Initial commit

This commit is contained in:
alexpete
2021-03-05 11:26:34 -08:00
commit a10351f38d
27091 changed files with 5521199 additions and 0 deletions
+16
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ConsoleHide
g_godMode=1
sys_warnings=0
con_showonload=1
i_forcefeedback=0
g_infiniteammo=1
e_ObjectLayersActivation=0
e_ObjectLayersActivationPhysics=0
g_flashrenderingduringloading=0
sys_maxfps=0
r_vsync=0
p_max_substeps=1
demo_file=autotest
demo_num_runs=0
demo_quit=1
demo_ai=1
+15
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ConsoleHide
g_godMode=1
g_infiniteammo=1
r_displayinfo=1
s_profiling=1
sys_maxfps=0
e_ObjectLayersActivation=0
e_ObjectLayersActivationPhysics=0
demo_file=autotest
demo_num_runs=2
demo_quit=1
demo_savestats=1
demo_profile=-1
demo
+12
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ConsoleHide
g_godMode=1
g_infiniteammo=1
r_displayinfo=1
s_profiling=1
sys_maxfps=0
demo_file=playthru
demo_num_runs=2
demo_quit=1
demo_savestats=1
demo_profile=-1
demo
+123
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@@ -0,0 +1,123 @@
; 1 - Low spec mobile
; 2 - Medium spec mobile, Apple TV
; 3 - High spec mobile
; 4 - Very high spec mobile
; 5 - Low spec PC
; 6 - Medium spec PC
; 7 - High spec PC, OSX, and consoles (default)
; 8 - Very high spec PC
[default]
; default of this CVarGroup
= 7
sys_spec_ObjectDetail=7
sys_spec_Shading=7
sys_spec_VolumetricEffects=7
sys_spec_Shadows=7
sys_spec_Texture=7
sys_spec_Physics=7
sys_spec_PostProcessing=7
sys_spec_Particles=7
sys_spec_Sound=7
sys_spec_Water=7
sys_spec_GameEffects=7
sys_spec_light=7
[1]
sys_spec_ObjectDetail=1
sys_spec_Shading=1
sys_spec_VolumetricEffects=1
sys_spec_Shadows=1
sys_spec_Texture=1
sys_spec_Physics=1
sys_spec_PostProcessing=1
sys_spec_Particles=1
sys_spec_Sound=1
sys_spec_Water=1
sys_spec_GameEffects=1
sys_spec_light=1
[2]
sys_spec_ObjectDetail=2
sys_spec_Shading=2
sys_spec_VolumetricEffects=2
sys_spec_Shadows=2
sys_spec_Texture=2
sys_spec_Physics=2
sys_spec_PostProcessing=2
sys_spec_Particles=2
sys_spec_Sound=2
sys_spec_Water=2
sys_spec_GameEffects=2
sys_spec_light=2
[3]
sys_spec_ObjectDetail=3
sys_spec_Shading=3
sys_spec_VolumetricEffects=3
sys_spec_Shadows=3
sys_spec_Texture=3
sys_spec_Physics=3
sys_spec_PostProcessing=3
sys_spec_Particles=3
sys_spec_Sound=3
sys_spec_Water=3
sys_spec_GameEffects=3
sys_spec_light=3
[4]
sys_spec_ObjectDetail=4
sys_spec_Shading=4
sys_spec_VolumetricEffects=4
sys_spec_Shadows=4
sys_spec_Texture=4
sys_spec_Physics=4
sys_spec_PostProcessing=4
sys_spec_Particles=4
sys_spec_Sound=4
sys_spec_Water=4
sys_spec_GameEffects=4
sys_spec_light=4
[5]
sys_spec_ObjectDetail=5
sys_spec_Shading=5
sys_spec_VolumetricEffects=5
sys_spec_Shadows=5
sys_spec_Texture=5
sys_spec_Physics=5
sys_spec_PostProcessing=5
sys_spec_Particles=5
sys_spec_Sound=5
sys_spec_Water=5
sys_spec_GameEffects=5
sys_spec_light=5
[6]
sys_spec_ObjectDetail=6
sys_spec_Shading=6
sys_spec_VolumetricEffects=6
sys_spec_Shadows=6
sys_spec_Texture=6
sys_spec_Physics=6
sys_spec_PostProcessing=6
sys_spec_Particles=6
sys_spec_Sound=6
sys_spec_Water=6
sys_spec_GameEffects=6
sys_spec_light=6
[8]
sys_spec_ObjectDetail=8
sys_spec_Shading=8
sys_spec_VolumetricEffects=8
sys_spec_Shadows=8
sys_spec_Texture=8
sys_spec_Physics=8
sys_spec_PostProcessing=8
sys_spec_Particles=8
sys_spec_Sound=8
sys_spec_Water=8
sys_spec_GameEffects=8
sys_spec_light=8
@@ -0,0 +1,8 @@
[default]
; default of this CVarGroup
= 7
mfx_Timeout = 0.01
@@ -0,0 +1,160 @@
[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
@@ -0,0 +1,94 @@
[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
@@ -0,0 +1,100 @@
[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]
@@ -0,0 +1,114 @@
[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
@@ -0,0 +1,98 @@
[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
@@ -0,0 +1,120 @@
[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
@@ -0,0 +1,116 @@
[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
@@ -0,0 +1,17 @@
[default]
; default of this CVarGroup
= 7
[1]
[2]
[3]
[4]
[5]
[6]
[8]
@@ -0,0 +1,94 @@
[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
@@ -0,0 +1,52 @@
[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
@@ -0,0 +1,26 @@
[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]
@@ -0,0 +1,81 @@
[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
+5
View File
@@ -0,0 +1,5 @@
<HDD_Cache>
</HDD_Cache>
+18
View File
@@ -0,0 +1,18 @@
<budgets>
<fps value="60"/>
<fpsBucketMax value="60"/>
<drawPrim value="2000"/>
<tris value="1000000"/>
<postEffects value="3"/>
<shadowCastingLights value="2"/>
<fpsBucketSize value="10"/>
<particles value="1000"/>
<dpBucketValues>
<bucket value="2500"/>
<bucket value="2000"/>
<bucket value="1500"/>
<bucket value="1000"/>
<bucket value="500"/>
</dpBucketValues>
</budgets>
+4
View File
@@ -0,0 +1,4 @@
ai_DebugDraw = 1
ai_DebugDrawNavigation = 1
ai_DrawPath all
ai_debugMNMAgentType MediumSizedCharacters
+27
View File
@@ -0,0 +1,27 @@
; Setup useful cvars for artists profiling GPU cost
; Once in level (e.g. map c3mp_rooftop_gardens from the frontend/cmdline), in the console:
; exec artprof.cfg
; Be sure also to set r_shadersAsyncActivation=0 in your user.cfg (or copy artprof_user.cfg -> user.cfg)
; used to allow loading of loose shaders
sys_pakPriority=0
; because it's annoying and not relevant for artists
sys_pakLogInvalidFileAccess=0
; disable fog volumes and particles as they can be misleading with r_measureOverdraw 4
e_fogVolumes=0
e_particles=0
; for convenience
g_infiniteSuitEnergy=1
g_infiniteAmmo=1
g_timelimit=0
bind o "r_measureOverdraw 0"
bind p "r_measureOverdraw 4"
bind k "r_artProfile 0"
bind l "r_artProfile 1"
; loading into an MP level with the map command stops you looking up and down unless you have a weapon
i_giveitem scar
+6
View File
@@ -0,0 +1,6 @@
; disable async shader activation as it crashes when r_shadersAllowCompilation=1
r_shadersAsyncActivation=0
; enable shader compiliation for r_measureOverdraw 4
r_shadersAllowCompilation=1
+13
View File
@@ -0,0 +1,13 @@
demo_restart_level = 2
g_godMode=1
g_infiniteammo=1
r_displayinfo=1
demo_file = autotest
demo_ai = 1
demo_num_runs = 4
demo_quit = 1
hud_startPaused=0
sys_maxfps=0
e_ObjectLayersActivation=0
sys_flash = 0
r_vsync = 0
+13
View File
@@ -0,0 +1,13 @@
demo_restart_level = 1
g_godMode = 1
g_infiniteammo = 1
r_displayinfo = 2
demo_file = timedemo_short
demo_ai = 0
demo_num_runs = 2
demo_quit = 1
-- hud_startPaused = 0
sys_maxfps = -1
-- e_ObjectLayersActivation = 0
-- sys_flash = 0
r_vsync = 0
+3
View File
@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:916f725165fbb7e31414a623e8998ed19b74afe7a28e02f111c9c321ced62af5
size 65751
+494
View File
@@ -0,0 +1,494 @@
<!--
= Platform names =
(case insensitive)
"ANDROID"
"XENIA"
"PROVO"
"PC"
"LINUX"
"MAC"
= Basic Layout =
<ThreadConfig>
<Platform name="XXX">
<ThreadDefault Affinity="XX" Priority="XX" StackSizeKB="XX">
<Thread name ="A" Affinity="XX" Priority="XX" StackSizeKB="XX">
<Thread name ="B" Affinity="XX" >
...
</Platform>
<Platform name="YYY">
...
</Platform>
</ThreadConfig>
= Parser Order for Platform =
1. PlatformName_Common (valid for all potential platform configurations. Can be overridden by concert platform configuration)
2. PlatformName or PlatformName_X (for platforms with unknown CPU count where X is the number of potential cores. The equal or next lower matching configuration for the identified core count at runtime will be taken)
Note: Overriding of thread configuration by later parsed configuration allowed.
= <ThreadDefault> and <Thread> XML attributes =
!!!
Note: Use "ignore" as value if you do not want the thread system to set the value specifically!
If a value is not defines the <ThreadDefault> value of the parameter will be used.
This is useful when dealing with 3rdParty threads where you are not in control of the parameter setup.
!!!
