just want to copy the right stuff, lol. Thx again!


You don't have to copy the "echo" part but I just copy it cause I am too lazy to edit it all out. :P

While we're at it, new patch actually broke the game for me. Added 15-20 second freeze every min compared to the occasional 1-2 second freezes I was getting every 5-10 mins before. I re-installed the game and didn't apply the patch this time. Now I can run the game just fine with textures loading pretty fast compared to what id shipped, all thanks to the cfg maker. Good job OP.

BTW, if anyone wants, for dual core users with a 512 MB cards (I have 9800GTX+). Set all in-game options, turn on CUDA transcoding in-game as well along with resolution and AA. Then use this CFG while forcing Vsync through nvidia control panel (in-game Vsync is broken in new patch, made the game worse):

echo console and intro skip activecom_allowconsole "1"com_skipIntroVideo "1"echo Render Settings activer_sb_imageSize "768"r_useNewPrivateLighting "1"r_useHardwareTextures "1"r_useSMP "1"r_dimShadowHeightTweak "0.9"r_dimShadowForceHighQuality "0"r_dimShadowResolution "768"r_noBreakableShadows "0"echo Game Settings activeg_showPlayerShadow "0"echo Virtual Texture Settings activevt_nopreload "0"vt_minMipLevelInstalled "0"vt_uncompressedVmtr "1"image_useCompression "0"vt_maxPPF "8"vt_maxaniso "4"image_anisotropy "4"vt_minlod "-2"vt_lodBias "-2"image_lodbias "-1"vt_vmtrcompression "none"mt_genCompression "none"vt_qualityDCTChroma "80"vt_qualityDCTLuma "90"vt_qualityDCTNormal "60"vt_qualityDCTPower "80"vt_qualityDCTSpecular "80"vt_qualityHDPLossless "1"vt_qualityHDPDiffuse "30"vt_qualityHDPNormal "30"vt_qualityHDPPower "40"vt_qualityHDPSpecular "25"r_sb_frustomFOV "92"echo make sure the engine does not skip any settingsaf_skipAirFriction "0"af_skipFriction "0"af_skipLimits "0"af_skipSelfCollision "0"echo Sound Settings actives_useCompression "1"s_streamBufferSizeK "52"s_reverb "1"s_occlusionDistance "1024"s_maxSamples "8"s_maxEmitterChannels "32"com_skipDiscSwapStateManager "0"com_skipGameRenderView "0"com_skipInputRouting "0"com_skipIntroVideo "0"com_skipSignInManager "0"face_skipBlink "0"face_skipGestures "0"face_skipHead "0"face_skipLidDeform "0"face_skipLipsync "0"face_skipMood "0"face_skipProcedural "0"g_skipBombTimerFailTarget "0"g_skipBreakableParticles "0"g_skipCloth "0"g_skipFXManager "0"g_skipViewEffects "0"g_skipWaterSim "0"g_weaponSkipSound "0"gc_skipFiction "0"pm_skipAnimation "0"r_skipAugment "0"r_skipAutosprites "0"r_skipBaseSurfaces "0"r_skipBeams "0"r_skipBlendedSurfaces "0"r_skipBlendLights "0"r_skipCloth "0"r_skipCommits "0"r_skipDecals "0"r_skipDetailModels "0"r_skipDetailTris "0"r_skipDimShadows "0"r_skipDistortionSurfaces "0"r_skipDynamic "0"r_skipDynamicLighting "0"r_skipEffects "0"r_skipEmissiveGlare "0"r_skipFeedback "0"r_skipFlares "0"r_skipFoliage "0"r_skipGeneratedFileCheck "0"r_skipGlare "0"r_skipGuis "0"r_skipLightCPUCulling "0"r_skipLightGPUCulling "0"r_skipLights "0"r_skipMergeMeshes "0"r_skipModelCPUCulling "0"r_skipModelGPUCulling "0"r_skipModelRangeCulling "0"r_skipModels "0"r_skipNodeCPUCulling "0"r_skipNodeGPUCulling "0"r_skipOcclusionBaseModel "0"r_skipParticles "0"r_skipSlowLights "0"r_skipStripDeadCode "0"r_skipSuppress "0"r_skipSurfaceCPUCulling "0"r_skipTransparencySort "0"r_skipUpdateInView "0"r_skipViewParms "0"r_skipVmtrs "0"r_skipWaterSurfaces "0"r_skipWorld "0"r_skipZCullReconstruct "0"r_multiSamples "2"r_shadows "1"r_lazyBindParms "0"r_lazyBindPrograms "0"r_lazyBindTextures "0"vt_restart r_forceVmtrReload "1"


