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Rocket League BaseSystemSettings

Jul 13th, 2015
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  1. [SystemSettings]
  2. ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
  3. UseDirectSound=True
  4. StaticDecals=True
  5. DynamicDecals=True
  6. UnbatchedDecals=True
  7. DecalCullDistanceScale=1.0
  8. DynamicLights=True
  9. DynamicShadows=True
  10. LightEnvironmentShadows=True
  11. CompositeDynamicLights=True
  12. SHSecondaryLighting=True
  13. DirectionalLightmaps=True
  14. MotionBlur=True
  15. MotionBlurPause=True
  16. MotionBlurSkinning=1
  17. DepthOfField=True
  18. AmbientOcclusion=True
  19. Bloom=True
  20. bAllowLightShafts=True
  21. Distortion=True
  22. FilteredDistortion=True
  23. DropParticleDistortion=False
  24. bAllowDownsampledTranslucency=False
  25. SpeedTreeLeaves=True
  26. SpeedTreeFronds=True
  27. OnlyStreamInTextures=False
  28. LensFlares=True
  29. FogVolumes=True
  30. FloatingPointRenderTargets=True
  31. OneFrameThreadLag=True
  32. UseVsync=False
  33. UpscaleScreenPercentage=True
  34. Fullscreen=False
  35. AllowOpenGL=False
  36. AllowRadialBlur=True
  37. AllowSubsurfaceScattering=True
  38. AllowImageReflections=True
  39. AllowImageReflectionShadowing=True
  40. bAllowSeparateTranslucency=False
  41. bAllowPostprocessMLAA=False
  42. bAllowHighQualityMaterials=True
  43. MaxFilterBlurSampleCount=16
  44. SkeletalMeshLODBias=0
  45. ParticleLODBias=0
  46. DetailMode=2
  47. MaxDrawDistanceScale=1
  48. ShadowFilterQualityBias=0
  49. MaxAnisotropy=4
  50. MaxMultiSamples=1
  51. bAllowD3D9MSAA=False
  52. bAllowTemporalAA=False
  53. TemporalAA_MinDepth=500
  54. TemporalAA_StartDepthVelocityScale=100
  55. MinShadowResolution=64
  56. MinPreShadowResolution=8
  57. MaxShadowResolution=1120
  58. MobileShadowTextureResolution=1120
  59. MaxWholeSceneDominantShadowResolution=1344
  60. ShadowFadeResolution=128
  61. PreShadowFadeResolution=16
  62. ShadowFadeExponent=.25
  63. ResX=3840
  64. ResY=1080
  65. AutoDetectDesktopResolution=True
  66. Borderless=False
  67. AllowApexCloth=true
  68. ScreenPercentage=100.000000
  69. SceneCaptureStreamingMultiplier=1.000000
  70. ShadowTexelsPerPixel=1.27324
  71. PreShadowResolutionFactor=.5
  72. bEnableBranchingPCFShadows=False
  73. bAllowHardwareShadowFiltering=False
  74. TessellationAdaptivePixelsPerTriangle=48.0
  75. bEnableForegroundShadowsOnWorld=True
  76. bEnableForegroundSelfShadowing=False
  77. bAllowWholeSceneDominantShadows=True
  78. bUseConservativeShadowBounds=False
  79. ShadowFilterRadius=2
  80. ; This is the default per-object shadow depth bias, larger values reduce self shadowing artifacts but increase the disconnect between caster and where the shadow starts
  81. ShadowDepthBias=.012
  82. ; This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts.
  83. PerObjectShadowTransition=60
  84. ; Same as PerObjectShadowTransition, but for whole scene shadows. If CSM used, this value will be scaled by CSMSplitSoftTransitionDistanceScale below.
