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)
| Property | Low | Medium | High | Very High |
|---|---|---|---|---|
| Groundfog | ❌ | ✅ | ✅ | ✅ |
| Quality | ❌ | ✅ | ✅ | ✅ |
| Render Distance | ❌ | 🟠 | ✅ | ✅ |
| Car Turbulences | ❌ | ❌ | ❌ | ✅ |
Pure Checklist
Misconfigured settings that may affect Pure’s functionality.
| Setting | Description |
|---|---|
| Recommended CSP Settings | Settings that don’t break Pure but may reduce visual quality. |
| Reset weatherFX system | Restarts the WeatherFX extension in Custom Shaders Patch, which may fix visual issues. |
| Reset to Defaults | Resets all settings in the Pure Config and PurePP apps to their default values. |
| config.video_mode_separation | Allows different Pure Config settings depending on the Rendering Mode selected in Video Settings. |
| config.track_specific_loading | Allows different Pure Config settings depending on the track currently being played. |
| config.track_specific_video_separation | Allows different Pure Config settings depending on both Rendering Mode and Track. |
AI Tab
| Setting | Description |
|---|---|
AI_headlights.sun | Enables AI headlights if the sun angle is below the set value. |
AI_headlights.ambient_light | Enables AI headlights if the ambient lighting is below the set value. |
AI_headlights.CBE | Enables AI headlights if the Estimated Cubemap Brightness (Essentially, reflections) is below this value. |
AI_headlights.fog | Enables AI headlights if the fog is denser than the set value. |
AI_headlights.rain | Enables AI headlights if the rain intensity is higher than this value. |
Activate Headlight Control | You must Enable "Turn headlights on and off automatically." in Content Manager -> Settings -> Custom Shaders Patch -> WeatherFX |
Light Tab
| Setting | Description | Type/Range |
|---|---|---|
light.daylight_multiplier | Multiplier that effects daylight's overall brightness | 0 - 10 |
light.sun.hue | The dominant wavelength color of all lights | ±180 |
light.sun.saturation | How intense the colors on screen will appear | 0 - 10 |
light.sun.level | How bright the sunlight is on all materials | 0 - 10 |
light.sun.specular | How much smooth materials will reflect sunlight | 0 - 10 |
light.ambient_model_V2 | Whether pure will use singular ambient lighting or tiled ambient lighting | bool |
light.ambient.hue | The dominant wavelength of the ambient lighting | ±180 |
light.ambient.saturation | How intense the colors of the ambient lighting will lbe | 0 - 10 |
light.ambient.level | How bright the ambient lighting is overall | 0 - 10 |
light.advanced_ambient_light | Appears to be quite similar to the above setting | 0 - 10 |
light.advanced_ambient_lightV2_sun | How much the sun affects the brightness of ambient lighting | 0 - 10 |
light.advanced_ambient_lightV2_skydomes | How much skydomes affect the brightness of ambient lighting | 0 - 10 |
light.advanced_ambient_lightV2_sky | How much the sky affects the brightness of ambient lighting | 0 - 10 |
light.advanced_ambient_lightV2_clouds | How much the clouds affect the brightness of ambient lighting | 0 - 10 |
light.advanced_ambient_lightV2_nlp | How much the Night Light Pollution affects the brightness of ambient lighting | 0 - 10 |
light.advanced_ambient_lightV2_fog | How much the fog affects the brightness of ambient lighting | 0 - 10 |
light.advanced_ambient_lightV2_vao_exp | How much the VAO exposure affects the brightness of ambient lighting | 0 - 10 |
light.distant_ambient.hue | The dominant wavelength of the ambient lighting | ±180 |
light.distant_ambient.saturation | How intense the colors of distant ambient lighting is | 0 - 10 |
light.distant_ambient.level | How bright distant ambient lighting is | 0 - 10 |
light.distant_ambient.distance | How far away "distant" is assumed (Lower = closer) | 0 - 10 |