Name:
"x" (string) : Name of thread
"x*y" (string) : Name of thread with wildcard character
Affinity:
"-1" : Put SW thread affinity in the hands of the scheduler - (default) -
"x" : Run thread on specified core
"x, y, ..." : Run thread on specified cores
Priority:
"idle" : Hint to CryEngine to run thread with pre-set priority
"below_normal" : Hint to CryEngine to run thread with pre-set priority
"normal" : Hint to CryEngine to run thread with pre-set priority - (default) -
"above_normal" : Hint to CryEngine to run thread with pre-set priority
"highest" : Hint to CryEngine to run thread with pre-set priority
"time_critical" : Hint to CryEngine to run thread with pre-set priority
"x" (number) : User defined thread priority number
StackSizeKB:
"0" : Let platform decide on the stack size - (default) -
"x" : Create thread with "x" KB of stack size
DisablePriorityBoost:
"true" : Disable priority boosting - (default) -
"false" : Enable priority boosting
-->
<ThreadConfig>
<!-- =============== -->
<!-- === XENIA === -->
<!-- =============== -->
<Platform name="Xenia">
<ThreadDefault Affinity="-1" Priority="Normal" StackSizeKB="32"/>
<!-- [PROCESS] -->
<Thread name ="Main" Affinity="0" Priority="Above_Normal"/>
<!-- [RenderDLL] -->
<Thread name ="RenderThread" Affinity="1" StackSizeKB="128"/>
<Thread name ="RenderLoadingThread" Affinity="3" Priority="Above_Normal" StackSizeKB="72"/>
<Thread name ="ShaderCompile" Affinity="5" Priority="Below_Normal"/>
<!-- [SYSTEM] -->
<Thread name ="GFxMeshCacheReset" Affinity="5"/>
<Thread name ="MTrace NetPump" Priority="25" StackSizeKB="64"/>
<Thread name ="NotificationNetwork"/>
<Thread name ="ReplayRecord" Affinity="3"/>
<Thread name ="ResourceActivator"/>
<Thread name ="StatoscopeDataWriter" Affinity="5"/>
<Thread name ="RemoteCommandClient"/>
<Thread name ="RemoteCommandServer" Affinity="5"/>
<Thread name ="ServiceNetwork" Affinity="3"/>
<Thread name ="SysCrashTestOnThread"/>
<!-- [SYSTEM] - JobSystem -->
<Thread name ="JobSystem_Worker_0(Blocking)" Affinity="4" StackSizeKB="32"/>
<Thread name ="JobSystem_Worker_1(Blocking)" Affinity="2" StackSizeKB="32"/>
<Thread name ="JobSystem_Worker_2(Blocking)" Affinity="3" StackSizeKB="32"/>
<Thread name ="JobSystem_Worker_0(Regular)" Affinity="2" StackSizeKB="256"/>
<Thread name ="JobSystem_Worker_1(Regular)" Affinity="3" StackSizeKB="256"/>
<Thread name ="JobSystem_Worker_2(Regular)" Affinity="4" StackSizeKB="256"/>
<Thread name ="JobSystem_Worker_3(Regular)" Affinity="5" StackSizeKB="256"/>
<!-- [SYSTEM] - Physics -->
<Thread name ="Physics" Affinity="2,3" StackSizeKB="128"/>
<Thread name ="PhysicsWorkerThread_*" Affinity="4,5" StackSizeKB="128"/>
<!-- [SYSTEM] - Streaming -->
<Thread name ="Streaming File IO HDD" Priority="Above_Normal" Affinity="5"/>
<Thread name ="Streaming File IO Optical" Priority="Above_Normal" Affinity="5"/>
<Thread name ="Streaming File IO InMemory" Priority="Above_Normal" Affinity="5"/>
<Thread name ="Streaming AsyncCallback" Affinity="4"/>
<Thread name ="Streaming AsyncCallback Pak 0" Affinity="4"/>
<!-- [SYSTEM] - Console -->
<Thread name ="RemoteConsoleServer"/>
<Thread name ="RemoteConsoleClient"/>
<!-- [NETWORK] -->
<Thread name ="Network" Affinity="5"/>
<Thread name ="ServerProbe"/>
<Thread name ="NetworkDebugKit"/>
<Thread name ="NetFileDownload"/>
<Thread name ="NetworkWatchdog" Affinity="5" StackSizeKB="8"/>
<Thread name ="NetAddressSolver" Affinity="5" StackSizeKB="16" />
<!-- [AUDIO] -->
<Thread name ="MainAudioThread" Affinity="2,3,4,5" Priority="below_normal" StackSize="ignore"/>
<Thread name ="Wwise_Device" Affinity="2,3,4,5" Priority="ignore" StackSize="ignore"/>
<Thread name ="Wwise_BankManager" Affinity="5" Priority="ignore" StackSize="ignore"/>
<Thread name ="Wwise_LEngine" Affinity="5" Priority="ignore" StackSize="ignore"/>
<Thread name ="Wwise_Monitor" Affinity="5" Priority="ignore" StackSize="ignore"/>
<!-- [AI] -->
<Thread name ="NavigationSystemBackgroundUpdate"/>
<!-- [ACTION] -->
<Thread name ="NetworkStallTicker"/>
<Thread name ="ZLibCompressor" Affinity="3" Priority="Above_Normal" StackSizeKB="32"/>
<!-- [INPUT] -->
<Thread name ="InputWorker"/>
<Thread name ="Synergy"/>
<!-- [LIVE_CREATE]-->
<Thread name ="LiveCreate_Server"/>
<Thread name ="LiveCreate_FileSync"/>
<Thread name ="LiveCreatePlatformService"/>
<Thread name ="LiveCreateUtilityService"/>
<!-- [SCALEFORM][3rd Party] -->
<Thread name ="GFxVideo_SoundUpdate" Affinity="5" Priority="time_critical" DisablePriorityBoost="ignore" StackSizeKB="16"/>
<Thread name ="GFxVideo_Decoder" Affinity="4" Priority="highest" DisablePriorityBoost="ignore" StackSizeKB="ignore"/>
<Thread name ="GFxVideo_Reader" Affinity="5" Priority="highest" DisablePriorityBoost="ignore" StackSizeKB="ignore"/>
</Platform>
<!-- ============= -->
<!-- === PROVO === -->
<!-- ============= -->
<Platform name="Provo">
<ThreadDefault Affinity="-1" Priority="Normal" StackSizeKB="64"/>
<!-- [PROCESS] -->
<Thread name ="Main" Affinity="0" Priority="Above_Normal"/>
<!-- [RenderDLL] -->
<Thread name ="RenderThread" Affinity="2" Priority="Highest" StackSizeKB="128"/>
<Thread name ="RenderLoadingThread" Affinity="1" Priority="Above_Normal" StackSizeKB="72"/>
<Thread name ="ShaderCompile"/>
<!-- [SYSTEM] -->
<Thread name ="GFxMeshCacheReset"/>
<Thread name ="MTrace NetPump" Priority="25"/>
<Thread name ="NotificationNetwork"/>
<Thread name ="ReplayRecord"/>
<Thread name ="ResourceActivator"/>
<Thread name ="StatoscopeDataWriter"/>
<Thread name ="RemoteCommandClient"/>
<Thread name ="RemoteCommandServer"/>
<Thread name ="ServiceNetwork"/>
<Thread name ="SysCrashTestOnThread"/>
<!-- [SYSTEM] - JobSystem -->
<Thread name ="JobSystem_Worker_0(Blocking)" Affinity="1"/>
<Thread name ="JobSystem_Worker_0(Regular)" Affinity="1" StackSizeKB="256"/>
<Thread name ="JobSystem_Worker_1(Regular)" Affinity="3" StackSizeKB="256"/>
<Thread name ="JobSystem_Worker_2(Regular)" Affinity="4" StackSizeKB="256"/>
<Thread name ="JobSystem_Worker_3(Regular)" Affinity="5" StackSizeKB="256"/>
<!-- [SYSTEM] - Physics -->
<Thread name ="Physics" StackSizeKB="128"/>
<Thread name ="PhysicsWorkerThread_*" StackSizeKB="128"/>
<!-- [SYSTEM] - Streaming -->
<Thread name ="Streaming File IO HDD" Priority="Above_Normal" Affinity="1"/>
<Thread name ="Streaming File IO Optical" Priority="Above_Normal" Affinity="1"/>
<Thread name ="Streaming File IO InMemory" Priority="Above_Normal" Affinity="1"/>
<Thread name ="Streaming AsyncCallback" Affinity="5"/>
<Thread name ="Streaming AsyncCallback Pak 0" Affinity="5"/>
<!-- [SYSTEM] - Console -->
<Thread name ="RemoteConsoleServer"/>
<Thread name ="RemoteConsoleClient"/>
<!-- [NETWORK] -->
<Thread name ="Network"/>
<Thread name ="ServerProbe"/>
<Thread name ="NetworkDebugKit"/>
<Thread name ="NetFileDownload"/>
<Thread name ="NetworkWatchdog"/>
<Thread name ="NetAddressSolver"/>
<!-- [AI] -->
<Thread name ="NavigationSystemBackgroundUpdate"/>
<!-- [AUDIO] -->
<Thread name ="MainAudioThread" Affinity="1,3,4,5" Priority="below_normal" StackSize="ignore"/>
<Thread name ="Wwise_Device" Affinity="5" Priority="ignore" StackSize="ignore"/>
<Thread name ="Wwise_BankManager" Affinity="5" Priority="ignore" StackSize="ignore"/>
<Thread name ="Wwise_LEngine" Affinity="5" Priority="ignore" StackSize="ignore"/>
<Thread name ="Wwise_Monitor" Affinity="5" Priority="ignore" StackSize="ignore"/>
<!-- [ACTION] -->
<Thread name ="NetworkStallTicker"/>
<Thread name ="ZLibCompressor" Priority="Normal"/>
<!-- [INPUT] -->
<Thread name ="InputWorker"/>
<Thread name ="Synergy"/>
<!-- [LIVE_CREATE]-->
<Thread name ="LiveCreate_Server"/>
<Thread name ="LiveCreate_FileSync"/>
<Thread name ="LiveCreatePlatformService"/>
<Thread name ="LiveCreateUtilityService"/>
<!-- [SCALEFORM][3rd Party] -->
<Thread name ="GFxVideo_SoundUpdate" Affinity="5" Priority="time_critical" DisablePriorityBoost="ignore" StackSizeKB="ignore"/>
<Thread name ="GFxVideo_Decoder" Affinity="4" Priority="highest" DisablePriorityBoost="ignore" StackSizeKB="ignore"/>
<Thread name ="GFxVideo_Reader" Affinity="5" Priority="highest" DisablePriorityBoost="ignore" StackSizeKB="ignore"/>
</Platform>
<!-- ============ -->
<!-- === PC_Common === -->
<!-- ============ -->
<Platform name="PC_Common">
<ThreadDefault Affinity="-1" Priority="Normal" StackSizeKB="32"/>
<!-- [PROCESS] -->
<Thread name ="Main" Affinity="-1" Priority="Normal"/>
<!-- [SYSTEM] - JobSystem -->
<Thread name ="JobSystem_Worker_*(Blocking)" StackSizeKB="32"/>
<Thread name ="JobSystem_Worker_*(Regular)" StackSizeKB="256"/>
<!-- [SYSTEM] - Physics -->
<Thread name ="Physics" StackSizeKB="128"/>
<Thread name ="PhysicsWorkerThread_*" StackSizeKB="128"/>
<!-- [RenderDLL] -->
<Thread name ="RenderThread" StackSizeKB="128"/>
<Thread name ="RenderLoadingThread" Priority="Above_Normal" StackSizeKB="72"/>
<Thread name ="ShaderCompile"/>
<!-- [SYSTEM] -->
<Thread name ="GFxMeshCacheReset"/>
<Thread name ="MTrace NetPump" Priority="25" StackSizeKB="64"/>
<Thread name ="NotificationNetwork"/>
<Thread name ="ReplayRecord"/>
<Thread name ="ResourceActivator"/>
<Thread name ="StatoscopeDataWriter"/>
<Thread name ="RemoteCommandClient"/>
<Thread name ="RemoteCommandServer"/>
<Thread name ="ServiceNetwork"/>
<Thread name ="SysCrashTestOnThread"/>
<!-- [SYSTEM] - Streaming -->
<Thread name ="Streaming File IO HDD" Priority="Above_Normal"/>
<Thread name ="Streaming File IO Optical" Priority="Above_Normal"/>
<Thread name ="Streaming File IO InMemory" Priority="Above_Normal"/>
<Thread name ="Streaming AsyncCallback"/>
<Thread name ="Streaming AsyncCallback Pak 0"/>
<!-- [SYSTEM] - Console -->
<Thread name ="RemoteConsoleServer"/>
<Thread name ="RemoteConsoleClient"/>
<Thread name ="WindowsConsoleInput"/>
<Thread name ="UNIXConsoleInput"/>
<!-- [NETWORK] -->
<Thread name ="Network"/>
<Thread name ="ServerProbe"/>
<Thread name ="NetworkDebugKit"/>
<Thread name ="NetFileDownload"/>
<Thread name ="NetworkWatchdog" StackSizeKB="8"/>
<Thread name ="NetAddressSolver" StackSizeKB="16"/>
<!-- [AUDIO] -->
<Thread name ="MainAudioThread" Affinity="ignore" Priority="below_normal" StackSize="ignore"/>
<Thread name ="Wwise_Device" Affinity="ignore" Priority="ignore" StackSize="ignore"/>
<Thread name ="Wwise_BankManager" Affinity="ignore" Priority="ignore" StackSize="ignore"/>
<Thread name ="Wwise_LEngine" Affinity="ignore" Priority="ignore" StackSize="ignore"/>
<Thread name ="Wwise_Monitor" Affinity="ignore" Priority="ignore" StackSize="ignore"/>
<!-- [AI] -->
<Thread name ="NavigationSystemBackgroundUpdate"/>
<!-- [ACTION] -->
<Thread name ="NetworkStallTicker"/>
<Thread name ="ZLibCompressor" Priority="Normal" StackSizeKB="32"/>
<!-- [INPUT] -->
<Thread name ="InputWorker"/>
<Thread name ="Synergy"/>
<!-- [LIVE_CREATE]-->
<Thread name ="LiveCreate_Server"/>
<Thread name ="LiveCreate_FileSync"/>
<Thread name ="LiveCreatePlatformService"/>
<Thread name ="LiveCreateUtilityService"/>
<!-- [SCALEFORM][3rd Party] -->
<Thread name ="GFxVideo_SoundUpdate" Affinity="ignore" Priority="highest" DisablePriorityBoost="ignore" StackSizeKB="16"/>
<!-- Special case, to add additional decoder threads add a threads with an increase incremental number. "GFxVideo_Decoder_0" sets thread priority for all other decoder threads-->
