Rage cfg maker

Read this first / HOW TO USE copy the generated code and put it into a new text file named "rageconfig.cfg" in these locations:
For Single-Player - "*your install location*\rage\base\"
For Multi-Player - "*your install location*\rage\mp\base\"

Read this first / Legend of values DNA very high = best quality
DNA high = good quality
default = default RAGE settigs
DNA low = below default RAGE settigs
DNA very low = very low settings for low spec systems
"DNA enahnced" specific on and off settings

console and intro skip
allow toggling console with the tilde key
skips the intro video

Render Settings
Dimensions of the shadow buffer image
Use the double-shadow private lighting
Use hardware textures instead of virtual textures for implicit gui images
run the renderer in a separate thread
This Value is added to the true combined light z value to prevent ling streched shadows
Force high quality shadows
maximum dim-shadow resolution (set to same as "Dimensions of the shadow buffer image")
if 1 do not allow any dimshadows on breakables

Game Settings
enables shadow of player model (!not working at the moment!)
camera field of view
Reactivate gibs when mover is activated, else gibs will be immediately removed
show blood splats, sprays and gibs
disable all the aim assist code (Killburst, Zooming, Shooting)

Virtual Texture Settings nVidia specific
toggles RLE (Run-length encoding) support
budget in ms for CUDA transcoding (lower better/high end)
controls Cuda texture transcoding

Virtual Texture Settings Global
Virtual texture preloading (should always be enabled)
minimum mip level installed on the hard disk
Use uncompressed vmtr data
force everything to high quality (set to same as "Use uncompressed vmtr data")
maximum number of transcoded pages per frame
Floating point max aniso for physical textures
set the maximum texture anisotropy if available (set to same as "Floating point max aniso for physical textures")
number of anti-aliasing samples (0= no multi-sampled FBO)
Set the finest mip that can be accessed
Floating point bias for drawing virtual textures (set to same as "Set the finest mip that can be accessed")
change lod bias on mipmapped images
Compression method for vmtr pages
Compression method for generated pages
DCT Chroma quality 0 to 100
DCT Luma quality 0 to 100
DCT Normal quality 0 to 100
DCT Power quality 0 to 100
DCT Specular quality 0 to 100
force lossless HD-photo compression
HDP Diffuse - amount of quantization to apply in the range 0 to 255
HDP Normal - amount of quantization to apply in the range 0 to 255
HDP Power - amount of quantization to apply in the range 0 to 255
HDP Specular - amount of quantization to apply in the range 0 to 255
Dimensions of the physical page images
Dimensions of the physical page images
Dimensions of the physical page images
Dimensions of the physical page images
Vsync Mode / wglSwapInterval

Sound Settings
enable reverb
distance over which to fade occlusion
Max number of samples loaded per shader
Amount of Sound Emitter Channels

Player movement settings
Toggle sprint or not
speed the player can move while sprinting
speed the player can move while running
speed the player can move while walking
speed the player can move while crouched


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