[ℹ] FULLNAME=General Patch settings PREVIEW=https://acstuff.club/images/modules/general.jpg DESCRIPTION=Some patch settings which aren’t related to any specific extensions. SHORT_DESCRIPTION=Miscellaneous ORDER=-1 LIVE_SUPPORT=0 [BASIC] ; Shaders Patch ENABLED=1 ; Active (set to 0 to disable everything completely); 1 or 0 [CONFIGURATIONS] ; System settings WATCH_FOR_CHANGES=1 ; Watch configs for changes; 1 or 0; hidden USE_PARTIAL_RELOAD=1 ; Use partial reload for track and car configs (for those settings where it’s possible); 1 or 0 ; IGNORE_CACHE2=0 ; Ignore cached data (things like precalculated ambient shadows from cars, cars rain occlusion data or tree normals alignment; disabling would slow down loading, but would make it easier to prepare certain configs); hidden CRASH_PLUGIN=0 ; Use separate process for crash messages (experimental, ensures AC would shut down before showing an error message. In VR, always active.); 1 or 0 CLEAR_SHADERS_CACHE=1 ; Clear shaders cache when CSP version changes (helps with game freezing when loading or exiting); 1 or 0 ; CREATE_TRACK_MAP=0 ; Create track map if missing; 1 or 0; hidden ; CUSTOM_FILE_WATCHING=1 ; Custom file watching (alternative implementation for AC monitoring changes in files, such as digital instruments); 1 or 0; hidden ; REDIRECT_MMF_THROUGH_FMOD=0 ; Redirect media players audio through FMOD (experimental, disabled by default for now, will be always enabled soon); 1 or 0 ; PRECREATE_MMF_DEVICE=1 ; Initialize extra D3D instance for MMF (might help if the initial moment of loading a video freezes AC); 1 or 0 HTTP_FLAGS=HTTP2, TLS13 ;; hidden ; [DRIVE] ; ; Driving tweaks ; PREFER_DISABLED_ABS2=0 ; Keep ABS disabled even if server forces it on (can be switched back on during the race with Ctrl+A as usual); 1 or 0 ; PREFER_DISABLED_TC2=0 ; Keep TC disabled even if server forces it on (can be switched back on during the race with Ctrl+T as usual); 1 or 0 [CONTROL] ; Controls ; FIX_ORDER2=1 ; Automatically fix controls order; hidden RELOAD_ON_FOCUS=1 ; Automatically reload control settings (reload would only happen once AC unpauses, not during the driving. Changing input type live is not currently supported); 1 or 0 RELEASE_DPAD=0 ; Stop AC from using D-Pad in quick pits menu; 1 or 0 ; QPM_FIX_WINGS2=1 ; Fix wings in quick pits menu (show setup value rather than wing angle for easier and more clear configuration); 1 or 0 UNBIND_TURBO_DIGITS=0 ; Stop digits from changing turbo setting; 1 or 0 UNBIND_GAMEPAD_SHORTCUT=1 ; Unbind Ctrl+P; 1 or 0 ALTERNATIVE_AI_DRIVER=1 ; Tweak autopilot switching (with this option AI driver becomes more active and can be switched off); 1 or 0 AI_DRIVER_KEEP_SETTINGS=1 ; Stop autopilot from altering car settings; 1 or 0; only with ALTERNATIVE_AI_DRIVER ; DISCORD_HOOK_FIX2=1 ; Fix for Discord overlay (might stop Discord overlay from crashing AC); hidden IGNORE_ESCAPE_IN_REPLAYS=0 ; Ignore Escape button in replays (by default it stops a replay, but it can also be stopped with Alt+F4, for example); 1 or 0 INACTIVE_ONLY_WHEN_COVERED=0 ; Consider AC window in background only when covered (covered means some other window is currently over the center of AC window); 1 or 0 ; BINARY_MODIFIERS_FILTERING2=1 ; Check for modifier buttons in other bindings (allows to bind A+B for one command and B for another, and then pressing A+B won’t trigger B command); 1 or 0 [CONTROL_MOUSE_STEERING] ; Mouse steering tweaks ; NO_MOUSE_STEERING_FOR_INACTIVE=1 ; Stop mouse steering when AC window goes out