light.directional_ambient.hue | The dominant wavelength of directional ambient lighting (most noticeable in shadows) | ±180 |
light.directional_ambient.saturation | How intense the colors of directional ambient lighting will be (most noticeable in shadows) | 0 - 10 |
light.directional_ambient.level | How bright the directional ambient lighting is overall (most noticeable in shadows) | 0 - 10 |
shadows.presence | Whether shadows will be rendered everywhere or in actual shadow areas | 0 - 1 |
csp_lights.bounce | How far csp light rays will bounce until they fade out | 0 - 10 |
csp_lights.emissive | How bright csp light emissive appear (i.e center of streetlights) | 0 - 10 |
csp_lights.displays | How bright csp displays are (i.e dashboard, tachometers) | 0 - 10 |
reflections.saturation | How intense the colors of all reflections will be | 0 - 10 |
reflections.level | How bright all reflections are overall | 0 - 10 |
reflections.emissive_boost | How bright emmisive lights will appear in reflections (i.e streetlights) | 0 - 30 |
vao.amount | How many Vertex Array Objects will appear (more = darker shadows) | 0 - 2 |
vao.track_exponent | Multiplier on track Vert Array objects (more = darker shadows on track) | 0 - 2 |
vao.dynamic_exponent | Same setting but dynamic and seems to modify the distant and reflective shadows | 0 - 2 |
ui.white_reference_point | No observable changes | 0 - 10 |
Night Tab
| Setting | Description | Type/Range |
|---|---|---|
nlp.level | How bright the night light pollution is | 0 - 10 |
nlp.density | How dense the night light pollution is | 0 - 10 |
nlp.lowest_ambient | How low can the night light pollution ambient get | 0 - 10 |
moon.light | How bright the moon light is | 0 - 10 |
moon.appearance | How bright the moon will appear | 0 - 10 |
stars.appearance | How bright the stars will appear | 0 - 100 |
stars.dynamic_adaptation | Enable dynamic adaption on stars | bool |
Sky Tab
| Setting | Description | Type/Range |
|---|---|---|
light.sky.hue | The dominant wavelength of the sky | ±180 |
light.sky.saturation | How intense the color of sky is | 0 - 10 |
light.sky.level | How bright the sky is | 0 - 10 |
sky.sun_disk.hue | The dominant wavelength of the sundisk | ±180 |
sky.sun_disk.saturation | How intense the color of the sundisk is | 0 - 10 |
sky.sun_disk.level | How bright the sundisk is | 0 - 10 |
sun.sun_moon_size | How large the sun/moon will appear | 0 - 10 |
Clouds Tab
| Setting | Description | Type/Range |
|---|---|---|
clouds_render.method | 0 = 3D bilboard clouds 1 = 360° skydomes | 0 - 1 |
default_16k | Default set of skydomes provided by Pure | - |
clouds2D.crossfade_time | How quickly the skydome will crossfade into the next one | 1 - 60 |
clouds.2d.advanced_shadows | Invisible 3D clouds but their shadows will render | bool |
clouds.2d.advanced_shadows_cover | Considers the skydomes sun cover when making 3D clouds | bool |
clouds.2d.advanced_shadows_speed | How fast the shadows of the invisible 3D clouds will move | 0.1 - 10 |
clouds2D.unload | Unload the skydomes when not in use (saves vram when enabled) | bool |
clouds2D.brightness | How bright the skydomes will appear | 0 - 10 |
clouds2D.contrast | The contrast levels of the skydome | 0 - 10 |
Weather Tab
| Setting | Description | Type/Range |
|---|---|---|
weather.use_weather_particles | If 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 active | bool |
weather.snow.size | Size of snow | 0 - 10 |
weather.ash.size | Size of ash | 0 - 10 |
Shaders Tab
Groundfog
| Setting | Description | Type/Range |
|---|---|---|
shaders.ground.active | Whether ground fog will render | bool |
shaders.groundfog.Quality | The quality of said groundfog | 1 - 4 |
shaders.groundfog.Expand_width | Expand how far wide the groundfog will spawn | bool |
shaders.groundfog.Interpolate_near | Interpolate groundfog closer to the camera | bool |