<Thread name ="GFxVideo_Decoder_0" Affinity="ignore" Priority="normal" DisablePriorityBoost="ignore" StackSizeKB="ignore"/>
<Thread name ="GFxVideo_Decoder_1" Affinity="ignore" Priority="normal" DisablePriorityBoost="ignore" StackSizeKB="ignore"/>
</Platform>
<!-- ============ -->
<!-- === PC_8 === -->
<!-- ============ -->
<Platform name="PC_8">
<!-- Empty Example - Extend for 8 core specific machines. May override Common settings -->
</Platform>
<!-- ============ -->
<!-- === MAC_Common === -->
<!-- ============ -->
<Platform name="MAC_Common">
<ThreadDefault Affinity="-1" Priority="Normal" StackSizeKB="32"/>
</Platform>
<!-- ============ -->
<!-- === LINUX_Common === -->
<!-- ============ -->
<Platform name="LINUX_Common">
<ThreadDefault Affinity="-1" Priority="Normal" StackSizeKB="64"/>
<!-- [PROCESS] -->
<Thread name ="Main" Affinity="-1" Priority="Above_Normal"/>
<!-- [SYSTEM] - JobSystem -->
<Thread name ="JobSystem_Worker_*(Blocking)" StackSizeKB="32"/>
<Thread name ="JobSystem_Worker_*(Regular)" StackSizeKB="256"/>
<!-- [SYSTEM] - Physics -->
<Thread name ="Physics" StackSizeKB="128"/>
<Thread name ="PhysicsWorkerThread_*" StackSizeKB="128"/>
<!-- [RenderDLL] -->
<Thread name ="RenderThread" Priority="Above_Normal" StackSizeKB="128"/>
<Thread name ="RenderLoadingThread" Priority="Above_Normal" StackSizeKB="72"/>
<Thread name ="ShaderCompile"/>
<!-- [SYSTEM] -->
<Thread name ="GFxMeshCacheReset"/>
<Thread name ="MTrace NetPump" Priority="25" StackSizeKB="64"/>
<Thread name ="NotificationNetwork"/>
<Thread name ="ReplayRecord"/>
<Thread name ="ResourceActivator"/>
<Thread name ="StatoscopeDataWriter"/>
<Thread name ="RemoteCommandClient"/>
<Thread name ="RemoteCommandServer"/>
<Thread name ="ServiceNetwork"/>
<Thread name ="SysCrashTestOnThread"/>
<!-- [SYSTEM] - Streaming -->
<Thread name ="Streaming File IO HDD" Priority="Above_Normal"/>
<Thread name ="Streaming File IO Optical" Priority="Above_Normal"/>
<Thread name ="Streaming File IO InMemory" Priority="Above_Normal"/>
<Thread name ="Streaming AsyncCallback"/>
<Thread name ="Streaming AsyncCallback Pak 0"/>
<!-- [SYSTEM] - Console -->
<Thread name ="RemoteConsoleServer"/>
<Thread name ="RemoteConsoleClient"/>
<Thread name ="UNIXConsoleInput"/>
<!-- [NETWORK] -->
<Thread name ="Network"/>
<Thread name ="ServerProbe"/>
<Thread name ="NetworkDebugKit"/>
<Thread name ="NetFileDownload"/>
<Thread name ="NetworkWatchdog" StackSizeKB="8"/>
<Thread name ="NetAddressSolver"/>
<!-- [AUDIO] -->
<Thread name ="MainAudioThread" Affinity="ignore" Priority="below_normal" StackSize="ignore"/>
<Thread name ="Wwise_Device" Affinity="ignore" Priority="99" StackSize="ignore"/>
<Thread name ="Wwise_BankManager" Affinity="ignore" Priority="50" StackSize="ignore"/>
<Thread name ="Wwise_LEngine" Affinity="ignore" Priority="99" StackSize="ignore"/>
<Thread name ="Wwise_Monitor" Affinity="ignore" Priority="99" StackSize="ignore"/>
<!-- [AI] -->
<Thread name ="NavigationSystemBackgroundUpdate"/>
<!-- [ACTION] -->
<Thread name ="NetworkStallTicker"/>
<Thread name ="ZLibCompressor" Priority="Normal" StackSizeKB="32"/>
<!-- [INPUT] -->
<Thread name ="InputWorker"/>
<Thread name ="Synergy"/>
</Platform>
<!-- ============ -->
<!-- === ANDROID_Common === -->
<!-- ============ -->
<Platform name="ANDROID_Common">
<ThreadDefault Affinity="-1" Priority="Normal" StackSizeKB="32"/>
<!-- [PROCESS] -->
<Thread name ="Main" Priority="Above_Normal"/>
<!-- [SYSTEM] - JobSystem -->
<Thread name ="JobSystem_Worker_*(Blocking)" StackSizeKB="32"/>
<Thread name ="JobSystem_Worker_*(Regular)" StackSizeKB="256"/>
<!-- [SYSTEM] - Physics -->
<Thread name ="Physics" StackSizeKB="128"/>
<Thread name ="PhysicsWorkerThread_*" StackSizeKB="128"/>
<!-- [RenderDLL] -->
<Thread name ="RenderThread" Affinity="ignore" Priority="Above_Normal" StackSizeKB="128"/>
<Thread name ="RenderLoadingThread" Affinity="ignore" Priority="Above_Normal" StackSizeKB="72"/>
<Thread name ="ShaderCompile"/>
<!-- [SYSTEM] -->
<Thread name ="GFxMeshCacheReset"/>
<Thread name ="MTrace NetPump" Priority="25" StackSizeKB="64"/>
<Thread name ="NotificationNetwork"/>
<Thread name ="ReplayRecord"/>
<Thread name ="ResourceActivator"/>
<Thread name ="StatoscopeDataWriter"/>
<Thread name ="RemoteCommandClient"/>
<Thread name ="RemoteCommandServer"/>
<Thread name ="ServiceNetwork"/>
<Thread name ="SysCrashTestOnThread"/>
<!-- [AUDIO] -->
<Thread name ="MainAudioThread" Affinity="ignore" Priority="below_normal" StackSize="ignore"/>
<Thread name ="Wwise_Device" Affinity="ignore" Priority="99" StackSize="ignore"/>
<Thread name ="Wwise_BankManager" Affinity="ignore" Priority="50" StackSize="ignore"/>
<Thread name ="Wwise_LEngine" Affinity="ignore" Priority="99" StackSize="ignore"/>
<Thread name ="Wwise_Monitor" Affinity="ignore" Priority="99" StackSize="ignore"/>
<!-- [SYSTEM] - Streaming -->
<Thread name ="Streaming File IO HDD" Priority="Above_Normal"/>
<Thread name ="Streaming File IO Optical" Priority="Above_Normal"/>
<Thread name ="Streaming File IO InMemory" Priority="Above_Normal"/>
<Thread name ="Streaming AsyncCallback"/>
<Thread name ="Streaming AsyncCallback Pak 0"/>
<!-- [SYSTEM] - Console -->
<Thread name ="RemoteConsoleServer"/>
<!-- [NETWORK] -->
<Thread name ="Network"/>
<Thread name ="ServerProbe"/>
<Thread name ="NetworkDebugKit"/>
<Thread name ="NetFileDownload"/>
<Thread name ="NetworkWatchdog" StackSizeKB="8"/>
<Thread name ="NetAddressSolver" StackSizeKB="16"/>
<!-- [ACTION] -->
<Thread name ="NetworkStallTicker"/>
<Thread name ="ZLibCompressor" Affinity="ignore" Priority="Above_Normal" StackSizeKB="32"/>
</Platform>
</ThreadConfig>
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<!--
= Platform names =
(case insensitive)
"ANDROID"
"XENIA"
"PROVO"
"PC"
"MAC"
= Basic Layout =
<ThreadConfig>
<Platform name="XXX">
<ThreadDefault Affinity="XX" Priority="XX" StackSizeKB="XX">
<Thread name ="A" Affinity="XX" Priority="XX" StackSizeKB="XX">
<Thread name ="B" Affinity="XX" >
...
</Platform>
<Platform name="YYY">
...
</Platform>
</ThreadConfig>
= Parser Order for Platform =
1. PlatformName_Common (valid for all potential platform configurations. Can be overridden by concert platform configuration)
2. PlatformName or PlatformName_X (for platforms with unknown CPU count where X is the number of potential cores. The equal or next lower matching configuration for the identified core count at runtime will be taken)
Note: Overriding of thread configuration by later parsed configuration allowed.
= <ThreadDefault> and <Thread> XML attributes =
!!!
Note: Use "ignore" as value if you do not want the thread system to set the value specifically!
If a value is not defines the <ThreadDefault> value of the parameter will be used.
This is useful when dealing with 3rdParty threads where you are not in control of the parameter setup.
!!!
Name:
"x" (string) : Name of thread
"x*y" (string) : Name of thread with wildcard character
Affinity:
"-1" : Put SW thread affinity in the hands of the scheduler - (default) -
"x" : Run thread on specified core
"x, y, ..." : Run thread on specified cores
Priority:
"idle" : Hint to CryEngine to run thread with pre-set priority
"below_normal" : Hint to CryEngine to run thread with pre-set priority
"normal" : Hint to CryEngine to run thread with pre-set priority - (default) -
"above_normal" : Hint to CryEngine to run thread with pre-set priority
"highest" : Hint to CryEngine to run thread with pre-set priority
"time_critical" : Hint to CryEngine to run thread with pre-set priority
"x" (number) : User defined thread priority number
StackSizeKB:
"0" : Let platform decide on the stack size - (default) -
"x" : Create thread with "x" KB of stack size
DisablePriorityBoost:
"true" : Disable priority boosting - (default) -
"false" : Enable priority boosting
-->
<ThreadConfig>
<!-- ============ -->
<!-- === PC_Common === -->
<!-- ============ -->
<Platform name="PC_Common">
<ThreadDefault Affinity="-1" Priority="Normal" StackSizeKB="32"/>
<!-- [SANDBOX] -->
<Thread name ="TextureViewer"/>
<Thread name ="TextureDatabaseCreator"/>
<Thread name ="MaterialFilesScanning"/>
<Thread name ="FileChangeMonitor"/>
<Thread name ="FileSystemSearcher"/>
<Thread name ="BackgroundTask_IO"/>
<Thread name ="BackgroundTask_*"/>
<!-- [SANDBOX] - Dialogues -->
<Thread name ="ResourceCompilerDialog"/>
<!-- [SANDBOX] - Telemetry -->
<Thread name ="TelemetryPipeThread"/>
<!-- [SANDBOX] - Asset Browser -->
<Thread name ="AssetMetaDataFileDB_CachingInfo"/>
<Thread name ="AssetMetaDataFileDB_LoadAndUpdate"/>
<!-- [SANDBOX] - Console -->
<Thread name ="ConsoleHotUpdate"/>
<Thread name ="Console Synchronization"/>
<!-- [SANDBOX] - LiveCreate -->
<Thread name ="LiveCreate_PeerComm"/>
<Thread name ="LiveCreate_SyncFiles"/>
<Thread name ="LiveCreate_CheckPowerOn"/>
<!-- [SANDBOX] - Plug-ins -->
<Thread name ="PerforcePlugin"/>
<!-- [SANDBOX] - Utility -->
<Thread name ="FileIndexing"/>
<Thread name ="LODChainGenerateThread"/>
<Thread name ="VisualChangeCalculatorView"/>
<!-- [SANDBOX] - Segmented World -->
<Thread name ="SegWorld_MapUpdater"/>
<Thread name ="SegWorld_WorldUpdater"/>
<Thread name ="SegWorld_ExportSurfaceTexture_*"/>
<!-- [SANDBOX] - Indirect Lighting -->
<Thread name ="SHLighting_*" StackSizeKB="1024"/>
<Thread name ="SHLighting_TriRaster" StackSizeKB="1024"/>
</Platform>
<!-- ============ -->
<!-- === PC_8 === -->
<!-- ============ -->
<Platform name="PC_8">
<!-- Empty Example - Extend for 8 core specific machines. May override Common settings -->
</Platform>
</ThreadConfig>
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0x1002, 0x6759, 1 // Radeon HD 6500 Series
0x1002, 0x6770, 1 // Radeon HD 6400 Series
0x1002, 0x6779, 1 // Radeon HD 6450
0x1002, 0x68E1, 1 // Radeon HD 6230
0x1002, 0x9400, 1 // Radeon HD 2900 XT
0x1002, 0x9401, 1 // Radeon HD 2900 XT
0x1002, 0x9402, 1 // Radeon HD 2900 XT
0x1002, 0x9403, 1 // Radeon HD 2900 PRO
0x1002, 0x9405, 1 // Radeon HD 2900 GT
0x1002, 0x9500, 1 // RV670
0x1002, 0x9501, 1 // RV670 / Radeon HD 3870
0x1002, 0x9505, 1 // RV670 / Radeon HD 3690 / Radeon HD 4730
0x1002, 0x9507, 1 // RV670
0x1002, 0x9580,-1 // RV630
0x1002, 0x9598, 1 // All-in-Wonder HD / Radeon HD 4570
0x1002, 0x9586,-1 // Radeon HD 2600 XT AGP
0x1002, 0x9588,-1 // Radeon HD 2600 XT
0x1002, 0x9587,-1 // Radeon HD 2600 Pro AGP
0x1002, 0x9589,-1 // Radeon HD 2600 Pro
0x1002, 0x958A,-1 // Radeon HD 2600 X2 series
0x1002, 0x94C4,-1 // Radeon HD 2400 PRO AGP
0x1002, 0x94C1,-1 // Radeon HD 2400 XT
0x1002, 0x94C3,-1 // Radeon HD 2400 PRO
0x1002, 0x94C7,-1 // Radeon HD 2350
0x1002, 0x94CC,-1 // Radeon HD 2400 Series
0x1002, 0x5653,-1 // Mobility/Radeon X700
0x1002, 0x7109,-1 // Radeon X1800 CrossFire Edition
0x1002, 0x7249,-1 // Radeon X1900 CrossFire Edition
0x1002, 0x7240,-1 // Radeon X1950 CrossFire Edition
0x1002, 0x7248,-1 // Radeon X1950 XTX Uber - Limited Edition
0x1002, 0x554D,-1 // Radeon X800 CrossFire Edition
0x1002, 0x5D52,-1 // Radeon X850 CrossFire Edition
0x1002, 0x564F,-1 // Radeon X550/X700 Series
0x1002, 0x95C5,-1 // Radeon HD 3450
0x1002, 0x95C0,-1 // Radeon HD 3550
0x1002, 0x9581,-1 // Radeon HD 3600 Series
0x1002, 0x9513, 1 // Radeon HD 3850 X2
0x1002, 0x950F, 1 // Radeon HD 3870 X2
