[AutoCfg] AutoCfgCompleted=1 ; 0=need to run 3D autocfg at startup Version=1 ; Version of this file [Graphics Options] VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P DNSMShadowFadeTime=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (5 default) DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night DNSMWallsCastShadows=1 ; 0= off 1=track walls cast shadows DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow DNSMEnable=1 ; 0=off 1=dynamic night shadow maps AutoExposure=1 ; 0=off, 1=on (only functions when HDR is also enabled) SSRRainOnly=0 ; (only if SSRLevel > 0) 0=SSR on always, 1=SSR only kicks in during 'wet rules' SSRLevel=0 ; 0=off, 1=lower res, 2=full res TwoPassTrees=0 ; 0=off, 1=render trees with higher quality in two passes NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame) NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame) ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled Distortion=0 ; 0=off, 1=Distortion enabled SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max) SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max) Sharpening=0 ; 0=off, 1=sharpening enabled SSAO=0 ; 0=off, 1=screen space ambient occlusion enabled MotionBlurBroadcastCams=1 ; 0=disabled, 1=enabled MotionBlurDrivingCams=1 ; 0=disabled, 1=enabled MotionBlurStrength=0 ; motion blur strength: 0=off, 1=low, 2=med, 3=high, 4=ultra HeatHaze=0 ; 0=off, 1=heat haze enabled DepthOfField=0 ; 0=off, 1=depth of field blurs enabled ShadowMapType=1 ; map onto: 0=off, 1=on (Turn on on for clouds/overcast to work best) DynamicShadowTrim=0 ; 0=off 1=dynamic shadow maps trim some objects by size. DynamicShadowMaps=1 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!) ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows MaxCockpitMirrors=0 ; Maximum number of cockpit mirrors to enable (0 to 4) MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors ParticlesFullRes=0 ; full resolution particles: 0=off, 1=on ParticleDetail=1 ; particle detail: 0=low, 1=med, 2=high WeekendDetail=1 ; event detail: 0=low, 1=med, 2=high FoliageDetail=0 ; foliage density 0=off, 1=low, 2=med, 3=high ObjectDetail=1 ; object population 0=low, 1=med, 2=high GrandstandDetail=0 ; 0=low, 1=med, 2=high CrowdDetail=0 ; 0=off, 1=low, 2=med, 3=high PitObjectDetail=1 ; 0=off, 1=low, 2=med, 3=high CarDetail=1 ; 0=low, 1=med, 2=high SkyRefreshRate=1 ; 0=low update rate, 1=med update rate, 2=high update rate LODPctDynoMirrorsMax=500 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctDynoMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctDynoMax=400 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctDynoMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctMirrorsMax=500 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctMax=400 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODMinFPSTarget=75 ; Reduce LODs (see LODPct* settings) when FPS is below target. MaxPitObjsToDrawInMirrors=8 ; 0 to 192: Max number of pit objs to render per mirror camera MaxPitObjsToDraw=20 ; 0 to 192: Max number of pit objs to render per camera MaxCarsToDrawInMirrors=4 ; 4 to 64: Max number of cars to render per mirror camera MaxCarsToDraw=20 ; 10 to 64: Max number of cars to render per camera FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass HideCockpitObstructions=3 ; 0=hide nothing, 1=hide halo, 2=hide a-pillar/rockcage, 3=hide everything DriverHands=0 ; Show driver hands? 0=no, 1=yes SteeringWheel=3 ; Show steering wheel? 