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- ; ===========================================
- ; | SunnyStefan's Dirty Bomb Config | - Bits & pieces from .ini files created by Ahli, Typo, & Tast1c
- ; ===========================================
- ; - Max FPS Config (customized for Dstalker0)
- ; - Render Resolution: 1280x1024
- ; - Render Mode: DX9
- ; - FPS Cap: 180 (default value)
- ; - Recommened CPU Core Count: 4 +
- ;
- ; -------------------------------------------
- ; | Installation Guide |
- ; -------------------------------------------
- ;
- ; 1. This file should be named: ShooterEngine.ini (not ShooterEngine.ini.ini or ShooterEngine.txt)
- ; 2. Place this file here: C:\Users\Stefan\Documents\My Games\UnrealEngine3\ShooterGame\Config
- ; 3. You will have to overwrite/move/rename your old ShooterEngine.ini file
- ; 4. Right click this file (ShooterEngine.ini) -> select Properties -> Check the "read-only" box -> Hit Apply
- ;
- ; -------------------------------------------
- ; | Launch Options | - Optional but recommended
- ; -------------------------------------------
- ;
- ; 1. Right-click on Dirty Bomb in your Steam Library & select "Properties"
- ; 2. Select "Set Launch Options..."
- ; 3. Copy/Paste this (without quotes): "-with_gfe=0 -NoVsync -NoVerifyGC -ReadTexturePoolFromIni -NOINI -NOAUTOINIUPDATE -NOFORCEFEEDBACK -USEALLAVAILABLECORES"
- [URL]
- Protocol=unreal
- Name=Player
- Map=hagYQ1ebSoXvP8_wVHdHtXX2nVR+P2TJcTi1fnimCbg=
- LocalMap=hagYQ1ebSoXvP8_wVHdHtXX2nVR+P2TJcTi1fnimCbg=
- LocalOptions=
- TransitionMap=dFWvaPy6GjMQodiFTbWyxNSl7oNRAWuxeP51HejcIKg=
- MapExt=umap
- EXEName=ShooterGame.exe
- ;DebugEXEName=DEBUG-ShooterGame.exe
- SaveExt=usa
- Port=7777
- PeerPort=7778
- GameName=Dirty Bomb
- GameNameShort=EG
- DevEntryMap=Frontend.umap
- TestingEntryMap=FuncTest_EmptyMap.umap
- GameName_RUS=Dirty Bomb
- [Startup]
- RenderMode=0
- ; 0 = DX9
- ; 1 = DX11 (Avg FPS is on par with DX9, frametime stability / 0.1% lows are both much worse)
- [Engine.ScriptPackages]
- EngineNativePackages=Core
- EngineNativePackages=Engine
- EngineNativePackages=GFxUI
- EngineNativePackages=GameFramework
- NetNativePackages=IpDrv
- NetNativePackages=WinDrv
- ;EditorPackages=UnrealEd
- ;ScaleformEditorPackages=GFxUIEditor
- EngineNativePackages=SubstanceAir
- ;EditorPackages=SubstanceAirEd
- NativePackages=AkAudio
- NativePackages=SDEngine
- NativePackages=SDPCEngine
- NativePackages=ShooterGame
- [Engine.Engine]
- AllowAMDEyefinity=False
- NetworkDevice=IpDrv.TcpNetDriver
- FallbackNetworkDevice=IpDrv.TcpNetDriver
- ServerQueryDriver=IpDrv.ServerQueryDrvUDP
- ConsoleClassName=ShooterGame.SGConsole
- GameViewportClientClassName=ShooterGame.SGGameViewportClient
- LocalPlayerClassName=ShooterGame.SGLocalPlayer
- DataStoreClientClassName=Engine.DataStoreClient
- Language=INT
- bAllowMatureLanguage=FALSE
- bLanguageSet=True
- GameEngine=ShooterGame.SGEngine
- ;EditorEngine=ShooterEditor.SGEditorEngine
- ;UnrealEdEngine=ShooterEditor.SGEditorEngine
- Client=WinDrv.WindowsClient
- Render=Render.Render
- Input=Engine.Input
- Canvas=Engine.Canvas
- TinyFontName=EngineFonts.TinyFont
- SmallFontName=EngineFonts.SmallFont
- MediumFontName=EngineFonts.SmallFont
- LargeFontName=EngineFonts.SmallFont
- SubtitleFontName=EngineFonts.SmallFont
- WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
- DefaultMaterialName=EngineMaterials.DefaultMaterial
- DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
- DefaultTextureName=EngineMaterials.DefaultDiffuse
- SkinBRDFTextureName=EngineMaterials.BeckmannMap
- EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
- ;GeomMaterialName=EngineDebugMaterials.GeomMaterial
- ;DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
- ; Changing this causes the game to crash during startup
- ;TickMaterialName=EditorMaterials.Tick_Mat
- ;CrossMaterialName=EditorMaterials.Cross_Mat
- DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
- SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
- SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
- ScreenDoorNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
- ImageGrainNoiseTextureName=EngineMaterials.PhotonGood64x64TilingNoiseHighFreq
- ; Default: ImageGrainNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
- RandomAngleTextureName=EngineMaterials.RandomAngles
- RandomNormalTextureName=EngineMaterials.RandomNormal2
- RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
- WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
- LightMapDensityTextureName=EngineMaterials.PhotonDefaultWhiteGrid
- ; Default: LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid
- LightMapDensityNormalName=EngineMaterials.PhotonDefaultNormal
- ; Default: LightMapDensityNormalName=EngineMaterials.DefaultNormal
- ;LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
- ;LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMaterial
- ;LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
- ;ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationUnlitMaterial
- ;ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationLitMaterial
- ;RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
- ;VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
- ;VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMode_ColorOnly
- ;VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorViewMode_AlphaAsColor
- ;VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode_RedOnly
- ;VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMode_GreenOnly
- ;VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMode_BlueOnly
- ;HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
- ;BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
- ;TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
- ;EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
- DefaultPhysMaterialName=PhysicalMaterial.DefaultPhysicalMaterial
- LandscapeHolePhysMaterialName=EngineMaterials.LandscapeHolePhysicalMaterial
- ;TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
- ;TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
- ProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterial
- BuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh
- ProcBuildingLODColorTexelsPerWorldUnit=0.005
- ; Default: ProcBuildingLODColorTexelsPerWorldUnit=0.075 [Min: 0.005 | Max: 1.075] (FLOAT) Roughly how many texels per world unit when generating a building LOD color texture. More for quality, less for performance.
- ProcBuildingLODLightingTexelsPerWorldUnit=0.001
- ; Default: ProcBuildingLODLightingTexelsPerWorldUnit=0.015 [Min: 0.001 | Max: 1.015] (FLOAT) Roughly how many texels per world unit when generating a building LOD lighting texture. More for quality, less for performance.
- MaxProcBuildingLODColorTextureSize=64
- ; Default: MaxProcBuildingLODColorTextureSize=1024 [Min: 64 | Max: 4096 ] (INT) Maximum size of a building LOD color texture. IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ProcBuilding_Face. More for quality. Lower this value to increase performance.
- MaxProcBuildingLODLightingTextureSize=64
- ; Default: MaxProcBuildingLODLightingTextureSize=256 [Min: 64 | Max: 1024 ] (INT) Maximum size of a building LOD lighting texture. IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ProcBuilding_LightMap. Lower this value to increase performance.
- UseProcBuildingLODTextureCropping=True
- ; Default: UseProcBuildingLODTextureCropping=True (UBOOL) Whether to crop building LOD textures to rectangular textures to reduce wasted memory
- ForcePowerOfTwoProcBuildingLODTextures=True
- ; Default: ForcePowerOfTwoProcBuildingLODTextures=True (UBOOL) Whether to force use of power-of-two LOD textures (uses more memory, but may have better performance)
- bCombineSimilarMappings=False
- ; Default: bCombineSimilarMappings=False [Min:True | Max: False] (UBOOL) Combines light/shadow maps together if they're very similar to one another. [True for performance | False for quality]
- MaxRMSDForCombiningMappings=6.0
- ; Default: MaxRMSDForCombiningMappings=6.0 (FLOAT) More for quality, less for performance. Maximum root mean square deviation of the image difference allowed for mappings to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled.
- ImageReflectionTextureSize=128
- ; Default: ImageReflectionTextureSize=1024 (INT) Size of the texture generated by ImageReflectionSceneCapture actors.
- TerrainMaterialMaxTextureCount=8
- ; Default: TerrainMaterialMaxTextureCount=16 (INT)
- TerrainTessellationCheckCount=120
- ; Default: TerrainTessellationCheckCount=6 (INT) This is the number of frames that are used between terrain tessellation re-calculations, -1 reduced game frame time by 0.1.
- TerrainTessellationCheckBorder=0.0
- ; Default: TerrainTessellationCheckBorder=2.0 (FLOAT)
- TerrainTessellationCheckDistance=8192.0
- ; Default: TerrainTessellationCheckDistance=4096.0 (FLOAT) The radius from the view origin that terrain tessellation checks should be performed. If 0.0, every component will be checked for tessellation changes each frame. If 1.0, then terrain textures will be rendered in higher detail for far distances.
- BeginUPTryCount=200000
- ; Default: BeginUPTryCount=200000 (INT)
- bStaticDecalsEnabled=False
- ; Default: bStaticDecalsEnabled=False [Min: False | Max: True] (UBOOL) Whether to allow static decals. Enables additional textures, such as posters, shop signs, graffiti, etc.
- bDynamicDecalsEnabled=False
- ; Default: bDynamicDecalsEnabled=True [Min: False | Max: True] (UBOOL) Whether to allow dynamic decals.
- bForceStaticTerrain=True
- ; Default: bForceStaticTerrain=False (UBOOL) Sets the game terrain to be drawn statically without change and may increase performance if set true. Devs may have locked this setting to [False].
- LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
- LightComplexityColors=(R=0,G=0,B=0,A=1)
- LightComplexityColors=(R=0,G=255,B=0,A=1)
- LightComplexityColors=(R=63,G=191,B=0,A=1)
- LightComplexityColors=(R=127,G=127,B=0,A=1)
- LightComplexityColors=(R=191,G=63,B=0,A=1)
- LightComplexityColors=(R=255,G=0,B=0,A=1)
- ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
- ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
- ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
- ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
- ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
- ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
- ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
- ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
- ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
- MaxPixelShaderAdditiveComplexityCount=64
- ; Default: MaxPixelShaderAdditiveComplexityCount=900 (FLOAT) Complexity limits for the various complexity viewmode combinations. These limits are used to map instruction counts to ShaderComplexityColors.
- ;MaxPixelShaderOpaqueComplexityCount=50
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- ;MaxVertexShaderComplexityCount=50
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- TimeBetweenPurgingPendingKillObjects=600
- ; Default: TimeBetweenPurgingPendingKillObjects=60 (FLOAT) Time in seconds (game time) we should wait between purging object references to objects that are pending kill, -1 = off.
