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

* Remove many unused variables and unused setting files

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

* Remove a few more dead config vars

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

* fix android test_ConfigureSettings_DefaultValues_SetsValues

Signed-off-by: nemerle <96597+nemerle@users.noreply.github.com>
monroegm-disable-blank-issue-2
Artur K 4 years ago committed by GitHub
parent f34811c373
commit 80db67e90a
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23

@ -1,18 +1,5 @@
<settings> <settings>
<r_PostProcessEffects value="1"/>
<r_HDREyeAdaptationSpeed value="100000000"/>
<r_MotionBlur value="0"/>
<e_ScreenShotQuality value="0"/>
<e_ViewDistRatio value="100000000"/>
<r_DisplayInfo value="0"/> <r_DisplayInfo value="0"/>
<e_StreamCgfPoolSize value="128" /> <e_StreamCgfPoolSize value="128" />
<e_ViewDistRatioVegetation value="100"/>
<e_Lods value="0"/>
<e_Vegetation value="0"/> <e_Vegetation value="0"/>
<e_TerrainOcclusionCulling value="0"/>
<e_OcclusionVolumes value="0"/>
<e_shadows value="0"/>
<e_portals value="3"/>
<e_fog value="0"/>
<r_hdrdebug value="0"/>
</settings> </settings>

@ -7,8 +7,6 @@
<Tool Title="| Draw Helpers" Command="p_draw_helpers" EditorCmd="" ToggleVar="1"/> <Tool Title="| Draw Helpers" Command="p_draw_helpers" EditorCmd="" ToggleVar="1"/>
<Tool Title="| AI Debug Draw" Command="ai_DebugDraw" EditorCmd="" ToggleVar="1"/> <Tool Title="| AI Debug Draw" Command="ai_DebugDraw" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Toggle Music" Command="s_MusicEnable" EditorCmd="" ToggleVar="1"/> <Tool Title="| Toggle Music" Command="s_MusicEnable" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Toggle Sound" Command="s_SoundEnable" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Toggle ForcefeedBack" Command="i_forcefeedback" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Freeze Camera " Command="e_CameraFreeze" EditorCmd="" ToggleVar="1"/> <Tool Title="| Freeze Camera " Command="e_CameraFreeze" EditorCmd="" ToggleVar="1"/>
<Tool Title="| Log Verbosity 0" Command="log_Verbosity 0" EditorCmd="" ToggleVar="0"/> <Tool Title="| Log Verbosity 0" Command="log_Verbosity 0" EditorCmd="" ToggleVar="0"/>
<Tool Title="| SaveLevelStats" Command="savelevelstats" EditorCmd="" ToggleVar="0"/> <Tool Title="| SaveLevelStats" Command="savelevelstats" EditorCmd="" ToggleVar="0"/>

@ -1,16 +1,5 @@
ConsoleHide ConsoleHide
g_godMode=1
sys_warnings=0 sys_warnings=0
con_showonload=1 con_showonload=1
i_forcefeedback=0
g_infiniteammo=1
e_ObjectLayersActivation=0
e_ObjectLayersActivationPhysics=0
g_flashrenderingduringloading=0
sys_maxfps=0 sys_maxfps=0
r_vsync=0 r_vsync=0
p_max_substeps=1
demo_file=autotest
demo_num_runs=0
demo_quit=1
demo_ai=1

@ -1,15 +1,5 @@
ConsoleHide ConsoleHide
g_godMode=1
g_infiniteammo=1
r_displayinfo=1 r_displayinfo=1
s_profiling=1 s_profiling=1
sys_maxfps=0 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 demo

@ -1,12 +1,5 @@
ConsoleHide ConsoleHide
g_godMode=1
g_infiniteammo=1
r_displayinfo=1 r_displayinfo=1
s_profiling=1 s_profiling=1
sys_maxfps=0 sys_maxfps=0
demo_file=playthru demo
demo_num_runs=2
demo_quit=1
demo_savestats=1
demo_profile=-1
demo

@ -11,113 +11,16 @@
; default of this CVarGroup ; default of this CVarGroup
= 7 = 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] [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] [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] [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] [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] [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] [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] [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

@ -1,8 +0,0 @@
[default]
; default of this CVarGroup
= 7
mfx_Timeout = 0.01

@ -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

@ -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

@ -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]

@ -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

@ -1,98 +0,0 @@
[default]
; default of this CVarGroup
= 7
q_ShaderGeneral=2
q_ShaderMetal=2
q_ShaderGlass=2
q_ShaderVegetation=2
q_ShaderIce=2
q_ShaderTerrain=2
q_ShaderShadow=2
q_ShaderFX=2
q_ShaderSky=2
q_Renderer=2
[1]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=1
[2]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=1
[3]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=2
[4]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=2
[5]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=1
[6]
q_ShaderGeneral=1
q_ShaderMetal=1
q_ShaderGlass=1
q_ShaderVegetation=1
q_ShaderIce=1
q_ShaderTerrain=1
q_ShaderShadow=1
q_ShaderFX=1
q_ShaderSky=1
q_Renderer=1
[8]
q_ShaderGeneral=3
q_ShaderMetal=3
q_ShaderGlass=3
q_ShaderVegetation=3
q_ShaderIce=3
q_ShaderTerrain=3
q_ShaderShadow=3
q_ShaderFX=3
q_ShaderSky=3
q_Renderer=3