of focus; 1 or 0 USE_RAW_INPUT=0 ; Use raw input (not sure if it would be any better or not); 1 or 0; hidden with IS_LIVE__ TOGGLE_WITH_MIDDLE_BUTTON=0 ; Use middle mouse button to toggle mouse steering; 1 or 0 USE_SCRIPT=0 ; Use script (allows to alter default mouse steering logic with a custom Lua script); 1 or 0 IMPLEMENTATION=base ; Script; look for assist.lua in extension/lua/mouse-steering; only with USE_SCRIPT [CONTROL_MOUSE_STEERING_SETTINGS] ; Mouse steering script settings __PLUGIN_SETTINGS=CONTROL_MOUSE_STEERING/IMPLEMENTATION, extension/state/lua/joypad_assist/{0}__settings.ini ;; hidden [CAR_CAMERAS] ; Car cameras ALLOW_BUMPER=1 ; Allow bumper camera; 1 or 0 ALLOW_BONNET=1 ; Allow bonnet camera; 1 or 0 ALLOW_COCKPIT=1 ; Allow cockpit camera; 1 or 0 ALLOW_DASHBOARD=1 ; Allow dashboard camera; 1 or 0 ALLOW_CHASE_1=1 ; Allow first chase camera; 1 or 0 ALLOW_CHASE_2=1 ; Allow second chase camera; 1 or 0 ; PAUSE_ORBIT=1 ; Pause orbit camera if mouse is somewhere else (for example, if AC lost focus); 1 or 0 ; USE_TRAJECTORIES_FOR_START_CAMERA=1 ; Use showroom camera trajectories for starting camera (trajectories can be configured in Custom Showroom, look for “Follow trajectory” in “Camera settings” tab); 1 or 0 FOV_BUMPER=60 ; Bumper camera FOV; from 20° to 160 SHAKING_BUMPER=0, 0 ; Bumper camera shaking (horizontal and vertical, set 1 for a regular gentle shaking or above for a more pronounced effect); 2 values: "from 0 to 10, perc." FOV_BONNET=60 ; Bonnet camera FOV; from 20° to 160 SHAKING_BONNET=0, 0 ; Bonnet camera shaking (horizontal and vertical, set 1 for a regular gentle shaking or above for a more pronounced effect); 2 values: "from 0 to 10, perc." [TRACK_CAMERAS] ; Track cameras options FORCE_DISABLE_WOBBLE=0 ; Disable camera wobble; 1 or 0 [AUDIO] DECOMPRESS_SAMPLES=0 ; Decompress samples (reduces CPU overhead for content with compressed audio samples in exchange for higher RAM usage); 1 or 0 ALTER_PITCH_IN_SLOW_MOTION=1 ; Alter pitch in slow motion; 1 or 0 ; OLD_MASTER_SOUNDBANK=content/sfx/old/common.bank ;; file ; ALIGNMENT_FIX=1 ; Fix listener orientation (in some specific cases, like, for example, when using F5 non-orbit camera and pressing right mouse button, listener orientation might break in strange ways); 1 or 0; hidden ; VR_FIX=1 ; Fix stereo sound in VR; 1 or 0; hidden ; GEARS_FIX=1 ; Fix missing gears sound with frequent shifting; 1 or 0; hidden DISTANCE_DELAY=0 ; Add sound delay with distance; 1 or 0 DISABLE_BRAKES_SOUND=0 ; Disable brakes sound; 1 or 0 DISABLE_TC_SOUND=0 ; Disable traction control sound; 1 or 0 OPPONENTS_EXTRA_MULT=1 ; Opponents volume mult.; from 0 to 3, perc. USE_EXTERIOR_SOUNDS=2 ; Use exterior sounds (smart option adds exterior audio for cars without a roof, excluding open-wheelers); 0 for Disabled, 1 for "Always (without interior)", 4 for "Always (with interior)", 2 for Smart; not available with USE_INTERIOR_SOUNDS ALTER_REVERB_AMOUNT=1.0 ; Reverb multiplier; from 0 to 1, perc; visible with USE_EXTERIOR_SOUNDS=4 USE_EXTERIOR_SKIDS=0 ; Use exterior skid sounds (temporary tweak if you prefer that set of samples more); 1 or 0; new; not available with USE_EXTERIOR_SOUNDS=1 USE_INTERIOR_SOUNDS=0 ; Use interior sounds everywhere; 1 or 0; not available with USE_EXTERIOR_SOUNDS USE_ACTUAL_THROTTLE=0 ; Use actual throttle value (throttle component will be affected by shift-related cutoffs or the throttle curve); 1 or 0; new QUIET_WHEN=MINIMIZED ; Silence audio; NONE for Never, MINIMIZED for when minimized, BACKGROUND