- GarbageCollectionMemoryCeilingGb=4
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- bUseTextureStreaming=True
- ; Default: bUseTextureStreaming=True Devs may have locked this setting to [True].
- bUseBackgroundLevelStreaming=True
- ; Default: bUseBackgroundLevelStreaming=True
- bSubtitlesEnabled=True
- ; Default: bSubtitlesEnabled=True Flag for completely disabling subtitles for localized sounds. Too bad it DOESN'T WORK...
- bSubtitlesForcedOff=FALSE
- ; Default: bSubtitlesForcedOff=FALSE
- ScoutClassName=ShooterGame.PVEScout
- DefaultPostProcessName=Post_Process.PPC_Default
- DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
- ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
- ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
- ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
- DefaultSoundName=EngineSounds.WhiteNoise
- bOnScreenKismetWarnings=FALSE
- bEnableKismetLogging=FALSE
- bAllowDebugViewmodesOnConsoles=FALSE
- CameraRotationThreshold=45.0
- CameraTranslationThreshold=10000
- PrimitiveProbablyVisibleTime=8.0
- PercentUnoccludedRequeries=0.125
- MaxOcclusionPixelsFraction=0.1
- MinTextureDensity=0.0
- ; Default: MinTextureDensity=0.0 (FLOAT)
- IdealTextureDensity=1.0
- ; Default: IdealTextureDensity=13.0 (FLOAT)
- MaxTextureDensity=25.0
- ; Default: MaxTextureDensity=55.0 (FLOAT)
- MinLightMapDensity=0.0
- ; Default: MinLightMapDensity=0.0 (FLOAT) Minimum lightmap density value for coloring.
- IdealLightMapDensity=0.05
- ; Default: IdealLightMapDensity=0.05 (FLOAT) Ideal lightmap density value for coloring.
- MaxLightMapDensity=0.2
- ; Default: MaxLightMapDensity=0.2 (FLOAT) Maximum lightmap density value for coloring.
- RenderLightMapDensityGrayscaleScale=1.0
- ; Default: RenderLightMapDensityGrayscaleScale=1.0 (FLOAT) The scale factor when rendering grayscale density.
- RenderLightMapDensityColorScale=1.0
- ; Default: RenderLightMapDensityColorScale=1.0 (FLOAT) The scale factor when rendering color density.
- bRenderLightMapDensityGrayscale=false
- ; Default: bRenderLightMapDensityGrayscale=false
- LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
- LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
- bDisablePhysXHardwareSupport=False
- ; Default: bDisablePhysXHardwareSupport=True
- bForceDisablePhysXMeshEffects=True
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- ;DemoRecordingDevice=Engine.DemoRecDriver Demo Replay feature (this component doesn't function properly, we might as well remove it).
- bPauseOnLossOfFocus=FALSE
- ; Default: bPauseOnLossOfFocus=FALSE
- MaxFluidNumVerts=64
- ; Default: MaxFluidNumVerts=1048576 The most vertices a fluid surface can have. The number of verts is clamped to avoid running out of memory and exposing driver bugs. Devs may have locked this setting to [1048576].
- FluidSimulationTimeLimit=60.0
- ; Default: FluidSimulationTimeLimit=30.0 Time limit (in milliseconds) for a fluid simulation update, to avoid spiraling into a bad feedback-loop with slower and slower framerate. This value is doubled in debug builds.
- MaxParticleResize=0
- ; Default: MaxParticleResize=0 0 might be infinite, thus testing 512, "The maximum allowed size to a ParticleEmitterInstance::Resize call. If larger, the function will return without resizing." Devs may have locked this setting to [0].
- MaxParticleResizeWarn=0
- ; Default: MaxParticleResizeWarn=0 If this value is larger than 0, then it enables logging. 0 seems to be infinite. Devs may have locked this setting to [0].
- bCheckParticleRenderSize=False
- ; Default: bCheckParticleRenderSize=True
- MaxParticleVertexMemory=1028
- ; Default: MaxParticleVertexMemory=131972 1 disables everything as much as possible, 400 for full effects game now forces this to >=400, it seems. Devs may have locked this setting to [131972]. Should always be a multiple of (2^n)+900; e.g. 2^17=131072 + 900 = 131972 ... or ... 2^7=128 + 900 = 1028
- NetClientTicksPerSecond=200
- MaxTrackedOcclusionIncrement=0.10
- TrackedOcclusionStepSize=0.10
- MipFadeInSpeed0=0.0
- ; Default: MipFadeInSpeed0=0.3 Devs may have locked this setting to [0.3]
- MipFadeOutSpeed0=0.0
- ; Default: MipFadeOutSpeed0=0.1 Devs may have locked this setting to [0.1]
- MipFadeInSpeed1=0.0
- ; Default: MipFadeInSpeed1=2.0 Devs may have locked this setting to [2.0]
- MipFadeOutSpeed1=0.0
- ; Default: MipFadeOutSpeed1=1.0 Devs may have locked this setting to [1.0]
- StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))),DisableBlend=True)
- StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))),DisableBlend=True)
- StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))),DisableBlend=True)
- PhysXGpuHeapSize=64
- ; Default: PhysXGpuHeapSize=32
- PhysXMeshCacheSize=8
- ; Default: PhysXMeshCacheSize=8
- bShouldGenerateSimpleLightmaps=FALSE
- ; Default: bShouldGenerateSimpleLightmaps=TRUE
- bUseNormalMapsForSimpleLightMaps=FALSE
- ; Default: bUseNormalMapsForSimpleLightMaps=TRUE Enables normal map sampling when Lightmass is generating 'simple' light maps. This increases lighting build time, but may improve quality when normal maps are used to represent curvature over a large surface area.
- bSmoothFrameRate=FALSE
- ; Default: bSmoothFrameRate=FALSE
- MinSmoothedFrameRate=30
- ; Default: MinSmoothedFrameRate=22
- MaxSmoothedFrameRate=300
- ; Default: MaxSmoothedFrameRate=62 Framerate capping via Rivatuner is more effective and results in smoother frametimes with less varaiance. If using Rivatuner to cap FPS, set this value higher than Rivatuner's FPS limit.
- bClearAnimSetLinkupCachesOnLoadMap=TRUE
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- bCheckForMultiplePawnsSpawnedInAFrame=FALSE
- NumPawnsAllowedToBeSpawnedInAFrame=2
- DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
- DefaultHoveredMaterialColor=(R=0.02,G=0.02,B=0.02,A=1.0)
- bEnableOnScreenDebugMessages=false
- ; Default: bEnableOnScreenDebugMessages=true
- AllowScreenDoorFade=False
- ; Default: AllowScreenDoorFade=False
- AllowNvidiaStereo3d=False
- ; Default: AllowNvidiaStereo3d=True
- EnableMatineePostProcessMaterialParam=False
- IgnoreSimulatedFuncWarnings=Tick
- NearClipPlane=3.0
- bUseStreamingPause=false
- ; Default: bUseStreamingPause=false
- bKeepAllMaterialQualityLevelsLoaded=True
- ; Default: bKeepAllMaterialQualityLevelsLoaded=True
- bUseRecastNavMesh=TRUE
- ; Default: bUseRecastNavMesh=TRUE
- bPrioritySortActorsInServer=FALSE
- ; Default: bPrioritySortActorsInServer=FALSE
- bPrecacheClassActor=TRUE
- ; Default: bPrecacheClassActor=TRUE
- bEnableCheckDumpLog=FALSE
- ; Default: bEnableCheckDumpLog=FALSE
- ValueMemoryToDumpLog=1.6
- ; Default: ValueMemoryToDumpLog=1.6
- bEnableColorClear=FALSE
- ; Default: bEnableColorClear=TRUE
- bSuppressMapWarnings=True
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- bDisableAILogging=True
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- AllowShadowVolumes=False
- ; Default: N/A [Min: False | Max: True] EXPERIMENTAL: This line is not included in this document by default.
- ShadowVolumeLightRadiusThreshold=1
- ; Default: N/A [Min: 1 | Max: 1000] EXPERIMENTAL: This line is not included in this document by default.
- ShadowVolumePrimitiveScreenSpacePercentageThreshold=0.0
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- DefaultOnlineSubsystemName=ShooterGame.SGOnlineSubsystemFireline
- WorldInfoClassName=ShooterGame.SGWorldInfo
- AdditionalFontNames=SGBitmapFonts.BMMainFont10pt
- AdditionalFontNames=SGBitmapFonts.BMMainFont12pt
- AdditionalFontNames=SGBitmapFonts.BMMainFont20pt
- [Engine.SeqAct_Interp]
- RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=False,bAllowLightShafts=False)
- ; Default: RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=True,bAllowLightShafts=True)
- [Engine.StreamingMovies]
- RenderPriorityPS3=1001
- SuspendGameIO=True
- [Engine.ISVHacks]
- bInitializeShadersOnDemand=True
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default. Reduces draw calls (which lowers CPU load) & reduces stuttering.
- DisableATITextureFilterOptimizationChecks=False
- ; Default: DisableATITextureFilterOptimizationChecks=True
- UseMinimalNVIDIADriverShaderOptimization=False
- ; Default: UseMinimalNVIDIADriverShaderOptimization=True
- PumpWindowMessagesWhenRenderThreadStalled=False
- ; Default: PumpWindowMessagesWhenRenderThreadStalled=False This setting was designed to help prevent certain UE3 based game crashes and should only be set to True if you are having issues.
- [Engine.GameEngine]
- CacheSizeMegs=512
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- MaxDeltaTime=0
- ; Default: MaxDeltaTime=0
- DownloadableContentEnumeratorClassName=Engine.DownloadableContentEnumerator
- DownloadableContentManagerClassName=ShooterGame.SGDownloadableContentManager
- [Engine.DemoRecDriver]
- AllowDownloads=True
- DemoSpectatorClass=ShooterGame.SGDemoController
- MaxClientRate=25000
- ConnectionTimeout=15.0
- InitialConnectTimeout=30.0
- ConnectionIssueTimeout=30.0
- AckTimeout=1.0
- KeepAliveTime=1.0
- SimLatency=0
- RelevantTimeout=5.0
- SpawnPrioritySeconds=1.0
- ServerTravelPause=4.0
- NetServerMaxTickRate=100
- LanServerMaxTickRate=100
- MaxRewindPoints=30
- RewindPointInterval=1.0
- NumRecentRewindPoints=7
- [Engine.PackagesToAlwaysCook]
- Package=ShooterEntry
- Package=Loading
- Package=Frontend
- Package=Lobby
- Package=BarkEvents
- SeekFreePackage=LoadingScreen_default
- SeekFreePackage=LoadingScreen_EXE_Overground
- SeekFreePackage=LoadingScreen_EXE_Canal
- SeekFreePackage=LoadingScreen_EXE_Gallery
- SeekFreePackage=LoadingScreen_OBJ_Bridge
- SeekFreePackage=LoadingScreen_OBJ_Canal
- ;SeekFreePackage=LoadingScreen_OBJ_Victoria // Terminal 1.0 (not included in map rotation)
- SeekFreePackage=LoadingScreen_OBJ_Trainyard
- SeekFreePackage=LoadingScreen_OBJ_CanaryWharf
- SeekFreePackage=LoadingScreen_OBJ_Whitechapel
- ;SeekFreePackage=LoadingScreen_OBJ_Dome // Dome 1.0 (not included in map rotation)
- SeekFreePackage=LoadingScreen_OBJ_DomeRedux
- SeekFreePackage=LoadingScreen_OBJ_Heist
- SeekFreePackage=LoadingScreen_OBJ_Castle
- SeekFreePackage=LoadingScreen_OBJ_TerminalRedux
- SeekFreePackage=LoadingScreen_OBJ_Dockyard
- ;SeekFreePackage=LoadingScreen_NUF_Tut // Tutorial Map
- SeekFreePackage=LoadingScreen_Frontend
- [Engine.StartupPackages]
- bSerializeStartupPackagesFromMemory=TRUE
- ; Default: bSerializeStartupPackagesFromMemory=TRUE Enables faster startup times at the expense of a significant amount of temporary memory during initial bootup.
