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BaseSystemSettings

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Jun 19th, 2015
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  1. [SystemSettings]
  2. ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
  3. ; TJ Hawken - new param
  4. DynamicLightEnvUpdateScale=1
  5. StaticDecals=True
  6. DynamicDecals=True
  7. UnbatchedDecals=True
  8. DecalCullDistanceScale=1.0
  9. DynamicLights=True
  10. DynamicShadows=True
  11. LightEnvironmentShadows=True
  12. CompositeDynamicLights=True
  13. SHSecondaryLighting=True
  14. DirectionalLightmaps=True
  15. MotionBlur=True
  16. MotionBlurPause=True
  17. MotionBlurSkinning=1
  18. DepthOfField=True
  19. AmbientOcclusion=True
  20. Bloom=True
  21. bAllowLightShafts=True
  22. Distortion=True
  23. FilteredDistortion=True
  24. DropParticleDistortion=False
  25. bAllowDownsampledTranslucency=False
  26. ; NVCHANGE_BEGIN: Add Particle Downsampling & Blur
  27. NVParticleDownsampling=True
  28. NVParticleDownsamplingThreshold=100.0
  29. NVParticleBlur=True
  30. NVParticleBlurMaxRadiusScale=8.0
  31. ; NVCHANGE_END: Add Particle Downsampling & Blur
  32. ; NVCHANGE_BEGIN: Add Opacity Shadows
  33. NVOpacityShadows=True
  34. NVOpaqueOpacityShadows=True
  35. NVOpacityShadowResolution=128
  36. ; NVCHANGE_END: Add Opacity Shadows
  37. ; NVCHANGE_BEGIN: Enable collision for PhysX features
  38. NvMeshComplexityThreshold=50 ; 0 means off (no special tri-collision)
  39. ; NVCHANGE_END: Enable collision for PhysX features
  40. SpeedTreeLeaves=True
  41. SpeedTreeFronds=True
  42. OnlyStreamInTextures=False
  43. LensFlares=True
  44. FogVolumes=True
  45. FloatingPointRenderTargets=True
  46. OneFrameThreadLag=True
  47. UseVsync=False
  48. UpscaleScreenPercentage=True
  49. Fullscreen=False
  50. AllowOpenGL=False
  51. AllowRadialBlur=True
  52. AllowSubsurfaceScattering=True
  53. AllowImageReflections=True
  54. AllowImageReflectionShadowing=True
  55. bAllowSeparateTranslucency=False
  56. bAllowPostprocessMLAA=False
  57. bAllowPostprocess=True
  58. bAllowPostprocessAA=True
  59. bAllowStatic=True
  60. bAllowHighQualityMaterials=True
  61. MaxFilterBlurSampleCount=16
  62. SkeletalMeshLODBias=0
  63. ParticleLODBias=0
  64. DetailMode=2
  65. MaxDrawDistanceScale=1
  66. ShadowFilterQualityBias=0
  67. MaxAnisotropy=4
  68. MaxMultiSamples=1
  69. bAllowD3D9MSAA=False
  70. bAllowTemporalAA=False
  71. TemporalAA_MinDepth=500
  72. TemporalAA_StartDepthVelocityScale=100
  73. MinShadowResolution=64
  74. MinPreShadowResolution=8
  75. MaxShadowResolution=1120
  76. MobileShadowTextureResolution=1120
  77. MaxWholeSceneDominantShadowResolution=1344
  78. ShadowFadeResolution=128
  79. PreShadowFadeResolution=16
  80. ShadowFadeExponent=.25
  81. ResX=1280
  82. ResY=720
  83. ScreenPercentage=100.000000
  84. SceneCaptureStreamingMultiplier=1.000000
  85. ShadowTexelsPerPixel=1.27324
  86. PreShadowResolutionFactor=.5
  87. bEnableBranchingPCFShadows=False
  88. bAllowHardwareShadowFiltering=False
  89. TessellationAdaptivePixelsPerTriangle=48.0
  90. bEnableForegroundShadowsOnWorld=True
  91. bEnableForegroundSelfShadowing=False
  92. bAllowWholeSceneDominantShadows=True
  93. bUseConservativeShadowBounds=False
  94. ShadowFilterRadius=2
  95. ; 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
  96. ShadowDepthBias=.012
  97. ; 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.