for when in background ; CUSTOM_UPDATE2=1 ; Might be faster, doesn’t work with track audio occluders, but most tracks don’t have those to begin with; hidden ; OCCLUDE_AUDIO2=1 ; Use track occluders to occlude audio as well (for tracks with configured track visibility occluders); 1 or 0 ALTER_REVERB=1 ; Adjust AC reverb (adds reverb to collision events and more, adds a tiny bit of reverb to reverbless audio events); 1 or 0 ADDITIONAL_REVERB=1 ; Add extra reverb (adds more reverb with distance or for audio occluded by walls for configured tracks); 1 or 0 FORCE_REVERB=-1 ; Track reverb; -1 for default, 0 for fully deactivate, 1 for force always on EXTENDED_AMBIENCE=0 ; Alter ambience audio (changes ambience track based depending on conditions. Experimental, loads audio samples from a cloud. More samples are coming soon.); 1 or 0; new SHIFTED_AMBIENCE=1 ; Reposition original AC ambience (might help with performance a bit); 1 or 0; new ALTER_DAMAGED_ENGINE_AUDIO=1 ; Slightly tweak audio for damaged engines; 1 or 0; new ; [PHYSICS] ; hidden ; USE_HASH_SPACE=1 ; Use hash space to speed up collision detection (might improve performance); 1 or 0 ; USE_TEMPORAL_CACHE2=1 ; Use temporal cache for collisions detection (might improve performance); 1 or 0 ; CUSTOM_RAYCASTING2=0 ; Raycasting engine (Intel Embree is in experimental stage currently and not available online); 0 for ODE, 2 for Intel Embree ; INTEL_EMBREE_ROBUST=0 ; Intel Embree: robust algorithm (use it if car falls through the ground on triangle edges); 1 or 0; visible with CUSTOM_RAYCASTING:2 ; LIMIT_CONTACTS=1 ; Limit amount of contacts (might help with performance in massive collisions); hidden [PHYSICS_EXPERIMENTS] ; Physics experiments EXTENDED_PHYSICS=0 ; Use extended physics for all cars and tracks; 1 or 0 STALLING=0 ; Allow cars to be stalled (very basic experiment, currently available to cars without some custom physics scripts. Assign button in controls settings, or just use the throttle pedal if nothing is assigned. Cars with damaged engines might have difficulties starting); 1 or 0; new ; SLIDING_FIX=1 ; Prevent stationary wheels from sliding (creates ODE contact joints to prevent wheels sliding downhill and such. Requires extended car physics, can be changed live); 1 or 0 REPAIR_WHEELS=1 ; Repair wheel joints (forces wheels back to their neutral position when mislocated. Requires extended car physics, can be changed live); 1 or 0 ; BRAKES_LIMIT=1 ; Limit braking torque to avoid jitter (might reduce angular speed jitter when car is stationary. Requires extended car physics, can be changed live); 1 or 0 FIX_GROUND_COLLIDERS=1 ; Fix ground colliders (prevents cars from falling through ground, but might reduce performance. Can’t be changed live); 1 or 0 FIX_SURFACE_TYPES=1 ; Fix surface types of some modded tracks (some tracks have wrongly named meshes. The correct naming scheme is “[more digits][the rest]”, but some tracks miss out on “more digits” and as a result the surface ends up recognized as a wall); 1 or 0; new ENABLE_MESH_COLLIDER_SOONER=1 ; Enable cars mesh collider sooner (activates proper car-ground collisions when car is not driving straight, but might reduce performance. Also might break some mods. Can be changed live); 1 or 0 CLAMP_MESH_COLLIDERS=0 ; Clamp car mesh colliders (solves possible issues with enabling car mesh colliders sooner by making sure mesh collider meshes don’t go below box colliders used for car-track collisions); 1 or 0; only with ENABLE_MESH_COLLIDER_SOONER