Remove many unused variables and unused setting files (#4607)
* Remove many unused variables and unused setting files Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * Remove a few more dead config vars Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com> * fix android test_ConfigureSettings_DefaultValues_SetsValues Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>monroegm-disable-blank-issue-2
parent
f34811c373
commit
80db67e90a
@ -1,18 +1,5 @@
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<settings>
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<r_PostProcessEffects value="1"/>
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<r_HDREyeAdaptationSpeed value="100000000"/>
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<r_MotionBlur value="0"/>
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<e_ScreenShotQuality value="0"/>
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<e_ViewDistRatio value="100000000"/>
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<r_DisplayInfo value="0"/>
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<e_StreamCgfPoolSize value="128" />
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<e_ViewDistRatioVegetation value="100"/>
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<e_Lods value="0"/>
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<e_Vegetation value="0"/>
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<e_TerrainOcclusionCulling value="0"/>
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<e_OcclusionVolumes value="0"/>
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<e_shadows value="0"/>
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<e_portals value="3"/>
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<e_fog value="0"/>
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<r_hdrdebug value="0"/>
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</settings>
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@ -1,15 +1,5 @@
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ConsoleHide
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g_godMode=1
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g_infiniteammo=1
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r_displayinfo=1
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s_profiling=1
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sys_maxfps=0
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e_ObjectLayersActivation=0
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e_ObjectLayersActivationPhysics=0
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demo_file=autotest
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demo_num_runs=2
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demo_quit=1
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demo_savestats=1
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demo_profile=-1
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demo
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@ -1,12 +1,5 @@
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ConsoleHide
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g_godMode=1
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g_infiniteammo=1
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r_displayinfo=1
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s_profiling=1
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sys_maxfps=0
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demo_file=playthru
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demo_num_runs=2
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demo_quit=1
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demo_savestats=1
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demo_profile=-1
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demo
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demo
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@ -1,8 +0,0 @@
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[default]
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; default of this CVarGroup
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= 7
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mfx_Timeout = 0.01
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@ -1,160 +0,0 @@
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[default]
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; default of this CVarGroup
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= 7
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ca_AttachmentCullingRation=360
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es_DebrisLifetimeScale=1
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e_CoverageBufferReproj=6
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e_DecalsAllowGameDecals=1
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e_DecalsLifeTimeScale=2
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e_DecalsOverlapping=1
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e_Dissolve=2
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e_LightQuality=3
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e_LodMin=0
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e_LodRatio=20
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e_MaxViewDistSpecLerp=1
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e_MergedMeshesInstanceDist=1.0
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e_MergedMeshesPool=8192
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e_ObjQuality=3
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e_OcclusionCullingViewDistRatio=1
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e_ProcVegetation=1
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e_StatObjBufferRenderTasks=1
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e_StreamCgf=0
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e_TerrainLodRatio=1
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e_TerrainOcclusionCullingMaxDist=200
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e_Tessellation=0
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e_VegetationMinSize=0
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e_ViewDistMin=10
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e_ViewDistRatio=100
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e_ViewDistRatioCustom=100
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e_ViewDistRatioDetail=100
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e_ViewDistRatioLights=50
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e_ViewDistRatioVegetation=100
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r_DrawNearZRange=0.12
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r_FlaresTessellationRatio=1
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r_SilhouettePOM=0
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r_usezpass=2
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[1]
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ca_AttachmentCullingRation=145
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es_DebrisLifetimeScale=0.6
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e_DecalsLifeTimeScale=1
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e_Dissolve=0
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e_LightQuality=1
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e_LodRatio=10
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e_MaxViewDistSpecLerp=0.5
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e_ObjQuality=1
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e_TerrainOcclusionCullingMaxDist=130
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e_VegetationMinSize=0.5
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e_ViewDistRatioCustom=60
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e_ViewDistRatioDetail=25
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e_ViewDistRatioLights=25
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e_ViewDistRatioVegetation=21
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r_FlaresTessellationRatio=0.25
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r_usezpass=1
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e_ProcVegetation=0
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e_ViewDistRatio=50
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[2]
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ca_AttachmentCullingRation=145
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es_DebrisLifetimeScale=0.6
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e_DecalsLifeTimeScale=1
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e_Dissolve=0
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e_LightQuality=2
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e_LodRatio=10
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e_MaxViewDistSpecLerp=0.5
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e_ObjQuality=2
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e_TerrainOcclusionCullingMaxDist=130
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e_VegetationMinSize=0.5
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e_ViewDistRatioCustom=60
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e_ViewDistRatioDetail=25
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e_ViewDistRatioLights=25
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e_ViewDistRatioVegetation=50
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r_FlaresTessellationRatio=0.25
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r_usezpass=1
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e_ProcVegetation=1
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e_ViewDistRatio=50
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[3]
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ca_AttachmentCullingRation=145
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es_DebrisLifetimeScale=0.6
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e_DecalsLifeTimeScale=1
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e_Dissolve=0
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e_LightQuality=3
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e_LodRatio=10
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e_MaxViewDistSpecLerp=0.5
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e_ObjQuality=3
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e_TerrainOcclusionCullingMaxDist=130
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e_VegetationMinSize=0.5
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e_ViewDistRatioCustom=60
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e_ViewDistRatioDetail=25
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e_ViewDistRatioLights=25
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e_ViewDistRatioVegetation=50
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r_FlaresTessellationRatio=0.25
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r_usezpass=1
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e_ProcVegetation=1
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e_ViewDistRatio=75
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[4]
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ca_AttachmentCullingRation=145
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es_DebrisLifetimeScale=0.6
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e_DecalsLifeTimeScale=1
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e_Dissolve=0
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e_LightQuality=4
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e_LodRatio=10
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e_MaxViewDistSpecLerp=0.5
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e_ObjQuality=4
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e_TerrainOcclusionCullingMaxDist=130
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e_VegetationMinSize=0.5
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e_ViewDistRatioCustom=60
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e_ViewDistRatioDetail=25
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e_ViewDistRatioLights=25
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e_ViewDistRatioVegetation=50
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r_FlaresTessellationRatio=0.25
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r_usezpass=1
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e_ProcVegetation=1
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e_ViewDistRatio=75
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[5]
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ca_AttachmentCullingRation=145
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es_DebrisLifetimeScale=0.6
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e_DecalsLifeTimeScale=1
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e_LightQuality=1
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e_LodRatio=10
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e_MaxViewDistSpecLerp=0.5
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e_ObjQuality=1
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e_TerrainOcclusionCullingMaxDist=130
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e_VegetationMinSize=0.5
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e_ViewDistRatio=50
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e_ViewDistRatioCustom=60
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e_ViewDistRatioDetail=25
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e_ViewDistRatioLights=25
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e_ViewDistRatioVegetation=50
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r_FlaresTessellationRatio=0.25
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[6]
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ca_AttachmentCullingRation=300
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es_DebrisLifetimeScale=0.8
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e_LightQuality=2
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e_LodRatio=15
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e_ObjQuality=2
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e_ViewDistRatio=75
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e_ViewDistRatioDetail=35
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e_ViewDistRatioVegetation=75
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[8]
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ca_AttachmentCullingRation=400
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e_LightQuality=4
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e_LodRatio=40
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e_MergedMeshesInstanceDist=2.0
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e_MergedMeshesPool=16384
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e_ObjQuality=4
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e_TerrainLodRatio=0.5
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e_Tessellation=1
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e_ViewDistRatio=125
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e_ViewDistRatioCustom=125
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e_ViewDistRatioDetail=125
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e_ViewDistRatioLights=75
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e_ViewDistRatioVegetation=125
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r_DrawNearZRange = 0.08
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r_SilhouettePOM=1
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@ -1,94 +0,0 @@
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[default]
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; default of this CVarGroup
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= 7
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e_ParticlesGI=1
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e_ParticlesPreload=0
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e_ParticlesMaxScreenFill=128
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e_ParticlesMinDrawPixels=1
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e_ParticlesMotionBlur=0
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e_ParticlesObjectCollisions=2
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e_ParticlesQuality=3
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e_ParticlesSortQuality=0
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e_ParticlesPoolSize=16384
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r_ParticlesHalfRes=0
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r_ParticlesTessellation=1
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r_ParticlesInstanceVertices=1
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r_ParticlesGpuMaxEmitCount=10000
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[1]
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e_ParticlesGI=0
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e_ParticlesPreload=1
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e_ParticlesMaxScreenFill=16
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e_ParticlesMinDrawPixels=2
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e_ParticlesObjectCollisions=1
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e_ParticlesQuality=2
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e_ParticlesPoolSize=4096
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r_ParticlesHalfRes=1
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r_ParticlesTessellation=0
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r_ParticlesInstanceVertices=0
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r_ParticlesGpuMaxEmitCount=10
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[2]
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e_ParticlesGI=0
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e_ParticlesPreload=1
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e_ParticlesMaxScreenFill=16
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e_ParticlesMinDrawPixels=2
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e_ParticlesObjectCollisions=1
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e_ParticlesQuality=2
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e_ParticlesPoolSize=4096
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r_ParticlesHalfRes=1
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r_ParticlesTessellation=0
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r_ParticlesInstanceVertices=0
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r_ParticlesGpuMaxEmitCount=100
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[3]
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e_ParticlesGI=0
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e_ParticlesPreload=1
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e_ParticlesMaxScreenFill=16
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e_ParticlesMinDrawPixels=2
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e_ParticlesObjectCollisions=1
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e_ParticlesQuality=2
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e_ParticlesPoolSize=4096
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r_ParticlesHalfRes=1
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r_ParticlesTessellation=0
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r_ParticlesInstanceVertices=0
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r_ParticlesGpuMaxEmitCount=500
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[4]
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e_ParticlesGI=0
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e_ParticlesPreload=1
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e_ParticlesMaxScreenFill=16
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e_ParticlesMinDrawPixels=2
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e_ParticlesObjectCollisions=1
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e_ParticlesQuality=2
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e_ParticlesPoolSize=4096
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r_ParticlesHalfRes=1
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r_ParticlesTessellation=0
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r_ParticlesInstanceVertices=0
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r_ParticlesGpuMaxEmitCount=1000
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[5]
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e_ParticlesMaxScreenFill=32
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e_ParticlesMinDrawPixels=1.5
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e_ParticlesObjectCollisions=1
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e_ParticlesQuality=1
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r_ParticlesHalfRes=1
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r_ParticlesTessellation=0
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r_ParticlesGpuMaxEmitCount=3000
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[6]
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e_ParticlesMaxScreenFill=64
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e_ParticlesObjectCollisions=1
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e_ParticlesQuality=2
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r_ParticlesGpuMaxEmitCount=5000
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[8]
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e_ParticlesMaxScreenFill=160
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e_ParticlesMotionBlur=1
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e_ParticlesQuality=4
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r_ParticlesGpuMaxEmitCount=1048576
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@ -1,100 +0,0 @@
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[default]
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; default of this CVarGroup
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= 7
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es_MaxPhysDist=100
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es_MaxPhysDistInvisible=25
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e_CullVegActivation=50
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e_FoliageWindActivationDist=25
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e_PhysMinCellSize=4
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e_PhysOceanCell=0.5
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e_PhysProxyTriLimit=10000
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g_breakage_mem_limit=0
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g_breakage_particles_limit=160
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g_no_secondary_breaking=0
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g_tree_cut_reuse_dist=0
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p_gravity_z=-13
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p_max_entity_cells=300000
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p_max_MC_iters=6000
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p_max_object_splashes=3
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p_max_substeps=5
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p_max_substeps_large_group=5
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p_num_bodies_large_group=100
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p_splash_dist0=7
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p_splash_dist1=30
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p_splash_force0=10
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p_splash_force1=100
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p_splash_vel0=4.5
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p_splash_vel1=10
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v_vehicle_quality=4
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[1]
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es_MaxPhysDistInvisible=15
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e_CullVegActivation=30
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e_FoliageWindActivationDist=10
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e_PhysMinCellSize=16
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e_PhysOceanCell=1
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g_breakage_mem_limit=2000
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g_breakage_particles_limit=40
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g_no_secondary_breaking=1
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g_tree_cut_reuse_dist=1
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p_max_entity_cells=75000
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p_max_MC_iters=2000
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p_max_substeps=2
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[2]
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es_MaxPhysDistInvisible=15
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e_CullVegActivation=30
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e_FoliageWindActivationDist=10
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e_PhysMinCellSize=16
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e_PhysOceanCell=1
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g_breakage_mem_limit=2000
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g_breakage_particles_limit=40
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g_no_secondary_breaking=1
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g_tree_cut_reuse_dist=1
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p_max_entity_cells=75000
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p_max_MC_iters=2000
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p_max_substeps=2
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[3]
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es_MaxPhysDistInvisible=15
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e_CullVegActivation=30
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e_FoliageWindActivationDist=10
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e_PhysMinCellSize=16
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e_PhysOceanCell=1
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g_breakage_mem_limit=2000
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g_breakage_particles_limit=40
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g_no_secondary_breaking=1
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g_tree_cut_reuse_dist=1
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p_max_entity_cells=75000
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p_max_MC_iters=2000
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p_max_substeps=2
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[4]
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es_MaxPhysDistInvisible=15
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e_CullVegActivation=30
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e_FoliageWindActivationDist=10
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e_PhysMinCellSize=16
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e_PhysOceanCell=1
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g_breakage_mem_limit=2000
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g_breakage_particles_limit=40
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g_no_secondary_breaking=1
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g_tree_cut_reuse_dist=1
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p_max_entity_cells=75000
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p_max_MC_iters=2000
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p_max_substeps=2
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[5]
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es_MaxPhysDist=50
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es_MaxPhysDistInvisible=15
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e_CullVegActivation=30
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e_FoliageWindActivationDist=10
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e_PhysOceanCell=1
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g_breakage_particles_limit=80
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g_tree_cut_reuse_dist=0.35
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p_max_MC_iters=4000
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p_max_substeps=2
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[6]
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[8]
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@ -1,114 +0,0 @@
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[default]
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; default of this CVarGroup
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= 7
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r_PostProcessEffects=1
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q_ShaderHDR=2
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q_ShaderPostProcess=2
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r_ChromaticAberration=0
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r_ColorGradingChartsCache=0
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r_DepthOfField=2
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r_Flares=1
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r_HDRBloomQuality=2
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r_MotionBlur=2
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r_MotionBlurMaxViewDist=100000
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r_MotionBlurQuality=1
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r_MotionBlurShutterSpeed=125
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r_Rain=2
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r_RainMaxViewDist_Deferred=150
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r_Sharpening=0
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r_Snow=2
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r_SunShafts=2
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r_TranspDepthFixup=1
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r_ToneMapTechnique=0
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r_ToneMapExposureType=0
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r_HDRBloom=1
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r_ColorGrading=1
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r_ColorSpace=0
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[1]
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q_ShaderHDR=1
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q_ShaderPostProcess=1
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r_ColorGrading=0
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r_DepthOfField=0
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r_Flares=0
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r_HDRBloom=0
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r_HDRBloomQuality=0
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r_MotionBlur=0
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r_MotionBlurMaxViewDist=16
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r_MotionBlurQuality=0
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r_Rain=1
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r_RainMaxViewDist_Deferred=40
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r_Snow=1
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r_SunShafts=0
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r_TranspDepthFixup=0
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r_ToneMapTechnique=3
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r_ToneMapExposureType=1
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r_ColorSpace=2
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[2]
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q_ShaderHDR=1
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q_ShaderPostProcess=1
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r_ColorGradingChartsCache=4
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r_DepthOfField=1
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r_Flares=0
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r_HDRBloomQuality=0
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r_MotionBlur=0
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r_MotionBlurMaxViewDist=16
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r_MotionBlurQuality=0
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r_Rain=1
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r_RainMaxViewDist_Deferred=40
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r_Snow=1
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r_SunShafts=1
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r_TranspDepthFixup=0
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[3]
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q_ShaderHDR=1
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q_ShaderPostProcess=2
|
||||
r_ColorGradingChartsCache=4
|
||||
r_DepthOfField=1
|
||||
r_HDRBloomQuality=1
|
||||
r_MotionBlur=0
|
||||
r_MotionBlurMaxViewDist=16
|
||||
r_MotionBlurQuality=0
|
||||
r_Rain=1
|
||||
r_RainMaxViewDist_Deferred=40
|
||||
r_Snow=1
|
||||
r_SunShafts=1
|
||||
r_TranspDepthFixup=0
|
||||
|
||||
[4]
|
||||
q_ShaderHDR=1
|
||||
q_ShaderPostProcess=2
|
||||
r_ColorGradingChartsCache=4
|
||||
r_DepthOfField=1
|
||||
r_HDRBloomQuality=1
|
||||
r_MotionBlur=0
|
||||
r_MotionBlurMaxViewDist=16
|
||||
r_MotionBlurQuality=0
|
||||
r_Rain=1
|
||||
r_RainMaxViewDist_Deferred=40
|
||||
r_Snow=1
|
||||
r_SunShafts=1
|
||||
r_TranspDepthFixup=0
|
||||
|
||||
[5]
|
||||
q_ShaderHDR=1
|
||||
q_ShaderPostProcess=1
|
||||
r_ColorGradingChartsCache=4
|
||||
r_MotionBlurMaxViewDist=16
|
||||
r_MotionBlurQuality=0
|
||||
r_RainMaxViewDist_Deferred=40
|
||||
r_TranspDepthFixup=0
|
||||
|
||||
[6]
|
||||
q_ShaderHDR=1
|
||||
q_ShaderPostProcess=1
|
||||
r_RainMaxViewDist_Deferred=100
|
||||
|
||||
[8]
|
||||
q_ShaderHDR=3
|
||||
q_ShaderPostProcess=3
|
||||
r_MotionBlurQuality=2
|
||||
@ -1,98 +0,0 @@
|
||||
[default]
|
||||
; default of this CVarGroup
|
||||
= 7
|
||||
|
||||
q_ShaderGeneral=2
|
||||
q_ShaderMetal=2
|
||||
q_ShaderGlass=2
|
||||
q_ShaderVegetation=2
|
||||
q_ShaderIce=2
|
||||
q_ShaderTerrain=2
|
||||
q_ShaderShadow=2
|
||||
q_ShaderFX=2
|
||||
q_ShaderSky=2
|
||||
q_Renderer=2
|
||||
|
||||
[1]
|
||||
q_ShaderGeneral=1
|
||||
q_ShaderMetal=1
|
||||
q_ShaderGlass=1
|
||||
q_ShaderVegetation=1
|
||||
q_ShaderIce=1
|
||||
q_ShaderTerrain=1
|
||||
q_ShaderShadow=1
|
||||
q_ShaderFX=1
|
||||
q_ShaderSky=1
|
||||
q_Renderer=1
|
||||
|
||||
[2]
|
||||
q_ShaderGeneral=1
|
||||
q_ShaderMetal=1
|
||||
q_ShaderGlass=1
|
||||
q_ShaderVegetation=1
|
||||
q_ShaderIce=1
|
||||
q_ShaderTerrain=1
|
||||
q_ShaderShadow=1
|
||||
q_ShaderFX=1
|
||||
q_ShaderSky=1
|
||||
q_Renderer=1
|
||||
|
||||
[3]
|
||||
q_ShaderGeneral=1
|
||||
q_ShaderMetal=1
|
||||
q_ShaderGlass=1
|
||||
q_ShaderVegetation=1
|
||||
q_ShaderIce=1
|
||||
q_ShaderTerrain=1
|
||||
q_ShaderShadow=1
|
||||
q_ShaderFX=1
|
||||
q_ShaderSky=1
|
||||
q_Renderer=2
|
||||
|
||||
[4]
|
||||
q_ShaderGeneral=1
|
||||
q_ShaderMetal=1
|
||||
q_ShaderGlass=1
|
||||
q_ShaderVegetation=1
|
||||
q_ShaderIce=1
|
||||
q_ShaderTerrain=1
|
||||
q_ShaderShadow=1
|
||||
q_ShaderFX=1
|
||||
q_ShaderSky=1
|
||||
q_Renderer=2
|
||||
|
||||
[5]
|
||||
q_ShaderGeneral=1
|
||||
q_ShaderMetal=1
|
||||
q_ShaderGlass=1
|
||||
q_ShaderVegetation=1
|
||||
q_ShaderIce=1
|
||||
q_ShaderTerrain=1
|
||||
q_ShaderShadow=1
|
||||
q_ShaderFX=1
|
||||
q_ShaderSky=1
|
||||
q_Renderer=1
|
||||
|
||||
[6]
|
||||
q_ShaderGeneral=1
|
||||
q_ShaderMetal=1
|
||||
q_ShaderGlass=1
|
||||
q_ShaderVegetation=1
|
||||
q_ShaderIce=1
|
||||
q_ShaderTerrain=1
|
||||
q_ShaderShadow=1
|
||||
q_ShaderFX=1
|
||||
q_ShaderSky=1
|
||||
q_Renderer=1
|
||||
|
||||
[8]
|
||||
q_ShaderGeneral=3
|
||||
q_ShaderMetal=3
|
||||
q_ShaderGlass=3
|
||||
q_ShaderVegetation=3
|
||||
q_ShaderIce=3
|
||||
q_ShaderTerrain=3
|
||||
q_ShaderShadow=3
|
||||
q_ShaderFX=3
|
||||
q_ShaderSky=3
|
||||
q_Renderer=3
|
||||
@ -1,120 +0,0 @@
|
||||
[default]
|
||||
; default of this CVarGroup
|
||||
= 7
|
||||
|
||||
e_CacheNearestCubePicking=1
|
||||
e_DynamicLightsMaxEntityLights=16
|
||||
e_GI=1
|
||||
e_LightVolumes=1
|
||||
e_SkyUpdateRate=1
|
||||
e_TerrainAo=0
|
||||
e_VegetationUseTerrainColor=1
|
||||
r_DeferredShadingDepthBoundsTest=1
|
||||
r_DeferredShadingTiled=2
|
||||
r_DeferredShadingTiledHairQuality=1
|
||||
r_deferredShadingFilterGBuffer=0
|
||||
r_DeferredShadingSSS=1
|
||||
r_AntialiasingMode=3
|
||||
r_DetailDistance=8
|
||||
r_EnvTexUpdateInterval=0.05
|
||||
r_Refraction=1
|
||||
r_RefractionPartialResolves=2
|
||||
r_ssdo=1
|
||||
r_ssdoHalfRes=2
|
||||
r_ssdoColorBleeding=1
|
||||
r_SSReflections=1
|
||||
r_SSReflHalfRes=1
|
||||
r_VisAreaClipLightsPerPixel=1
|
||||
sys_spec_Quality=7
|
||||
|
||||
[1]
|
||||
e_DynamicLightsMaxEntityLights=2
|
||||
e_GI=0
|
||||
e_SkyUpdateRate=0.5
|
||||
e_VegetationUseTerrainColor=0
|
||||
r_DeferredShadingTiled=0
|
||||
r_DeferredShadingTiledHairQuality=0
|
||||
r_DeferredShadingSSS=0
|
||||
r_AntialiasingMode=0
|
||||
r_DetailDistance=4
|
||||
r_EnvTexUpdateInterval=0.075
|
||||
r_Refraction=0
|
||||
r_RefractionPartialResolves=0
|
||||
r_ssdo=0
|
||||
r_ssdoHalfRes=1
|
||||
r_ssdoColorBleeding=0
|
||||
r_SSReflections=0
|
||||
sys_spec_Quality=1
|
||||
|
||||
[2]
|
||||
e_DynamicLightsMaxEntityLights=2
|
||||
e_GI=0
|
||||
e_SkyUpdateRate=0.5
|
||||
e_VegetationUseTerrainColor=0
|
||||
r_DeferredShadingTiled=0
|
||||
r_DeferredShadingTiledHairQuality=0
|
||||
r_DeferredShadingSSS=0
|
||||
r_AntialiasingMode=0
|
||||
r_DetailDistance=4
|
||||
r_EnvTexUpdateInterval=0.075
|
||||
r_RefractionPartialResolves=0
|
||||
r_ssdo=0
|
||||
r_ssdoHalfRes=1
|
||||
r_ssdoColorBleeding=0
|
||||
r_SSReflections=0
|
||||
sys_spec_Quality=2
|
||||
|
||||
[3]
|
||||
e_DynamicLightsMaxEntityLights=2
|
||||
e_GI=0
|
||||
e_SkyUpdateRate=0.5
|
||||
e_VegetationUseTerrainColor=0
|
||||
r_DeferredShadingTiled=0
|
||||
r_DeferredShadingTiledHairQuality=0
|
||||
r_DeferredShadingSSS=0
|
||||
r_AntialiasingMode=0
|
||||
r_DetailDistance=4
|
||||
r_EnvTexUpdateInterval=0.075
|
||||
r_RefractionPartialResolves=0
|
||||
r_ssdo=0
|
||||
r_ssdoColorBleeding=0
|
||||
r_SSReflections=0
|
||||
sys_spec_Quality=3
|
||||
|
||||
[4]
|
||||
e_DynamicLightsMaxEntityLights=2
|
||||
e_GI=0
|
||||
e_SkyUpdateRate=0.5
|
||||
e_VegetationUseTerrainColor=0
|
||||
r_DeferredShadingTiled=0
|
||||
r_DeferredShadingTiledHairQuality=0
|
||||
r_DeferredShadingSSS=0
|
||||
r_AntialiasingMode=0
|
||||
r_DetailDistance=4
|
||||
r_EnvTexUpdateInterval=0.075
|
||||
r_RefractionPartialResolves=0
|
||||
r_ssdo=1
|
||||
r_ssdoHalfRes=1
|
||||
r_ssdoColorBleeding=0
|
||||
r_SSReflections=0
|
||||
sys_spec_Quality=4
|
||||
|
||||
[5]
|
||||
e_DynamicLightsMaxEntityLights=7
|
||||
e_GI=0
|
||||
e_SkyUpdateRate=0.5
|
||||
r_DetailDistance=4
|
||||
r_EnvTexUpdateInterval=0.075
|
||||
r_SSReflections=0
|
||||
r_DeferredShadingTiledHairQuality=0
|
||||
r_DeferredShadingSSS=0
|
||||
sys_spec_Quality=5
|
||||
|
||||
[6]
|
||||
e_DynamicLightsMaxEntityLights=11
|
||||
sys_spec_Quality=6
|
||||
|
||||
[8]
|
||||
r_DeferredShadingTiledHairQuality=2
|
||||
r_SSReflHalfRes=0
|
||||
sys_spec_Quality=8
|
||||
@ -1,116 +0,0 @@
|
||||
[default]
|
||||
; default of this CVarGroup
|
||||
= 7
|
||||
|
||||
e_GsmLodsNum=5
|
||||
e_GsmRange=3
|
||||
e_ParticlesShadows=1
|
||||
e_Shadows=1
|
||||
e_ShadowsBlendCascades=1
|
||||
e_ShadowsClouds=1
|
||||
e_ShadowsCastViewDistRatio=1
|
||||
e_ShadowsLodBiasFixed=0
|
||||
e_ShadowsMaxTexRes=1024
|
||||
e_ShadowsOnAlphaBlend=0
|
||||
e_ShadowsPoolSize=4096
|
||||
e_ShadowsResScale=4
|
||||
e_ShadowsTessellateCascades=1
|
||||
e_ShadowsTessellateDLights=0
|
||||
e_ShadowsUpdateViewDistRatio=256
|
||||
r_DrawNearShadows=1
|
||||
r_FogShadows=2
|
||||
r_FogShadowsWater=0
|
||||
r_ShadowJittering=2.5
|
||||
r_ShadowPoolMaxFrames=30
|
||||
r_ShadowPoolMaxTimeslicedUpdatesPerFrame=100
|
||||
r_ShadowsPCFiltering=1
|
||||
r_ShadowsCache=4
|
||||
r_ShadowsCacheFormat=1
|
||||
r_ShadowsCacheResolutions=6324,4214
|
||||
r_ShadowsUseClipVolume=1
|
||||
e_ObjShadowCastSpec=3
|
||||
|
||||
[1]
|
||||
e_GsmLodsNum=3
|
||||
e_ParticlesShadows=0
|
||||
e_ShadowsBlendCascades=0
|
||||
e_ShadowsCastViewDistRatio=0.8
|
||||
e_ShadowsLodBiasFixed=1
|
||||
e_ShadowsMaxTexRes=512
|
||||
r_DrawNearShadows=0
|
||||
r_FogShadows=0
|
||||
r_ShadowJittering=0
|
||||
r_ShadowsCacheFormat=0
|
||||
r_ShadowsCacheResolutions=3162,2107
|
||||
e_ObjShadowCastSpec=1
|
||||
e_ShadowsPoolSize=1024
|
||||
|
||||
[2]
|
||||
e_GsmLodsNum=4
|
||||
e_ParticlesShadows=0
|
||||
e_ShadowsBlendCascades=0
|
||||
e_ShadowsCastViewDistRatio=0.8
|
||||
e_ShadowsLodBiasFixed=1
|
||||
e_ShadowsMaxTexRes=512
|
||||
r_DrawNearShadows=0
|
||||
r_FogShadows=0
|
||||
r_ShadowJittering=0
|
||||
r_ShadowsCacheFormat=0
|
||||
r_ShadowsCacheResolutions=3162,2107
|
||||
e_ObjShadowCastSpec=1
|
||||
e_ShadowsPoolSize=1024
|
||||
|
||||
[3]
|
||||
e_GsmLodsNum=4
|
||||
e_ParticlesShadows=0
|
||||
e_ShadowsBlendCascades=0
|
||||
e_ShadowsCastViewDistRatio=0.8
|
||||
e_ShadowsLodBiasFixed=1
|
||||
e_ShadowsMaxTexRes=512
|
||||
r_DrawNearShadows=0
|
||||
r_FogShadows=0
|
||||
r_ShadowJittering=0
|
||||
r_ShadowsCacheFormat=0
|
||||
r_ShadowsCacheResolutions=3162,2107
|
||||
e_ObjShadowCastSpec=1
|
||||
e_ShadowsPoolSize=1024
|
||||
|
||||
[4]
|
||||
e_GsmLodsNum=4
|
||||
e_ParticlesShadows=0
|
||||
e_ShadowsBlendCascades=0
|
||||
e_ShadowsCastViewDistRatio=0.8
|
||||
e_ShadowsLodBiasFixed=1
|
||||
e_ShadowsMaxTexRes=512
|
||||
r_DrawNearShadows=0
|
||||
r_FogShadows=0
|
||||
r_ShadowJittering=0
|
||||
r_ShadowsCacheFormat=0
|
||||
r_ShadowsCacheResolutions=3162,2107
|
||||
e_ObjShadowCastSpec=1
|
||||
e_ShadowsPoolSize=1024
|
||||
|
||||
[5]
|
||||
e_GsmLodsNum=4
|
||||
e_ParticlesShadows=0
|
||||
e_ShadowsBlendCascades=0
|
||||
e_ShadowsCastViewDistRatio=0.8
|
||||
e_ShadowsLodBiasFixed=1
|
||||
e_ShadowsMaxTexRes=512
|
||||
r_FogShadows=0
|
||||
r_ShadowJittering=1
|
||||
e_ObjShadowCastSpec=1
|
||||
r_ShadowsCacheResolutions=3162,2107
|
||||
|
||||
[6]
|
||||
r_ShadowJittering=1
|
||||
e_ObjShadowCastSpec=2
|
||||
|
||||
[8]
|
||||
r_FogShadows=1
|
||||
r_FogShadowsWater=1
|
||||
r_ShadowPoolMaxFrames=0
|
||||
r_ShadowPoolMaxTimeslicedUpdatesPerFrame=100
|
||||
e_ObjShadowCastSpec=4
|
||||
r_ShadowsCache=5
|
||||
r_ShadowsCacheResolutions=4214
|
||||
@ -1,17 +0,0 @@
|
||||
[default]
|
||||
; default of this CVarGroup
|
||||
= 7
|
||||
|
||||
[1]
|
||||
|
||||
[2]
|
||||
|
||||
[3]
|
||||
|
||||
[4]
|
||||
|
||||
[5]
|
||||
|
||||
[6]
|
||||
|
||||
[8]
|
||||
@ -1,94 +0,0 @@
|
||||
[default]
|
||||
; default of this CVarGroup
|
||||
= 7
|
||||
|
||||
e_TerrainTextureStreamingPoolItemsNum=64
|
||||
r_DynTexAtlasCloudsMaxSize=32
|
||||
r_DynTexAtlasSpritesMaxSize=32
|
||||
r_DynTexMaxSize=80
|
||||
r_EnvCMResolution=2
|
||||
r_EnvTexResolution=3
|
||||
r_ImposterRatio=1
|
||||
r_TexAtlasSize=2048
|
||||
r_TexMaxAnisotropy=4
|
||||
r_TexMinAnisotropy=4
|
||||
r_TexNoAnisoAlphaTest=0
|
||||
|
||||
[1]
|
||||
e_TerrainTextureStreamingPoolItemsNum=16
|
||||
r_DynTexAtlasCloudsMaxSize=8
|
||||
r_DynTexAtlasSpritesMaxSize=8
|
||||
r_DynTexMaxSize=20
|
||||
r_EnvCMResolution=0
|
||||
r_EnvTexResolution=1
|
||||
r_ImposterRatio=2
|
||||
r_TexAtlasSize=512
|
||||
r_TexMaxAnisotropy=2
|
||||
r_TexMinAnisotropy=2
|
||||
r_TexNoAnisoAlphaTest=1
|
||||
|
||||
[2]
|
||||
e_TerrainTextureStreamingPoolItemsNum=16
|
||||
r_DynTexAtlasCloudsMaxSize=8
|
||||
r_DynTexAtlasSpritesMaxSize=8
|
||||
r_DynTexMaxSize=20
