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s.1.0.cod24

The document contains configuration settings for audio, display, gameplay, and graphics options in a game. It includes parameters for volume control, microphone settings, display modes, resolution, framerate limits, and various graphics quality settings. Each setting specifies its range and default values, allowing users to customize their gaming experience.

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jose victor
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We take content rights seriously. If you suspect this is your content, claim it here.
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0% found this document useful (0 votes)
19 views

s.1.0.cod24

The document contains configuration settings for audio, display, gameplay, and graphics options in a game. It includes parameters for volume control, microphone settings, display modes, resolution, framerate limits, and various graphics quality settings. Each setting specifies its range and default values, allowing users to customize their gaming experience.

Uploaded by

jose victor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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//
// Audio

// Audio mix
AudioMixPreset@0;5555;35888 = headphones_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 = true

// 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 = 0.240000 // 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}.{d5c6b683-6432-4968-ad5f-
7454ed16b226}

// Voice device requested by the user


VoiceOutputDevice@0;2059;35888 =

// 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 = 0.000000 // 0.000000 to 1.000000

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


Monitor@0;2059;35888 = SMBX2031N

// 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 = disabled // 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 = false

// 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 = 100 // 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 = 1600x900

// 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 = High // one of Low, High

// Custom maximum frames per second when in a match


MaxFpsInGame@0;13305;58861 = 60 // 30 to 300

// Custom maximum frames per second when in menus


MaxFpsInMenu@0;13305;27917 = 60 // 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 = 0.750000 // 0.500000 to 1.000000
// Preferred GPU if multiple GPU system
GPUName@0;2059;35888 = AMD Radeon RX 580 2048SP

// 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 = 1024 // 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 = 1.000000 // 0.000000 to
1.000000

// Select AMD FidelityFX


AMDFidelityFX@0;56444;48403 = CAS // 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 = Medium // one of Default, Medium, Low

// Catmull Clark subdivision level


SubdivisionLevel@0;36080;58629 = 1 // 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 = true

// 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 = true

// Controls if the season video plays or not.


SkipSeasonIntroVideo@0;57752;48403 = 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;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 = 23.203999 // -
340282346638528859811704183484516925440.000000 to
340282346638528859811704183484516925440.000000
// DO NOT MODIFY. Physical memory detected in the system
DetectedMemoryAmountMB@0;38495;7764 = 16289 // -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 RX 580 2048SP

// 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 = 15 // -1 to 16

// Set a target fraction of your PC's video memory to be used by the game. Affects
Multiplayer gamemodes
VideoMemoryScaleMP@0;59710;7707 = 0.700000 // 0.000000 to 2.000000

// Last Drive type used for the game use to display a pop up
LastSavedDriveType@0;3662;48403 = hdd // 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 = 24.10.1

// Set a target fraction of your PC's video memory to be used by the game
VideoMemoryScale@0;59710;7707 = 0.900000 // 0.000000 to 2.000000

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