EXTEND_COLLIDER_BOXES=0 ; Extend car box colliders (prevents cars from falling through the ground in when falling fast); 1 or 0 EXTRAPOLATE_STATE=1 ; Extrapolate car state properly (helps to smooth out things like motion blur, resolves shaking produced by custom camera motion and more); 1 or 0 DISABLE_AUTOBRAKING=0 ; Disable auto-braking (for now you’ll have to hold brakes or handbrake to prevent car from rolling away); 1 or 0 EXTRA_CONTACT_POINTS=0 ; Extra contact points (adds extra lateral contact points to cars with extended physics, improves handling on curbs); 1 or 0 PHYSICS_SHADOWS=0 ; Consider sun shadows (reduces road temperature in shadows based on current weather conditions); 1 or 0 TYRE_SHIFT_SURFACE_PROPERLY=1 ; Alternative surface noise application (affects off-track surfaces with sinusoidal noise); 1 or 0 TYRE_SINE_ALTERS_NORMALS=1 ; Shift normals with sine surface noise (lets sinusoidal to alter surface normals as well); 1 or 0 TYRE_PERLIN_SURFACE_NOISE=1 ; Perlin surface noise (replaces sinusoidal noise used by some off-track surfaces with Perlin noise. Affects dirt-additive surfaces only); 1 or 0 ALT_COLLISIONS_HANDLING=1 ; New collision handling (pretty much the same, but once tested, can be improved further); 1 or 0; new FIX_SPAWN_POINTS=1 ; Fix missing or misplaced spawn points (cars will spawn in pits); 1 or 0 ALT_DEPTH_FOR_CAR_BOX_VS_TRACK=0 ;; hidden TOE_ROD_THING=0 ;; hidden DIFF_THING=0 ;; hidden __HINT_BOTTOM=Affects offline races only, and only cars with custom physics active. Once tested and finalized, might be moved to be active everywhere by default. [PHYSICS_EXPERIMENTS_DONE] ; hidden ; enabled everywhere now: SLIDING_FIX=1 ;; hidden BRAKES_LIMIT=1 ;; hidden RIM_COLLISION=1 ;; hidden SMOOTH_COLLISIONS=1 ;; hidden ADAPTIVE_HARD_COLLISIONS=1 ;; hidden OPTIMIZE_ROTATION=1 ;; hidden ODE_AFTER_GRAPHICS=1 ;; hidden SMOOTH_CONTROLS_LOCKING=1 ;; hidden RANDOMIZE_WHEEL_ANGLES=1 ;; hidden CUSTOM_POBJECTS_MOTION=1 ;; hidden CUSTOM_THREADPOOL=1 ;; hidden ALTERNATIVE_OPTIMAL_BRAKE=1 ;; hidden [HOLDING_HANDBRAKE] ; Holding handbrake ; ; section tweaks; hidden without PHYSICS_EXPERIMENTS/DISABLE_AUTOBRAKING ENABLED=0 ; Enable holding handbrake; 1 or 0 DELAY=3 ; Activation delay; from 0 s to 10, round to 0.1 SPEED_THRESHOLD=0.5 ; Speed threshold (speed should be lower than this threshold when holding handbrake for it to activate); from 0.5 km/h to 20, round to 0.5; new AUTO_DISENGAGE=0 ; Disengage automatically with gas pedal; 1 or 0 __HINT_BOTTOM=After stopping, hold handbrake for a specified time to keep it engaged until handbrake is used again. [INPUTS_REMAP] ; hidden ; Those fixes could be implemented without CSP by adjusting controls config for different cars to try and compensate strange configurations, ; but if we can do it directly, why not? None of these settings will have any effect on actual physics. OVERRIDE_CAR_FFMULT=0 ; If non-zero, reset FFB multiplier for all cars to this value; hidden OVERRIDE_CAR_STEERASSIST=0 ; If non-zero, reset steer assist for all cars to this value (value recommended and used by Kunos for all their cars is 1); hidden SKIP_THROTTLE_CURVES=0 ; Cancel out “throttle.lut” (but not if “throttle_max.lut” is present); hidden [PHYSICS_SHADOWS] ; hidden ; Shadows affecting surface temperature (temporary section; in the future will be moved to a different config) TEMPERATURE_MULT=1 ; Temperature multiplier (by default sets shadowed surface temperature equal to adjusted ambient temperature, this option is an