Advertisement
Guest User

Untitled

a guest
Feb 19th, 2019
83
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 20.98 KB | None | 0 0
  1. [SystemSettings]
  2. ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
  3. StaticDecals=True
  4. DynamicDecals=False
  5. UnbatchedDecals=True
  6. DecalCullDistanceScale=1.0
  7. DynamicLights=True
  8. LightEnvironmentShadows=False
  9. CompositeDynamicLights=True
  10. SHSecondaryLighting=True
  11. DirectionalLightmaps=True
  12. MotionBlur=False
  13. MotionBlurPause=False
  14. MotionBlurSkinning=0
  15. DepthOfField=False
  16. AmbientOcclusion=false
  17. Bloom=False
  18. bAllowLightShafts=False
  19. Distortion=False
  20. FilteredDistortion=False
  21. DropParticleDistortion=False
  22. bAllowDownsampledTranslucency=False
  23. SpeedTreeLeaves=False
  24. SpeedTreeFronds=False
  25. OnlyStreamInTextures=False
  26. LensFlares=False
  27. FogVolumes=False
  28. FloatingPointRenderTargets=False
  29. OneFrameThreadLag=True
  30. UseVsync=True
  31. UpscaleScreenPercentage=True
  32. Fullscreen=True
  33. Borderless=False
  34. AllowOpenGL=False
  35. AllowRadialBlur=True
  36. AllowSubsurfaceScattering=False
  37. AllowImageReflections=False
  38. AllowImageReflectionShadowing=false
  39. bAllowSeparateTranslucency=False
  40. bAllowPostprocessMLAA=False
  41. bAllowHighQualityMaterials=False
  42. MaxFilterBlurSampleCount=16
  43. SkeletalMeshLODBias=0
  44. ParticleLODBias=0
  45. FoliageLODBias=0
  46. SSAOQuality=1
  47. DetailMode=0
  48. MaxDrawDistanceScale=1
  49. ShadowFilterQualityBias=0
  50. MaxAnisotropy=1
  51. MaxMultiSamples=1
  52. bAllowD3D9MSAA=False
  53. bAllowTemporalAA=False
  54. TemporalAA_MinDepth=500
  55. TemporalAA_StartDepthVelocityScale=100
  56. MinShadowResolution=64
  57. MinPreShadowResolution=8
  58. MaxShadowResolution=1120
  59. MobileShadowTextureResolution=1120
  60. MaxWholeSceneDominantShadowResolution=1344
  61. ShadowFadeResolution=128
  62. PreShadowFadeResolution=16
  63. ShadowFadeExponent=.25
  64. ResX=1280
  65. ResY=720
  66. ScreenPercentage=100.000000
  67. SceneCaptureStreamingMultiplier=1.000000
  68. ShadowTexelsPerPixel=1.27324
  69. PreShadowResolutionFactor=.5
  70. bEnableBranchingPCFShadows=False
  71. bAllowHardwareShadowFiltering=False
  72. TessellationAdaptivePixelsPerTriangle=48.0
  73. bEnableForegroundShadowsOnWorld=False
  74. bEnableForegroundSelfShadowing=False
  75. bAllowWholeSceneDominantShadows=True
  76. bUseConservativeShadowBounds=False
  77. ShadowFilterRadius=2
  78. ; 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
  79. ShadowDepthBias=.012
  80. ; 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.
  81. PerObjectShadowTransition=60
  82. ; Same as PerObjectShadowTransition, but for whole scene shadows. If CSM used, this value will be scaled by CSMSplitSoftTransitionDistanceScale below.
