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F1Graphics.cfg_00

Feb 11th, 2016
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  1. 1           ; f1graphics.cfg controls all settings (default 0)
  2. 1920            ; [RELEASE] Game 3D Horizontal Resolution
  3. 1080            ; [RELEASE] Game 3D Vertical Resolution
  4. 1           ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
  5. 1           ; [RELEASE] Enable hardware T&L if available
  6. 0           ; [RELEASE] Run in a window
  7. 0           ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
  8. 0           ; [RELEASE] Force use of reference rasterizer
  9. 0           ; [RELEASE] Vsync (0=>off, or every nth frame) v2
  10. 73          ; [RELEASE] AutoPerformance (Automatic Performance Setting)
  11. 0           ; [RELEASE] TestedPerformanceLow (Tested Performance Setting)
  12. 0           ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting)
  13. 800         ; [DEBUG] Game 3D Horizontal Resolution
  14. 600         ; [DEBUG] Game 3D Vertical Resolution
  15. 1           ; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format
  16. 1           ; [DEBUG] Enable hardware T&L if available
  17. 1           ; [DEBUG] Run in a window
  18. 0           ; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused)
  19. 0           ; [DEBUG] Force use of reference rasterizer
  20. 0           ; [DEBUG] Vsync (0=>off, or every nth frame) v2
  21. 153         ; [DEBUG] AutoPerformance (Automatic Performance Setting)
  22. 0           ; [DEBUG] TestedPerformanceLow (Tested Performance Setting)
  23. 0           ; [DEBUG] TestedPerformanceHigh (Tested Performance Setting)
  24. 0           ; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth
  25. 1           ; Increase car texture quality (1 on, 0 off)
  26. 0           ; Low track geometry (1 on, 0 off)
  27. 0           ; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu
  28. 4           ; Number of mipmaps (0 => off) v2
  29. 1           ; Use compressed textures if supported
  30. 0           ; Full 32bit textures
  31. 8           ; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off
  32. 1           ; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2
  33. 1           ; Render targets must match the main formats v2
  34. 1           ; Enable Fogging
  35. 1           ; Enable AdvancedCarShader v2
  36. 1           ; Pre-light track (Update track lighting using CPU)
  37. 0           ; Low res geometry track (1 low res, 0 normal)
  38. 1           ; Rotate wheels via textures v2
  39. 1           ; Bump map track (requires DP3; 0 => off)
  40. 4           ; Load balance : Frames over which to sample occupancy
  41. 110         ; Load balance : Start load decrease if occupancy over this
  42. 90          ; Load balance : Start load increase if occupancy under this v2
  43. 75          ; Load balance : Speed of load decrease ( < slower > faster)
  44. 33          ; Load balance : Speed of load increase ( < slower > faster)
  45. 1           ; Enable mirrors
  46. 2           ; Angle left mirror 0(in)-16(parallel)-32(out) v2
  47. 2           ; Angle right mirror 0(in)-16(parallel)-32(out) v2
  48. 16          ; Magnify mirror (16 => normal <16 wide >16 zoom)
  49. 133         ; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3
  50. 1           ; Overide show own car if mirrors set low
  51. 0           ; Cockpit zoom (0 to 100) v2
  52. 1           ; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2
  53. 0           ; Enable track map (0 off, 1 arcade views only, 2 all non trackside)
  54. 16          ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16}
  55. 2           ; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3
  56. 512         ; If Jitter, how many ?
  57. 60          ; For normal reflections scale LOD (0 to 100%) v3
  58. 20          ; For blured effect reflections scale LOD (0 to 100%) v3
  59. 1           ; Maximum allowed heat hazes in a single view v2
  60. 0           ; Haze size in pixels : 0 => auto as proportion of main resolution (recommended)
  61. 1           ; Enable rain droplets on lens/visor
  62. 0           ; Enable visor when in cockpit view
  63. 1           ; Enable sky messages
  64. 1           ; Enable true type fonts
  65. 0           ; Environment map strength (0=>use game default)
  66. 0           ; Full dynamic video walls v2
  67. 30          ; Velocity m/s at which dynamic video walls are disabled (0 => no cutoff)
  68. 0           ; Size of video wall textures (dynamic) 0=>auto scale to game resolution
  69. 200000          ; Number of particle time slices per second.
  70. 0           ; TV style overlays on track cameras.
