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Oct 31st, 2016
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  1. -- This table handles the down sampling for a given GPU's VRAM
  2. -- _0GB is use for cards with <900MB (Not officially supported, may not work)
  3. -- _1GB for cards with <1900MB, _2GB <2900MB, ..., as reported by 32bit DirectX (max supported is 3072MB/3GB).
  4. -- acc: accessories (typically non-static scene elements). Most of these should be in the VTs in Stainless levels,
  5.  
  6. so this has little impact on VRAM use.
  7. -- cars: Cars!
  8. -- level: static level geometry. Again like accessories should be in VTs.
  9. -- peds: Pedestrians / skinned characters.
  10. -- vfx: Particle effect images.
  11. -- sky: Sky dome texture.
  12. -- The value is number of mips levels to skip. e.g. 1 would halve resolution, 2 quarter...
  13. -- Changing this table may lead to extremely poor framerates.
  14. texture_map = {
  15. _0GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=0, sky=0 },
  16. _1GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=0, sky=0 },
  17. _2GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=0, sky=0 },
  18. _3GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=0, sky=0 }
  19. }
  20.  
  21. -- 'cubemap' values are used whilst rendering into the dynamic cubemap (e.g. car reflections option).
  22. -- 'default' values are used for all other viewports (e.g. main scene).
  23. culling_map = {
  24. far = {
  25. cubemap = { dynamic = 70, static = 70 },
  26. default = { dynamic = 90, static = 90 }
  27. },
  28. mid = {
  29. cubemap = { dynamic = 40, static = 40 },
  30. default = { dynamic = 50, static = 50 }
  31. },
  32. near = {
  33. cubemap = { dynamic = 20, static = 20 },
  34. default = { dynamic = 30, static = 30 }
  35. }
  36. }
  37.  
  38. -- far_distance is number of metres from camera that vehicles are shown at their lowest detail.
  39. -- mid_proportion is the factor of the far_distance at which the vehicles transition from highest to medium detail.
  40. car_culling_map = {
  41. far = { far_distance=100, mid_proportion=0.5 },
  42. mid = { far_distance=66, mid_proportion=0.5 },
  43. near = { far_distance=44, mid_proportion=0.5 }
  44. }
  45.  
  46. -- distance in metres at which to stop drawing/processing peds.
  47. -- count is the maximum number of peds to process regardless of distance.
  48. ped_culling_map = {
  49. far = { distance=350, count=200 },
  50. mid = { distance=180, count=120 },
  51. near = { distance=100, count=60 }
  52. }
  53.  
  54. -- mesh_rationalisation_count=0 turns off damage detail
  55. car_damage_detail_map = {
  56. low = { mesh_rationalisation_count=2, high_resolution_damage=false, max_detaching_parts = 12,
  57.  
  58. max_detaching_parts_pinball = 4, smooth_repairing= false },
  59. medium = { mesh_rationalisation_count=4, high_resolution_damage=true, max_detaching_parts = 16,
  60.  
  61. max_detaching_parts_pinball = 4, smooth_repairing= true },
  62. high = { mesh_rationalisation_count=8, high_resolution_damage=true, max_detaching_parts = 24,
  63.  
  64. max_detaching_parts_pinball = 8, smooth_repairing= true }
  65. }
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