Advertisement
Guest User

Untitled

a guest
Oct 22nd, 2016
259
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.85 KB | None | 0 0
  1. ;Altering this number will cause the app to overwrite this file with defaults
  2. Version 10
  3.  
  4. [Video]
  5. ;Overrides all other options to achieve desired performance profile. Must be set to -1 for changes in this file to be applied.
  6. PerformanceImpact -1
  7.  
  8. ;Overrides all other options to achieve desired memory profile. Must be set to -1 for changes in this file to be applied.
  9. MemoryImpact -1
  10.  
  11. ;MSAA sample count. 0 ==> 1. -1 ==> Max available
  12. MSAA 2
  13.  
  14. ;MSAA quality, enables EQAA or CSAA if supported
  15. MSAAQuality 0
  16.  
  17. ;1 = Wait for vertical sync. 0 = I don't mind tearing artifacts
  18. VSync 0
  19.  
  20. ;Resolution of overlay texture (NxN)
  21. OverlayResolution 4096
  22.  
  23. ;Resolution of shadow map (NxN)
  24. ShadowMapResolution 4096
  25.  
  26. ;Resolution of ambient occlusion depth map (NxN)
  27. AODepthResolution 1024
  28.  
  29. ;Resolution of ambient occlusion render texture (NxN)
  30. AORenderResolution 1024
  31.  
  32. ;Resolution of mask for FOW (NxN)
  33. TerrainHeightMaskResolution 1024
  34.  
  35. ;Refresh rate for fullscreen mode. Ignored for windowed mode
  36. RefreshRateInHz 60
  37.  
  38. ;Set to 0 to use full resolution textures. Non-zero to reduce them
  39. ReducedAssetTextures 0
  40.  
  41. [Terrain]
  42. ;1 = full-res, 2 = low-res.
  43. TerrainSynthesisDetailLevel 2
  44.  
  45. ;Valid settings are 0 to 4. Higher number = higher quality.
  46. TerrainQuality 3
  47.  
  48. ;Discard less important terrain materials. Saves memory.
  49. ReducedTerrainMaterials 0
  50.  
  51. ;Set to use low quality terrain shader (reduces texture filtering quality and specular lighting)
  52. LowQualityTerrainShader 1
  53.  
  54. [General]
  55. ;Number of passes when calculating screen-space reflection with 16 samples per pass, default is 4 (64 samples). 0 disables SSR.
  56. SSReflectPasses 1
  57.  
  58. ;Drop highest mip level for water LEAN maps
  59. UseLowResWater 1
  60.  
  61. ;Disable high quality water (no refraction or reflection).
  62. UseLowQualityWaterShader 1
  63.  
  64. ;Default time of day
  65. DefaultTimeOfDay 16.144878
  66.  
  67. ;Enable/disable ambient time of day cycling.
  68. AmbientTimeOfDay 1
  69.  
  70. ;Set which game views are enabled: 0 = Strategic only. 1 = 3D only. 2 = Both.
  71. AvailableViews 2
  72.  
  73. ;Indicates the level of detail for vfx. 0 = low. 1 = high
  74. VFXDetailLevel 0
  75.  
  76. ;How much stuff on the map? 0 = not a lot. 1 = a lot
  77. ClutterDetailLevel 0
  78.  
  79. ;Enable screen-space overlay effect.
  80. ScreenSpaceOverlay 1
  81.  
  82. [AO]
  83. ;Whether or not to turn on AO
  84. EnableAO 0
  85.  
  86. [Bloom]
  87. ;Whether or not to turn on Bloom
  88. EnableBloom 0
  89.  
  90. [Shadows]
  91. ;Whether or not to turn on Shadows
  92. EnableShadows 0
  93.  
  94. [DynamicLighting]
  95. ;Whether or not to use dynamic lighting
  96. EnableDynamicLighting 1
  97.  
  98. [Leaders]
  99. ;Overall leader rendering quality
  100. Quality 0
  101.  
  102. [Video]
  103. ;Submit draws via the DX11 immediate context
  104. DX11_ForceImmediate 1
  105.  
  106. [DX12]
  107. ;Throw away all compute dispatches. This is a debugging switch
  108. DiscardCompute 0
  109.  
  110. ;Force d3d debug layer. This is a debugging switch
  111. ForceDebugLayer 0
  112.  
  113. ;Set DX12 compute queue usage on (1), off (0), or platform default(-1).
  114. EnableAsyncCompute -1
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement