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COD22 Graphics and Audio Settings

This document contains audio, display, and graphics settings for a game. It lists over 100 individual settings ranging from audio volumes, display resolution and refresh rate, to graphics options like shadows, textures, and effects quality levels. Each setting has a label and supported value range.
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0% found this document useful (0 votes)
192 views7 pages

COD22 Graphics and Audio Settings

This document contains audio, display, and graphics settings for a game. It lists over 100 individual settings ranging from audio volumes, display resolution and refresh rate, to graphics options like shadows, textures, and effects quality levels. Each setting has a label and supported value range.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
  • Audio Settings
  • Display Settings
  • Graphics Settings
  • Advanced Rendering Options
  • Shader and Ambient Settings
  • World and Environment Settings
  • Texture Management

0

//
// Audio
//

// Audio mix
AudioMix:0.0 = "2" // 0 to 9

// 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:0.0 = "2" // 0 to 16

// Adjusts the volume of audio in Cinematics


CinematicVolume:0.0 = "0.400000" // 0.000000 to 1.000000

// Adjusts the volume of the sound effects


EffectsVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Adjusts the volume of hit markers


HitMarkersVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Licensed Music Volume


LicensedMusicVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Adjusts the volume of the music


MusicVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Sets whether audio should be muted when the game window is out of focus
MuteAudioWhileOutOfFocus:0.0 = "false"

// Adjusts the volume of audio in Telescope (MOTD)


TelescopeVolume:0.0 = "1.000000" // 0.000000 to 1.000000

// Using push to talk to activate microphone.


VoicePushToTalk:0.0 = "false"

// Adjusts the volume for character dialogues and announcer voices


VoiceVolume:0.0 = "0.760000" // 0.000000 to 1.000000

// Adjusts overall volume of the game


Volume:0.0 = "1.000000" // 0.000000 to 1.000000

// War Tracks Volume


WarTracksVolume:0.0 = "1.000000" // 0.000000 to 1.000000

//
// Display
//

// Force specific aspect ratio independent of window aspect ratio


AspectRatio:0.0 = "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:0.0 = "false"

// Color spaces for monitor output


DisplayGamma:0.0 = "BT709_BT1886" // one of [BT709_sRGB, BT709_BT1886]
// Fullscreen mode
DisplayMode:0.0 = "Fullscreen borderless window" // one of [Windowed, Fullscreen,
Fullscreen borderless window, Fullscreen borderless extended window]

// Enable focused mode


FocusedMode:0.0 = "false"

// Set overlay opacity for the focused mode


FocusedModeOpacity:0.0 = "0.900000" // 0.000000 to 1.000000

// Monitor name of the monitor used to display the game


Monitor:0.0 = "LG TV"

// Enable Nvidia low latency mode. Boost mode request maximum GPU clock frequency
regardless of workload
NvidiaReflex:0.0 = "Enabled" // one of [Disabled, Enabled, Enabled + boost]

// Fullscreen mode preference


PreferredDisplayMode:0.0 = "Fullscreen borderless window" // one of [Fullscreen,
Fullscreen borderless window, Fullscreen borderless extended window]

// Refresh rate of used monitor


RefreshRate:0.0 = "90.000"

// Fullscreen Resolution
Resolution:0.0 = "1920X1080"

// Percentage of window resolution that the 3D scene renders at. value set by the
user. can be smaller than the actual.
ResolutionMultiplier:0.0 = "67" // 0 to 200

// Synchronizes framerate with refresh rate to prevent screen tearing issues


VSync:0.0 = "0" // 0 to 4

// Vsync while in menus only


VSyncInMenu:0.0 = "false"

// Window height
WindowHeight:0.0 = "729" // 0 to 32767

// Window is maximized on boot


WindowMaximized:0.0 = "true"

// Window width
WindowWidth:0.0 = "1350" // 0 to 32767

// Window X position
WindowX:0.0 = "8" // -32768 to 32767

// Window Y position
WindowY:0.0 = "31" // -32768 to 32767

//
// Gameplay
//

// Apply custom framerate limit


CapFps:0.0 = "false"
// Adds blur on out of focus areas when aiming down sights
DepthOfField:0.0 = "false"

// Custom maximum frames per second when in a match


MaxFpsInGame:0.0 = "120" // 30 to 300

// Custom maximum frames per second when in menus


MaxFpsInMenu:1.0 = "120" // 30 to 300

// Custom maximum frames per second when game is out of focus


MaxFpsOutOfFocus:0.0 = "120" // 5 to 300

//
// Graphics
//

// User preferred anti-aliasing technique


AATechniquePreferred:0.1 = "Filmic SMAA T2x" // one of [SMAA T2x, Filmic SMAA T2x,
XeSS, FSR2]

// Strength for Contrast Adaptive Sharpening (CAS)