  98. PerObjectShadowTransition=60
  99. ; Same as PerObjectShadowTransition, but for whole scene shadows. If CSM used, this value will be scaled by CSMSplitSoftTransitionDistanceScale below.
  100. PerSceneShadowTransition=600
  101. ; 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
  102. CSMSplitPenumbraScale=.5
  103. ; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
  104. CSMSplitSoftTransitionDistanceScale=4
  105. ; This scales ShadowDepthBias for the further cascades
  106. CSMSplitDepthBiasScale=.5
  107. ; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
  108. CSMMinimumFOV=40
  109. ; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
  110. CSMFOVRoundFactor=4
  111. UnbuiltWholeSceneDynamicShadowRadius=20000
  112. UnbuiltNumWholeSceneDynamicShadowCascades=3
  113. WholeSceneShadowUnbuiltInteractionThreshold=50
  114. bAllowFracturedDamage=True
  115. NumFracturedPartsScale=1.0
  116. FractureDirectSpawnChanceScale=1.0
  117. FractureRadialSpawnChanceScale=1.0
  118. FractureCullDistanceScale=1.0
  119. bForceCPUAccessToGPUSkinVerts=false
  120. bDisableSkeletalInstanceWeights=false
  121. HighPrecisionGBuffers=False
  122. ; Whether secondary displays are allowed
  123. AllowSecondaryDisplays=False
  124. ; The maximuim allowed width and height of secondary displays
  125. SecondaryDisplayMaximumWidth=1280.0
  126. SecondaryDisplayMaximumHeight=720.0
  127. ; Allow sleeping once a frame to give the rest of the system some time to run _and_ to smooth out CPU times
  128. AllowPerFrameSleep=True
  129. ; Allow yielding once a frame to give other threads time to run (AllowPerFrameSleep takes precedence)
  130. AllowPerFrameYield=True
  131. ;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
  132. MobileFeatureLevel=0
  133. ;turn on all mobile features by default
  134. MobileFog=True
  135. MobileHeightFog=False
  136. MobileSpecular=True
  137. MobileBumpOffset=True
  138. MobileNormalMapping=True
  139. MobileEnvMapping=True
  140. MobileRimLighting=True
  141. MobileColorBlending=True
  142. MobileColorGrading=False
  143. MobileVertexMovement=True
  144. MobileOcclusionQueries=False
  145. MobileGlobalGammaCorrection=False
  146. MobileAllowGammaCorrectionWorldOverride=False
  147. MobileAllowDepthPrePass=False
  148. MobileGfxGammaCorrection=False
  149. MobileLODBias=-0.5
  150. ;mobile skeletal mesh bone limit
  151. MobileBoneCount=75
  152. ;limit for number of weights that will influence a skeletal mesh on mobile devices
  153. MobileBoneWeightCount=2
  154. ;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
  155. MobileUsePreprocessedShaders=True
  156. ;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
  157. MobileFlashRedForUncachedShaders=False
  158. ;On mobile device, whether to load the shaders at startup or load on demand
  159. MobileWarmUpPreprocessedShaders=True
  160. ;Used to create a cache of shaders that were seen during an example run on PC
  161. MobileCachePreprocessedShaders=False
  162. ;Generates profiling information for generated shaders
  163. MobileProfilePreprocessedShaders=False
  164. ;Whether to slim down generated shader code during cooking
  165. MobileUseCPreprocessorOnShaders=True
  166. ;Whether to load the generated code from teh cooker
  167. MobileLoadCPreprocessedShaders=True
  168. ;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
  169. MobileSharePixelShaders=True
  170. ;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
  171. MobileShareVertexShaders=True
  172. ;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
  173. MobileShareShaderPrograms=True
  174. ;Whether mobile antialiasing is enabled
  175. MobileEnableMSAA=False
  176. MobileContentScaleFactor=1.0
  177. MobileVertexScratchBufferSize=150
  178. MobileIndexScratchBufferSize=10
  179. ;Settings to adjust light shafts on mobile
  180. MobileLightShaftScale=2.0
  181. MobileLightShaftFirstPass=0.5
  182. MobileLightShaftSecondPass=1.0
  183. ;Default mobile shadows to on so they work in PIE/PC
  184. MobileModShadows=True
  185. MobileTiltShift=False
  186. MobileMaxMemory=300
  187. MobilePostProcessBlurAmount = 32.0
  188. ; true to allow for higher resolution timing on the device
  189. bMobileUsingHighResolutionTiming=True
  190. ; These settings are in percent of the screen height
  191. MobileTiltShiftPosition = 0.5
  192. MobileTiltShiftFocusWidth = 0.3
  193. MobileTiltShiftTransitionWidth = 0.5
  194. MobileMaxShadowRange=500.0
  195.  