- bFullyCompressStartupPackages=FALSE
- ; Default: bFullyCompressStartupPackages=FALSE Enables full-package compression of startup packages. These can be async decompressed in a single operation during load time.
- Package=EngineMaterials
- Package=EngineDebugMaterials
- Package=EngineSounds
- Package=EngineFonts
- Package=SoundClassesAndModes
- Package=Soldier_01_Gameplay
- Package=Soldier_02_Gameplay
- Package=Soldier_03_Gameplay
- Package=Soldier_04_Gameplay
- Package=Medic_01_Gameplay
- Package=Medic_02_Gameplay
- Package=Medic_03_Gameplay
- Package=Medic_04_Gameplay
- Package=Medic_05_Gameplay
- Package=Engineer_01_Gameplay
- Package=Engineer_02_Gameplay
- Package=Engineer_03_Gameplay
- Package=Engineer_04_Gameplay
- Package=FieldOps_01_Gameplay
- Package=FieldOps_02_Gameplay
- Package=FieldOps_03_Gameplay
- Package=FieldOps_04_Gameplay
- Package=FieldOps_05_Gameplay
- Package=CovertOps_01_Gameplay
- Package=CovertOps_02_Gameplay
- Package=CovertOps_03_Gameplay
- Package=CovertOps_04_Gameplay
- Package=CovertOps_05_Gameplay
- Package=SharedCharacters_Gameplay
- Package=CharacterPreview_01_Gameplay
- Package=AssaultRifle_01_Gameplay
- Package=AssaultRifle_02_Gameplay
- Package=AssaultRifle_03_Gameplay
- Package=AssaultRifle_04_Gameplay
- Package=AssaultRifle_06_Gameplay
- Package=AssaultRifle_05_Gameplay
- Package=AssaultRifle_07_Gameplay
- Package=CricketBat_01_Gameplay
- Package=GrenadeLauncher_01_Gameplay
- Package=HeavyMachineGun_01_Gameplay
- Package=Knife_01_Gameplay
- Package=Knife_02_Gameplay
- Package=Knife_03_Gameplay
- Package=Knife_04_Gameplay
- Package=Katana_01_Gameplay
- Package=Stun_Baton_01_Gameplay
- Package=Tomahawk_01_Gameplay
- Package=MachineGun_01_Gameplay
- Package=MachineGun_02_Gameplay
- Package=MachinePistol_01_Gameplay
- Package=MachinePistol_02_Gameplay
- Package=MachinePistol_03_Gameplay
- Package=MachinePistol_04_Gameplay
- Package=MountedMG_01_Gameplay
- Package=MountedMG_02_Gameplay
- Package=Pistol_01_Gameplay
- Package=Pistol_02_Gameplay
- Package=Pistol_03_Gameplay
- Package=Pistol_04_Gameplay
- Package=Pistol_05_Gameplay
- Package=Pistol_06_Gameplay
- Package=Pistol_07_Gameplay
- Package=Pistol_08_Gameplay
- Package=Pistol_09_Gameplay
- Package=ReviveGun_01_Gameplay
- Package=RocketLauncher_01_Gameplay
- Package=Shotgun_01_Gameplay
- Package=Shotgun_02_Gameplay
- Package=Shotgun_03_Gameplay
- Package=SniperRifle_01_Gameplay
- Package=SniperRifle_02_Gameplay
- Package=SniperRifle_03_Gameplay
- Package=SniperRifle_04_Gameplay
- Package=StickyBomb_01_Gameplay
- Package=SubMachineGun_01_Gameplay
- Package=SubMachineGun_02_Gameplay
- Package=SubMachineGun_03_Gameplay
- Package=SubMachineGun_04_Gameplay
- Package=SubMachineGun_05_Gameplay
- Package=SubMachineGun_06_Gameplay
- Package=Crossbow_01_Gameplay
- Package=Ironsight_01_Gameplay
- Package=Ironsight_02_Gameplay
- Package=Ironsight_03_Gameplay
- Package=Ironsight_04_Gameplay
- Package=Ironsight_05_Gameplay
- Package=Ironsight_06_Gameplay
- Package=Ironsight_07_Gameplay
- Package=Ironsight_08_Gameplay
- Package=Magazine_01_Gameplay
- Package=Magazine_02_Gameplay
- Package=Magazine_03_Gameplay
- Package=Magazine_04_Gameplay
- Package=Magazine_05_Gameplay
- Package=Magazine_06_Gameplay
- Package=Magazine_07_Gameplay
- Package=Magazine_08_Gameplay
- Package=Magazine_09_Gameplay
- Package=Magazine_10_Gameplay
- Package=Magazine_11_Gameplay
- Package=MuzzleBrake_01_Gameplay
- Package=MuzzleBrake_02_Gameplay
- Package=MuzzleBrake_03_Gameplay
- Package=RedDot_01_Gameplay
- Package=RedDot_02_Gameplay
- Package=RedDot_03_Gameplay
- Package=RedDot_04_Gameplay
- Package=Scope_00_Gameplay
- Package=Scope_01_Gameplay
- Package=Scope_02_Gameplay
- Package=Scope_03_Gameplay
- Package=Scope_04_Gameplay
- Package=Silencer_01_Gameplay
- Package=Silencer_02_Gameplay
- Package=Silencer_03_Gameplay
- Package=Trinket_Gameplay
- Package=AirStrikeMarker_01_Gameplay
- Package=AirStrikeMarker_02_Gameplay
- Package=AmmoPack_01_Gameplay
- Package=AmmoStation_01_Gameplay
- Package=C4_01_Gameplay
- Package=C4Wireless_01_Gameplay
- Package=ConcussionGrenade_01_Gameplay
- Package=DeployableCover_01_Gameplay
- Package=HackingDevice_01_Gameplay
- Package=HealingStation_01_Gameplay
- Package=HealthPack_01_Gameplay
- Package=HealthPack_02_Gameplay
- Package=HeartbeatSensor_01_Gameplay
- Package=Mine_01_Gameplay
- Package=Molotov_01_Gameplay
- Package=ObjectiveCarryItem_01_Gameplay
- Package=PDA_01_Gameplay
- Package=SupplyCrate_01_Gameplay
- Package=ThirdEyeCam_01_Gameplay
- Package=ThirdEyeDevice_01_Gameplay
- Package=Turret_01_Gameplay
- Package=SmokeGrenade_01_Gameplay
- Package=FragGrenade_01_Gameplay
- Package=AntiProjectileBot_01_Gameplay
- Package=ActiveCamo_01_Gameplay
- Package=ActiveHealingAura_01_Gameplay
- Package=Blowtorch_01_Gameplay
- Package=Defibs_01_Gameplay
- Package=Martyrdom_01_Gameplay
- Package=IRGoggles_01_Gameplay
- Package=LaserPainter_01_Gameplay
- Package=OrbitalLaser_01_Gameplay
- Package=Pliers_01_Gameplay
- Package=SelfRevive_01_Gameplay
- Package=Screwdriver_01_Gameplay
- Package=ArtilleryStrike_01_Gameplay
- Package=HelpUp_01_Gameplay
- Package=Perks
- Package=Augments
- Package=PlayerStatus
- NoncombinedPackage=SGVars
- Package=SGFonts
- Package=SGBitmapFonts
- Package=HudTextureRenderTargets
- Package=Post_Process
- Package=PhysicalMaterial
- Package=SGLoadingScreen
- [Engine.PackagesToForceCookPerMap]
- [Core.System]
- MaxObjectsNotConsideredByGC=156613
- ; Default: MaxObjectsNotConsideredByGC=156612 This value (usually) gets updated any time a patch is released. Using an outdated value can cause crashes. With THIS config (not vanilla) the log files show the correct value as 156613 instead of 156612.