0x1002, 0x9710, 1 // Radeon HD 4200
0x1002, 0x9715, 1 // Radeon HD 4250
0x1002, 0x9714, 1 // Radeon HD 4290
0x1002, 0x94B4, 1 // Radeon HD 4700 Series
0x1002, 0x94B5, 1 // Radeon HD 4770
0x1002, 0x9460, 1 // Radeon HD 4800 Series
0x1002, 0x9462, 1 // Radeon HD 4800 Series
0x1002, 0x944A, 1 // Radeon HD 4800 Series
0x1002, 0x9552, 1 // Radeon HD 4300/4500 Series
0x1002, 0x9443, 1 // Radeon HD 4850 X2
0x1002, 0x9498, 1 // Radeon HDG 4670
0x1002, 0x9591, 1 // Radeon HD 3600 Series
0x1002, 0x9583, 1 // Radeon HD 3600 Series
0x1002, 0x954F, 1 // Radeon HD 4550
0x1002, 0x9555, 1 // Radeon HD 4550
0x1002, 0x94B3, 1 // Radeon HD 4770
0x1002, 0x944C, 1 // Radeon HD 4830
0x1002, 0x9442, 1 // Radeon HD 4850
0x1002, 0x9440, 2 // Radeon HD 4870
0x1002, 0x9441, 2 // Radeon HD 4870 X2
0x1002, 0x9553, 1 // Radeon HD 4300/4500 Series
0x1002, 0x9540, 1 // Radeon HD 4590
0x1002, 0x9490, 1 // Radeon HD 4710
0x1002, 0x944E, 1 // Radeon HD 4810 Series
0x1002, 0x68F9, 1 // Radeon HD 5470
0x1002, 0x68DA, 1 // Radeon HD 5630
0x1002, 0x68D8, 1 // Radeon HD 5690
0x1002, 0x68D9, 1 // Radeon HD 5630
0x1002, 0x68B9, 1 // Radeon HD 5600/5700
0x1002, 0x68B8, 1 // Radeon HD 5700 Series
0x1002, 0x68BA, 2 // Radeon HD 6700 Series
0x1002, 0x68BE, 1 // Radeon HD 5700 Series
0x1002, 0x68BF, 2 // Radeon HD 6700 Series
0x1002, 0x6898, 2 // Radeon HD 5870
0x1002, 0x6899, 2 // Radeon HD 5850
0x1002, 0x68A1, 2 // Radeon HD 5830
0x1002, 0x689E, 3 // Radeon HD 5800 Series
0x1002, 0x689C, 3 // Radeon HD 5970
0x1002, 0x9519, 1 // FireStream 9170
0x1002, 0x9452, 1 // FireStream 9250
0x1002, 0x9450, 1 // FireStream 9270
0x1002, 0x688C, 1 // FireStream 9370
0x1002, 0x688D, 1 // FireStream 9350
0x1002, 0x9804, 1 // Radeon HD 6250 Graphics
0x1002, 0x9805, 1 // Radeon HD 6250 Graphics
0x1002, 0x9802, 1 // Radeon HD 6310 Graphics
0x1002, 0x9803, 1 // Radeon HD 6310 Graphics
0x1002, 0x6738, 3 // Radeon HD 6870
0x1002, 0x6739, 3 // Radeon HD 6850
0x1002, 0x6718, 3 // Radeon HD 6970
0x1002, 0x6719, 3 // Radeon HD 6950
0x1002, 0x671D, 3 // Radeon HD 6990
0x1002, 0x6758, 2 // Radeon HD 6600 Series
0x1002, 0x9616, 1 // Radeon 3000 Graphics
0x1002, 0x9611, 1 // Radeon 3100 Graphics
0x1002, 0x9610,-1 // Radeon HD 3200 Graphics
0x1002, 0x9614,-1 // Radeon HD 3300 Graphics
0x1002, 0x724E,-1 // Stream Processor
0x1002, 0x4154,-1 // FireGL T2
0x1002, 0x5B64,-1 // FireGL V3100
0x1002, 0x3E54,-1 // FireGL V3200
0x1002, 0x7152,-1 // FireGL V3300
0x1002, 0x7153,-1 // FireGL V3350
0x1002, 0x71D2,-1 // FireGL V3400
0x1002, 0x5E48,-1 // FireGL V5000
0x1002, 0x5551,-1 // FireGL V5100
0x1002, 0x71DA,-1 // FireGL V5200
0x1002, 0x5550,-1 // FireGL V7100
0x1002, 0x7104,-1 // FireGL V7200
0x1002, 0x710E,-1 // FireGL V7300
0x1002, 0x710F,-1 // FireGL V7350
0x1002, 0x4E47,-1 // FireGL X1
0x1002, 0x4E4B,-1 // FireGL X2-256/X2-256t
0x1002, 0x4A4D,-1 // FireGL X3-256
0x1002, 0x4147,-1 // FireGL Z1
0x1002, 0x5B65,-1 // FireMV 2200
0x1002, 0x719B,-1 // FireMV 2250
0x1002, 0x3151,-1 // FireMV 2400
0x1002, 0x4E54,-1 // Mobility FIRE GL T2/T2e
0x1002, 0x5464,-1 // Mobility FireGL V3100
0x1002, 0x3154,-1 // Mobility FireGL V3200
0x1002, 0x564A,-1 // Mobility FireGL V5000
0x1002, 0x564B,-1 // Mobility FireGL V5000
0x1002, 0x5D49,-1 // Mobility FireGL V5100
0x1002, 0x71C4,-1 // Mobility FireGL V5200
0x1002, 0x71D4,-1 // Mobility FireGL V5250
0x1002, 0x7106,-1 // Mobility FireGL V7100
0x1002, 0x7103,-1 // Mobility FireGL V7200
0x1002, 0x4E52,-1 // Mobility Radeon 9500
0x1002, 0x4E56,-1 // Mobility Radeon 9550
0x1002, 0x4E50,-1 // Mobility Radeon 9600/9700 Series
0x1002, 0x4A4E,-1 // Mobility Radeon 9800
0x1002, 0x7149,-1 // Mobility Radeon X1300
0x1002, 0x714A,-1 // Mobility Radeon X1300
0x1002, 0x714B,-1 // Mobility Radeon X1300
0x1002, 0x714C,-1 // Mobility Radeon X1300
0x1002, 0x7196,-1 // Mobility Radeon X1350
0x1002, 0x718B,-1 // Mobility Radeon X1350
0x1002, 0x718C,-1 // Mobility Radeon X1350
0x1002, 0x7145,-1 // Mobility Radeon X1400
0x1002, 0x718D,-1 // Mobility Radeon X1450
0x1002, 0x7186,-1 // Mobility Radeon X1450
0x1002, 0x71C5,-1 // Mobility Radeon X1600
0x1002, 0x71D5,-1 // Mobility Radeon X1700
0x1002, 0x71DE,-1 // Mobility Radeon X1700
0x1002, 0x71D6,-1 // Mobility Radeon X1700
0x1002, 0x7102,-1 // Mobility Radeon X1800
0x1002, 0x7101,-1 // Mobility Radeon X1800
0x1002, 0x7284,-1 // Mobility Radeon X1900
0x1002, 0x7188,-1 // Mobility Radeon X2300
0x1002, 0x5460,-1 // Mobility Radeon X300
0x1002, 0x3152,-1 // Mobility Radeon X300
0x1002, 0x5461,-1 // Mobility Radeon X300
0x1002, 0x3150,-1 // Mobility Radeon X600
0x1002, 0x5462,-1 // Mobility Radeon X600 SE
0x1002, 0x5652,-1 // Mobility Radeon X700
0x1002, 0x5D4A,-1 // Mobility Radeon X800
0x1002, 0x5D48,-1 // Mobility Radeon X800 XT
0x1002, 0x4153,-1 // Radeon 9550/X1050 Series
0x1002, 0x4150,-1 // Radeon 9600 Series
0x1002, 0x4152,-1 // Radeon 9600 Series
0x1002, 0x4151,-1 // Radeon 9600 Series
0x1002, 0x4E51,-1 // Radeon 9600 Series
0x1002, 0x4155,-1 // Radeon 9600 Series
0x1002, 0x791E,-1 // Radeon X1200 Series
0x1002, 0x791F,-1 // Radeon X1200 Series
0x1002, 0x7288,-1 // Radeon X1950 GT
0x1002, 0x5E4B,-1 // Radeon X700 PRO
0x1002, 0x5E4A,-1 // Radeon X700 XT0
0x1002, 0x554E,-1 // Radeon X800 GT0
0x1002, 0x554B,-1 // Radeon X800 GT
0x1002, 0x5D4E,-1 // Radeon X800 GT
0x1002, 0x4B4B,-1 // Radeon X850 PRO
0x1002, 0x4B4A,-1 // Radeon X850 SE
0x1002, 0x4B49,-1 // Radeon X850 XT
0x1002, 0x4B4C,-1 // Radeon X850 XT Platinum Edition
0x1002, 0x793F,-1 // Radeon Xpress 1200 Series
0x1002, 0x7941,-1 // Radeon Xpress 1200 Series
0x1002, 0x7942,-1 // Radeon Xpress 1200 Series
0x1002, 0x5A41,-1 // Radeon Xpress Series
0x1002, 0x5A42,-1 // Radeon Xpress Series
0x1002, 0x5954,-1 // Radeon Xpress Series
0x1002, 0x5955,-1 // Radeon Xpress Series
0x1002, 0x5A43,-1 // Radeon Xpress Series
0x1002, 0x5854,-1 // Radeon Xpress Series
0x1002, 0x5A61,-1 // Radeon Xpress Series
0x1002, 0x5A63,-1 // Radeon Xpress Series
0x1002, 0x5A62,-1 // Radeon Xpress Series
0x1002, 0x5975,-1 // Radeon Xpress Series
0x1002, 0x5874,-1 // Radeon Xpress Series
0x1002, 0x5974,-1 // Radeon Xpress Series
0x1002, 0x7210,-1 // Mobility Radeon X2300 HD
0x1002, 0x7211,-1 // Mobility Radeon X2300 HD
0x1002, 0x554C,-1 // R430 XTP
0x1002, 0x5D4C,-1 // R480 Consumer 4P
0x1002, 0x5D50,-1 // R480 GL 16P
0x1002, 0x4144,-1 // Radeon 9500
0x1002, 0x4149,-1 // Radeon 9500
0x1002, 0x4E45,-1 // Radeon 9500 PRO / 9700
0x1002, 0x4E46,-1 // Radeon 9600 TX
0x1002, 0x4146,-1 // Radeon 9600TX
0x1002, 0x4E44,-1 // Radeon 9700 PRO
0x1002, 0x4E49,-1 // Radeon 9800
0x1002, 0x4E48,-1 // Radeon 9800 PRO
0x1002, 0x4148,-1 // Radeon 9800 SE
0x1002, 0x4E4A,-1 // Radeon 9800 XT
0x1002, 0x714D,-1 // Radeon X1300 Series
0x1002, 0x7146,-1 // Radeon X1300 Series
0x1002, 0x714E,-1 // Radeon X1300 Series
0x1002, 0x715E,-1 // Radeon X1300 Series
0x1002, 0x71C3,-1 // Radeon X1300 Series
0x1002, 0x718F,-1 // Radeon X1300 Series
0x1002, 0x7180,-1 // Radeon X1300/X1550 Series
0x1002, 0x7187,-1 // Radeon X1300/X1550 Series
0x1002, 0x7183,-1 // Radeon X1300/X1550 Series
0x1002, 0x7142,-1 // Radeon X1300/X1550 Series
0x1002, 0x715F,-1 // Radeon X1550 64-bit
0x1002, 0x7147,-1 // Radeon X1550 64-bit
0x1002, 0x7143,-1 // Radeon X1550 Series
0x1002, 0x71CE,-1 // Radeon X1600 Pro / Radeon X1300 XT
0x1002, 0x71C2,-1 // Radeon X1600 Series
0x1002, 0x71C0,-1 // Radeon X1600 Series
0x1002, 0x71CD,-1 // Radeon X1600 Series
0x1002, 0x7140,-1 // Radeon X1600 Series
0x1002, 0x7181,-1 // Radeon X1600 Series
0x1002, 0x71C6,-1 // Radeon X1650 Series
0x1002, 0x7291,-1 // Radeon X1650 Series
0x1002, 0x7293,-1 // Radeon X1650 Series
0x1002, 0x71C1,-1 // Radeon X1650 Series
0x1002, 0x71C7,-1 // Radeon X1650 Series
0x1002, 0x7100,-1 // Radeon X1800 Series
0x1002, 0x7105,-1 // Radeon X1800 Series
0x1002, 0x7108,-1 // Radeon X1800 Series
0x1002, 0x710C,-1 // Radeon X1800 Series
0x1002, 0x710A,-1 // Radeon X1800 Series
0x1002, 0x710B,-1 // Radeon X1800 Series
0x1002, 0x724A,-1 // Radeon X1900 Series
0x1002, 0x724C,-1 // Radeon X1900 Series
0x1002, 0x724D,-1 // Radeon X1900 Series
0x1002, 0x724F,-1 // Radeon X1900 Series
0x1002, 0x724B,-1 // Radeon X1900 Series
0x1002, 0x7247,-1 // Radeon X1900 Series
0x1002, 0x7243,-1 // Radeon X1900 Series
0x1002, 0x7245,-1 // Radeon X1900 Series
0x1002, 0x7246,-1 // Radeon X1900 Series
0x1002, 0x7280,-1 // Radeon X1950 Series
0x1002, 0x7244,-1 // Radeon X1950 Series
0x1002, 0x7200,-1 // Radeon X2300HD
0x1002, 0x5B60,-1 // Radeon X300/X550/X1050 Series
0x1002, 0x5B63,-1 // Radeon X300/X550/X1050 Series
0x1002, 0x5B62,-1 // Radeon X600 Series
0x1002, 0x3E50,-1 // Radeon X600/X550
0x1002, 0x5E4D,-1 // Radeon X700
0x1002, 0x5E4C,-1 // Radeon X700 SE
0x1002, 0x5657,-1 // Radeon X700 Series
0x1002, 0x5E4F,-1 // Radeon X700/X550 Series
0x1002, 0x554F,-1 // Radeon X800 GTO
0x1002, 0x5549,-1 // Radeon X800 GTO
0x1002, 0x5D4F,-1 // Radeon X800 GTO
0x1002, 0x4A49,-1 // Radeon X800 PRO
0x1002, 0x4A4F,-1 // Radeon X800 SE
0x1002, 0x5548,-1 // Radeon X800 Series
0x1002, 0x4A48,-1 // Radeon X800 Series
0x1002, 0x4A4A,-1 // Radeon X800 Series
0x1002, 0x4A4C,-1 // Radeon X800 Series
0x1002, 0x4A54,-1 // Radeon X800 VE
0x1002, 0x4A4B,-1 // Radeon X800 XT
0x1002, 0x5D57,-1 // Radeon X800 XT
0x1002, 0x554A,-1 // Radeon X800 XT Platinum Edition
0x1002, 0x4A50,-1 // Radeon X800 XT Platinum Edition
0x1002, 0x5D4D,-1 // Radeon X850 XT Platinum Edition
0x1002, 0x5B66,-1 // RV370X
0x1002, 0x5B61,-1 // RV371
0x1002, 0x7141,-1 // RV505
0x1002, 0x714F,-1 // RV505
0x1002, 0x7151,-1 // RV505
0x1002, 0x7290,-1 // RV560
0x1002, 0x7297,-1 // RV560
0x1002, 0x728B,-1 // RV570
0x1002, 0x7289,-1 // RV570
0x1002, 0x677B, 1 // Radeon HD 7450
0x1002, 0x68E5, 1 // Radeon HD 7350
0x1002, 0x68FA, 1 // Radeon HD 7350
0x1002, 0x675F, 1 // Radeon HD 7510
0x1002, 0x675D, 1 // Radeon HD 7570
0x1002, 0x675B, 1 // Radeon HD 7670
0x1002, 0x6778, 1 // Radeon HD 7000
0x1002, 0x9809, 1 // Radeon HD 7310
0x1002, 0x9808, 1 // Radeon HD 7340
0x1002, 0x9992, 1 // Radeon HD 7420G
0x1002, 0x9993, 1 // Radeon HD 7480D
0x1002, 0x6742, 1 // Radeon HD 7500/7600 Series
0x1002, 0x990A, 1 // Radeon HD 7500G
0x1002, 0x9990, 1 // Radeon HD 7520G
0x1002, 0x9991, 1 // Radeon HD 7540D
0x1002, 0x9904, 1 // Radeon HD 7560D
0x1002, 0x9907, 1 // Radeon HD 7620G
0x1002, 0x9903, 1 // Radeon HD 7640G
0x1002, 0x9901, 1 // Radeon HD 7660D
0x1002, 0x9900, 1 // Radeon HD 7660G
0x1002, 0x683D, 2 // Radeon HD 7700 Series
0x1002, 0x683F, 2 // Radeon HD 7700 Series
0x1002, 0x6819, 3 // Radeon HD 7800 Series
0x1002, 0x6818, 3 // Radeon HD 7800 Series
0x1002, 0x679A, 4 // Radeon HD 7900 Series
0x1002, 0x6798, 4 // Radeon HD 7900 Series
+28
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<GPUList>
<!--
This file allows different config files containing cvar overrides to be loaded
depending on the GPU and API version. Both gpuName and apiVersion support regular
expressions. Some of the special characters include:
. - Matches any single character
* - Matches the previous element zero or more times
\d - Matches a digit
\w - Matches a alphanumeric character
[] - Matches a single character contained by the brackets
{m,n} - Matches the preceding character between m and n times
To match Mali-T7x0 where x is any digit 0-9, the regular expression Mali-T7\d0 can
be used.