shaders.groundfog.Render_distance | How close the groundfog will render | 0.25 - 10 |
shaders.groundfog.Size | How large the groundfog billboards are | 0.25 - 5 |
shaders.groundfog.Scale | The scale of the groundfog | 0.1 - 5 |
shaders.groundfog.Structure | The structure of the groundfog | 0.1 - 5 |
shaders.groundfog.Gain | How much groundfog there is | 0 - 10 |
shaders.groundfog.Nearby_fadeout | The fadeout of nearby groundfog | 0.1 - 2 |
shaders.groundfog.Sun_influence | Sun influence on groundfog | 0 - 1 |
shaders.groundfog.Car_turbulences | Whether the car aerodynamics will affect the groundfog | bool |
groundfog.amount | States the amount of groundfog | N/A |
groundfog.subscribed | Whether groundfog is active/disabled | bool |
groundfog.total_billboards | The total amount of groundfog billboards generated | N/A |
groundfog.visible_billboards | The amount of groundfog billboards that are visible | N/A |
Landscape
| Setting | Description | Type/Range |
|---|---|---|
shaders.landscape.active | Whether the landscape shader is active (outside the track) | bool |
shaders.landscape.only_skyshader | Do not disable as it causes weird flashing | bool |
shaders.landscape.debug | Shows landscape tiles and flashes them red | bool |
Lightning
| Setting | Description | Type/Range |
|---|---|---|
shaders.lightning.active | bools lightning on/off | bool |
shaders.lightning.speed | How fast the lightning strike is | 0 - 1 |
shaders.lightning.discharge_exponent | How much the lightning pulses | 1 - 32 |
shaders.lightning.discharge_ionisation | How far the lightning goes down | 0.1 - 4 |
shaders.lightning.maximum_flash_light | How bright the flash can be | 0 - 10 |
shaders.lightning.bounced_light | How much the light will bounce | 0 - 10 |
shaders.lightning.saturation | How intense the color of the lightning is | 0 - 10 |
shaders.lightning.probability_multiplier | How likely lightning strikes happen | 0.1 - 10 |
shaders.lightning.debug | Enables debug mode | bool |
shaders.lightning.phase | The phase of the lightning strike | 0 - 1 |
shaders.lightning.direction | Which direction the lightning is coming from | 0 - 360 |
shaders.lightning.distance | The distance from the player | 0 - 20.000 |
shaders.lightning.height | How high up the lightning is | 400 - 2.000 |
shaders.lightning.size | How big the lightning is | 100 - 10.000 |
shaders.lightning.rotation | The rotation of the lightning strike | 0 - 360 |
shaders.lightning.variant | The shape of the lightning strike | 0 - 1 |
shaders.lightning.debug_flicker | Makes it flicker | bool |
shaders.lightning.debug_flicker_strength | How strong the flickering effect is | 0 - 0.2 |
shaders.lightning.debug_sequence | Causes the lightning to sequence through its phases | bool |
Rain Haze
| Setting | Description | Type/Range |
|---|---|---|
shaders.rainhaze.active | Toggle rainhaze on/off | bool |
shaders.rainhaze.gain | How intense the rainhaze is | 0 - 10 |
rainhaze.amount | Total amount of rainhaze | 0 - 10.000 |
rainhaze.subscribed | Whether Rain Haze is active | bool |
Sunblinding
| Setting | Description | Type/Range |
|---|---|---|
shaders.sunblinding.active | Toggles the shader on/off | bool |
shaders.sunblinding.allow_control | Allow control by PPfilter scripts | bool |
shaders.sunblinding.sensitivity | Controls how strongly the glare or blinding effect reacts to the sun's brightness | 0 - 2.000 |
shaders.sunblinding.horizontal | Adjusts the horizontal spread or influence of the blinding effect | 0 - 1.000 |
shaders.sunblinding.vertical | Controls the vertical spread of the effect | 0 - 1.000 |
shaders.sunblinding.low_angle_slope | Defines how the effect intensity changes when the sun is near the horizon | 0 - 1.000 |
shaders.sunblinding.time_up | The time in seconds the effect will fade in | 0.01 - 10.000 |
shaders.sunblinding.time_down | The time in seconds the effect will fade out | 0.01 - 10.000 |