Do note that I am not forcing texture resolution. Game automatically resizes textures everywhere. If you force them through CFG the game will use that resolution for every texture. Let the game decide the resolution and you will see high-low res texture variation, which is way better as far as I am concerned. I have AA set to x2 in CFG and in-game (game runs at 1980x1080 at like 60 FPS on my dual core), you can remove that CFG option if you want.
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Sunny Under
 
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Post » Wed May 16, 2012 8:44 am

So do I copy and paste the whole output code, from top to bottom after it's generated? Didn't know if those first few lines "echo Do Not Argue, etc" need to be copied, too, just want to copy the right stuff, lol. Thx again!

The echo parts are handy for CFG updates as I update the tool on a regular basis, and a little community help to spread the word isn't a bad thing is it? Indeed they are not needed but it's handy to see if the whole config gets loaded and what version of the config you're running.
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Liii BLATES
 
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Post » Tue May 15, 2012 7:16 pm

The only time this tool gave me beyond 60fps was when i made a config that made the game so blurry/out of focus that it hurt my eyes to look at it. Otherwise ive had no luck with it improving my FPS.

I do notice that when the game runs, my CPU goes to 100% and my GPU goes to 30-40% if any. Seems this game isnt properly utilizing my GPU. Any way to force the game to do that somehow? A config addition maybe?

setup:
C2D E6600 @1333fsb, 3ghz on water cooling
ATI 5770 1gb graphcis card, I run 1680x1050 resolution
EVGA 680i SLI Motherboard
4gb DDR2 800 Ram
Momentus XT hybrid SSD/HDD
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[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Wed May 16, 2012 3:02 am

I made this config w/ your tool only issue I have now is screen freeze up :brokencomputer: Any idea how I can fix it ? ANYONE lol :hubbahubba: Also I went back to the Ati patch on Oct 4 to get my Fps back :celebration:


My box is:
i7 CPU 975
6 gigs ddr 3 ram 1600MHz
Radeon HD 6990 vid card 4GB GDDR5
Screen res is 5896 X 1080 <---samsung MD230x3 monitor
win 7 ultimate 64bit
Sabertooth x58 m/b




//Date 10-10-11
//Settings Default configured for 6 core CPU



echo Do Not Argue - no arguments needed
echo RAGE - cfg version: 1.1
echo * added - descriptions to the options hover over them to get some info on the settings
echo * added - several default added cvars to ensure the engine uses all its functions
echo * added - number of anti-aliasing samples (0= no multi-sampled FBO) r_multiSamples
echo * added - compression method for generated pages "mt_genCompression"
echo * fixed - force everything to high quality setting "image_useCompression"

echo RAGE - cfg version: 1.0
echo initial release

echo console and intro skip active
com_allowconsole "0"
com_skipIntroVideo "1"
echo Render Settings active
r_sb_imageSize "768"
r_useNewPrivateLighting "0"
r_useHardwareTextures "0"
r_useSMP "0"
r_dimShadowHeightTweak "0.9"
r_dimShadowForceHighQuality "0"
r_dimShadowResolution "768"
r_noBreakableShadows "0"

echo Game Settings active
g_showPlayerShadow "0"

echo Virtual Texture nVidia Settings active
vt_cudaRLE "0"
vt_cudaBudget "14"
vt_useCudaTranscode "0"

echo Virtual Texture Settings active
vt_nopreload "0"
vt_minMipLevelInstalled "0"
vt_uncompressedVmtr "0"
image_useCompression "1"
vt_maxPPF "32"
vt_maxaniso "2"
image_anisotropy "2"
vt_minlod "0"
vt_lodBias "0"
image_lodbias "0"
vt_vmtrcompression "DCT"
mt_genCompression "DCT"
vt_qualityDCTChroma "80"
vt_qualityDCTLuma "90"
vt_qualityDCTNormal "60"
vt_qualityDCTPower "80"
vt_qualityDCTSpecular "80"
vt_qualityHDPLossless "0"
vt_qualityHDPDiffuse "30"
vt_qualityHDPNormal "30"
vt_qualityHDPPower "40"
vt_qualityHDPSpecular "25"
vt_pageimagesizeuniquediffuseonly2 "4096"
vt_pageimagesizeuniquediffuseonly "4096"
vt_pageimagesizeunique "4096"
vt_pageimagesizevmtr "4096"
r_sb_frustomFOV "92"

echo make sure the engine does not skip any settings
af_skipAirFriction "0"
af_skipFriction "0"
af_skipLimits "0"
af_skipSelfCollision "0"
echo Sound Settings active
s_useCompression "1"
s_streamBufferSizeK "42"
s_reverb "1"
s_occlusionDistance "768"
s_maxSamples "5"
s_maxEmitterChannels "24"
com_skipDiscSwapStateManager "0"
com_skipGameRenderView "0"
com_skipInputRouting "0"
com_skipIntroVideo "0"
com_skipSignInManager "0"
face_skipBlink "0"
face_skipGestures "0"
face_skipHead "0"
face_skipLidDeform "0"
face_skipLipsync "0"
face_skipMood "0"
face_skipProcedural "0"
g_skipBombTimerFailTarget "0"
g_skipBreakableParticles "0"
g_skipCloth "0"
g_skipFXManager "0"
g_skipViewEffects "0"
g_skipWaterSim "0"
g_weaponSkipSound "0"
gc_skipFiction "0"
pm_skipAnimation "0"
r_skipAugment "0"
r_skipAutosprites "0"
r_skipBaseSurfaces "0"
r_skipBeams "0"
r_skipBlendedSurfaces "0"
r_skipBlendLights "0"
r_skipCloth "0"
r_skipCommits "0"
r_skipDecals "0"
r_skipDetailModels "0"
r_skipDetailTris "0"
r_skipDimShadows "0"
r_skipDistortionSurfaces "0"
r_skipDynamic "0"
r_skipDynamicLighting "0"
r_skipEffects "0"
r_skipEmissiveGlare "0"
r_skipFeedback "0"
r_skipFlares "0"
r_skipFoliage "0"
r_skipGeneratedFileCheck "0"
r_skipGlare "0"
r_skipGuis "0"
r_skipLightCPUCulling "0"
r_skipLightGPUCulling "0"
r_skipLights "0"
r_skipMergeMeshes "0"
r_skipModelCPUCulling "0"
r_skipModelGPUCulling "0"
r_skipModelRangeCulling "0"
r_skipModels "0"
r_skipNodeCPUCulling "0"
r_skipNodeGPUCulling "0"
r_skipOcclusionBaseModel "0"
r_skipParticles "0"
r_skipSlowLights "0"
r_skipStripDeadCode "0"
r_skipSuppress "0"
r_skipSurfaceCPUCulling "0"
r_skipTransparencySort "0"
r_skipUpdateInView "0"
r_skipViewParms "0"
r_skipVmtrs "0"
r_skipWaterSurfaces "0"
r_skipWorld "0"
r_skipZCullReconstruct "0"
r_multiSamples "0"
r_shadows "1"
r_lazyBindParms "0"
r_lazyBindPrograms "0"
r_lazyBindTextures "0"

vt_restart
r_forceVmtrReload "1"
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mike
 
Posts: 3432
Joined: Fri Jul 27, 2007 6:51 pm

Post » Wed May 16, 2012 4:01 am

Just wanted to say thanks for this sweet tool! i have had NO trouble with RAGE, but in the videos i was amazed with how the grass would get pushed aside when the player walked over it, i have never seen such an interaction! But sadly that wasn't the case when i started playing :-/ After using your .cfg file, and having all the "skip" variables set to 0 the grass gets moved by me!!!!! And of course the texture streaming issue was gone, i love my razar mouse...

Great game, i've been loving it for the past few days. Thanks again!

Peace and Love!

EDIT: Q9550, ATI 5770 1gb @ 1920 x 1080, 4gb RAM, C drive and game drive are OCZ Vertex SSD
60 fps constant, its been almost 2 years since i upgraded any hardware...
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Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Tue May 15, 2012 11:39 pm

Very cool, are there settings to adjust the run, walk and crouch speeds? I always found them to be way too fast.
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Zualett
 
Posts: 3567
Joined: Mon Aug 20, 2007 6:36 pm

Post » Wed May 16, 2012 6:32 am

For "maximum number of transcoded pages per frame" theres no option for tri-core CPUs like the Phenom II x3 and Athlon II x3.
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Destinyscharm
 
Posts: 3404
Joined: Sun Jul 23, 2006 6:06 pm

Post » Tue May 15, 2012 11:26 pm

Just wanted to say thanks for this sweet tool! i have had NO trouble with RAGE, but in the videos i was amazed with how the grass would get pushed aside when the player walked over it, i have never seen such an interaction! But sadly that wasn't the case when i started playing :-/ After using your .cfg file, and having all the "skip" variables set to 0 the grass gets moved by me!!!!! And of course the texture streaming issue was gone, i love my razar mouse...