- SizeOfPermanentObjectPool=0
- StaleCacheDays=30
- ; Default: StaleCacheDays=30
- MaxStaleCacheSize=128
- ; Default: MaxStaleCacheSize=10
- MaxOverallCacheSize=512
- ; Default: MaxOverallCacheSize=30
- PackageSizeSoftLimit=300
- ; Default: PackageSizeSoftLimit=300
- AsyncIOBandwidthLimit=0
- ; Default: AsyncIOBandwidthLimit=0
- CachePath=..\..\ShooterGame\Cache
- CacheExt=.uxx
- Paths=..\..\Engine\Content
- ScriptPaths=..\..\ShooterGame\Script
- FRScriptPaths=..\..\ShooterGame\ScriptFinalRelease
- CutdownPaths=..\..\ShooterGame\CutdownPackages
- CutdownPaths=..\..\ShooterGame\Script
- ScreenShotPath=..\..\ShooterGame\ScreenShots
- LocalizationPaths=..\..\Engine\Localization
- Extensions=upk
- Extensions=u
- Extensions=umap
- SaveLocalizedCookedPackagesInSubdirectories=FALSE
- TextureFileCacheExtension=tfc
- bDisablePromptToRebuildScripts=FALSE
- Suppress=Dev
- Suppress=DevAbsorbFuncs
- Suppress=DevAnim
- Suppress=DevAssetDataBase
- Suppress=DevAudio
- Suppress=DevAudioVerbose
- Suppress=DevBind
- Suppress=DevBsp
- Suppress=DevCamera
- Suppress=DevCollision
- Suppress=DevCompile
- Suppress=DevComponents
- Suppress=DevConfig
- Suppress=DevCooking
- Suppress=DevCrossLevel
- Suppress=DevDataStore
- Suppress=DevDecals
- Suppress=DevFaceFX
- Suppress=DevGFxUI
- Suppress=DevGFxUIWarning
- Suppress=DevGarbage
- Suppress=DevKill
- Suppress=DevLevelTools
- Suppress=DevLightmassSolver
- Suppress=DevLoad
- Suppress=DevMovie
- Suppress=DevNavMesh
- Suppress=DevNavMeshWarning
- Suppress=DevNet
- Suppress=DevNetTraffic
- Suppress=DevOnline
- Suppress=DevPath
- Suppress=DevReplace
- Suppress=DevSHA
- Suppress=DevSave
- Suppress=DevShaders
- Suppress=DevShadersDetailed
- Suppress=DevSound
- Suppress=DevStats
- Suppress=DevStreaming
- Suppress=DevTick
- Suppress=DevUI
- Suppress=DevUIAnimation
- Suppress=DevUIFocus
- Suppress=DevUIStates
- Suppress=DevUIStyles
- Suppress=DevMCP
- Suppress=DevHTTP
- Suppress=DevBeacon
- Suppress=DevBeaconGame
- Suppress=DevOnlineGame
- Suppress=DevMatchmaking
- Suppress=DevPing
- Suppress=DevWebUI
- Suppress=DevAsyncLoad
- Suppress=GameStats
- Suppress=Input
- Suppress=Inventory
- Suppress=Localization
- Suppress=LocalizationWarning
- Suppress=PlayerManagement
- Suppress=PlayerMove
- Suppress=SubstanceAir
- Paths=..\..\ShooterGame\Content
- Paths=..\..\ShooterGame\__Trashcan
- LocalizationPaths=..\..\ShooterGame\Localization
- SavePath=..\..\ShooterGame\Save
- SeekFreePCPaths=..\..\ShooterGame\CookedPC
- SeekFreePCExtensions=xxx
- MaxObjectsNotConsideredOnLinuxByGC=33476
- Suppress=DevWebUIScript
- Suppress=DevFireline
- Suppress=DebugStatsShotsFired
- Suppress=DebugStatsShotsLanded
- Suppress=DebugStatsAssists
- Suppress=DebugStatsKills
- Suppress=DebugStatsDeaths
- Suppress=DebugStatsDamageTaken
- Suppress=DebugStatsDamageDealt
- Suppress=DebugStatsCombatXP
- Suppress=DebugStatsObjectiveXP
- Suppress=DebugStatsMiscXP
- Suppress=DebugStatsSupportXP
- Suppress=DebugStatsBadgeXP
- Suppress=DebugStatsAllXP
- Suppress=DebugStatsWeaponTimeUsed
- Suppress=DebugStatsWeaponTimeAvailable
- Suppress=DebugStatsHealingDealt
- Suppress=DebugStatsAmmoDealt
- Suppress=DebugMVPAwards
- Suppress=DebugWeaponDescriptorsNULL
- Suppress=DebugStatsAbilityHit
- Suppress=DebugStatsUses
- Suppress=DebugStatsRevives
- Suppress=DebugStatsReclaimDestroyed
- Suppress=DebugStatsTimePlayed
- [Engine.Client]
- DisplayGamma=2.2
- ; Default: DisplayGamma=2.2
- MinDesiredFrameRate=180.000000
- ; Default: MinDesiredFrameRate=50.000000
- InitialButtonRepeatDelay=0.2
- ButtonRepeatDelay=0.1
- [WinDrv.WindowsClient]
- AudioDeviceClass=XAudio2.XAudio2Device
- ; Default: AudioDeviceClass=XAudio2.XAudio2Device
- MinAllowableResolutionX=0
- ; Default: MinAllowableResolutionX=720
- MinAllowableResolutionY=0
- ; Default: MinAllowableResolutionY=576
- MaxAllowableResolutionX=0
- ; Default: MaxAllowableResolutionX=0
- MaxAllowableResolutionY=0
- ; Default: MaxAllowableResolutionY=0
- MinAllowableRefreshRate=0
- ; Default: MinAllowableRefreshRate=0
- MaxAllowableRefreshRate=0
- ; Default: MaxAllowableRefreshRate=0
- ParanoidDeviceLostChecking=0
- ; Default: ParanoidDeviceLostChecking=1
- AllowJoystickInput=0
- ; Default: AllowJoystickInput=1
- UseRawMouseInput=1
- [XAudio2.XAudio2Device]
- MaxChannels=32
- ; Default: MaxChannels=32
- CommonAudioPoolSize=0
- ; Default: CommonAudioPoolSize=0
- MinCompressedDurationGame=5
- ; Default: MinCompressedDurationGame=5
- MinCompressedDurationEditor=4
- ; Default: MinCompressedDurationEditor=4
- LowPassFilterResonance=0.9
- ; Default: LowPassFilterResonance=0.9
- WorkAroundXDKRegression=TRUE
- ; Default: WorkAroundXDKRegression=TRUE
- [ALAudio.ALAudioDevice]
- MaxChannels=32
- CommonAudioPoolSize=0
- MinCompressedDurationGame=5
- MinCompressedDurationEditor=4
- LowPassFilterResonance=0.9
- //DeviceName=Generic Software
- [Engine.Player]
- ConfiguredInternetSpeed=15000
- ; Default: ConfiguredInternetSpeed=15000
- ConfiguredLanSpeed=20000
- ; Default: ConfiguredLanSpeed=20000
- PP_DesaturationMultiplier=1.0
- ; Default: PP_DesaturationMultiplier=1.0
- PP_HighlightsMultiplier=1.0
- ; Default: PP_HighlightsMultiplier=1.0
- PP_MidTonesMultiplier=1.0
- ; Default: PP_MidTonesMultiplier=1.0
- PP_ShadowsMultiplier=1.0
- ; Default: PP_ShadowsMultiplier=1.0
- [IpDrv.TcpNetDriver]
- AllowDownloads=True
- AllowPeerConnections=False
- AllowPeerVoice=False
- ConnectionTimeout=30.0
- InitialConnectTimeout=90.0
- ConnectionIssueTimeout=1.5
- AckTimeout=1.0
- KeepAliveTime=0.2
- MaxClientRate=15000
- ; Default: MaxClientRate=15000
- MaxInternetClientRate=15000
- ; Default: MaxInternetClientRate=15000
- RelevantTimeout=5.0
- SpawnPrioritySeconds=1.0
- ServerTravelPause=4.0
- NetServerMaxTickRate=60.0
- LanServerMaxTickRate=35
- DownloadManagers=IpDrv.HTTPDownload
- DownloadManagers=Engine.ChannelDownload
- NetConnectionClassName=IpDrv.TcpipConnection
- [IpDrv.ServerQueryDrvUDP]
- ServerQueryPort=7877
- MaxQueriesPerSecond=10
- ServerQueryProtocolClassPath=SDEngine.SDServerQueryProtocolUDP
- [IpServer.UdpServerQuery]
- GameName=ut
- [IpDrv.UdpBeacon]
- DoBeacon=True
- BeaconTime=0.50
- BeaconTimeout=5.0
- BeaconProduct=ut
- ServerBeaconPort=8777
- BeaconPort=9777
- [TextureStreaming]
- MinTextureResidentMipCount=7
- ; Default: MinTextureResidentMipCount=7
- PoolSize=4097
- ; Default: PoolSize=160 [Min:300 | Max: 2047 ] Sets the size of the texture pool (MB), seems like using 25-50% of GPU's VRAM is optimal. Exceeding 768 might cause stuttering. You may need to add "-ReadTexturePoolFromIni" as a launch option via Steam.
- MemoryMargin=20
- ; Default: MemoryMargin=20 Sugguested Value = 20 Amount of memory (MB) to keep free, to be used as temp memory when streaming in new data.
- ; tizeY's KF2 guide: "max amount of permanently cached textures can be set to 10 or 20% of total VRAM for the best experience."
- MemoryLoss=0
- ; Default: MemoryLoss=0 Sugguested Value = 0 Sets the amount of memory (MB) to keep unavailable. This setting is not typically used in the UE3.X engine.
- HysteresisLimit=20
- ; Default: HysteresisLimit=20 [Min:20 | Max: 30 ] Sets a limit on textures rendered when transitioning from one LOD to another, limiting spurious load/unload requests. Set >20 (2.0 sec) increases visuals & reduces fudge factor if pool RAM is available.
- DropMipLevelsLimit=16
- ; Default: DropMipLevelsLimit=16 [Min:4 | Max: 20 ] Sets the number of miplevels to drop (increase fudge) before uploading a texture LOD. Set >16 it increases GPU memory & file caching.
- StopIncreasingLimit=12
- ; Default: StopIncreasingLimit=12 [Min:5 | Max: 20 ] Sets a memory limit for texture pop-ins (MIPS) in MB. Setting this higher with an increased poolsize will help pop-in issues.
- StopStreamingLimit=8
- ; Default: StopStreamingLimit=8 [Min:6 | Max: 12 ] Sets a memory limit for texture streaming in MB. Setting this higher with an increased poolsize will help smooth streaming.
- MinEvictSize=10
- ; Default: MinEvictSize=10 [Min:10 | Max: 12 ] Sets a memory limit for texture tiles that are mapped/pinned as necessary and then evicted as per cache rules. Set >10 to retain.
- MinFudgeFactor=0.5
- ; Default: MinFudgeFactor=1 [Min:5.0 | Max: 0.5 ] Sets a min margin of error for texture steaming. Anything higher than 1.0f means that textures don't fit & will be blurry.
- FudgeFactorIncreaseRateOfChange=0.5
- ; Default: FudgeFactorIncreaseRateOfChange=0.5 [Min:1.0 | Max: 0.5 ] Tells when to throttle the rate of texture stream. Anything higher than 1.0f is bad. Set between 0.5 and 1.0 only.
- FudgeFactorDecreaseRateOfChange=-0.4
- ; Default: FudgeFactorDecreaseRateOfChange=-0.4 [Min:-1.0 | Max: -0.1 ] Tells when to increase the margin of error rate for texture streaming. Anything lower than -1.0f is bad. Set between -0.5 and -1.0 only.
- MinRequestedMipsToConsider=11
- ; Default: MinRequestedMipsToConsider=11 [Min:0 | Max: 15 ] Sets the minimum # of MIPS requests in the texture update phase. Set >11 may increase down ratios, but can cause stuttering. Set to 11.
- MinTimeToGuaranteeMinMipCount=0
- ; Default: MinTimeToGuaranteeMinMipCount=2 [Min:5 | Max: 0 ] Sets a min time to eliminate the loading buffer and shows texture density at its max right away instead of loading it. Set to 0.
- MaxTimeToGuaranteeMinMipCount=0
- ; Default: MaxTimeToGuaranteeMinMipCount=12 [Min:12 | Max: 0 ] Sets a max time to eliminate the loading buffer and shows texture density at its max right away instead of loading it. Set to 0.