shaders.sunblinding.cover | A simple screen overlay | 0 - 2.000 |
shaders.sunblinding.blinding | A simple screen overlay | 0 - 2.000 |
shaders.sunblinding.iris | Darkening the whole view | 0 - 2.000 |
shaders.sunblinding.star_opacity | Controls how intense the star effect is | 0 - 2.000 |
shaders.sunblinding.star_size | How big the star effect is | 0 - 2.000 |
shaders.sunblinding.star_blur | Adjusts how soft or sharp the star's rays are | 0 - 2.000 |
shaders.sunblinding.star_style | - | 0 - 2.000 |
shaders.sunblinding.star_adapt_coverage | - | 0 - 2.000 |
shaders.sunblinding.star_cover_damping | Smooths the transition of the star effect when entering or leaving the camera's view. | 0 - 2.000 |
shaders.sunblinding.color | The saturation of the added light | 0 - 2.000 |
shaders.sunblinding.half_resolution | Renders the sunblinding shader at half resolution to improve performance | bool |
shaders.sunblinding.VR_tweak | - | bool |
shaders.sunblinding.debug | Enables debug mode for the sunblinding shader | bool |
Camera Tab
| Setting | Description | Type/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
| Setting | Description | Type/Range |
|---|---|---|
sound.wind_volume_interior | How loud the stated sound will be | 0 - 1 |
sound.wind_volume_exterior | How loud the stated sound will be | 0 - 1 |
sound.wind_volume_speed_damping | How loud the stated sound will be | 0 - 1 |
sound.rain_volume_interior | How loud the stated sound will be | 0 - 1 |
sound.rain_volume_exterior | How loud the stated sound will be | 0 - 1 |
sound.rain_volume_speed_damping | How loud the stated sound will be | 0 - 1 |
sound.damping_at_speed | How loud the stated sound will be | 0 - 500 km/h |
sound.rain_volume_extra_skid | How loud the stated sound will be | 0 - 10 |
sound.rain_volume_extra_wetness | How loud the stated sound will be | 0 - 10 |
sound.rain_volume_extra_puddles | How loud the stated sound will be | 0 - 10 |
sound.rain_volume_extra_gravel | How loud the stated sound will be | 0 - 10 |
sound.thunder_volume_interior | How loud the stated sound will be | 0 - 1 |
sound.thunder_volume_exterior | How loud the stated sound will be | 0 - 1 |
State Tab
Showcases the state of information relating to Pure.
Track Tab
| Setting | Description | Type/Range |
|---|---|---|
FOG_SHAPE | Useful for small tracks, changes the shape of fog billboard | -1 - 10 |
SMOG_MORNING | Average smog levels at morning | 0 - 1 |
SMOG_NOON | Average smog levels at noon | 0 - 1 |
SMOG_EVENING | Average smog levels at evening | 0 - 1 |
SUN_DAWN | Prevents speculars from appearing below this angle | ±10 |
SUN_DUSK | Prevents speculars form appearing above this angle | ±10 |
HUMIDITY_OFFSET | Offsets humidity by this amount | 0 - 1 |
HORIZON_OFFSET | Adjusts the horizon line by this amount | ±10 |
MINIMUM_GLOW_EMISSIVES | Sets the minimum value of glow emissives | 0 - 1 |
TUNNEL_HELPER | Dims sun, ambient and fog light in tunnels | 0 - 1 |
LANDSCAPE_USE | Activates fake landscape | bool |
LANDSCAPE_HUE | Dominant wavelength of landscape | ±180 |
LANDSCAPE_SATURATION | Intensity of landscape colors | 0 - 2 |
LANDSCAPE_LEVEL | How bright the landscape is | 0 - 10 |
LANDSCAPE_GAMMA | Gamma levels of landscape | 0 - 4 |
LANDSCAPE_DIFFUSE | Light diffusion amount on landscape | 0 - 1 |
LANDSCAPE_AMBIENT | Ambient light level of landscape | 0 - 1 |
LANDSCAPE_HEIGHT | Height of landscape | ±1.000 |
LANDSCAPE_COVER_NEGATIVE | No visible difference | bool |
LANDSCAPE_SHIFT_X | Shifts landscape X coordinates by this amount | ±5.000 |
LANDSCAPE_SHIFT_Z | Shifts landscape Z coordinates by this amount | ±5.000 |
LANDSCAPE_FILES | What file the landscape will load/use | table |
Opt + Debug Tab
| Setting | Description | Type/Range |
|---|---|---|
optimization.cpu_split | - | bool |
debug.memory | - | bool |
debug.computation | - | bool |
debug.graphics | - | bool |