Great game, i've been loving it for the past few days. Thanks again!

Peace and Love!

EDIT: Q9550, ATI 5770 1gb @ 1920 x 1080, 4gb RAM, C drive and game drive are OCZ Vertex SSD
60 fps constant, its been almost 2 years since i upgraded any hardware...

I'm loving it as well :) and glad you like the tool.

Very cool, are there settings to adjust the run, walk and crouch speeds? I always found them to be way too fast.

I'm updating the RAGE CFG maker to 1.3, ill look into the RUN / WALK / CROUCH speeds


For "maximum number of transcoded pages per frame" theres no option for tri-core CPUs like the Phenom II x3 and Athlon II x3.

Ill add a tri-core option as but you should be alright with quad-core settings.

@rest
If there are any suggestions and or questions please don't hesitate to say or ask so, I'm updating the tool to 1.3 at this moment so maybe I can put in some more options if needed.
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matt
 
Posts: 3267
Joined: Wed May 30, 2007 10:17 am

Post » Tue May 15, 2012 8:47 pm

I have update the RAGE CFG maker to version 1.3

RAGE – cfg version: 1.3
  • TEST – Added forced option to try and fix the black squares/missing textures
  • added – Several Player Movement options (run / walk / crouch)
  • added – Option to turn off all AimAssist – “g_AimAssist_Disable_All”
  • added – Vsync Mode / wglSwapInterval – “r_swapInterval”
  • added – Option to turn off blood,splats,sprays and gibs effects – “g_bloodEffects”
  • added – Gibs option – “g_reactivateGibsForMover”
  • added – Field of View option – “g_fov”
  • deleted – Size (in kb) of the temporary streaming buffers – “s_streamBufferSizeK” – can only be set in the launch options
  • deleted – Use compressed sound files (mp3/xma) forced to 1 – “s_useCompression” – uncompressed sounds will not work
Note: Vsync Mode / wglSwapInterval can cause instant crashes. If this happens for you set r_swapInterval to 0 or 1 and see if this fixes the issue
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Alex [AK]
 
Posts: 3436
Joined: Fri Jun 15, 2007 10:01 pm

Post » Wed May 16, 2012 5:15 am

Fantastic Tool!

As you have added a toggle for sprinting, could you also add a toggle option for crouch and sights?
The vehicle camera is inverted. Would be great to have a fix for that too.

So i dont have to use 2 ahk scripts and mouse and keyboard macros to play.

Thanks
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Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Tue May 15, 2012 10:23 pm

Fantastic Tool!

As you have added a toggle for sprinting, could you also add a toggle option for crouch and sights?
The vehicle camera is inverted. Would be great to have a fix for that too.

So i dont have to use 2 ahk scripts and mouse and keyboard macros to play.

Thanks
crouch can be added as far as I know there's no command to toggle the iron sight (I would have liked that myself as well)
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REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Wed May 16, 2012 1:46 am

The walk and run speed settings don't seem to work. tried the slower speeds on all of them and still felt the same.

EDIT: Actually, the config file itself isnt working... I put it in my Base folder... anything else I need to do?
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Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Wed May 16, 2012 2:36 am

Don't want to sound rude but are you sure your file is called "rageConfig.cfg" as the config is working and loading fine for me. Indeed some settings seem to be locked after the new patch but most cvars should still work
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Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Tue May 15, 2012 10:41 pm

Don't want to sound rude but are you sure your file is called "rageConfig.cfg" as the config is working and loading fine for me. Indeed some settings seem to be locked after the new patch but most cvars should still work


Yeah, I triple checked the name. Is it possible I need to clear out the cfg information from the game first, as I had another cfg file in there with some older tweaks...
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I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Wed May 16, 2012 7:03 am

Thank you very much.
Works fine.
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jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Wed May 16, 2012 6:43 am

Still loving RAGE, all thanks to your sweet config! Its been two days and i haven't messed with any settings, just enjoyed the game. Thanks for including the walk speed, it felt a little too fast for me, mostly in the towns, even with a 4000 dpi mouse. The only complaint that i have with RAGE now is that in the menus the mouse acceleration is crazy fast. Its good in the pause menu, but in the crafting screen and dealing with the shop keepers and the mini games its crazy. If you could find a setting to fix that, i would be most happy.

