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- {
- # GLOBAL OPTIONS #
- "enableShaders":true,
- "toggleKey":197, # Default: Pause/Break (197)
- # LIGHT OPTIONS #
- "enableLights":true,
- # Lights are moderately resource demanding, but most GPUs can handle it
- # Requires GeForce 6800, Radeon X850, or newer
- "maximumLights":200, # Default: 200 ; Maximum: 409
- # This represents the number of lights that can be drawn onscreen at the same time
- # A GTX 260 or better should be fine at the default, though users with weaker cards may wish to lower the number
- # 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
- # Low values may cause noticeable pop-in/out during large battles when some lights get skipped in favor of others
- # Lights have a degree of overhead associated with them; if you have to reduce the maximum to below 20, consider disabling lights completely
- # 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
- # If you play at non-native zoom levels, consider toning down shader settings
- "maximumLineLights":50, # Default: 50 ; Maximum: 409
- # This represents the number of line-shaped lights (primarily beam weapons) that can be drawn onscreen at the same time
- # These types of lights are more GPU-intensive than normal point-lights
- "brightnessScale":1.0, # Default: 1.0
- # This controls the size and intensity of all lights
- # The default light settings are carefully selected to maximize immersion and minimize distractions during gameplay
- "fighterBrightnessScale":0.5, # Default: 0.5
- # This controls the size and intensity of lights originating specifically from fighters and drones
- # This setting overlaps with "brightnessScale"; if both settings are 0.5, then the total scalar for fighter lights would be 0.25
- # This setting only applies to lights automatically created for projectiles and beams defined in a LightData CSV
- "enableBloom":true,
- # Bloom is resource-demanding; if you have a weak GPU, disable this!
- # Requires GeForce 8600, Radeon X2600, or newer
- "bloomQuality":3, # Default: 3 ; Minimum: 1 ; Maximum: 5
- # This controls the number of samples that the bloom shader takes per pixel
- # 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
- # Visually, this increases the quality of the bloom and increases its apparent size (but not its intensity)
- # Choosing a lower value can improve performance
- "bloomMips":3, # Default: 3 ; Minimum: 1 ; Maximum: 5
- # This controls the resolution of the game's glow map
- # 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
- # Visually, this makes bloom larger, more intense, and blurrier, but can cause shimmering
- # Choosing a higher value can improve performance
- "bloomScale":1.0, # Default: 1.0
- # This controls the sampling width of the glow map's blur kernel
- # 1.0 corresponds to one pixel on the glow map
- # Higher values mean the bloom becomes visually larger, but sampling artifacts can occur
- # Consider increasing or decreasing bloomQuality or bloomMips to more reliably influence the apparent size of the bloom
- # This option does not have any performance impact
- "bloomIntensity":3.0, # Default: 3.0
- # This controls the brightness of the glow map
- # Higher values mean the bloom is brighter and more noticeable
- # This option does not have any performance impact and does not directly cause artifacts, though it can make existing artifacts more noticeable
- # DISTORTION OPTIONS #
- "enableDistortion":true,
- # Distortions are not resource-demanding; you are unlikely to see a performance hit from enabling this
- # Requires GeForce 6800, Radeon X850, or newer
- "maximumDistortions":100, # Default: 100
- # This represents the number of distortion effects that can be drawn onscreen at the same time
- # The performance hit per distortion may vary, but in general they are not very difficult to render
- # In most situations, only the worst video cards should be seeing a performance hit from using distortion because the method used is very fast
- # 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
- # Low values may cause noticeable pop-in/out during events involving many different distortions when some distortions are skipped in favor of others
- # Distortion has a degree of overhead associated with it; if you have to reduce the maximum to below 3, consider disabling distortion completely
- # 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
- }
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