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Oct 31st, 2017
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  1. -- This table handles the down sampling for a given GPU's VRAM
  2. -- _0GB is use for cards with <900MB (Not officially supported, may not work)
  3. -- _1GB for cards with <1900MB, _2GB <2900MB, ..., as reported by 32bit DirectX (max supported is 3072MB/3GB).
  4. -- 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.
  5. -- cars: Cars!
  6. -- level: static level geometry. Again like accessories should be in VTs.
  7. -- peds: Pedestrians / skinned characters.
  8. -- vfx: Particle effect images.
  9. -- sky: Sky dome texture.
  10. -- The value is number of mips levels to skip. e.g. 1 would halve resolution, 2 quarter...
  11. -- Changing this table may lead to extremely poor framerates.
  12. texture_map = {
  13. _0GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=2, sky=0 },
  14. _1GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=2, sky=0 },
  15. _2GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=1, sky=0 },
  16. _3GB = { acc = 0, cars = 0, level = 0, peds = 0, vfx=0, sky=0 }
  17. }
  18.  
  19.  
  20. -- far_distance is number of metres from camera that vehicles are shown at their lowest detail.
  21. -- mid_proportion is the factor of the far_distance at which the vehicles transition from highest to medium detail.
  22. car_culling_map = {
  23. far = { far_distance=100, mid_proportion=0.5 },
  24. mid = { far_distance=66, mid_proportion=0.5 },
  25. near = { far_distance=44, mid_proportion=0.5 }
  26. }
  27.  
  28. -- distance in metres at which to stop drawing/processing peds.
  29. -- count is the maximum number of peds to process regardless of distance.
  30. ped_culling_map = {
  31. far = { distance=350, count=200 },
  32. mid = { distance=180, count=120 },
  33. near = { distance=100, count=60 }
  34. }
  35.  
  36. -- mesh_rationalisation_count=0 turns off damage detail
  37. car_damage_detail_map = {
  38. low = { mesh_rationalisation_count=2, high_resolution_damage=false, max_detaching_parts = 12, max_detaching_parts_pinball = 4, smooth_repairing= false },
  39. medium = { mesh_rationalisation_count=4, high_resolution_damage=true, max_detaching_parts = 16, max_detaching_parts_pinball = 4, smooth_repairing= true },
  40. high = { mesh_rationalisation_count=6, high_resolution_damage=true, max_detaching_parts = 24, max_detaching_parts_pinball = 8, smooth_repairing= true }
  41. }
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