Code:
GameTime.MaxVariableFps 59.000000 or 119.000000 (120Hz monitor)
PerfOverlay.DrawFps 0
PerfOverlay.DrawGraph 0
PerfOverlay.Enable 1
Render.DrawScreenInfo 0
RenderDevice.Dx11Enable 0
RenderDevice.Dx11Dot1Enable 0
RenderDevice.Dx11Dot1RuntimeEnable 0
RenderDevice.TripleBufferingEnable 0
RenderDevice.vsyncenable 0
RenderDevice.ForceRenderAheadLimit 0
Screenshot.Format jpg
UI.DrawEnable 1
WorldRender.DxDeferredCsPathEnable 0
WorldRender.TransparencyShadowmapsEnable 0
WorldRender.MotionBlurEnable 0
WorldRender.MotionBlurForceOn 0
WorldRender.MotionBlurFixedShutterTime 0
WorldRender.MotionBlurMax 0
WorldRender.MotionBlurQuality 0
WorldRender.MotionBlurMaxSampleCount 0
WorldRender.SpotLightShadowmapEnable 0
WorldRender.SpotLightShadowmapResolution 256
WorldRender.LightTileCsPathEnable 0
PostProcess.DynamicAOEnable 0
PerfOverlay.DrawFps 1
WorldRender.PlanarReflectionEnable 0
PostProcess.DynamicAOEnable 0
GstRender.Thread.MaxProcessorCount 8
Thread.MaxProcessorCount (amount of physical + virtual code you have. in numbers)
this is my config file
also set in nvidia control panel so that maximum pre rendered frame = 1
Set in game, all settings to LOW (except for big maps, put MESH ON ULTRA)
Set in game also for "fov scaling when ADS" for MORE ZOOM WITH OPTICS
the game will look like crap, but soldiers are rendered AFTER objects, meaning that you can sometimes see what's behind a decoration w/o wallhack