0=no, 1=yes, 2=fixed, 3=show only if has display VRMode=1 ; 0=normal 1=NV Single Pass Stereo 2=NV foveated quad view w/MVP EnableTireMarks=1 ; 0=Disable Tire marks 1=Enable tire marks EnableHDR=0 ; 0=LDR rendering, 1=HDR rendering ResolutionScaling=0 ; Render to lower resolution and upscale (0=off, 1+ on) NvReflexMode=0 ; Low Sim to Render Latency Mode (0=off, 1=on, 2=on+boost) ContrastAdj=0 ; Adjusts scene contrast: -6 to +6 BrightnessAdj=0 ; Adjusts scene intensity: -6 to +6 FSRSharpness=4 ; Adjust sharpening amount for AMD FSR GammaAdj=0 ; Adjusts gamma encoding: -6 to +6 ZBuffer32Bits=1 ; 0=off, 1=on LowQualityTrees=1 ; 0=off, 1=on EnableSwayTrees=1 ; 0=normal trees, 1=trees sway with wind TrackDisplacementEnable=1 ; 0=render without displacement, 1=render using track displacement shaders DNSMMaxLightsPerPass=3 ; 0- 6 = Shadowing lights per-fullscreen pass StaticShadowNumber=3 ; Maximum number of high quality static shadowmaps (3-8) StaticShadowRes=2 ; (For 3 or more maps) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096 4 = 8192x8192 DynamicShadowRes=1 ; (For 3 maps! So, x3) 0 = 512x512 1 = 1024x1024 2 = 2048x2048 3 = 4096x4096 4 = 8192x8192 ShaderQuality=2 ; 0=low, 1=med, 2=high, 3=max HeadlightLevel=1 ; 0=low quality, 1=medium, 2=high quality ParallelSorting=1 ; 0=disabled 1=multithreaded scene sort MonochromeHeadlights=0 ; 0=color headlights 1=all white (less blotches/banding) HeadlightsInMirrors=0 ; 0=off 1= headlights illuminate track surface in mirrors LoadTexturesWhenDriving=1 ; 0=only load when out of car NumMultiGPUs=1 ; Number of GPUs in Crossfire/SLI (1=off to 4). Set low as works. CompressTexturesSuits=1 ; 0=uncompressed 1=block compress (recommended) CompressTexturesHelmets=1 ; 0=uncompressed 1=block compress (recommended) CompressTexturesCars=1 ; 0=uncompressed (warning! no!!) 1=block compress (highly recommended) CompressedVertices=1 ; 0=off 1=Use compressed vertices ReduceCockpitFlicker=1 ; 0=off 1=enabled CarPaint2048x2048=0 ; 0=1024x1024 car textures res, 1=2048x2048 car texture res (max) CacheSwap3HighResCars=0 ; 0=shrink to fit 1=cache swap higher res for nearest cars WorldNearPlaneDistance=10 ; In 1/10 meters, min=1(0.1m) max=30(3m), helps z-fighting but may clip track. VisibilityFrameDelay=5 ; Number of frames to wait before re-testing object visibility. 0 = no delay MSAAUseFilter=1 ; The filter to use for MSAA resolve (if MSAA is in use): 0=soft, 1=neutral, 2=sharp, 3=simple (legacy) MSAASamples=4 ; The number of MSAA samples (if MSAA is in use): 2, 4 or 8 AntiAliasMethod=1 ; The type of Anti Aliasing method used: 0=None, 1=MSAA, 2=FXAA, 3=SMAA MipLODBias=0 ; % bias texture lookup 100 is a mip level, positive is blurry, negative sharp AutoAddNoDynOnEmptyLOD=0 ; 1=Never use the FPS based LOD adjustment when popping to the 'empty' level OcclusionCull=1 ; 0=disable occlusion culling, 1=enabled (usually best) LimitFrameRate=1 ; 0=no limit, 1=use DesiredFPSLimit DesiredFPSLimit=140 ; Enabled when LimitFrameRate=1 and on ext. power MaxPreRenderedFrames=1 ; 1=normal 0=disabled/multi-gpu VerticalSync=0 ; 0=allow tearing, 1=lock FPS to refresh rate SysMemToUseMB=27764 ; (64-bit) 1024 to 32768 MB VidMemToUseMB=12840 ; Maximum GPU video memory to consume (MB) UIScale=100 ; User Interface Size [Drive Screen] UIOffsetBottomPct=0 ; Shift bottom of UI up by specified percent [User Options] SessionUITransparency=0.800 ; Adjust session UI transparency up or down SessionUIMaxAspectRatio=1.800 ; Adjust session UI maximum aspect ratio up or down SessionUIFullScreen=0 ; Let triple headed session UI expand to fill full display reduceFramerate_WhenFocusLost=0 ; Set this to 0 to hold full framerate when another program has keyboard focus particleThreadPriorityAdjust=0 ; belowNormal=-1 normal=0 aboveNormal=1 NotifyOfDirtRequirements=1 ; Should the Session screen notify about too-low graphics settings? maxParticleThreads=6 ; #workers (0 to 6) KeepUIHiddenOnFocus=0 ; If set to 1 then the UI can only be enabled with the space bar hideCarNum=0 ; Hide car numbers/decals in test sessions, so you can paint your own versions ForceVisibleWhenMove=0 ; Force all movable controls to become visible when moving UI elements forceCrowdVisible=0 ; Force the crowd in the grandstand to show up on practice/qualify sessions DriveUITransparency=1.000 ; Adjust driving UI transparency up or down DriveUIMaxAspectRatio=1.800 ; Adjust driving UI maximum aspect ratio up or down DriveUIFullScreen=0 ; Let triple headed driving UI expand to fill full display [Display] windowedYPos=0 ; Window top left corner in windowed mode windowedXPos=-2560 ; Window top left corner in windowed mode windowedWidth=7680 ; windowed mode width windowedMaximized=0 ; Window is maximized in windowed mode windowedHeight=1440 ; windowed mode height windowedAlignment=0 ; windowed mode alignment: 0 - none, 1 - center, 2 - top left pixelRatioWindowed=1.000 ; Windowed mode - Adjust for displays with non-square pixels pixelRatio=1.000 ; Full screen mode - Adjust for displays with non-square pixels RefreshRate=140.000 ; Refresh Rate ModeScaling=0 ; 0=unspecified 1=centered 2=stretched HDRFormat=0 ; 0=8 bit color (SDR) 1=HDR10 or HDR16F (depends on fullScreenDepth 32/64 bit) fullScreenWidth=2560 ; full screen Window's width fullScreenHeight=1440 ; full screen Window's height fullScreenDepth=32 ; Color depth fullScreen=0 ; fullscreen? displayRotateMode=1 ; 0-auto, 1-landscale, 2-landscape inv, 3-portrait, 4-portrait inv deviceIdx=0 ; which adapter border=0 ; window border? [MonitorSetup] BezelProtectionPct=7 ; 0-10: % of screen width to keep UI elements away from bezels Min3ViewZoomDistortion=1 ; 0=off 1=when cameras zoom in alot, relax screen angles MonitorType=0 ; 0=flat or 1=curved NumMonitors=3 ; 1 or 3 EnableSMPSurround=1 ; 0=off 1=Enable Simultaneous Multi-Projection via GPU RenderViewPerMonitor=1 ; 0=off 1=separate view on each monitor (less distortion) RadiusOfCurvature=1000 ; (mm) Radius of screen's curvature (ignored if type is flat) ViewingDist=700 ; (mm) Distance from eyes to center of monitor MonitorWidth=715 ; (mm) total width of each monitor (screen + bezels) ScreenWidth=697 ; (mm) usable width of each screen (no bezels) ScreenAngles=58 ; (deg) side monitor angle, 10=slight, 65=max [Debug] Renderer=? ; Driver DLL - Don't Edit This! Version=0 ; Driver Version - Don't Edit This! Vendor=? ; Driver Vender - Don't Edit This! [Laser Scan] PointSizeMM=80 ; desired physical point size width (mm): 1 to 120 PointSizeMin=1 ; min point size in screen pixels (1 to 256) PointSizeMax=1 ; max point size in screen pixels (1 to 256) MaxLaserScanVidMem=192 ; Max scan density to load into vidmem 128-768 (MB) [Replay Graphics] AllowTSOSelfShadows=1 ; 0=off, 1=more self-shadowing objects when shadow mapping DNSMFilter=2 ; 0= none 1= Fetch4 2= PCF4 3= PCF4P 4= PCF8P 5= PCF16P DNSMShadowFadeTime=25 ; 0 to # = time to fade in night shadows in 100ths of a sec (5 default) DNSMNumLights=3 ; 0 to 128 = Max number of shadow mapped lights at night DNSMWallsCastShadows=0 ; 0= off 1=track