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38 lines
1.1 KiB
INI
38 lines
1.1 KiB
INI
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sys_spec_Full=5
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r_ShadersMETAL=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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-- Skip the native upscale as a second upscale occurs on Metal Present
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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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------------------------
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r_DeferredShadingTiled=0
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r_RefractionPartialResolves=0
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e_GI=0
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r_Fur=2
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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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-- 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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