- UseTextureFileCache=FALSE
- ; Default: UseTextureFileCache=TRUE
- LoadMapTimeLimit=15.0
- ; Default: LoadMapTimeLimit=20.0 [Min:20.0 | Max: 2.0 ] Lower values require have higher requirements.
- LightmapStreamingFactor=0.06
- ; Default: LightmapStreamingFactor=0.04 [Min:0.09 | Max: 0.02 ] Sets how aggressively lightmaps are streamed out. Smaller values <0.04 are more aggressive.
- ShadowmapStreamingFactor=0.06
- ; Default: ShadowmapStreamingFactor=0.04 [Min:0.09 | Max: 0.02 ] Sets how aggressively shadowmaps are streamed out. Smaller values <0.04 are more aggressive.
- MaxLightmapRadius=2000.0
- ; Default: MaxLightmapRadius=2000.0 [Min:500 | Max: 9000 ] Sets how wide an indirect sunlight/illumination lighting source spans, like the focus width of a flashlight. Higher numbers result in illumination, not brightness and reduce shadow effects.
- AllowStreamingLightmaps=False
- ; Default: AllowStreamingLightmaps=True [Min:True | Max: False] Set to "True" if "UseTextureFileCache=True".
- TextureFileCacheBulkDataAlignment=1
- ; Default: TextureFileCacheBulkDataAlignment=1 Suggested Value = 1 Sets a time limit on the file cache, forcing it to align cached textures with the current environment.
- TextureFileCacheChunkDataAlignment=1048576
- ; Default: TextureFileCacheChunkDataAlignment=1048576
- UsePriorityStreaming=True
- ; Default: UsePriorityStreaming=True Sets a quality of service & priority to texture streams being drawn and compensates for stuttering / lag spikes, but reduces framerate priority and only loads basic texture sets if set TRUE.
- bAllowSwitchingStreamingSystem=False
- ; Default: bAllowSwitchingStreamingSystem=False Sets whether to allow the game to switch stream rates to compensate for stuttering / lag spikes, but reduces framerate priority and may cause more stuttering under certain conditions if set true.
- UseDynamicStreaming=True
- ; Default: UseDynamicStreaming=True Replaces streaming "triggers" with dynamic streaming volumes so the map can loaded while playing (reduces map load times), rather than having to wait it all out at once. If set FALSE, you better have LOTS of RAM/VRAM.
- bEnableAsyncDefrag=False
- ; Default: bEnableAsyncDefrag=False Sets whether to allow Level streaming with asynchronous loading (out of order), which may cause uneven textures if set TRUE. Leave FALSE.
- bEnableAsyncReallocation=False
- ; Default: bEnableAsyncReallocation=False Sets whether to allow the relallocation of async textures in their priority stream. Only useful if bEnableAsyncDefrag is set True.
- MaxDefragRelocations=32
- ; Default: MaxDefragRelocations=256 Sets the total # of defragmentations (time spent) for Async textures being relocated before scrubbing. Not useful without AsyncDefrag.
- MaxDefragDownShift=16
- ; Default: MaxDefragDownShift=128 Sets the total # of defragmentations (time spent) for Async textures being relocated before reducing. Not useful without AsyncDefrag.
- BoostPlayerTextures=0.0
- ; Default: BoostPlayerTextures=3.0 Boost factor that will be applied automatically to all textures on player characters.
- TemporalAAMemoryReserve=0.0
- ; Default: TemporalAAMemoryReserve=4.0
- [StreamByURL]
- PostLoadPause=6.0
- ;[UnrealEd.EditorEngine]
- ;LocalPlayerClassName=ShooterGame.SGLocalPlayer
- ;bSubtitlesEnabled=True
- ;GridEnabled=True
- ;SnapScaleEnabled=True
- ;ScaleGridSize=5
- ;SnapVertices=False
- ;SnapDistance=10.000000
- ;GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
- ;RotGridEnabled=True
- ;RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
- ;GameCommandLine=-log
- ;FOVAngle=90.000000
- ;GodMode=True
- ;AutoSaveDir=..\..\ShooterGame\Autosaves
- ;InvertwidgetZAxis=True
- ;UseAxisIndicator=True
- ;MatineeCurveDetail=0.1
- ;Client=WinDrv.WindowsClient
- ;CurrentGridSz=4
- ;bUseMayaCameraControls=True
- ;bPrefabsLocked=True
- ;HeightMapExportClassName=TerrainHeightMapExporterTextT3D
- ;EditorOnlyContentPackages=EditorMeshes
- ;EditorOnlyContentPackages=EditorMaterials
- ;EditorOnlyContentPackages=EditorResources
- ;EditPackagesInPath=..\..\Development\Src
- ;EditPackages=Core
- ;EditPackages=Engine
- ;EditPackages=GFxUI
- ;EditPackages=AkAudio
- ;EditPackages=GameFramework
- ;EditPackages=UnrealEd
- ;EditPackages=GFxUIEditor
- ;EditPackages=IpDrv
- ;EditPackages=WinDrv
- ;EditPackages=OnlineSubsystemPC
- ;EditPackages=OnlineSubsystemGameSpy
- ;EditPackages=OnlineSubsystemLive
- ;EditPackages=OnlineSubsystemSteamworks
- ;bBuildReachSpecs=FALSE
- ;EditPackages=SubstanceAir
- ;EditPackages=SubstanceAirEd
- ;bGroupingActive=TRUE
- ;bCustomCameraAlignEmitter=TRUE
- ;CustomCameraAlignEmitterDistance=100.0
- ;bDrawSocketsInGMode=FALSE
- ;bSmoothFrameRate=FALSE
- ;MinSmoothedFrameRate=5
- ;MaxSmoothedFrameRate=120
- ;FarClippingPlane=0
- ;TemplateMapFolders=..\..\ShooterGame\Content\Maps\Templates
- ;EditPackagesOutPath=..\..\ShooterGame\Script
- ;FRScriptOutputPath=..\..\ShooterGame\ScriptFinalRelease
- ;EditPackages=SDEngine
- ;EditPackages=SDPCEngine
- ;EditPackages=SDPS3Engine
- ;EditPackages=SDEditor
- ;EditPackages=ShooterGame
- ;EditPackages=ShooterEditor
- ;EditPackages=ShooterGameContent
- ;InEditorGameURLOptions=
- ;[UnrealEd.UnrealEdEngine]
- ;AutoSaveIndex=0
- ;PackagesToBeFullyLoadedAtStartup=EditorMaterials
- ;PackagesToBeFullyLoadedAtStartup=EditorMeshes
- ;PackagesToBeFullyLoadedAtStartup=EditorResources
- ;PackagesToBeFullyLoadedAtStartup=EngineMaterials
- ;PackagesToBeFullyLoadedAtStartup=EngineFonts
- ;PackagesToBeFullyLoadedAtStartup=EngineResources
- ;PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
- ;PackagesToBeFullyLoadedAtStartup=ShooterMapTemplateIndex
- [Engine.DataStoreClient]
- GlobalDataStoreClasses=Engine.UIDataStore_Strings
- GlobalDataStoreClasses=Engine.UIDataStore_GameResource
- GlobalDataStoreClasses=Engine.UIDataStore_Fonts
- GlobalDataStoreClasses=Engine.UIDataStore_Registry
- GlobalDataStoreClasses=Engine.UIDataStore_InputAlias
- PlayerDataStoreClassNames=SDEngine.SDOnlineGameSession
- PlayerDataStoreClassNames=SDEngine.SDOnlineGameSearch
- [DevOptions.Shaders]
- AutoReloadChangedShaders=True
- bAllowMultiThreadedShaderCompile=True
- bAllowDistributedShaderCompile=False
- ; Default: bAllowDistributedShaderCompile=False Setting to 'True' (supposedly) allows your GPU to do more work.
- bAllowDistributedShaderCompileForBuildPCS=True
- ; Default: bAllowDistributedShaderCompileForBuildPCS=True
- NumUnusedShaderCompilingThreads=1
- ; Default: NumUnusedShaderCompilingThreads=1
- ThreadedShaderCompileThreshold=2
- ; Default: ThreadedShaderCompileThreshold=1 Ideal Value = (# of CPU Cores - 2). [Ex: With a quad-core CPU: (4-2)= 2: Set this value to 2.]
- MaxShaderJobBatchSize=30
- ; Default: MaxShaderJobBatchSize=30
- PrecompileShadersJobThreshold=40000
- ; Default:
- bDumpShaderPDBs=True
- ; Default: bDumpShaderPDBs=True
- bPromptToRetryFailedShaderCompiles=True
- ; Default: bPromptToRetryFailedShaderCompiles=True
- [DevOptions.Debug]
- ShowSelectedLightmap=False
- [StatNotifyProviders]
- BinaryFileStatNotifyProvider=true
- XmlStatNotifyProvider=false
- CsvStatNotifyProvider=false
- StatsNotifyProvider_UDP=true
- PIXNamedCounterProvider=false
- [StatNotifyProviders.StatNotifyProvider_UDP]
- ListenPort=13000
- [RemoteControl]
- SuppressRemoteControlAtStartup=True
- ; Default: SuppressRemoteControlAtStartup=False
- [LogFiles]
- PurgeLogsDays=1
- ; Default: PurgeLogsDays=3
- LogTimes=False
- ; Default: LogTimes=True
- [AnimationCompression]
- CompressCommandletVersion=2 // Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed.
- DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
- TranslationCompressionFormat=0
- RotationCompressionFormat=1
- AlternativeCompressionThreshold=1.f
- ForceRecompression=False
- bOnlyCheckForMissingSkeletalMeshes=False
- KeyEndEffectorsMatchName=IK
- KeyEndEffectorsMatchName=eye
- KeyEndEffectorsMatchName=weapon
- KeyEndEffectorsMatchName=hand
- KeyEndEffectorsMatchName=attach
- KeyEndEffectorsMatchName=camera
- [IpDrv.OnlineSubsystemCommonImpl]
- MaxLocalTalkers=1
- MaxRemoteTalkers=16
- bIsUsingSpeechRecognition=false
- [IpDrv.OnlineGameInterfaceImpl]
- LanAnnouncePort=14001
- LanQueryTimeout=5.0
- LanPacketPlatformMask=1
- [OnlineSubsystemLive.OnlineSubsystemLive]
- LanAnnouncePort=14001
- VoiceNotificationDelta=0.2
- [Engine.StaticMeshCollectionActor]
- bCookOutStaticMeshActors=TRUE
- ; Default: bCookOutStaticMeshActors=TRUE
- MaxStaticMeshComponents=100
- ; Default: MaxStaticMeshComponents=100 The maximum number of StaticMeshComponents that can be attached to this actor. Once this number has been reached, a new StaticMeshCollectionActor will be created.
- [Engine.StaticLightCollectionActor]
- bCookOutStaticLightActors=TRUE
- ; Default: bCookOutStaticLightActors=TRUE
- MaxLightComponents=100
- ; Default: MaxLightComponents=100 The maximum number of LightComponents that can be attached to this actor. Once this number has been reached, a new StaticLightCollectionActor will be created.