|
||||
r_EnvCMResolution=0
|
||||
r_EnvTexResolution=1
|
||||
r_ImposterRatio=2
|
||||
r_TexAtlasSize=512
|
||||
r_TexMaxAnisotropy=2
|
||||
r_TexMinAnisotropy=2
|
||||
r_TexNoAnisoAlphaTest=1
|
||||
|
||||
[3]
|
||||
e_TerrainTextureStreamingPoolItemsNum=16
|
||||
r_DynTexAtlasCloudsMaxSize=8
|
||||
r_DynTexAtlasSpritesMaxSize=8
|
||||
r_DynTexMaxSize=20
|
||||
r_EnvCMResolution=0
|
||||
r_EnvTexResolution=1
|
||||
r_ImposterRatio=2
|
||||
r_TexAtlasSize=512
|
||||
r_TexMaxAnisotropy=2
|
||||
r_TexMinAnisotropy=2
|
||||
r_TexNoAnisoAlphaTest=1
|
||||
|
||||
[4]
|
||||
e_TerrainTextureStreamingPoolItemsNum=16
|
||||
r_DynTexAtlasCloudsMaxSize=8
|
||||
r_DynTexAtlasSpritesMaxSize=8
|
||||
r_DynTexMaxSize=20
|
||||
r_EnvCMResolution=0
|
||||
r_EnvTexResolution=1
|
||||
r_ImposterRatio=2
|
||||
r_TexAtlasSize=512
|
||||
r_TexMaxAnisotropy=2
|
||||
r_TexMinAnisotropy=2
|
||||
r_TexNoAnisoAlphaTest=1
|
||||
|
||||
[5]
|
||||
r_DynTexAtlasCloudsMaxSize=24
|
||||
r_DynTexAtlasSpritesMaxSize=16
|
||||
r_DynTexMaxSize=50
|
||||
r_EnvCMResolution=0
|
||||
r_EnvTexResolution=1
|
||||
r_ImposterRatio=2
|
||||
r_TexAtlasSize=512
|
||||
r_TexMaxAnisotropy=2
|
||||
r_TexMinAnisotropy=2
|
||||
r_TexNoAnisoAlphaTest=1
|
||||
|
||||
[6]
|
||||
r_DynTexAtlasCloudsMaxSize=24
|
||||
r_DynTexAtlasSpritesMaxSize=16
|
||||
r_DynTexMaxSize=60
|
||||
r_EnvCMResolution=1
|
||||
r_EnvTexResolution=2
|
||||
r_ImposterRatio=1.5
|
||||
r_TexMaxAnisotropy=8
|
||||
r_TexMinAnisotropy=8
|
||||
r_TexNoAnisoAlphaTest=1
|
||||
|
||||
[8]
|
||||
r_TexMaxAnisotropy=16
|
||||
r_TexMinAnisotropy=16
|
||||
@ -1,52 +0,0 @@
|
||||
[default]
|
||||
; dummy default for this CVarGroup (will be auto initialized during streaming system init or overridden by user via system.cfg)
|
||||
= 0
|
||||
|
||||
; VRAM 1.0 GB
|
||||
r_TexturesStreaming=1
|
||||
r_TexturesStreamingMipBias=0
|
||||
r_TexturesstreamingMinUsableMips=8
|
||||
r_TexturesStreamingSkipMips=2
|
||||
r_TexturesStreamPoolSize=256
|
||||
|
||||
[1]
|
||||
; VRAM 1.0 GB
|
||||
r_TexturesStreaming=0
|
||||
r_TexturesStreamingSkipMips=0
|
||||
r_TexturesStreamPoolSize=384
|
||||
|
||||
[2]
|
||||
; VRAM 1.0 GB
|
||||
r_TexturesStreaming=0
|
||||
r_TexturesStreamingSkipMips=0
|
||||
r_TexturesStreamPoolSize=384
|
||||
|
||||
[3]
|
||||
; VRAM 1.0 GB
|
||||
r_TexturesStreaming=0
|
||||
r_TexturesStreamingSkipMips=0
|
||||
r_TexturesStreamPoolSize=384
|
||||
|
||||
[4]
|
||||
; VRAM 1.0 GB
|
||||
r_TexturesStreaming=0
|
||||
r_TexturesStreamingSkipMips=0
|
||||
r_TexturesStreamPoolSize=384
|
||||
|
||||
[5]
|
||||
; VRAM 1.0 GB
|
||||
|
||||
[6]
|
||||
; VRAM 1.5 GB
|
||||
r_TexturesStreamingSkipMips=1
|
||||
r_TexturesStreamPoolSize=512
|
||||
|
||||
[7]
|
||||
; VRAM 2.0 GB
|
||||
r_TexturesStreamingSkipMips=0
|
||||
r_TexturesStreamPoolSize=640
|
||||
|
||||
[8]
|
||||
; VRAM 3.0 GB
|
||||
r_TexturesStreamingSkipMips=0
|
||||
r_TexturesStreamPoolSize=1536
|
||||
@ -1,26 +0,0 @@
|
||||
[default]
|
||||
; default of this CVarGroup
|
||||
= 7
|
||||
|
||||
e_Clouds=1
|
||||
r_Beams=1
|
||||
|
||||
[1]
|
||||
r_Beams=0
|
||||
|
||||
[2]
|
||||
r_Beams=0
|
||||
|
||||
[3]
|
||||
r_Beams=0
|
||||
|
||||
[4]
|
||||
r_Beams=0
|
||||
|
||||
[5]
|
||||
r_Beams=0
|
||||
|
||||
[6]
|
||||
r_Beams=0
|
||||
|
||||
[8]
|
||||
@ -1,81 +0,0 @@
|
||||
[default]
|
||||
; default of this CVarGroup
|
||||
= 7
|
||||
|
||||
e_WaterOceanFFT=1
|
||||
e_WaterTessellationAmount=10
|
||||
e_WaterTessellationSwathWidth=10
|
||||
q_ShaderWater=2
|
||||
r_WaterCaustics=1
|
||||
r_WaterReflections=1
|
||||
r_WaterReflectionsQuality=4
|
||||
r_WaterReflectionsMinVisiblePixelsUpdate=0.05
|
||||
r_WaterTessellationHW=0
|
||||
r_WaterUpdateDistance=0.2
|
||||
r_WaterUpdateFactor=0.0
|
||||
r_WaterVolumeCaustics=0
|
||||
r_WaterVolumeCausticsDensity=256
|
||||
r_WaterVolumeCausticsMaxDist=35
|
||||
r_WaterVolumeCausticsRes=1024
|
||||
r_WaterVolumeCausticsSnapFactor=1
|
||||
|
||||
[1]
|
||||
e_WaterTessellationAmount=20
|
||||
q_ShaderWater=1
|
||||
r_WaterReflectionsQuality=0
|
||||
r_WaterUpdateDistance=1
|
||||
r_WaterUpdateFactor=0.1
|
||||
r_WaterVolumeCausticsDensity=64
|
||||
r_WaterVolumeCausticsMaxDist=20
|
||||
r_WaterVolumeCausticsRes=384
|
||||
|
||||
[2]
|
||||
e_WaterTessellationAmount=20
|
||||
q_ShaderWater=1
|
||||
r_WaterReflectionsQuality=0
|
||||
r_WaterUpdateDistance=1
|
||||
r_WaterUpdateFactor=0.1
|
||||
r_WaterVolumeCausticsDensity=64
|
||||
r_WaterVolumeCausticsMaxDist=20
|
||||
r_WaterVolumeCausticsRes=384
|
||||
|
||||
[3]
|
||||
e_WaterTessellationAmount=20
|
||||
q_ShaderWater=1
|
||||
r_WaterReflectionsQuality=0
|
||||
r_WaterUpdateDistance=1
|
||||
r_WaterUpdateFactor=0.05
|
||||
r_WaterVolumeCausticsDensity=64
|
||||
r_WaterVolumeCausticsMaxDist=20
|
||||
r_WaterVolumeCausticsRes=384
|
||||
|
||||
[4]
|
||||
e_WaterTessellationAmount=20
|
||||
q_ShaderWater=1
|
||||
r_WaterReflectionsQuality=4
|
||||
r_WaterUpdateDistance=1
|
||||
r_WaterUpdateFactor=0.01
|
||||
r_WaterVolumeCausticsDensity=64
|
||||
r_WaterVolumeCausticsMaxDist=20
|
||||
r_WaterVolumeCausticsRes=384
|
||||
|
||||
[5]
|
||||
e_WaterTessellationAmount=20
|
||||
q_ShaderWater=1
|
||||
r_WaterUpdateDistance=1
|
||||
r_WaterUpdateFactor=0.1
|
||||
r_WaterVolumeCausticsDensity=64
|
||||
r_WaterVolumeCausticsMaxDist=20
|
||||
r_WaterVolumeCausticsRes=384
|
||||
|
||||
[6]
|
||||
r_WaterUpdateDistance=1
|
||||
r_WaterUpdateFactor=0.05
|
||||
r_WaterVolumeCausticsDensity=128
|
||||
r_WaterVolumeCausticsMaxDist=25
|
||||
r_WaterVolumeCausticsRes=512
|
||||
|
||||
[8]
|
||||
e_WaterTessellationAmount=85
|
||||
r_WaterTessellationHW=1
|
||||
r_WaterVolumeCaustics=1
|
||||
@ -1,4 +1 @@
|
||||
ai_DebugDraw = 1
|
||||
ai_DebugDrawNavigation = 1
|
||||
ai_DrawPath all
|
||||
ai_debugMNMAgentType MediumSizedCharacters
|
||||
@ -1,6 +1,3 @@
|
||||
; disable async shader activation as it crashes when r_shadersAllowCompilation=1
|
||||
r_shadersAsyncActivation=0
|
||||
|
||||
; enable shader compiliation for r_measureOverdraw 4
|
||||
r_shadersAllowCompilation=1
|
||||
|
||||
|
||||
@ -1,13 +1,3 @@
|
||||
demo_restart_level = 2
|
||||
g_godMode=1
|
||||
g_infiniteammo=1
|
||||
r_displayinfo=1
|
||||
demo_file = autotest
|
||||
demo_ai = 1
|
||||
demo_num_runs = 4
|
||||
demo_quit = 1
|
||||
hud_startPaused=0
|
||||
sys_maxfps=0
|
||||
e_ObjectLayersActivation=0
|
||||
sys_flash = 0
|
||||
r_vsync = 0
|
||||
|
||||
@ -1,13 +1,3 @@
|
||||
demo_restart_level = 1
|
||||
g_godMode = 1
|
||||
g_infiniteammo = 1
|
||||
r_displayinfo = 2
|
||||
demo_file = timedemo_short
|
||||
demo_ai = 0
|
||||
demo_num_runs = 2
|
||||
demo_quit = 1
|
||||
-- hud_startPaused = 0
|
||||
sys_maxfps = -1
|
||||
-- e_ObjectLayersActivation = 0
|
||||
-- sys_flash = 0
|
||||
r_vsync = 0
|
||||
r_vsync = 0
|
||||
|
||||
@ -1,6 +0,0 @@
|
||||
r_ColorGradingChartsCache = 0
|
||||
r_waterupdateFactor = 0
|
||||
r_PostProcessHUD3DCache = 0
|
||||
e_gsmcache = 0
|
||||
r_ConditionalRendering = 0
|
||||
e_gicache = 0
|
||||
@ -1,77 +0,0 @@
|
||||
ag_turnSpeedParamScale=0.0
|
||||
aim_assistFalloffDistance=200
|
||||
aim_assistInputForFullFollow_Ironsight=0.20
|
||||
aim_assistMaxDistance=255
|
||||
aim_assistMaxDistance_ironsight=255
|
||||
aim_assistMinTurnScale=0.5
|
||||
aim_assistMinTurnScale_ironsight=0.5
|
||||
aim_assistSlowDisableDistance=255
|
||||
aim_assistSlowFalloffStartDistance=200
|
||||
aim_assistSlowThresholdOuter=2.5
|
||||
aim_assiststrength=0.7
|
||||
aim_assiststrength_ironsight=0.75
|
||||
br_breakmaxworldsize=511
|
||||
cl_sensitivityControllerMP=0.6
|
||||
cl_shallowWaterSpeedMulPlayer=1.0
|
||||
controller_multiplier_x=3
|
||||
controller_multiplier_z=4
|
||||
g_actorViewDistRatio=255
|
||||
|
||||
-- This forces broken trees to have spherical inertia, which makes them harder to rotate around their vertical axis.
|
||||
g_breakageMinAxisInertia=1.0
|
||||
g_glassAutoShatterMinArea=0.5
|
||||
|
||||
g_distanceForceNoIk=35
|
||||
g_fpDbaManagementEnable=0
|
||||
g_godMode=0
|
||||
g_highlightingMaxDistanceToHighlightSquared=625
|
||||
g_hitDeathReactions_streaming=2
|
||||
g_mp_as_DefendersMaxHealth=150
|
||||
g_multiplayerDefault=1
|
||||
|
||||
-- Overriden in GameSDK\Difficulty\*.cfg
|
||||
g_playerLowHealthThreshold=20
|
||||
g_playerMidHealthThreshold=60
|
||||
|
||||
g_spawn_vistable_numLineTestsPerFrame=3
|
||||
g_telemetryConfig="MP"
|
||||
g_telemetrySampleRateBandwidth=3
|
||||
g_telemetrySampleRateMemory=2
|
||||
g_telemetrySampleRatePerformance=1
|
||||
g_VTOLInsideBoundsScaleX=0.6
|
||||
g_VTOLInsideBoundsScaleY=1
|
||||
net_breakage_sync_entities=0
|
||||
net_enable_tfrc=0
|
||||
net_log=1
|
||||
|
||||
-- Make consoles match the PC gravity
|
||||
p_gravity_z="-13"
|
||||
|
||||
-- Sanity check for physics RepositionEntity
|
||||
p_max_entity_cells=10000
|
||||
|
||||
pl_impulseEnabled=1
|
||||
pl_jump_maxTimerValue=0.0
|
||||
pl_jump_quickPressThresh=0.12
|
||||
pl_melee.angle_limit_from_behind=70
|
||||
pl_melee.impulses_enable=1
|
||||
pl_melee.melee_snap_angle_limit=45
|
||||
pl_melee.melee_snap_end_position_range=1.5
|
||||
pl_melee.melee_snap_move_speed_multiplier=10
|
||||
pl_melee.melee_snap_target_select_range=3.5
|
||||
pl_melee.mp_knockback_strength_hor=2
|
||||
pl_melee.mp_melee_system=1
|
||||
pl_melee.mp_victim_screenfx_blendout_duration=0.25
|
||||
pl_melee.mp_victim_screenfx_duration=0.1
|
||||
pl_nanovision_timetodrain=8
|
||||
pl_nanovision_timetorecharge=16
|
||||
pl_pickAndThrow.chargedThrowAutoAimConeSize=10
|
||||
pl_pickAndThrow.complexMelee_snap_angle_limit=25
|
||||
pl_sliding_control_mp.deceleration_speed=4
|
||||
pl_sliding_control_mp.max_downhill_acceleration=15
|
||||
pl_sliding_control_mp.min_speed=4
|
||||
pl_sliding_control_mp.min_speed_threshold=5
|
||||
pl_stealthKill_aimVsSpineLerp=0.65
|
||||
pl_stealthKill_useExtendedRange=1
|
||||
p_splash_vel0=0.5
|
||||
sv_bandwidth=2147483647
|
||||
@ -1,29 +0,0 @@
|
||||
e_GI=0
|
||||
r_DeferredShadingIndexedAmbient=0
|
||||
e_ParticlesObjectCollisions=0
|
||||
g_distanceForceNoLegRaycasts=0.00001
|
||||
g_telemetryDisplaySessionId=1
|
||||
g_breakageNoDebrisCollisions=1
|
||||
|
||||
; Breakage throttling
|
||||
; These are explained in ActionGame.cpp
|
||||
;
|
||||
g_glassAutoShatterOnExplosions=1
|
||||
g_glassNoDecals=1
|
||||
g_glassMaxPanesToBreakPerFrame=2
|
||||
g_breakageTreeMax=100
|
||||
g_breakageTreeInc=101
|
||||
g_breakageTreeDec=25
|
||||
g_breakageTreeIncGlass=51
|
||||
|
||||
sys_PakInMemoryPakSizeLimit=25
|
||||
|
||||
r_TexturesStreamPoolSecondarySize=35
|
||||
r_MotionBlur=1
|
||||
|
||||
e_CoverageBufferReproj=2
|
||||
|
||||
osm_enabled = 1
|
||||
|
||||
g_waterHitOnly = 1
|
||||
p_max_object_splashes=1
|
||||
@ -1,15 +0,0 @@
|
||||
ai_CompatibilityMode=crysis2
|
||||
ai_BurstWhileMovingDestinationRange=9999.0
|
||||
|
||||
g_telemetryConfig=SP
|
||||
|
||||
net_inactivitytimeout=3600
|
||||
net_inactivitytimeoutDevmode=3600
|
||||
|
||||
pl_movement.nonCombat_heavy_weapon_speed_scale=1.0
|
||||
|
||||
-- BLM - Don't override game rules. The template project only has DummyRules.
|
||||
-- Furthermore, multiplayer.cfg doesn't set sv_gamerules, so the inconsistency
|
||||
-- is likely to create bugs.
|
||||
--sv_gamerules=SinglePlayer
|
||||
ca_StreamCHR=1
|
||||
@ -1,24 +0,0 @@
|
||||
r_UseZPass = 1
|
||||
r_GeomInstancing = 1
|
||||
|
||||
e_Fog = 1
|
||||
e_Clouds = 1
|
||||
e_Decals = 1
|
||||
e_TerrainDetailMaterials = 1
|
||||
e_Dissolve = 1
|
||||
e_TerrainAo = 1
|
||||
|
||||
r_WaterReflections = 1
|
||||
|
||||
e_Shadows = 1
|
||||
e_VegetationBending = 1
|
||||
|
||||
r_PostProcessEffects = 1
|
||||
r_Flares = 1
|
||||
r_Beams = 1
|
||||
r_Glow = 1
|
||||
|
||||
r_DetailTextures = 1
|
||||
|
||||
r_refraction = 1
|
||||
r_sunshafts = 1
|
||||
@ -1,24 +0,0 @@
|
||||
r_UseZPass = 0
|
||||
r_GeomInstancing = 0
|
||||
|
||||
e_Fog = 0
|
||||
e_Clouds = 0
|
||||
e_Decals = 0
|
||||
e_TerrainDetailMaterials = 0
|
||||
e_Dissolve = 0
|
||||
e_TerrainAo = 0
|
||||
|
||||
r_WaterReflections = 0
|
||||
|
||||
e_Shadows = 0
|
||||
e_VegetationBending = 0
|
||||
|
||||
r_PostProcessEffects = 0
|
||||
r_Flares = 0
|
||||
r_Beams = 0
|
||||
r_Glow = 0
|
||||
|
||||
r_DetailTextures = 0
|
||||
|
||||
r_refraction = 0
|
||||
r_sunshafts = 0
|
||||
@ -1,76 +1,8 @@
|
||||
sys_spec_Full=2
|
||||
|
||||
-- Cap frame rate at 30fps
|
||||
sys_maxfps=30
|
||||
r_vsync=0
|
||||
|
||||
-- Disable gmem for this device because it causes a crash
|
||||
r_EnableGMEMPath=0
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
sys_job_system_max_worker=2
|
||||
sys_streaming_in_blocks=1
|
||||
|
||||
sys_streaming_memory_budget=512
|
||||
|
||||
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
|
||||
e_recursion=1
|
||||
e_CheckOcclusion=1
|
||||
|
||||
r_Fur=0
|
||||
az_Asset_EnableAsyncMeshLoading=0
|
||||
|
||||
------------------------
|
||||
-- Misc. memory buffers
|
||||
------------------------
|
||||
e_GeomCacheBufferSize=0
|
||||
e_CheckOcclusionQueueSize=512
|
||||
e_CheckOcclusionOutputQueueSize=1024
|
||||
|
||||
------------------------
|
||||
-- Animation
|
||||
------------------------
|
||||
ca_MemoryDefragPoolSize=33554432
|
||||
ca_StreamCHR=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_objectdetail
|
||||
------------------------
|
||||
e_Dissolve=2
|
||||
e_LodRatio=5
|
||||
e_ViewDistRatioDetail=19
|
||||
e_ViewDistRatioVegetation=21
|
||||
|
||||
|
||||
------------------------
|
||||
-- sys_spec_postprocessing
|
||||
------------------------
|
||||
r_HDRBloom=0
|
||||
r_SunShafts=0
|
||||
r_ToneMapTechnique=3
|
||||
r_ToneMapExposureType=1
|
||||
r_ColorSpace=2
|
||||
|
||||
------------------------
|
||||
-- sys_spec_shading
|
||||
------------------------
|
||||
r_VisAreaClipLightsPerPixel=0
|
||||
|
||||
------------------------
|
||||
-- sys_spec_textureresolution
|
||||
------------------------
|
||||
r_TexturesstreamingMinUsableMips=7
|
||||
|
||||
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
|
||||
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
|
||||
r_DeferredShadingLBuffersFmt = 2
|
||||
@ -1,65 +1,7 @@
|
||||
sys_spec_Full=3
|
||||
|
||||
-- Cap frame rate at 30fps
|
||||
sys_maxfps=30
|
||||
r_vsync=0
|
||||
|
||||
-- Enable framebufferfetch(256bpp) or pls if applicable
|
||||
r_EnableGMEMPath=2
|
||||
|
||||
-- Skip the native upscale as a second upscale already occurs
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
sys_job_system_max_worker=2
|
||||
sys_streaming_in_blocks=1
|
||||
|
||||
sys_streaming_memory_budget=512
|
||||
|
||||
e_CheckOcclusion=1
|
||||
|
||||
r_Fur=0
|
||||
az_Asset_EnableAsyncMeshLoading=0
|
||||
|
||||
------------------------
|
||||
-- Misc. memory buffers
|
||||
------------------------
|
||||
e_GeomCacheBufferSize=0
|
||||
e_CheckOcclusionQueueSize=512
|
||||
e_CheckOcclusionOutputQueueSize=1024
|
||||
|
||||
------------------------
|
||||
-- Animation
|
||||
------------------------
|
||||
ca_MemoryDefragPoolSize=33554432
|
||||
ca_StreamCHR=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_objectdetail
|
||||
------------------------
|
||||
e_Dissolve=2
|
||||
e_LodRatio=5
|
||||
e_ViewDistRatioDetail=19
|
||||
|
||||
|
||||
------------------------
|
||||
-- sys_spec_shading
|
||||
------------------------
|
||||
r_VisAreaClipLightsPerPixel=0
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
|
||||
r_ClearGMEMGBuffer=1
|
||||
|
||||
-- Sort ligths since we have limited space in the shadowmap pool texture
|
||||
r_DeferredShadingSortLights = 3
|
||||
|
||||
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
|
||||
r_DeferredShadingLBuffersFmt = 2
|
||||
@ -1,76 +1,7 @@
|
||||
sys_spec_Full=1
|
||||
|
||||
-- Cap frame rate at 30fps
|
||||
sys_maxfps=30
|
||||
r_vsync=0
|
||||
|
||||
-- Enable framebufferfetch(256bpp) or pls if applicable
|
||||
r_EnableGMEMPath=1
|
||||
|
||||
-- Skip the native upscale as a second upscale already occurs
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
sys_job_system_max_worker=2
|
||||
sys_streaming_in_blocks=1
|
||||
|
||||
sys_streaming_memory_budget=512
|
||||
|
||||
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
|
||||
e_recursion=0
|
||||
e_CheckOcclusion=1
|
||||
|
||||
r_Fur=0
|
||||
|
||||
-- Water occlusion queries crash in some OpenGL ES 3.0 devices
|
||||
e_HwOcclusionCullingWater = 0
|
||||
az_Asset_EnableAsyncMeshLoading=0
|
||||
|
||||
------------------------
|
||||
-- Misc. memory buffers
|
||||
------------------------
|
||||
e_GeomCacheBufferSize=0
|
||||
e_CheckOcclusionQueueSize=512
|
||||
e_CheckOcclusionOutputQueueSize=1024
|
||||
|
||||
------------------------
|
||||
-- Animation
|
||||
------------------------
|
||||
ca_MemoryDefragPoolSize=33554432
|
||||
ca_StreamCHR=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_objectdetail
|
||||
------------------------
|
||||
e_Dissolve=2
|
||||
e_LodRatio=5
|
||||
e_ViewDistRatioDetail=19
|
||||
|
||||
|
||||
------------------------
|
||||
-- sys_spec_shading
|
||||
------------------------
|
||||
r_VisAreaClipLightsPerPixel=0
|
||||
|
||||
|
||||
------------------------
|
||||
-- sys_spec_textureresolution
|
||||
------------------------
|
||||
r_TexturesstreamingMinUsableMips=6
|
||||
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
|
||||
-- Sort ligths since we have limited space in the shadowmap pool texture
|
||||
r_DeferredShadingSortLights = 3
|
||||
r_ClearGMEMGBuffer=1
|
||||
|
||||
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
|
||||
r_DeferredShadingLBuffersFmt = 2
|
||||
@ -1,81 +1,7 @@
|
||||
sys_spec_Full=2
|
||||
|
||||
-- Cap frame rate at 30fps
|
||||
sys_maxfps=30
|
||||
r_vsync=0
|
||||
|
||||
-- Enable framebufferfetch(256bpp) or pls if applicable
|
||||
r_EnableGMEMPath=1
|
||||
|
||||
-- Skip the native upscale as a second upscale already occurs
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
sys_job_system_max_worker=2
|
||||
sys_streaming_in_blocks=1
|
||||
|
||||
sys_streaming_memory_budget=512
|
||||
|
||||
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
|
||||
e_recursion=1
|
||||
e_CheckOcclusion=1
|
||||
|
||||
r_Fur=0
|
||||
az_Asset_EnableAsyncMeshLoading=0
|
||||
|
||||
------------------------
|
||||
-- Misc. memory buffers
|
||||
------------------------
|
||||
e_GeomCacheBufferSize=0
|
||||
e_CheckOcclusionQueueSize=512
|
||||
e_CheckOcclusionOutputQueueSize=1024
|
||||
|
||||
------------------------
|
||||
-- Animation
|
||||
------------------------
|
||||
ca_MemoryDefragPoolSize=33554432
|
||||
ca_StreamCHR=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_objectdetail
|
||||
------------------------
|
||||
e_Dissolve=2
|
||||
e_LodRatio=5
|
||||
e_ViewDistRatioDetail=19
|
||||
e_ViewDistRatioVegetation=21
|
||||
|
||||
|
||||
------------------------
|
||||
-- sys_spec_postprocessing
|
||||
------------------------
|
||||
r_HDRBloom=0
|
||||
r_SunShafts=0
|
||||
r_ToneMapExposureType=1
|
||||
r_ColorSpace=2
|
||||
|
||||
------------------------
|
||||
-- sys_spec_shading
|
||||
------------------------
|
||||
r_VisAreaClipLightsPerPixel=0
|
||||
|
||||
------------------------
|
||||
-- sys_spec_textureresolution
|
||||
------------------------
|
||||
r_TexturesstreamingMinUsableMips=7
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
|
||||
r_ClearGMEMGBuffer=1
|
||||
|
||||
-- Sort ligths since we have limited space in the shadowmap pool texture
|
||||
r_DeferredShadingSortLights = 3
|
||||
|
||||
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
|
||||
r_DeferredShadingLBuffersFmt = 2
|
||||
@ -1,60 +1,5 @@
|
||||
sys_spec_Full=4
|
||||
|
||||
-- Cap frame rate at 30fps
|
||||
sys_maxfps=30
|
||||
r_vsync=0
|
||||
|
||||
-- Enable framebufferfetch(256bpp) or pls if applicable
|
||||
r_EnableGMEMPath=1
|
||||
|
||||
-- Skip the native upscale as a second upscale already occurs
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
sys_job_system_max_worker=2
|
||||
sys_streaming_in_blocks=1
|
||||
|
||||
sys_streaming_memory_budget=512
|
||||
|
||||
e_CheckOcclusion=1
|
||||
|
||||
r_Fur=0
|
||||
az_Asset_EnableAsyncMeshLoading=0
|
||||
|
||||
------------------------
|
||||
-- Misc. memory buffers
|
||||
------------------------
|
||||
e_GeomCacheBufferSize=0
|
||||
e_CheckOcclusionQueueSize=512
|
||||
e_CheckOcclusionOutputQueueSize=1024
|
||||
|
||||
------------------------
|
||||
-- Animation
|
||||
------------------------
|
||||
ca_MemoryDefragPoolSize=33554432
|
||||
ca_StreamCHR=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_objectdetail
|
||||
------------------------
|
||||
e_Dissolve=2
|
||||
e_LodRatio=5
|
||||
e_ViewDistRatioDetail=19
|
||||
|
||||
|
||||
------------------------
|
||||
-- sys_spec_shading
|
||||
------------------------
|
||||
r_VisAreaClipLightsPerPixel=0
|
||||
|
||||
r_ClearGMEMGBuffer=1
|
||||
|
||||
-- Sort ligths since we have limited space in the shadowmap pool texture
|
||||
r_DeferredShadingSortLights = 3
|
||||
|
||||
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
|
||||
r_DeferredShadingLBuffersFmt = 2
|
||||
@ -1,100 +1,10 @@
|
||||
sys_spec_Full=3
|
||||
|
||||
-- Cap frame rate at 30fps
|
||||
sys_maxfps=30
|
||||
r_vsync=1
|
||||
|
||||
-- Enable framebufferfetch or pls if applicable
|
||||
r_EnableGMEMPath=1
|
||||
|
||||
-- Skip the native upscale as a second upscale occurs on Metal Present
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
|
||||
------------------------
|
||||
-- Job System
|
||||
------------------------
|
||||
sys_job_system_enable=0
|
||||
sys_job_system_max_worker=1
|
||||
|
||||
------------------------
|
||||
-- Streaming
|
||||
------------------------
|
||||
sys_streaming_in_blocks=1
|
||||
sys_streaming_memory_budget=512
|
||||
|
||||
------------------------
|
||||
-- General Rendering
|
||||
------------------------
|
||||
r_Flush=0
|
||||
-- Enabling this will clear the GMEM buffer before the z-pass
|
||||
r_ClearGMEMGBuffer=2
|
||||
r_Fur=0
|
||||
|
||||
------------------------
|
||||
-- VisArea / Portals
|
||||
------------------------
|
||||
e_PortalsBlend=0
|
||||
r_GMEMVisAreasBlendWeight=0.5
|
||||
|
||||
------------------------
|
||||
-- Misc. memory buffers
|
||||
------------------------
|
||||
e_AutoPrecacheCgf=2
|
||||
e_AutoPrecacheTerrainAndProcVeget=1
|
||||
e_GeomCacheBufferSize=0
|
||||
e_CheckOcclusionQueueSize=512
|
||||
e_CheckOcclusionOutputQueueSize=2048
|
||||
|
||||
------------------------
|
||||
-- Animation
|
||||
------------------------
|
||||
ca_MemoryDefragPoolSize=32
|
||||
ca_StreamCHR=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_water
|
||||
------------------------
|
||||
e_WaterOcean=2
|
||||
e_WaterVolumes=2
|
||||
e_WaterOceanBottom=0
|
||||
|
||||
------------------------
|
||||
-- batching
|
||||
------------------------
|
||||
r_Batching = 1
|
||||
r_BatchType = 0
|
||||
|
||||
------------------------
|
||||
-- geom instancing
|
||||
------------------------
|
||||
r_GeomInstancing=1
|
||||
r_GeomInstancingThreshold=5
|
||||
|
||||
------------------------
|
||||
-- Upscaling
|
||||
------------------------
|
||||
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
|
||||
r_UpscalingQuality=1
|
||||
|
||||
------------------------
|
||||
-- Geometry Cache
|
||||
------------------------
|
||||
e_GeomCaches=0
|
||||
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
|
||||
-- Sort ligths since we have limited space in the shadowmap pool texture
|
||||
r_DeferredShadingSortLights = 3
|
||||
|
||||
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
|
||||
r_DeferredShadingLBuffersFmt = 2
|
||||
@ -1,103 +1,10 @@
|
||||
sys_spec_Full=1
|
||||
|
||||
-- Cap frame rate at 30fps
|
||||
sys_maxfps=30
|
||||
r_vsync=1
|
||||
|
||||
-- Enable framebufferfetch or pls if applicable
|
||||
r_EnableGMEMPath=1
|
||||
|
||||
-- Skip the native upscale as a second upscale occurs on Metal Present
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
|
||||
------------------------
|
||||
-- Job System
|
||||
------------------------
|
||||
sys_job_system_enable=0
|
||||
sys_job_system_max_worker=1
|
||||
|
||||
------------------------
|
||||
-- Streaming
|
||||
------------------------
|
||||
sys_streaming_in_blocks=1
|
||||
sys_streaming_memory_budget=512
|
||||
|
||||
------------------------
|
||||
-- General Rendering
|
||||
------------------------
|
||||
r_Flush=0
|
||||
-- Enabling this will clear the GMEM buffer before the z-pass
|
||||
r_ClearGMEMGBuffer=2
|
||||
r_Fur=0
|
||||
|
||||
------------------------
|
||||
-- VisArea / Portals
|
||||
------------------------
|
||||
e_PortalsBlend=0
|
||||
r_GMEMVisAreasBlendWeight=0.5
|
||||
|
||||
------------------------
|
||||
-- Misc. memory buffers
|
||||
------------------------
|
||||
e_AutoPrecacheCgf=2
|
||||
e_AutoPrecacheTerrainAndProcVeget=1
|
||||
e_GeomCacheBufferSize=0
|
||||
e_CheckOcclusionQueueSize=512
|
||||
e_CheckOcclusionOutputQueueSize=1024
|
||||
|
||||
------------------------
|
||||
-- Animation
|
||||
------------------------
|
||||
ca_MemoryDefragPoolSize=32
|
||||
ca_StreamCHR=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_water
|
||||
------------------------
|
||||
e_WaterOcean=2
|
||||
e_WaterVolumes=2
|
||||
e_WaterOceanBottom=0
|
||||
|
||||
|
||||
------------------------
|
||||
-- batching
|
||||
------------------------
|
||||
r_Batching = 1
|
||||
r_BatchType = 0
|
||||
|
||||
------------------------
|
||||
-- geom instancing
|
||||
------------------------
|
||||
r_GeomInstancing=1
|
||||
r_GeomInstancingThreshold=5
|
||||
|
||||
------------------------
|
||||
-- Upscaling
|
||||
------------------------
|
||||
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
|
||||
r_UpscalingQuality=1
|
||||
|
||||
------------------------
|
||||
-- Geometry Cache
|
||||
------------------------
|
||||
e_GeomCaches=0
|
||||
|
||||
|
||||
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
|
||||
-- Sort ligths since we have limited space in the shadowmap pool texture
|
||||
r_DeferredShadingSortLights = 3
|
||||
|
||||
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
|
||||
r_DeferredShadingLBuffersFmt = 2
|
||||
@ -1,101 +1,10 @@
|
||||
sys_spec_Full=2
|
||||
|
||||
-- Cap frame rate at 30fps
|
||||
sys_maxfps=30
|
||||
r_vsync=1
|
||||
|
||||
-- Enable framebufferfetch or pls if applicable
|
||||
r_EnableGMEMPath=1
|
||||
|
||||
-- Skip the native upscale as a second upscale occurs on Metal Present
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
|
||||
------------------------
|
||||
-- Job System
|
||||
------------------------
|
||||
sys_job_system_enable=0
|
||||
sys_job_system_max_worker=1
|
||||
|
||||
------------------------
|
||||
-- Streaming
|
||||
------------------------
|
||||
sys_streaming_in_blocks=1
|
||||
sys_streaming_memory_budget=512
|
||||
|
||||
------------------------
|
||||
-- General Rendering
|
||||
------------------------
|
||||
r_Flush=0
|
||||
-- Enabling this will clear the GMEM buffer before the z-pass
|
||||
r_ClearGMEMGBuffer=2
|
||||
r_Fur=0
|
||||
|
||||
------------------------
|
||||
-- VisArea / Portals
|
||||
------------------------
|
||||
e_PortalsBlend=0
|
||||
r_GMEMVisAreasBlendWeight=0.5
|
||||
|
||||
------------------------
|
||||
-- Misc. memory buffers
|
||||
------------------------
|
||||
e_AutoPrecacheCgf=2
|
||||
e_AutoPrecacheTerrainAndProcVeget=1
|
||||
e_GeomCacheBufferSize=0
|
||||
e_CheckOcclusionQueueSize=512
|
||||
e_CheckOcclusionOutputQueueSize=1024
|
||||
|
||||
------------------------
|
||||
-- Animation
|
||||
------------------------
|
||||
ca_MemoryDefragPoolSize=32
|
||||
ca_StreamCHR=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_water
|
||||
------------------------
|
||||
e_WaterOcean=2
|
||||
e_WaterVolumes=2
|
||||
e_WaterOceanBottom=0
|
||||
|
||||
|
||||
------------------------
|
||||
-- batching
|
||||
------------------------
|
||||
r_Batching = 1
|
||||
r_BatchType = 0
|
||||
|
||||
------------------------
|
||||
-- geom instancing
|
||||
------------------------
|
||||
r_GeomInstancing=1