  196. MobileBloomTint = (R=1.0,G=0.75,B=0.0,A=1.0)
  197.  
  198. MobileClearDepthBetweenDPG=False
  199. ; settings this to FALSE can result in incorrect shadow rendering on mobile (rare cases?) but good performance increase
  200. MobileSceneDepthResolveForShadows=TRUE
  201. MobileLandscapeLodBias=0
  202. MobileUseShaderGroupForStartupObjects=FALSE
  203. MobileMinimizeFogShaders=FALSE
  204. MobileFXAAQuality=0
  205.  
  206. ApexLODResourceBudget=1000000000000000000000.0
  207. ApexDestructionMaxChunkIslandCount=2500
  208. ApexDestructionMaxShapeCount=0
  209. ApexDestructionMaxChunkSeparationLOD=1.0
  210. ApexDestructionMaxActorCreatesPerFrame=-1
  211. ApexDestructionMaxFracturesProcessedPerFrame=-1
  212. ApexDestructionSortByBenefit=True
  213. ApexGRBEnable=false
  214. ApexGRBGPUMemSceneSize=128
  215. ApexGRBGPUMemTempDataSize=128
  216. ApexGRBMeshCellSize=7.5
  217. ApexGRBNonPenSolverPosIterCount=9;
  218. ApexGRBFrictionSolverPosIterCount=3;
  219. ApexGRBFrictionSolverVelIterCount=3;
  220. ApexGRBSkinWidth=0.025
  221. ApexGRBMaxLinearAcceleration=1000000.0
  222. bEnableParallelAPEXClothingFetch=True
  223. bApexClothingAsyncFetchResults=False
  224. ApexClothingAvgSimFrequencyWindow=60
  225. ApexClothingAllowAsyncCooking=True
  226. ApexClothingAllowApexWorkBetweenSubsteps=FALSE
  227.  
  228. ; Some Android-specific options
  229. AndroidAllowDepthPrePass=True
  230.  
  231. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  232. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  233. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  234. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  235. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  236. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  237. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  238. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  239. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  240. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  241. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  242. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  243. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  244. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
  245. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  246. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  247. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  248. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  249. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  250. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  251. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  252. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  253. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  254. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  255. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  256. TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
  257. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)
  258.  
  259. [SystemSettingsBucket1]
  260. BasedOn=SystemSettings
  261.  
  262. [SystemSettingsBucket2]
  263. BasedOn=SystemSettings
  264.  
  265. [SystemSettingsBucket3]
  266. BasedOn=SystemSettings
  267.  
  268. [SystemSettingsBucket4]
  269. BasedOn=SystemSettings
  270.  
  271. [SystemSettingsBucket5]
  272. BasedOn=SystemSettings
  273.  