Peace and Love!
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FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Wed May 16, 2012 9:03 am

I did a bit more experimenting with the settings.

With the following graphics settings and no rageconfig.cfg file, the appearance is excellent on my laptop at 1920x1080 and about the same as it was prior to the patch, when I was using the cfg file from KillerSneak's website:

1. Texture Cache @ Large
2. AA @ 8x
3. AF @ High
4. vsync @ Smart


I have to hand it to you KillerSneak - I created a new rageconfig.cfg file and went back to the Dead City area and the textures were greatly improved, especially inside the hospital area with the huge atrium.

Perhaps it is because there are a lot of surfaces visible at close range, but the visual improvement within the Dead City is very noticeable, comparing maxed settings (post patch) without a cfg file vs. using the following cfg file:

Spoiler

echo Do Not Argue - no arguments neededecho RAGE - cfg version: 1.3echo * TEST - Added forced option to try and fix the black squares/missing texturesecho * added - Several Player Movement options (run / walk / crouch)echo * added - Option to turn off all AimAssist - "g_AimAssist_Disable_All"echo * added - Vsync Mode / wglSwapInterval - "r_swapInterval"echo * added - Option to turn off blood,splats,sprays and gibs effects - "g_bloodEffects"echo * added - Gibs option - "g_reactivateGibsForMover"echo * added - Field of View option - "g_fov"echo * deleted - Size (in kb) of the temporary streaming buffers - "s_streamBufferSizeK" - can only be set in the launch optionsecho * deleted - Use compressed sound files (mp3/xma) forced to 1 - "s_useCompression" - uncompressed sounds will not workecho RAGE - cfg version: 1.2echo * added - Forced VMTR reload as standart/non changeable valueecho * added - Sound Settings optionsecho * fixed - Virtual Texture No Preload default to 0 instead of 1 "vt_nopreload"echo Do Not Argue - no arguments neededecho RAGE - cfg version: 1.1echo * added - descriptions to the options hover over them to get some info on the settingsecho * added - several default added cvars to ensure the engine uses all its functionsecho * added - number of anti-aliasing samples (0= no multi-sampled FBO) r_multiSamplesecho * added - compression method for generated pages "mt_genCompression"echo * fixed - force everything to high quality setting "image_useCompression"echo RAGE - cfg version: 1.0echo initial releaseecho console and intro skip activecom_allowconsole "1"com_skipIntroVideo "1"echo Render Settings activer_sb_imageSize "1024"r_useNewPrivateLighting "1"r_useHardwareTextures "1"r_useSMP "1"r_dimShadowHeightTweak "0"r_dimShadowForceHighQuality "1"r_dimShadowResolution "1024"r_noBreakableShadows "0"echo Game Settings activeg_showPlayerShadow "1"g_fov "80"g_reactivateGibsForMover "0"g_bloodEffects "1"g_AimAssist_Disable_All "0"echo Virtual Texture nVidia Settings activevt_cudaRLE "1"vt_cudaBudget "14"vt_useCudaTranscode "0"echo Virtual Texture Settings activevt_nopreload "0"vt_minMipLevelInstalled "2"vt_uncompressedVmtr "1"image_useCompression "0"vt_maxPPF "64"vt_maxaniso "4"image_anisotropy "4"vt_minlod "-2"vt_lodBias "-2"image_lodbias "-1"vt_vmtrcompression "none"mt_genCompression "none"vt_qualityDCTChroma "100"vt_qualityDCTLuma "100"vt_qualityDCTNormal "100"vt_qualityDCTPower "100"vt_qualityDCTSpecular "100"vt_qualityHDPLossless "1"vt_qualityHDPDiffuse "0"vt_qualityHDPNormal "0"vt_qualityHDPPower "0"vt_qualityHDPSpecular "0"vt_pageimagesizeuniquediffuseonly2 "8192"vt_pageimagesizeuniquediffuseonly "8192"vt_pageimagesizeunique "8192"vt_pageimagesizevmtr "8192"r_sb_frustomFOV "92"r_swapInterval "-1"echo make sure the engine does not skip any settingsaf_skipAirFriction "0"af_skipFriction "0"af_skipLimits "0"af_skipSelfCollision "0"echo Sound Settings actives_reverb "1"s_occlusionDistance "768"s_maxSamples "5"s_maxEmitterChannels "24"pm_togglesprint "0"pm_sprintspeed "450"pm_runspeed "280"pm_walkspeed "160"pm_crouchspeed "160"com_skipDiscSwapStateManager "0"com_skipGameRenderView "0"com_skipInputRouting "0"com_skipIntroVideo "0"com_skipSignInManager "0"face_skipBlink "0"face_skipGestures "0"face_skipHead "0"face_skipLidDeform "0"face_skipLipsync "0"face_skipMood "0"face_skipProcedural "0"g_skipBombTimerFailTarget "0"g_skipBreakableParticles "0"g_skipCloth "0"g_skipFXManager "0"g_skipViewEffects "0"g_skipWaterSim "0"g_weaponSkipSound "0"gc_skipFiction "0"pm_skipAnimation "0"r_skipAugment "0"r_skipAutosprites "0"r_skipBaseSurfaces "0"r_skipBeams "0"r_skipBlendedSurfaces "0"r_skipBlendLights "0"r_skipCloth "0"r_skipCommits "0"r_skipDecals "0"r_skipDetailModels "0"r_skipDetailTris "0"r_skipDimShadows "0"r_skipDistortionSurfaces "0"r_skipDynamic "0"r_skipDynamicLighting "0"r_skipEffects "0"r_skipEmissiveGlare "0"r_skipFeedback "0"r_skipFlares "0"r_skipFoliage "0"r_skipGeneratedFileCheck "0"r_skipGlare "0"r_skipGuis "0"r_skipLightCPUCulling "0"r_skipLightGPUCulling "0"r_skipLights "0"r_skipMergeMeshes "0"r_skipModelCPUCulling "0"r_skipModelGPUCulling "0"r_skipModelRangeCulling "0"r_skipModels "0"r_skipNodeCPUCulling "0"r_skipNodeGPUCulling "0"r_skipOcclusionBaseModel "0"r_skipParticles "0"r_skipSlowLights "0"r_skipStripDeadCode "0"r_skipSuppress "0"r_skipSurfaceCPUCulling "0"r_skipTransparencySort "0"r_skipUpdateInView "0"r_skipViewParms "0"r_skipVmtrs "0"r_skipWaterSurfaces "0"r_skipWorld "0"r_skipZCullReconstruct "0"r_multiSamples "8"r_shadows "1"s_useCompression "1"md6_generateDamageTextures "1"r_lazyBindParms "0"r_lazyBindPrograms "0"r_lazyBindTextures "0"vt_restart r_forceVmtrReload "1"