|
||||
r_GeomInstancingThreshold=5
|
||||
|
||||
------------------------
|
||||
-- Upscaling
|
||||
------------------------
|
||||
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
|
||||
r_UpscalingQuality=1
|
||||
|
||||
------------------------
|
||||
-- Geometry Cache
|
||||
------------------------
|
||||
e_GeomCaches=0
|
||||
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
|
||||
-- Sort ligths since we have limited space in the shadowmap pool texture
|
||||
r_DeferredShadingSortLights = 3
|
||||
|
||||
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
|
||||
r_DeferredShadingLBuffersFmt = 2
|
||||
@ -1,102 +1,10 @@
|
||||
sys_spec_Full=4
|
||||
|
||||
-- Cap frame rate at 30fps
|
||||
sys_maxfps=30
|
||||
r_vsync=1
|
||||
|
||||
-- Enable framebufferfetch or pls if applicable
|
||||
r_EnableGMEMPath=1
|
||||
|
||||
-- Skip the native upscale as a second upscale occurs on Metal Present
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
|
||||
------------------------
|
||||
-- Job System
|
||||
------------------------
|
||||
sys_job_system_enable=0
|
||||
sys_job_system_max_worker=1
|
||||
|
||||
------------------------
|
||||
-- Streaming
|
||||
------------------------
|
||||
sys_streaming_in_blocks=1
|
||||
sys_streaming_memory_budget=512
|
||||
|
||||
------------------------
|
||||
-- General Rendering
|
||||
------------------------
|
||||
r_Flush=0
|
||||
-- Enabling this will clear the GMEM buffer before the z-pass
|
||||
r_ClearGMEMGBuffer=2
|
||||
r_Fur=0
|
||||
|
||||
------------------------
|
||||
-- VisArea / Portals
|
||||
------------------------
|
||||
e_PortalsBlend=0
|
||||
r_GMEMVisAreasBlendWeight=0.5
|
||||
|
||||
------------------------
|
||||
-- Misc. memory buffers
|
||||
------------------------
|
||||
e_AutoPrecacheCgf=2
|
||||
e_AutoPrecacheTerrainAndProcVeget=1
|
||||
e_GeomCacheBufferSize=0
|
||||
e_CheckOcclusionQueueSize=512
|
||||
e_CheckOcclusionOutputQueueSize=2048
|
||||
|
||||
------------------------
|
||||
-- Animation
|
||||
------------------------
|
||||
ca_MemoryDefragPoolSize=32
|
||||
ca_StreamCHR=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_water
|
||||
------------------------
|
||||
e_WaterOcean=2
|
||||
e_WaterVolumes=2
|
||||
e_WaterOceanBottom=0
|
||||
|
||||
|
||||
------------------------
|
||||
-- batching
|
||||
------------------------
|
||||
r_Batching = 1
|
||||
r_BatchType = 0
|
||||
|
||||
------------------------
|
||||
-- geom instancing
|
||||
------------------------
|
||||
r_GeomInstancing=1
|
||||
r_GeomInstancingThreshold=5
|
||||
|
||||
------------------------
|
||||
-- Upscaling
|
||||
------------------------
|
||||
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
|
||||
r_UpscalingQuality=1
|
||||
|
||||
------------------------
|
||||
-- Geometry Cache
|
||||
------------------------
|
||||
e_GeomCaches=0
|
||||
|
||||
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
|
||||
-- Sort ligths since we have limited space in the shadowmap pool texture
|
||||
r_DeferredShadingSortLights = 3
|
||||
|
||||
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
|
||||
r_DeferredShadingLBuffersFmt = 2
|
||||
@ -1,38 +0,0 @@
|
||||
|
||||
sys_spec_Full=7
|
||||
r_ShadersMETAL=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
-- Skip the native upscale as a second upscale occurs on Metal Present
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_postprocessing
|
||||
------------------------
|
||||
r_SunShafts=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_shading
|
||||
------------------------
|
||||
r_DeferredShadingTiled=0
|
||||
r_RefractionPartialResolves=0
|
||||
e_GI = 0
|
||||
|
||||
|
||||
r_Fur=2
|
||||
|
||||
|
||||
------------------------
|
||||
-- Upscaling
|
||||
------------------------
|
||||
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
|
||||
r_UpscalingQuality=1
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
@ -1,37 +0,0 @@
|
||||
|
||||
sys_spec_Full=5
|
||||
r_ShadersMETAL=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
-- Skip the native upscale as a second upscale occurs on Metal Present
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_postprocessing
|
||||
------------------------
|
||||
r_SunShafts=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_shading
|
||||
------------------------
|
||||
r_DeferredShadingTiled=0
|
||||
r_RefractionPartialResolves=0
|
||||
e_GI=0
|
||||
|
||||
r_Fur=2
|
||||
|
||||
|
||||
------------------------
|
||||
-- Upscaling
|
||||
------------------------
|
||||
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
|
||||
r_UpscalingQuality=1
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
@ -1,37 +0,0 @@
|
||||
|
||||
sys_spec_Full=6
|
||||
r_ShadersMETAL=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
-- Skip the native upscale as a second upscale occurs on Metal Present
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_postprocessing
|
||||
------------------------
|
||||
r_SunShafts=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_shading
|
||||
------------------------
|
||||
r_DeferredShadingTiled=0
|
||||
r_RefractionPartialResolves=0
|
||||
e_GI = 0
|
||||
|
||||
r_Fur=2
|
||||
|
||||
|
||||
------------------------
|
||||
-- Upscaling
|
||||
------------------------
|
||||
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
|
||||
r_UpscalingQuality=1
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
@ -1,37 +0,0 @@
|
||||
|
||||
sys_spec_Full=8
|
||||
r_ShadersMETAL=1
|
||||
|
||||
-- Default of 3 allocates all shaders (potentially >150 MB)
|
||||
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
|
||||
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
|
||||
r_ShadersPreactivate=1
|
||||
|
||||
-- Skip the native upscale as a second upscale occurs on Metal Present
|
||||
r_SkipNativeUpscale=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_postprocessing
|
||||
------------------------
|
||||
r_SunShafts=1
|
||||
|
||||
------------------------
|
||||
-- sys_spec_shading
|
||||
------------------------
|
||||
r_DeferredShadingTiled=0
|
||||
r_RefractionPartialResolves=0
|
||||
e_GI = 0
|
||||
|
||||
r_Fur=2
|
||||
|
||||
|
||||
------------------------
|
||||
-- Upscaling
|
||||
------------------------
|
||||
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
|
||||
r_UpscalingQuality=1
|
||||
|
||||
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
|
||||
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
|
||||
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
|
||||
e_ShadowsCacheRequireManualUpdate = 2
|
||||
@ -1 +0,0 @@
|
||||
sys_spec_Full = 7
|
||||
@ -1 +0,0 @@
|
||||
sys_spec_Full = 5
|
||||
@ -1 +0,0 @@
|
||||
sys_spec_Full = 6
|
||||
@ -1 +0,0 @@
|
||||
sys_spec_Full = 8
|
||||
@ -1,33 +1,12 @@
|
||||
-- Settings stored here are only used in the Editor
|
||||
|
||||
-- Disable the Missing Asset Resolver by default
|
||||
ed_MissingAssetResolver = 0
|
||||
e_ShadowsCache=0
|
||||
r_MotionBlur=0
|
||||
r_HDRVignetting=0
|
||||
-- For feature-test compatibility
|
||||
mn_FatalErrorOnInvalidEntity=0
|
||||
|
||||
-- Do not warn on Pak file access issues
|
||||
sys_PakWarnOnPakAccessFailures=0
|
||||
|
||||
-- By default, disable any possible stereo output that might have been enabled via a GEM/other config file so that
|
||||
-- the editor does not startup in stereo mode (which prevents actually editing the environment)
|
||||
r_StereoMode=0
|
||||
r_StereoOutput=0
|
||||
|
||||
-- When editing terrain in the editor, the highest-detail octree nodes for any edited sector will be rendered until
|
||||
-- the level is exported and saved, which can cause an artificial increase in the number of nodes that can get
|
||||
-- queued for visibility checks. These numbers need to be set high enough to account for those increases.
|
||||
|
||||
-- The CheckOcclusionQueueSize should be at least (terrain height * terrain width) / (32 * 32) in size.
|
||||
-- (Each queue entry is 64 bytes of RAM)
|
||||
e_CheckOcclusionQueueSize=32768
|
||||
|
||||
-- The CheckOcclusionOutputQueueSize should be at least double the above queue size for safety.
|
||||
-- (Each queue entry is 64 bytes of RAM)
|
||||
e_CheckOcclusionOutputQueueSize=65536
|
||||
|
||||
-- Enable warnings when asset loads take longer than the given millisecond threshold
|
||||
cl_assetLoadWarningEnable=true
|
||||
cl_assetLoadWarningMsThreshold=100
|
||||
|
||||
Loading…
Reference in New Issue