diff --git a/Assets/Editor/MapScreenshotSettings.xml b/Assets/Editor/MapScreenshotSettings.xml
index 01f90db4b3..88a8a49aef 100644
--- a/Assets/Editor/MapScreenshotSettings.xml
+++ b/Assets/Editor/MapScreenshotSettings.xml
@@ -1,18 +1,5 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/Assets/Editor/UserTools.xml b/Assets/Editor/UserTools.xml
index 8f971cbd5c..4cc197afbe 100644
--- a/Assets/Editor/UserTools.xml
+++ b/Assets/Editor/UserTools.xml
@@ -7,8 +7,6 @@
-
-
diff --git a/Assets/Engine/Config/AutoTestChain.cfg b/Assets/Engine/Config/AutoTestChain.cfg
index 8c6fae9020..4164acb271 100644
--- a/Assets/Engine/Config/AutoTestChain.cfg
+++ b/Assets/Engine/Config/AutoTestChain.cfg
@@ -1,16 +1,5 @@
ConsoleHide
-g_godMode=1
sys_warnings=0
con_showonload=1
-i_forcefeedback=0
-g_infiniteammo=1
-e_ObjectLayersActivation=0
-e_ObjectLayersActivationPhysics=0
-g_flashrenderingduringloading=0
sys_maxfps=0
r_vsync=0
-p_max_substeps=1
-demo_file=autotest
-demo_num_runs=0
-demo_quit=1
-demo_ai=1
diff --git a/Assets/Engine/Config/AutoTestTimeDemo.cfg b/Assets/Engine/Config/AutoTestTimeDemo.cfg
index 687158eda9..664ea94939 100644
--- a/Assets/Engine/Config/AutoTestTimeDemo.cfg
+++ b/Assets/Engine/Config/AutoTestTimeDemo.cfg
@@ -1,15 +1,5 @@
ConsoleHide
-g_godMode=1
-g_infiniteammo=1
r_displayinfo=1
s_profiling=1
sys_maxfps=0
-e_ObjectLayersActivation=0
-e_ObjectLayersActivationPhysics=0
-
-demo_file=autotest
-demo_num_runs=2
-demo_quit=1
-demo_savestats=1
-demo_profile=-1
demo
diff --git a/Assets/Engine/Config/AutotestPlaythrough.cfg b/Assets/Engine/Config/AutotestPlaythrough.cfg
index f453097972..664ea94939 100644
--- a/Assets/Engine/Config/AutotestPlaythrough.cfg
+++ b/Assets/Engine/Config/AutotestPlaythrough.cfg
@@ -1,12 +1,5 @@
ConsoleHide
-g_godMode=1
-g_infiniteammo=1
r_displayinfo=1
s_profiling=1
sys_maxfps=0
-demo_file=playthru
-demo_num_runs=2
-demo_quit=1
-demo_savestats=1
-demo_profile=-1
-demo
\ No newline at end of file
+demo
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_Full.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_Full.cfg
index 626dce3ee4..04fb56f3ca 100644
--- a/Assets/Engine/Config/CVarGroups/sys_spec_Full.cfg
+++ b/Assets/Engine/Config/CVarGroups/sys_spec_Full.cfg
@@ -11,113 +11,16 @@
; default of this CVarGroup
= 7
-sys_spec_ObjectDetail=7
-sys_spec_Shading=7
-sys_spec_VolumetricEffects=7
-sys_spec_Shadows=7
-sys_spec_Texture=7
-sys_spec_Physics=7
-sys_spec_PostProcessing=7
-sys_spec_Particles=7
-sys_spec_Sound=7
-sys_spec_Water=7
-sys_spec_GameEffects=7
-sys_spec_light=7
-
[1]
-sys_spec_ObjectDetail=1
-sys_spec_Shading=1
-sys_spec_VolumetricEffects=1
-sys_spec_Shadows=1
-sys_spec_Texture=1
-sys_spec_Physics=1
-sys_spec_PostProcessing=1
-sys_spec_Particles=1
-sys_spec_Sound=1
-sys_spec_Water=1
-sys_spec_GameEffects=1
-sys_spec_light=1
[2]
-sys_spec_ObjectDetail=2
-sys_spec_Shading=2
-sys_spec_VolumetricEffects=2
-sys_spec_Shadows=2
-sys_spec_Texture=2
-sys_spec_Physics=2
-sys_spec_PostProcessing=2
-sys_spec_Particles=2
-sys_spec_Sound=2
-sys_spec_Water=2
-sys_spec_GameEffects=2
-sys_spec_light=2
[3]
-sys_spec_ObjectDetail=3
-sys_spec_Shading=3
-sys_spec_VolumetricEffects=3
-sys_spec_Shadows=3
-sys_spec_Texture=3
-sys_spec_Physics=3
-sys_spec_PostProcessing=3
-sys_spec_Particles=3
-sys_spec_Sound=3
-sys_spec_Water=3
-sys_spec_GameEffects=3
-sys_spec_light=3
[4]
-sys_spec_ObjectDetail=4
-sys_spec_Shading=4
-sys_spec_VolumetricEffects=4
-sys_spec_Shadows=4
-sys_spec_Texture=4
-sys_spec_Physics=4
-sys_spec_PostProcessing=4
-sys_spec_Particles=4
-sys_spec_Sound=4
-sys_spec_Water=4
-sys_spec_GameEffects=4
-sys_spec_light=4
[5]
-sys_spec_ObjectDetail=5
-sys_spec_Shading=5
-sys_spec_VolumetricEffects=5
-sys_spec_Shadows=5
-sys_spec_Texture=5
-sys_spec_Physics=5
-sys_spec_PostProcessing=5
-sys_spec_Particles=5
-sys_spec_Sound=5
-sys_spec_Water=5
-sys_spec_GameEffects=5
-sys_spec_light=5
[6]
-sys_spec_ObjectDetail=6
-sys_spec_Shading=6
-sys_spec_VolumetricEffects=6
-sys_spec_Shadows=6
-sys_spec_Texture=6
-sys_spec_Physics=6
-sys_spec_PostProcessing=6
-sys_spec_Particles=6
-sys_spec_Sound=6
-sys_spec_Water=6
-sys_spec_GameEffects=6
-sys_spec_light=6
[8]
-sys_spec_ObjectDetail=8
-sys_spec_Shading=8
-sys_spec_VolumetricEffects=8
-sys_spec_Shadows=8
-sys_spec_Texture=8
-sys_spec_Physics=8
-sys_spec_PostProcessing=8
-sys_spec_Particles=8
-sys_spec_Sound=8
-sys_spec_Water=8
-sys_spec_GameEffects=8
-sys_spec_light=8
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_GameEffects.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_GameEffects.cfg
deleted file mode 100644
index 34e058d47d..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_GameEffects.cfg
+++ /dev/null
@@ -1,8 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-mfx_Timeout = 0.01
-
-
-
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_ObjectDetail.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_ObjectDetail.cfg
deleted file mode 100644
index a2996f7ded..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_ObjectDetail.cfg
+++ /dev/null
@@ -1,160 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-ca_AttachmentCullingRation=360
-es_DebrisLifetimeScale=1
-e_CoverageBufferReproj=6
-e_DecalsAllowGameDecals=1
-e_DecalsLifeTimeScale=2
-e_DecalsOverlapping=1
-e_Dissolve=2
-e_LightQuality=3
-e_LodMin=0
-e_LodRatio=20
-e_MaxViewDistSpecLerp=1
-e_MergedMeshesInstanceDist=1.0
-e_MergedMeshesPool=8192
-e_ObjQuality=3
-e_OcclusionCullingViewDistRatio=1
-e_ProcVegetation=1
-e_StatObjBufferRenderTasks=1
-e_StreamCgf=0
-e_TerrainLodRatio=1
-e_TerrainOcclusionCullingMaxDist=200
-e_Tessellation=0
-e_VegetationMinSize=0
-e_ViewDistMin=10
-e_ViewDistRatio=100
-e_ViewDistRatioCustom=100
-e_ViewDistRatioDetail=100
