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  1. [SystemSettings]
  2. StaticDecals=False
  3. DynamicDecals=False
  4. UnbatchedDecals=False
  5. DecalCullDistanceScale=0.500000
  6. DynamicLights=True
  7. DynamicShadows=False
  8. LightEnvironmentShadows=False
  9. CompositeDynamicLights=False
  10. SHSecondaryLighting=False
  11. DirectionalLightmaps=False
  12. MotionBlur=False
  13. MotionBlurPause=False
  14. MotionBlurSkinning=0
  15. DepthOfField=False
  16. AmbientOcclusion=False
  17. Bloom=False
  18. bAllowLightShafts=False
  19. Distortion=False
  20. FilteredDistortion=False
  21. DropParticleDistortion=False
  22. bAllowDownsampledTranslucency=False
  23. SpeedTreeLeaves=False
  24. SpeedTreeFronds=False
  25. OnlyStreamInTextures=False
  26. LensFlares=False
  27. FogVolumes=False
  28. FloatingPointRenderTargets=False
  29. OneFrameThreadLag=True
  30. UseVsync=False
  31. UpscaleScreenPercentage=True
  32. Fullscreen=True
  33. AllowOpenGL=False
  34. AllowRadialBlur=False
  35. AllowSubsurfaceScattering=False
  36. AllowImageReflections=False
  37. AllowImageReflectionShadowing=False
  38. bAllowSeparateTranslucency=False
  39. bAllowPostprocessMLAA=False
  40. bAllowHighQualityMaterials=False
  41. MaxFilterBlurSampleCount=16
  42. SkeletalMeshLODBias=4
  43. ParticleLODBias=4
  44. DetailMode=0
  45. MaxDrawDistanceScale=0.500000
  46. ShadowFilterQualityBias=0
  47. MaxAnisotropy=0
  48. MaxMultiSamples=0
  49. bAllowD3D9MSAA=False
  50. bAllowTemporalAA=False
  51. TemporalAA_MinDepth=500.000000
  52. TemporalAA_StartDepthVelocityScale=100.000000
  53. MinShadowResolution=64
  54. MinPreShadowResolution=8
  55. MaxShadowResolution=1120
  56. MobileShadowTextureResolution=1120
  57. MaxWholeSceneDominantShadowResolution=1344
  58. ShadowFadeResolution=128
  59. PreShadowFadeResolution=16
  60. ShadowFadeExponent=0.250000
  61. ResX=1366
  62. ResY=768
  63. ScreenPercentage=80.000000
  64. SceneCaptureStreamingMultiplier=1.000000
  65. ShadowTexelsPerPixel=0
  66. PreShadowResolutionFactor=0.500000
  67. bEnableBranchingPCFShadows=False
  68. bAllowHardwareShadowFiltering=False
  69. TessellationAdaptivePixelsPerTriangle=48.000000
  70. bEnableForegroundShadowsOnWorld=False
  71. bEnableForegroundSelfShadowing=False
  72. bAllowWholeSceneDominantShadows=False
  73. bUseConservativeShadowBounds=False
  74. bUseConservativeShadowBounds=False
  75. ShadowFilterRadius=2
  76. ; This is the default per-object shadow depth bias, larger values reduce self shadowing artifacts but increase the disconnect between caster and where the shadow starts
  77. ShadowDepthBias=.012
  78. ; This controls the 'fade in' region between a caster and where his shadow shows up. Larger values make a smaller region which will have more self shadowing artifacts.
  79. PerObjectShadowTransition=60
  80. ; Same as PerObjectShadowTransition, but for whole scene shadows. If CSM used, this value will be scaled by CSMSplitSoftTransitionDistanceScale below.