additional multiplier); hidden __HINT_BOTTOM=Affects offline races only. For online races option can be enabled by a server configuration. [ONLINE] ; hidden ; Online tweaks ; FIX_REMOTE_STEER_ANGLE=1 ; Fix steer angle for remote cars (removes 127° cap); 1 or 0 ; CUSTOM_MOTION=0 ; Alternative wheels position calculation (replaces original remote wheels position computation which could sometimes lead to strange results); 1 or 0 [REPLAY] ; Replay tweaks ; EXT_RECORD=1 ; Record extra data; hidden ; EXT_SAVE=1 ; Save extra data; hidden ; EXT_LOAD=1 ; Load extra data; hidden ; SPEED_UP_REPLAY_ACTIVATION=1 ; Speed up replay activation; 1 or 0 CLIP_DURATION=30 ; Clip duration (clips are short bits of replay saved by pressing an associated shortcut mainly meant for recording contacts online; they don’t store extra CSP data); from 10 s to 60, round to 5 ; EXTRA_LARGE=1 ; Remove original 1 GB size cap (new limit is 4 GB); 1 or 0 LOOP_INSTEAD_OF_PAUSE=0 ; Loop instead of pausing; 1 or 0 KEEP_CAMERA=1 ; Keep camera on replay activation; 1 or 0 ALLOW_REPLAYS_ONLINE=1 ; Allow instant replays online (experimental option, doesn’t work with extra data yet); 1 or 0 ; JUMP_FIX2=1 ; Fix jumping with car teleports; 1 or 0 [CUSTOM_FONTS_RENDERING] ; hidden ; Custom fonts rendering (reduces CPU load, adds additional options for text rendering) ENABLED=1 ; Active; 1 or 0 HARDWARE_ACCELERATION=1 ;; 1 or 0 ALLOW_OVERSIZED_GLYPH=0 ;; hidden MAX_GLYPH_COUNT_PER_SHEET=8192 ;; hidden MIP_LEVELS=1 ;; hidden MAX_GLYPH_SHEET_COUNT=128 ;; hidden VERTEX_BUFFER_SIZE=800 ;; hidden GLYPH_SHEET_SIZE=1024, 1024 ;; hidden MAX_GLYPH_SIZE=256, 256 ;; hidden [NEW_KN5_LOADER] ; New KN5 loader (slightly faster, reduces RAM and VRAM consumption a bit) ENABLED=1 ; Active; 1 or 0; new SHARED_MATERIALS=2 ; Shared KN5 materials; 0 for Disabled, 1 for Across the same model, 2 for Across the same cars; new; only with ENABLED SHARED_MESHES=1 ; Shared KN5 meshes; 1 or 0; new; only with ENABLED COMPRESSED_MESHES=1 ; Compress shared meshes; 1 or 0; new; only with ENABLED and SHARED_MESHES SKIP_OVERLY_DETAILED=1 ; Skip meshes hidden by video settings (changing world detail while the game is running won’t work entirely well); 1 or 0; new; only with ENABLED STRIP_PHYSICS_DATA=0 ; Strip unnecessary data from physics meshes; 1 or 0; new; only with ENABLED LAZY_TEXTURES_LOADING=0 ; Lazy textures loading (experimental, might lead to missing textures or even crashes); 1 or 0 [OPTIMIZATIONS] MULTITHREADED_LOADING=1 ; Multithreaded loading (reduces loading times); 1 or 0 SMOOTHER_LOADING=1 ; Smoother loading (disable if takes too long); 1 or 0 CACHE_CSP_CONFIGS=0 ; Cache CSP configs (stores parsed configs on disk in binary format for faster subsequent loading); 1 or 0; new ; CACHING_LOADING2=1 ; Cache AC data to speed up loading; 1 or 0; hidden SKIP_CREATING_SETUP_FOLDERS=1 ; Skip creating setup folders for every installed track (by default AC creates setup folders for every installed track, but with this option it would only create a folder for a track that is currently being used); 1 or 0; hidden ; STOP_ALTERING_THREAD_AFFINITY=1 ; Prevent AC from altering threads affinity (leaves it to Windows to spread threads more effectively; might help to reduce sudden FPS drops); 1 or 0; hidden ; AABB_REFLECTIONS2=1 ; Use SIMD-accelerated AABB culling for reflections (reduces draw calls lowering CPU and GPU load); 1 or 0 AABB_TRACKS=0 ; Use SIMD-accelerated culling for tracks (saves a bit of CPU time, might increase GPU load); 1 