AMDContrastAdaptiveSharpeningStrength:0.0 = "0.000000" // 0.000000 to 1.000000

// Enable AMD FidelityFX Super Resolution


AMDSuperResolution:0.0 = "Off" // one of [Off, CAS - Sharpening only, AMD FSR 1.0]

// AMD FidelityFX Super Resolution 2 (FSR 2) quality


AMDSuperResolution2Quality:0.0 = "Balanced" // one of [Maximum Performance,
Balanced, Maximum Quality, Ultra Quality]

// AMD FidelityFX Super Resolution quality


AMDSuperResolutionQuality:0.0 = "Maximum Quality" // one of [Maximum Performance,
Balanced, Maximum Quality, Ultra Quality]

// Absolute target resolution


AbsoluteTargetResolution:0.0 = "none" // one of [540P, 640P, 720P, 900P, 1080P,
1440P, native, none]

// Show bullet impacts


BulletImpacts:0.0 = "false"

// The maximum distance at which clutter models are rendered.


ClutterMaxDist:0.0 = "100" // 100.000000 to 10000.000000

// Corpses culling threshold


CorpsesCullingThreshold:0.0 = "0.600000" // 0.500000 to 1.000000

// Default SMAA technique


DefaultSMAATechnique:0.0 = "Filmic SMAA T2x" // one of [SMAA T2x, Filmic SMAA T2x]

// Enable deferred physics


DeferredPhysics:0.0 = "Low Quality" // one of [Low Quality, Medium Quality, High
Quality, Developer]

// Activate dynamic scene resolution


DynamicSceneResolution:0.0 = "true"

// Target frame time in ms for dynamic scene resolution.


DynamicSceneResolutionTarget:0.0 = "12.500000" // 0.000000 to 1000.000000

// Strength of the filmic visual noise filter


FilmicStrength:0.0 = "0.000000" // 0.000000 to 1.000000

// Preferred GPU if multiple GPU system


GPUName:0.0 = "AMD Radeon(TM) Graphics"

// Enables optimisations when resizable-bar is supported by uploading more data to


VRAM
GPUUploadHeaps:0.0 = "true"

// GTAO Quality level


GTAOQuality:0.0 = "R_GTAO_QUALITY_LOW" // one of [R_GTAO_QUALITY_LOW,
R_GTAO_QUALITY_MEDIUM, R_GTAO_QUALITY_HIGH, R_GTAO_QUALITY_ULTRA]

// Set HDR activation mode. Option only takes effect on HDR Display.
HDR:0.0 = "Automatic" // one of [Off, On, Automatic]

// LODs distance quality


ModelLodDistanceQuality:0.0 = "Base Quality" // one of [High Quality, Base Quality]

// Models quality
ModelLodQuality:0.0 = "Base quality" // one of [High quality, Base quality]

// Enable NVIDIA Image Scaling


NVIDIAImageScaling:0.0 = "false"

// NVIDIA Image Scaling quality


NVIDIAImageScalingQuality:0.0 = "Maximum Quality" // one of [Maximum Performance,
Balanced, Maximum Quality, Ultra Quality, Custom, Native Quality]

// NVIDIA Image Scaling sharpness


NVIDIAImageScalingSharpness:0.0 = "0.300000" // 0.000000 to 1.000000

// Particle Lighting Quality


ParticleLighting:0.0 = "0" // 0 to 5

// Particle Quality quality level


ParticleQualityLevel:0.0 = "very low" // one of [very low, low, medium, high]

// Particle Resolution quality level


ParticuleResolution:0.0 = "true"

// Enable persistent damage layer


PersistentDamageLayer:0.0 = "false"

// Particle Lighting quality level


PixelPerLightmapTexel:0.0 = "1.000000" // 1.000000 to 256.000000

// Enable half resolution reflection probes


ReflectionProbeHalfResolution:0.0 = "true"

// Reflection probe relighting update stages


ReflectionProbeRelighting:0.0 = "1" // 1 to 4

// SMAA Quality level


SMAAQuality:0.0 = "SMAA_QUALITY_MEDIUM" // one of [SMAA_QUALITY_LOW,
SMAA_QUALITY_MEDIUM, SMAA_QUALITY_HIGH, SMAA_QUALITY_ULTRA]
// Screen-space ambient occlusion method
SSAOTechnique:0.0 = "Off" // one of [Off, GTAO, MDAO, GTAO & MDAO]

// Screen-space reflection mode


SSRMode:0.0 = "Off" // one of [Off, Deferred LQ, Deferred HQ]

// Screen Space Shadow quality level


ScreenSpaceShadowQuality:0.0 = "Off" // one of [Off, Low, High]

// Select the shader quality setting


ShaderQuality:0.0 = "Low" // one of [Default, Medium, Low]

// Shadow resolution quality level


ShadowMapResolution:1.0 = "Very Low" // one of [Very Low, Low, Normal, High, Extra,
Ultra]

// Adjust size of Spot Shadow Cache


SpotShadowCacheSize:0.0 = "0" // 0 to 3

// Quality level of spot shadow


SpotShadowQualityLevel:0.0 = "Low" // one of [Low, Medium, High]

// Static sunshadow moment clipmap resolution


StaticSunshadowClipmapResolution:0.0 = "500" // 0 to 2147483647

// Catmull Clark subdivision level


SubdivisionLevel:0.0 = "0" // 0 to 8

// Quality level of shadows from the sun at a distance


SunShadowCascade:0.0 = "Low (1 cascade)" // one of [Low (1 cascade), Medium
(1-2 cascades), High (2-3 cascades)]

// Tessellation quality level


Tessellation:0.0 = "0_Off" // one of [0_Off, 1_Near, 2_All]

// Texture filtering quality level


TextureFilter:0.0 = "TEXTURE_FILTER_ANISO2X" // one of [TEXTURE_FILTER_NEAREST,
TEXTURE_FILTER_LINEAR, TEXTURE_FILTER_ANISO2X, TEXTURE_FILTER_ANISO4X,
TEXTURE_FILTER_ANISO8X, TEXTURE_FILTER_ANISO16X, TEXTURE_FILTER_CMP]

// Texture quality level, high to low ( higher number means lower resolution )
TextureQuality:0.0 = "2" // 0 to 3

// Ui Quality
UiQuality:0.0 = "1080P" // one of [1080P, 4K, Auto]

// Sets which memory mode to use for physical textures. 0:Extra small (11x11, 121
slots), 1:Small (16x16, 256 slots), 2:Medium (23x23, 529 slots), 3:Large (32x32,
1024 slots), 4:Extra large (45x45, 2025 slots).
VirtualTexturingMemoryMode:0.1 = "Large" // one of [Extra Small, Small, Medium,
Large, Extra Large]

// Volumetric quality
VolumetricQuality:0.0 = "QUALITY_LOW" // one of [QUALITY_LOW, QUALITY_MEDIUM,
QUALITY_HIGH]

// Select water caustics mode


WaterCausticsMode:0.0 = "Off" // one of [Off, Low Quality, High Quality]
// Enables persistent static geometry wetness from water waves.
WaterWaveWetness:0.0 = "false"

// Select weather grid volumes quality


WeatherGridVolumesQuality:0.0 = "Off" // one of [Ultra, High, Medium, Low, Off]

// World streaming quality option


WorldStreamingQuality:0.0 = "High" // one of [Low, High]

// XeSS quality
XeSSQuality:0.0 = "Balanced" // one of [Maximum Performance, Balanced, Maximum
Quality, Ultra Quality, Custom]

//
// Interface
//

// Skip introduction movie that plays when game is started


SkipIntro:0.0 = "false"

//
// Mouse and Gamepad
//

// Set minimum delay in milliseconds between valid mouse wheel inputs


WeaponCycleDelay:0.0 = "0" // 0 to 5000

//
// System
//

// Allow campaign savegame to be synced in with the cloud


ConfigCloudSavegameEnabled:0.0 = "true"

// Allows non-hardware settings to be synced in with the cloud


ConfigCloudStorageEnabled:1.0 = "true"

// Indicates whether recommended settings have been set, will reset settings to
recommended if set to 0
RecommendedSet:0.0 = "true"

// Thread count for handling the job queue


RendererWorkerCount:0.0 = "8" // -1 to 16

// Set a target fraction of your PC's video memory to be used by the game
VideoMemoryScale:0.0 = "0.0" // 0.000000 to 2.000000

// system settings version.


Version:0.0 = "1"

// Enables the async compute for specific cases


AsyncCompute:0.0 = "false"

// Adjusts the strength of the visual noise applied in-game


FilmGrain:0.0 = "0.000000" // 0.000000 to 1.000000

// User preferred anti-aliasing technique


AATechniquePreferred:0.0 = "Filmic SMAA T2x" // one of [SMAA T2x, Filmic SMAA T2x,
XeSS]

// Use large physical textures


VirtualTexturingLargeMemory:0.0 = "true"

0
//
// Audio
//
// Audio mix
AudioMix:0.0 = "2" // 0 to 9
// Number of output channels requested by the user. Not necessaril
// Fullscreen mode
DisplayMode:0.0 = "Fullscreen borderless window" // one of [Windowed, Fullscreen, 
Fullscreen borderless w
// Adds blur on out of focus areas when aiming down sights
DepthOfField:0.0 = "false"
// Custom maximum frames per second whe
DynamicSceneResolutionTarget:0.0 = "12.500000" // 0.000000 to 1000.000000
// Strength of the filmic visual noise filter
Filmi
// Screen-space ambient occlusion method
SSAOTechnique:0.0 = "Off" // one of [Off, GTAO, MDAO, GTAO & MDAO]
// Screen-space r
// Enables persistent static geometry wetness from water waves.
WaterWaveWetness:0.0 = "false"
// Select weather grid volumes
XeSS]
// Use large physical textures
VirtualTexturingLargeMemory:0.0 = "true"

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