-e_ViewDistRatioLights=50
-e_ViewDistRatioVegetation=100
-r_DrawNearZRange=0.12
-r_FlaresTessellationRatio=1
-r_SilhouettePOM=0
-r_usezpass=2
-
-[1]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_Dissolve=0
-e_LightQuality=1
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=1
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=21
-r_FlaresTessellationRatio=0.25
-r_usezpass=1
-e_ProcVegetation=0
-e_ViewDistRatio=50
-
-[2]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_Dissolve=0
-e_LightQuality=2
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=2
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=50
-r_FlaresTessellationRatio=0.25
-r_usezpass=1
-e_ProcVegetation=1
-e_ViewDistRatio=50
-
-[3]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_Dissolve=0
-e_LightQuality=3
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=3
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=50
-r_FlaresTessellationRatio=0.25
-r_usezpass=1
-e_ProcVegetation=1
-e_ViewDistRatio=75
-
-[4]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_Dissolve=0
-e_LightQuality=4
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=4
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=50
-r_FlaresTessellationRatio=0.25
-r_usezpass=1
-e_ProcVegetation=1
-e_ViewDistRatio=75
-
-[5]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_LightQuality=1
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=1
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatio=50
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=50
-r_FlaresTessellationRatio=0.25
-
-[6]
-ca_AttachmentCullingRation=300
-es_DebrisLifetimeScale=0.8
-e_LightQuality=2
-e_LodRatio=15
-e_ObjQuality=2
-e_ViewDistRatio=75
-e_ViewDistRatioDetail=35
-e_ViewDistRatioVegetation=75
-
-[8]
-ca_AttachmentCullingRation=400
-e_LightQuality=4
-e_LodRatio=40
-e_MergedMeshesInstanceDist=2.0
-e_MergedMeshesPool=16384
-e_ObjQuality=4
-e_TerrainLodRatio=0.5
-e_Tessellation=1
-e_ViewDistRatio=125
-e_ViewDistRatioCustom=125
-e_ViewDistRatioDetail=125
-e_ViewDistRatioLights=75
-e_ViewDistRatioVegetation=125
-r_DrawNearZRange = 0.08
-r_SilhouettePOM=1
\ No newline at end of file
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_Particles.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_Particles.cfg
deleted file mode 100644
index 0a02170b97..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_Particles.cfg
+++ /dev/null
@@ -1,94 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-e_ParticlesGI=1
-e_ParticlesPreload=0
-e_ParticlesMaxScreenFill=128
-e_ParticlesMinDrawPixels=1
-e_ParticlesMotionBlur=0
-e_ParticlesObjectCollisions=2
-e_ParticlesQuality=3
-e_ParticlesSortQuality=0
-e_ParticlesPoolSize=16384
-r_ParticlesHalfRes=0
-r_ParticlesTessellation=1
-r_ParticlesInstanceVertices=1
-r_ParticlesGpuMaxEmitCount=10000
-
-[1]
-e_ParticlesGI=0
-e_ParticlesPreload=1
-e_ParticlesMaxScreenFill=16
-e_ParticlesMinDrawPixels=2
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-e_ParticlesPoolSize=4096
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesInstanceVertices=0
-r_ParticlesGpuMaxEmitCount=10
-
-
-[2]
-e_ParticlesGI=0
-e_ParticlesPreload=1
-e_ParticlesMaxScreenFill=16
-e_ParticlesMinDrawPixels=2
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-e_ParticlesPoolSize=4096
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesInstanceVertices=0
-r_ParticlesGpuMaxEmitCount=100
-
-
-[3]
-e_ParticlesGI=0
-e_ParticlesPreload=1
-e_ParticlesMaxScreenFill=16
-e_ParticlesMinDrawPixels=2
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-e_ParticlesPoolSize=4096
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesInstanceVertices=0
-r_ParticlesGpuMaxEmitCount=500
-
-
-[4]
-e_ParticlesGI=0
-e_ParticlesPreload=1
-e_ParticlesMaxScreenFill=16
-e_ParticlesMinDrawPixels=2
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-e_ParticlesPoolSize=4096
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesInstanceVertices=0
-r_ParticlesGpuMaxEmitCount=1000
-
-
-[5]
-e_ParticlesMaxScreenFill=32
-e_ParticlesMinDrawPixels=1.5
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=1
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesGpuMaxEmitCount=3000
-
-[6]
-e_ParticlesMaxScreenFill=64
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-r_ParticlesGpuMaxEmitCount=5000
-
-[8]
-e_ParticlesMaxScreenFill=160
-e_ParticlesMotionBlur=1
-e_ParticlesQuality=4
-r_ParticlesGpuMaxEmitCount=1048576
\ No newline at end of file
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_Physics.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_Physics.cfg
deleted file mode 100644
index 15d9fc61e3..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_Physics.cfg
+++ /dev/null
@@ -1,100 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-es_MaxPhysDist=100
-es_MaxPhysDistInvisible=25
-e_CullVegActivation=50
-e_FoliageWindActivationDist=25
-e_PhysMinCellSize=4
-e_PhysOceanCell=0.5
-e_PhysProxyTriLimit=10000
-g_breakage_mem_limit=0
-g_breakage_particles_limit=160
-g_no_secondary_breaking=0
-g_tree_cut_reuse_dist=0
-p_gravity_z=-13
-p_max_entity_cells=300000
-p_max_MC_iters=6000
-p_max_object_splashes=3
-p_max_substeps=5
-p_max_substeps_large_group=5
-p_num_bodies_large_group=100
-p_splash_dist0=7
-p_splash_dist1=30
-p_splash_force0=10
-p_splash_force1=100
-p_splash_vel0=4.5
-p_splash_vel1=10
-v_vehicle_quality=4
-
-[1]
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysMinCellSize=16
-e_PhysOceanCell=1
-g_breakage_mem_limit=2000
-g_breakage_particles_limit=40
-g_no_secondary_breaking=1
-g_tree_cut_reuse_dist=1
-p_max_entity_cells=75000
-p_max_MC_iters=2000
-p_max_substeps=2
-
-[2]
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysMinCellSize=16
-e_PhysOceanCell=1
-g_breakage_mem_limit=2000
-g_breakage_particles_limit=40
-g_no_secondary_breaking=1
-g_tree_cut_reuse_dist=1
-p_max_entity_cells=75000
-p_max_MC_iters=2000
-p_max_substeps=2
-
-[3]
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysMinCellSize=16
-e_PhysOceanCell=1
-g_breakage_mem_limit=2000
-g_breakage_particles_limit=40
-g_no_secondary_breaking=1
-g_tree_cut_reuse_dist=1
-p_max_entity_cells=75000
-p_max_MC_iters=2000
-p_max_substeps=2
-
-[4]
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysMinCellSize=16
-e_PhysOceanCell=1
-g_breakage_mem_limit=2000
-g_breakage_particles_limit=40
-g_no_secondary_breaking=1
-g_tree_cut_reuse_dist=1
-p_max_entity_cells=75000
-p_max_MC_iters=2000
-p_max_substeps=2
-
-[5]
-es_MaxPhysDist=50
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysOceanCell=1
-g_breakage_particles_limit=80
-g_tree_cut_reuse_dist=0.35
-p_max_MC_iters=4000
-p_max_substeps=2
-
-[6]
-
-[8]
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_PostProcessing.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_PostProcessing.cfg
deleted file mode 100644
index 9d2cd3754d..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_PostProcessing.cfg
+++ /dev/null
@@ -1,114 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-r_PostProcessEffects=1
-q_ShaderHDR=2
-q_ShaderPostProcess=2
-r_ChromaticAberration=0
-r_ColorGradingChartsCache=0
-r_DepthOfField=2
-r_Flares=1
-r_HDRBloomQuality=2
-r_MotionBlur=2
-r_MotionBlurMaxViewDist=100000
-r_MotionBlurQuality=1
-r_MotionBlurShutterSpeed=125
-r_Rain=2
-r_RainMaxViewDist_Deferred=150
-r_Sharpening=0
-r_Snow=2
-r_SunShafts=2
-r_TranspDepthFixup=1
-r_ToneMapTechnique=0
-r_ToneMapExposureType=0
-r_HDRBloom=1
-r_ColorGrading=1
-r_ColorSpace=0
-
-[1]
-q_ShaderHDR=1
-q_ShaderPostProcess=1
-r_ColorGrading=0
-r_DepthOfField=0
-r_Flares=0
-r_HDRBloom=0
-r_HDRBloomQuality=0
-r_MotionBlur=0
-r_MotionBlurMaxViewDist=16
-r_MotionBlurQuality=0
-r_Rain=1
-r_RainMaxViewDist_Deferred=40
-r_Snow=1
-r_SunShafts=0
-r_TranspDepthFixup=0
-r_ToneMapTechnique=3
-r_ToneMapExposureType=1
-r_ColorSpace=2
-
-
-[2]
-q_ShaderHDR=1
-q_ShaderPostProcess=1
-r_ColorGradingChartsCache=4
-r_DepthOfField=1
-r_Flares=0
-r_HDRBloomQuality=0
-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
-
-
-[3]
-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
-
-[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
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_Quality.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_Quality.cfg
deleted file mode 100644
index cf1bdf5184..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_Quality.cfg
+++ /dev/null
@@ -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
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_Shading.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_Shading.cfg
deleted file mode 100644
index eb379a8583..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_Shading.cfg
+++ /dev/null
@@ -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
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_Shadows.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_Shadows.cfg
deleted file mode 100644
index d43c28c09d..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_Shadows.cfg
+++ /dev/null
@@ -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
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_Sound.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_Sound.cfg
deleted file mode 100644
index 42bd4c7f02..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_Sound.cfg
+++ /dev/null
@@ -1,17 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-[1]
-
-[2]
-
-[3]
-
-[4]
-
-[5]
-
-[6]
-
-[8]
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_Texture.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_Texture.cfg
deleted file mode 100644
index 0e02c41ab2..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_Texture.cfg
+++ /dev/null
@@ -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
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_TextureResolution.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_TextureResolution.cfg
deleted file mode 100644
index 6b6c11ddf6..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_TextureResolution.cfg
+++ /dev/null
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_VolumetricEffects.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_VolumetricEffects.cfg
deleted file mode 100644
index b6fdfec33c..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_VolumetricEffects.cfg
+++ /dev/null
@@ -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]
diff --git a/Assets/Engine/Config/CVarGroups/sys_spec_Water.cfg b/Assets/Engine/Config/CVarGroups/sys_spec_Water.cfg
deleted file mode 100644
index 720339dc98..0000000000
--- a/Assets/Engine/Config/CVarGroups/sys_spec_Water.cfg
+++ /dev/null
@@ -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
diff --git a/Assets/Engine/Config/aidebug.cfg b/Assets/Engine/Config/aidebug.cfg
index f8134c7461..b0eafaaa45 100644
--- a/Assets/Engine/Config/aidebug.cfg
+++ b/Assets/Engine/Config/aidebug.cfg
@@ -1,4 +1 @@
ai_DebugDraw = 1
-ai_DebugDrawNavigation = 1
-ai_DrawPath all
-ai_debugMNMAgentType MediumSizedCharacters
\ No newline at end of file
diff --git a/Assets/Engine/Config/artprof.cfg b/Assets/Engine/Config/artprof.cfg
index 2e1cf55a54..92b91623bf 100644
--- a/Assets/Engine/Config/artprof.cfg
+++ b/Assets/Engine/Config/artprof.cfg
@@ -1,7 +1,6 @@
; Setup useful cvars for artists profiling GPU cost
; Once in level (e.g. map c3mp_rooftop_gardens from the frontend/cmdline), in the console:
; exec artprof.cfg
-; Be sure also to set r_shadersAsyncActivation=0 in your user.cfg (or copy artprof_user.cfg -> user.cfg)