or 0 FORCE_CULL_TESTS=1 ; Force cull tests (might decrease GPU load by adding some extra CPU load); 1 or 0 ; ADVANCED_CULLING2=1 ; Advanced culling (runs in separate thread taking into account track occluders and more); 1 or 0 ; EARLY_CULL_CHECK=0 ; Check orientation-based culling early (slightly reduces draw calls, might cause flicker on CPUs with two cores); 1 or 0; only with ADVANCED_CULLING ; ADVANCED_MASKING_CULLING2=0 ; Masking culling (allows tracks to set custom masking meshes covering other objects); 1 or 0; only with ADVANCED_CULLING ; ADVANCED_MASKING_CULLING_RESOLUTION=256 ; Higher values for more accurate culling, but more expensive preparation step; hidden ; CACHE_ACS=1 ; Cache AC memory layout (improves loading speed); 1 or 0; hidden ; USE_FMM_KN5_2=0 ; Speed up KN5 loading (removes a single textures copying step, broken at the moment); hidden CUSTOM_SKINNED_BS=1 ; Custom bounding spheres for skinned meshes (improves CPU and GPU performance a bit); 1 or 0 MERGE_DIGITAL_LEDS=1 ; Optimize series of digital LEDs (makes things like 100 RPM segments cost like one in runtime for both preparation and rendering); 1 or 0 PREVENT_CREATING_UNNECESSARY=1 ; Prevent creating unnecessary entities (disable if you want to start a race with CSP tyre smoke, later disable it and see original AC smoke); 1 or 0 VIRTUAL_REPLAYS_ALLOCATION=1 ; Virtual replays allocation (can prevent short freezes on replays reallocation); 1 or 0 [OPTIMIZATIONS_CPU] ; CPU optimizations, experimental (can reduce CPU load in certain situations) ; MERGE_MESHES=0 ; Merge meshes (merge groups of smaller meshes to reduce draw calls); 1 or 0 ; PAUSE_HIDDEN_APPS2=1 ; Pause hidden apps (affects only a few known apps which are safe to pause like that); 1 or 0 FLATTEN_NODES=0 ; Flatten nodes (remove unnecessary nodes in scene graph); 1 or 0 USE_CHUNKS=1 ; Chunks optimization (removes distant objects from scene to save time on having to check if they’re close enough or not each time the scene is being rendered. Advanced mode currently might hide too much in replays or with low FOV cameras.); 0 for Disabled, 1 for Basic, 2 for Advanced (experimental) LIMIT_GENERAL=1 ; Limit some things if there are a lot of cars; 1 or 0 LIMIT_SHADOWS=1 ; Limit shadows; 1 or 0 LIMIT_SMOKE=3 ; Limit smoke (set to 0 to disable limit); from 0 to 5, round to 1 LIMIT_AUDIO=6 ; Limit audio (set to 0 to disable limit); from 0 to 20, round to 1 LIMIT_AUDIO_FOR_OTHER_CARS=0 ; Limit audio for other cars (skips loading of interior audio events and such, experimental); 0 for Disabled, 1 for Online only, 2 for Always [OPTIMIZATIONS_GPU] ; GPU optimizations (can reduce GPU load in certain situations depending on view, track or cars) OPTIMIZE_MESHES=1 ; Optimize meshes (rearrange index buffers for better cache usage); 1 or 0 OPTIMIZE_MESHES_MORE=0 ; Optimize meshes some more (rearrange to reduce overdraw and improve fetching); 1 or 0 ; SEPARATE_SHADOW_MESHES=0 ; Use separate meshes for shadow pass (optimized vertex/index buffers for shadow pass. Might gain an fps or two but increases CPU load slightly. Will dynamically disable under high CPU load); 1 or 0 DEDUPLICATE_MESHES=0 ; Deduplicate meshes (reduces VRAM usage for multiple cars of same type); 1 or 0 DEDUPLICATE_TEXTURES=0 ; Deduplicate textures (very experimental, might increase VRAM usage); 1 or 0 SHADOW_MAP_16BIT=0 ;; hidden ; USE_NEW_DDS_LOADER2=1 ; Use newer DDS loader (much faster textures loading, also might reduce VRAM consumption); hidden UPGRADE_TEXTURES=0 ; Upgrade