For example loading MaliT760.cfg if the GPU description contains Mali-T760
<Config file="MaliT760.cfg">
<gpu gpuName="Mali.T760"/>
</Config>
Or loading Adreno530.cfg if the GPU description contains Adreno 530 and the
API Contains OpenGL ES 3.1
<Config file="Adreno530.cfg">
<gpu gpuName="Adreno.*530" apiVersion="OpenGL.*ES.*3\.1"/>
</Config>
-->
</GPUList>
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<!--
This file uses the model names as a regular expression, so it is possible to search and match multiple devices or
variants with a single string. Some of the special characters used in this file are:
^ - Matches the start of the string
$ - Matches the end of the string
\d - Matches a digit
\w - Matches a alphanumeric character
[] - Matches a single character contained by the brackets
{m,n} - Matches the preceding character between m and n times
For example, to match the Samsung Galaxy S5, which includes models SM-G900F, SM-G900I, SM-G900A and SM-G900W8, the
regular expression ^SM-G900\w{1,2}$ matches models starting SM-G900 and ending in 1 or 2 alphanumeric characters.
-->
<DeviceList>
<Config file="android_low.cfg">
<Device model="KFTHWI"/> <!-- Amazon Kindle Fire HDX -->
<Device model="Nexus\s7"/> <!-- Nexus 7 -->
<Device model="Nexus\s5"/> <!-- Nexus 5 -->
<Device model="^LG-D85\d"/> <!-- LG G3 -->
<Device model="^LG-H81\d"/> <!-- LG G4 -->
<Device model="^SM-N910\w{1,2}$"/> <!-- Samsung Galaxy Note 4 -->
<Device model="^SM-G900\w{1,2}$"/> <!-- Samsung Galaxy S5 -->
</Config>
<Config file="android_medium.cfg">
<Device model="^LG-H8[235]\d"/> <!-- LG G5 -->
<Device model="^SM-T21\d\w$"/> <!-- Samsung Galaxy Tab 3 -->
<Device model="^SM-G92[058]\w{1,2}$"/> <!-- Samsung Galaxy S6/S6 Edge/S6 Edge+ -->
<Device model="^SM-N920\w{1,2}$"/> <!-- Samsung Note 5 -->
</Config>
<Config file="android_high.cfg">
<Device model="^LG-H87\d"/> <!-- LG G6 -->
<Device model="Nexus\s6"/> <!-- Motorola Nexus 6 -->
<Device model="Pixel"/> <!-- Google Pixel -->
<Device model="^SM-G93[058]\w{1,2}$"/> <!-- Samsung Galaxy S7/S7 Edge -->
<Device model="^SM-N93[05]\w{1,2}$"/> <!-- Samsung Note 7 (+FE) -->
<Device model="Pixel\s2"/> <!-- Google Pixel 2 -->
<Device model="^SM-G95[058]\w{1,2}$"/> <!-- Samsung Galaxy S8/S8+ -->
<Device model="^SM-N950\w{1,2}$"/> <!-- Samsung Note8 -->
</Config>
<Config file="android_veryhigh.cfg">
</Config>
<Config file="android_MaliT760.cfg">
<Device model="SM-N920C"/> <!-- Samsung Note 5 (Europe, Asia)-->
<Device model="SM-N920T"/> <!-- Samsung Note 5 (T-Mobile)-->
<Device model="SM-N920A"/> <!-- Samsung Note 5 (AT&T)-->
<Device model="SM-N920I"/> <!-- Samsung Note 5 (Australia)-->
<Device model="SM-N920G"/> <!-- Samsung Note 5 (LATAM)-->
<Device model="SM-G920F"/> <!-- Samsung S6 (Europe)-->
<Device model="SM-G920FD"/> <!-- Samsung S6 (Philippines, Pakistan, Russia, Ukraine)-->
<Device model="SM-G920FQ"/> <!-- Samsung S6 (Turkey)-->
<Device model="SM-G920I"/> <!-- Samsung S6 (LATAM, Singapore, India, Australia, New Zealand)-->
<Device model="SM-G920A"/> <!-- Samsung S6 (AT&T)-->
<Device model="SM-G920T"/> <!-- Samsung S6 (T-Mobile)-->
<Device model="SM-G920S"/> <!-- Samsung S6 (Korea)-->
<Device model="SM-G920K"/> <!-- Samsung S6 (Korea)-->
<Device model="SM-G9200"/> <!-- Samsung S6 (Hong Kong)-->
<Device model="SM-G9208"/> <!-- Samsung S6 (China)-->
<Device model="SM-G9209"/> <!-- Samsung S6 (China)-->
<Device model="SM-G925F"/> <!-- Samsung S6 edge (Global)-->
<Device model="SM-G925FQ"/> <!-- Samsung S6 edge (Turkey)-->
<Device model="SM-G925I"/> <!-- Samsung S6 edge (LATAM, India, Australia)-->
<Device model="SM-G925A"/> <!-- Samsung S6 edge (AT&T)-->
<Device model="SM-G925T"/> <!-- Samsung S6 edge (T-Mobile)-->
<Device model="SM-G925S"/> <!-- Samsung S6 edge (Korea)-->
<Device model="SM-G925K"/> <!-- Samsung S6 edge (Korea)-->
<Device model="SM-G925L"/> <!-- Samsung S6 edge (Korea)-->
<Device model="SM-G9250"/> <!-- Samsung S6 edge (China, HK)-->
<Device model="SM-G928F"/> <!-- Samsung S6 edge+ (Europe)-->
<Device model="SM-G928G"/> <!-- Samsung S6 edge+ (India)-->
<Device model="SM-G928T"/> <!-- Samsung S6 edge+ (T-Mobile)-->
<Device model="SM-G928A"/> <!-- Samsung S6 edge+ (AT&T)-->
<Device model="SM-G928I"/> <!-- Samsung S6 edge+ (Australia, New Zealand, Singapore)-->
</Config>
<Config file="android_high_nogmem.cfg">
<!-- Disable gmem for Samsung S7 devices with Adreno GPUs due to a driver bug.
Reading from any inout RT always returns the value of the first RT-->
<Device model="SM-G930A"/> <!-- Samsung S7 (AT&T)-->
<Device model="SM-G930AZ"/> <!-- Samsung S7 (Cricket)-->
<Device model="SM-G930P"/> <!-- Samsung S7 (Boost/Virgin)-->
<Device model="SM-G930T"/> <!-- Samsung S7 (T-Mobile)-->
<Device model="SM-G930U"/> <!-- Samsung S7 (Unlocked)-->
<Device model="SM-G930V"/> <!-- Samsung S7 (Verizon)-->
</Config>
</DeviceList>
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0x8086, 0x2582,-1 // SM2 Intel(R) 82915G/GV/910GL Express Chipset Family
0x8086, 0x2782,-1 // SM2 Intel(R) 82915G/GV/910GL Express Chipset Family
0x8086, 0x2592,-1 // SM2 Mobile Intel(R) 82915GM/GMS, 910GML Express Chipset Family
0x8086, 0x2792,-1 // SM2 Mobile Intel(R) 82915GM/GMS, 910GML Express Chipset Family
0x8086, 0x2772,-1 // SM2 Intel(R) 82945G Express Chipset Family
0x8086, 0x2776,-1 // SM2 Intel(R) 82945G Express Chipset Family
0x8086, 0x27A2,-1 // SM2 Mobile Intel(R) 945GM Express Chipset Family
0x8086, 0x27A6,-1 // SM2 Mobile Intel(R) 945GM Express Chipset Family
0x8086, 0x2972,-1 // SM2 Intel(R) 946GZ Express Chipset Family
0x8086, 0x2973,-1 // SM2 Intel(R) 946GZ Express Chipset Family
0x8086, 0x2992,-1 // SM2 Intel(R) Q965/Q963 Express Chipset Family
0x8086, 0x2993,-1 // SM2 Intel(R) Q965/Q963 Express Chipset Family
0x8086, 0x29B2,-1 // SM2 Intel(R) Q35 Express Chipset Family
0x8086, 0x29B3,-1 // SM2 Intel(R) Q35 Express Chipset Family
0x8086, 0x29C2,-1 // SM2 Intel(R) G33/G3-1 Express Chipset Family
0x8086, 0x29C3,-1 // SM2 Intel(R) G33/G3-1 Express Chipset Family
0x8086, 0x29D2,-1 // SM2 Intel(R) Q33 Express Chipset Family
0x8086, 0x29D3,-1 // SM2 Intel(R) Q33 Express Chipset Family
0x8086, 0xA001,-1 // SM2 Intel(R) NetTop Atom D410 (GMA 3150)
0x8086, 0xA002,-1 // SM2 Intel(R) NetTop Atom D510 (GMA 3150)
0x8086, 0xA011,-1 // SM2 Intel(R) NetBook Atom N4x0 (GMA 3150)
0x8086, 0xA012,-1 // SM2 Intel(R) NetBook Atom N4x0 (GMA 3150)
0x8086, 0x29A2,-1 // SM3 Intel(R) G965 Express Chipset Family
0x8086, 0x29A3,-1 // SM3 Intel(R) G965 Express Chipset Family
0x8086, 0x8108,-1 // SM3 Intel(R) GMA 500 (Poulsbo) on MID platforms
0x8086, 0x8109,-1 // SM3 Intel(R) GMA 500 (Poulsbo) on MID platforms
0x8086, 0x2982,-1 // SM4 Intel(R) G35 Express Chipset Family
0x8086, 0x2983,-1 // SM4 Intel(R) G35 Express Chipset Family
0x8086, 0x2A02,-1 // SM4 Mobile Intel(R) 965 Express Chipset Family
0x8086, 0x2A03,-1 // SM4 Mobile Intel(R) 965 Express Chipset Family
0x8086, 0x2A12,-1 // SM4 Mobile Intel(R) 965 Express Chipset Family
0x8086, 0x2A13,-1 // SM4 Mobile Intel(R) 965 Express Chipset Family
0x8086, 0x2A42,-1 // SM4 Mobile Intel(R) 4 Series Express Chipset Family
0x8086, 0x2A43,-1 // SM4 Mobile Intel(R) 4 Series Express Chipset Family
0x8086, 0x2E02,-1 // SM4 Intel(R) 4 Series Express Chipset
0x8086, 0x2E03,-1 // SM4 Intel(R) 4 Series Express Chipset
0x8086, 0x2E22,-1 // SM4 Intel(R) G45/G43 Express Chipset
0x8086, 0x2E23,-1 // SM4 Intel(R) G45/G43 Express Chipset
0x8086, 0x2E12,-1 // SM4 Intel(R) Q45/Q43 Express Chipset
0x8086, 0x2E13,-1 // SM4 Intel(R) Q45/Q43 Express Chipset
0x8086, 0x2E32,-1 // SM4 Intel(R) G4-1 Express Chipset
0x8086, 0x2E33,-1 // SM4 Intel(R) G4-1 Express Chipset
0x8086, 0x2E42,-1 // SM4 Intel(R) B43 Express Chipset
0x8086, 0x2E43,-1 // SM4 Intel(R) B43 Express Chipset
0x8086, 0x2E92,-1 // SM4 Intel(R) B43 Express Chipset
0x8086, 0x2E93,-1 // SM4 Intel(R) B43 Express Chipset
0x8086, 0x0046,-1 // SM4 Intel(R) HD Graphics - Core i3/i5/i7 Mobile Processors
0x8086, 0x0042,-1 // SM4 Intel(R) HD Graphics - Core i3/i5 + Pentium G9650 Processors
0x8086, 0x0106,-1 // SM4.1 Mobile SandyBridge GT1
0x8086, 0x0102,-1 // SM4.1 Desktop SandyBridge GT1
0x8086, 0x010A,-1 // SM4.1 SandyBridge Server
0x8086, 0x0112,-1 // SM4.1 Desktop SandyBridge GT2
0x8086, 0x0122,-1 // SM4.1 Desktop SandyBridge GT2+
0x8086, 0x0116,-1 // SM4.1 Mobile SandyBridge GT2
0x8086, 0x0126,-1 // SM4.1 Mobile SandyBrdige GT2+
0x8086, 0x0166, 1 // SM5 Intel(R) HD Graphics 4000
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<DeviceList>
<Config file="ios_low.cfg">
<Device model="iPhone6,1"/> <!-- iPhone 5s, Apple A7 GPU -->
<Device model="iPhone6,2"/> <!-- iPhone 5s, Apple A7 GPU -->
<Device model="iPad4,1"/> <!-- iPad Air, Apple A7 GPU -->
<Device model="iPad4,2"/> <!-- iPad Air, Apple A7 GPU -->
<Device model="iPad4,3"/> <!-- iPad Air, Apple A7 GPU -->
<Device model="iPad4,4"/> <!-- iPad mini 2, Apple A7 GPU -->
<Device model="iPad4,5"/> <!-- iPad mini 2, Apple A7 GPU -->
<Device model="iPad4,6"/> <!-- iPad mini 2, Apple A7 GPU -->
<Device model="iPad4,7"/> <!-- iPad mini 3, Apple A7 GPU -->
<Device model="iPad4,8"/> <!-- iPad mini 3, Apple A7 GPU -->
