If you enjoy visually enhancing mod here is my user.cfg file and it will greatly enhances the visuals…
r_overrideRefreshRate=75
r_fullscreen=1
r_TexturesStreamingMaxRequestedMB = 3000 – Disk Read Speed
sys_budget_sysmem = 8192 – 8 GB Ram
r_TexturesStreamingMipBias = -3
r_TexturesStreamingResidencyThrottle = 0.8
sys_PakStreamCache = 1
sys_preload = 1
r_ShadersAsyncCompiling = 3
sys_float_exceptions = 0
ca_MemoryDefragEnabled = 0
e_MergedMeshesOutdoorOnly = 1
e_StreamCgfPoolSize=512
sys_MaxFPS=60
r_ssdo=1
r_ssdoAmountAmbient=1.4
r_ssdoAmountDirect=2
r_ssdoAmountReflection=4
r_ssdoHalfRes=2
r_ssdoRadius=0.04
r_ssdoRadiusMin=0.07
r_ssdoRadiusMax=0.1
e_svoTI_SSAOAmount=1.545
e_svoTI_SpecularAmplifier = 0.82
e_svoTI_TemporalFilteringBase = 1
e_svoTI_MinReflectance = 0.19
e_svoTI_DiffuseAmplifier = 1.12
e_svoTI_DistantSsaoAmount = 1
e_VolumetricFog = 1
e_ShadowsClouds = 1
r_BatchType = 1
e_shadowsmaxtexres = 4096
e_ShadowsPoolSize=8192
r_ShadowCastingLightsMaxCount=16
e_ShadowsCastViewDistRatiolights=0.6
e_ViewDistMin=10
sys_spec_twtoggle = 2
– vegetation settings
e_ViewDistRatioVegetation=50
– merged meshes
e_MergedMeshesLodRatio = 1
e_MergedMeshesInstanceDist = 1
– LOD settings
e_LodFaceAreaTargetSize = 0.003
– max time delta (our Timer.cpp change will apply this even to scaled framtime)
p_max_world_step = 0.25
t_MaxStep = 0.25
– tries to mitigate issues with the aggressive occlusion culling
e_CoverageBufferAABBExpand = -0.1
– we can’t solve a sync file access in game right now
sys_PakLogInvalidFileAccess = 0
sys_PakMessageInvalidFileAccess = 0
wh_sys_version = “1.6.2”
sys_flash_address_space = 65536
– Sound and music
– Our implementation of ATL for FMOD Studio
s_AudioSystemImplementationName = CryAudioImplFmod
wh_sequence_fmod_event_name = “event:/music/music”
wh_snd_audio_xmls_dir = “/libs/gameaudio/”
–wh_sequence_music_path = “Music/kcd/”
–wh_sequence_main_widsh_file = “kcd.widsh”
– Fallback is:
– s_AudioSystemImplementationName = CryAudioImplFmodEx
– WARHORSE
– Sets the sample character as the default model that automatically loads in Character Editor
ca_CharEditModel=“Objects/characters/humans/skeleton/male.cdf”
– HDR
r_HDREyeAdaptationMode = 1
r_HDREyeAdaptationSpeed = 3
– SVOTI
e_svoTI_MinVoxelOpacity = 0.01
e_svoTI_VegetationMaxOpacity = 1
e_svoTI_TemporalFilteringBase = 0.5 --Might introduce ghosting, but it seems that it was fixed in svoti
e_svoMaxAreaMeshSizeKB = 20000 --Fixes problem with some places not generating voxels
–detail shadows
e_ShadowsPerObject = 0
–near fog culling
r_fogDepthTest = -0.001
–Uberlods
wh_r_UberlodRatio = 3
wh_r_UberlodMode = 0
–CPU
r_MultiGPU = 0 – since i dont use sli i have this option off
r_MultiThreaded = 1
sys_job_system_max_worker = 8
sys_job_system_enable = 1
ai_NavigationSystemMT = 1
sys_main_CPU = 1 – Specifies the physical CPU index main will run on
sys_physics_CPU = 2 – Specifies the physical CPU index physics will run on
sys_streaming_CPU = 3 – Specifies the physical CPU file IO thread run on
e_ParticlesThread = 4 – Enable particle threading
ca_thread0Affinity = 5 – Affinity of first Animation Thread.
r_WaterUpdateThread = 6 – Enables water updating on separate thread (when MT supported).
e_StatObjMergeUseThread = 7 – Use a thread to perform sub-objects meshes merging
sys_TaskThread1_CPU = 8 – Specifies the physical CPU index taskthread1 will run on
r_Sharpening = 0.9
r_ChromaticAberration = 3.7
r_HDRGrainAmount = 0.44
e_AutoPrecacheCameraJumpDist = 1
e_AutoPrecacheTerrainAndProcVeget = 1
e_AutoPrecacheTexturesAndShaders = 1
e_LodRatio = 200
e_TerrainAo = 1
q_ShaderWater = 3
r_AntialiasingMode = 4
r_DeferredShadingFilterGBuffer = 1
–PUDDLE DISTANCE
r_RainMaxViewDist_Deferred=10000
wh_cs_playermaxopponentdistancetolock = 8
wh_cs_playermaxopponentdistancetounlock = 8
wh_cs_playerunlocktimeout = 0
wh_cs_playerverticalunlockdelay = 0
wh_cs_playerhorizontalunlockdelay = 0
wh_cs_playerlockopponentanglebias = 2
wh_cs_playermaxopponentangletolock = 0.8
wh_cs_playermaxopponentangletounlock = 0.8
wh_cs_playerinputcombatunlockdelay = 0
wh_cs_playerinputcursorunlockdistance = 0.05
wh_cs_playerinputlockingtolerance = 20
wh_cs_playerinputlockareawidth = 0.6
wh_cs_playerinputmouseunlockxthreshold = 60
wh_cs_playerinputmouseunlockmintime = 0
wh_cs_playerinputmouseunlockreturntime = 1.5
wh_cs_playerinputmouseunlockminoppangle = 20
wh_horse_jumpheight = 5
wh_horse_JumpGravityMult = 0.2
wh_horse_JumpOnSlopeNormalZLimit = 0.2
wh_horse_cameracentering = 0
wh_horse_cameracenteringpitchoffset = 0
wh_horse_cameracenteringtime = 0
wh_horse_cameracenteringtimeincombat = 0