  274. [SystemSettingsScreenshot]
  275. BasedOn=SystemSettings
  276. ; Modify various system settings to get the best quality regardless of performance impact
  277. MaxAnisotropy=16
  278. ShadowFilterQualityBias=1
  279. MinShadowResolution=16
  280. ShadowFadeResolution=1
  281. MinPreShadowResolution=16
  282. PreShadowFadeResolution=1
  283. ShadowTexelsPerPixel=4.0f
  284. PreShadowResolutionFactor=1.0
  285. MaxShadowResolution=4096
  286. MaxWholeSceneDominantShadowResolution=4096
  287. CompositeDynamicLights=FALSE
  288.  
  289. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  290. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  291. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  292. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  293. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  294. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  295. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  296. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  297. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  298. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  299. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  300. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  301. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  302. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=linear,MipFilter=linear)
  303. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  304. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  305. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  306. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  307. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  308. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  309. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  310. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  311. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  312. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  313. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  314.  
  315. [SystemSettingsEditor]
  316. ; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
  317. BasedOn=SystemSettings
  318.  
  319. [SystemSettingsSplitScreen2]
  320. BasedOn=SystemSettings
  321. ; System settings overrides for split screen
  322. bAllowWholeSceneDominantShadows=False
  323. bAllowLightShafts=False
  324. ; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
  325. DetailMode=1
  326.  
  327. [SystemSettingsMobile]
  328. BasedOn=SystemSettings
  329. ;mobile apps should default to fullscreen
  330. Fullscreen=True
  331. ;disable standard lighting path for mobile devices
  332. ;DirectionalLightmaps=False
  333. ;DynamicLights=False
  334. ;SHSecondaryLighting=False
  335. ;StaticDecals=True
  336. ;DynamicDecals=False
  337. ;UnbatchedDecals=False
  338. ;Disable post-process settings
  339. ;MotionBlur=FALSE
  340. ;MotionBlurPause=FALSE
  341. ;DepthOfField=FALSE
  342. AmbientOcclusion=FALSE
  343. ;Bloom=FALSE
  344. Bloom=TRUE
  345. ;Distortion=FALSE
  346. ;FilteredDistortion=FALSE
  347. ;DropParticleDistortion=TRUE
  348. ;FloatingPointRenderTargets=FALSE
  349. MaxAnisotropy=2
  350. ;bAllowLightShafts=FALSE
  351. ;turn off by default for all mobile devices
  352. ;MobileModShadows=False
  353. ;MobileClearDepthBetweenDPG=False
  354. ; we have dedicated shaders for 1, 4 and 16 samples so for better performance we clamp
  355. MaxFilterBlurSampleCount=4
  356.  
  357. ; If MobileModShadows is enabled and depth textures are supported, projected shadow maps will be used.
  358. ; If MobileModShadows is enabled but no depth texture support, a blob shadow will be rendered.
  359. ; 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.
  360. ;DynamicShadows=False
  361. ;MobileMaxMemory=300
  362. ;MobileLandscapeLodBias=0
  363. ;AllowRadialBlur=False
  364. ResX=1920
  365. ResY=1200
  366.  
  367. [SystemSettingsMobilePreviewer]
  368. BasedOn=SystemSettingsMobile
  369. Fullscreen=False
  370.  
  371. [SystemSettingsMobileTextureBias]
  372. BasedOn=SystemSettingsMobile
  373.  
  374. ;Bias Texture settings by 1 LOD
  375. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  376. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  377. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  378. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  379. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  380. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  381. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  382. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  383. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  384. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  385. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  386. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  387. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  388. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=linear,MipFilter=point)
  389. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  390. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  391. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  392. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  393. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  394. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  395. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  396. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  397. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  398. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  399. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  400.  
  401. [SystemSettingsAndroid]
  402. BasedOn=SystemSettingsBucket5
  403.  
  404. [SystemSettingsAndroid_Performance1_MemoryLow]
  405. BasedOn=SystemSettingsMobileTextureBias
  406. MobileFeatureLevel=1
  407. MobileFog=False
  408. MobileSpecular=False
  409. MobileBumpOffset=False
  410. MobileNormalMapping=False
  411. MobileEnvMapping=False
  412. MobileRimLighting=False
  413. MobileContentScaleFactor=0.9375
  414.  
