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Pure Config

Under Review

This page will list all the functions contained within Pure Config and an explanation on what they do.

Main Tab

Quality Presets (Groundfog)

PropertyLowMediumHighVery High
Groundfog
Quality
Render Distance🟠
Car Turbulences

Pure Checklist

Misconfigured settings that may affect Pure’s functionality.

SettingDescription
Recommended CSP SettingsSettings that don’t break Pure but may reduce visual quality.
Reset weatherFX systemRestarts the WeatherFX extension in Custom Shaders Patch, which may fix visual issues.
Reset to DefaultsResets all settings in the Pure Config and PurePP apps to their default values.
config.video_mode_separationAllows different Pure Config settings depending on the Rendering Mode selected in Video Settings.
config.track_specific_loadingAllows different Pure Config settings depending on the track currently being played.
config.track_specific_video_separationAllows different Pure Config settings depending on both Rendering Mode and Track.

AI Tab

SettingDescription
AI_headlights.sunEnables AI headlights if the sun angle is below the set value.
AI_headlights.ambient_lightEnables AI headlights if the ambient lighting is below the set value.
AI_headlights.CBEEnables AI headlights if the Estimated Cubemap Brightness (Essentially, reflections) is below this value.
AI_headlights.fogEnables AI headlights if the fog is denser than the set value.
AI_headlights.rainEnables AI headlights if the rain intensity is higher than this value.
Activate Headlight ControlYou must Enable "Turn headlights on and off automatically." in Content Manager -> Settings -> Custom Shaders Patch -> WeatherFX

Light Tab

SettingDescriptionType/Range
light.daylight_multiplierMultiplier that effects daylight's overall brightness0 - 10
light.sun.hueThe dominant wavelength color of all lights±180
light.sun.saturationHow intense the colors on screen will appear0 - 10
light.sun.levelHow bright the sunlight is on all materials0 - 10
light.sun.specularHow much smooth materials will reflect sunlight0 - 10
light.ambient_model_V2Whether pure will use singular ambient lighting or tiled ambient lightingbool
light.ambient.hueThe dominant wavelength of the ambient lighting±180
light.ambient.saturationHow intense the colors of the ambient lighting will lbe0 - 10
light.ambient.levelHow bright the ambient lighting is overall0 - 10
light.advanced_ambient_lightAppears to be quite similar to the above setting0 - 10
light.advanced_ambient_lightV2_sunHow much the sun affects the brightness of ambient lighting0 - 10
light.advanced_ambient_lightV2_skydomesHow much skydomes affect the brightness of ambient lighting0 - 10
light.advanced_ambient_lightV2_skyHow much the sky affects the brightness of ambient lighting0 - 10
light.advanced_ambient_lightV2_cloudsHow much the clouds affect the brightness of ambient lighting0 - 10
light.advanced_ambient_lightV2_nlpHow much the Night Light Pollution affects the brightness of ambient lighting0 - 10
light.advanced_ambient_lightV2_fogHow much the fog affects the brightness of ambient lighting0 - 10
light.advanced_ambient_lightV2_vao_expHow much the VAO exposure affects the brightness of ambient lighting0 - 10
light.distant_ambient.hueThe dominant wavelength of the ambient lighting±180
light.distant_ambient.saturationHow intense the colors of distant ambient lighting is0 - 10
light.distant_ambient.levelHow bright distant ambient lighting is0 - 10
light.distant_ambient.distanceHow far away "distant" is assumed (Lower = closer)0 - 10
light.directional_ambient.hueThe dominant wavelength of directional ambient lighting (most noticeable in shadows)±180
light.directional_ambient.saturationHow intense the colors of directional ambient lighting will be (most noticeable in shadows)0 - 10
light.directional_ambient.levelHow bright the directional ambient lighting is overall (most noticeable in shadows)0 - 10
shadows.presenceWhether shadows will be rendered everywhere or in actual shadow areas0 - 1
csp_lights.bounceHow far csp light rays will bounce until they fade out0 - 10
csp_lights.emissiveHow bright csp light emissive appear (i.e center of streetlights)0 - 10
csp_lights.displaysHow bright csp displays are (i.e dashboard, tachometers)0 - 10
reflections.saturationHow intense the colors of all reflections will be0 - 10
reflections.levelHow bright all reflections are overall0 - 10
reflections.emissive_boostHow bright emmisive lights will appear in reflections (i.e streetlights)0 - 30
vao.amountHow many Vertex Array Objects will appear (more = darker shadows)0 - 2
vao.track_exponentMultiplier on track Vert Array objects (more = darker shadows on track)0 - 2
vao.dynamic_exponentSame setting but dynamic and seems to modify the distant and reflective shadows0 - 2
ui.white_reference_pointNo observable changes0 - 10

Night Tab

SettingDescriptionType/Range
nlp.levelHow bright the night light pollution is0 - 10
nlp.densityHow dense the night light pollution is0 - 10
nlp.lowest_ambientHow low can the night light pollution ambient get0 - 10
moon.lightHow bright the moon light is0 - 10
moon.appearanceHow bright the moon will appear0 - 10
stars.appearanceHow bright the stars will appear0 - 100
stars.dynamic_adaptationEnable dynamic adaption on starsbool

