RenderDevice.ForceRenderAheadLimit 1
PerfOverlay.DrawGraph 0
PerfOverlay.DrawFps 1
PostProcess.DofMethod 0
PostProcess.BlurMethod 0
PostProcess.DynamicAOEnable 0
PostProcess.DynamicAOMethod 0
Render.VSyncFlashTestEnable 0
WorldRender.TransparencyShadowmapsEnable 0
WorldRender.MotionBlurEnable 0
WorldRender.MotionForceOn 0
WorldRender.SpotLightShadowmapEnable 0
WorldRender.SpotlightShadowmapResolution 256
WorldRender.LightTileCsPathEnable 0
RenderDevice.Dx11Enable 0
RenderDevice.Dx11Dot1Enable 0
RenderDevice.Dx11Dot1RuntimeEnable 0
RenderDevice.VSyncEnable 0
RenderDevice.TripleBufferingEnable 0
GameTime.MaxVariableFps 60
RenderDevice.ForceRenderAheadLimit 1 /// (1 works good for me... you can try 0, 1, 2, 3... 8... I probably wouldn't go higher than like 3 tho)
WorldRender.SpotlightShadowmapResolution 256 /// (started using 128 recently to test... i don't think it does anything )
GameTime.MaxVariableFps 60 //// (120 if you have 120hz... i usually use 60 because my 480 roars like a beast if it has to work that hard, I can see a difference betwen 60 and 120, not large difference but it's noticable)
*edit
Just heading this off at the pass before someone wants to full *you know what* and claim something crazy like "the human eye blah blah"... human eyes don't see in frames...
http://boallen.com/fps-compare.html
https://frames-per-second.appspot.com/