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Nov 14th, 2013
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  1. [LeaderheadSettings]
  2.  
  3. ; Leader quality bracket
  4. LeaderQuality = 1
  5.  
  6. ; Enables leaderhead shadowing
  7. EnableShadows = 0
  8.  
  9. ; Allows use of SM4.1 codepath (if supported)
  10. AllowSM41 = 0
  11.  
  12. ; Allows use of SM5.0 codepath (if supported)
  13. AllowSM50 = 0
  14.  
  15. ; Resolution used for cube shadow map. Please use a power of two.
  16. CubeShadowResolution = 0
  17.  
  18. ; Reference aspect ratio for which leader content is authored (should default to 16/9).
  19. TargetAspect = 1.777778
  20.  
  21. ; Controls formatting for displays not matching target aspect. (0 => maintain widescreen FOV. 1 => No letterbox)
  22. AspectAdjust = 0.000000
  23.  
  24. ; Resolution of skin scattering buffers. Please use a power of two.
  25. SkinResolution = 0
  26.  
  27. ; Skin quality level (0=no subsurf,1=cheap subsurf,or 2=expensive subsurf).
  28. SkinQuality = 0
  29.  
  30. ; Enables depth of field
  31. EnableDOF = 0
  32.  
  33. ; Enables bloom/glow effects
  34. EnableBloom = 0
  35.  
  36. ; Enables post-process distortion (heat haze, etc)
  37. EnableDistortion = 1
  38.  
  39. ; Allows leaderhead MSAA, on DX11. If this is enabled, the game will use an FP16 swap chain (slight perf. penalty). Note that you may not get AA. Some DX10 HW does not have FP16AA support.
  40. AllowLeaderAA = 0
  41.  
  42. ; Enables soft fire shadows in leaderhead scenes. Only supported in the SM4.1 codepath.
  43. EnableSoftShadows = 0
  44.  
  45. ; Maximum number of scenes to keep in memory. If there are more than this many, then they will be swapped in and out on demand
  46. MaxResidentScenes = 1
  47.  
  48. ; Reduction of leader texture size (0=full size, 1=half size, 2=quarter size)
  49. LeaderTextureReduction = 2
  50.  
  51. ; How much of leader textures to stream in after entering leader scene (0..6)
  52. LeaderTextureBackgroundLoad = 4
  53.  
  54. ; Whether or not to use static screenshots of leaders (this is the default for min-spec machines)
  55. UseScreenShots = 0
  56.  
  57. ; Whether or not the GPU will be used to decompress some textures. Requires SM5.0 or higher support.
  58. UseGPUDecompress = 0
  59.  
  60. ; Set to 1 to force the legacy compression path. 'UseOldTextureDecompress' has been retired. Use this key...
  61. ForceOldGPUDecompress = 0
  62.  
  63. [GraphicsDetailSettings]
  64.  
  65. HDStrategicView = 0
  66.  
  67. OverlayLevel = 0
  68.  
  69. ShadowLevel = 0
  70.  
  71. ReflectionLevel = 0
  72.  
  73. TextureQuality = 0
  74.  
  75. FOWLevel = 1
  76.  
  77. TerrainDetailLevel = 1
  78.  
  79. TerrainTessLevel = 0
  80.  
  81. TerrainShadowQuality = 1
  82.  
  83. TerrainWaterQuality = 0
  84.  
  85. ; Terrain Page in Rate
  86. TerrainPageinSpeedStill = 2
  87.  
  88. ; Terrain Page in Rate
  89. TerrainPageinSpeedMoving = 1
  90.  
  91. ; Use more advanced GPU features which can cause some drivers to crash
  92. TerrainUseAdvancedGPU = 0
  93.  
  94. ; Screen width of screenshot (0 is default width)
  95. ScreenShotWidth = 0
  96.  
  97. ; Screen height of screenshot (0 is default height)
  98. ScreenShotHeight = 0
  99.  
  100. NumberContinents = 4
  101.  
  102. ; Init whole terrain before loading game
  103. BlockOnLoad = 0
  104.  
  105. MinimizeGrayTiles = 0
  106.  
  107. FadeShadows = 0
  108.  
  109. ; Terrain Page in Rate
  110. Terrain64Chunks = 4096
  111.  
  112. ; Terrain Page in Rate
  113. Terrain128Chunks = 512
  114.  
  115. ; Terrain Page in Rate
  116. Terrain256Chunks = 256
  117.  
  118. ; Terrain Page in Rate
  119. Terrain512Chunks = 64
  120.  
  121. ; Enable bicubic terrain patches
  122. BicubicTerrainTessellation = 0
  123.  
  124. ; Target edge length of triangles in patches
  125. BicubicTerrainTessTriSize = 4
  126.  
  127. ; Default level of patch subdivision
  128. BicubicTerrainTessSubdiv = 2
  129.  
  130. ; Allow cheaper shadow blur for DX11.
  131. AllowCheapDX11ShadowBlur = 0
  132.  
  133. [UserSettings]
  134.  
  135. ; MSAA Samples
  136. MSAASamples = 2
  137.  
  138. WaitForVSync = 0
  139.  
  140. ; Fullscreen mode
  141. FullScreen = 1
  142.  
  143. ; Resolution ID
  144. FSResID = 14
  145.  
  146. ; Windowed Resolution X
  147. WindowResX = 1920
  148.  
  149. ; Windowed Resolution Y
  150. WindowResY = 1080
  151.  
  152. ; Min convergence depth for in-game Stereo rendering (zoomed in) (does not affect leaders).
  153. StereoConvergenceMin = 230.000000
  154.  
  155. ; Max Convergence depth for in-game Stereo rendering (zoomed out) (does not affect leaders).
  156. StereoConvergenceMax = 1150.000000
  157.  
  158. ; Offset to pull the stereo cursor off the terrain
  159. StereoCursorOffset = -25.000000
  160.  
  161. ; Constant Rebasing (DX11.1)
  162. Enable Constant Rebasing = 0
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