  81. PerSceneShadowTransition=600
  82. ; This is used to get the penumbra size in further CSM cascades to match up more closely with closer cascades, even though they are a different underlying resolution density
  83. CSMSplitPenumbraScale=.5
  84. ; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
  85. CSMSplitSoftTransitionDistanceScale=4
  86. ; This scales ShadowDepthBias for the further cascades
  87. CSMSplitDepthBiasScale=.5
  88. ; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
  89. CSMMinimumFOV=40
  90. ; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
  91. CSMFOVRoundFactor=4
  92. UnbuiltWholeSceneDynamicShadowRadius=20000
  93. UnbuiltNumWholeSceneDynamicShadowCascades=3
  94. WholeSceneShadowUnbuiltInteractionThreshold=50
  95. bAllowFracturedDamage=False
  96. NumFracturedPartsScale=1.0
  97. FractureDirectSpawnChanceScale=1.0
  98. FractureRadialSpawnChanceScale=1.0
  99. FractureCullDistanceScale=1.0
  100. bForceCPUAccessToGPUSkinVerts=false
  101. bDisableSkeletalInstanceWeights=false
  102. HighPrecisionGBuffers=False
  103. ; Whether secondary displays are allowed
  104. AllowSecondaryDisplays=False
  105. ; The maximuim allowed width and height of secondary displays
  106. SecondaryDisplayMaximumWidth=1280.0
  107. SecondaryDisplayMaximumHeight=720.0
  108. ;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
  109. MobileFeatureLevel=0
  110. ;turn on all mobile features by default
  111. MobileFog=False
  112. MobileHeightFog=False
  113. MobileSpecular=False
  114. MobileBumpOffset=False
  115. MobileNormalMapping=False
  116. MobileEnvMapping=False
  117. MobileRimLighting=False
  118. MobileColorBlending=False
  119. MobileColorGrading=False
  120. MobileVertexMovement=False
  121. MobileOcclusionQueries=False
  122. MobileGlobalGammaCorrection=False
  123. MobileAllowGammaCorrectionWorldOverride=False
  124. MobileLODBias=-0.5
  125. ;mobile skeletal mesh bone limit
  126. MobileBoneCount=75
  127. ;limit for number of weights that will influence a skeletal mesh on mobile devices
  128. MobileBoneWeightCount=2
  129. ;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
  130. MobileUsePreprocessedShaders=True
  131. ;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
  132. MobileFlashRedForUncachedShaders=False
  133. ;On mobile device, whether to load the shaders at startup or load on demand
  134. MobileWarmUpPreprocessedShaders=False
  135. ;Used to create a cache of shaders that were seen during an example run on PC
  136. MobileCachePreprocessedShaders=False
  137. ;Generates profiling information for generated shaders
  138. MobileProfilePreprocessedShaders=False
  139. ;Whether to slim down generated shader code during cooking
  140. MobileUseCPreprocessorOnShaders=True
  141. ;Whether to load the generated code from teh cooker
  142. MobileLoadCPreprocessedShaders=True
  143. ;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
  144. MobileSharePixelShaders=True
  145. ;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
  146. MobileShareVertexShaders=True
  147. ;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
  148. MobileShareShaderPrograms=True
  149. ;Whether mobile antialiasing is enabled
  150. MobileEnableMSAA=False
  151. MobileContentScaleFactor=1.0
  152. MobileVertexScratchBufferSize=150
  153. MobileIndexScratchBufferSize=10
  154. ;Settings to adjust light shafts on mobile
  155. MobileLightShaftScale=2.0
  156. MobileLightShaftFirstPass=0.5
  157. MobileLightShaftSecondPass=1.0
  158. ;Default mobile shadows to on so they work in PIE/PC
  159. MobileModShadows=False
  160. MobileTiltShift=False
  161. MobileMaxMemory=300
  162. MobilePostProcessBlurAmount = 32.0
  163. ; These settings are in percent of the screen height
  164. MobileTiltShiftPosition = 0.5
  165. MobileTiltShiftFocusWidth = 0.3
  166. MobileTiltShiftTransitionWidth = 0.5
  167. MobileMaxShadowRange=500.0
  168.  
  169. MobileBloomTint = (R=1.0,G=0.75,B=0.0,A=1.0)
  170.  
  171. MobileClearDepthBetweenDPG=False
  172. ; settings this to FALSE can result in incorrect shadow rendering on mobile (rare cases?) but good performance increase
  173. MobileSceneDepthResolveForShadows=FALSE
  174.  
  175. ApexLODResourceBudget=1000000000000000000000.0
  176. ApexDestructionMaxChunkIslandCount=2500
  177. ApexDestructionMaxShapeCount=0
  178. ApexDestructionMaxChunkSeparationLOD=1.0
  179. ApexDestructionMaxActorCreatesPerFrame=-1
  180. ApexDestructionMaxFracturesProcessedPerFrame=-1
  181. ApexDestructionSortByBenefit=True
  182. ApexGRBEnable=false
  183. ApexGRBGPUMemSceneSize=128
  184. ApexGRBGPUMemTempDataSize=128
  185. ApexGRBMeshCellSize=7.5
  186. ApexGRBNonPenSolverPosIterCount=9;
  187. ApexGRBFrictionSolverPosIterCount=3;
  188. ApexGRBFrictionSolverVelIterCount=3;
  189. ApexGRBSkinWidth=0.025
  190. ApexGRBMaxLinearAcceleration=1000000.0
  191. bEnableParallelAPEXClothingFetch=True
  192. ApexClothingAvgSimFrequencyWindow=60
  193. ApexClothingAllowAsyncCooking=True
  194. ApexClothingAllowApexWorkBetweenSubsteps=FALSE
  195.  