  71. 24          ; Multiplayer overlays 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars
  72. 4           ; Multiplayer overlays - show for N closest
  73. 0           ; Enable user-defined gamma ramp v2
  74. 100         ; Gamma ramp for Reds (min value) range signed : 0-200  => -1 to 1 v4
  75. 200         ; Gamma ramp for Reds (max value) range signed : 0-200  => -1 to 1 v4
  76. 200         ; Gamma ramp for Reds (pow value) range signed : 0-200  => -1 to 1 v4
  77. 100         ; Gamma ramp for Greens (min value) range signed : 0-200  => -1 to 1 v4
  78. 200         ; Gamma ramp for Greens (max value) range signed : 0-200  => -1 to 1 v4
  79. 200         ; Gamma ramp for Greens (pow value) range signed : 0-200  => -1 to 1 v4
  80. 100         ; Gamma ramp for Blues (min value) range signed : 0-200  => -1 to 1 v4
  81. 200         ; Gamma ramp for Blues (max value) range signed : 0-200  => -1 to 1 v4
  82. 200         ; Gamma ramp for Blues (pow value) range signed : 0-200  => -1 to 1 v4
  83. 131         ; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2
  84. 100         ; Cockpit Gamma ramp for Reds (min value) range signed : 0-200  => -1 to 1 v3
  85. 190         ; Cockpit Gamma ramp for Reds (max value) range signed : 0-200  => -1 to 1 v3
  86. 190         ; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200  => -1 to 1 v3
  87. 100         ; Cockpit Gamma ramp for Greens (min value) range signed : 0-200  => -1 to 1 v3
  88. 190         ; Cockpit Gamma ramp for Greens (max value) range signed : 0-200  => -1 to 1 v3
  89. 190         ; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200  => -1 to 1 v3
  90. 100         ; Cockpit Gamma ramp for Blues (min value) range signed : 0-200  => -1 to 1 v3
  91. 190         ; Cockpit Gamma ramp for Blues (max value) range signed : 0-200  => -1 to 1 v3
  92. 190         ; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200  => -1 to 1 v3
  93. 64          ; Size in texels for shadows over each car v2
  94. 256         ; Size in texels for projected shadows under each car
  95. 256         ; Size in texels for blurred projected shadows under each car
  96. 0           ; Attempt to page the over shadows
  97. 0           ; Attempt to page the under shadows
  98. 0           ; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2
  99. 5           ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
  100. 2           ; [MAIN VIEW] Texture filter quality for mipmaps - if any -  (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
  101. 7           ; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2
  102. 92          ; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
  103. 1600            ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2
  104. 5           ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
  105. 141         ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier
  106. 49          ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
  107. 300         ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track
  108. 1           ; [MAIN VIEW] Display track shadows
  109. 2           ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
  110. 16          ; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
  111. 4           ; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR
  112. 4           ; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR
  113. 1           ; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled)
  114. 400         ; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3
  115. 1           ; [MAIN VIEW] Reflect cars in wet track
  116. 1           ; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3
  117. 1           ; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3
  118. 200         ; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
  119. 22          ; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off  - for advanced carshader only) v3
  120. 1           ; [MAIN VIEW] Draw Particles
  121. 1           ; [MAIN VIEW] Draw rain (0 => off, 1 => on)
  122. 1           ; [MAIN VIEW] DrawBrakeGlows  (0 => off, 1 => on)
  123. 1           ; [MAIN VIEW] DrawExternalSteering  (0 => off, 1 => on)
  124. 1           ; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating)
  125. 11          ; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw)
  126. 1           ; [MAIN VIEW] Draw crowd camera flashes
  127. 1           ; [MAIN VIEW] Draw sky
  128. 1           ; [MAIN VIEW] Draw heat haze v3
  129. 1           ; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always)
  130. 1           ; [MAIN VIEW] Draw Bushes
  131. 1           ; [MAIN VIEW] Draw trackside cameras
  132. 1           ; [MAIN VIEW] Draw trackside cranes
  133. 1           ; [MAIN VIEW] Draw distant buildings
  134. 1           ; [MAIN VIEW] Draw near buildings
  135. 1           ; [MAIN VIEW] Draw horizon strips
  136. 1           ; [MAIN VIEW] Draw trackside photographers
  137. 1           ; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps)
  138. 1           ; [MAIN VIEW] Draw trackside platforms
  139. 1           ; [MAIN VIEW] Draw videowalls
  140. 1           ; [MAIN VIEW] Draw Misc. trackside objects
  141. 1           ; [MAIN VIEW] Draw trackside fences
  142. 1           ; [MAIN VIEW] Draw trackside walls
  143. 1           ; [MAIN VIEW] Draw track kerbing
  144. 1           ; [MAIN VIEW] Draw bridges
  145. 1           ; [MAIN VIEW] Draw Near stands
  146. 1           ; [MAIN VIEW] Draw Far stands
  147. 1           ; [MAIN VIEW] Draw Near land
  148. 1           ; [MAIN VIEW] Draw Far land
  149. 1           ; [MAIN VIEW] Draw track marshalls
  150. 1           ; [MAIN VIEW] Draw large trackside signs
  151. 1           ; [MAIN VIEW] Draw small trackside signs
  152. 1           ; [MAIN VIEW] Draw Near trees
  153. 1           ; [MAIN VIEW] Draw Far trees
  154. 1           ; [MAIN VIEW] Draw video-wall screens
  155. 1           ; [MAIN VIEW] Draw shadows on track v2
  156. 1           ; [MAIN VIEW] Draw Required trackside buildings
  157. 70          ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
  158. 100         ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2
  159. 1000            ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3
  160. 100         ; [MAIN VIEW] Car lod : scalar
  161. 1           ; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
  162. 2           ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
  163. 1           ; [MIRROR VIEW] Texture filter quality for mipmaps - if any -  (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
  164. 1           ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2
  165. 115         ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
  166. 700         ; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
  167. 5           ; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
  168. 190         ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier
  169. 99          ; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
  170. 50          ; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track
  171. 0           ; [MIRROR VIEW] Display track shadows
  172. 1           ; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
  173. 0           ; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
  174. 2           ; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR
  175. 2           ; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR
  176. 0           ; [MIRROR VIEW] Enable wet weather reflections
  177. 50          ; [MIRROR VIEW] Reflect static objects within this distance (0 => off)
  178. 0           ; [MIRROR VIEW] Reflect cars in wet track
  179. 0           ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2
  180. 0           ; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3
  181. 0           ; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
  182. 0           ; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off  - for advanced carshader only) v3
  183. 1           ; [MIRROR VIEW] Draw Particles
  184. 0           ; [MIRROR VIEW] Draw rain (0 => off, 1 => on)
  185. 0           ; [MIRROR VIEW] DrawBrakeGlows  (0 => off, 1 => on)
  186. 0           ; [MIRROR VIEW] DrawExternalSteering  (0 => off, 1 => on)
  187. 0           ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
  188. 1           ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
  189. 1           ; [MIRROR VIEW] Draw crowd camera flashes v2
  190. 1           ; [MIRROR VIEW] Draw sky v2
  191. 0           ; [MIRROR VIEW] Draw heat haze v2
  192. 0           ; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
  193. 1           ; [MIRROR VIEW] Draw Bushes v2
  194. 1           ; [MIRROR VIEW] Draw trackside cameras v2
  195. 1           ; [MIRROR VIEW] Draw trackside cranes v2
  196. 1           ; [MIRROR VIEW] Draw distant buildings v2
  197. 1           ; [MIRROR VIEW] Draw near buildings v2
  198. 1           ; [MIRROR VIEW] Draw horizon strips v2
  199. 1           ; [MIRROR VIEW] Draw trackside photographers v2
  200. 1           ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
  201. 1           ; [MIRROR VIEW] Draw trackside platforms v2
  202. 1           ; [MIRROR VIEW] Draw videowalls v2
  203. 1           ; [MIRROR VIEW] Draw Misc. trackside objects v2
  204. 1           ; [MIRROR VIEW] Draw trackside fences v2
  205. 1           ; [MIRROR VIEW] Draw trackside walls v2
  206. 1           ; [MIRROR VIEW] Draw track kerbing v2
  207. 1           ; [MIRROR VIEW] Draw bridges v2
  208. 1           ; [MIRROR VIEW] Draw Near stands v2
  209. 1           ; [MIRROR VIEW] Draw Far stands v2
  210. 1           ; [MIRROR VIEW] Draw Near land v2
  211. 1           ; [MIRROR VIEW] Draw Far land v2
  212. 1           ; [MIRROR VIEW] Draw track marshalls v2
  213. 1           ; [MIRROR VIEW] Draw large trackside signs v2
  214. 1           ; [MIRROR VIEW] Draw small trackside signs v2
