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- -- This table handles the down sampling for a given GPU's VRAM
- -- _0GB is use for cards with <900MB (Not officially supported, may not work)
- -- _1GB for cards with <1900MB, _2GB <2900MB, ..., as reported by 32bit DirectX (max supported is 3072MB/3GB).
- -- acc: accessories (typically non-static scene elements). Most of these should be in the VTs in Stainless levels, so this has little impact on VRAM use.
- -- cars: Cars!
- -- level: static level geometry. Again like accessories should be in VTs.
- -- peds: Pedestrians / skinned characters.
- -- vfx: Particle effect images.
- -- sky: Sky dome texture.
- -- The value is number of mips levels to skip. e.g. 1 would halve resolution, 2 quarter...
- -- Changing this table may lead to extremely poor framerates.
- texture_map = {
- _0GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=2, sky=0 },
- _1GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=2, sky=0 },
- _2GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=1, sky=0 },
- _3GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=0, sky=0 }
- }
- -- far_distance is number of metres from camera that vehicles are shown at their lowest detail.
- -- mid_proportion is the factor of the far_distance at which the vehicles transition from highest to medium detail.
- car_culling_map = {
- far = { far_distance=100, mid_proportion=0.5 },
- mid = { far_distance=66, mid_proportion=0.5 },
- near = { far_distance=44, mid_proportion=0.5 }
- }
- -- distance in metres at which to stop drawing/processing peds.
- -- count is the maximum number of peds to process regardless of distance.
- ped_culling_map = {
- far = { distance=350, count=200 },
- mid = { distance=180, count=120 },
- near = { distance=100, count=60 }
- }
- -- mesh_rationalisation_count=0 turns off damage detail
- car_damage_detail_map = {
- low = { mesh_rationalisation_count=2, high_resolution_damage=false, max_detaching_parts = 12, max_detaching_parts_pinball = 4, smooth_repairing= false },
- medium = { mesh_rationalisation_count=4, high_resolution_damage=true, max_detaching_parts = 16, max_detaching_parts_pinball = 4, smooth_repairing= true },
- high = { mesh_rationalisation_count=6, high_resolution_damage=true, max_detaching_parts = 24, max_detaching_parts_pinball = 8, smooth_repairing= true }
- }
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