  85. PerSceneShadowTransition=600
  86. ; This is used to get the penumbra size in further CSM cascades to match up more closely with closer cascades, even though they are a different underlying resolution density
  87. CSMSplitPenumbraScale=.5
  88. ; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
  89. CSMSplitSoftTransitionDistanceScale=4
  90. ; This scales ShadowDepthBias for the further cascades
  91. CSMSplitDepthBiasScale=.5
  92. ; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
  93. CSMMinimumFOV=40
  94. ; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
  95. CSMFOVRoundFactor=4
  96. UnbuiltWholeSceneDynamicShadowRadius=20000
  97. UnbuiltNumWholeSceneDynamicShadowCascades=3
  98. WholeSceneShadowUnbuiltInteractionThreshold=50
  99. bAllowFracturedDamage=True
  100. NumFracturedPartsScale=1.0
  101. FractureDirectSpawnChanceScale=1.0
  102. FractureRadialSpawnChanceScale=1.0
  103. FractureCullDistanceScale=1.0
  104. bForceCPUAccessToGPUSkinVerts=false
  105. bDisableSkeletalInstanceWeights=false
  106. HighPrecisionGBuffers=False
  107. ; Whether secondary displays are allowed
  108. AllowSecondaryDisplays=True
  109. ; The maximuim allowed width and height of secondary displays
  110. SecondaryDisplayMaximumWidth=1920
  111. SecondaryDisplayMaximumHeight=1080
  112. ; Allow sleeping once a frame to give the rest of the system some time to run _and_ to smooth out CPU times
  113. AllowPerFrameSleep=True
  114. ; Allow yielding once a frame to give other threads time to run (AllowPerFrameSleep takes precedence)
  115. AllowPerFrameYield=True
  116. ;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
  117. MobileFeatureLevel=0
  118. ;turn on all mobile features by default
  119. MobileFog=True
  120. MobileHeightFog=False
  121. MobileSpecular=True
  122. MobileBumpOffset=True
  123. MobileNormalMapping=True
  124. MobileEnvMapping=True
  125. MobileRimLighting=True
  126. MobileColorBlending=True
  127. MobileColorGrading=False
  128. MobileVertexMovement=True
  129. MobileOcclusionQueries=False
  130. MobileGlobalGammaCorrection=False
  131. MobileAllowGammaCorrectionWorldOverride=False
  132. MobileAllowDepthPrePass=False
  133. MobileGfxGammaCorrection=False
  134. MobileLODBias=-0.5
  135. ;mobile skeletal mesh bone limit
  136. MobileBoneCount=75
  137. ;limit for number of weights that will influence a skeletal mesh on mobile devices
  138. MobileBoneWeightCount=2
  139. ;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
  140. MobileUsePreprocessedShaders=True
  141. ;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
  142. MobileFlashRedForUncachedShaders=False
  143. ;On mobile device, whether to load the shaders at startup or load on demand
  144. MobileWarmUpPreprocessedShaders=True
  145. ;Used to create a cache of shaders that were seen during an example run on PC
  146. MobileCachePreprocessedShaders=False
  147. ;Generates profiling information for generated shaders
  148. MobileProfilePreprocessedShaders=False
  149. ;Whether to slim down generated shader code during cooking
  150. MobileUseCPreprocessorOnShaders=True
  151. ;Whether to load the generated code from teh cooker
  152. MobileLoadCPreprocessedShaders=True
  153. ;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
  154. MobileSharePixelShaders=True
  155. ;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
  156. MobileShareVertexShaders=True
  157. ;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
  158. MobileShareShaderPrograms=True
  159. ;Whether mobile antialiasing is enabled
  160. MobileEnableMSAA=False
  161. MobileContentScaleFactor=1.0
  162. MobileVertexScratchBufferSize=150
  163. MobileIndexScratchBufferSize=10
  164. ;Settings to adjust light shafts on mobile
  165. MobileLightShaftScale=2.0
  166. MobileLightShaftFirstPass=0.5
  167. MobileLightShaftSecondPass=1.0
  168. ;Default mobile shadows to on so they work in PIE/PC
  169. MobileModShadows=True
  170. MobileTiltShift=False
  171. MobileMaxMemory=300
  172. MobilePostProcessBlurAmount = 32.0
  173. ; true to allow for higher resolution timing on the device
  174. bMobileUsingHighResolutionTiming=True
  175. ; These settings are in percent of the screen height
  176. MobileTiltShiftPosition = 0.5
  177. MobileTiltShiftFocusWidth = 0.3
  178. MobileTiltShiftTransitionWidth = 0.5
  179. MobileMaxShadowRange=500.0
  180.  
  181. MobileBloomTint = (R=1.0,G=0.75,B=0.0,A=1.0)
  182.  
  183. MobileClearDepthBetweenDPG=False
  184. ; settings this to FALSE can result in incorrect shadow rendering on mobile (rare cases?) but good performance increase
  185. MobileSceneDepthResolveForShadows=TRUE
  186. MobileLandscapeLodBias=0
  187. MobileUseShaderGroupForStartupObjects=FALSE
  188. MobileMinimizeFogShaders=FALSE
  189. MobileFXAAQuality=0
  190.  