<Device model="iPad4,9"/> <!-- iPad mini 3, Apple A7 GPU -->
</Config>
<Config file="ios_medium.cfg">
<Device model="iPhone7,1"/> <!-- iPhone 6 Plus, Apple A8 GPU -->
<Device model="iPhone7,2"/> <!-- iPhone 6, Apple A8 GPU -->
<Device model="iPad5,1"/> <!-- iPad mini 4, Apple A8 GPU -->
<Device model="iPad5,2"/> <!-- iPad mini 4, Apple A8 GPU -->
<Device model="iPad5,3"/> <!-- iPad Air 2, Apple A8 GPU -->
<Device model="iPad5,4"/> <!-- iPad Air 2, Apple A8 GPU -->
<Device model="iPod7,1"/> <!-- iPod touch 6th generation, Apple A8 GPU -->
</Config>
<Config file="ios_high.cfg">
<Device model="iPhone8,1"/> <!-- iPhone 6s, Apple A9 GPU -->
<Device model="iPhone8,2"/> <!-- iPhone 6s Plus, Apple A9 GPU -->
<Device model="iPhone8,4"/> <!-- iPhone SE, Apple A9 GPU -->
<Device model="iPad6,3"/> <!-- iPad Pro, Apple A9 GPU -->
<Device model="iPad6,4"/> <!-- iPad Pro, Apple A9 GPU -->
<Device model="iPad6,7"/> <!-- iPad Pro, Apple A9 GPU -->
<Device model="iPad6,8"/> <!-- iPad Pro, Apple A9 GPU -->
<Device model="iPhone9,1"/> <!-- iPhone 7, Apple A10 GPU -->
<Device model="iPhone9,3"/> <!-- iPhone 7, Apple A10 GPU -->
<Device model="iPhone9,2"/> <!-- iPhone 7 Plus, Apple A10 GPU -->
<Device model="iPhone9,4"/> <!-- iPhone 7 Plus, Apple A10 GPU -->
<Device model="iPad7,1"/> <!-- iPad Pro, Apple A10 GPU -->
<Device model="iPad7,2"/> <!-- iPad Pro, Apple A10 GPU -->
</Config>
<Config file="ios_veryhigh.cfg">
</Config>
</DeviceList>
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0x10DE, 0x0040,-1 // GeForce 6800 Ultra, GeForce 6800 Ultra/GeForce 6800 Series GPU
0x10DE, 0x0041,-1 // GeForce 6800
0x10DE, 0x0042,-1 // GeForce 6800 LE
0x10DE, 0x0043,-1 // GeForce 6800 XE
0x10DE, 0x0044,-1 // GeForce 6800 XT
0x10DE, 0x0045,-1 // GeForce 6800 GT
0x10DE, 0x0046,-1 // GeForce 6800 GT
0x10DE, 0x0047,-1 // GeForce 6800 GS
0x10DE, 0x0048,-1 // GeForce 6800 XT
0x10DE, 0x0090,-1 // GeForce 7800 GTX
0x10DE, 0x0091,-1 // GeForce 7800 GTX
0x10DE, 0x0092,-1 // GeForce 7800 GT
0x10DE, 0x0093,-1 // GeForce 7800 GS
0x10DE, 0x0095,-1 // GeForce 7800 SLI
0x10DE, 0x00C0,-1 // GeForce 6800 GS, GeForce 6800 GS/GeForce 6800 GS/XT
0x10DE, 0x00C1,-1 // GeForce 6800
0x10DE, 0x00C2,-1 // GeForce 6800 LE
0x10DE, 0x00C3,-1 // GeForce 6800 XT
0x10DE, 0x00F1,-1 // GeForce 6600 GT
0x10DE, 0x00F2,-1 // GeForce 6600
0x10DE, 0x00F3,-1 // GeForce 6200
0x10DE, 0x00F4,-1 // GeForce 6600 LE
0x10DE, 0x00F5,-1 // GeForce 7800 GS
0x10DE, 0x00F6,-1 // GeForce 6800 GS/XT
0x10DE, 0x00F9,-1 // GeForce 6800 Series GPU
0x10DE, 0x0140,-1 // GeForce 6600 GT
0x10DE, 0x0141,-1 // GeForce 6600
0x10DE, 0x0142,-1 // GeForce 6600 LE
0x10DE, 0x0143,-1 // GeForce 6600 VE
0x10DE, 0x0145,-1 // GeForce 6610 XL
0x10DE, 0x0147,-1 // GeForce 6700 XL
0x10DE, 0x014F,-1 // GeForce 6200
0x10DE, 0x0160,-1 // GeForce 6500
0x10DE, 0x0161,-1 // GeForce 6200 TurboCache(TM)
0x10DE, 0x0162,-1 // GeForce 6200SE TurboCache(TM)
0x10DE, 0x0163,-1 // GeForce 6200 LE
0x10DE, 0x0169,-1 // GeForce 6250
0x10DE, 0x016A,-1 // GeForce 7100 GS
0x10DE, 0x0191, 1 // GeForce 8800 GTX
0x10DE, 0x0193, 1 // GeForce 8800 GTS
0x10DE, 0x0194, 1 // GeForce 8800 Ultra
0x10DE, 0x01D0,-1 // GeForce 7350 LE
0x10DE, 0x01D1,-1 // GeForce 7300 LE
0x10DE, 0x01D3,-1 // GeForce 7300 SE/7200 GS
0x10DE, 0x01DD,-1 // GeForce 7500 LE
0x10DE, 0x01DF,-1 // GeForce 7300 GS
0x10DE, 0x0211,-1 // GeForce 6800
0x10DE, 0x0212,-1 // GeForce 6800 LE
0x10DE, 0x0215,-1 // GeForce 6800 GT
0x10DE, 0x0218,-1 // GeForce 6800 XT
0x10DE, 0x0221,-1 // GeForce 6200
0x10DE, 0x0222,-1 // GeForce 6200 A-LE
0x10DE, 0x0240,-1 // GeForce 6150
0x10DE, 0x0241,-1 // GeForce 6150 LE
0x10DE, 0x0242,-1 // GeForce 6100
0x10DE, 0x0290,-1 // GeForce 7900 GTX
0x10DE, 0x0291,-1 // GeForce 7900 GT/GTO
0x10DE, 0x0292,-1 // GeForce 7900 GS
0x10DE, 0x0293,-1 // GeForce 7950 GX2
0x10DE, 0x0294,-1 // GeForce 7950 GX2
0x10DE, 0x0295,-1 // GeForce 7950 GT
0x10DE, 0x02E0,-1 // GeForce 7600 GT
0x10DE, 0x02E1,-1 // GeForce 7600 GS
0x10DE, 0x02E2,-1 // GeForce 7300 GT
0x10DE, 0x02E3,-1 // GeForce 7900 GS
0x10DE, 0x02E4,-1 // GeForce 7950 GT
0x10DE, 0x0390,-1 // GeForce 7650 GS
0x10DE, 0x0391,-1 // GeForce 7600 GT
0x10DE, 0x0392,-1 // GeForce 7600 GS
0x10DE, 0x0393,-1 // GeForce 7300 GT
0x10DE, 0x0394,-1 // GeForce 7600 LE
0x10DE, 0x0395,-1 // GeForce 7300 GT
0x10DE, 0x03D0,-1 // GeForce 6150SE nForce 430
0x10DE, 0x03D1,-1 // GeForce 6100 nForce 405
0x10DE, 0x03D2,-1 // GeForce 6100 nForce 400
0x10DE, 0x03D5,-1 // GeForce 6100 nForce 420
0x10DE, 0x03D6,-1 // GeForce 7025 / nForce 630a
0x10DE, 0x0400,-1 // GeForce 8600 GTS
0x10DE, 0x0401,-1 // GeForce 8600 GT
0x10DE, 0x0402,-1 // GeForce 8600 GT
0x10DE, 0x0403,-1 // GeForce 8600 GS
0x10DE, 0x0404,-1 // GeForce 8400 GS
0x10DE, 0x0405,-1 // GeForce 9500M GS
0x10DE, 0x0406,-1 // GeForce 8300 GS
0x10DE, 0x0407,-1 // GeForce 8600M GT
0x10DE, 0x0408,-1 // GeForce 9650M GS
0x10DE, 0x0409,-1 // GeForce 8700M GT
0x10DE, 0x040B,-1 // Quadro NVS 320M
0x10DE, 0x040C,-1 // Quadro FX 570M
0x10DE, 0x040D,-1 // Quadro FX 1600M
0x10DE, 0x0410,-1 // GeForce GT 330
0x10DE, 0x0420,-1 // GeForce 8400 SE
0x10DE, 0x0421,-1 // GeForce 8500 GT
0x10DE, 0x0422,-1 // GeForce 8400 GS
0x10DE, 0x0423,-1 // GeForce 8300 GS
0x10DE, 0x0424,-1 // GeForce 8400 GS
0x10DE, 0x0425,-1 // GeForce 8600M GS
0x10DE, 0x0426,-1 // GeForce 8400M GT
0x10DE, 0x0427,-1 // GeForce 8400M GS
0x10DE, 0x0428,-1 // GeForce 8400M G
0x10DE, 0x0429,-1 // Quadro NVS 140M
0x10DE, 0x042A,-1 // Quadro NVS 130M
0x10DE, 0x042B,-1 // Quadro NVS 135M
0x10DE, 0x042C,-1 // GeForce 9400 GT
0x10DE, 0x042D,-1 // Quadro FX 360M
0x10DE, 0x042E,-1 // GeForce 9300M G
0x10DE, 0x053A,-1 // GeForce 7050 PV / nForce 630a
0x10DE, 0x053B,-1 // GeForce 7050 PV / nForce 630a
0x10DE, 0x053E,-1 // GeForce 7025 / nForce 630a
0x10DE, 0x05E0, 2 // GeForce GTX 295
0x10DE, 0x05E1, 1 // GeForce GTX 280
0x10DE, 0x05E2, 1 // GeForce GTX 260
0x10DE, 0x05E3, 2 // GeForce GTX 285
0x10DE, 0x05E6, 1 // GeForce GTX 275
0x10DE, 0x05EA, 1 // GeForce GTX 260
0x10DE, 0x05EB, 2 // GeForce GTX 295
0x10DE, 0x0600, 1 // GeForce 8800 GTS 512
0x10DE, 0x0601, 1 // GeForce 9800 GT
0x10DE, 0x0602, 1 // GeForce 8800 GT
0x10DE, 0x0603, 1 // GeForce GT 230
0x10DE, 0x0604, 1 // GeForce 9800 GX2
0x10DE, 0x0605, 1 // GeForce 9800 GT
0x10DE, 0x0606, 1 // GeForce 8800 GS
0x10DE, 0x0607, 1 // GeForce GTS 240
0x10DE, 0x0608, 1 // GeForce 9800M GTX
0x10DE, 0x0609, 1 // GeForce 8800M GTS, GeForce 8800 GS
0x10DE, 0x060A, 1 // GeForce GTX 280M
0x10DE, 0x060B, 1 // GeForce 9800M GT
0x10DE, 0x060C, 1 // GeForce 8800M GTX
0x10DE, 0x060F, 1 // GeForce GTX 285M
0x10DE, 0x0610,-1 // GeForce 9600 GSO
0x10DE, 0x0611, 1 // GeForce 8800 GT
0x10DE, 0x0612, 1 // GeForce 9800 GTX/9800 GTX+
0x10DE, 0x0613, 1 // GeForce 9800 GTX+
0x10DE, 0x0614, 1 // GeForce 9800 GT
0x10DE, 0x0615, 1 // GeForce GTS 250
0x10DE, 0x0617, 1 // GeForce 9800M GTX
0x10DE, 0x0618, 1 // GeForce GTX 260M
0x10DE, 0x061C,-1 // Quadro FX 3600M
0x10DE, 0x061D,-1 // Quadro FX 2800M
0x10DE, 0x061E,-1 // Quadro FX 3700M
0x10DE, 0x061F,-1 // Quadro FX 3800M
0x10DE, 0x0621, 1 // GeForce GT 230
0x10DE, 0x0622, 1 // GeForce 9600 GT
0x10DE, 0x0623, 1 // GeForce 9600 GS
0x10DE, 0x0625, 1 // GeForce 9600 GSO 512
0x10DE, 0x0626, 1 // GeForce GT 130
0x10DE, 0x0627, 1 // GeForce GT 140
0x10DE, 0x0628, 1 // GeForce 9800M GTS
0x10DE, 0x062A, 1 // GeForce 9700M GTS
0x10DE, 0x062B, 1 // GeForce 9800M GS
0x10DE, 0x062C, 1 // GeForce 9800M GTS
0x10DE, 0x062E, 1 // GeForce GT 130, GeForce 9600 GT
0x10DE, 0x062F, 1 // GeForce 9800 S
0x10DE, 0x0631, 1 // GeForce GTS 160M
0x10DE, 0x0635, 1 // GeForce 9600 GSO
0x10DE, 0x0637, 1 // GeForce 9600 GT
0x10DE, 0x063A,-1 // Quadro FX 2700M
0x10DE, 0x0640, 1 // GeForce 9500 GT
0x10DE, 0x0641,-1 // GeForce 9400 GT
0x10DE, 0x0643, 1 // GeForce 9500 GT
0x10DE, 0x0644, 1 // GeForce 9500 GS
0x10DE, 0x0645, 1 // GeForce 9500 GS
0x10DE, 0x0646, 1 // GeForce GT 120
0x10DE, 0x0647, 1 // GeForce 9600M GT
0x10DE, 0x0648, 1 // GeForce 9600M GS
0x10DE, 0x0649, 1 // GeForce 9600M GT
0x10DE, 0x064A, 1 // GeForce 9700M GT
0x10DE, 0x064B, 1 // GeForce 9500M G
0x10DE, 0x064C, 1 // GeForce 9650M GT
0x10DE, 0x0651, 1 // GeForce G 110M
0x10DE, 0x0652, 1 // GeForce GT 130M
0x10DE, 0x0653, 1 // GeForce GT 120M
0x10DE, 0x0654, 1 // GeForce GT 220M
0x10DE, 0x065A,-1 // Quadro FX 1700M
0x10DE, 0x065B,-1 // GeForce 9400 GT
0x10DE, 0x065C,-1 // Quadro FX 770M
0x10DE, 0x065F, 1 // GeForce G210
0x10DE, 0x06C0, 3 // GeForce GTX 480
0x10DE, 0x06C4, 2 // GeForce GTX 465
0x10DE, 0x06CD, 3 // GeForce GTX 470
0x10DE, 0x06E0,-1 // GeForce 9300 GE
0x10DE, 0x06E1,-1 // GeForce 9300 GS
0x10DE, 0x06E2,-1 // GeForce 8400
0x10DE, 0x06E3,-1 // GeForce 8400 SE
0x10DE, 0x06E4,-1 // GeForce 8400 GS
0x10DE, 0x06E6, 1 // GeForce G100
0x10DE, 0x06E7,-1 // GeForce 9300 SE
0x10DE, 0x06E8,-1 // GeForce 9200M GS
0x10DE, 0x06E9,-1 // GeForce 9300M GS
0x10DE, 0x06EA,-1 // Quadro NVS 150M
0x10DE, 0x06EB,-1 // Quadro NVS 160M
0x10DE, 0x06EC, 1 // GeForce G 105M
0x10DE, 0x06EF, 1 // GeForce G 103M
0x10DE, 0x06F1, 1 // GeForce G105M
0x10DE, 0x06FB,-1 // Quadro FX 370M
0x10DE, 0x07E0,-1 // GeForce 7150 / nForce 630i
