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- [Switch DeviceProfile]
- ; Started with copy of Engine's Switch profile
- DeviceType=Switch
- +CVars=sg.ViewDistanceQuality=3
- +CVars=sg.AntiAliasingQuality=2
- +CVars=sg.ShadowQuality=1
- +CVars=sg.PostProcessQuality=1
- +CVars=sg.TextureQuality=1
- +CVars=sg.EffectsQuality=1
- +CVars=sg.FoliageQuality=1
- ; Adjusted LodBias to 1 for textures that are likely to be big
- +TextureLODGroups=(Group=TEXTUREGROUP_World,MinLODSize=1,MaxLODSize=2048,LODBias=1,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,MinLODSize=1,MaxLODSize=2048,LODBias=1,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,MinLODSize=1,MaxLODSize=2048,LODBias=1,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Character,MinLODSize=1,MaxLODSize=2048,LODBias=1,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,MinLODSize=1,MaxLODSize=2048,LODBias=1,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular,MinLODSize=1,MaxLODSize=2048,LODBias=1,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Weapon,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Vehicle,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Cinematic,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Effects,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_EffectsNotFiltered,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Skybox,MinLODSize=1,MaxLODSize=2048,LODBias=1,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_UI,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_NoMipmaps)
- ; Lightmap and Shadowmap shouldn't reduce (or you can get ugly artifacting)
- +TextureLODGroups=(Group=TEXTUREGROUP_Lightmap,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Shadowmap,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_RenderTarget,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_MobileFlattened,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Heightmap,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)`
- +TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Weightmap,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Bokeh,MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Pixels2D,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Project01,MinLODSize=1,MaxLODSize=2048,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- +TextureLODGroups=(Group=TEXTUREGROUP_Project02,MinLODSize=1,MaxLODSize=2048,LODBias=1,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
- ;
- ; Screen/Display
- ;
- ; 720p backbuffer
- +CVars=r.setres=1280x720
- ; Low Latency frame syncing - disabled by default - copy and uncomment the below line into the per-project SwitchDeviceProfile.ini to enable
- +CVars=r.GTSyncType=2
- +CVars=rhi.SyncSlackMS=0
- +CVars=rhi.syncinterval=1
- ; Temporal Upsampling
- +CVars=r.TemporalAA.Upsampling=1
- ;+CVars=r.DynamicRes.OperationMode=2
- ;
- ; TFB Overrides
- ;
- +CVars=r.MaterialQualityLevel=0
- +CVars=r.SceneColorFormat=2
- ; get some memory back by reducing the vfx gpu simulation buffer
- +CVars=fx.GPUSimulationTextureSizeX=512
- +CVars=fx.GPUSimulationTextureSizeY=512
- ; cube maps add up memory-wise, so make these smaller on Switch
- +CVars=r.ReflectionCaptureResolution=64
- ;
- ; Lighting
- ;
- ; default is 0.6, but levels look too dark on switch so increased to 1.0
- +CVars=r.SkylightIntensityMultiplier=1.0
- [SwitchConsole DeviceProfile]
- DeviceType=Switch
- BaseProfileName=Switch
- +CVars=r.ScreenPercentage=75
- +CVars=r.SecondaryScreenPercentage.GameViewport=100
- ; Copied from Falcon
- +CVars=sg.ViewDistanceQuality=2
- +CVars=sg.AntiAliasingQuality=2
- +CVars=sg.ShadowQuality=1
- +CVars=sg.PostProcessQuality=1
- +CVars=sg.TextureQuality=3
- +CVars=sg.EffectsQuality=1
- +CVars=r.StaticMeshLODDistanceScale=2
- +CVars=r.TemporalAAUpsampleFiltered=0
- +CVars=r.TemporalAA.AllowDownsampling=1
- +CVars=sg.FoliageQuality=2
- +CVars=foliage.MinLOD=1
- +CVars=r.ViewDistanceScale=0.8
- +CVars=r.DynamicRes.OperationMode=2
- +CVars=r.DynamicRes.MinScreenPercentage=70
- +CVars=r.DynamicRes.TargetedGPUHeadRoomPercentage=5
- ; looks like r.screenpercentage gets ignored with dynamic res
- +CVars=r.DynamicRes.MaxScreenPercentage=75
- [SwitchHandheld DeviceProfile]
- DeviceType=Switch
- BaseProfileName=Switch
- ; draw less in handheld
- +CVars=r.ScreenPercentage=66.66
- +CVars=r.SecondaryScreenPercentage.GameViewport=66
- ; Copied from Falcon
- +CVars=sg.ViewDistanceQuality=1
- +CVars=sg.AntiAliasingQuality=1
- +CVars=sg.ShadowQuality=1
- +CVars=sg.PostProcessQuality=1
- +CVars=sg.TextureQuality=1
- +CVars=sg.EffectsQuality=0
- +CVars=r.StaticMeshLODDistanceScale=2.5
- +CVars=sg.FoliageQuality=1
- +CVars=foliage.MinLOD=2
- +CVars=r.Shadow.DistanceScale=0
- +CVars=r.ViewDistanceScale=0.8
- +CVars=r.MotionBlurQuality=0
- +CVars=r.DynamicRes.OperationMode=2
- +CVars=r.DynamicRes.MinScreenPercentage=60
- +CVars=r.DynamicRes.TargetedGPUHeadRoomPercentage=5
- ; looks like r.screenpercentage gets ignored with dynamic res
- +CVars=r.DynamicRes.MaxScreenPercentage=66.66
- [Switch_Console_Forward DeviceProfile]
- DeviceType=Switch
- BaseProfileName=SwitchConsole
- [Switch_Console_Deferred DeviceProfile]
- DeviceType=Switch
- BaseProfileName=SwitchConsole
- [Switch_Handheld_Forward DeviceProfile]
- DeviceType=Switch
- BaseProfileName=SwitchHandheld
- [Switch_Handheld_Deferred DeviceProfile]
- DeviceType=Switch
- BaseProfileName=SwitchHandheld
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