  191. ApexLODResourceBudget=1000000000000000000000.0
  192. ApexDestructionMaxChunkIslandCount=2500
  193. ApexDestructionMaxShapeCount=0
  194. ApexDestructionMaxChunkSeparationLOD=1.0
  195. ApexDestructionMaxActorCreatesPerFrame=-1
  196. ApexDestructionMaxFracturesProcessedPerFrame=-1
  197. ApexDestructionSortByBenefit=True
  198. ApexGRBEnable=false
  199. ApexGRBGPUMemSceneSize=128
  200. ApexGRBGPUMemTempDataSize=128
  201. ApexGRBMeshCellSize=7.5
  202. ApexGRBNonPenSolverPosIterCount=9;
  203. ApexGRBFrictionSolverPosIterCount=3;
  204. ApexGRBFrictionSolverVelIterCount=3;
  205. ApexGRBSkinWidth=0.025
  206. ApexGRBMaxLinearAcceleration=1000000.0
  207. bEnableParallelAPEXClothingFetch=True
  208. bApexClothingAsyncFetchResults=False
  209. ApexClothingAvgSimFrequencyWindow=60
  210. ApexClothingAllowAsyncCooking=True
  211. ApexClothingAllowApexWorkBetweenSubsteps=FALSE
  212.  
  213. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  214. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  215. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  216. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  217. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  218. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  219. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  220. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  221. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  222. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  223. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  224. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  225. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  226. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
  227. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  228. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  229. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  230. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  231. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  232. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  233. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  234. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  235. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  236. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  237. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  238. TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
  239. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)
  240.  
  241. [SystemSettingsBucket1]
  242. BasedOn=SystemSettings
  243.  
  244. [SystemSettingsBucket2]
  245. BasedOn=SystemSettings
  246.  
  247. [SystemSettingsBucket3]
  248. BasedOn=SystemSettings
  249.  
  250. [SystemSettingsBucket4]
  251. BasedOn=SystemSettings
  252.  
  253. [SystemSettingsBucket5]
  254. BasedOn=SystemSettings
  255.  
  256. [SystemSettingsScreenshot]
  257. BasedOn=SystemSettings
  258. ; Modify various system settings to get the best quality regardless of performance impact
  259. MaxAnisotropy=16
  260. ShadowFilterQualityBias=1
  261. MinShadowResolution=16
  262. ShadowFadeResolution=1
  263. MinPreShadowResolution=16
  264. PreShadowFadeResolution=1
  265. ShadowTexelsPerPixel=4.0f
  266. PreShadowResolutionFactor=1.0
  267. MaxShadowResolution=4096
  268. MaxWholeSceneDominantShadowResolution=4096
  269. CompositeDynamicLights=FALSE
  270.  
  271. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  272. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  273. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  274. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  275. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  276. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  277. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  278. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  279. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  280. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  281. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  282. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  283. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  284. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=linear,MipFilter=linear)
  285. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  286. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  287. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  288. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  289. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  290. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  291. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  292. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  293. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  294. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  295. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  296.  
  297. [SystemSettingsEditor]
  298. ; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
  299. BasedOn=SystemSettings
  300.  
  301. [SystemSettingsSplitScreen2]
  302. BasedOn=SystemSettings
  303. ; System settings overrides for split screen
  304. bAllowWholeSceneDominantShadows=False
  305. bAllowLightShafts=False
  306. ; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
  307. DetailMode=1
  308.  
  309. [SystemSettingsMobile]
  310. BasedOn=SystemSettings
  311. ;mobile apps should default to fullscreen
  312. Fullscreen=True
  313. ;disable standard lighting path for mobile devices
  314. DirectionalLightmaps=False
  315. DynamicLights=False
  316. SHSecondaryLighting=False
  317. StaticDecals=True
  318. DynamicDecals=False
  319. UnbatchedDecals=False
  320. ;Disable post-process settings
  321. MotionBlur=FALSE
  322. MotionBlurPause=FALSE
  323. DepthOfField=FALSE
  324. AmbientOcclusion=FALSE
  325. Bloom=FALSE
  326. Distortion=FALSE
  327. FilteredDistortion=FALSE
  328. DropParticleDistortion=TRUE
  329. FloatingPointRenderTargets=FALSE
  330. MaxAnisotropy=2
  331. bAllowLightShafts=FALSE
  332. ;turn off by default for all mobile devices
  333. MobileModShadows=False
  334. MobileClearDepthBetweenDPG=False
  335. ; we have dedicated shaders for 1, 4 and 16 samples so for better performance we clamp
  336. MaxFilterBlurSampleCount=4
  337.  
  338. ; If MobileModShadows is enabled and depth textures are supported, projected shadow maps will be used.
  339. ; If MobileModShadows is enabled but no depth texture support, a blob shadow will be rendered.