Pics from Dead City using cfg file:
http://cloud.steampowered.com/ugc/560922348258612014/F7628B5AB3FF478745F16AC526664E9EC7A729E1/
http://cloud.steampowered.com/ugc/560922348258617047/EC928BB1C87A7C3A8A4E4D013D93E72C92E7B63D/
http://cloud.steampowered.com/ugc/560922348258608828/57C12CEB2929734E3DF5A3FA53F740C49F004601/
http://cloud.steampowered.com/ugc/560922348258613397/533A60CD9C5AC8B70608E347D84D11253110C158/
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evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Wed May 16, 2012 3:21 am

Argg..... wish I knew why it wasn't recognizing my cfg file.....
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casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Tue May 15, 2012 10:10 pm

I have to hand it to you KillerSneak - I created a new rageconfig.cfg file and went back to the Dead City area and the textures were greatly improved, especially inside the hospital area with the huge atrium.

Perhaps it is because there are a lot of surfaces visible at close range, but the visual improvement within the Dead City is very noticeable, comparing maxed settings (post patch) without a cfg file vs. using the following cfg file:

Spoiler

echo Do Not Argue - no arguments neededecho RAGE - cfg version: 1.3echo * TEST - Added forced option to try and fix the black squares/missing texturesecho * added - Several Player Movement options (run / walk / crouch)echo * added - Option to turn off all AimAssist - "g_AimAssist_Disable_All"echo * added - Vsync Mode / wglSwapInterval - "r_swapInterval"echo * added - Option to turn off blood,splats,sprays and gibs effects - "g_bloodEffects"echo * added - Gibs option - "g_reactivateGibsForMover"echo * added - Field of View option - "g_fov"echo * deleted - Size (in kb) of the temporary streaming buffers - "s_streamBufferSizeK" - can only be set in the launch optionsecho * deleted - Use compressed sound files (mp3/xma) forced to 1 - "s_useCompression" - uncompressed sounds will not workecho RAGE - cfg version: 1.2echo * added - Forced VMTR reload as standart/non changeable valueecho * added - Sound Settings optionsecho * fixed - Virtual Texture No Preload default to 0 instead of 1 "vt_nopreload"echo Do Not Argue - no arguments neededecho RAGE - cfg version: 1.1echo * added - descriptions to the options hover over them to get some info on the settingsecho * added - several default added cvars to ensure the engine uses all its functionsecho * added - number of anti-aliasing samples (0= no multi-sampled FBO) r_multiSamplesecho * added - compression method for generated pages "mt_genCompression"echo * fixed - force everything to high quality setting "image_useCompression"echo RAGE - cfg version: 1.0echo initial releaseecho console and intro skip activecom_allowconsole "1"com_skipIntroVideo "1"echo Render Settings activer_sb_imageSize "1024"r_useNewPrivateLighting "1"r_useHardwareTextures "1"r_useSMP "1"r_dimShadowHeightTweak "0"r_dimShadowForceHighQuality "1"r_dimShadowResolution "1024"r_noBreakableShadows "0"echo Game Settings activeg_showPlayerShadow "1"g_fov "80"g_reactivateGibsForMover "0"g_bloodEffects "1"g_AimAssist_Disable_All "0"echo Virtual Texture nVidia Settings activevt_cudaRLE "1"vt_cudaBudget "14"vt_useCudaTranscode "0"echo Virtual Texture Settings activevt_nopreload "0"vt_minMipLevelInstalled "2"vt_uncompressedVmtr "1"image_useCompression "0"vt_maxPPF "64"vt_maxaniso "4"image_anisotropy "4"vt_minlod "-2"vt_lodBias "-2"image_lodbias "-1"vt_vmtrcompression "none"mt_genCompression "none"vt_qualityDCTChroma "100"vt_qualityDCTLuma "100"vt_qualityDCTNormal "100"vt_qualityDCTPower "100"vt_qualityDCTSpecular "100"vt_qualityHDPLossless "1"vt_qualityHDPDiffuse "0"vt_qualityHDPNormal "0"vt_qualityHDPPower "0"vt_qualityHDPSpecular "0"vt_pageimagesizeuniquediffuseonly2 "8192"vt_pageimagesizeuniquediffuseonly "8192"vt_pageimagesizeunique "8192"vt_pageimagesizevmtr "8192"r_sb_frustomFOV "92"r_swapInterval "-1"echo make sure the engine does not skip any settingsaf_skipAirFriction "0"af_skipFriction "0"af_skipLimits "0"af_skipSelfCollision "0"echo Sound Settings actives_reverb "1"s_occlusionDistance "768"s_maxSamples "5"s_maxEmitterChannels "24"pm_togglesprint "0"pm_sprintspeed "450"pm_runspeed "280"pm_walkspeed "160"pm_crouchspeed "160"com_skipDiscSwapStateManager "0"com_skipGameRenderView "0"com_skipInputRouting "0"com_skipIntroVideo "0"com_skipSignInManager "0"face_skipBlink "0"face_skipGestures "0"face_skipHead "0"face_skipLidDeform "0"face_skipLipsync "0"face_skipMood "0"face_skipProcedural "0"g_skipBombTimerFailTarget "0"g_skipBreakableParticles "0"g_skipCloth "0"g_skipFXManager "0"g_skipViewEffects "0"g_skipWaterSim "0"g_weaponSkipSound "0"gc_skipFiction "0"pm_skipAnimation "0"r_skipAugment "0"r_skipAutosprites "0"r_skipBaseSurfaces "0"r_skipBeams "0"r_skipBlendedSurfaces "0"r_skipBlendLights "0"r_skipCloth "0"r_skipCommits "0"r_skipDecals "0"r_skipDetailModels "0"r_skipDetailTris "0"r_skipDimShadows "0"r_skipDistortionSurfaces "0"r_skipDynamic "0"r_skipDynamicLighting "0"r_skipEffects "0"r_skipEmissiveGlare "0"r_skipFeedback "0"r_skipFlares "0"r_skipFoliage "0"r_skipGeneratedFileCheck "0"r_skipGlare "0"r_skipGuis "0"r_skipLightCPUCulling "0"r_skipLightGPUCulling "0"r_skipLights "0"r_skipMergeMeshes "0"r_skipModelCPUCulling "0"r_skipModelGPUCulling "0"r_skipModelRangeCulling "0"r_skipModels "0"r_skipNodeCPUCulling "0"r_skipNodeGPUCulling "0"r_skipOcclusionBaseModel "0"r_skipParticles "0"r_skipSlowLights "0"r_skipStripDeadCode "0"r_skipSuppress "0"r_skipSurfaceCPUCulling "0"r_skipTransparencySort "0"r_skipUpdateInView "0"r_skipViewParms "0"r_skipVmtrs "0"r_skipWaterSurfaces "0"r_skipWorld "0"r_skipZCullReconstruct "0"r_multiSamples "8"r_shadows "1"s_useCompression "1"md6_generateDamageTextures "1"r_lazyBindParms "0"r_lazyBindPrograms "0"r_lazyBindTextures "0"vt_restart r_forceVmtrReload "1"