0x10DE, 0x07E1,-1 // GeForce 7100 / nForce 630i
0x10DE, 0x07E2,-1 // GeForce 7050 / nForce 630i
0x10DE, 0x07E3,-1 // GeForce 7050 / nForce 610i
0x10DE, 0x07E5,-1 // GeForce 7050 / nForce 620i
0x10DE, 0x0844,-1 // GeForce 9100M G
0x10DE, 0x0845,-1 // GeForce 8200M G
0x10DE, 0x0846,-1 // GeForce 9200
0x10DE, 0x0847,-1 // GeForce 9100
0x10DE, 0x0848,-1 // GeForce 8300
0x10DE, 0x0849,-1 // GeForce 8200
0x10DE, 0x084A,-1 // nForce 730a
0x10DE, 0x084B,-1 // GeForce 9200
0x10DE, 0x084C,-1 // nForce 980a/780a SLI
0x10DE, 0x084D,-1 // nForce 750a SLI
0x10DE, 0x084F,-1 // GeForce 8100 / nForce 720a
0x10DE, 0x0860,-1 // GeForce 9400
0x10DE, 0x0861,-1 // GeForce 9400
0x10DE, 0x0862,-1 // GeForce 9400M G
0x10DE, 0x0863,-1 // GeForce 9400M
0x10DE, 0x0864,-1 // GeForce 9300
0x10DE, 0x0865,-1 // ION
0x10DE, 0x0866,-1 // GeForce 9400M, GeForce 9400M G
0x10DE, 0x0867,-1 // GeForce 9400
0x10DE, 0x0868,-1 // nForce 760i SLI
0x10DE, 0x086A,-1 // GeForce 9400
0x10DE, 0x086C,-1 // GeForce 9300 / nForce 730i
0x10DE, 0x086D,-1 // GeForce 9200
0x10DE, 0x086E,-1 // GeForce 9100M G
0x10DE, 0x086F,-1 // GeForce 8200M G
0x10DE, 0x0870,-1 // GeForce 9400M
0x10DE, 0x0871,-1 // GeForce 9200
0x10DE, 0x0872,-1 // GeForce G102M
0x10DE, 0x0873,-1 // GeForce G102M
0x10DE, 0x0874,-1 // ION
0x10DE, 0x0876,-1 // ION
0x10DE, 0x087A,-1 // GeForce 9400
0x10DE, 0x087D,-1 // ION
0x10DE, 0x087E,-1 // ION LE
0x10DE, 0x087F,-1 // ION LE
0x10DE, 0x0A20, 1 // GeForce GT 220
0x10DE, 0x0A22, 1 // GeForce 315
0x10DE, 0x0A23,-1 // GeForce 210
0x10DE, 0x0A27,-1 // GeForce 405
0x10DE, 0x0A28, 1 // GeForce GT 230M
0x10DE, 0x0A29, 1 // GeForce GT 330M
0x10DE, 0x0A2A, 1 // GeForce GT 230M
0x10DE, 0x0A2B, 1 // GeForce GT 330M
0x10DE, 0x0A2C,-1 // NVS 5100M
0x10DE, 0x0A2D, 1 // GeForce GT 320M
0x10DE, 0x0A34, 1 // GeForce GT 240M
0x10DE, 0x0A35, 1 // GeForce GT 325M
0x10DE, 0x0A3C,-1 // Quadro FX 880M
0x10DE, 0x0A60, 1 // GeForce G210
0x10DE, 0x0A62, 1 // GeForce 205
0x10DE, 0x0A63, 1 // GeForce 310
0x10DE, 0x0A64,-1 // ION
0x10DE, 0x0A65, 1 // GeForce 210
0x10DE, 0x0A66, 1 // GeForce 310
0x10DE, 0x0A67, 1 // GeForce 315
0x10DE, 0x0A68, 1 // GeForce G105M
0x10DE, 0x0A69, 1 // GeForce G105M
0x10DE, 0x0A6A,-1 // NVS 2100M
0x10DE, 0x0A6C,-1 // NVS 3100M
0x10DE, 0x0A6E, 1 // GeForce 305M
0x10DE, 0x0A70, 1 // GeForce 310M
0x10DE, 0x0A71, 1 // GeForce 305M
0x10DE, 0x0A72, 1 // GeForce 310M
0x10DE, 0x0A73, 1 // GeForce 305M
0x10DE, 0x0A74, 1 // GeForce G210M
0x10DE, 0x0A75, 1 // GeForce 310M
0x10DE, 0x0A7C,-1 // Quadro FX 380M
0x10DE, 0x0CA0, 1 // GeForce GT 330
0x10DE, 0x0CA2, 1 // GeForce GT 320
0x10DE, 0x0CA3, 1 // GeForce GT 240
0x10DE, 0x0CA4, 1 // GeForce GT 340
0x10DE, 0x0CA5, 1 // GeForce GT 220
0x10DE, 0x0CA7, 1 // GeForce GT 330
0x10DE, 0x0CA9, 1 // GeForce GTS 250M
0x10DE, 0x0CAC, 1 // GeForce GT 220
0x10DE, 0x0CAF, 1 // GeForce GT 335M
0x10DE, 0x0CB0, 1 // GeForce GTS 350M
0x10DE, 0x0CB1, 1 // GeForce GTS 360M
0x10DE, 0x0CBC,-1 // Quadro FX 1800M
0x10DE, 0x0DC0, 1 // GeForce GT 440
0x10DE, 0x0DC4, 1 // GeForce GTS 450
0x10DE, 0x0DC5, 1 // GeForce GTS 450
0x10DE, 0x0DC6, 1 // GeForce GTS 450
0x10DE, 0x0DE0, 1 // GeForce GT 440
0x10DE, 0x0DE1, 1 // GeForce GT 430
0x10DE, 0x0DE2, 1 // GeForce GT 420
0x10DE, 0x0E22, 2 // GeForce GTX 460
0x10DE, 0x0E23, 2 // GeForce GTX 460 SE
0x10DE, 0x0E24, 2 // GeForce GTX 460
0x10DE, 0x1080, 3 // GeForce GTX 580
0x10DE, 0x1081, 3 // GeForce GTX 570
0x10DE, 0x1086, 3 // GeForce GTX 570
0x10DE, 0x10C0,-1 // GeForce 9300 GS
0x10DE, 0x10C3,-1 // GeForce 8400GS
0x10DE, 0x1200, 3 // GeForce GTX 560 Ti
0x10DE, 0x062D, 1 // GeForce 9600 GT
0x10DE, 0x1082, 3 // GeForce GTX 560 Ti
0x10DE, 0x060D, 1 // GeForce 8800 GS
0x10DE, 0x009D,-1 // Quadro FX 4500
0x10DE, 0x05E7,-1 // Tesla M1060
0x10DE, 0x019D,-1 // Quadro FX 5600
0x10DE, 0x1088, 3 // GeForce GTX 590
0x10DE, 0x0DF8,-1 // Quadro 600
0x10DE, 0x06D2,-1 // Tesla M2070
0x10DE, 0x06D1,-1 // Tesla C2070
0x10DE, 0x029C,-1 // Quadro FX 5500
0x10DE, 0x029E,-1 // Quadro FX 1500
0x10DE, 0x029D,-1 // Quadro FX 3500
0x10DE, 0x06D8,-1 // Quadro 6000
0x10DE, 0x029F,-1 // Quadro FX 4500 X2
0x10DE, 0x06F8,-1 // Quadro NVS 420
0x10DE, 0x06F9,-1 // Quadro FX 370 LP
0x10DE, 0x01DE,-1 // Quadro FX 350
0x10DE, 0x0A26,-1 // GeForce 405
0x10DE, 0x0659,-1 // Quadro FX 580
0x10DE, 0x0658,-1 // Quadro FX 380
0x10DE, 0x0245,-1 // Quadro NVS 210S / GeForce 6150LE
0x10DE, 0x0A78,-1 // Quadro FX 380 LP
0x10DE, 0x01DB,-1 // Quadro NVS 120M
0x10DE, 0x0619,-1 // Quadro FX 4700 X2
0x10DE, 0x038B,-1 // GeForce 7650 GS
0x10DE, 0x05FF,-1 // Quadro FX 3800
0x10DE, 0x05FE,-1 // Quadro FX 4800
0x10DE, 0x05FD,-1 // Quadro FX 5800
0x10DE, 0x0A38,-1 // Quadro 400
0x10DE, 0x004E,-1 // Quadro FX 4000
0x10DE, 0x0638,-1 // Quadro FX 1800
0x10DE, 0x014A,-1 // Quadro NVS 440
0x10DE, 0x06D9,-1 // Quadro 5000
0x10DE, 0x014C,-1 // Quadro FX 540M
0x10DE, 0x01D2,-1 // GeForce 7550 LE
0x10DE, 0x014E,-1 // Quadro FX 540
0x10DE, 0x014D,-1 // Quadro FX 550
0x10DE, 0x05F9,-1 // Quadro CX
0x10DE, 0x05F8,-1 // Quadroplex 2200 S4
0x10DE, 0x061A,-1 // Quadro FX 3700
0x10DE, 0x10C4,-1 // ION
0x10DE, 0x10C5,-1 // GeForce 405
0x10DE, 0x040A,-1 // Quadro FX 370
0x10DE, 0x1040, 1 // GeForce GT 520
0x10DE, 0x00F8,-1 // Quadro FX 3400/4400
0x10DE, 0x040F,-1 // Quadro FX 1700
0x10DE, 0x042F,-1 // Quadro NVS 290
0x10DE, 0x06FA,-1 // Quadro NVS 450
0x10DE, 0x0DE5, 1 // GeForce GT 530
0x10DE, 0x061B,-1 // Quadro VX 200
0x10DE, 0x019E,-1 // Quadro FX 4600
0x10DE, 0x06FF,-1 // HICx8 + Graphics
0x10DE, 0x06DD,-1 // Quadro 4000
0x10DE, 0x06DE,-1 // Tesla M2050
0x10DE, 0x0165,-1 // Quadro NVS 285
0x10DE, 0x00CE,-1 // Quadro FX 1400
0x10DE, 0x004D,-1 // Quadro FX 3400
0x10DE, 0x06FD,-1 // Quadro NVS 295
0x10DE, 0x039E,-1 // Quadro FX 560
0x10DE, 0x00CD,-1 // Quadro FX 3450/4000 SDI
0x10DE, 0x1245, 2 // GeForce GTS 450
0x10DE, 0x1244, 2 // GeForce GTX 550 Ti
0x10DE, 0x039C,-1 // Quadro FX 560M
0x10DE, 0x0DD8,-1 // Quadro 2000 D
0x10DE, 0x10D8,-1 // NVS 300
0x10DE, 0x0197,-1 // Tesla C870
0x10DE, 0x05ED,-1 // Quadroplex 2200 D2
0x10DE, 0x040E,-1 // Quadro FX 570
0x10DE, 0x1188, 4 // GeForce GTX 690
0x10DE, 0x1180, 4 // GeForce GTX 680
0x10DE, 0x1189, 3 // GeForce GTX 670
0x10DE, 0x1183, 3 // GeForce GTX 660 Ti
0x10DE, 0x1185, 3 // GeForce GTX 660
0x10DE, 0x11C0, 3 // GeForce GTX 660
0x10DE, 0x0FC6, 3 // GeForce GTX 650
0x10DE, 0x11C6, 3 // GeForce GTX 650 Ti
0x10DE, 0x1207, 2 // GeForce GT 645
0x10DE, 0x0FC0, 2 // GeForce GT 640
0x10DE, 0x0FC1, 2 // GeForce GT 640
0x10DE, 0x124B, 2 // GeForce GT 640
0x10DE, 0x0F00, 1 // GeForce GT 630
0x10DE, 0x0FC2, 1 // GeForce GT 630
0x10DE, 0x0F01, 1 // GeForce GT 620
0x10DE, 0x1049, 1 // GeForce GT 620
0x10DE, 0x104A, 1 // GeForce GT 610
0x10DE, 0x1084, 3 // GeForce GTX 560
0x10DE, 0x1087, 3 // GeForce GTX 560 Ti
0x10DE, 0x1201, 3 // GeForce GTX 560
0x10DE, 0x1208, 3 // GeForce GTX 560 SE
0x10DE, 0x1241, 2 // GeForce GT 545
0x10DE, 0x1243, 2 // GeForce GT 545
+6
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@@ -0,0 +1,6 @@
r_ColorGradingChartsCache = 0
r_waterupdateFactor = 0
r_PostProcessHUD3DCache = 0
e_gsmcache = 0
r_ConditionalRendering = 0
e_gicache = 0
+77
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@@ -0,0 +1,77 @@
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
+29
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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
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@@ -0,0 +1 @@
g_cloakRefractionScale=62
+6
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@@ -0,0 +1,6 @@
e_StatoscopeScreenshotCapturePeriod = 1
e_StatoscopeDataGroups = Oulm
sys_pakLogInvalidFileAccess = 1
e_StatoscopeWriteTimeout = 10
e_StatoscopeConnectTimeout = 10
+63
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-- added this lines for proper 360 deg panorama renderings
e_ScreenShotFileFormat = jpg
demo_fixed_timestep = 60
s_SoundEnable = 0
r_DisplayInfo = 0
e_PanoramaScreenShotHeight = 720
e_PanoramaScreenShotWidth = 10053
c_shakeMult = 0
demo_ai = 1
r_MotionBlur = 0
-- enables full water reflection
-- e_DebugMask = 2 -- e_DebugMask not allowed here
-- set weapong lighting effect to 0 to prevent flickering bug because of too much dynamic lights in the scene
sys_spec = 2
r_WaterRefractions = 1
r_WaterReflections = 1
r_WaterUpdateFactor = 0.01
r_WaterReflections_ForceParticles = 0
r_EnvCMResolution = 2
r_EnvTexResolution = 3
r_EnvTexUpdateInterval = 0.05
e_Decals = 1
e_DecalsLifeTimeScale = 2
ca_EnableDecals = 1
e_LodRatio = 10
e_ViewDistRatio = 55
e_Lods = 1
e_VegetationMinSize = 0
r_CloudsUpdateAlways = 0
e_DynamicLightsMaxEntityLights = 3
r_DepthOfField = 1
--r_MotionBlur = 1
r_Flares = 1
r_checkSunVis = 1
r_Coronas = 1
r_CoronaFade = 0.1625
r_UseEdgeAA = 1
e_Clouds = 1
r_TexResolution = 0
r_TexBumpResolution = 0
r_DetailTextures = 1
r_DetailNumLayers = 1
r_DetailDistance = 8
e_ParticlesLod = 0.9
r_ShadowBlur = 3
e_ShadowsMaxTexRes = 1024
r_ShadowJittering = 1
e_Shadows = 1
e_VegetationBending = 1
ai_UpdateAllAlways = 1
r_refraction = 1
r_sunshafts = 1
r_ImposterRatio = 1
+15
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@@ -0,0 +1,15 @@