; used to allow loading of loose shaders
sys_pakPriority=0
@@ -9,19 +8,8 @@ sys_pakPriority=0
; because it's annoying and not relevant for artists
sys_pakLogInvalidFileAccess=0
-; disable fog volumes and particles as they can be misleading with r_measureOverdraw 4
-e_fogVolumes=0
-e_particles=0
-
; for convenience
-g_infiniteSuitEnergy=1
-g_infiniteAmmo=1
-g_timelimit=0
+
bind o "r_measureOverdraw 0"
bind p "r_measureOverdraw 4"
-bind k "r_artProfile 0"
-bind l "r_artProfile 1"
-
-; loading into an MP level with the map command stops you looking up and down unless you have a weapon
-i_giveitem scar
diff --git a/Assets/Engine/Config/artprof_user.cfg b/Assets/Engine/Config/artprof_user.cfg
index 673436f6f3..265021e120 100644
--- a/Assets/Engine/Config/artprof_user.cfg
+++ b/Assets/Engine/Config/artprof_user.cfg
@@ -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
diff --git a/Assets/Engine/Config/benchmark_cpu.cfg b/Assets/Engine/Config/benchmark_cpu.cfg
index c75619107f..bbb3c9db95 100644
--- a/Assets/Engine/Config/benchmark_cpu.cfg
+++ b/Assets/Engine/Config/benchmark_cpu.cfg
@@ -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
diff --git a/Assets/Engine/Config/benchmark_gpu.cfg b/Assets/Engine/Config/benchmark_gpu.cfg
index 7653b32d86..f0242d64d1 100644
--- a/Assets/Engine/Config/benchmark_gpu.cfg
+++ b/Assets/Engine/Config/benchmark_gpu.cfg
@@ -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
\ No newline at end of file
+r_vsync = 0
diff --git a/Assets/Engine/Config/mgpu.cfg b/Assets/Engine/Config/mgpu.cfg
index 93da7fdfd0..e69de29bb2 100644
--- a/Assets/Engine/Config/mgpu.cfg
+++ b/Assets/Engine/Config/mgpu.cfg
@@ -1,6 +0,0 @@
-r_ColorGradingChartsCache = 0
-r_waterupdateFactor = 0
-r_PostProcessHUD3DCache = 0
-e_gsmcache = 0
-r_ConditionalRendering = 0
-e_gicache = 0
\ No newline at end of file
diff --git a/Assets/Engine/Config/multiplayer.cfg b/Assets/Engine/Config/multiplayer.cfg
index eafa434f8e..e69de29bb2 100644
--- a/Assets/Engine/Config/multiplayer.cfg
+++ b/Assets/Engine/Config/multiplayer.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/multiplayer_console.cfg b/Assets/Engine/Config/multiplayer_console.cfg
index 0bed002497..e69de29bb2 100644
--- a/Assets/Engine/Config/multiplayer_console.cfg
+++ b/Assets/Engine/Config/multiplayer_console.cfg
@@ -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
diff --git a/Assets/Engine/Config/recording.cfg b/Assets/Engine/Config/recording.cfg
index 42a0dfd9bd..931dbf0858 100644
--- a/Assets/Engine/Config/recording.cfg
+++ b/Assets/Engine/Config/recording.cfg
@@ -1,63 +1,3 @@
--- added this lines for proper 360 deg panorama renderings
-
-e_ScreenShotFileFormat = jpg
-demo_fixed_timestep = 60
-s_SoundEnable = 0
r_DisplayInfo = 0
-e_PanoramaScreenShotHeight = 720
-e_PanoramaScreenShotWidth = 10053
c_shakeMult = 0
-demo_ai = 1
-r_MotionBlur = 0
-
--- enables full water reflection
--- e_DebugMask = 2 -- e_DebugMask not allowed here
-
--- set weapong lighting effect to 0 to prevent flickering bug because of too much dynamic lights in the scene
-
-
sys_spec = 2
-r_WaterRefractions = 1
-r_WaterReflections = 1
-r_WaterUpdateFactor = 0.01
-r_WaterReflections_ForceParticles = 0
-
-r_EnvCMResolution = 2
-r_EnvTexResolution = 3
-r_EnvTexUpdateInterval = 0.05
-e_Decals = 1
-e_DecalsLifeTimeScale = 2
-ca_EnableDecals = 1
-e_LodRatio = 10
-e_ViewDistRatio = 55
-e_Lods = 1
-e_VegetationMinSize = 0
-r_CloudsUpdateAlways = 0
-
-e_DynamicLightsMaxEntityLights = 3
-r_DepthOfField = 1
---r_MotionBlur = 1
-r_Flares = 1
-r_checkSunVis = 1
-r_Coronas = 1
-r_CoronaFade = 0.1625
-r_UseEdgeAA = 1
-e_Clouds = 1
-
-r_TexResolution = 0
-r_TexBumpResolution = 0
-r_DetailTextures = 1
-r_DetailNumLayers = 1
-r_DetailDistance = 8
-
-e_ParticlesLod = 0.9
-
-r_ShadowBlur = 3
-e_ShadowsMaxTexRes = 1024
-r_ShadowJittering = 1
-e_Shadows = 1
-e_VegetationBending = 1
-ai_UpdateAllAlways = 1
-r_refraction = 1
-r_sunshafts = 1
-r_ImposterRatio = 1
diff --git a/Assets/Engine/Config/singleplayer.cfg b/Assets/Engine/Config/singleplayer.cfg
index fc7a4f4c05..e69de29bb2 100644
--- a/Assets/Engine/Config/singleplayer.cfg
+++ b/Assets/Engine/Config/singleplayer.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/sketch_off.cfg b/Assets/Engine/Config/sketch_off.cfg
deleted file mode 100644
index 6b0562daab..0000000000
--- a/Assets/Engine/Config/sketch_off.cfg
+++ /dev/null
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/sketch_on.cfg b/Assets/Engine/Config/sketch_on.cfg
deleted file mode 100644
index 6759b5d4c8..0000000000
--- a/Assets/Engine/Config/sketch_on.cfg
+++ /dev/null
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/android_MaliT760.cfg b/Assets/Engine/Config/spec/android_MaliT760.cfg
index f951e61eef..fd7c0a349d 100644
--- a/Assets/Engine/Config/spec/android_MaliT760.cfg
+++ b/Assets/Engine/Config/spec/android_MaliT760.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/android_high.cfg b/Assets/Engine/Config/spec/android_high.cfg
index fc46adc491..0ab8ebc37b 100644
--- a/Assets/Engine/Config/spec/android_high.cfg
+++ b/Assets/Engine/Config/spec/android_high.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/android_high_nogmem.cfg b/Assets/Engine/Config/spec/android_high_nogmem.cfg
index ac718a57ee..fd7c0a349d 100644
--- a/Assets/Engine/Config/spec/android_high_nogmem.cfg
+++ b/Assets/Engine/Config/spec/android_high_nogmem.cfg
@@ -1,61 +1,8 @@
-sys_spec_Full=3
-
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
--- Disabling gmem for this configuration
-r_EnableGMEMPath=0
-
--- 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
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass.
