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- [LeaderheadSettings]
- ; Leader quality bracket
- LeaderQuality = 1
- ; Enables leaderhead shadowing
- EnableShadows = 0
- ; Allows use of SM4.1 codepath (if supported)
- AllowSM41 = 0
- ; Allows use of SM5.0 codepath (if supported)
- AllowSM50 = 0
- ; Resolution used for cube shadow map. Please use a power of two.
- CubeShadowResolution = 0
- ; Reference aspect ratio for which leader content is authored (should default to 16/9).
- TargetAspect = 1.777778
- ; Controls formatting for displays not matching target aspect. (0 => maintain widescreen FOV. 1 => No letterbox)
- AspectAdjust = 0.000000
- ; Resolution of skin scattering buffers. Please use a power of two.
- SkinResolution = 0
- ; Skin quality level (0=no subsurf,1=cheap subsurf,or 2=expensive subsurf).
- SkinQuality = 0
- ; Enables depth of field
- EnableDOF = 0
- ; Enables bloom/glow effects
- EnableBloom = 0
- ; Enables post-process distortion (heat haze, etc)
- EnableDistortion = 1
- ; 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.
- AllowLeaderAA = 0
- ; Enables soft fire shadows in leaderhead scenes. Only supported in the SM4.1 codepath.
- EnableSoftShadows = 0
- ; 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
- MaxResidentScenes = 1
- ; Reduction of leader texture size (0=full size, 1=half size, 2=quarter size)
- LeaderTextureReduction = 2
- ; How much of leader textures to stream in after entering leader scene (0..6)
- LeaderTextureBackgroundLoad = 4
- ; Whether or not to use static screenshots of leaders (this is the default for min-spec machines)
- UseScreenShots = 0
- ; Whether or not the GPU will be used to decompress some textures. Requires SM5.0 or higher support.
- UseGPUDecompress = 0
- ; Set to 1 to force the legacy compression path. 'UseOldTextureDecompress' has been retired. Use this key...
- ForceOldGPUDecompress = 0
- [GraphicsDetailSettings]
- HDStrategicView = 0
- OverlayLevel = 0
- ShadowLevel = 0
- ReflectionLevel = 0
- TextureQuality = 0
- FOWLevel = 1
- TerrainDetailLevel = 1
- TerrainTessLevel = 0
- TerrainShadowQuality = 1
- TerrainWaterQuality = 0
- ; Terrain Page in Rate
- TerrainPageinSpeedStill = 2
- ; Terrain Page in Rate
- TerrainPageinSpeedMoving = 1
- ; Use more advanced GPU features which can cause some drivers to crash
- TerrainUseAdvancedGPU = 0
- ; Screen width of screenshot (0 is default width)
- ScreenShotWidth = 0
- ; Screen height of screenshot (0 is default height)
- ScreenShotHeight = 0
- NumberContinents = 4
- ; Init whole terrain before loading game
- BlockOnLoad = 0
- MinimizeGrayTiles = 0
- FadeShadows = 0
- ; Terrain Page in Rate
- Terrain64Chunks = 4096
- ; Terrain Page in Rate
- Terrain128Chunks = 512
- ; Terrain Page in Rate
- Terrain256Chunks = 256
- ; Terrain Page in Rate
- Terrain512Chunks = 64
- ; Enable bicubic terrain patches
- BicubicTerrainTessellation = 0
- ; Target edge length of triangles in patches
- BicubicTerrainTessTriSize = 4
- ; Default level of patch subdivision
- BicubicTerrainTessSubdiv = 2
- ; Allow cheaper shadow blur for DX11.
- AllowCheapDX11ShadowBlur = 0
- [UserSettings]
- ; MSAA Samples
- MSAASamples = 2
- WaitForVSync = 0
- ; Fullscreen mode
- FullScreen = 1
- ; Resolution ID
- FSResID = 14
- ; Windowed Resolution X
- WindowResX = 1920
- ; Windowed Resolution Y
- WindowResY = 1080
- ; Min convergence depth for in-game Stereo rendering (zoomed in) (does not affect leaders).
- StereoConvergenceMin = 230.000000
- ; Max Convergence depth for in-game Stereo rendering (zoomed out) (does not affect leaders).
- StereoConvergenceMax = 1150.000000
- ; Offset to pull the stereo cursor off the terrain
- StereoCursorOffset = -25.000000
- ; Constant Rebasing (DX11.1)
- Enable Constant Rebasing = 0
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