@ -1,120 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_CacheNearestCubePicking=1
e_DynamicLightsMaxEntityLights=16
e_GI=1
e_LightVolumes=1
e_SkyUpdateRate=1
e_TerrainAo=0
e_VegetationUseTerrainColor=1
r_DeferredShadingDepthBoundsTest=1
r_DeferredShadingTiled=2
r_DeferredShadingTiledHairQuality=1
r_deferredShadingFilterGBuffer=0
r_DeferredShadingSSS=1
r_AntialiasingMode=3
r_DetailDistance=8
r_EnvTexUpdateInterval=0.05
r_Refraction=1
r_RefractionPartialResolves=2
r_ssdo=1
r_ssdoHalfRes=2
r_ssdoColorBleeding=1
r_SSReflections=1
r_SSReflHalfRes=1
r_VisAreaClipLightsPerPixel=1
sys_spec_Quality=7
[1]
e_DynamicLightsMaxEntityLights=2
e_GI=0
e_SkyUpdateRate=0.5
e_VegetationUseTerrainColor=0
r_DeferredShadingTiled=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
r_AntialiasingMode=0
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_Refraction=0
r_RefractionPartialResolves=0
r_ssdo=0
r_ssdoHalfRes=1
r_ssdoColorBleeding=0
r_SSReflections=0
sys_spec_Quality=1
[2]
e_DynamicLightsMaxEntityLights=2
e_GI=0
e_SkyUpdateRate=0.5
e_VegetationUseTerrainColor=0
r_DeferredShadingTiled=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
r_AntialiasingMode=0
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_RefractionPartialResolves=0
r_ssdo=0
r_ssdoHalfRes=1
r_ssdoColorBleeding=0
r_SSReflections=0
sys_spec_Quality=2
[3]
e_DynamicLightsMaxEntityLights=2
e_GI=0
e_SkyUpdateRate=0.5
e_VegetationUseTerrainColor=0
r_DeferredShadingTiled=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
r_AntialiasingMode=0
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_RefractionPartialResolves=0
r_ssdo=0
r_ssdoColorBleeding=0
r_SSReflections=0
sys_spec_Quality=3
[4]
e_DynamicLightsMaxEntityLights=2
e_GI=0
e_SkyUpdateRate=0.5
e_VegetationUseTerrainColor=0
r_DeferredShadingTiled=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
r_AntialiasingMode=0
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_RefractionPartialResolves=0
r_ssdo=1
r_ssdoHalfRes=1
r_ssdoColorBleeding=0
r_SSReflections=0
sys_spec_Quality=4
[5]
e_DynamicLightsMaxEntityLights=7
e_GI=0
e_SkyUpdateRate=0.5
r_DetailDistance=4
r_EnvTexUpdateInterval=0.075
r_SSReflections=0
r_DeferredShadingTiledHairQuality=0
r_DeferredShadingSSS=0
sys_spec_Quality=5
[6]
e_DynamicLightsMaxEntityLights=11
sys_spec_Quality=6
[8]
r_DeferredShadingTiledHairQuality=2
r_SSReflHalfRes=0
sys_spec_Quality=8

@ -1,116 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_GsmLodsNum=5
e_GsmRange=3
e_ParticlesShadows=1
e_Shadows=1
e_ShadowsBlendCascades=1
e_ShadowsClouds=1
e_ShadowsCastViewDistRatio=1
e_ShadowsLodBiasFixed=0
e_ShadowsMaxTexRes=1024
e_ShadowsOnAlphaBlend=0
e_ShadowsPoolSize=4096
e_ShadowsResScale=4
e_ShadowsTessellateCascades=1
e_ShadowsTessellateDLights=0
e_ShadowsUpdateViewDistRatio=256
r_DrawNearShadows=1
r_FogShadows=2
r_FogShadowsWater=0
r_ShadowJittering=2.5
r_ShadowPoolMaxFrames=30
r_ShadowPoolMaxTimeslicedUpdatesPerFrame=100
r_ShadowsPCFiltering=1
r_ShadowsCache=4
r_ShadowsCacheFormat=1
r_ShadowsCacheResolutions=6324,4214
r_ShadowsUseClipVolume=1
e_ObjShadowCastSpec=3
[1]
e_GsmLodsNum=3
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_DrawNearShadows=0
r_FogShadows=0
r_ShadowJittering=0
r_ShadowsCacheFormat=0
r_ShadowsCacheResolutions=3162,2107
e_ObjShadowCastSpec=1
e_ShadowsPoolSize=1024
[2]
e_GsmLodsNum=4
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_DrawNearShadows=0
r_FogShadows=0
r_ShadowJittering=0
r_ShadowsCacheFormat=0
r_ShadowsCacheResolutions=3162,2107
e_ObjShadowCastSpec=1
e_ShadowsPoolSize=1024
[3]
e_GsmLodsNum=4
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_DrawNearShadows=0
r_FogShadows=0
r_ShadowJittering=0
r_ShadowsCacheFormat=0
r_ShadowsCacheResolutions=3162,2107
e_ObjShadowCastSpec=1
e_ShadowsPoolSize=1024
[4]
e_GsmLodsNum=4
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_DrawNearShadows=0
r_FogShadows=0
r_ShadowJittering=0
r_ShadowsCacheFormat=0
r_ShadowsCacheResolutions=3162,2107
e_ObjShadowCastSpec=1
e_ShadowsPoolSize=1024
[5]
e_GsmLodsNum=4
e_ParticlesShadows=0
e_ShadowsBlendCascades=0
e_ShadowsCastViewDistRatio=0.8
e_ShadowsLodBiasFixed=1
e_ShadowsMaxTexRes=512
r_FogShadows=0
r_ShadowJittering=1
e_ObjShadowCastSpec=1
r_ShadowsCacheResolutions=3162,2107
[6]
r_ShadowJittering=1
e_ObjShadowCastSpec=2
[8]
r_FogShadows=1
r_FogShadowsWater=1
r_ShadowPoolMaxFrames=0
r_ShadowPoolMaxTimeslicedUpdatesPerFrame=100
e_ObjShadowCastSpec=4
r_ShadowsCache=5
r_ShadowsCacheResolutions=4214