  196. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=1024,LODBias=1000,MinMagFilter=point,MipFilter=point)
  197. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  198. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  199. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  200. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  201. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  202. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  203. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  204. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  205. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  206. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  207. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  208. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=1024,LODBias=1000,MinMagFilter=point,MipFilter=point)
  209. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  210. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  211. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  212. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=2048,LODBias=1000,MinMagFilter=point,MipFilter=point)
  213. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  214. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point,NumStreamedMips=3)
  215. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  216. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  217. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  218. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  219. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  220. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=516,LODBias=1000,MinMagFilter=point,MipFilter=point)
  221. TEXTUREGROUP_ImageBasedReflection=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_Blur5)
  222. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=1000,MinMagFilter=point,MipFilter=point)
  223.  
  224. [SystemSettingsBucket1]
  225. BasedOn=SystemSettings
  226.  
  227. [SystemSettingsBucket2]
  228. BasedOn=SystemSettings
  229.  
  230. [SystemSettingsBucket3]
  231. BasedOn=SystemSettings
  232.  
  233. [SystemSettingsBucket4]
  234. BasedOn=SystemSettings
  235.  
  236. [SystemSettingsBucket5]
  237. BasedOn=SystemSettings
  238.  
  239. [SystemSettingsScreenshot]
  240. BasedOn=SystemSettings
  241. ; Modify various system settings to get the best quality regardless of performance impact
  242. MaxAnisotropy=4
  243. ShadowFilterQualityBias=1
  244. MinShadowResolution=4
  245. ShadowFadeResolution=1
  246. MinPreShadowResolution=4
  247. PreShadowFadeResolution=1
  248. ShadowTexelsPerPixel=4.0f
  249. PreShadowResolutionFactor=1.0
  250. MaxShadowResolution=1024
  251. MaxWholeSceneDominantShadowResolution=1024
  252. CompositeDynamicLights=FALSE
  253.  
  254. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  255. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  256. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  257. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  258. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  259. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  260. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  261. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  262. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  263. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  264. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  265. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  266. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  267. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=linear,MipFilter=linear)
  268. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  269. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  270. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  271. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  272. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  273. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  274. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  275. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  276. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  277. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  278. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
  279.  
  280. [SystemSettingsEditor]
  281. ; System settings overrides for the editor. Ideally the editor should use the same settings as the game.
  282. BasedOn=SystemSettings
  283.  
  284. [SystemSettingsSplitScreen2]
  285. BasedOn=SystemSettings
  286. ; System settings overrides for split screen
  287. bAllowWholeSceneDominantShadows=False
  288. bAllowLightShafts=False
  289. ; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
  290. DetailMode=1
  291.  
  292. [SystemSettingsMobile]
  293. BasedOn=SystemSettings
  294. ;mobile apps should default to fullscreen
  295. Fullscreen=True
  296. ;disable standard lighting path for mobile devices
  297. DirectionalLightmaps=False
  298. DynamicLights=False
  299. SHSecondaryLighting=False
  300. StaticDecals=True
  301. DynamicDecals=False
  302. UnbatchedDecals=False
  303. ;Disable post-process settings
  304. MotionBlur=FALSE
  305. MotionBlurPause=FALSE
  306. DepthOfField=FALSE
  307. AmbientOcclusion=FALSE
  308. Bloom=FALSE
  309. Distortion=FALSE
  310. FilteredDistortion=FALSE
  311. DropParticleDistortion=TRUE
  312. FloatingPointRenderTargets=FALSE
  313. MaxAnisotropy=2
  314. bAllowLightShafts=FALSE
  315. ;turn off by default for all mobile devices
  316. MobileModShadows=False
  317. MobileClearDepthBetweenDPG=False
  318. ; we have dedicated shaders for 1, 4 and 16 samples so for better performance we clamp
  319. MaxFilterBlurSampleCount=1
  320.  
  321. ; If MobileModShadows is enabled and depth textures are supported, projected shadow maps will be used.
  322. ; If MobileModShadows is enabled but no depth texture support, a blob shadow will be rendered.
  323. ; If MobileModShadows is disabled, a planar shadow will be rendered which is only appropriate for very restricted scenes with a completely flat area around the shadow caster.
  324. DynamicShadows=False
  325. MobileMaxMemory=300
  326.  
  327. [SystemSettingsMobilePreviewer]
  328. BasedOn=SystemSettingsMobile
  329. Fullscreen=False
  330.  
  331. [SystemSettingsMobileTextureBias]
  332. BasedOn=SystemSettingsMobile
  333. ;Bias Texture settings by 1 LOD
  334. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  335. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  336. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  337. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  338. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  339. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  340. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  341. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  342. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  343. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  344. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  345. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  346. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  347. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
  348. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  349. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  350. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
  351. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  352. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  353. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  354. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  355. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  356. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  357. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  358. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  359.  