-r_DeferredShadingLBuffersFmt = 2
-
diff --git a/Assets/Engine/Config/spec/android_low.cfg b/Assets/Engine/Config/spec/android_low.cfg
index 6f2a876877..0ab8ebc37b 100644
--- a/Assets/Engine/Config/spec/android_low.cfg
+++ b/Assets/Engine/Config/spec/android_low.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/android_medium.cfg b/Assets/Engine/Config/spec/android_medium.cfg
index f9d776efa7..0ab8ebc37b 100644
--- a/Assets/Engine/Config/spec/android_medium.cfg
+++ b/Assets/Engine/Config/spec/android_medium.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/android_veryhigh.cfg b/Assets/Engine/Config/spec/android_veryhigh.cfg
index d4f8e9cd47..d58e319706 100644
--- a/Assets/Engine/Config/spec/android_veryhigh.cfg
+++ b/Assets/Engine/Config/spec/android_veryhigh.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/ios_high.cfg b/Assets/Engine/Config/spec/ios_high.cfg
index 67fa99ca04..d0cf5b3bc5 100644
--- a/Assets/Engine/Config/spec/ios_high.cfg
+++ b/Assets/Engine/Config/spec/ios_high.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/ios_low.cfg b/Assets/Engine/Config/spec/ios_low.cfg
index 7870d65bd5..d0cf5b3bc5 100644
--- a/Assets/Engine/Config/spec/ios_low.cfg
+++ b/Assets/Engine/Config/spec/ios_low.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/ios_medium.cfg b/Assets/Engine/Config/spec/ios_medium.cfg
index 2eaecdef16..d0cf5b3bc5 100644
--- a/Assets/Engine/Config/spec/ios_medium.cfg
+++ b/Assets/Engine/Config/spec/ios_medium.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/ios_veryhigh.cfg b/Assets/Engine/Config/spec/ios_veryhigh.cfg
index 53937a77bf..d0cf5b3bc5 100644
--- a/Assets/Engine/Config/spec/ios_veryhigh.cfg
+++ b/Assets/Engine/Config/spec/ios_veryhigh.cfg
@@ -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
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/osx_metal_high.cfg b/Assets/Engine/Config/spec/osx_metal_high.cfg
deleted file mode 100644
index 8689e23c51..0000000000
--- a/Assets/Engine/Config/spec/osx_metal_high.cfg
+++ /dev/null
@@ -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
diff --git a/Assets/Engine/Config/spec/osx_metal_low.cfg b/Assets/Engine/Config/spec/osx_metal_low.cfg
deleted file mode 100644
index a3084d48c5..0000000000
--- a/Assets/Engine/Config/spec/osx_metal_low.cfg
+++ /dev/null
@@ -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
diff --git a/Assets/Engine/Config/spec/osx_metal_medium.cfg b/Assets/Engine/Config/spec/osx_metal_medium.cfg
deleted file mode 100644
index 6477bbb217..0000000000
--- a/Assets/Engine/Config/spec/osx_metal_medium.cfg
+++ /dev/null
@@ -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
diff --git a/Assets/Engine/Config/spec/osx_metal_veryhigh.cfg b/Assets/Engine/Config/spec/osx_metal_veryhigh.cfg
deleted file mode 100644
index 899c198f31..0000000000
--- a/Assets/Engine/Config/spec/osx_metal_veryhigh.cfg
+++ /dev/null
@@ -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
diff --git a/Assets/Engine/Config/spec/pc_high.cfg b/Assets/Engine/Config/spec/pc_high.cfg
index a62ed25a6a..e69de29bb2 100644
--- a/Assets/Engine/Config/spec/pc_high.cfg
+++ b/Assets/Engine/Config/spec/pc_high.cfg
@@ -1 +0,0 @@
-sys_spec_Full = 7
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/pc_low.cfg b/Assets/Engine/Config/spec/pc_low.cfg
index 068446e151..e69de29bb2 100644
--- a/Assets/Engine/Config/spec/pc_low.cfg
+++ b/Assets/Engine/Config/spec/pc_low.cfg
@@ -1 +0,0 @@
-sys_spec_Full = 5
diff --git a/Assets/Engine/Config/spec/pc_medium.cfg b/Assets/Engine/Config/spec/pc_medium.cfg
index 0d08b956b4..e69de29bb2 100644
--- a/Assets/Engine/Config/spec/pc_medium.cfg
+++ b/Assets/Engine/Config/spec/pc_medium.cfg
@@ -1 +0,0 @@
-sys_spec_Full = 6
\ No newline at end of file
diff --git a/Assets/Engine/Config/spec/pc_veryhigh.cfg b/Assets/Engine/Config/spec/pc_veryhigh.cfg
index 33959937e8..e69de29bb2 100644
--- a/Assets/Engine/Config/spec/pc_veryhigh.cfg
+++ b/Assets/Engine/Config/spec/pc_veryhigh.cfg
@@ -1 +0,0 @@
-sys_spec_Full = 8
diff --git a/Assets/Engine/Config/statoscope.cfg b/Assets/Engine/Config/statoscope.cfg
index d1d18c813c..ed2089bd67 100644
--- a/Assets/Engine/Config/statoscope.cfg
+++ b/Assets/Engine/Config/statoscope.cfg
@@ -1,12 +1,3 @@
profile=-1
-profile_allthreads=1
-i_forcefeedback=0
-g_godmode=1
log_verbosity=-1
sys_pakLogInvalidFileAccess=1
-e_StatoscopeDataGroups=fgmrtudlipny
-e_StatoscopeFilenameUseBuildInfo=0
-e_StatoscopeFilenameUseMap=1
-e_StatoscopeMinFuncLengthMs=0.1
-e_StatoscopeMaxNumFuncsPerFrame=60
-e_StatoscopeScreenshotCapturePeriod=5
diff --git a/Assets/Engine/Config/vr.cfg b/Assets/Engine/Config/vr.cfg
index 989f55f345..80d4b7ce81 100644
--- a/Assets/Engine/Config/vr.cfg
+++ b/Assets/Engine/Config/vr.cfg
@@ -3,39 +3,13 @@
-----------------------------------------------
r_width = 960
r_height = 1080
-r_backbufferWidth = 1920
-r_backbufferHeight = 1080
-
-------------------------------------------
-- Set the system Spec (Medium)
-------------------------------------------
sys_spec = 2
-
--------------------------------------------
--- HMD related
--------------------------------------------
-r_overrideDXGIoutput = 0
-r_stereodevice = 100
-r_stereomode = 1
-r_stereooutput = 7
-r_minimizeLatency = 1
-hmd_low_persistence = 1
-r_stereoScaleCoefficient = 1
-
-
-------------------------------------------
-- Set some video optimisations
-------------------------------------------
r_vsync = 0
-r_MotionBlur = 0
-r_ssdoHalfRes = 3
-r_Refraction = 0
-r_DeferredShadingTiled = 0
-r_CBufferUseNativeDepth = 0
-
--------------------------------------------
--- Hide the hud
--------------------------------------------
---hud_hide = 1
diff --git a/Assets/Engine/SeedAssetList.seed b/Assets/Engine/SeedAssetList.seed
index 579fd3c444..aafbffbe8f 100644
--- a/Assets/Engine/SeedAssetList.seed
+++ b/Assets/Engine/SeedAssetList.seed
@@ -48,22 +48,6 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
@@ -432,110 +416,6 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
@@ -616,38 +496,6 @@
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