  415. [SystemSettingsAndroid_Performance2_MemoryLow]
  416. BasedOn=SystemSettingsMobileTextureBias
  417. MobileBumpOffset=False
  418. MobileNormalMapping=False
  419. MobileContentScaleFactor=0.9375
  420.  
  421. [SystemSettingsAndroid_Performance1_Memory1024]
  422. BasedOn=SystemSettingsMobile
  423. MobileFeatureLevel=1
  424. MobileFog=False
  425. MobileSpecular=False
  426. MobileBumpOffset=False
  427. MobileNormalMapping=False
  428. MobileEnvMapping=False
  429. MobileRimLighting=False
  430. MobileContentScaleFactor=0.9375
  431.  
  432. [SystemSettingsAndroid_Performance2_Memory1024]
  433. BasedOn=SystemSettingsMobile
  434. MobileBumpOffset=False
  435. MobileNormalMapping=False
  436. MobileContentScaleFactor=0.9375
  437.  
  438. [SystemSettingsAndroid_Performance3_Memory1024]
  439. BasedOn=SystemSettingsMobile
  440. MobileContentScaleFactor=1.40625
  441. ; Bloom (which needs DoF to run the UberPP) works on Android but is slow
  442. Bloom=TRUE
  443. DepthOfField=TRUE
  444. MobileColorGrading=TRUE
  445. bAllowLightShafts=TRUE
  446.  
  447. [SystemSettingsFlash]
  448. BasedOn=SystemSettingsMobileTextureBias
  449. ;Disable post-process settings
  450. MotionBlur=FALSE
  451. MotionBlurPause=FALSE
  452. DepthOfField=FALSE
  453. AmbientOcclusion=FALSE
  454. Bloom=FALSE
  455. Distortion=FALSE
  456. FilteredDistortion=FALSE
  457. bAllowLightShafts=FALSE
  458. MobileModShadows=True
  459. DynamicShadows=True
  460. MobileClearDepthBetweenDPG=True
  461. DirectionalLightmaps=False
  462. MobileHeightFog=False
  463.  
  464. [SystemSettingsIPhone]
  465. BasedOn=SystemSettingsMobileTextureBias
  466. bMobileUsingHighResolutionTiming=False
  467.  
  468. ; Settings for iPhone 3GS only
  469. [SystemSettingsIPhone3GS]
  470. BasedOn=SystemSettingsMobileTextureBias
  471. LensFlares=False
  472. DetailMode=1
  473. MobileEnableMSAA=True
  474. MobileMaxMemory=100
  475. bMobileUsingHighResolutionTiming=False
  476. MobileLandscapeLodBias=2
  477.  
  478. ; Settings for iPhone 4 only
  479. [SystemSettingsIPhone4]
  480. BasedOn=SystemSettingsMobile
  481. MobileContentScaleFactor=2.0
  482. LensFlares=False
  483. bMobileUsingHighResolutionTiming=False
  484. MobileLandscapeLodBias=1
  485.  
  486. ; Settings for iPhone 4S only
  487. [SystemSettingsIPhone4S]
  488. BasedOn=SystemSettingsMobile
  489. MobileEnableMSAA=True
  490. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  491. ;Bloom=TRUE
  492. ;DepthOfField=TRUE
  493. bAllowLightShafts=True
  494. MobileModShadows=True
  495. DynamicShadows=False
  496. ShadowDepthBias=0.025
  497. MobileContentScaleFactor=2.0
  498. MaxShadowResolution=256
  499. MobileShadowTextureResolution=256
  500.  
  501. ; Settings for iPhone 5 only
  502. [SystemSettingsIPhone5]
  503. BasedOn=SystemSettingsMobile
  504. MobileEnableMSAA=True
  505. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  506. ;Bloom=TRUE
  507. ;DepthOfField=TRUE
  508. bAllowLightShafts=True
  509. MobileModShadows=True
  510. DynamicShadows=False
  511. ShadowDepthBias=0.025
  512. MobileContentScaleFactor=2.0
  513. MaxShadowResolution=256
  514. MobileShadowTextureResolution=1024
  515. AllowRadialBlur=True
  516.  
