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- [SystemSettings]
- ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
- StaticDecals=True
- DynamicDecals=False
- UnbatchedDecals=True
- DecalCullDistanceScale=1.0
- DynamicLights=True
- LightEnvironmentShadows=False
- CompositeDynamicLights=True
- SHSecondaryLighting=True
- DirectionalLightmaps=True
- MotionBlur=False
- MotionBlurPause=False
- MotionBlurSkinning=0
- DepthOfField=False
- AmbientOcclusion=false
- Bloom=False
- bAllowLightShafts=False
- Distortion=False
- FilteredDistortion=False
- DropParticleDistortion=False
- bAllowDownsampledTranslucency=False
- SpeedTreeLeaves=False
- SpeedTreeFronds=False
- OnlyStreamInTextures=False
- LensFlares=False
- FogVolumes=False
- FloatingPointRenderTargets=False
- OneFrameThreadLag=True
- UseVsync=True
- UpscaleScreenPercentage=True
- Fullscreen=True
- Borderless=False
- AllowOpenGL=False
- AllowRadialBlur=True
- AllowSubsurfaceScattering=False
- AllowImageReflections=False
- AllowImageReflectionShadowing=false
- bAllowSeparateTranslucency=False
- bAllowPostprocessMLAA=False
- bAllowHighQualityMaterials=False
- MaxFilterBlurSampleCount=16
- SkeletalMeshLODBias=0
- ParticleLODBias=0
- FoliageLODBias=0
- SSAOQuality=1
- DetailMode=0
- MaxDrawDistanceScale=1
- ShadowFilterQualityBias=0
- MaxAnisotropy=1
- MaxMultiSamples=1
- bAllowD3D9MSAA=False
- bAllowTemporalAA=False
- TemporalAA_MinDepth=500
- TemporalAA_StartDepthVelocityScale=100
- MinShadowResolution=64
- MinPreShadowResolution=8
- MaxShadowResolution=1120
- MobileShadowTextureResolution=1120
- MaxWholeSceneDominantShadowResolution=1344
- ShadowFadeResolution=128
- PreShadowFadeResolution=16
- ShadowFadeExponent=.25
- ResX=1280
- ResY=720
- ScreenPercentage=100.000000
- SceneCaptureStreamingMultiplier=1.000000
- ShadowTexelsPerPixel=1.27324
- PreShadowResolutionFactor=.5
- bEnableBranchingPCFShadows=False
- bAllowHardwareShadowFiltering=False
- TessellationAdaptivePixelsPerTriangle=48.0
- bEnableForegroundShadowsOnWorld=False
- bEnableForegroundSelfShadowing=False
- bAllowWholeSceneDominantShadows=True
- bUseConservativeShadowBounds=False
- ShadowFilterRadius=2
- ; 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
- ShadowDepthBias=.012
- ; 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.
- PerObjectShadowTransition=60
- ; Same as PerObjectShadowTransition, but for whole scene shadows. If CSM used, this value will be scaled by CSMSplitSoftTransitionDistanceScale below.
- PerSceneShadowTransition=600
- ; 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
- CSMSplitPenumbraScale=.5
- ; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
- CSMSplitSoftTransitionDistanceScale=4
- ; This scales ShadowDepthBias for the further cascades
- CSMSplitDepthBiasScale=.5
- ; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
- CSMMinimumFOV=40
- ; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
- CSMFOVRoundFactor=4
- UnbuiltWholeSceneDynamicShadowRadius=20000
- UnbuiltNumWholeSceneDynamicShadowCascades=3
- WholeSceneShadowUnbuiltInteractionThreshold=50
- bAllowFracturedDamage=True
- NumFracturedPartsScale=1.0
- FractureDirectSpawnChanceScale=1.0
- FractureRadialSpawnChanceScale=1.0
- FractureCullDistanceScale=1.0
- bForceCPUAccessToGPUSkinVerts=false
- bDisableSkeletalInstanceWeights=false
- HighPrecisionGBuffers=False
- ; Whether secondary displays are allowed
- AllowSecondaryDisplays=False
- ; The maximuim allowed width and height of secondary displays
- SecondaryDisplayMaximumWidth=1280.0
- SecondaryDisplayMaximumHeight=720.0
- ;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
- MobileFeatureLevel=0
- ;turn on all mobile features by default
- MobileFog=True
- MobileHeightFog=False
- MobileSpecular=False
- MobileBumpOffset=True
- MobileNormalMapping=True
- MobileEnvMapping=False
- MobileRimLighting=True
- MobileColorBlending=True
- MobileColorGrading=False
- MobileVertexMovement=True
- MobileOcclusionQueries=False
- MobileGlobalGammaCorrection=False
- MobileAllowGammaCorrectionWorldOverride=False
- MobileLODBias=-0.5
- ;mobile skeletal mesh bone limit
- MobileBoneCount=75
- ;limit for number of weights that will influence a skeletal mesh on mobile devices
- MobileBoneWeightCount=2
- ;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
- MobileUsePreprocessedShaders=True
- ;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
- MobileFlashRedForUncachedShaders=False
- ;On mobile device, whether to load the shaders at startup or load on demand
- MobileWarmUpPreprocessedShaders=True
- ;Used to create a cache of shaders that were seen during an example run on PC
