i see you looking for hidden text strings with hex editor, i did same thing and also found a lot o hiddenf things including mip refiner, but with initial release of game on steam they pushed map file which they removed with 1st patch, and it contained mapping for all strings ini oirignal v1.0 exe, with regexp search i extracted every string that game can be read from config files (they all tied to
@config@ group), most of them starts with cv prefix but in configs they should be written without it (or with, i have not tested if cvTEST = TEST). The only problem with this list - its hard to figure out ini [section name] to which they should be applied and it seems game ignores them if they are not in a right ini section.
With this list you dont need to search for cvars anymore, they are all here, the only thing you will have to do - search for ini section names, value types and default values. Offsets probably changed since patch 1.01 but could be still same, i have not tested this, but version 1.0 exe is best way to debug with these values.
Complete list of hidden cvars attached bellow, here a quick example of how it looks:
Code:
?cvSectorAllowCollision [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429851e8 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowCollision [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429851e8 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowDecals [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985258 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowDecals [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985258 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowDimmers [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985220 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowDimmers [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985220 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowLights [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985290 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowLights [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142985290 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowMeshes [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429851b0 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowMeshes [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429851b0 engine.Final:sectorDataGenericRuntime.obj
?cvSectorAllowParticles [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429852d0 engine.Final:sectorDataParticlesRuntime.obj
?cvSectorAllowParticles [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429852d0 engine.Final:sectorDataParticlesRuntime.obj
?cvSectorAllowRigidBodies [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 000000014297e128 engine.Final:sectorDataRigidMeshRuntime.obj
?cvSectorAllowRigidBodies [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 000000014297e128 engine.Final:sectorDataRigidMeshRuntime.obj
?cvSectorAllowStreaming [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984ec0 engine.Final:sectorDataStreamingContext.obj
?cvSectorAllowStreaming [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984ec0 engine.Final:sectorDataStreamingContext.obj
?cvSectorForceRefreshVisibilityMask [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984f68 engine.Final:sectorDataStreamingContext.obj
?cvSectorForceRefreshVisibilityMask [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984f68 engine.Final:sectorDataStreamingContext.obj
?cvSectorForceUnstream [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984ef8 engine.Final:sectorDataStreamingContext.obj
?cvSectorForceUnstream [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984ef8 engine.Final:sectorDataStreamingContext.obj
?cvSectorMaxVisibleSectorID [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984fd8 engine.Final:sectorDataStreamingContext.obj
?cvSectorMaxVisibleSectorID [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984fd8 engine.Final:sectorDataStreamingContext.obj
?cvSectorMinVisibleSectorID [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984fa0 engine.Final:sectorDataStreamingContext.obj
?cvSectorMinVisibleSectorID [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984fa0 engine.Final:sectorDataStreamingContext.obj
?cvSectorResourcePrefetchRadius [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429840a8 engine.Final:sectorDataStreaming.obj
?cvSectorResourcePrefetchRadius [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429840a8 engine.Final:sectorDataStreaming.obj
?cvSectorShowAllSectors [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984f30 engine.Final:sectorDataStreamingContext.obj
?cvSectorShowAllSectors [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984f30 engine.Final:sectorDataStreamingContext.obj
?cvSectorStreamingEnabled [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984070 engine.Final:sectorDataStreaming.obj
?cvSectorStreamingEnabled [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984070 engine.Final:sectorDataStreaming.obj
?cvShadowDistanceBillboardScale [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MV?$FloatRange@$0A@$0GE@$0GE@@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142a7ba00 renderer.Final:renderProxySpeedTree.obj
?cvShadowDistanceBillboardScale [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MV?$FloatRange@$0A@$0GE@$0GE@@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142a7ba00 renderer.Final:renderProxySpeedTree.obj
?cvShowSaveCompatWarning [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429a3548 game.Final:gameSaver.obj
?cvShowSaveCompatWarning [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429a3548 game.Final:gameSaver.obj
?cvShowStreamingCollisionBoxes [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984808 engine.Final:physicsWorldPhysXImpl.obj
?cvShowStreamingCollisionBoxes [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@_NVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984808 engine.Final:physicsWorldPhysXImpl.obj
?cvSmallCollisionDataPreloadTreshold [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HV?$IntRange@$0A@$0HPPPPPPP@@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142942ab8 engine.Final:collisionCacheReadOnly.obj
?cvSmallCollisionDataPreloadTreshold [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HV?$IntRange@$0A@$0HPPPPPPP@@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142942ab8 engine.Final:collisionCacheReadOnly.obj
?cvSmallCollisionDecompressionTreshold [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HV?$IntRange@$0A@$0HPPPPPPP@@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984c28 engine.Final:collisionCacheAsyncReader.obj
?cvSmallCollisionDecompressionTreshold [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@HV?$IntRange@$0A@$0HPPPPPPP@@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142984c28 engine.Final:collisionCacheAsyncReader.obj
?cvSoftFramePrefetchTimeout [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429fe1c8 renderer.Final:renderFramePrefetch.obj
?cvSoftFramePrefetchTimeout [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 00000001429fe1c8 renderer.Final:renderFramePrefetch.obj
?cvSoftTextureRequestTimeout [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142a80260 renderer.Final:renderTextureStreamRequest.obj
?cvSoftTextureRequestTimeout [MENTION=2855431]confi[/MENTION]g@@3V?$TConfigVar@MVAlways@Validation [MENTION=2855431]confi[/MENTION]g@@@1@A 0000000142a80260 renderer.Final:renderTextureStreamRequest.obj
use these search patterns to make life easy
Code:
?cv
__Ecv
__Fcv
[MENTION=2855431]confi[/MENTION]g@@
$TConfigVar
inGameConfig
renderSettings.obj
inputUserConfig.obj
configVarSystem.obj
configVarLegacyWrapper.obj
Looking at few vars you posted with Sector name of ini section i see now pattern for some cvars names and their ini names, so it turs out that cvars like
ends up as
Code:
[Sectors]
AllowRigidBodies
Some tips for section name could be given by references like engine.Final:renderSettings.obj but they are not very consitent (by the way, i was looking for paralax and tesselation hidden settings and found out that game have absolutely no tesselation or paralax configuration, except for water, CDPR really should add POM to every ground and wall surfaces, because they are so flat now)
Im about to release E.D.G.E (Extremely Detailed Graphics Enabler) mod that allows to edit all of hidden options right in game in real time and see results after engine refresh, funny coincidence i found miprefiner and posted screenshot with it added to game with my mod same day you did here, damn i should have looked at cdpr forums and this thread earlier, it could have saved me a lot of time.
http://vk.com/yobamustdie?z=photo-51921751_368859776/album-51921751_216455148
http://vk.com/yobamustdie?z=photo-51921751_368859774/album-51921751_216455148
http://vk.com/yobamustdie?z=photo-51921751_368859772/album-51921751_216455148
So this is how part of E.D.G.E. mod enabled graphics settings looks in game, there are dozens more, some however locked or capped and does not affect game (but i leave them be in case CDPR would be smart enough to unlock them and remove caps for values).
Still have to figure out how to add new localised strings to game to make them look prettier.
These screenshots (except for settings) of my CryGFX mod was made with some hidden tweaks fine tuned (except for pseudo GI effect and tonemap, its a mix of custom shaders and fine tuned or modded reshade framework stock shaders) with help of my EDGE mod, and was taken before patch 1.04, just a quick example of what could be achieved with
CryEngine 3 EDGE mod XD
Before i polished and released E.D.G.E. i can share wip version with you in private (PM me), to ease our searches and help each other to help us all, so you can add few more cvars you found working. At the moment i have already all of ini settings from config folder added to game plus few hidden like mip refiner, high precision and cinematic mode. Will add now few more from your post, since i know now correct ini section names for these cvars.
Oh, can you tell me about ini section names with names like [name\name2\name3] are those combined from separate [name] + [name2] .. and ini setting can go eatch of separate section or they are fixed names that should be always combined like that? I have not tested that yet.
View attachment 16101
P.S. - little note to CDPR forum admins - could you please disable parsing of @ symbol for anything inside
Code:
[MENTION=2116718]tag[/MENTION]s
to avoid @ turning into mentions in a middle of code?
---------- Updated at 10:33 AM ----------
But
@doktor1 you did not лууз it, you totally ruined luminance\brightness and saturation of pixels, look at wall at left upper side of screen. Seems like i need to release my additional shader to SweetFX\Framework which turns RGB color space to HSV and allows to properly control brightness and saturation to stop people turning their white and black to 50 shades of gray and restore whites in game that have it ruined, just like Witcher 3, GTAV and Darwin knows how many more not well ported games with Xbox one calibrated dimmed gamma will appear soon.
---------- Updated at 11:01 AM ----------
These
MaxCubeShadowSize
MaxSpotShadowSize
Only affects shadow of fire places and torches and self shadowing, and they are razor sharp even at 512, increasing spot resolution does not add anything to their quality, and at resolution of 1024 some of the disappear, for example fireplace in intro near Yenifer, with 512 for both you have shadows from logs and rest of things, with 1024 logs shadows missing, with 2048 all shadows are gone. Also it seems that indoors whenever you in global shadows, cubed self shadowing disabled for characters, gameplay self shadowing also disabled, it only works fine in cutscenes outdoors and very few places like intro (yet its very blob like) which looks very ugly and flat. I hope they will enabled self shadowing indoors and inside global\cascade shadows. Witcher 2 was better in terms of shadows.