Remove many unused variables and unused setting files (#4607)

* Remove many unused variables and unused setting files

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* Remove a few more dead config vars

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>

* fix android test_ConfigureSettings_DefaultValues_SetsValues

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
This commit is contained in:
Artur K
2021-10-13 00:06:15 +02:00
committed by GitHub
parent f34811c373
commit 80db67e90a
71 changed files with 21 additions and 2800 deletions
@@ -1,76 +1,8 @@
sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Disable gmem for this device because it causes a crash
r_EnableGMEMPath=0
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=1
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
e_ViewDistRatioVegetation=21
------------------------
-- sys_spec_postprocessing
------------------------
r_HDRBloom=0
r_SunShafts=0
r_ToneMapTechnique=3
r_ToneMapExposureType=1
r_ColorSpace=2
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
------------------------
-- sys_spec_textureresolution
------------------------
r_TexturesstreamingMinUsableMips=7
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,65 +1,7 @@
sys_spec_Full=3
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=2
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,61 +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
-69
View File
@@ -1,76 +1,7 @@
sys_spec_Full=1
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=0
e_CheckOcclusion=1
r_Fur=0
-- Water occlusion queries crash in some OpenGL ES 3.0 devices
e_HwOcclusionCullingWater = 0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
------------------------
-- sys_spec_textureresolution
------------------------
r_TexturesstreamingMinUsableMips=6
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
r_ClearGMEMGBuffer=1
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,81 +1,7 @@
sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=1
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
e_ViewDistRatioVegetation=21
------------------------
-- sys_spec_postprocessing
------------------------
r_HDRBloom=0
r_SunShafts=0
r_ToneMapExposureType=1
r_ColorSpace=2
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
------------------------
-- sys_spec_textureresolution
------------------------
r_TexturesstreamingMinUsableMips=7
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,60 +1,5 @@
sys_spec_Full=4
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
-90
View File
@@ -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
-93
View File
@@ -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
-91
View File
@@ -1,101 +1,10 @@
sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,102 +1,10 @@
sys_spec_Full=4
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=2048
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -1,38 +0,0 @@
sys_spec_Full=7
r_ShadersMETAL=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
------------------------
-- sys_spec_postprocessing
------------------------
r_SunShafts=1
------------------------
-- sys_spec_shading
------------------------
r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI = 0
r_Fur=2
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
@@ -1,37 +0,0 @@
sys_spec_Full=5
r_ShadersMETAL=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
------------------------
-- sys_spec_postprocessing
------------------------
r_SunShafts=1
------------------------
-- sys_spec_shading
------------------------
r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI=0
r_Fur=2
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
@@ -1,37 +0,0 @@
sys_spec_Full=6
r_ShadersMETAL=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
------------------------
-- sys_spec_postprocessing
------------------------
r_SunShafts=1
------------------------
-- sys_spec_shading
------------------------
r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI = 0
r_Fur=2
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
@@ -1,37 +0,0 @@
sys_spec_Full=8
r_ShadersMETAL=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
------------------------
-- sys_spec_postprocessing
------------------------
r_SunShafts=1
------------------------
-- sys_spec_shading
------------------------
r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI = 0
r_Fur=2
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-1
View File
@@ -1 +0,0 @@
sys_spec_Full = 7
-1
View File
@@ -1 +0,0 @@
sys_spec_Full = 5
-1
View File
@@ -1 +0,0 @@
sys_spec_Full = 6
@@ -1 +0,0 @@
sys_spec_Full = 8