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103 lines
2.5 KiB
INI
103 lines
2.5 KiB
INI
sys_spec_Full=1
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-- Cap frame rate at 30fps
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sys_maxfps=30
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r_vsync=1
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-- Enable framebufferfetch or pls if applicable
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r_EnableGMEMPath=1
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-- Skip the native upscale as a second upscale occurs on Metal Present
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r_SkipNativeUpscale=1
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-- Default of 3 allocates all shaders (potentially >150 MB)
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-- 1 is most memory efficient but definitely causes hitches when converting HLSL
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-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
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r_ShadersPreactivate=1
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------------------------
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-- Job System
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------------------------
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sys_job_system_enable=0
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sys_job_system_max_worker=1
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------------------------
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-- Streaming
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------------------------
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sys_streaming_in_blocks=1
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sys_streaming_memory_budget=512
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------------------------
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-- General Rendering
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------------------------
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r_Flush=0
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-- Enabling this will clear the GMEM buffer before the z-pass
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r_ClearGMEMGBuffer=2
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r_Fur=0
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------------------------
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-- VisArea / Portals
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------------------------
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e_PortalsBlend=0
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r_GMEMVisAreasBlendWeight=0.5
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------------------------
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-- Misc. memory buffers
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------------------------
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e_AutoPrecacheCgf=2
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e_AutoPrecacheTerrainAndProcVeget=1
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e_GeomCacheBufferSize=0
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e_CheckOcclusionQueueSize=512
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e_CheckOcclusionOutputQueueSize=1024
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------------------------
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-- Animation
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------------------------
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ca_MemoryDefragPoolSize=32
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ca_StreamCHR=1
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------------------------
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-- sys_spec_water
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------------------------
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e_WaterOcean=2
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e_WaterVolumes=2
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e_WaterOceanBottom=0
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------------------------
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-- batching
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------------------------
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r_Batching = 1
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r_BatchType = 0
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------------------------
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-- geom instancing
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------------------------
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r_GeomInstancing=1
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r_GeomInstancingThreshold=5
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------------------------
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-- Upscaling
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------------------------
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--0 point, 1 bilinear, 2 bicubic, 3 lanczos
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r_UpscalingQuality=1
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------------------------
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-- Geometry Cache
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------------------------
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e_GeomCaches=0
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-- 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.
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-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
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-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
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e_ShadowsCacheRequireManualUpdate = 2
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-- Sort ligths since we have limited space in the shadowmap pool texture
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r_DeferredShadingSortLights = 3
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--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
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r_DeferredShadingLBuffersFmt = 2 |