  83. PerSceneShadowTransition=600
  84. ; 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
  85. CSMSplitPenumbraScale=.5
  86. ; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
  87. CSMSplitSoftTransitionDistanceScale=4
  88. ; This scales ShadowDepthBias for the further cascades
  89. CSMSplitDepthBiasScale=.5
  90. ; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
  91. CSMMinimumFOV=40
  92. ; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
  93. CSMFOVRoundFactor=4
  94. UnbuiltWholeSceneDynamicShadowRadius=20000
  95. UnbuiltNumWholeSceneDynamicShadowCascades=3
  96. WholeSceneShadowUnbuiltInteractionThreshold=50
  97. bAllowFracturedDamage=True
  98. NumFracturedPartsScale=1.0
  99. FractureDirectSpawnChanceScale=1.0
  100. FractureRadialSpawnChanceScale=1.0
  101. FractureCullDistanceScale=1.0
  102. bForceCPUAccessToGPUSkinVerts=false
  103. bDisableSkeletalInstanceWeights=false
  104. HighPrecisionGBuffers=False
  105. ; Whether secondary displays are allowed
  106. AllowSecondaryDisplays=False
  107. ; The maximuim allowed width and height of secondary displays
  108. SecondaryDisplayMaximumWidth=1280.0
  109. SecondaryDisplayMaximumHeight=720.0
  110. ;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
  111. MobileFeatureLevel=0
  112. ;turn on all mobile features by default
  113. MobileFog=True
  114. MobileHeightFog=False
  115. MobileSpecular=False
  116. MobileBumpOffset=True
  117. MobileNormalMapping=True
  118. MobileEnvMapping=False
  119. MobileRimLighting=True
  120. MobileColorBlending=True
  121. MobileColorGrading=False
  122. MobileVertexMovement=True
  123. MobileOcclusionQueries=False
  124. MobileGlobalGammaCorrection=False
  125. MobileAllowGammaCorrectionWorldOverride=False
  126. MobileLODBias=-0.5
  127. ;mobile skeletal mesh bone limit
  128. MobileBoneCount=75
  129. ;limit for number of weights that will influence a skeletal mesh on mobile devices
  130. MobileBoneWeightCount=2
  131. ;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
  132. MobileUsePreprocessedShaders=True
  133. ;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
  134. MobileFlashRedForUncachedShaders=False
  135. ;On mobile device, whether to load the shaders at startup or load on demand
  136. MobileWarmUpPreprocessedShaders=True
  137. ;Used to create a cache of shaders that were seen during an example run on PC
  138. MobileCachePreprocessedShaders=False
  139. ;Generates profiling information for generated shaders
  140. MobileProfilePreprocessedShaders=False
  141. ;Whether to slim down generated shader code during cooking
  142. MobileUseCPreprocessorOnShaders=True
  143. ;Whether to load the generated code from teh cooker
  144. MobileLoadCPreprocessedShaders=True
  145. ;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
  146. MobileSharePixelShaders=True
  147. ;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
  148. MobileShareVertexShaders=True
  149. ;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
  150. MobileShareShaderPrograms=True
  151. ;Whether mobile antialiasing is enabled
  152. MobileEnableMSAA=False
  153. MobileContentScaleFactor=1.0
  154. MobileVertexScratchBufferSize=150
  155. MobileIndexScratchBufferSize=10
  156. ;Settings to adjust light shafts on mobile
  157. MobileLightShaftScale=2.0
  158. MobileLightShaftFirstPass=0.5
  159. MobileLightShaftSecondPass=1.0
  160. ;Default mobile shadows to on so they work in PIE/PC
  161. MobileModShadows=True
  162. MobileTiltShift=False
  163. MobileMaxMemory=300
  164. MobilePostProcessBlurAmount = 32.0
  165. ; These settings are in percent of the screen height
  166. MobileTiltShiftPosition = 0.5
  167. MobileTiltShiftFocusWidth = 0.3
  168. MobileTiltShiftTransitionWidth = 0.5
  169. MobileMaxShadowRange=500.0
  170.  
  171. MobileBloomTint = (R=1.0,G=0.75,B=0.0,A=1.0)
  172.  
  173. MobileClearDepthBetweenDPG=False
  174. ; settings this to FALSE can result in incorrect shadow rendering on mobile (rare cases?) but good performance increase
  175. MobileSceneDepthResolveForShadows=TRUE
  176.  
  177. ApexLODResourceBudget=1000000000000000000000.0
  178. ApexDestructionMaxChunkIslandCount=2500
  179. ApexDestructionMaxShapeCount=0
  180. ApexDestructionMaxChunkSeparationLOD=1.0
  181. ApexDestructionMaxActorCreatesPerFrame=-1
  182. ApexDestructionMaxFracturesProcessedPerFrame=-1
  183. ApexDestructionSortByBenefit=True
  184. ApexGRBEnable=false
  185. ApexGRBGPUMemSceneSize=128
  186. ApexGRBGPUMemTempDataSize=128
  187. ApexGRBMeshCellSize=7.5
  188. ApexGRBNonPenSolverPosIterCount=9;
  189. ApexGRBFrictionSolverPosIterCount=3;
  190. ApexGRBFrictionSolverVelIterCount=3;
  191. ApexGRBSkinWidth=0.025
  192. ApexGRBMaxLinearAcceleration=1000000.0
  193. bEnableParallelAPEXClothingFetch=True
  194. ApexClothingAvgSimFrequencyWindow=60
  195. ApexClothingAllowAsyncCooking=True
  196. ApexClothingAllowApexWorkBetweenSubsteps=FALSE
  197.  
