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Jul 21st, 2017
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  1. ResX=1280
  2. ResY=1024
  3. UseVsync=false
  4. Fullscreen=true
  5. StaticDecals=false
  6. DynamicDecals=false
  7. UnbatchedDecals=false
  8. DecalCullDistanceScale=0.0
  9. DynamicLights=false
  10. DynamicShadows=false
  11. LightEnvironmentShadows=False
  12. CompositeDynamicLights=False
  13. DirectionalLightmaps=False
  14. MotionBlur=False
  15. MotionBlurPause=False
  16. DepthOfField=false
  17. AmbientOcclusion=False
  18. Bloom=false
  19. UseHighQualityBloom=False
  20. Distortion=false
  21. FilteredDistortion=false
  22. DropParticleDistortion=false
  23. SpeedTreeLeaves=False
  24. SpeedTreeFronds=False
  25. OnlyStreamInTextures=False
  26. LensFlares=false
  27. FogVolumes=false
  28. FloatingPointRenderTargets=false
  29. OneFrameThreadLag=false
  30. UpscaleScreenPercentage=True
  31. AllowD3D10=False
  32. AllowRadialBlur=false
  33. SkeletalMeshLODBias=0
  34. ParticleLODBias=0
  35. DetailMode=0
  36. ShadowFilterQualityBias=0
  37. MaxAnisotropy=0
  38. MaxMultisamples=0
  39. MinShadowResolution=0
  40. MaxShadowResolution=0
  41. ShadowFadeResolution=0
  42. ShadowFadeExponent=0.0
  43. ScreenPercentage=100.000000
  44. SceneCaptureStreamingMultiplier=1.000000
  45. FoliageDrawRadiusMultiplier=1.000000
  46. ShadowTexelsPerPixel=0.0
  47. PreShadowResolutionFactor=0
  48. bEnableVSMShadows=False
  49. bEnableBranchingPCFShadows=False
  50. bAllowBetterModulatedShadows=false
  51. bEnableForegroundShadowsOnWorld=false
  52. bEnableForegroundSelfShadowing=False
  53. ShadowFilterRadius=0
  54. ShadowDepthBias=0
  55. ShadowVolumeLightRadiusThreshold=0
  56. ShadowVolumePrimitiveScreenSpacePercentageThreshold=0
  57. bAllowFracturedDamage=False
  58. NumFracturedPartsScale=0.01
  59. FractureDirectSpawnChanceScale=0.01
  60. FractureRadialSpawnChanceScale=0.01
  61. FractureCullDistanceScale=0.01
  62. bForceCPUAccessToGPUSkinVerts=false
  63. bDisableSkeletalInstanceWeights=false
  64. TEXTUREGROUP_World=(MinLODSize=8,MaxLODSize=16,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  65. TEXTUREGROUP_WorldNormalMap=(MinLODSize=4,MaxLODSize=4,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  66. TEXTUREGROUP_WorldSpecular=(MinLODSize=4,MaxLODSize=4,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  67. TEXTUREGROUP_Character=(MinLODSize=8,MaxLODSize=16,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  68. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=8,MaxLODSize=16,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  69. TEXTUREGROUP_CharacterSpecular=(MinLODSize=8,MaxLODSize=16,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  70. TEXTUREGROUP_Weapon=(MinLODSize=0,MaxLODSize=0,LODBias=2,MinMagFilter=aniso,MipFilter=point)
  71. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=0,MaxLODSize=2,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  72. TEXTUREGROUP_WeaponSpecular=(MinLODSize=0,MaxLODSize=2,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  73. TEXTUREGROUP_Vehicle=(MinLODSize=2,MaxLODSize=8,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  74. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=2,MaxLODSize=8,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  75. TEXTUREGROUP_VehicleSpecular=(MinLODSize=2,MaxLODSize=8,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  76. TEXTUREGROUP_Cinematic=(MinLODSize=0,MaxLODSize=0,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  77. TEXTUREGROUP_Effects=(MinLODSize=4,MaxLODSize=16,LODBias=0,MinMagFilter=linear,MipFilter=point)
  78. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=4,MaxLODSize=16,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  79. TEXTUREGROUP_Skybox=(MinLODSize=0,MaxLODSize=0,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  80. TEXTUREGROUP_UI=(MinLODSize=8,MaxLODSize=8,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  81. TEXTUREGROUP_LightAndShadowMap=(MinLODSize=0,MaxLODSize=0,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  82. TEXTUREGROUP_RenderTarget=(MinLODSize=8,MaxLODSize=16,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  83. TEXTUREGROUP_WorldEmmisive=(MinLODSize=8,MaxLODSize=16,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  84. TEXTUREGROUP_CharacterEmmisive=(MinLODSize=8,MaxLODSize=16,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  85. TEXTUREGROUP_WeaponEmmisive=(MinLODSize=0,MaxLODSize=0,LODBias=0,MinMagFilter=aniso,MipFilter=point)
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