  340. ; If MobileModShadows is disabled, a planar shadow will be rendered which is only appropriate for very restricted scenes with a completely flat area around the shadow caster.
  341. DynamicShadows=False
  342. MobileMaxMemory=300
  343. MobileLandscapeLodBias=0
  344. AllowRadialBlur=False
  345.  
  346. [SystemSettingsMobilePreviewer]
  347. BasedOn=SystemSettingsMobile
  348. Fullscreen=False
  349.  
  350. [SystemSettingsMobileTextureBias]
  351. BasedOn=SystemSettingsMobile
  352. ;Bias Texture settings by 1 LOD
  353. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  354. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  355. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  356. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  357. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  358. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  359. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  360. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  361. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  362. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  363. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  364. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  365. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  366. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
  367. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  368. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  369. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  370. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  371. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  372. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  373. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  374. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  375. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  376. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  377. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  378.  
  379. [SystemSettingsAndroid]
  380. BasedOn=SystemSettingsMobileTextureBias
  381.  
  382. [SystemSettingsAndroid_Performance1_MemoryLow]
  383. BasedOn=SystemSettingsMobileTextureBias
  384. MobileFeatureLevel=1
  385. MobileFog=False
  386. MobileSpecular=False
  387. MobileBumpOffset=False
  388. MobileNormalMapping=False
  389. MobileEnvMapping=False
  390. MobileRimLighting=False
  391. MobileContentScaleFactor=0.9375
  392.  
  393. [SystemSettingsAndroid_Performance2_MemoryLow]
  394. BasedOn=SystemSettingsMobileTextureBias
  395. MobileBumpOffset=False
  396. MobileNormalMapping=False
  397. MobileContentScaleFactor=0.9375
  398.  
  399. [SystemSettingsAndroid_Performance1_Memory1024]
  400. BasedOn=SystemSettingsMobile
  401. MobileFeatureLevel=1
  402. MobileFog=False
  403. MobileSpecular=False
  404. MobileBumpOffset=False
  405. MobileNormalMapping=False
  406. MobileEnvMapping=False
  407. MobileRimLighting=False
  408. MobileContentScaleFactor=0.9375
  409.  
  410. [SystemSettingsAndroid_Performance2_Memory1024]
  411. BasedOn=SystemSettingsMobile
  412. MobileBumpOffset=False
  413. MobileNormalMapping=False
  414. MobileContentScaleFactor=0.9375
  415.  
  416. [SystemSettingsFlash]
  417. BasedOn=SystemSettingsMobileTextureBias
  418. ;Disable post-process settings
  419. MotionBlur=FALSE
  420. MotionBlurPause=FALSE
  421. DepthOfField=FALSE
  422. AmbientOcclusion=FALSE
  423. Bloom=FALSE
  424. Distortion=FALSE
  425. FilteredDistortion=FALSE
  426. bAllowLightShafts=FALSE
  427. MobileModShadows=True
  428. DynamicShadows=True
  429. MobileClearDepthBetweenDPG=True
  430. DirectionalLightmaps=False
  431. MobileHeightFog=False
  432.  
  433. [SystemSettingsIPhone]
  434. BasedOn=SystemSettingsMobileTextureBias
  435. bMobileUsingHighResolutionTiming=False
  436.  
  437. ; Settings for iPhone 3GS only
  438. [SystemSettingsIPhone3GS]
  439. BasedOn=SystemSettingsMobileTextureBias
  440. LensFlares=False
  441. DetailMode=1
  442. MobileEnableMSAA=True
  443. MobileMaxMemory=100
  444. bMobileUsingHighResolutionTiming=False
  445. MobileLandscapeLodBias=2
  446.  
  447. ; Settings for iPhone 4 only
  448. [SystemSettingsIPhone4]
  449. BasedOn=SystemSettingsMobile
  450. MobileContentScaleFactor=2.0
  451. LensFlares=False
  452. bMobileUsingHighResolutionTiming=False
  453. MobileLandscapeLodBias=1
  454.  
  455. ; Settings for iPhone 4S only
  456. [SystemSettingsIPhone4S]
  457. BasedOn=SystemSettingsMobile
  458. MobileEnableMSAA=True
  459. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  460. ;Bloom=TRUE
  461. ;DepthOfField=TRUE
  462. bAllowLightShafts=True
  463. MobileModShadows=True
  464. DynamicShadows=False
  465. ShadowDepthBias=0.025
  466. MobileContentScaleFactor=2.0
  467. MaxShadowResolution=256
  468. MobileShadowTextureResolution=256
  469.  
  470. ; Settings for iPhone 5 only
  471. [SystemSettingsIPhone5]
  472. BasedOn=SystemSettingsMobile
  473. MobileEnableMSAA=True
  474. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  475. ;Bloom=TRUE
  476. ;DepthOfField=TRUE
  477. bAllowLightShafts=True
  478. MobileModShadows=True
  479. DynamicShadows=False
  480. ShadowDepthBias=0.025
  481. MobileContentScaleFactor=2.0
  482. MaxShadowResolution=256
  483. MobileShadowTextureResolution=1024
  484. AllowRadialBlur=True
  485.  
  486. ; Settings for iPod Touch 4 only
  487. [SystemSettingsIPodTouch4]
  488. BasedOn=SystemSettingsMobileTextureBias
  489. MobileContentScaleFactor=2.0
  490. LensFlares=False
  491. MobileMaxMemory=100
  492. bMobileUsingHighResolutionTiming=False
  493. MobileLandscapeLodBias=2
  494.  
  495. ; Settings for iPod Touch 5 only
  496. [SystemSettingsIPodTouch5]
  497. BasedOn=SystemSettingsMobile
  498. MobileEnableMSAA=True
  499. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  500. ;Bloom=TRUE
  501. ;DepthOfField=TRUE
  502. bAllowLightShafts=True
  503. MobileModShadows=True
  504. DynamicShadows=False
  505. ShadowDepthBias=0.025
  506. MobileContentScaleFactor=2.0
  507. MaxShadowResolution=256
  508. MobileShadowTextureResolution=256
  509.  
  510. ; Settings for iPad only
  511. [SystemSettingsIPad]
  512. BasedOn=SystemSettingsMobileTextureBias
  513. ;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
  514. MobileFeatureLevel=1
  515. MobileFog=False
  516. MobileSpecular=False
  517. MobileBumpOffset=False
  518. MobileNormalMapping=False
  519. MobileEnvMapping=False
  520. MobileRimLighting=False
  521. MobileMaxMemory=100
  522. bMobileUsingHighResolutionTiming=False
  523. MobileLandscapeLodBias=1
  524.  
  525. ; Scale down on iPad
  526. ; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
  527. MobileContentScaleFactor=0.9375
  528.  
  529. ; Settings for iPad2 only
  530. [SystemSettingsIPad2]
  531. BasedOn=SystemSettingsMobile
  532. MobileEnableMSAA=False
  533. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  534. ;Bloom=TRUE
  535. ;DepthOfField=TRUE
  536. bAllowLightShafts=True
  537. MobileModShadows=True
  538. DynamicShadows=False
  539. ShadowDepthBias=0.016
  540. MobileContentScaleFactor=1.0
  541. MaxShadowResolution=256
  542. MobileShadowTextureResolution=256
  543.  
  544. ; Settings for iPad3 only
  545. [SystemSettingsIPad3]
  546. BasedOn=SystemSettingsMobile
  547. MobileEnableMSAA=False
  548. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  549. ;Bloom=TRUE
  550. ;DepthOfField=TRUE
  551. bAllowLightShafts=True
  552. MobileModShadows=True
  553. DynamicShadows=True
  554. ShadowDepthBias=0.016
  555. MobileContentScaleFactor=1.40625
  556. MaxShadowResolution=256
  557. MobileShadowTextureResolution=256
  558. MobileMaxMemory=500
  559.  
  560. ; Settings for iPad4 only
  561. [SystemSettingsIPad4]
  562. BasedOn=SystemSettingsMobile
  563. MobileEnableMSAA=False
  564. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  565. ;Bloom=TRUE
  566. ;DepthOfField=TRUE
  567. bAllowLightShafts=True
  568. MobileModShadows=True
  569. DynamicShadows=True
  570. ShadowDepthBias=0.016
  571. MobileContentScaleFactor=2.0
  572. MaxShadowResolution=512
  573. MobileShadowTextureResolution=512
  574. MobileMaxMemory=500
  575. AllowRadialBlur=True
  576.  
  577. ; Settings for iPadMini only
  578. [SystemSettingsIPadMini]
  579. BasedOn=SystemSettingsMobile
  580. MobileEnableMSAA=False
  581. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  582. ;Bloom=TRUE
  583. ;DepthOfField=TRUE
  584. bAllowLightShafts=True
  585. MobileModShadows=True
  586. DynamicShadows=False
  587. ShadowDepthBias=0.016
  588. MobileContentScaleFactor=1.0
  589. MaxShadowResolution=256
  590. MobileShadowTextureResolution=256
  591.  
  592. [SystemSettingsIPad2_Detail]
  593. BasedOn=SystemSettingsIPad2
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