  517. ; Settings for iPod Touch 4 only
  518. [SystemSettingsIPodTouch4]
  519. BasedOn=SystemSettingsMobileTextureBias
  520. MobileContentScaleFactor=2.0
  521. LensFlares=False
  522. MobileMaxMemory=100
  523. bMobileUsingHighResolutionTiming=False
  524. MobileLandscapeLodBias=2
  525.  
  526. ; Settings for iPod Touch 5 only
  527. [SystemSettingsIPodTouch5]
  528. BasedOn=SystemSettingsMobile
  529. MobileEnableMSAA=True
  530. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  531. ;Bloom=TRUE
  532. ;DepthOfField=TRUE
  533. bAllowLightShafts=True
  534. MobileModShadows=True
  535. DynamicShadows=False
  536. ShadowDepthBias=0.025
  537. MobileContentScaleFactor=2.0
  538. MaxShadowResolution=256
  539. MobileShadowTextureResolution=256
  540.  
  541. ; Settings for iPad only
  542. [SystemSettingsIPad]
  543. BasedOn=SystemSettingsMobileTextureBias
  544. ;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
  545. MobileFeatureLevel=1
  546. MobileFog=False
  547. MobileSpecular=False
  548. MobileBumpOffset=False
  549. MobileNormalMapping=False
  550. MobileEnvMapping=False
  551. MobileRimLighting=False
  552. MobileMaxMemory=100
  553. bMobileUsingHighResolutionTiming=False
  554. MobileLandscapeLodBias=1
  555.  
  556. ; Scale down on iPad
  557. ; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
  558. MobileContentScaleFactor=0.9375
  559.  
  560. ; Settings for iPad2 only
  561. [SystemSettingsIPad2]
  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=False
  570. ShadowDepthBias=0.016
  571. MobileContentScaleFactor=1.0
  572. MaxShadowResolution=256
  573. MobileShadowTextureResolution=256
  574.  
  575. ; Settings for iPad3 only
  576. [SystemSettingsIPad3]
  577. BasedOn=SystemSettingsMobile
  578. MobileEnableMSAA=False
  579. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  580. ;Bloom=TRUE
  581. ;DepthOfField=TRUE
  582. bAllowLightShafts=True
  583. MobileModShadows=True
  584. DynamicShadows=True
  585. ShadowDepthBias=0.016
  586. MobileContentScaleFactor=1.40625
  587. MaxShadowResolution=256
  588. MobileShadowTextureResolution=256
  589. MobileMaxMemory=500
  590.  
  591. ; Settings for iPad4 only
  592. [SystemSettingsIPad4]
  593. BasedOn=SystemSettingsMobile
  594. MobileEnableMSAA=False
  595. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  596. ;Bloom=TRUE
  597. ;DepthOfField=TRUE
  598. bAllowLightShafts=True
  599. MobileModShadows=True
  600. DynamicShadows=True
  601. ShadowDepthBias=0.016
  602. MobileContentScaleFactor=2.0
  603. MaxShadowResolution=512
  604. MobileShadowTextureResolution=512
  605. MobileMaxMemory=500
  606. AllowRadialBlur=True
  607.  
  608. ; Settings for iPadMini only
  609. [SystemSettingsIPadMini]
  610. BasedOn=SystemSettingsMobile
  611. MobileEnableMSAA=False
  612. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  613. ;Bloom=TRUE
  614. ;DepthOfField=TRUE
  615. bAllowLightShafts=True
  616. MobileModShadows=True
  617. DynamicShadows=False
  618. ShadowDepthBias=0.016
  619. MobileContentScaleFactor=1.0
  620. MaxShadowResolution=256
  621. MobileShadowTextureResolution=256
  622.  
  623. [SystemSettingsIPad2_Detail]
  624. BasedOn=SystemSettingsIPad2
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