- MobileCachePreprocessedShaders=False
- ;Generates profiling information for generated shaders
- MobileProfilePreprocessedShaders=False
- ;Whether to slim down generated shader code during cooking
- MobileUseCPreprocessorOnShaders=True
- ;Whether to load the generated code from teh cooker
- MobileLoadCPreprocessedShaders=True
- ;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
- MobileSharePixelShaders=True
- ;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
- MobileShareVertexShaders=True
- ;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
- MobileShareShaderPrograms=True
- ;Whether mobile antialiasing is enabled
- MobileEnableMSAA=False
- MobileContentScaleFactor=1.0
- MobileVertexScratchBufferSize=150
- MobileIndexScratchBufferSize=10
- ;Settings to adjust light shafts on mobile
- MobileLightShaftScale=2.0
- MobileLightShaftFirstPass=0.5
- MobileLightShaftSecondPass=1.0
- ;Default mobile shadows to on so they work in PIE/PC
- MobileModShadows=True
- MobileTiltShift=False
- MobileMaxMemory=300
- MobilePostProcessBlurAmount = 32.0
- ; These settings are in percent of the screen height
- MobileTiltShiftPosition = 0.5
- MobileTiltShiftFocusWidth = 0.3
- MobileTiltShiftTransitionWidth = 0.5
- MobileMaxShadowRange=500.0
- MobileBloomTint = (R=1.0,G=0.75,B=0.0,A=1.0)
- MobileClearDepthBetweenDPG=False
- ; settings this to FALSE can result in incorrect shadow rendering on mobile (rare cases?) but good performance increase
- MobileSceneDepthResolveForShadows=TRUE
- ApexLODResourceBudget=1000000000000000000000.0
- ApexDestructionMaxChunkIslandCount=2500
- ApexDestructionMaxShapeCount=0
- ApexDestructionMaxChunkSeparationLOD=1.0
- ApexDestructionMaxActorCreatesPerFrame=-1
- ApexDestructionMaxFracturesProcessedPerFrame=-1
- ApexDestructionSortByBenefit=True
- ApexGRBEnable=false
- ApexGRBGPUMemSceneSize=128
- ApexGRBGPUMemTempDataSize=128
- ApexGRBMeshCellSize=7.5
- ApexGRBNonPenSolverPosIterCount=9;
- ApexGRBFrictionSolverPosIterCount=3;
- ApexGRBFrictionSolverVelIterCount=3;
- ApexGRBSkinWidth=0.025
- ApexGRBMaxLinearAcceleration=1000000.0
- bEnableParallelAPEXClothingFetch=True
- ApexClothingAvgSimFrequencyWindow=60
- ApexClothingAllowAsyncCooking=True
- ApexClothingAllowApexWorkBetweenSubsteps=FALSE
- TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
- TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
- TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
- TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)
- [SystemSettingsBucket1]
- BasedOn=SystemSettings
- [SystemSettingsBucket2]
- BasedOn=SystemSettings
- [SystemSettingsBucket3]
- BasedOn=SystemSettings
- [SystemSettingsBucket4]
- BasedOn=SystemSettings
- [SystemSettingsBucket5]
- BasedOn=SystemSettings
- [SystemSettingsScreenshot]
- BasedOn=SystemSettings
- ; Modify various system settings to get the best quality regardless of performance impact
- MaxAnisotropy=16
- ShadowFilterQualityBias=1
- MinShadowResolution=16
- ShadowFadeResolution=1
- MinPreShadowResolution=16
- PreShadowFadeResolution=1
- ShadowTexelsPerPixel=4.0f
- PreShadowResolutionFactor=1.0
- MaxShadowResolution=4096
- MaxWholeSceneDominantShadowResolution=4096
- CompositeDynamicLights=FALSE
- TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=linear,MipFilter=linear)
- TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
- [SystemSettingsEditor]
- ; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
- BasedOn=SystemSettings
- [SystemSettingsSplitScreen2]
- BasedOn=SystemSettings
- ; System settings overrides for split screen
- bAllowWholeSceneDominantShadows=False
- bAllowLightShafts=False
- ; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
- DetailMode=1
- [SystemSettingsMobile]
- BasedOn=SystemSettings
- ;mobile apps should default to fullscreen
- Fullscreen=True
- ;disable standard lighting path for mobile devices
- DirectionalLightmaps=False
- DynamicLights=False
- SHSecondaryLighting=False
- StaticDecals=True
- DynamicDecals=False
- UnbatchedDecals=False
- ;Disable post-process settings
- MotionBlur=FALSE
- MotionBlurPause=FALSE
- DepthOfField=FALSE
- AmbientOcclusion=FALSE
- Bloom=FALSE
- Distortion=FALSE
- FilteredDistortion=FALSE
- DropParticleDistortion=TRUE
- FloatingPointRenderTargets=FALSE
- MaxAnisotropy=2
- bAllowLightShafts=FALSE
- ;turn off by default for all mobile devices
- MobileModShadows=False
- MobileClearDepthBetweenDPG=False
- ; we have dedicated shaders for 1, 4 and 16 samples so for better performance we clamp
- MaxFilterBlurSampleCount=4
- ; If MobileModShadows is enabled and depth textures are supported, projected shadow maps will be used.