diff --git a/AutomatedTesting/Gem/PythonTests/Atom/atom_utils/atom_component_helper.py b/AutomatedTesting/Gem/PythonTests/Atom/atom_utils/atom_component_helper.py
index 821e0acfdb..11832f8846 100644
--- a/AutomatedTesting/Gem/PythonTests/Atom/atom_utils/atom_component_helper.py
+++ b/AutomatedTesting/Gem/PythonTests/Atom/atom_utils/atom_component_helper.py
@@ -113,7 +113,6 @@ def create_basic_atom_level(level_name):
general.close_pane("Error Log")
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
- general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
# Delete all existing entities & create default_level entity
diff --git a/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_AtomFeatureIntegrationBenchmark.py b/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_AtomFeatureIntegrationBenchmark.py
index 92199bf196..fbd9f3459a 100644
--- a/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_AtomFeatureIntegrationBenchmark.py
+++ b/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_AtomFeatureIntegrationBenchmark.py
@@ -66,7 +66,6 @@ def run():
general.close_pane("Error Log")
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
- general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
return True
diff --git a/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_BasicLevelSetup.py b/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_BasicLevelSetup.py
index ac28e67fa1..93e78a7c0a 100644
--- a/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_BasicLevelSetup.py
+++ b/AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_BasicLevelSetup.py
@@ -82,7 +82,6 @@ def run():
general.close_pane("Error Log")
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
- general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
return True
diff --git a/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools/editor_python_test_tools/utils.py b/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools/editor_python_test_tools/utils.py
index ef3048d8d4..1b094b1cfa 100644
--- a/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools/editor_python_test_tools/utils.py
+++ b/AutomatedTesting/Gem/PythonTests/EditorPythonTestTools/editor_python_test_tools/utils.py
@@ -149,7 +149,6 @@ class TestHelper:
general.idle_wait(1.0)
general.idle_wait(1.0)
general.run_console("r_displayInfo=0")
- general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0)
diff --git a/AutomatedTesting/Gem/PythonTests/automatedtesting_shared/screenshot_utils.py b/AutomatedTesting/Gem/PythonTests/automatedtesting_shared/screenshot_utils.py
index 49cf17855f..22fa3aca0d 100755
--- a/AutomatedTesting/Gem/PythonTests/automatedtesting_shared/screenshot_utils.py
+++ b/AutomatedTesting/Gem/PythonTests/automatedtesting_shared/screenshot_utils.py
@@ -187,7 +187,3 @@ def prepare_for_screenshot_compare(remote_console_instance):
"""
wait_for(lambda: _retry_command(remote_console_instance, 'r_displayinfo 0',
'$3r_DisplayInfo = $60 $5[DUMPTODISK, RESTRICTEDMODE]$4'))
- wait_for(lambda: _retry_command(remote_console_instance, 'r_antialiasingmode 0',
- '$3r_AntialiasingMode = $60 $5[]$4'))
- wait_for(lambda: _retry_command(remote_console_instance, 'e_WaterOcean 0',
- '$3e_WaterOcean = $60 $5[]$4'))
diff --git a/Code/Legacy/CrySystem/SystemInit.cpp b/Code/Legacy/CrySystem/SystemInit.cpp
index 6de10f3855..ee1c498a9a 100644
--- a/Code/Legacy/CrySystem/SystemInit.cpp
+++ b/Code/Legacy/CrySystem/SystemInit.cpp
@@ -1273,17 +1273,6 @@ AZ_POP_DISABLE_WARNING
//Load config files
//////////////////////////////////////////////////////////////////////////
- int curSpecVal = 0;
- ICVar* pSysSpecCVar = gEnv->pConsole->GetCVar("r_GraphicsQuality");
- if (gEnv->pSystem->IsDevMode())
- {
- if (pSysSpecCVar && pSysSpecCVar->GetFlags() & VF_WASINCONFIG)
- {
- curSpecVal = pSysSpecCVar->GetIVal();
- pSysSpecCVar->SetFlags(pSysSpecCVar->GetFlags() | VF_SYSSPEC_OVERWRITE);
- }
- }
-
// tools may not interact with @user@
if (!gEnv->IsInToolMode())
{
@@ -1293,16 +1282,6 @@ AZ_POP_DISABLE_WARNING
}
}
- // If sys spec variable was specified, is not 0, and we are in devmode restore the value from before loading game.cfg
- // This enables setting of a specific sys_spec outside menu and game.cfg
- if (gEnv->pSystem->IsDevMode())
- {
- if (pSysSpecCVar && curSpecVal && curSpecVal != pSysSpecCVar->GetIVal())
- {
- pSysSpecCVar->Set(curSpecVal);
- }
- }
-
{
// We have to load this file again since first time we did it without devmode
LoadConfiguration(m_systemConfigName.c_str());
diff --git a/Gems/Atom/Asset/ImageProcessingAtom/Code/Source/Processing/ImageFlags.h b/Gems/Atom/Asset/ImageProcessingAtom/Code/Source/Processing/ImageFlags.h
index 96393f4a1f..99e752c90a 100644
--- a/Gems/Atom/Asset/ImageProcessingAtom/Code/Source/Processing/ImageFlags.h
+++ b/Gems/Atom/Asset/ImageProcessingAtom/Code/Source/Processing/ImageFlags.h
@@ -22,7 +22,7 @@ namespace ImageProcessingAtom
const static AZ::u32 EIF_UNUSED_BIT = 0x40; // Free to use
const static AZ::u32 EIF_AttachedAlpha = 0x400; // info for the engine: it's a texture with attached alpha channel
const static AZ::u32 EIF_SRGBRead = 0x800; // info for the engine: if gamma corrected rendering is on, this texture requires SRGBRead (it's not stored in linear)
- const static AZ::u32 EIF_DontResize = 0x8000; // info for the engine: for dds textures that shouldn't be resized with r_TexResolution
+ const static AZ::u32 EIF_DontResize = 0x8000; // info for the engine: for dds textures that shouldn't be resized
const static AZ::u32 EIF_RenormalizedTexture = 0x10000; // info for the engine: for dds textures that have renormalized color range
const static AZ::u32 EIF_CafeNative = 0x20000; // info for the engine: native Cafe texture format
const static AZ::u32 EIF_RestrictedPlatformONative = 0x40000; // native tiled texture for restrict platform O
diff --git a/Gems/ImGui/Code/Source/LYCommonMenu/ImGuiLYCommonMenu.cpp b/Gems/ImGui/Code/Source/LYCommonMenu/ImGuiLYCommonMenu.cpp
index 28a5a30e9c..81ec4b17c8 100644
--- a/Gems/ImGui/Code/Source/LYCommonMenu/ImGuiLYCommonMenu.cpp
+++ b/Gems/ImGui/Code/Source/LYCommonMenu/ImGuiLYCommonMenu.cpp
@@ -199,20 +199,6 @@ namespace ImGui
}
}
- // Lod Min