AC textures (increases size taken by AC folder a lot, but might improve loading time and VRAM consumption); 1 or 0 BC7_CACHE=1 ; Compress cached textures (applies BC7 compression to cached textures, mostly affects billboards of new trees); 1 or 0 __HINT_BOTTOM=None of these would affect visual quality at all, optimizations just mean more efficient arrangement of things to utilize GPU better. ;; hidden [FPS_LIMIT_TWEAKS] ; FPS limiter options USE_ADJUSTED_FRAME_TIME=0 ; Adjust frame time to improve smoothness (pretty much just increases FPS limiter value a bit to make sure there’ll be no occasional drop to 30 FPS because of a possible hiccup); 1 or 0 USE_SLEEP=1 ; Use sleep instruction (applied in case rendering thread needs to wait more than 2 ms per frame; lowers CPU consumption, but might introduce occasional FPS drops — or might not, please, check for yourself); 1 or 0 ; USE_PAUSE2=1 ; Use pause instruction (reduces power consumption); 1 or 0; hidden [GHOST] ; Hotlapping ghost USE_ORIGINAL_MATERIALS=0 ; Use original car look instead of semi-transparent glowing one; 1 or 0; not available with ADD_EXTRA_GLOW ADD_EXTRA_GLOW=0 ; Add extra glow to the ghost; 1 or 0; not available with USE_ORIGINAL_MATERIALS EXTRA_GLOW_EMISSIVE_MULT=1 ; Extra glow, emissive mult.; from 0 to 2, perc.; only with ADD_EXTRA_GLOW EXTRA_GLOW_LIGHT_MULT=1 ; Extra glow, light mult.; from 0 to 2, perc.; only with ADD_EXTRA_GLOW REFRACTION_MULT=0 ; Refraction; from 0 to 1, perc. [SHARED_MEMORY] ; Shared memory tweaks REDUCE_GFORCES_WHEN_SLOW=0 ; Reduce G-forces for cars slower than 6 km/h (improves D-BOX behavior); 1 or 0 [APPS] ; Tweaks for Python apps CUSTOM_ERRORS_HANDLING=1 ; Custom errors handling for Python apps; 1 or 0 CUSTOM_ERRORS_HANDLING_MESSAGES=0 ; Show popup messages for first errors during loading, for development; 1 or 0 ENABLE_CACHE=0 ; Enable caching (improves loading speed; might need a run without it if an app has been updated); 1 or 0 ; FIX_SHARED_MEMORY2=0 ; Enforce latest shared memory library (replaces “sim_info.py” library most apps use by its latest version, fixing a bug when having an older and a newer apps running together could break the newer app); 1 or 0 [DEV] ; Developer settings SILENT_LUA=0 ; Prevent Lua scripts from outputting debug data (unless Lua debug app has been used in a few previous sessions); 1 or 0 KEEP_BACKGROUND_WORKERS_AROUND=0 ; Keep Lua workers for (time to keep keep Lua background workers in Lua Debug app after they’re finished); from 0 s to 60, round to 1 FLAMES_ALWAYS_ON=0 ;; hidden TRACK_CONDITIONS_RESTORE=0 ; set to 1 to stop lights from getting smoothly lit up when configs are changed; hidden D3D_DEBUG=0 ;; hidden GRACEFUL_START=3 ; skips rendering scene for the first N frames to make it easier for GPU to start; hidden DISABLE_STEAM_INTERFACE=0 ;; hidden LUA_APPS_DIR=lua ;; hidden COUNT_LUA_MEMORY=0 ;; hidden FORCE_LUA_PREPROCESSOR=0 ;; hidden DISABLE_AUDIO=0 ;; hidden DISABLE_TEXTURES=0 ;; hidden BC7_COMPRESSION_LEVEL=3 ; from 0 to 6; hidden LAZY_CLOUDS_GENERATION=1 ;; hidden LAZY_MIPS_GENERATION=1 ;; hidden PROFILE_LOADING=0 ;; hidden PROFILE_MEMORY=0 ;; hidden AL_OPT=2 ;; hidden DISABLE_PROCESS_JOBS=0 ;; hidden NANORT_SCENE_RAYCAST=0 ;; hidden DX_DEVICE_PRIORITY=7 ;; hidden CAR_PAINT_TEXTURE_NAMES=metal_details.dds, metal_detail.dds, Metal_detail.dds, car_paint.dds, carpaint_detail.dds ;; hidden ; EXTRACT_RESOURCES=C:/Temp/Resources FMOD_LOGGING=0 ;; hidden CRASH_ON_F12=0 ; could be useful to debug infinite loading; hidden