@ -1,17 +0,0 @@
[default]
; default of this CVarGroup
= 7
[1]
[2]
[3]
[4]
[5]
[6]
[8]

@ -1,94 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_TerrainTextureStreamingPoolItemsNum=64
r_DynTexAtlasCloudsMaxSize=32
r_DynTexAtlasSpritesMaxSize=32
r_DynTexMaxSize=80
r_EnvCMResolution=2
r_EnvTexResolution=3
r_ImposterRatio=1
r_TexAtlasSize=2048
r_TexMaxAnisotropy=4
r_TexMinAnisotropy=4
r_TexNoAnisoAlphaTest=0
[1]
e_TerrainTextureStreamingPoolItemsNum=16
r_DynTexAtlasCloudsMaxSize=8
r_DynTexAtlasSpritesMaxSize=8
r_DynTexMaxSize=20
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[2]
e_TerrainTextureStreamingPoolItemsNum=16
r_DynTexAtlasCloudsMaxSize=8
r_DynTexAtlasSpritesMaxSize=8
r_DynTexMaxSize=20
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[3]
e_TerrainTextureStreamingPoolItemsNum=16
r_DynTexAtlasCloudsMaxSize=8
r_DynTexAtlasSpritesMaxSize=8
r_DynTexMaxSize=20
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[4]
e_TerrainTextureStreamingPoolItemsNum=16
r_DynTexAtlasCloudsMaxSize=8
r_DynTexAtlasSpritesMaxSize=8
r_DynTexMaxSize=20
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[5]
r_DynTexAtlasCloudsMaxSize=24
r_DynTexAtlasSpritesMaxSize=16
r_DynTexMaxSize=50
r_EnvCMResolution=0
r_EnvTexResolution=1
r_ImposterRatio=2
r_TexAtlasSize=512
r_TexMaxAnisotropy=2
r_TexMinAnisotropy=2
r_TexNoAnisoAlphaTest=1
[6]
r_DynTexAtlasCloudsMaxSize=24
r_DynTexAtlasSpritesMaxSize=16
r_DynTexMaxSize=60
r_EnvCMResolution=1
r_EnvTexResolution=2
r_ImposterRatio=1.5
r_TexMaxAnisotropy=8
r_TexMinAnisotropy=8
r_TexNoAnisoAlphaTest=1
[8]
r_TexMaxAnisotropy=16
r_TexMinAnisotropy=16

@ -1,52 +0,0 @@
[default]
; dummy default for this CVarGroup (will be auto initialized during streaming system init or overridden by user via system.cfg)
= 0
; VRAM 1.0 GB
r_TexturesStreaming=1
r_TexturesStreamingMipBias=0
r_TexturesstreamingMinUsableMips=8
r_TexturesStreamingSkipMips=2
r_TexturesStreamPoolSize=256
[1]
; VRAM 1.0 GB
r_TexturesStreaming=0
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=384
[2]
; VRAM 1.0 GB
r_TexturesStreaming=0
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=384
[3]
; VRAM 1.0 GB
r_TexturesStreaming=0
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=384
[4]
; VRAM 1.0 GB
r_TexturesStreaming=0
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=384
[5]
; VRAM 1.0 GB
[6]
; VRAM 1.5 GB
r_TexturesStreamingSkipMips=1
r_TexturesStreamPoolSize=512
[7]
; VRAM 2.0 GB
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=640
[8]
; VRAM 3.0 GB
r_TexturesStreamingSkipMips=0
r_TexturesStreamPoolSize=1536

@ -1,26 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_Clouds=1
r_Beams=1
[1]
r_Beams=0
[2]
r_Beams=0
[3]
r_Beams=0
[4]
r_Beams=0
[5]
r_Beams=0
[6]
r_Beams=0
[8]