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
+24
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@@ -0,0 +1,24 @@
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
+24
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@@ -0,0 +1,24 @@
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
+76
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sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Disable gmem for this device because it causes a crash
r_EnableGMEMPath=0
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=1
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
e_ViewDistRatioVegetation=21
------------------------
-- sys_spec_postprocessing
------------------------
r_HDRBloom=0
r_SunShafts=0
r_ToneMapTechnique=3
r_ToneMapExposureType=1
r_ColorSpace=2
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
------------------------
-- sys_spec_textureresolution
------------------------
r_TexturesstreamingMinUsableMips=7
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
+65
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sys_spec_Full=3
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=2
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
@@ -0,0 +1,61 @@
sys_spec_Full=3
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Disabling gmem for this configuration
r_EnableGMEMPath=0
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
+76
View File
@@ -0,0 +1,76 @@
sys_spec_Full=1
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=0
e_CheckOcclusion=1
r_Fur=0
-- Water occlusion queries crash in some OpenGL ES 3.0 devices
e_HwOcclusionCullingWater = 0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
------------------------
-- sys_spec_textureresolution
------------------------
r_TexturesstreamingMinUsableMips=6
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
r_ClearGMEMGBuffer=1
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
+81
View File
@@ -0,0 +1,81 @@
sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
e_recursion=1
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
e_ViewDistRatioVegetation=21
------------------------
-- sys_spec_postprocessing
------------------------
r_HDRBloom=0
r_SunShafts=0
r_ToneMapExposureType=1
r_ColorSpace=2
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
------------------------
-- sys_spec_textureresolution
------------------------
r_TexturesstreamingMinUsableMips=7
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
+60
View File
@@ -0,0 +1,60 @@
sys_spec_Full=4
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=0
-- Enable framebufferfetch(256bpp) or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale already occurs
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
sys_job_system_max_worker=2
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
e_CheckOcclusion=1
r_Fur=0
az_Asset_EnableAsyncMeshLoading=0
------------------------
-- Misc. memory buffers
------------------------
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=33554432
ca_StreamCHR=1
------------------------
-- sys_spec_objectdetail
------------------------
e_Dissolve=2
e_LodRatio=5
e_ViewDistRatioDetail=19
------------------------
-- sys_spec_shading
------------------------
r_VisAreaClipLightsPerPixel=0
r_ClearGMEMGBuffer=1
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
+100
View File
@@ -0,0 +1,100 @@
sys_spec_Full=3
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=2048
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
+103
View File
@@ -0,0 +1,103 @@
sys_spec_Full=1
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
+101
View File
@@ -0,0 +1,101 @@
sys_spec_Full=2
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=1024
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
+102
View File
@@ -0,0 +1,102 @@
sys_spec_Full=4
-- Cap frame rate at 30fps
sys_maxfps=30
r_vsync=1
-- Enable framebufferfetch or pls if applicable
r_EnableGMEMPath=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
------------------------
-- Job System
------------------------
sys_job_system_enable=0
sys_job_system_max_worker=1
------------------------
-- Streaming
------------------------
sys_streaming_in_blocks=1
sys_streaming_memory_budget=512
------------------------
-- General Rendering
------------------------
r_Flush=0
-- Enabling this will clear the GMEM buffer before the z-pass
r_ClearGMEMGBuffer=2
r_Fur=0
------------------------
-- VisArea / Portals
------------------------
e_PortalsBlend=0
r_GMEMVisAreasBlendWeight=0.5
------------------------
-- Misc. memory buffers
------------------------
e_AutoPrecacheCgf=2
e_AutoPrecacheTerrainAndProcVeget=1
e_GeomCacheBufferSize=0
e_CheckOcclusionQueueSize=512
e_CheckOcclusionOutputQueueSize=2048
------------------------
-- Animation
------------------------
ca_MemoryDefragPoolSize=32
ca_StreamCHR=1
------------------------
-- sys_spec_water
------------------------
e_WaterOcean=2
e_WaterVolumes=2
e_WaterOceanBottom=0
------------------------
-- batching
------------------------
r_Batching = 1
r_BatchType = 0
------------------------
-- geom instancing
------------------------
r_GeomInstancing=1
r_GeomInstancingThreshold=5
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
------------------------
-- Geometry Cache
------------------------
e_GeomCaches=0
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
-- Sort ligths since we have limited space in the shadowmap pool texture
r_DeferredShadingSortLights = 3
--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
r_DeferredShadingLBuffersFmt = 2
+38
View File
@@ -0,0 +1,38 @@
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
+37
View File
@@ -0,0 +1,37 @@
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
+37
View File
@@ -0,0 +1,37 @@
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
+37
View File
@@ -0,0 +1,37 @@
sys_spec_Full=8
r_ShadersMETAL=1
-- Default of 3 allocates all shaders (potentially >150 MB)
-- 1 is most memory efficient but definitely causes hitches when converting HLSL
-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
r_ShadersPreactivate=1
-- Skip the native upscale as a second upscale occurs on Metal Present
r_SkipNativeUpscale=1
------------------------
-- sys_spec_postprocessing
------------------------
r_SunShafts=1
------------------------
-- sys_spec_shading
------------------------
r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI = 0
r_Fur=2
------------------------
-- Upscaling
------------------------
--0 point, 1 bilinear, 2 bicubic, 3 lanczos
r_UpscalingQuality=1
-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
e_ShadowsCacheRequireManualUpdate = 2
+1
View File
@@ -0,0 +1 @@
sys_spec_Full = 7
+1
View File
@@ -0,0 +1 @@
sys_spec_Full = 5
+1
View File
@@ -0,0 +1 @@
sys_spec_Full = 6
+1
View File
@@ -0,0 +1 @@
sys_spec_Full = 8
+12
View File
@@ -0,0 +1,12 @@
profile=-1
profile_allthreads=1
i_forcefeedback=0
g_godmode=1
log_verbosity=-1
sys_pakLogInvalidFileAccess=1
e_StatoscopeDataGroups=fgmrtudlipny
e_StatoscopeFilenameUseBuildInfo=0
e_StatoscopeFilenameUseMap=1
e_StatoscopeMinFuncLengthMs=0.1
e_StatoscopeMaxNumFuncsPerFrame=60
e_StatoscopeScreenshotCapturePeriod=5
+1
View File
@@ -0,0 +1 @@
--This file allows users to override the system defaults for cvars
+4
View File
@@ -0,0 +1,4 @@
r_CustomResHeight 0
r_CustomResWidth 0
+11
View File
@@ -0,0 +1,11 @@
t_fixedstep 0.0333333333
Capture_file_format bmp
Capture_folder CaptureOutput
r_CustomResHeight 1080
r_CustomResWidth 1920
r_displayinfo 0
+7
View File
@@ -0,0 +1,7 @@
#Sound.DeactivateAudioDevice()
s_OutputConfig 3
#Sound.ActivateAudioDevice()
Capture_frames 1
+8
View File
@@ -0,0 +1,8 @@
Capture_frames 0
#Sound.DeactivateAudioDevice()
s_OutputConfig 0
#Sound.ActivateAudioDevice()
+41
View File
@@ -0,0 +1,41 @@
-----------------------------------------------
-- Resolution (backbuffer and eye textures)
-----------------------------------------------
r_width = 960
r_height = 1080
r_backbufferWidth = 1920
r_backbufferHeight = 1080
-------------------------------------------
-- Set the system Spec (Medium)
-------------------------------------------
sys_spec = 2
-------------------------------------------
-- HMD related
-------------------------------------------
r_overrideDXGIoutput = 0
r_stereodevice = 100
r_stereomode = 1
r_stereooutput = 7
r_minimizeLatency = 1
hmd_low_persistence = 1
r_stereoScaleCoefficient = 1
-------------------------------------------
-- Set some video optimisations
-------------------------------------------
r_vsync = 0
r_MotionBlur = 0
r_ssdoHalfRes = 3
r_Refraction = 0
r_DeferredShadingTiled = 0
r_CBufferUseNativeDepth = 0
-------------------------------------------
-- Hide the hud
-------------------------------------------
--hud_hide = 1
@@ -0,0 +1,3 @@
version https://git-lfs.github.com/spec/v1
oid sha256:d5f8b854766f42212d788a884d2b5fd02b477a54baa6bbc931a0d7f4c9919eb2
size 524416
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version https://git-lfs.github.com/spec/v1
oid sha256:a962f76c3c0046af0d07a39fb62ecffff907885beefd36560d89e23e208ade7d
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