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- [Memory/Unloading]
- ; Master flag - enable the resource runtime unloading system
- ; This system is using refcounting instead of the Garbage Collector
- EnableUnloading = 0
- ; How many cleanup iterations we should do in one purge
- ; To few - we may risk delaying destruction of resources to much
- ; To much - stalls. Should not be bigger than the biggest dependency chain any way (which is around 10)
- MaxCleanupIterations = 10
- ; Minimal amount of frames between each resource purge
- AutoPurgeDelay = 30
- ; Resource grace period - resource will not be released even if it has no references for this amount of frames
- GracePeriod = 30
- ; Validation that the resources we thing we can free we can really free
- ; This is done by dependency scannig (kind of like in the GC) - VERY SLOW
- EnableValidation = 0
- ; Report potential memory leaks - objects that were referenced from the resources that we freed but did not get deleted
- EnableLeakCheck = 0
- [ResourceLoading]
- ; Size of the file queue during game (when loading screen is not there)
- ; The bigger, the better
- FileQueueSizeGame = 250
- ; Size of the file queue during loading perios (when loading screen is there)
- ; The bigger, the better
- FileQueueSizeLoading = 700
- ; Number of files to load for which we do not bother with starting fully async process
- ; Basicaly - if we only have to load few file it does not matter if we use prefetching or not
- AsyncLoadingFileCountTreshold = 1
- ; Do we allow async loading to be used
- UseAsyncLoading = true
- ; Should we use dependency cache
- UseDependencyCache = true
- ; Streaming offset distance in meters (stream in Xm before autohide distance kicks in to allow dissolve to work)
- StreamingOffset = 2;
- [ResourceLoading/Decompression]
- ; Maximum number of AsyncIO requests that can be in flight from the resource loading system
- ; Note that anything more than 50 has a HIGH CHANCE of crashing/freezing the game
- ; The internal maximum number of pending async requests is 64 and we need to leave some slots avaiable for other systems (caches)
- MaxRequests = 45
- ; Reserved number of AsyncIO requests per priority
- ; Non zero value guarantees that there'll always be some free slots to service high priority trafic
- RequestsPriorityReserve = 4
- ; Maximum memory budget for compressed data
- ; The bigger, the faster the loading
- ; Note: the memory is not pre allocated, it's just tracked and limited
- MaxCompressedBudget = 10
- ; Maximum number of compressed blocks that are in-flight
- ; In general does not matter that much, do not make it to small
- MaxCompressedBlocks = 4096
- ; Maximum memory budget for uncompressed data
- ; The bigger, the faster the loading
- ; Note: the memory is not pre allocated, it's just tracked and limited
- ; Note2: this should always be bigger than MaxCompressedBudget value, usually x2.5 times (average compression ratio)
- MaxUncmpressedBudget = 270
- ; Maximum number of uncompressed blocks that are in-flight
- ; In general does not matter that much, do not make it to small
- MaxUncompressedBlocks = 4096
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