Pics from Dead City using cfg file:
http://cloud.steampowered.com/ugc/560922348258612014/F7628B5AB3FF478745F16AC526664E9EC7A729E1/
http://cloud.steampowered.com/ugc/560922348258617047/EC928BB1C87A7C3A8A4E4D013D93E72C92E7B63D/
http://cloud.steampowered.com/ugc/560922348258608828/57C12CEB2929734E3DF5A3FA53F740C49F004601/
http://cloud.steampowered.com/ugc/560922348258613397/533A60CD9C5AC8B70608E347D84D11253110C158/

Thanks for the kind words, I have done my up most best to test and make the CFG maker and the output as user-friendly as possible and have tested every cvar/setting present in the http://donotargue.com/cfg-makers/rage/ myself . I'm glad to hear you notice the difference running the game with and without the generated CFG

Argg..... wish I knew why it wasn't recognizing my cfg file.....

open your console and -> "exec rageConfig.cfg" ingame/menu or when ever and it should run the config when ever you want.
User avatar
Micah Judaeah
 
Posts: 3443
Joined: Tue Oct 24, 2006 6:22 pm

Post » Wed May 16, 2012 1:54 am

open your console and -> "exec rageConfig.cfg" ingame/menu or when ever and it should run the config when ever you want.
[/quote]

It says "Couldn't exec rageConfig.cfg"
User avatar
Marie Maillos
 
Posts: 3403
Joined: Wed Mar 21, 2007 4:39 pm

Post » Wed May 16, 2012 8:53 am

Does this work with the new patch and AMD drivers? I am unclear if it adds anything to the new in game options they added.
User avatar
Carlos Rojas
 
Posts: 3391
Joined: Thu Aug 16, 2007 11:19 am

Post » Tue May 15, 2012 6:52 pm

Can you add these settings in next version?

r_highlightfrequency
(Turning off the pulsing highlights on objects you can pick up and interact with.)

r_UseDynamicEnvironment
(Turning off certain post processing effects.)

Or don't they work with the new patch ether like the toggle sprint?
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Tue May 15, 2012 6:41 pm

open your console and -> "exec rageConfig.cfg" ingame/menu or when ever and it should run the config when ever you want.

It says "Couldn't exec rageConfig.cfg"
Then you know why It's not working as you haven't got the rageConfig.cfg are you sure it's rageConfig.cfg and not RageConfig.txt.cfg or rageConfig.txt ?


Does this work with the new patch and AMD drivers? I am unclear if it adds anything to the new in game options they added.
Works fine with the new patch and AMD drivers. It has allot more options than the simple in-game options


Can you add these settings in next version?

r_highlightfrequency
(Turning off the pulsing highlights on objects you can pick up and interact with.)

r_UseDynamicEnvironment
(Turning off certain post processing effects.)

Or don't they work with the new patch ether like the toggle sprint?
I will have to look into the options.
User avatar
Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Tue May 15, 2012 9:39 pm

OK now i know why i didn't get the "toggle sprint" to work, when you chose Toggle Sprint 1 it still turns out as pm_togglesprint "0" instead of pm_togglesprint "1" in the rageConfig.cfg
User avatar
Sunny Under
 
Posts: 3368
Joined: Wed Apr 11, 2007 5:31 pm

Post » Wed May 16, 2012 2:23 am

OK now i know why i didn't get the "toggle sprint" to work, when you chose Toggle Sprint 1 it still turns out as pm_togglesprint "0" instead of pm_togglesprint "1" in the rageConfig.cfg
Thanks will be fixed in 1.4 I indeed set the value to 0 for both (the file is growing quite large internally) thanks for the heads-up
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

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