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- ;Altering this number will cause the app to overwrite this file with defaults
- Version 10
- [Video]
- ;Overrides all other options to achieve desired performance profile. Must be set to -1 for changes in this file to be applied.
- PerformanceImpact -1
- ;Overrides all other options to achieve desired memory profile. Must be set to -1 for changes in this file to be applied.
- MemoryImpact -1
- ;MSAA sample count. 0 ==> 1. -1 ==> Max available
- MSAA 2
- ;MSAA quality, enables EQAA or CSAA if supported
- MSAAQuality 0
- ;1 = Wait for vertical sync. 0 = I don't mind tearing artifacts
- VSync 0
- ;Resolution of overlay texture (NxN)
- OverlayResolution 4096
- ;Resolution of shadow map (NxN)
- ShadowMapResolution 4096
- ;Resolution of ambient occlusion depth map (NxN)
- AODepthResolution 1024
- ;Resolution of ambient occlusion render texture (NxN)
- AORenderResolution 1024
- ;Resolution of mask for FOW (NxN)
- TerrainHeightMaskResolution 1024
- ;Refresh rate for fullscreen mode. Ignored for windowed mode
- RefreshRateInHz 60
- ;Set to 0 to use full resolution textures. Non-zero to reduce them
- ReducedAssetTextures 0
- [Terrain]
- ;1 = full-res, 2 = low-res.
- TerrainSynthesisDetailLevel 2
- ;Valid settings are 0 to 4. Higher number = higher quality.
- TerrainQuality 3
- ;Discard less important terrain materials. Saves memory.
- ReducedTerrainMaterials 0
- ;Set to use low quality terrain shader (reduces texture filtering quality and specular lighting)
- LowQualityTerrainShader 1
- [General]
- ;Number of passes when calculating screen-space reflection with 16 samples per pass, default is 4 (64 samples). 0 disables SSR.
- SSReflectPasses 1
- ;Drop highest mip level for water LEAN maps
- UseLowResWater 1
- ;Disable high quality water (no refraction or reflection).
- UseLowQualityWaterShader 1
- ;Default time of day
- DefaultTimeOfDay 16.144878
- ;Enable/disable ambient time of day cycling.
- AmbientTimeOfDay 1
- ;Set which game views are enabled: 0 = Strategic only. 1 = 3D only. 2 = Both.
- AvailableViews 2
- ;Indicates the level of detail for vfx. 0 = low. 1 = high
- VFXDetailLevel 0
- ;How much stuff on the map? 0 = not a lot. 1 = a lot
- ClutterDetailLevel 0
- ;Enable screen-space overlay effect.
- ScreenSpaceOverlay 1
- [AO]
- ;Whether or not to turn on AO
- EnableAO 0
- [Bloom]
- ;Whether or not to turn on Bloom
- EnableBloom 0
- [Shadows]
- ;Whether or not to turn on Shadows
- EnableShadows 0
- [DynamicLighting]
- ;Whether or not to use dynamic lighting
- EnableDynamicLighting 1
- [Leaders]
- ;Overall leader rendering quality
- Quality 0
- [Video]
- ;Submit draws via the DX11 immediate context
- DX11_ForceImmediate 1
- [DX12]
- ;Throw away all compute dispatches. This is a debugging switch
- DiscardCompute 0
- ;Force d3d debug layer. This is a debugging switch
- ForceDebugLayer 0
- ;Set DX12 compute queue usage on (1), off (0), or platform default(-1).
- EnableAsyncCompute -1
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