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resources.ini

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May 25th, 2015
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  1. [Memory/Unloading]
  2. ; Master flag - enable the resource runtime unloading system
  3. ; This system is using refcounting instead of the Garbage Collector
  4. EnableUnloading = 0
  5.  
  6. ; How many cleanup iterations we should do in one purge
  7. ; To few - we may risk delaying destruction of resources to much
  8. ; To much - stalls. Should not be bigger than the biggest dependency chain any way (which is around 10)
  9. MaxCleanupIterations = 10
  10.  
  11. ; Minimal amount of frames between each resource purge
  12. AutoPurgeDelay = 30
  13.  
  14. ; Resource grace period - resource will not be released even if it has no references for this amount of frames
  15. GracePeriod = 30
  16.  
  17. ; Validation that the resources we thing we can free we can really free
  18. ; This is done by dependency scannig (kind of like in the GC) - VERY SLOW
  19. EnableValidation = 0
  20.  
  21. ; Report potential memory leaks - objects that were referenced from the resources that we freed but did not get deleted
  22. EnableLeakCheck = 0
  23.  
  24.  
  25. [ResourceLoading]
  26. ; Size of the file queue during game (when loading screen is not there)
  27. ; The bigger, the better
  28. FileQueueSizeGame = 250
  29.  
  30. ; Size of the file queue during loading perios (when loading screen is there)
  31. ; The bigger, the better
  32. FileQueueSizeLoading = 700
  33.  
  34. ; Number of files to load for which we do not bother with starting fully async process
  35. ; Basicaly - if we only have to load few file it does not matter if we use prefetching or not
  36. AsyncLoadingFileCountTreshold = 1
  37.  
  38. ; Do we allow async loading to be used
  39. UseAsyncLoading = true
  40.  
  41. ; Should we use dependency cache
  42. UseDependencyCache = true
  43.  
  44. ; Streaming offset distance in meters (stream in Xm before autohide distance kicks in to allow dissolve to work)
  45. StreamingOffset = 2;
  46.  
  47. [ResourceLoading/Decompression]
  48. ; Maximum number of AsyncIO requests that can be in flight from the resource loading system
  49. ; Note that anything more than 50 has a HIGH CHANCE of crashing/freezing the game
  50. ; The internal maximum number of pending async requests is 64 and we need to leave some slots avaiable for other systems (caches)
  51. MaxRequests = 45
  52.  
  53. ; Reserved number of AsyncIO requests per priority
  54. ; Non zero value guarantees that there'll always be some free slots to service high priority trafic
  55. RequestsPriorityReserve = 4
  56.  
  57. ; Maximum memory budget for compressed data
  58. ; The bigger, the faster the loading
  59. ; Note: the memory is not pre allocated, it's just tracked and limited
  60. MaxCompressedBudget = 10
  61.  
  62. ; Maximum number of compressed blocks that are in-flight
  63. ; In general does not matter that much, do not make it to small
  64. MaxCompressedBlocks = 4096
  65.  
  66. ; Maximum memory budget for uncompressed data
  67. ; The bigger, the faster the loading
  68. ; Note: the memory is not pre allocated, it's just tracked and limited
  69. ; Note2: this should always be bigger than MaxCompressedBudget value, usually x2.5 times (average compression ratio)
  70. MaxUncmpressedBudget = 270
  71.  
  72. ; Maximum number of uncompressed blocks that are in-flight
  73. ; In general does not matter that much, do not make it to small
  74. MaxUncompressedBlocks = 4096
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