Sky Tab

SettingDescriptionType/Range
light.sky.hueThe dominant wavelength of the sky±180
light.sky.saturationHow intense the color of sky is0 - 10
light.sky.levelHow bright the sky is0 - 10
sky.sun_disk.hueThe dominant wavelength of the sundisk±180
sky.sun_disk.saturationHow intense the color of the sundisk is0 - 10
sky.sun_disk.levelHow bright the sundisk is0 - 10
sun.sun_moon_sizeHow large the sun/moon will appear0 - 10

Clouds Tab

SettingDescriptionType/Range
clouds_render.method0 = 3D bilboard clouds 1 = 360° skydomes0 - 1
default_16kDefault set of skydomes provided by Pure-
clouds2D.crossfade_timeHow quickly the skydome will crossfade into the next one1 - 60
clouds.2d.advanced_shadowsInvisible 3D clouds but their shadows will renderbool
clouds.2d.advanced_shadows_coverConsiders the skydomes sun cover when making 3D cloudsbool
clouds.2d.advanced_shadows_speedHow fast the shadows of the invisible 3D clouds will move0.1 - 10
clouds2D.unloadUnload the skydomes when not in use (saves vram when enabled)bool
clouds2D.brightnessHow bright the skydomes will appear0 - 10
clouds2D.contrastThe contrast levels of the skydome0 - 10

Weather Tab

SettingDescriptionType/Range
weather.use_weather_particlesIf active, rain becomes snow with air temperatures below 3°C. For "Snow" and "Sleet" weather, rain is always displayed as snow, if weather particles are activebool
weather.snow.sizeSize of snow0 - 10
weather.ash.sizeSize of ash0 - 10

Shaders Tab

Groundfog

SettingDescriptionType/Range
shaders.ground.activeWhether ground fog will renderbool
shaders.groundfog.QualityThe quality of said groundfog1 - 4
shaders.groundfog.Expand_widthExpand how far wide the groundfog will spawnbool
shaders.groundfog.Interpolate_nearInterpolate groundfog closer to the camerabool
shaders.groundfog.Render_distanceHow close the groundfog will render0.25 - 10
shaders.groundfog.SizeHow large the groundfog billboards are0.25 - 5
shaders.groundfog.ScaleThe scale of the groundfog0.1 - 5
shaders.groundfog.StructureThe structure of the groundfog0.1 - 5
shaders.groundfog.GainHow much groundfog there is0 - 10
shaders.groundfog.Nearby_fadeoutThe fadeout of nearby groundfog0.1 - 2
shaders.groundfog.Sun_influenceSun influence on groundfog0 - 1
shaders.groundfog.Car_turbulencesWhether the car aerodynamics will affect the groundfogbool
groundfog.amountStates the amount of groundfogN/A
groundfog.subscribedWhether groundfog is active/disabledbool
groundfog.total_billboardsThe total amount of groundfog billboards generatedN/A
groundfog.visible_billboardsThe amount of groundfog billboards that are visibleN/A

Landscape

SettingDescriptionType/Range
shaders.landscape.activeWhether the landscape shader is active (outside the track)bool
shaders.landscape.only_skyshaderDo not disable as it causes weird flashingbool
shaders.landscape.debugShows landscape tiles and flashes them redbool

Lightning

SettingDescriptionType/Range
shaders.lightning.activebools lightning on/offbool
shaders.lightning.speedHow fast the lightning strike is0 - 1
shaders.lightning.discharge_exponentHow much the lightning pulses1 - 32
shaders.lightning.discharge_ionisationHow far the lightning goes down0.1 - 4
shaders.lightning.maximum_flash_lightHow bright the flash can be0 - 10
shaders.lightning.bounced_lightHow much the light will bounce0 - 10
shaders.lightning.saturationHow intense the color of the lightning is0 - 10
shaders.lightning.probability_multiplierHow likely lightning strikes happen0.1 - 10
shaders.lightning.debugEnables debug modebool
shaders.lightning.phaseThe phase of the lightning strike0 - 1
shaders.lightning.directionWhich direction the lightning is coming from0 - 360
shaders.lightning.distanceThe distance from the player0 - 20.000
shaders.lightning.heightHow high up the lightning is400 - 2.000
shaders.lightning.sizeHow big the lightning is100 - 10.000
shaders.lightning.rotationThe rotation of the lightning strike0 - 360
shaders.lightning.variantThe shape of the lightning strike0 - 1
shaders.lightning.debug_flickerMakes it flickerbool
shaders.lightning.debug_flicker_strengthHow strong the flickering effect is0 - 0.2
shaders.lightning.debug_sequenceCauses the lightning to sequence through its phasesbool

Rain Haze

SettingDescriptionType/Range
shaders.rainhaze.activeToggle rainhaze on/offbool
shaders.rainhaze.gainHow intense the rainhaze is0 - 10
rainhaze.amountTotal amount of rainhaze0 - 10.000
rainhaze.subscribedWhether Rain Haze is activebool

Sunblinding

SettingDescriptionType/Range
shaders.sunblinding.activeToggles the shader on/offbool
shaders.sunblinding.allow_controlAllow control by PPfilter scriptsbool
shaders.sunblinding.sensitivityControls how strongly the glare or blinding effect reacts to the sun's brightness0 - 2.000
shaders.sunblinding.horizontalAdjusts the horizontal spread or influence of the blinding effect0 - 1.000
shaders.sunblinding.verticalControls the vertical spread of the effect0 - 1.000
shaders.sunblinding.low_angle_slopeDefines how the effect intensity changes when the sun is near the horizon0 - 1.000
shaders.sunblinding.time_upThe time in seconds the effect will fade in0.01 - 10.000
shaders.sunblinding.time_downThe time in seconds the effect will fade out0.01 - 10.000
shaders.sunblinding.coverA simple screen overlay0 - 2.000
shaders.sunblinding.blindingA simple screen overlay0 - 2.000
shaders.sunblinding.irisDarkening the whole view0 - 2.000
shaders.sunblinding.star_opacityControls how intense the star effect is0 - 2.000
shaders.sunblinding.star_sizeHow big the star effect is0 - 2.000
shaders.sunblinding.star_blurAdjusts how soft or sharp the star's rays are0 - 2.000
shaders.sunblinding.star_style-0 - 2.000
shaders.sunblinding.star_adapt_coverage-0 - 2.000
shaders.sunblinding.star_cover_dampingSmooths the transition of the star effect when entering or leaving the camera's view.0 - 2.000
shaders.sunblinding.colorThe saturation of the added light0 - 2.000
shaders.sunblinding.half_resolutionRenders the sunblinding shader at half resolution to improve performancebool
shaders.sunblinding.VR_tweak-bool
shaders.sunblinding.debugEnables debug mode for the sunblinding shaderbool

Camera Tab

SettingDescriptionType/Range
camera.occlusion_control.adv_ambi_light-bool
camera.occlusion_control.adv_fog_ambi_light-bool
camera.occlusion_control.exposure-bool
camera.occlusion_control.overcast-bool
camera.occlusion_control.vao-bool

Sound Tab

SettingDescriptionType/Range
sound.wind_volume_interiorHow loud the stated sound will be0 - 1
sound.wind_volume_exteriorHow loud the stated sound will be0 - 1
sound.wind_volume_speed_dampingHow loud the stated sound will be0 - 1
sound.rain_volume_interiorHow loud the stated sound will be0 - 1
sound.rain_volume_exteriorHow loud the stated sound will be0 - 1
sound.rain_volume_speed_dampingHow loud the stated sound will be0 - 1
sound.damping_at_speedHow loud the stated sound will be0 - 500 km/h
sound.rain_volume_extra_skidHow loud the stated sound will be0 - 10
sound.rain_volume_extra_wetnessHow loud the stated sound will be0 - 10
sound.rain_volume_extra_puddlesHow loud the stated sound will be0 - 10
sound.rain_volume_extra_gravelHow loud the stated sound will be0 - 10
sound.thunder_volume_interiorHow loud the stated sound will be0 - 1
sound.thunder_volume_exteriorHow loud the stated sound will be0 - 1

State Tab

Showcases the state of information relating to Pure.

Track Tab

SettingDescriptionType/Range
FOG_SHAPEUseful for small tracks, changes the shape of fog billboard-1 - 10
SMOG_MORNINGAverage smog levels at morning0 - 1
SMOG_NOONAverage smog levels at noon0 - 1
SMOG_EVENINGAverage smog levels at evening0 - 1
SUN_DAWNPrevents speculars from appearing below this angle±10
SUN_DUSKPrevents speculars form appearing above this angle±10
HUMIDITY_OFFSETOffsets humidity by this amount0 - 1
HORIZON_OFFSETAdjusts the horizon line by this amount±10
MINIMUM_GLOW_EMISSIVESSets the minimum value of glow emissives0 - 1
TUNNEL_HELPERDims sun, ambient and fog light in tunnels0 - 1
LANDSCAPE_USEActivates fake landscapebool
LANDSCAPE_HUEDominant wavelength of landscape±180
LANDSCAPE_SATURATIONIntensity of landscape colors0 - 2
LANDSCAPE_LEVELHow bright the landscape is0 - 10
LANDSCAPE_GAMMAGamma levels of landscape0 - 4
LANDSCAPE_DIFFUSELight diffusion amount on landscape0 - 1
LANDSCAPE_AMBIENTAmbient light level of landscape0 - 1
LANDSCAPE_HEIGHTHeight of landscape±1.000
LANDSCAPE_COVER_NEGATIVENo visible differencebool
LANDSCAPE_SHIFT_XShifts landscape X coordinates by this amount±5.000
LANDSCAPE_SHIFT_ZShifts landscape Z coordinates by this amount±5.000
LANDSCAPE_FILESWhat file the landscape will load/usetable

Opt + Debug Tab

SettingDescriptionType/Range
optimization.cpu_split-bool
debug.memory-bool
debug.computation-bool
debug.graphics-bool

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