@ -1,81 +0,0 @@
[default]
; default of this CVarGroup
= 7
e_WaterOceanFFT=1
e_WaterTessellationAmount=10
e_WaterTessellationSwathWidth=10
q_ShaderWater=2
r_WaterCaustics=1
r_WaterReflections=1
r_WaterReflectionsQuality=4
r_WaterReflectionsMinVisiblePixelsUpdate=0.05
r_WaterTessellationHW=0
r_WaterUpdateDistance=0.2
r_WaterUpdateFactor=0.0
r_WaterVolumeCaustics=0
r_WaterVolumeCausticsDensity=256
r_WaterVolumeCausticsMaxDist=35
r_WaterVolumeCausticsRes=1024
r_WaterVolumeCausticsSnapFactor=1
[1]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterReflectionsQuality=0
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.1
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[2]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterReflectionsQuality=0
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.1
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[3]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterReflectionsQuality=0
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.05
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[4]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterReflectionsQuality=4
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.01
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[5]
e_WaterTessellationAmount=20
q_ShaderWater=1
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.1
r_WaterVolumeCausticsDensity=64
r_WaterVolumeCausticsMaxDist=20
r_WaterVolumeCausticsRes=384
[6]
r_WaterUpdateDistance=1
r_WaterUpdateFactor=0.05
r_WaterVolumeCausticsDensity=128
r_WaterVolumeCausticsMaxDist=25
r_WaterVolumeCausticsRes=512
[8]
e_WaterTessellationAmount=85
r_WaterTessellationHW=1
r_WaterVolumeCaustics=1

@ -1,4 +1 @@
ai_DebugDraw = 1 ai_DebugDraw = 1
ai_DebugDrawNavigation = 1
ai_DrawPath all
ai_debugMNMAgentType MediumSizedCharacters

@ -1,7 +1,6 @@
; Setup useful cvars for artists profiling GPU cost ; Setup useful cvars for artists profiling GPU cost
; Once in level (e.g. map c3mp_rooftop_gardens from the frontend/cmdline), in the console: ; Once in level (e.g. map c3mp_rooftop_gardens from the frontend/cmdline), in the console:
; exec artprof.cfg ; 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 ; used to allow loading of loose shaders
sys_pakPriority=0 sys_pakPriority=0
@ -9,19 +8,8 @@ sys_pakPriority=0
; because it's annoying and not relevant for artists ; because it's annoying and not relevant for artists
sys_pakLogInvalidFileAccess=0 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 ; for convenience
g_infiniteSuitEnergy=1
g_infiniteAmmo=1
g_timelimit=0
bind o "r_measureOverdraw 0" bind o "r_measureOverdraw 0"
bind p "r_measureOverdraw 4" 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

@ -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 ; enable shader compiliation for r_measureOverdraw 4
r_shadersAllowCompilation=1 r_shadersAllowCompilation=1

@ -1,13 +1,3 @@
demo_restart_level = 2
g_godMode=1
g_infiniteammo=1
r_displayinfo=1 r_displayinfo=1
demo_file = autotest
demo_ai = 1
demo_num_runs = 4
demo_quit = 1
hud_startPaused=0
sys_maxfps=0 sys_maxfps=0
e_ObjectLayersActivation=0
sys_flash = 0
r_vsync = 0 r_vsync = 0

@ -1,13 +1,3 @@
demo_restart_level = 1
g_godMode = 1
g_infiniteammo = 1
r_displayinfo = 2 r_displayinfo = 2
demo_file = timedemo_short
demo_ai = 0
demo_num_runs = 2
demo_quit = 1
-- hud_startPaused = 0
sys_maxfps = -1 sys_maxfps = -1
-- e_ObjectLayersActivation = 0 r_vsync = 0
-- sys_flash = 0
r_vsync = 0

@ -1,6 +0,0 @@
r_ColorGradingChartsCache = 0
r_waterupdateFactor = 0
r_PostProcessHUD3DCache = 0
e_gsmcache = 0
r_ConditionalRendering = 0
e_gicache = 0

@ -1,77 +0,0 @@
ag_turnSpeedParamScale=0.0
aim_assistFalloffDistance=200
aim_assistInputForFullFollow_Ironsight=0.20
aim_assistMaxDistance=255
aim_assistMaxDistance_ironsight=255
aim_assistMinTurnScale=0.5
aim_assistMinTurnScale_ironsight=0.5
aim_assistSlowDisableDistance=255
aim_assistSlowFalloffStartDistance=200
aim_assistSlowThresholdOuter=2.5
aim_assiststrength=0.7
aim_assiststrength_ironsight=0.75
br_breakmaxworldsize=511
cl_sensitivityControllerMP=0.6
cl_shallowWaterSpeedMulPlayer=1.0
controller_multiplier_x=3
controller_multiplier_z=4
g_actorViewDistRatio=255
-- This forces broken trees to have spherical inertia, which makes them harder to rotate around their vertical axis.
g_breakageMinAxisInertia=1.0
g_glassAutoShatterMinArea=0.5
g_distanceForceNoIk=35
g_fpDbaManagementEnable=0
g_godMode=0
g_highlightingMaxDistanceToHighlightSquared=625
g_hitDeathReactions_streaming=2
g_mp_as_DefendersMaxHealth=150
g_multiplayerDefault=1
-- Overriden in GameSDK\Difficulty\*.cfg
g_playerLowHealthThreshold=20
g_playerMidHealthThreshold=60
g_spawn_vistable_numLineTestsPerFrame=3
g_telemetryConfig="MP"
g_telemetrySampleRateBandwidth=3
g_telemetrySampleRateMemory=2
g_telemetrySampleRatePerformance=1
g_VTOLInsideBoundsScaleX=0.6
g_VTOLInsideBoundsScaleY=1
net_breakage_sync_entities=0
net_enable_tfrc=0
net_log=1
-- Make consoles match the PC gravity
p_gravity_z="-13"
-- Sanity check for physics RepositionEntity
p_max_entity_cells=10000
pl_impulseEnabled=1
pl_jump_maxTimerValue=0.0
pl_jump_quickPressThresh=0.12
pl_melee.angle_limit_from_behind=70
pl_melee.impulses_enable=1
pl_melee.melee_snap_angle_limit=45
pl_melee.melee_snap_end_position_range=1.5
pl_melee.melee_snap_move_speed_multiplier=10
pl_melee.melee_snap_target_select_range=3.5
pl_melee.mp_knockback_strength_hor=2
pl_melee.mp_melee_system=1
pl_melee.mp_victim_screenfx_blendout_duration=0.25
pl_melee.mp_victim_screenfx_duration=0.1
pl_nanovision_timetodrain=8
pl_nanovision_timetorecharge=16
pl_pickAndThrow.chargedThrowAutoAimConeSize=10
pl_pickAndThrow.complexMelee_snap_angle_limit=25
pl_sliding_control_mp.deceleration_speed=4
pl_sliding_control_mp.max_downhill_acceleration=15
pl_sliding_control_mp.min_speed=4
pl_sliding_control_mp.min_speed_threshold=5
pl_stealthKill_aimVsSpineLerp=0.65
pl_stealthKill_useExtendedRange=1
p_splash_vel0=0.5
sv_bandwidth=2147483647