walls cast shadows DNSMTSOsCastShadows=0 ; 0= off 1=track objects cast shadows DNSMDownsampleFirst=0 ; 0=per-AA-sample shadows 1=per-pixel shadow DNSMEnable=1 ; 0=off 1=dynamic night shadow maps AutoExposure=1 ; 0=off, 1=on (only functions when HDR is also enabled) SSRRainOnly=0 ; (only if SSRLevel > 0) 0=SSR on always, 1=SSR only kicks in during 'wet rules' SSRLevel=0 ; 0=off, 1=lower res, 2=full res TwoPassTrees=0 ; 0=off, 1=render trees with higher quality in two passes NumFixedCubemaps=0 ; number of fixed cubemaps to render per frame(100 = 1/frame) NumDynamicCubemaps=0 ; number of dynamic cubemaps to render per frame(100 = 1/frame) ReplayRenderModes=0 ; 0=off, 1=Replay Render Modes enabled Distortion=0 ; 0=off, 1=Distortion enabled SharpeningClamp=9 ; sharpening clamp (0=min, 10=default, 100=max) SharpeningAmount=125 ; sharpening strength (10=min, 125=default, 300=max) Sharpening=0 ; 0=off, 1=sharpening enabled SSAO=0 ; 0=off, 1=screen space ambient occlusion enabled MotionBlurBroadcastCams=0 ; 0=disabled, 1=enabled MotionBlurDrivingCams=0 ; 0=disabled, 1=enabled MotionBlurStrength=0 ; motion blur strength: 0=off, 1=low, 2=med, 3=high, 4=ultra HeatHaze=0 ; 0=off, 1=heat haze enabled DepthOfField=0 ; 0=off, 1=depth of field blurs enabled ShadowMapType=1 ; map onto: 0=off, 1=on (Turn on on for clouds/overcast to work best) DynamicShadowTrim=0 ; 0=off 1=dynamic shadow maps trim some objects by size. DynamicShadowMaps=1 ; 0=off 1=dynamic shadow maps for cars, etc. (Day only!) ShadowDetail=0 ; 0=fewer shadows, 1=maximum shadows VirtualMirrors=1 ; 0=off, 1=virtual mirrors enabled MaxCockpitMirrors=0 ; Maximum number of cockpit mirrors to enable (0 to 4) MirrorDetail=0 ; 0=low detail, 1=high detail in mirrors ParticlesFullRes=0 ; full resolution particles: 0=off, 1=on ParticleDetail=1 ; particle detail: 0=low, 1=med, 2=high WeekendDetail=2 ; event detail: 0=low, 1=med, 2=high FoliageDetail=0 ; foliage density 0=off, 1=low, 2=med, 3=high ObjectDetail=1 ; object population 0=low, 1=med, 2=high GrandstandDetail=2 ; 0=low, 1=med, 2=high CrowdDetail=1 ; 0=off, 1=low, 2=med, 3=high PitObjectDetail=1 ; 0=off, 1=low, 2=med, 3=high CarDetail=1 ; 0=low, 1=med, 2=high SkyRefreshRate=1 ; 0=low update rate, 1=med update rate, 2=high update rate LODPctDynoMirrorsMax=500 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctDynoMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctDynoMax=400 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctDynoMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctMirrorsMax=500 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctMirrorsMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODPctMax=400 ; above 100% increases FPS and decreases LOD (25 to 500) LODPctMin=100 ; below 100% decreases FPS and increases LOD (25 to 500) LODMinFPSTarget=75 ; Reduce LODs (see LODPct* settings) when FPS is below target. MaxPitObjsToDrawInMirrors=8 ; 0 to 192: Max number of pit objs to render per mirror camera MaxPitObjsToDraw=20 ; 0 to 192: Max number of pit objs to render per camera MaxCarsToDrawInMirrors=4 ; 4 to 64: Max number of cars to render per mirror camera MaxCarsToDraw=20 ; 10 to 64: Max number of cars to render per camera FarTerrain=1 ; 0=no far terrain, 1=far terrain in separate pass HideCockpitObstructions=3 ; 0=hide nothing, 1=hide halo, 2=hide a-pillar/rockcage, 3=hide everything DriverHands=1 ; Show driver hands? 0=no, 1=yes SteeringWheel=1 ; Show steering wheel? 0=no, 1=yes, 2=fixed, 3=show only if has display