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o3de/Assets/Engine/Config/spec/osx_metal_low.cfg

38 lines
1.1 KiB
INI

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
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-- sys_spec_postprocessing
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r_SunShafts=1
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-- sys_spec_shading
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r_DeferredShadingTiled=0
r_RefractionPartialResolves=0
e_GI=0
r_Fur=2
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-- Upscaling
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--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