  215. 1           ; [MIRROR VIEW] Draw Near trees v2
  216. 1           ; [MIRROR VIEW] Draw Far trees v2
  217. 1           ; [MIRROR VIEW] Draw video-wall screens v2
  218. 1           ; [MIRROR VIEW] Draw shadows on track v2
  219. 1           ; [MIRROR VIEW] Draw Required trackside buildings
  220. 25          ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
  221. 62          ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2
  222. 400         ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2
  223. 62          ; [MIRROR VIEW] Car lod : scalar
  224. 0           ; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
  225. 2           ; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3
  226. 1           ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any -  (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3
  227. 1           ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2
  228. 115         ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2
  229. 925         ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off)
  230. 5           ; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point)
  231. 177         ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier
  232. 87          ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
  233. 100         ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track
  234. 1           ; [VIDEOWALL VIEW] Display track shadows
  235. 1           ; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
  236. 0           ; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16)
  237. 2           ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR
  238. 2           ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR
  239. 0           ; [VIDEOWALL VIEW] Enable wet weather reflections
  240. 50          ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off)
  241. 0           ; [VIDEOWALL VIEW] Reflect cars in wet track
  242. 0           ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2
  243. 0           ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3
  244. 0           ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3
  245. 0           ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off  - for advanced carshader only) v3
  246. 1           ; [VIDEOWALL VIEW] Draw Particles
  247. 0           ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on)
  248. 0           ; [VIDEOWALL VIEW] DrawBrakeGlows  (0 => off, 1 => on)
  249. 0           ; [VIDEOWALL VIEW] DrawExternalSteering  (0 => off, 1 => on)
  250. 0           ; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2
  251. 1           ; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
  252. 1           ; [VIDEOWALL VIEW] Draw crowd camera flashes v2
  253. 1           ; [VIDEOWALL VIEW] Draw sky v2
  254. 0           ; [VIDEOWALL VIEW] Draw heat haze v2
  255. 0           ; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2
  256. 1           ; [VIDEOWALL VIEW] Draw Bushes v2
  257. 1           ; [VIDEOWALL VIEW] Draw trackside cameras v2
  258. 1           ; [VIDEOWALL VIEW] Draw trackside cranes v2
  259. 1           ; [VIDEOWALL VIEW] Draw distant buildings v2
  260. 1           ; [VIDEOWALL VIEW] Draw near buildings v2
  261. 1           ; [VIDEOWALL VIEW] Draw horizon strips v2
  262. 1           ; [VIDEOWALL VIEW] Draw trackside photographers v2
  263. 1           ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
  264. 1           ; [VIDEOWALL VIEW] Draw trackside platforms v2
  265. 1           ; [VIDEOWALL VIEW] Draw videowalls v2
  266. 1           ; [VIDEOWALL VIEW] Draw Misc. trackside objects v2
  267. 1           ; [VIDEOWALL VIEW] Draw trackside fences v2
  268. 1           ; [VIDEOWALL VIEW] Draw trackside walls v2
  269. 1           ; [VIDEOWALL VIEW] Draw track kerbing v2
  270. 1           ; [VIDEOWALL VIEW] Draw bridges v2
  271. 1           ; [VIDEOWALL VIEW] Draw Near stands v2
  272. 1           ; [VIDEOWALL VIEW] Draw Far stands v2
  273. 1           ; [VIDEOWALL VIEW] Draw Near land v2
  274. 1           ; [VIDEOWALL VIEW] Draw Far land v2
  275. 1           ; [VIDEOWALL VIEW] Draw track marshalls v2
  276. 1           ; [VIDEOWALL VIEW] Draw large trackside signs v2
  277. 1           ; [VIDEOWALL VIEW] Draw small trackside signs v2
  278. 1           ; [VIDEOWALL VIEW] Draw Near trees v2
  279. 1           ; [VIDEOWALL VIEW] Draw Far trees v2
  280. 1           ; [VIDEOWALL VIEW] Draw video-wall screens v2
  281. 1           ; [VIDEOWALL VIEW] Draw shadows on track v2
  282. 1           ; [VIDEOWALL VIEW] Draw Required trackside buildings
  283. 31          ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10
  284. 67          ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3
  285. 479         ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5
  286. 67          ; [VIDEOWALL VIEW] Car lod : scalar v2
  287. 0           ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
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