@ -1,29 +0,0 @@
e_GI=0
r_DeferredShadingIndexedAmbient=0
e_ParticlesObjectCollisions=0
g_distanceForceNoLegRaycasts=0.00001
g_telemetryDisplaySessionId=1
g_breakageNoDebrisCollisions=1
; Breakage throttling
; These are explained in ActionGame.cpp
;
g_glassAutoShatterOnExplosions=1
g_glassNoDecals=1
g_glassMaxPanesToBreakPerFrame=2
g_breakageTreeMax=100
g_breakageTreeInc=101
g_breakageTreeDec=25
g_breakageTreeIncGlass=51
sys_PakInMemoryPakSizeLimit=25
r_TexturesStreamPoolSecondarySize=35
r_MotionBlur=1
e_CoverageBufferReproj=2
osm_enabled = 1
g_waterHitOnly = 1
p_max_object_splashes=1

@ -1,63 +1,3 @@
-- added this lines for proper 360 deg panorama renderings
e_ScreenShotFileFormat = jpg
demo_fixed_timestep = 60
s_SoundEnable = 0
r_DisplayInfo = 0 r_DisplayInfo = 0
e_PanoramaScreenShotHeight = 720
e_PanoramaScreenShotWidth = 10053
c_shakeMult = 0 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 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

@ -1,15 +0,0 @@
ai_CompatibilityMode=crysis2
ai_BurstWhileMovingDestinationRange=9999.0
g_telemetryConfig=SP
net_inactivitytimeout=3600
net_inactivitytimeoutDevmode=3600
pl_movement.nonCombat_heavy_weapon_speed_scale=1.0
-- BLM - Don't override game rules. The template project only has DummyRules.
-- Furthermore, multiplayer.cfg doesn't set sv_gamerules, so the inconsistency
-- is likely to create bugs.
--sv_gamerules=SinglePlayer
ca_StreamCHR=1

@ -1,24 +0,0 @@
r_UseZPass = 1
r_GeomInstancing = 1
e_Fog = 1
e_Clouds = 1
e_Decals = 1
e_TerrainDetailMaterials = 1
e_Dissolve = 1
e_TerrainAo = 1
r_WaterReflections = 1
e_Shadows = 1
e_VegetationBending = 1
r_PostProcessEffects = 1
r_Flares = 1
r_Beams = 1
r_Glow = 1
r_DetailTextures = 1
r_refraction = 1
r_sunshafts = 1

@ -1,24 +0,0 @@
r_UseZPass = 0
r_GeomInstancing = 0
e_Fog = 0
e_Clouds = 0
e_Decals = 0
e_TerrainDetailMaterials = 0
e_Dissolve = 0
e_TerrainAo = 0
r_WaterReflections = 0
e_Shadows = 0
e_VegetationBending = 0
r_PostProcessEffects = 0
r_Flares = 0
r_Beams = 0
r_Glow = 0
r_DetailTextures = 0
r_refraction = 0
r_sunshafts = 0

@ -1,76 +1,8 @@
sys_spec_Full=2
-- Cap frame rate at 30fps -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=0 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_in_blocks=1
sys_streaming_memory_budget=512 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 -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=0 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_in_blocks=1
sys_streaming_memory_budget=512 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 -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=0 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_in_blocks=1
sys_streaming_memory_budget=512 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

@ -1,76 +1,7 @@
sys_spec_Full=1
-- Cap frame rate at 30fps -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=0 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_in_blocks=1
sys_streaming_memory_budget=512 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 -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=0 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_in_blocks=1
sys_streaming_memory_budget=512 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 -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=0 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_in_blocks=1
sys_streaming_memory_budget=512 sys_streaming_memory_budget=512
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2

@ -1,100 +1,10 @@
sys_spec_Full=3
-- Cap frame rate at 30fps -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=1 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 -- Streaming
------------------------ ------------------------
sys_streaming_in_blocks=1 sys_streaming_in_blocks=1
sys_streaming_memory_budget=512 sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=2048
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2