  198. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  199. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  200. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  201. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  202. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  203. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  204. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  205. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  206. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  207. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  208. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  209. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  210. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  211. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
  212. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  213. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  214. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  215. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  216. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  217. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  218. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  219. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  220. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  221. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  222. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  223. TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
  224. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)
  225.  
  226. [SystemSettingsBucket1]
  227. BasedOn=SystemSettings
  228.  
  229. [SystemSettingsBucket2]
  230. BasedOn=SystemSettings
  231.  
  232. [SystemSettingsBucket3]
  233. BasedOn=SystemSettings
  234.  
  235. [SystemSettingsBucket4]
  236. BasedOn=SystemSettings
  237.  
  238. [SystemSettingsBucket5]
  239. BasedOn=SystemSettings
  240.  
  241. [SystemSettingsScreenshot]
  242. BasedOn=SystemSettings
  243. ; Modify various system settings to get the best quality regardless of performance impact
  244. MaxAnisotropy=16
  245. ShadowFilterQualityBias=1
  246. MinShadowResolution=16
  247. ShadowFadeResolution=1
  248. MinPreShadowResolution=16
  249. PreShadowFadeResolution=1
  250. ShadowTexelsPerPixel=4.0f
  251. PreShadowResolutionFactor=1.0
  252. MaxShadowResolution=4096
  253. MaxWholeSceneDominantShadowResolution=4096
  254. CompositeDynamicLights=FALSE
  255.  
  256. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  257. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  258. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  259. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  260. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  261. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  262. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  263. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  264. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  265. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  266. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  267. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  268. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  269. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=linear,MipFilter=linear)
  270. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  271. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  272. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  273. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  274. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  275. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  276. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  277. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  278. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  279. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  280. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  281.  
  282. [SystemSettingsEditor]
  283. ; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
  284. BasedOn=SystemSettings
  285.  
  286. [SystemSettingsSplitScreen2]
  287. BasedOn=SystemSettings
  288. ; System settings overrides for split screen
  289. bAllowWholeSceneDominantShadows=False
  290. bAllowLightShafts=False
  291. ; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
  292. DetailMode=1
  293.  
  294. [SystemSettingsMobile]
  295. BasedOn=SystemSettings
  296. ;mobile apps should default to fullscreen
  297. Fullscreen=True
  298. ;disable standard lighting path for mobile devices
  299. DirectionalLightmaps=False
  300. DynamicLights=False
  301. SHSecondaryLighting=False
  302. StaticDecals=True
  303. DynamicDecals=False
  304. UnbatchedDecals=False
  305. ;Disable post-process settings
  306. MotionBlur=FALSE
  307. MotionBlurPause=FALSE
  308. DepthOfField=FALSE
  309. AmbientOcclusion=FALSE
  310. Bloom=FALSE
  311. Distortion=FALSE
  312. FilteredDistortion=FALSE
  313. DropParticleDistortion=TRUE
  314. FloatingPointRenderTargets=FALSE
  315. MaxAnisotropy=2
  316. bAllowLightShafts=FALSE
  317. ;turn off by default for all mobile devices
  318. MobileModShadows=False
  319. MobileClearDepthBetweenDPG=False
  320. ; we have dedicated shaders for 1, 4 and 16 samples so for better performance we clamp
  321. MaxFilterBlurSampleCount=4
  322.  
  323. ; If MobileModShadows is enabled and depth textures are supported, projected shadow maps will be used.
  324. ; If MobileModShadows is enabled but no depth texture support, a blob shadow will be rendered.
  325. ; 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.
  326. DynamicShadows=False
  327. MobileMaxMemory=300
  328.  
  329. [SystemSettingsMobilePreviewer]
  330. BasedOn=SystemSettingsMobile
  331. Fullscreen=False
  332.  
  333. [SystemSettingsMobileTextureBias]
  334. BasedOn=SystemSettingsMobile
  335. ;Bias Texture settings by 1 LOD
  336. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  337. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  338. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  339. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  340. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  341. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  342. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  343. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  344. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  345. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  346. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  347. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  348. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  349. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
  350. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  351. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  352. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  353. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  354. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  355. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  356. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  357. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  358. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  359. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  360. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  361.  
  362. [SystemSettingsAndroid]
  363. BasedOn=SystemSettingsMobileTextureBias
  364.  
  365. [SystemSettingsFlash]
  366. BasedOn=SystemSettingsMobileTextureBias
  367. ;Disable post-process settings
  368. MotionBlur=FALSE
  369. MotionBlurPause=FALSE
  370. DepthOfField=FALSE
  371. AmbientOcclusion=FALSE
  372. Bloom=FALSE
  373. Distortion=FALSE
  374. FilteredDistortion=FALSE
  375. bAllowLightShafts=TRUE
  376. MobileModShadows=True
  377. DynamicShadows=True
  378. MobileClearDepthBetweenDPG=True
  379. DirectionalLightmaps=False
  380. MobileHeightFog=False
  381.  
  382. [SystemSettingsFlash_Detail]
  383. BasedOn=SystemSettingsMobileTextureBias
  384. ;Disable post-process settings
  385. MotionBlur=FALSE
  386. MotionBlurPause=FALSE
  387. DepthOfField=FALSE
  388. AmbientOcclusion=FALSE
  389. Bloom=FALSE
  390. Distortion=FALSE
  391. FilteredDistortion=FALSE
  392. bAllowLightShafts=TRUE
  393. MobileModShadows=True
  394. DynamicShadows=True
  395. MobileClearDepthBetweenDPG=True
  396. DirectionalLightmaps=True
  397. MobileHeightFog=True
  398.  
  399. [SystemSettingsIPhone]
  400. BasedOn=SystemSettingsMobileTextureBias
  401.  
  402. ; Settings for iPhone 3GS only
  403. [SystemSettingsIPhone3GS]
  404. BasedOn=SystemSettingsMobileTextureBias
  405. LensFlares=False
  406. DetailMode=1
  407. MobileEnableMSAA=True
  408. MobileMaxMemory=100
  409.  
  410. ; Settings for iPhone 4 only
  411. [SystemSettingsIPhone4]
  412. BasedOn=SystemSettingsMobile
  413. MobileContentScaleFactor=2.0
  414. LensFlares=False
  415.  
  416. ; Settings for iPhone 4S only
  417. [SystemSettingsIPhone4S]
  418. BasedOn=SystemSettingsMobile
  419. MobileEnableMSAA=True
  420. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  421. ;Bloom=TRUE
  422. ;DepthOfField=TRUE
  423. bAllowLightShafts=True
  424. MobileModShadows=True
  425. DynamicShadows=False
  426. ShadowDepthBias=0.025
  427. MobileContentScaleFactor=2.0
  428. MaxShadowResolution=256
  429. MobileShadowTextureResolution=256
  430.  
  431. ; Settings for iPod Touch 4 only
  432. [SystemSettingsIPodTouch4]
  433. BasedOn=SystemSettingsMobileTextureBias
  434. MobileContentScaleFactor=2.0
  435. LensFlares=False
  436. MobileMaxMemory=100
  437.  
  438. ; Settings for iPad only
  439. [SystemSettingsIPad]
  440. BasedOn=SystemSettingsMobileTextureBias
  441. ;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
  442. MobileFeatureLevel=1
  443. MobileFog=False
  444. MobileSpecular=False
  445. MobileBumpOffset=False
  446. MobileNormalMapping=False
  447. MobileEnvMapping=False
  448. MobileRimLighting=False
  449. MobileMaxMemory=100
  450.  
  451. ; Scale down on iPad
  452. ; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
  453. MobileContentScaleFactor=0.9375
  454.  
  455. ; Settings for iPad2 only
  456. [SystemSettingsIPad2]
  457. BasedOn=SystemSettingsMobile
  458. MobileEnableMSAA=False
  459. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  460. ;Bloom=TRUE
  461. ;DepthOfField=TRUE
  462. bAllowLightShafts=True
  463. MobileModShadows=True
  464. DynamicShadows=False
  465. ShadowDepthBias=0.016
  466. MobileContentScaleFactor=1.0
  467. MaxShadowResolution=256
  468. MobileShadowTextureResolution=256
  469.  
  470. ; Settings for iPad3 only
  471. [SystemSettingsIPad3]
  472. BasedOn=SystemSettingsMobile
  473. MobileEnableMSAA=False
  474. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  475. ;Bloom=TRUE
  476. ;DepthOfField=TRUE
  477. bAllowLightShafts=True
  478. MobileModShadows=True
  479. DynamicShadows=True
  480. ShadowDepthBias=0.016
  481. MobileContentScaleFactor=1.40625
  482. MaxShadowResolution=256
  483. MobileShadowTextureResolution=256
  484. MobileMaxMemory=500
  485.  
  486. [SystemSettingsIPad2_Detail]
  487. BasedOn=SystemSettingsIPad2
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement