maxreflect 8 // don't stagger reflection rendering at all pvs 0; oqfrags 0 // to stress raw horsepower more, rather than bottleneck of query latency or PVS efficiency glare 1; shadowmap 1; depthfx 1 // ensure always on caustics 1; waterfallrefract 1; waterreflect 1; waterrefract 1; waterfade 1 // make sure always on, regardless of card's capabilities shaders 1; shaderdetail 3 // ensure shaders always on and at highest detail zpass 1 // always enable, regardless of whether OQ is supported filltjoints 1 // to be fairer on nvidia cards maxtexsize 4096 // to be fairer on hardware that would normally be limited to 256x256 textures maxdynlights 5 // to generate longer shaders than default gpuskel 1; matskel 0 // use more expensive dual quaternion skeletal animation reflectscissor 0 // make sure it always renders full reflections rtscissor 0 // make sure glare always renders a full texture, doesn't effect depthfx/shadowmap much since they use blur tiles vsync 0 // make sure no vertical sync is used, but may need to disable in driver panel for this to work reliably maxfps 500 // default FPS cap of 200 is too low fsaa ? screenres ? aniso ?