@ -1,103 +1,10 @@
sys_spec_Full=1
-- Cap frame rate at 30fps -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=1 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 -- Streaming
------------------------ ------------------------
sys_streaming_in_blocks=1 sys_streaming_in_blocks=1
sys_streaming_memory_budget=512 sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2

@ -1,101 +1,10 @@
sys_spec_Full=2
-- Cap frame rate at 30fps -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=1 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 -- Streaming
------------------------ ------------------------
sys_streaming_in_blocks=1 sys_streaming_in_blocks=1
sys_streaming_memory_budget=512 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 -- Cap frame rate at 30fps
sys_maxfps=30 sys_maxfps=30
r_vsync=1 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 -- Streaming
------------------------ ------------------------
sys_streaming_in_blocks=1 sys_streaming_in_blocks=1
sys_streaming_memory_budget=512 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

@ -1,12 +1,3 @@
profile=-1 profile=-1
profile_allthreads=1
i_forcefeedback=0
g_godmode=1
log_verbosity=-1 log_verbosity=-1
sys_pakLogInvalidFileAccess=1 sys_pakLogInvalidFileAccess=1
e_StatoscopeDataGroups=fgmrtudlipny
e_StatoscopeFilenameUseBuildInfo=0
e_StatoscopeFilenameUseMap=1
e_StatoscopeMinFuncLengthMs=0.1
e_StatoscopeMaxNumFuncsPerFrame=60
e_StatoscopeScreenshotCapturePeriod=5

@ -3,39 +3,13 @@
----------------------------------------------- -----------------------------------------------
r_width = 960 r_width = 960
r_height = 1080 r_height = 1080
r_backbufferWidth = 1920
r_backbufferHeight = 1080
------------------------------------------- -------------------------------------------
-- Set the system Spec (Medium) -- Set the system Spec (Medium)
------------------------------------------- -------------------------------------------
sys_spec = 2 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 -- Set some video optimisations
------------------------------------------- -------------------------------------------
r_vsync = 0 r_vsync = 0
r_MotionBlur = 0
r_ssdoHalfRes = 3
r_Refraction = 0
r_DeferredShadingTiled = 0
r_CBufferUseNativeDepth = 0
-------------------------------------------
-- Hide the hud
-------------------------------------------
--hud_hide = 1

@ -48,22 +48,6 @@
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/> <Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/perfhud_pc.xml" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/> <Class name="AZStd::string" field="pathHint" value="config/perfhud_pc.xml" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class> </Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{6C3531BB-4A37-515B-86F6-4FC3A9ABEF9F}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/sketch_off.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{EA424FC8-20C9-51D3-A4DD-08DA8B7F7FB3}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/sketch_on.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}"> <Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}"> <Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{34B60E74-28FA-57C4-9A2E-77515A083AC5}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/> <Class name="AZ::Uuid" field="guid" value="{34B60E74-28FA-57C4-9A2E-77515A083AC5}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
@ -432,110 +416,6 @@
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/> <Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_full.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/> <Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_full.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class> </Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{8A877B20-8B7D-5F61-93C9-FD02CB856165}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_gameeffects.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{5D7C3B35-E171-5A4B-8C36-1D22B3F7636F}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_objectdetail.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{8EAED4CA-6E4B-5F11-94E9-F4FB39E966C4}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_particles.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{437E9B76-BFC3-57AB-9993-9C249EEAEF97}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_physics.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{35B8614B-F080-5BE4-AD78-23F24E104C72}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_postprocessing.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{9CC310DD-0D00-555D-99A7-D339DF0E2A73}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_quality.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{2BD0EFEF-9DA5-5F48-B579-C500CA0D42AB}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_shading.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{979A2D8D-79B9-57E8-9250-A981538FA893}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_shadows.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{90964883-E22A-5D57-86FC-86571AD213BE}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_sound.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{89BEF8A4-AA05-5339-B4DE-C475541FD532}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_texture.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{15CBF6A7-1107-55A9-A173-2F7AD1329589}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_textureresolution.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{4CD3711E-09EE-5F91-8688-FB523F350C43}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_volumetriceffects.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{F316DFFF-ABA2-5145-A637-2BBA2C86E7A0}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_water.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}"> <Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}"> <Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{FD38C182-1AFC-514C-99E5-BB1AB60C4A31}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/> <Class name="AZ::Uuid" field="guid" value="{FD38C182-1AFC-514C-99E5-BB1AB60C4A31}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
@ -616,38 +496,6 @@
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/> <Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/ios_veryhigh.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/> <Class name="AZStd::string" field="pathHint" value="config/spec/ios_veryhigh.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class> </Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{B9622C57-85C2-5C68-AFB8-35AA0D65FEC7}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_high.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{E79532D9-BE8F-5969-B672-A2E8030578B9}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_low.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{4B05219C-0D19-5A04-B029-8417CE06A243}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_medium.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{C0F09A4E-A77A-5FFF-B1ED-DDB37DED623C}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
</Class>
<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_veryhigh.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
</Class>
<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}"> <Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}"> <Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
<Class name="AZ::Uuid" field="guid" value="{B632E8B1-884A-5A65-BC01-D85F0FED1266}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/> <Class name="AZ::Uuid" field="guid" value="{B632E8B1-884A-5A65-BC01-D85F0FED1266}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>

@ -113,7 +113,6 @@ def create_basic_atom_level(level_name):
general.close_pane("Error Log") general.close_pane("Error Log")
general.idle_wait(1.0) general.idle_wait(1.0)
general.run_console("r_displayInfo=0") general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0) general.idle_wait(1.0)
# Delete all existing entities & create default_level entity # Delete all existing entities & create default_level entity

@ -66,7 +66,6 @@ def run():
general.close_pane("Error Log") general.close_pane("Error Log")
general.idle_wait(1.0) general.idle_wait(1.0)
general.run_console("r_displayInfo=0") general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0) general.idle_wait(1.0)
return True return True

@ -82,7 +82,6 @@ def run():
general.close_pane("Error Log") general.close_pane("Error Log")
general.idle_wait(1.0) general.idle_wait(1.0)
general.run_console("r_displayInfo=0") general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0) general.idle_wait(1.0)
return True return True

@ -149,7 +149,6 @@ class TestHelper:
general.idle_wait(1.0) general.idle_wait(1.0)
general.idle_wait(1.0) general.idle_wait(1.0)
general.run_console("r_displayInfo=0") general.run_console("r_displayInfo=0")
general.run_console("r_antialiasingmode=0")
general.idle_wait(1.0) general.idle_wait(1.0)

@ -187,7 +187,3 @@ def prepare_for_screenshot_compare(remote_console_instance):
""" """
wait_for(lambda: _retry_command(remote_console_instance, 'r_displayinfo 0', wait_for(lambda: _retry_command(remote_console_instance, 'r_displayinfo 0',
'$3r_DisplayInfo = $60 $5[DUMPTODISK, RESTRICTEDMODE]$4')) '$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'))

@ -1273,17 +1273,6 @@ AZ_POP_DISABLE_WARNING
//Load config files //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@ // tools may not interact with @user@
if (!gEnv->IsInToolMode()) 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 // We have to load this file again since first time we did it without devmode
LoadConfiguration(m_systemConfigName.c_str()); LoadConfiguration(m_systemConfigName.c_str());

@ -22,7 +22,7 @@ namespace ImageProcessingAtom
const static AZ::u32 EIF_UNUSED_BIT = 0x40; // Free to use 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_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_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_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_CafeNative = 0x20000; // info for the engine: native Cafe texture format
const static AZ::u32 EIF_RestrictedPlatformONative = 0x40000; // native tiled texture for restrict platform O const static AZ::u32 EIF_RestrictedPlatformONative = 0x40000; // native tiled texture for restrict platform O

@ -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 // Texel Density
static ICVar* eTexelDensityCVAR = gEnv->pConsole->GetCVar("e_texeldensity"); static ICVar* eTexelDensityCVAR = gEnv->pConsole->GetCVar("e_texeldensity");
if (eTexelDensityCVAR) if (eTexelDensityCVAR)

@ -208,13 +208,6 @@ class AndroidLauncher(Launcher):
with self.android_vfs_setreg_path.open('w') as android_vfs_setreg: with self.android_vfs_setreg_path.open('w') as android_vfs_setreg:
json.dump(vfs_settings, android_vfs_setreg, indent=4) 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') self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", '127.0.0.1')
def launch(self): def launch(self):

@ -172,7 +172,6 @@ class LinuxLauncher(Launcher):
self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"') self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"')
self.args.append(f'--regset="/Amazon/AzCore/Bootstrap/allowed_list={host_ip}"') 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("r_ShaderCompilerServer", host_ip)
self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", host_ip) self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", host_ip)

@ -172,8 +172,6 @@ class WinLauncher(Launcher):
self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"') self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"')
self.args.append(f'--regset="/Amazon/AzCore/Bootstrap/allowed_list={host_ip}"') 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) self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", host_ip)

@ -238,7 +238,7 @@ class TestAndroidLauncher:
launcher = ly_test_tools.launchers.AndroidLauncher(mock_workspace, ["dummy"]) launcher = ly_test_tools.launchers.AndroidLauncher(mock_workspace, ["dummy"])
launcher.configure_settings() 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.launchers.platforms.base.Launcher._config_ini_to_dict')
@mock.patch('ly_test_tools.environment.process_utils.check_output') @mock.patch('ly_test_tools.environment.process_utils.check_output')

@ -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)}") warning_count += _warn(f"'system_{platform_name_lower}_{asset_type}.cfg' is missing from {str(layout_path)}")
system_config_values = None system_config_values = None
else: else:
system_config_values = common.get_config_file_values(str(platform_system_cfg_file), ['r_ShadersRemoteCompiler', system_config_values = common.get_config_file_values(str(platform_system_cfg_file), [])
'r_ShadersAllowCompilation',
'r_AssetProcessorShaderCompiler',
'r_ShaderCompilerServer'])
if bootstrap_values: 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: 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' 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') shaders_allow_compilation = system_config_values.get('r_ShadersAllowCompilation')
def _validate_remote_shader_settings(): def _validate_remote_shader_settings():
if shader_compiler_server == LOCAL_HOST: if asset_processor_shader_compiler != '1':
if asset_processor_shader_compiler != '1': return _warn(f"Connection to the remote shader compiler (r_ShaderCompilerServer) is not properly "
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"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.")
f"r_AssetProcessorShaderCompiler must be set to 1.")
else: else:
if _validate_remote_ap(remote_ip, remote_connect, False) > 0: 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" 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.") f" shader compiler server through the remote connection to the Asset Processor.")
return 0 return 0
# Validation steps based on the asset mode # 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") warning_count += _warn("No pak files found for PAK mode deployment")
# Check if the shader paks are set # Check if the shader paks are set
if has_shader_pak: if has_shader_pak:
# If the shader paks are set, make sure that the remote shader compiler connection settings are set # Since we are not connecting to the shader compiler, also make sure bootstrap is not configured to
# or that it is going through AP # connect to Asset Processor remotely
if shaders_remote_compiler == '1': warning_count += _validate_remote_ap(remote_ip, remote_connect, False)
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)
if shaders_allow_compilation is not None and shaders_allow_compilation == '1': 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 " warning_count += _warn(f"Shader paks are set for project {project_name} but shader compiling "