- static ICVar* eLodMinCVAR = gEnv->pConsole->GetCVar("e_LodMin");
- if (eLodMinCVAR)
- {
- int minLodValue = eLodMinCVAR->GetIVal();
- int dragIntVal = minLodValue;
- ImGui::Text("e_LodMin: %d ( Force a lowest LOD level )", minLodValue);
- ImGui::SliderInt("##LodMin", &dragIntVal, 0, 5);
- if (dragIntVal != minLodValue)
- {
- eLodMinCVAR->Set(dragIntVal);
- }
- }
-
// Texel Density
static ICVar* eTexelDensityCVAR = gEnv->pConsole->GetCVar("e_texeldensity");
if (eTexelDensityCVAR)
diff --git a/Tools/LyTestTools/ly_test_tools/launchers/platforms/android/launcher.py b/Tools/LyTestTools/ly_test_tools/launchers/platforms/android/launcher.py
index 42adee91ea..75eaa65e94 100755
--- a/Tools/LyTestTools/ly_test_tools/launchers/platforms/android/launcher.py
+++ b/Tools/LyTestTools/ly_test_tools/launchers/platforms/android/launcher.py
@@ -208,13 +208,6 @@ class AndroidLauncher(Launcher):
with self.android_vfs_setreg_path.open('w') as android_vfs_setreg:
json.dump(vfs_settings, android_vfs_setreg, indent=4)
- self.workspace.settings.modify_platform_setting('r_AssetProcessorShaderCompiler', 1)
- self.workspace.settings.modify_platform_setting('r_ShadersAsyncCompiling', 0)
- self.workspace.settings.modify_platform_setting('r_ShadersRemoteCompiler', 1)
- self.workspace.settings.modify_platform_setting('r_ShadersAllowCompilation', 1)
- self.workspace.settings.modify_platform_setting('r_ShadersAsyncActivation', 0)
- self.workspace.settings.modify_platform_setting('r_ShaderCompilerServer', '127.0.0.1')
- self.workspace.settings.modify_platform_setting('r_ShaderCompilerPort', '61453')
self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", '127.0.0.1')
def launch(self):
diff --git a/Tools/LyTestTools/ly_test_tools/launchers/platforms/linux/launcher.py b/Tools/LyTestTools/ly_test_tools/launchers/platforms/linux/launcher.py
index 210519d197..047e4fdeef 100644
--- a/Tools/LyTestTools/ly_test_tools/launchers/platforms/linux/launcher.py
+++ b/Tools/LyTestTools/ly_test_tools/launchers/platforms/linux/launcher.py
@@ -172,7 +172,6 @@ class LinuxLauncher(Launcher):
self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"')
self.args.append(f'--regset="/Amazon/AzCore/Bootstrap/allowed_list={host_ip}"')
- self.workspace.settings.modify_platform_setting("r_AssetProcessorShaderCompiler", 1)
self.workspace.settings.modify_platform_setting("r_ShaderCompilerServer", host_ip)
self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", host_ip)
diff --git a/Tools/LyTestTools/ly_test_tools/launchers/platforms/win/launcher.py b/Tools/LyTestTools/ly_test_tools/launchers/platforms/win/launcher.py
index 4f904b0a40..d18431ba82 100755
--- a/Tools/LyTestTools/ly_test_tools/launchers/platforms/win/launcher.py
+++ b/Tools/LyTestTools/ly_test_tools/launchers/platforms/win/launcher.py
@@ -172,8 +172,6 @@ class WinLauncher(Launcher):
self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"')
self.args.append(f'--regset="/Amazon/AzCore/Bootstrap/allowed_list={host_ip}"')
- self.workspace.settings.modify_platform_setting("r_AssetProcessorShaderCompiler", 1)
- self.workspace.settings.modify_platform_setting("r_ShaderCompilerServer", host_ip)
self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", host_ip)
diff --git a/Tools/LyTestTools/tests/unit/test_launcher_android.py b/Tools/LyTestTools/tests/unit/test_launcher_android.py
index d2f700e35e..d1adccb096 100755
--- a/Tools/LyTestTools/tests/unit/test_launcher_android.py
+++ b/Tools/LyTestTools/tests/unit/test_launcher_android.py
@@ -238,7 +238,7 @@ class TestAndroidLauncher:
launcher = ly_test_tools.launchers.AndroidLauncher(mock_workspace, ["dummy"])
launcher.configure_settings()
- assert mock_workspace.settings.modify_platform_setting.call_count == 8
+ assert mock_workspace.settings.modify_platform_setting.call_count == 1
@mock.patch('ly_test_tools.launchers.platforms.base.Launcher._config_ini_to_dict')
@mock.patch('ly_test_tools.environment.process_utils.check_output')
diff --git a/cmake/Tools/layout_tool.py b/cmake/Tools/layout_tool.py
index 62e3922770..8093f72e44 100755
--- a/cmake/Tools/layout_tool.py
+++ b/cmake/Tools/layout_tool.py
@@ -120,10 +120,7 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
warning_count += _warn(f"'system_{platform_name_lower}_{asset_type}.cfg' is missing from {str(layout_path)}")
system_config_values = None
else:
- system_config_values = common.get_config_file_values(str(platform_system_cfg_file), ['r_ShadersRemoteCompiler',
- 'r_ShadersAllowCompilation',
- 'r_AssetProcessorShaderCompiler',
- 'r_ShaderCompilerServer'])
+ system_config_values = common.get_config_file_values(str(platform_system_cfg_file), [])
if bootstrap_values:
@@ -146,24 +143,23 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
elif system_config_values is not None:
- shaders_remote_compiler = system_config_values.get('r_ShadersRemoteCompiler') or '0'
+ shaders_remote_compiler = '0'
asset_processor_shader_compiler = system_config_values.get('r_AssetProcessorShaderCompiler') or '0'
- shader_compiler_server = system_config_values.get('r_ShaderCompilerServer') or LOCAL_HOST
+ shader_compiler_server = LOCAL_HOST
shaders_allow_compilation = system_config_values.get('r_ShadersAllowCompilation')
def _validate_remote_shader_settings():
- if shader_compiler_server == LOCAL_HOST:
- if asset_processor_shader_compiler != '1':
- return _warn(f"Connection to the remote shader compiler (r_ShaderCompilerServer) is not properly "
- f"set in system_{platform_name_lower}_{asset_type}.cfg. If it is set to {LOCAL_HOST}, then "
- f"r_AssetProcessorShaderCompiler must be set to 1.")
+ if asset_processor_shader_compiler != '1':
+ return _warn(f"Connection to the remote shader compiler (r_ShaderCompilerServer) is not properly "
+ f"set in system_{platform_name_lower}_{asset_type}.cfg. If it is set to {LOCAL_HOST}, then "
+ f"r_AssetProcessorShaderCompiler must be set to 1.")
- else:
- if _validate_remote_ap(remote_ip, remote_connect, False) > 0:
- return _warn(f"The system_{platform_name_lower}_{asset_type}.cfg file is configured to connect to the"
- f" shader compiler server through the remote connection to the Asset Processor.")
+ else:
+ if _validate_remote_ap(remote_ip, remote_connect, False) > 0:
+ return _warn(f"The system_{platform_name_lower}_{asset_type}.cfg file is configured to connect to the"
+ f" shader compiler server through the remote connection to the Asset Processor.")
return 0
# Validation steps based on the asset mode
@@ -181,16 +177,9 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
warning_count += _warn("No pak files found for PAK mode deployment")
# Check if the shader paks are set
if has_shader_pak:
- # If the shader paks are set, make sure that the remote shader compiler connection settings are set
- # or that it is going through AP
- if shaders_remote_compiler == '1':
- warning_count += _warn(f"Shader paks are set for project {project_name} but remote shader compiling "
- f"(r_ShadersRemoteCompiler) is still enabled "
- f"for it in system_{platform_name_lower}_{asset_type}.cfg.")
- else:
- # Since we are not connecting to the shader compiler, also make sure bootstrap is not configured to
- # connect to Asset Processor remotely
- warning_count += _validate_remote_ap(remote_ip, remote_connect, False)
+ # Since we are not connecting to the shader compiler, also make sure bootstrap is not configured to
+ # connect to Asset Processor remotely
+ warning_count += _validate_remote_ap(remote_ip, remote_connect, False)
if shaders_allow_compilation is not None and shaders_allow_compilation == '1':
warning_count += _warn(f"Shader paks are set for project {project_name} but shader compiling "
diff --git a/editor.cfg b/editor.cfg
index 843a52824d..a8719590c5 100644
--- a/editor.cfg
+++ b/editor.cfg
@@ -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
diff --git a/system_android_android.cfg b/system_android_android.cfg
index d5bfddeb73..10ab95abc4 100644
--- a/system_android_android.cfg
+++ b/system_android_android.cfg
@@ -6,40 +6,14 @@ sys_PakLogInvalidFileAccess=1
r_WidthAndHeightAsFractionOfScreenSize=1.0
r_MaxWidth=1280
r_MaxHeight=1080
-
r_fullscreen=0
+r_ShadersAllowCompilation=1
-- Enable to prevent log spam, can cause missed messages
-- log_spamdelay=1
--- DXGL
---r_Batching=0
-
--- Enabling aync shader compiling causes a hang on some Android devices.
-r_ShadersAsyncCompiling=0
-r_ShadersRemoteCompiler=1
-r_ShadersAllowCompilation=1
-r_ShadersAsyncActivation=0
-
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=1
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
-r_ShaderCompilerServer=127.0.0.1
-
--- For Shader Compiler server running on other machines - 61453 is the default port
-r_ShaderCompilerPort=61453
-
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high.
-r_GraphicsQuality = 2
-
-s_FileCacheManagerSize=262144
-
-- Remote console inclusion list
log_RemoteConsoleAllowedAddresses=127.0.0.1
-- Localization Settings
-sys_localization_format=0
\ No newline at end of file
+sys_localization_format=0
diff --git a/system_ios_ios.cfg b/system_ios_ios.cfg
index 190ad4a121..abf08d0209 100644
--- a/system_ios_ios.cfg
+++ b/system_ios_ios.cfg
@@ -3,26 +3,7 @@
------------------------
r_FullScreen=1
-
r_ShadersAllowCompilation=1
-r_ShadersAsyncActivation=0
-r_ShadersAsyncCompiling=0
-r_ShadersRemoteCompiler=1
-r_ShadersUseLLVMDirectXCompiler=1
-
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high.
-r_GraphicsQuality = 0
-
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=1
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
-r_ShaderCompilerServer=127.0.0.1
-
---r_ShaderCompilerPort=61453
------------------------
-- System
@@ -39,16 +20,6 @@ sys_physics_CPU=0
-- log_spamdelay=1
log_IncludeTime=1
-------------------------
--- Audio
-------------------------
-s_FileCacheManagerSize=262144
-------------------------
--- Auxiliary Geometry
-------------------------
-r_enableAuxGeom=0
-r_auxGeom=0
-
-- Remote console inclusion list
log_RemoteConsoleAllowedAddresses=127.0.0.1
diff --git a/system_linux_pc.cfg b/system_linux_pc.cfg
index 614bc44b49..5fec6b8dfd 100644
--- a/system_linux_pc.cfg
+++ b/system_linux_pc.cfg
@@ -10,8 +10,6 @@ sys_PakLogInvalidFileAccess = 0
-- Remote console inclusion list
log_RemoteConsoleAllowedAddresses=127.0.0.1
-gm_disconnectDetection = 1
-
-- Localization Settings
sys_localization_format=0
@@ -20,27 +18,7 @@ r_width = 1280
r_height = 720
r_fullscreen = 0
-r_ShadersAsyncCompiling = 3
-r_ShadersAsyncActivation = 3
-r_ShadersAsyncMaxThreads = 16
-r_ShadersRemoteCompiler = 1
r_ShadersAllowCompilation = 1
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=0
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
---r_ShaderCompilerServer=127.0.0.1
---r_ShaderCompilerPort = 61453
-
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high. Autodetection not yet implemented for this platform.
-r_GraphicsQuality = 1
-
--- Texture streaming not supported on opengl
-r_TexturesStreaming=0
-
-- Display FPS
r_displayInfo = 3
diff --git a/system_mac_mac.cfg b/system_mac_mac.cfg
index 22fbca6e1e..ef145c890e 100644
--- a/system_mac_mac.cfg
+++ b/system_mac_mac.cfg
@@ -3,9 +3,6 @@ sys_float_exceptions=0
log_IncludeTime=1
sys_PakLogInvalidFileAccess=0
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high. Currently overwritten by hardcoded value for this platform.
-r_GraphicsQuality = 0
-
r_width=1280
r_height=720
r_fullscreen=0
@@ -13,25 +10,7 @@ r_fullscreen=0
-- Enable to prevent log spam, can cause missed messages
-- log_spamdelay=1
--- DXGL
-r_Batching=0
-
-r_ShadersAsyncCompiling=0
-r_ShadersRemoteCompiler=1
r_ShadersAllowCompilation=1
-r_ShadersAsyncActivation=0
-r_ShadersUseLLVMDirectXCompiler=1
-
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=1
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
-r_ShaderCompilerServer=127.0.0.1
-
---r_ShaderCompilerPort=61453
-- Remote console inclusion list
log_RemoteConsoleAllowedAddresses=127.0.0.1
diff --git a/system_windows_pc.cfg b/system_windows_pc.cfg
index 05210e02e0..aa53ed9323 100644
--- a/system_windows_pc.cfg
+++ b/system_windows_pc.cfg
@@ -11,27 +11,7 @@ r_fullscreen = 0
-- Enable to prevent log spam, can cause missed messages
-- log_spamdelay=1
-r_ShadersAsyncCompiling = 3
-r_ShadersAsyncActivation = 3
-r_ShadersAsyncMaxThreads = 16
-r_ShadersRemoteCompiler = 0
r_ShadersAllowCompilation = 1
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=0
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
-r_ShaderCompilerServer=127.0.0.1
---r_ShaderCompilerPort = 61453
-
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high. Autodetection not yet implemented for this platform.
-r_GraphicsQuality = 4
-
---r_driver=GL
---r_ShadersGL4=1
-
-- Localization Settings
sys_localization_format=0