Textures
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Trilinear Filteringtrilinear.enabled | Textures on some objects, clothes and pictures blend smoothly between detail levels instead of switching at a hard line, as most textures already do. | On or off | On |
Sharp Texture Loadingtexture_loading.enabled | Objects, trees and characters appear with sharp textures instead of blurry ones that sharpen a moment later. Uses more video memory. | On or off | On |
First Load Resolutiontexture_loading.first_load_choice | The resolution a texture shows at when it first appears, before the rest of it loads. The game’s own is an eighth. | One of full, half, quarter | half |
Surface Filteringsurface_filtering.enabled | Ground, roads, floors and walls stay sharp further toward the horizon. Works when the game’s Texture Filter is Ultra+. | On or off | Off |
Steady Highlightssteady_highlights.enabled | Shiny highlights on guns, metal, glossy floors, blocks and water stop sparkling and crawling at a distance and at a grazing angle. | On or off | On |
Steady Highlights Strengthsteady_highlights.strength_share | How much highlights are softened where fine bumps would make them sparkle. 100 % is the published filter. | 0.5 to 1.5 a share, 0 none and 1 all | 1 |
Materials
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Glass in Shadeglass_shade.enabled | Windows, jars and car glass in the shade of a roof or tree show no sun glint. | On or off | On |
One Glass Copyglass_copy.enabled | Jars, windshields and headlight glass share one copy of the screen instead of one each. Saves frames near cars. | On or off | On |
Glass by Angleglass_by_angle.enabled | Windows, shop glass and car glass stay clear where you look straight through them and turn mirror-like toward a glancing look. | On or off | On |
Sun Glintssun_glints.enabled | Snow sparkles with tiny glints where the sun catches it, shifting as you move. Glints stay off shaded snow. | On or off | Off |
Sun Glints Strengthsun_glints.strength_share | How bright the glints are. | 0.5 to 2 a share, 0 none and 1 all | 1 |
Ground Varietyground_variety.enabled | The ground stops repeating the same pattern across fields and hillsides. | On or off | Off |
Ground Variety Qualityground_variety.quality_choice | How the ground’s textures are broken up. High blends three samples and costs more. | One of low, high | high |
Surface Depth
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Surface Depthterrain_depth.enabled | Terrain: Gravel, rock and mud show real depth up close instead of looking painted flat. | On or off | Off |
Terrain Depth Strengthterrain_depth.strength_x | How deep the ground’s relief looks, against the depth its textures were made with. | 0 to 2 times the game’s value | 1 |
Terrain Depth Distanceterrain_depth.distance_m | How far from you the ground keeps its depth before it fades flat. Higher values cost frames outdoors. | 10 to 40 metres | 25 |
Surface Depthblock_depth.enabled | Blocks: Brick, plank and stone walls show real depth up close instead of looking painted flat. | On or off | Off |
Block Depth Strengthblock_depth.strength_x | How deep the blocks’ relief looks, against the relief generated from their textures. | 0 to 2 times the game’s value | 0.7 |
Block Depth Distanceblock_depth.distance_m | How far from you walls and floors keep their depth before they fade flat. Higher values cost frames indoors. | 4 to 12 metres | 8 |
Surface Depthheld_item_depth.enabled | Held Items: Your weapon, tools and sleeves show real depth instead of looking painted flat. | On or off | Off |
Held Item Depth Strengthheld_item_depth.strength_x | How deep the relief on your weapon, tools and sleeves looks, against the relief generated from their textures. | 0 to 2 times the game’s value | 1 |
Surface Depthprop_depth.enabled | Props: Crates, furniture and loot show real depth up close instead of looking painted flat. | On or off | Off |
Prop Depth Strengthprop_depth.strength_x | How deep the relief on crates, furniture and loot looks, against the relief generated from their textures. | 0 to 2 times the game’s value | 1 |
Surface Depth Qualitysurface_depth.steps_choice | How finely surfaces with depth are traced. Higher values cost frames on every surface with depth on. | One of low, medium, high | medium |
Terrain Tessellationterrain_tessellation.enabled | Rocks, ruts and gravel near you get real shape, so the ground’s outline and its shadows follow them instead of staying flat. | On or off | Off |
Tessellation Triangle Sizeterrain_tessellation.triangle_px | How small the ground near you is cut, in pixels on screen. Lower values show finer shapes and cost more frames. | 4 to 16 pixels | 8 |
Tessellation Distanceterrain_tessellation.distance_m | How far from you the ground keeps its shape before it fades to the flat relief. Higher values cost frames outdoors. | 8 to 20 metres | 20 |
Nature
| Setting | What it does | Range and unit | Default |
|---|---|---|---|
Natural Windnatural_wind.enabled | Trees lean and sway in a wind that blows from a direction and slowly turns through the day, their crowns and branches bending with the weather’s wind in gusts that roll through the forest, gentle in calm weather and wild in storms. | On or off | Off |
Tree Swaynatural_wind.sway_x | How strongly trees sway and bend, as a multiple of the game’s wind. | 0.5 to 2 times the game’s value | 1.25 |
Living Grassliving_grass.enabled | Grass, flowers, crops and shrubs sway with the wind’s direction, in gusts that roll across a field. | On or off | Off |
Grass Swayliving_grass.sway_x | How strongly grass sways, as a multiple of the game’s wind. | 0.5 to 2 times the game’s value | 1 |
Foliage Bendingfoliage_bending.enabled | Grass and plants bend aside where you and other players walk and stand, and spring back smoothly once you move on. | On or off | Off |
Bending Strengthfoliage_bending.strength_share | How far grass and plants bend aside. | 0.25 to 1 a share, 0 none and 1 all | 0.75 |