@ -1,33 +1,12 @@
-- Settings stored here are only used in the Editor -- 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 -- Do not warn on Pak file access issues
sys_PakWarnOnPakAccessFailures=0 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 -- 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 -- 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. -- 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 -- Enable warnings when asset loads take longer than the given millisecond threshold
cl_assetLoadWarningEnable=true cl_assetLoadWarningEnable=true
cl_assetLoadWarningMsThreshold=100 cl_assetLoadWarningMsThreshold=100

@ -6,40 +6,14 @@ sys_PakLogInvalidFileAccess=1
r_WidthAndHeightAsFractionOfScreenSize=1.0 r_WidthAndHeightAsFractionOfScreenSize=1.0
r_MaxWidth=1280 r_MaxWidth=1280
r_MaxHeight=1080 r_MaxHeight=1080
r_fullscreen=0 r_fullscreen=0
r_ShadersAllowCompilation=1
-- Enable to prevent log spam, can cause missed messages -- Enable to prevent log spam, can cause missed messages
-- log_spamdelay=1 -- 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 -- Remote console inclusion list
log_RemoteConsoleAllowedAddresses=127.0.0.1 log_RemoteConsoleAllowedAddresses=127.0.0.1
-- Localization Settings -- Localization Settings
sys_localization_format=0 sys_localization_format=0

@ -3,26 +3,7 @@
------------------------ ------------------------
r_FullScreen=1 r_FullScreen=1
r_ShadersAllowCompilation=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 -- System
@ -39,16 +20,6 @@ sys_physics_CPU=0
-- log_spamdelay=1 -- log_spamdelay=1
log_IncludeTime=1 log_IncludeTime=1
------------------------
-- Audio
------------------------
s_FileCacheManagerSize=262144
------------------------
-- Auxiliary Geometry
------------------------
r_enableAuxGeom=0
r_auxGeom=0
-- Remote console inclusion list -- Remote console inclusion list
log_RemoteConsoleAllowedAddresses=127.0.0.1 log_RemoteConsoleAllowedAddresses=127.0.0.1

@ -10,8 +10,6 @@ sys_PakLogInvalidFileAccess = 0
-- Remote console inclusion list -- Remote console inclusion list
log_RemoteConsoleAllowedAddresses=127.0.0.1 log_RemoteConsoleAllowedAddresses=127.0.0.1
gm_disconnectDetection = 1
-- Localization Settings -- Localization Settings
sys_localization_format=0 sys_localization_format=0
@ -20,27 +18,7 @@ r_width = 1280
r_height = 720 r_height = 720
r_fullscreen = 0 r_fullscreen = 0
r_ShadersAsyncCompiling = 3
r_ShadersAsyncActivation = 3
r_ShadersAsyncMaxThreads = 16
r_ShadersRemoteCompiler = 1
r_ShadersAllowCompilation = 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 -- Display FPS
r_displayInfo = 3 r_displayInfo = 3

@ -3,9 +3,6 @@ sys_float_exceptions=0
log_IncludeTime=1 log_IncludeTime=1
sys_PakLogInvalidFileAccess=0 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_width=1280
r_height=720 r_height=720
r_fullscreen=0 r_fullscreen=0
@ -13,25 +10,7 @@ r_fullscreen=0
-- Enable to prevent log spam, can cause missed messages -- Enable to prevent log spam, can cause missed messages
-- log_spamdelay=1 -- log_spamdelay=1
-- DXGL
r_Batching=0
r_ShadersAsyncCompiling=0
r_ShadersRemoteCompiler=1
r_ShadersAllowCompilation=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 -- Remote console inclusion list
log_RemoteConsoleAllowedAddresses=127.0.0.1 log_RemoteConsoleAllowedAddresses=127.0.0.1

@ -11,27 +11,7 @@ r_fullscreen = 0
-- Enable to prevent log spam, can cause missed messages -- Enable to prevent log spam, can cause missed messages
-- log_spamdelay=1 -- log_spamdelay=1
r_ShadersAsyncCompiling = 3
r_ShadersAsyncActivation = 3
r_ShadersAsyncMaxThreads = 16
r_ShadersRemoteCompiler = 0
r_ShadersAllowCompilation = 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 = 4
--r_driver=GL
--r_ShadersGL4=1
-- Localization Settings -- Localization Settings
sys_localization_format=0 sys_localization_format=0

Loading…
Cancel
Save