- ; If MobileModShadows is enabled but no depth texture support, a blob shadow will be rendered.
- ; 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.
- DynamicShadows=False
- MobileMaxMemory=300
- [SystemSettingsMobilePreviewer]
- BasedOn=SystemSettingsMobile
- Fullscreen=False
- [SystemSettingsMobileTextureBias]
- BasedOn=SystemSettingsMobile
- ;Bias Texture settings by 1 LOD
- TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
- TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
- TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- [SystemSettingsAndroid]
- BasedOn=SystemSettingsMobileTextureBias
- [SystemSettingsFlash]
- BasedOn=SystemSettingsMobileTextureBias
- ;Disable post-process settings
- MotionBlur=FALSE
- MotionBlurPause=FALSE
- DepthOfField=FALSE
- AmbientOcclusion=FALSE
- Bloom=FALSE
- Distortion=FALSE
- FilteredDistortion=FALSE
- bAllowLightShafts=TRUE
- MobileModShadows=True
- DynamicShadows=True
- MobileClearDepthBetweenDPG=True
- DirectionalLightmaps=False
- MobileHeightFog=False
- [SystemSettingsFlash_Detail]
- BasedOn=SystemSettingsMobileTextureBias
- ;Disable post-process settings
- MotionBlur=FALSE
- MotionBlurPause=FALSE
- DepthOfField=FALSE
- AmbientOcclusion=FALSE
- Bloom=FALSE
- Distortion=FALSE
- FilteredDistortion=FALSE
- bAllowLightShafts=TRUE
- MobileModShadows=True
- DynamicShadows=True
- MobileClearDepthBetweenDPG=True
- DirectionalLightmaps=True
- MobileHeightFog=True
- [SystemSettingsIPhone]
- BasedOn=SystemSettingsMobileTextureBias
- ; Settings for iPhone 3GS only
- [SystemSettingsIPhone3GS]
- BasedOn=SystemSettingsMobileTextureBias
- LensFlares=False
- DetailMode=1
- MobileEnableMSAA=True
- MobileMaxMemory=100
- ; Settings for iPhone 4 only
- [SystemSettingsIPhone4]
- BasedOn=SystemSettingsMobile
- MobileContentScaleFactor=2.0
- LensFlares=False
- ; Settings for iPhone 4S only
- [SystemSettingsIPhone4S]
- BasedOn=SystemSettingsMobile
- MobileEnableMSAA=True
- ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
- ;Bloom=TRUE
- ;DepthOfField=TRUE
- bAllowLightShafts=True
- MobileModShadows=True
- DynamicShadows=False
- ShadowDepthBias=0.025
- MobileContentScaleFactor=2.0
- MaxShadowResolution=256
- MobileShadowTextureResolution=256
- ; Settings for iPod Touch 4 only
- [SystemSettingsIPodTouch4]
- BasedOn=SystemSettingsMobileTextureBias
- MobileContentScaleFactor=2.0
- LensFlares=False
- MobileMaxMemory=100
- ; Settings for iPad only
- [SystemSettingsIPad]
- BasedOn=SystemSettingsMobileTextureBias
- ;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
- MobileFeatureLevel=1
- MobileFog=False
- MobileSpecular=False
- MobileBumpOffset=False
- MobileNormalMapping=False
- MobileEnvMapping=False
- MobileRimLighting=False
- MobileMaxMemory=100
- ; Scale down on iPad
- ; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
- MobileContentScaleFactor=0.9375
- ; Settings for iPad2 only
- [SystemSettingsIPad2]
- BasedOn=SystemSettingsMobile
- MobileEnableMSAA=False
- ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
- ;Bloom=TRUE
- ;DepthOfField=TRUE
- bAllowLightShafts=True
- MobileModShadows=True
- DynamicShadows=False
- ShadowDepthBias=0.016
- MobileContentScaleFactor=1.0
- MaxShadowResolution=256
- MobileShadowTextureResolution=256
- ; Settings for iPad3 only
- [SystemSettingsIPad3]
- BasedOn=SystemSettingsMobile
- MobileEnableMSAA=False
- ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
- ;Bloom=TRUE
- ;DepthOfField=TRUE
- bAllowLightShafts=True
- MobileModShadows=True
- DynamicShadows=True
- ShadowDepthBias=0.016
- MobileContentScaleFactor=1.40625
- MaxShadowResolution=256
- MobileShadowTextureResolution=256
- MobileMaxMemory=500
- [SystemSettingsIPad2_Detail]
- BasedOn=SystemSettingsIPad2
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