Advertisement
DarkRevenant

Untitled

May 20th, 2014
193
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.94 KB | None | 0 0
  1. {
  2. # GLOBAL OPTIONS #
  3. "enableShaders":true,
  4. "toggleKey":197, # Default: Pause/Break (197)
  5.  
  6.  
  7. # LIGHT OPTIONS #
  8. "enableLights":true,
  9. # Lights are moderately resource demanding, but most GPUs can handle it
  10. # Requires GeForce 6800, Radeon X850, or newer
  11. "maximumLights":200, # Default: 200 ; Maximum: 409
  12. # This represents the number of lights that can be drawn onscreen at the same time
  13. # A GTX 260 or better should be fine at the default, though users with weaker cards may wish to lower the number
  14. # Lights will not function on cards that lack OpenGL 3.0, which means users with cards older than the GeForce 8 line are out of luck
  15. # Low values may cause noticeable pop-in/out during large battles when some lights get skipped in favor of others
  16. # Lights have a degree of overhead associated with them; if you have to reduce the maximum to below 20, consider disabling lights completely
  17. # Zooming out extremely far in dev mode can make performance suffer severely, but makes a good benchmark for the maximum number of lights you can support
  18. # If you play at non-native zoom levels, consider toning down shader settings
  19. "maximumLineLights":50, # Default: 50 ; Maximum: 409
  20. # This represents the number of line-shaped lights (primarily beam weapons) that can be drawn onscreen at the same time
  21. # These types of lights are more GPU-intensive than normal point-lights
  22. "brightnessScale":1.0, # Default: 1.0
  23. # This controls the size and intensity of all lights
  24. # The default light settings are carefully selected to maximize immersion and minimize distractions during gameplay
  25. "fighterBrightnessScale":0.5, # Default: 0.5
  26. # This controls the size and intensity of lights originating specifically from fighters and drones
  27. # This setting overlaps with "brightnessScale"; if both settings are 0.5, then the total scalar for fighter lights would be 0.25
  28. # This setting only applies to lights automatically created for projectiles and beams defined in a LightData CSV
  29.  
  30. "enableBloom":true,
  31. # Bloom is resource-demanding; if you have a weak GPU, disable this!
  32. # Requires GeForce 8600, Radeon X2600, or newer
  33. "bloomQuality":3, # Default: 3 ; Minimum: 1 ; Maximum: 5
  34. # This controls the number of samples that the bloom shader takes per pixel
  35. # Higher values mean more samples; quality 1 means the shader takes 10 samples per pixel, while quality 5 means the shader takes 26 samples per pixel
  36. # Visually, this increases the quality of the bloom and increases its apparent size (but not its intensity)
  37. # Choosing a lower value can improve performance
  38. "bloomMips":3, # Default: 3 ; Minimum: 1 ; Maximum: 5
  39. # This controls the resolution of the game's glow map
  40. # Higher values mean more subdivision; a value of 1 means the glow map uses the same resolution as the screen, while a value of 5 means the glow map has 256 times fewer pixels than the screen
  41. # Visually, this makes bloom larger, more intense, and blurrier, but can cause shimmering
  42. # Choosing a higher value can improve performance
  43. "bloomScale":1.0, # Default: 1.0
  44. # This controls the sampling width of the glow map's blur kernel
  45. # 1.0 corresponds to one pixel on the glow map
  46. # Higher values mean the bloom becomes visually larger, but sampling artifacts can occur
  47. # Consider increasing or decreasing bloomQuality or bloomMips to more reliably influence the apparent size of the bloom
  48. # This option does not have any performance impact
  49. "bloomIntensity":3.0, # Default: 3.0
  50. # This controls the brightness of the glow map
  51. # Higher values mean the bloom is brighter and more noticeable
  52. # This option does not have any performance impact and does not directly cause artifacts, though it can make existing artifacts more noticeable
  53.  
  54.  
  55. # DISTORTION OPTIONS #
  56. "enableDistortion":true,
  57. # Distortions are not resource-demanding; you are unlikely to see a performance hit from enabling this
  58. # Requires GeForce 6800, Radeon X850, or newer
  59. "maximumDistortions":100, # Default: 100
  60. # This represents the number of distortion effects that can be drawn onscreen at the same time
  61. # The performance hit per distortion may vary, but in general they are not very difficult to render
  62. # In most situations, only the worst video cards should be seeing a performance hit from using distortion because the method used is very fast
  63. # Distortion will not function on cards that lack OpenGL 3.0, which means users with cards older than the GeForce 8 line are out of luck
  64. # Low values may cause noticeable pop-in/out during events involving many different distortions when some distortions are skipped in favor of others
  65. # Distortion has a degree of overhead associated with it; if you have to reduce the maximum to below 3, consider disabling distortion completely
  66. # There is no maximum to the number of distortions that can be drawn, but be aware that by the time there are a hundred onscreen you won't be able to tell if any are missing
  67. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement