1


//
// Audio

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

// 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 = 

// 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 = false


//
// 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 borderless window // 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 = TIO24Gen4

// Fullscreen mode preference
PreferredDisplayMode@0;15994;7764 = Fullscreen borderless window // 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 = 83 // 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 = 100% // 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 = true

// 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 = 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;4725;48403 = Filmic SMAA T2x // one of Filmic SMAA T2x, DLSS, 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 = true

// Corpses culling threshold
CorpsesCullingThreshold@0;62572;12490 = 0.850000 // 0.500000 to 1.000000

// Preferred GPU if multiple GPU system
GPUName@0;2059;35888 = NVIDIA GeForce RTX 3060

// Reflection probe relighting update stages
ReflectionProbeRelighting@0;42543;9045 = 4 // 1 to 4

// Screen Space Shadow quality level
ScreenSpaceShadowQuality@0;42742;43096 = High // one of Off, Low, High

// Screen-space reflection quality level
SSRQuality@0;58437;11445 = High // 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 = 1_Near // one of 0_Off, 1_Near, 2_All

// Texture filtering quality level
TextureFilter@0;63279;8284 = aniso 16x // 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 = 0 // 0 to 3

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

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

// World streaming quality option
WorldStreamingQuality@0;6770;11445 = High // 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 = Off // one of Off, CAS, FSR 1, FSR 3

// Select AMD FidelityFX
AMDFidelityFX@1;16223;48403 = Off // one of Off, CAS, FSR 1, FSR 3

// AMD FidelityFX Super Resolution quality
AMDSuperResolutionQuality@0;27441;8284 = Maximum Quality // 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 = High Quality // one of Low Quality, Medium Quality, High Quality, Developer

// Enables DirectX Raytracing
DxrMode@0;47066;7764 = Off // one of Off, On

// Activate dynamic scene resolution
DynamicSceneResolution@0;57752;48403 = true

// 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, DLAA, DLSS-D

// DLSS performance mode
DLSSPerfMode@0;27441;8284 = Maximum Quality // one of Ultra Performance, Maximum Performance, Balanced, 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 Ultra Performance, Maximum Performance, Balanced, Maximum Quality, Native Resolution

// 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 = Custom // one of Maximum Performance, Balanced, Maximum Quality, Ultra Quality, Native Resolution, Custom

// NVIDIA Image Scaling sharpness
NVIDIAImageScalingSharpness@0;14317;19055 = 0.300000 // 0.000000 to 1.000000

// Ambient lighting quality
AmbientLightingQuality@0;20439;58629 = Ultra // 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 = High Quality // one of Low Quality, Medium Quality, High Quality

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

// Shadow Quality Level
ShadowQuality@0;3981;58629 = Very_High // 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 = true

// Enable half resolution reflection probes
ReflectionProbeHalfResolution@0;57752;48403 = false

// 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 = Default // one of Default, Medium, Low

// Catmull Clark subdivision level
SubdivisionLevel@0;36080;58629 = 3 // 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 = Extra Large // one of Extra Small, Small, Medium, Large, Extra Large

// Select water caustics mode
WaterCausticsMode@0;41499;11445 = Low Quality // one of Off, Low Quality, High Quality

// Enables persistent static geometry wetness from water waves.
WaterWaveWetness@0;57752;20945 = true

// Select weather grid volumes quality
WeatherGridVolumesQuality@0;38459;58629 = Ultra // 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 = 15.000000 // -340282346638528859811704183484516925440.000000 to 340282346638528859811704183484516925440.000000

// DO NOT MODIFY. Physical memory detected in the system
DetectedMemoryAmountMB@0;38495;7764 = 16126 // -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 = 59186 r590_00

// DO NOT MODIFY. Last used GPU
LastUsedGPU@0;56178;35888 = NVIDIA GeForce RTX 3060

// 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 = 0.900000 // 0.000000 to 2.000000

// Version of the last display driver used to run the game
DisplayDriverVersion@0;5555;35888 = 591.86

// Recommended display driver version seen during last game startup
DisplayDriverVersionRecommended@0;5555;35888 = 560.70


// Enables AMD Antilag 2.
AmdAntilag2@0;57752;48403 = false

// DLSS-RR performance mode
DLSSRRPerfModeMP@0;27441;20945 = Ultra Performance // one of Ultra Performance, Maximum Performance, Balanced, Maximum Quality, Native Resolution

// DLSS mode
DLSSModeMP@0;43179;20945 = DLSS // one of DLSS, DLAA, DLSS-D

// DLSS performance mode
DLSSPerfModeMP@0;27441;8284 = Balanced // one of Ultra Performance, Maximum Performance, Balanced, Maximum Quality

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

// Enable NVIDIA Image Scaling
NVIDIAImageScalingMP@0;57752;48403 = true

// NVIDIA Image Scaling quality
NVIDIAImageScalingQualityMP@0;27441;34191 = Ultra Quality // one of Maximum Performance, Balanced, Maximum Quality, Ultra Quality, Native Resolution

// NVIDIA Image Scaling sharpness
NVIDIAImageScalingSharpnessMP@0;14317;19055 = 0.300000 // 0.000000 to 1.000000

// User preferred anti-aliasing technique
AATechniquePreferredMP@0;47961;48403 = SMAA // one of SMAA, DLSS, XeSS, FSR AA

// 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 = ssdorbetter // one of unknown, hdd, ssdorbetter, count