  360. [SystemSettingsAndroid]
  361. BasedOn=SystemSettingsMobileTextureBias
  362.  
  363. [SystemSettingsFlash]
  364. BasedOn=SystemSettingsMobileTextureBias
  365. ;Disable post-process settings
  366. MotionBlur=FALSE
  367. MotionBlurPause=FALSE
  368. DepthOfField=FALSE
  369. AmbientOcclusion=FALSE
  370. Bloom=FALSE
  371. Distortion=FALSE
  372. FilteredDistortion=FALSE
  373. bAllowLightShafts=TRUE
  374. MobileModShadows=True
  375. DynamicShadows=True
  376. MobileClearDepthBetweenDPG=True
  377. DirectionalLightmaps=False
  378. MobileHeightFog=False
  379.  
  380. [SystemSettingsFlash_Detail]
  381. BasedOn=SystemSettingsMobileTextureBias
  382. ;Disable post-process settings
  383. MotionBlur=FALSE
  384. MotionBlurPause=FALSE
  385. DepthOfField=FALSE
  386. AmbientOcclusion=FALSE
  387. Bloom=FALSE
  388. Distortion=FALSE
  389. FilteredDistortion=FALSE
  390. bAllowLightShafts=TRUE
  391. MobileModShadows=True
  392. DynamicShadows=True
  393. MobileClearDepthBetweenDPG=True
  394. DirectionalLightmaps=True
  395. MobileHeightFog=True
  396.  
  397. [SystemSettingsIPhone]
  398. BasedOn=SystemSettingsMobileTextureBias
  399.  
  400. ; Settings for iPhone 3GS only
  401. [SystemSettingsIPhone3GS]
  402. BasedOn=SystemSettingsMobileTextureBias
  403. LensFlares=False
  404. DetailMode=1
  405. MobileEnableMSAA=True
  406. MobileMaxMemory=100
  407.  
  408. ; Settings for iPhone 4 only
  409. [SystemSettingsIPhone4]
  410. BasedOn=SystemSettingsMobile
  411. MobileContentScaleFactor=2.0
  412. LensFlares=False
  413.  
  414. ; Settings for iPhone 4S only
  415. [SystemSettingsIPhone4S]
  416. BasedOn=SystemSettingsMobile
  417. MobileEnableMSAA=True
  418. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  419. ;Bloom=TRUE
  420. ;DepthOfField=TRUE
  421. bAllowLightShafts=True
  422. MobileModShadows=True
  423. DynamicShadows=False
  424. ShadowDepthBias=0.025
  425. MobileContentScaleFactor=2.0
  426. MaxShadowResolution=256
  427. MobileShadowTextureResolution=256
  428.  
  429. ; Settings for iPod Touch 4 only
  430. [SystemSettingsIPodTouch4]
  431. BasedOn=SystemSettingsMobileTextureBias
  432. MobileContentScaleFactor=2.0
  433. LensFlares=False
  434. MobileMaxMemory=100
  435.  
  436. ; Settings for iPad only
  437. [SystemSettingsIPad]
  438. BasedOn=SystemSettingsMobileTextureBias
  439. ;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
  440. MobileFeatureLevel=1
  441. MobileFog=False
  442. MobileSpecular=False
  443. MobileBumpOffset=False
  444. MobileNormalMapping=False
  445. MobileEnvMapping=False
  446. MobileRimLighting=False
  447. MobileMaxMemory=100
  448.  
  449. ; Scale down on iPad
  450. ; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
  451. MobileContentScaleFactor=0.9375
  452.  
  453. ; Settings for iPad2 only
  454. [SystemSettingsIPad2]
  455. BasedOn=SystemSettingsMobile
  456. MobileEnableMSAA=False
  457. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  458. ;Bloom=TRUE
  459. ;DepthOfField=TRUE
  460. bAllowLightShafts=True
  461. MobileModShadows=True
  462. DynamicShadows=False
  463. ShadowDepthBias=0.016
  464. MobileContentScaleFactor=1.0
  465. MaxShadowResolution=256
  466. MobileShadowTextureResolution=256
  467.  
  468. ; Settings for iPad3 only
  469. [SystemSettingsIPad3]
  470. BasedOn=SystemSettingsMobile
  471. MobileEnableMSAA=False
  472. ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
  473. ;Bloom=TRUE
  474. ;DepthOfField=TRUE
  475. bAllowLightShafts=True
  476. MobileModShadows=True
  477. DynamicShadows=True
  478. ShadowDepthBias=0.016
  479. MobileContentScaleFactor=1.40625
  480. MaxShadowResolution=256
  481. MobileShadowTextureResolution=256
  482. MobileMaxMemory=500
  483.  
  484. [SystemSettingsIPad2_Detail]
  485. BasedOn=SystemSettingsIPad2
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