- [CpuUsage]
- SamplingRate=250
- ; Default: SamplingRate=250
- [LiveSock]
- bUseVDP=True
- bUseSecureConnections=true
- MaxDgramSockets=64
- MaxStreamSockets=16
- DefaultRecvBufsizeInK=256
- DefaultSendBufsizeInK=256
- SystemLinkPort=14000
- [CustomStats]
- LD=Streaming fudge factor
- LD=FrameTime
- LD=Terrain Smooth Time
- LD=Terrain Render Time
- LD=Decal Render Time
- LD=Terrain Triangles
- LD=Decal Triangles
- LD=Decal Draw Calls
- LD=Static Mesh Tris
- LD=Skel Mesh Tris
- LD=Skel Verts CPU Skin
- LD=Skel Verts GPU Skin
- LD=30+ FPS
- LD=Total CPU rendering time
- LD=Total GPU rendering time
- LD=Occluded primitives
- LD=Projected shadows
- LD=Visible static mesh elements
- LD=Visible dynamic primitives
- LD=Texture Pool Size
- LD=Physical Memory Used
- LD=Virtual Memory Used
- LD=Audio Memory Used
- LD=Texture Memory Used
- LD=360 Texture Memory Used
- LD=Animation Memory
- LD=Vertex Lighting Memory
- LD=StaticMesh Vertex Memory
- LD=StaticMesh Index Memory
- LD=SkeletalMesh Vertex Memory
- LD=SkeletalMesh Index Memory
- LD=Decal Vertex Memory
- LD=Decal Index Memory
- LD=Decal Interaction Memory
- MEMLEAN=Virtual Memory Used
- MEMLEAN=Audio Memory Used
- MEMLEAN=Animation Memory
- MEMLEAN=FaceFX Cur Mem
- MEMLEAN=Vertex Lighting Memory
- MEMLEAN=StaticMesh Vertex Memory
- MEMLEAN=StaticMesh Index Memory
- MEMLEAN=SkeletalMesh Vertex Memory
- MEMLEAN=SkeletalMesh Index Memory
- MEMLEAN=Decal Vertex Memory
- MEMLEAN=Decal Index Memory
- MEMLEAN=Decal Interaction Memory
- MEMLEAN=VertexShader Memory
- MEMLEAN=PixelShader Memory
- GameThread=Async Loading Time
- GameThread=Audio Update Time
- GameThread=FrameTime
- GameThread=HUD Time
- GameThread=Input Time
- GameThread=Kismet Time
- GameThread=Move Actor Time
- GameThread=RHI Game Tick
- GameThread=RedrawViewports
- GameThread=Script time
- GameThread=Tick Time
- GameThread=Update Components Time
- GameThread=World Tick Time
- GameThread=Async Work Wait
- GameThread=PerFrameCapture
- GameThread=DynamicLightEnvComp Tick
- ; Mobile=ES2 Draw Calls
- ; Mobile=ES2 Draw Calls (UP)
- ; Mobile=ES2 Triangles Drawn
- ; Mobile=ES2 Triangles Drawn (UP)
- ; Mobile=ES2 Program Count
- ; Mobile=ES2 Program Count (PP)
- ; Mobile=ES2 Program Changes
- ; Mobile=ES2 Uniform Updates (Bytes)
- ; Mobile=ES2 Base Texture Binds
- ; Mobile=ES2 Detail Texture Binds
- ; Mobile=ES2 Lightmap Texture Binds
- ; Mobile=ES2 Environment Texture Binds
- ; Mobile=ES2 Bump Offset Texture Binds
- ; Mobile=Frustum Culled primitives
- ; Mobile=Statically occluded primitives
- ; SplitScreen=Processed primitives
- ; SplitScreen=Mesh draw calls
- ; SplitScreen=Mesh Particles
- ; SplitScreen=Particle Draw Calls
- [MemorySplitClassesToTrack]
- Class=AnimSequence
- Class=AudioComponent
- Class=AudioDevice
- Class=BrushComponent
- Class=CylinderComponent
- Class=DecalComponent
- Class=DecalManager
- Class=DecalMaterial
- Class=Font
- Class=Level
- Class=Material
- Class=MaterialInstanceConstant
- Class=MaterialInstanceTimeVarying
- Class=Model
- Class=ModelComponent
- Class=MorphTarget
- Class=NavigationMeshBase
- Class=ParticleModule
- Class=ParticleSystemComponent
- Class=PathNode
- Class=ProcBuilding_SimpleLODActor
- Class=RB_BodyInstance
- Class=RB_BodySetup
- Class=ReachSpec
- Class=Sequence
- Class=SkeletalMesh
- Class=SkeletalMeshComponent
- Class=SoundCue
- Class=SoundNode
- Class=SoundNodeWave
- Class=StaticMesh
- Class=StaticMeshActor
- Class=StaticMeshCollectionActor
- Class=StaticMeshComponent
- Class=Terrain
- Class=TerrainComponent
- Class=Texture2D
- Class=UIRoot
- [MemLeakCheckExtraExecsToRun]
- Cmd=obj list class=StaticMesh -Alphasort -DetailedInfo
- Cmd=obj list class=StaticMeshActor -ALPHASORT -DetailedInfo
- Cmd=obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo
- Cmd=obj list class=TextureMovie -Alphasort -DetailedInfo
- Cmd=obj list class=Level -ALPHASORT -DetailedInfo
- Cmd=lightenv list volumes
- Cmd=lightenv list transition
- Cmd=ListThreads
- [ConfigCoalesceFilter]
- FilterOut=ShooterEngine.ini
- FilterOut=ShooterEditor.ini
- FilterOut=ShooterInput.ini
- FilterOut=ShooterLightmass.ini
- FilterOut=ShooterGame.ini
- FilterOut=ShooterGameDedicatedServer.ini
- FilterOut=ShooterUI.ini
- FilterOut=ShooterCompat.ini
- FilterOut=ShooterEngineG4WLive.ini
- FilterOut=ShooterEngineG4WLiveDedicatedServer.ini
- FilterOut=ShooterEngineNoLive.ini
- FilterOut=ShooterEngineNoLiveDedicatedServer.ini
- FilterOut=ShooterEditorKeyBindings.ini
- FilterOut=ShooterEditorUserSettings.ini
- FilterOut=ShooterEngineGameSpy.ini
- FilterOut=ShooterEngineSteamworks.ini
- FilterOut=Descriptions.int
- FilterOut=Editor.int
- FilterOut=EditorTips.int
- FilterOut=UnrealEd.int
- FilterOut=WinDrv.int
- FilterOut=XWindow.int
- FilterOut=GfxUIEditor.int
- FilterOut=Properties.int
- [TaskPerfTracking]
- bUseTaskPerfTracking=FALSE
- RemoteConnectionIP=10.1.20.20
- ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Connection Timeout=2;Integrated Security=SSPI
- RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Integrated Security=SSPI;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn
- [TaskPerfMemDatabase]
- bUseTaskPerfMemDatabase=FALSE
- ; Default: bUseTaskPerfMemDatabase=TRUE
- RemoteConnectionIP=192.168.0.39
- ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Connection Timeout=2;Integrated Security=SSPI
- RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Integrated Security=SSPI;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn
- [MemoryPools]
- FLightPrimitiveInteractionInitialBlockSize=512
- ; Default: FLightPrimitiveInteractionInitialBlockSize=512
- FModShadowPrimitiveInteractionInitialBlockSize=512
- ; Default: FModShadowPrimitiveInteractionInitialBlockSize=512
- [SystemSettings]
- ;UsePrecaching=True
- ; Deafult: N/A EXPERIMENTAL: This line is not included in this document by default.
- bFirstRun=FALSE
- bUseMaxQualityMode=False
- ; Default: bUseMaxQualityMode=False Leave this False, if True your game will likey crash or have worse performance with only miniscule GFX improvements.
- StaticDecals=False
- ; Default: bStaticDecalsEnabled=True [Min: False | Max: True ] (UBOOL) Whether to allow static decals. Enables additional textures, such as posters, shop signs, graffiti, etc.
- DynamicDecals=False
- ; Default: DynamicDecals=True [Min: False | Max: True ] (UBOOL) Whether to allow dynamic decals.
- UnbatchedDecals=False
- ; Default: UnbatchedDecals=False [Min: False | Max: True ] (UBOOL) Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.
- DecalCullDistanceScale=1.000000
- ; Default: DecalCullDistanceScale=1.000000 [Min: 0? | Max: 1 ] (FLOAT) Scale factor for distance culling decals.
- DynamicLights=False
- ; Default: True [Min: False | Max: True ] (UBOOL) Whether to allow dynamic lights.
- DynamicShadows=False
- ; Default: False [Min: False | Max: True ] (UBOOL) Whether to allow dynamic shadows.
- LightEnvironmentShadows=False
- ; Default: LightEnvironmentShadows=False [Min: False | Max: True ] (UBOOL) Whether to allow dynamic light environments to cast shadows.
- CompositeDynamicLights=True
- ; Default: CompositeDynamicLights=True [Min: True | Max: False] (UBOOL) Whether to composte dynamic lights into light environments.
- SHSecondaryLighting=False
- ; Default: SHSecondaryLighting=False [Min: True | Max: False] (UBOOL)
- DirectionalLightmaps=True
- ; Default: DirectionalLightmaps=True [Min: False | Max: True ] (UBOOL) Whether to allow directional lightmaps, which use the material's normal and specular.
- MotionBlur=False
- ; Default: MotionBlur=True [Min: False | Max: True ] (UBOOL) Whether to allow motion blur.
- MotionBlurPause=False
- ; Default: MotionBlurPause=False [Min: False | Max: True ] (UBOOL) Whether to allow motion blur to be paused.
- MotionBlurSkinning=0
- ; Default: MotionBlurSkinning=0
- DepthOfField=False
- ; Default: DepthOfField=True [Min: False | Max: True ] (UBOOL) Whether to allow depth of field.
- AmbientOcclusion=False
- ; Default: AmbientOcclusion=False [Min: False | Max: True ] (UBOOL) Whether to allow ambient occlusion.
- Bloom=False
- ; Default: Bloom=False [Min: False | Max: True ] (UBOOL) Whether to allow bloom. Acts as an additional post processing pass during the render pipeline when enabled.
- ;QualityBloom=False
- ; Deafult: N/A [Min: False | Max: True ] EXPERIMENTAL: This line is not included in this document by default.
- bAllowLightShafts=False
- ; Default: bAllowLightShafts=False [Min: False | Max: True ] (UBOOL) Whether to allow (static?) light shafts. AKA god rays.
- bUseARGB8=False
- ; Default: bUseARGB8=False
- Distortion=False
- ; Default: Distortion=False [Min: False | Max: True ] (UBOOL) Whether to allow distortion.
- FilteredDistortion=False
- ; Default: FilteredDistortion=False [Min: False | Max: True ] (UBOOL) Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.
- DropParticleDistortion=True
- ; Default: DropParticleDistortion=False [Min: True | Max: False] (UBOOL) Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail. When set to True the particles based on the world are dropped (ie: effects reduced).
- bAllowDownsampledTranslucency=False
- ; Default: bAllowDownsampledTranslucency=False [Min: True | Max: False]
- SpeedTreeLeaves=False
- ; Default: SpeedTreeLeaves=True [Min: False | Max: True ] (UBOOL) Whether to allow rendering of SpeedTree leaves.
- SpeedTreeFronds=False
- ; Default: SpeedTreeFronds=True [Min: False | Max: True ] (UBOOL) Whether to allow rendering of SpeedTree fronds (grass).
- OnlyStreamInTextures=False
- ; Default: OnlyStreamInTextures=False If enabled, textures will only be streamed in, not out. "OnlyStreamInTextures=True disables "world streaming" and prevents excessive loading on the CPU and RAM." "When set to true this will avoid loading textures that are not in use increasing quality of how fast textures load." - [Tera Online] Full break down of S1Engine.ini
- LensFlares=False
- ; Default: True [Min: False | Max: True ] (UBOOL) Whether to allow rendering of LensFlares.
- FogVolumes=False
- ; Default: True [Min: False | Max: True ] (UBOOL) Whether to allow fog volumes.
- FloatingPointRenderTargets=False
- ; Default: FloatingPointRenderTargets=True [Min: False | Max: True ] (UBOOL) Whether to allow floating point render targets to be used. Enables some post-processing effects. If enabling MSAA, you must set this line to True. This value is locked/clamped to [True], to set false enter this command into console (or add it to your autoexec): "Scale Set FloatingPointRenderTargets False"
- ; * False vs True * -> https://imgur.com/a/jOa0d (Tribes: Ascend, same engine)
- OneFrameThreadLag=True
- ; Default: OneFrameThreadLag=True (UBOOL) Whether to allow the rendering thread to lag one frame behind the game thread. If turned off, reduces FPS drastically, but reduces input lag. In general it's best to keep this line set to True.
- UseVsync=False
- ; Default: False (UBOOL) Whether to use VSync or not. Driver level Vsync may be superior, only recommended if G-Sync is enabled.
- UpscaleScreenPercentage=False
- ; Default: UpscaleScreenPercentage=True (UBOOL) Whether to upscale the screen to take up the full front buffer. No effect unless using resolution scaling / dynamic resolution.
- DynamicScalingExpectedFPS=30.000000
- ; Default: DynamicScalingExpectedFPS=30.000000
- bDynamicScalingEnabled=False
- ; Default: bDynamicScalingEnabled=True Downscales the resolution scale if the framerate drops below the expected fps (30 by default).
- bUseSSR=False
- ; Default: bUseSSR=True Screen Space Reflections
- Borderless=False
- Fullscreen=True
- ;MeshScreenPixelAreaThreshold=0 Paladins Tweak: "This forces objects (ex: trees) to stay rendered, which frees up CPU and etc. resources."
- ; Default: N/A EXPERIMENTAL: This line is not included in this document by default.
- AllowD3D11=False
- ; Default: AllowD3D11=False (UBOOL) Whether to use D3D11 when it's available.
- AllowOpenGL=False
- ;EnableHighPolyChars=True
- ; Deafult: N/A EXPERIMENTAL: This line is not included in this document by default.
- AllowRadialBlur=False
- ; Default: True [Min: False | Max: True ] (UBOOL) Whether to allow radial blur effects to render.
- AllowSubsurfaceScattering=False
- ; Default: AllowSubsurfaceScattering=False If "bAllowHighQualityMaterials=False", set this to False. If "bAllowHighQualityMaterials=True", set this to True.
- AllowImageReflections=False
- ; Default: AllowImageReflections=True
- AllowImageReflectionShadowing=False
- ; Default: AllowImageReflectionShadowing=True
- bAllowSeparateTranslucency=False
- ; Default: bAllowSeparateTranslucency=True
- bAllowPostprocessMLAA=False
- ;bAllowPerfThrottling
- ; Deafult: N/A EXPERIMENTAL: This line is not included in this document by default.
- bAllowHighQualityMaterials=False
- ; Default: True Adds reflections & shiny effects on some models (ie: fragment weapon skin). Med-High FPS impact.
- bAllowWeatherEffect=False
- ; Default: bAllowWeatherEffect=True
- bAllowPostProcess=False
- ; Default: True Adds lighting effects, glossy surfaces, also increases image contrast & saturation. Greatly improves graphical fidelity. Low-Med FPS impact. Must be enabled if using anti-aliasing or in-game anisotropy.
- SkeletalMeshLODBias=10
- ; Default: SkeletalMeshLODBias=0 [Min: 2 | Max: -1 ] (INT) LOD bias for skeletal meshes. If "highqualitymaterials"= true, set this to [0 or -1].
- ParticleLODBias=10
- ; Default: ParticleLODBias=0 [Min: 2 | Max: -1 ] (INT) LOD bias for particle systems. Determines particle quality (ie: muzzle flash, bullet tracers, lasers, explosions, fire).
- ;FoliageLODBias=10
- ; Default: N/A [Min: 2 | Max: -1 ] (INT) LOD bias for foilage. EXPERIMENTAL: This line is not included in this document by default.
- ;SpeedTreeLODBias=10
- ; Default: N/A [Min: 2 | Max: -1 ] (INT) LOD bias for SpeedTree leaves. EXPERIMENTAL: This line is not included in this document by default.
- ;StaticMeshLODBias=10
- ; Default: N/A [Min: 2 | Max: -1 ] (INT) LOD bias for static meshes. EXPERIMENTAL: This line is not included in this document by default.
- DetailMode=0
- ; Default: DetailMode=2 [Min: 0 | Max: 2 ] (INT) Higher values add additional effects/details like grass & flying leaves.
- AnimationQuality=0
- ; Default: AnimationQuality=0 [Min: 0 | Max: 2 ] (INT)
- MaxDrawDistanceScale=0.985000
- ; Default: MaxDrawDistanceScale=1.000000 [Min: 0.1 | Max: 1.0] (FLOAT) Values < 1 are ignored unless set via console at runtime, ex: "scale set MaxDrawDistanceScale 0.95".
- ShadowFilterQualityBias=-1
- ; Default: ShadowFilterQualityBias=0 [Min: -1 | Max: 4 ] (INT)
- MaxAnisotropy=16
- ; Default: MaxAnisotropy=4 [Min: 0 | Max: 16 ] (INT) Maximum level of anisotropy used. Might have no effect unless "bAllowPostProcess" is set to [True].
- MaxMultiSamples=1
- ; Default: MaxMultiSamples=1 [Min: 1 | Max: 8 ] (INT) The maximum number of MSAA samples to use. No effect unless "bAllowPostProcess" is set to [True] & "bAllowD3D9MSAA" is set to [True].
- bAllowD3D9MSAA=False
- ; Default: bAllowD3D9MSAA=False
- bAllowTemporalAA=False
- ; Default: bAllowTemporalAA=False
- TemporalAA_MinDepth=500.000000
- ; Default: TemporalAA_MinDepth=500.000000
- TemporalAA_StartDepthVelocityScale=100.000000
- ; Default: TemporalAA_StartDepthVelocityScale=100.000000
- MinShadowResolution=16
- ; Default: MinShadowResolution=64 [Min: 64 | Max: ? ] (INT) min dimensions (in texels) allowed for rendering shadow subject depths. For values <64, use this console command: Scale Set MinShadowResolution 16
- MinPreShadowResolution=8
- ; Default: MinPreShadowResolution=8 (INT) Sets min texels allowed for rendering shadow depths and fading. Lower for better performance but make sure MinPreShadowRes. < ShadowFadeRes.
- MaxShadowResolution=16
- ; Default: MaxShadowResolution=1120 (INT) max square dimensions (in texels) allowed for rendering shadow subject depths.
- MaxWholeSceneDominantShadowResolution=256
- ; Default: MaxWholeSceneDominantShadowResolution=1344 (INT) Sets a fixed number of shadow depth buffers. Lower for better performance but make sure MaxWholeSceneDominantShadowRes. > ShadowFadeRes.
- ShadowFadeResolution=128
- ; Default: ShadowFadeResolution=128 (INT) Sets the max texels allowed for rendering shadows.
- PreShadowFadeResolution=16
- ; Default: PreShadowFadeResolution=16 (INT) Sets a fixed number of shadow depth buffers to pre-draw. Lower for better performance but make sure that PresShadowFadeRes. > MinPreShadowRes.
- ShadowFadeExponent=0.100000
- ; Default: ShadowFadeExponent=0.250000 (FLOAT) Controls the rate at which shadows are faded out. "Higher values result in shadows fading at shorter distances and will also result in fainter dynamic shadows. At 0.5 most shadows will be very faded to almost invisible. At 0.0 all shadows will be shown at all distances." - TechAngel85's Mass Effect Enhancement Guide
- ResX=1280
- ResY=1024
- ScreenPercentage=100.000000
- ; Default: ScreenPercentage=100.000000 (FLOAT) Percentage of screen main view should take up.
- SceneCaptureStreamingMultiplier=1.000000
- ; Default: SceneCaptureStreamingMultiplier=1.000000 (FLOAT) Scene capture streaming texture update distance scalar. Adds a streaming system that streams in nearby textures in the same way as if the game camera was there, like pre-rendering.
- ;FoliageDrawRadiusMultiplier=0.000000
- ; Deafult: N/A [Min: 0 | Max: 1 ] (FLOAT) Foliage draw distance scalar. EXPERIMENTAL: This line is not included in this document by default.
- ShadowTexelsPerPixel=0.000000
- ; Default: ShadowTexelsPerPixel=1.273240 [Min: 0 | Max: 4 ] (FLOAT) The ratio of subject pixels to shadow texels. Adds overall smoothness to shadows. A value of 0 disables shadows altogether where anything above 2 is only seen at 1920 or higher res. Devs clamped/locked this value to a minimum of 1.000 (verified via log). Override this limit by entering the following console command while the game is running: "scale set shadowtexelsperpixel 0"
- PreShadowResolutionFactor=0.100000
- ; Default: PreShadowResoluti onFactor=0.500000 [Min: 0.1 | Max: 5.0 ] (FLOAT) Adds additional quality of shadow mapping to your view by pre-rendering the resolution of shadows. Lower for better performance.
- bEnableVSMShadows=False
- ; Default: bEnableVSMShadows=False [Min: False | Max: True] (UBOOL)
- bEnableBranchingPCFShadows=False
- ; Default: bEnableBranchingPCFShadows=False [Min: False | Max: True] (UBOOL) Toggle Branching PCF implementation for projected shadows.
- bAllowHardwareShadowFiltering=False
- ; Default: False
- TessellationFactorMultiplier=1.000000
- ; Default: TessellationFactorMultiplier=1.000000
- bEnableForegroundShadowsOnWorld=False
- ; Default: bEnableForegroundShadowsOnWorld=False (UBOOL) "Hack" to allow for foreground DPG objects to cast shadows on the world DPG.
- bEnableForegroundSelfShadowing=False
- ; Default: bEnableForegroundSelfShadowing=True (UBOOL) Whether to allow foreground DPG self-shadowing.
- bAllowWholeSceneDominantShadows=False
- ; Default: bAllowWholeSceneDominantShadows=True
- bUseConservativeShadowBounds=False
- ; Default: bUseConservativeShadowBounds=False [Min: True | Max: False] (UBOOL) Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.
- ShadowFilterRadius=0.000000
- ; Default: ShadowFilterRadius=2.000000 [Min: 0 | Max: 3.5 ] (FLOAT) Radius, in shadowmap texels, of the filter disk. This setting takes your dynamic shadows, splits them into two parts, and offsets them from eachother. The default is 2.0 which blurs the edges of the shadows. But if you set it to 0.0 it will create no offset / no blur.
- ShadowDepthBias=0.012000
- ; Default: ShadowDepthBias=0.0120000 [Min: 1 | Max: 0.001] (FLOAT) Depth bias that is applied in the depth pass for all types of projected shadows except VSM. The higher the value, the less volume of a shadow will appear unless you move your camera closer to the shadow.
- PerObjectShadowTransition=60.000000
- ; Default: PerObjectShadowTransition=60.000000
- CSMSplitPenumbraScale=0.500000
- ; Default: CSMSplitPenumbraScale=0.500000
- CSMSplitSoftTransitionDistanceScale=4.000000
- ; Default: CSMSplitSoftTransitionDistanceScale=4.000000 [Min: 0 | Max: 4.0 ] (FLOAT) Allows to scale the cascaded shadow map transition region.
- CSMSplitDepthBiasScale=0.500000
- ; Default: CSMSplitDepthBiasScale=0.500000
- CSMMinimumFOV=40.000000
- ; Default: CSMMinimumFOV=40.000000
- CSMFOVRoundFactor=4.000000
- ; Default: CSMFOVRoundFactor=4.000000
- UnbuiltWholeSceneDynamicShadowRadius=0.000000
- ; Default: UnbuiltWholeSceneDynamicShadowRadius=20000.000000
- UnbuiltNumWholeSceneDynamicShadowCascades=0
- ; Default: UnbuiltNumWholeSceneDynamicShadowCascades=3
- WholeSceneShadowUnbuiltInteractionThreshold=50
- ; Default: WholeSceneShadowUnbuiltInteractionThreshold=50
- bAllowFracturedDamage=False
- ; Default: bAllowFracturedDamage=True (UBOOL) Whether to allow fractured meshes to take damage.
- NumFracturedPartsScale=0.000000
- ; Default: NumFracturedPartsScale=1.000000 (FLOAT) Scales the game-specific number of fractured physics objects allowed.
- FractureDirectSpawnChanceScale=0.000000
- ; Default: FractureDirectSpawnChanceScale=1.000000 [Min: 0 | Max: 1 ] (FLOAT) Scales the game-specific number of fractured physics objects allowed.
- FractureRadialSpawnChanceScale=0.000000
- ; Default: FractureRadialSpawnChanceScale=1.000000 [Min: 0 | Max: 1 ] (FLOAT) Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast.
- FractureCullDistanceScale=0.100000
- ; Default: FractureCullDistanceScale=5.000000 (FLOAT) Distance scale for whether a fractured static mesh should actually fracture when damaged.
- bForceCPUAccessToGPUSkinVerts=false
- ; Default: bForceCPUAccessToGPUSkinVerts=false (UBOOL) Whether to force CPU access to GPU skinned vertex data.
- bDisableSkeletalInstanceWeights=false
- ; Default: bDisableSkeletalInstanceWeights=false (UBOOL) Whether to disable instanced skeletal weights.
- HighPrecisionGBuffers=False
- MobileFeatureLevel=0
- MobileFog=True
- MobileSpecular=True
- MobileBumpOffset=True
- MobileNormalMapping=True
- MobileEnvMapping=True
- MobileRimLighting=True
- MobileColorBlending=True
- MobileVertexMovement=True
- MobileLODBias=-0.5
- MobileBoneCount=75
- MobileBoneWeightCount=2
- MobileUsePreprocessedShaders=True
- MobileFlashRedForUncachedShaders=False
- MobileWarmUpPreprocessedShaders=True
- MobileCachePreprocessedShaders=False
- MobileProfilePreprocessedShaders=False
- MobileUseCPreprocessorOnShaders=True
- MobileLoadCPreprocessedShaders=True
- MobileSharePixelShaders=True
- MobileShareVertexShaders=True
- MobileShareShaderPrograms=True
- MobileEnableMSAA=False
- MobileContentScaleFactor=1.0
- MobileVertexScratchBufferSize=150
- MobileIndexScratchBufferSize=10
- ApexLODResourceBudget=1024.000000
- ; Default: ApexLODResourceBudget=1000000020040877300000.000000 Global LOD budget for APEX clothing and destruction.
- ApexDestructionMaxChunkIslandCount=8
- ; Default: ApexDestructionMaxChunkIslandCount=2147483647 Size of the FIFO for destructible chunks.
- ApexDestructionMaxShapeCount=0
- ; Deafult: N/A EXPERIMENTAL: This line is not included in this document by default.
- ApexDestructionMaxChunkSeparationLOD=0.000000
- ; Default: ApexDestructionMaxChunkSeparationLOD=1.000000 [Min: 0 | Max: 1] It’s a scale value that is applied to two separate destructible asset parameters, maximum separation distance and min/max lifetime. Setting it to 0 won’t make the chunk lifetime 0, it will make the lifetime the minimum value in the destructible asset.
- bEnableParallelAPEXClothingFetch=False
- ; Default: bEnableParallelAPEXClothingFetch=False
- TEXTUREGROUP_World=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_WorldNormalMap=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_WorldSpecular=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Character=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_CharacterNormalMap=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_WeaponNormalMap=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_VehicleSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_RenderTarget=(MinLODSize=64,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_MobileFlattened=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_ImageBasedReflection=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_Blur5)
- TEXTUREGROUP_Bokeh=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
- TEXTUREGROUP_ColorLookupTable=(MinLODSize=64,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
- ; MinLODSize: Minimum texture resolution; defines mip levels. Devs forced/clamped the minimum allowed values to those used above. (verified via log output)
- ; MaxLODSize: Maximum texture resolution; defines mip levels.
- ; LODBias: Alters MIP levels within MinLODSize & MaxLODSize before uploading for render. Devs forced/clamped LODBias to 0 for all texture groups. (verified via log output)
- ; NumStreamedMips: The number of mips that are allowed to be streamed in or out. If a texture has 10 mips and NumStreamedMips is 2, only the 2 highest mips will be allowed to stream in or out. The texture will therefore have 8-10 mips in memory at any given time. Setting NumStreamedMips to 0 means that no mips will be streamed and the textures using this LOD group will always be fully loaded. Setting NumStreamedMips to -1 means that all mips are allowed to be streamed in or out (there are still other restrictions that apply though). NumStreamedMips is an optional setting that defaults to -1.
- [SystemSettingsEditor]
- ResX=1280
- ResY=720
- [SystemSettingsSplitScreen2]
- bAllowWholeSceneDominantShadows=False
- bAllowLightShafts=False
- DetailMode=0
- ; Default: DetailMode=1
- [SystemSettingsMobile]
- BasedOn=SystemSettings
- Fullscreen=True
- DirectionalLightmaps=False
- DynamicLights=False
- SHSecondaryLighting=False
- StaticDecals=True
- DynamicDecals=False
- UnbatchedDecals=False
- MotionBlur=FALSE
- MotionBlurPause=FALSE
- DepthOfField=FALSE
- AmbientOcclusion=FALSE
- Bloom=FALSE
- Distortion=FALSE
- FilteredDistortion=FALSE
- DropParticleDistortion=TRUE
- FloatingPointRenderTargets=FALSE
- MaxAnisotropy=2
- bAllowLightShafts=FALSE
- DynamicShadows=False
- [SystemSettingsMobileTextureBias]
- BasedOn=SystemSettingsMobile
- TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
- TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
- TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
- [SystemSettingsIPhone3GS]
- BasedOn=SystemSettingsMobileTextureBias
- MobileEnableMSAA=True
- [SystemSettingsIPhone4]
- BasedOn=SystemSettingsMobile
- MobileContentScaleFactor=2.0
- [SystemSettingsIPodTouch4]
- BasedOn=SystemSettingsMobileTextureBias
- MobileContentScaleFactor=2.0
- [SystemSettingsIPad]
- BasedOn=SystemSettingsMobileTextureBias
- MobileFeatureLevel=1
- MobileFog=False
- MobileSpecular=False
- MobileBumpOffset=False
- MobileNormalMapping=False
- MobileEnvMapping=False
- MobileRimLighting=False
- MobileContentScaleFactor=0.9375
- [SystemSettingsIPad2]
- BasedOn=SystemSettingsMobile
- MobileEnableMSAA=True
- [SystemSettingsAndroid]
- BasedOn=SystemSettingsMobileTextureBias
- [Engine.PhysicsLODVerticalDestructible]
- ; Deafult: N/A EXPERIMENTAL: This line is not included in this document by default. Copied from S1Engine.ini.
- MaxDynamicChunkCount=32
- ; Deafult: 1000 EXPERIMENTAL: This line is not included in this document by default.
- DebrisLifetime=10.0
- ; Deafult: 60.0 EXPERIMENTAL: This line is not included in this document by default.
- [Engine.PhysicsLODVerticalEmitter]
- ParticlePercentage=100
- ; Default: ParticlePercentage=100
- [Engine.OnlineSubsystem]
- NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")
- AsyncMinCompletionTime=0.0
- [Engine.OnlineRecentPlayersList]
- MaxRecentPlayers=100
- MaxRecentParties=5
- [VoIP]
- VolumeThreshold=0.1
- bHasVoiceEnabled=true
- [FullScreenMovie]
- bForceNoMovies=FALSE
- ; Default: bForceNoMovies=FALSE
- LoadMapMovie=SGLoadingScreen.OBJLoading
- ; Default: LoadMapMovie=SGLoadingScreen.OBJLoading
- bShouldStopMovieAtEndOfLoadMap=TRUE
- ; Default: bShouldStopMovieAtEndOfLoadMap=TRUE
- [IPDrv.WebConnection]
- MaxValueLength=512
- MaxLineLength=4096
- [IPDrv.WebServer]
- ApplicationPaths[0]=/ServerAdmin
- ApplicationPaths[1]=/images
- ListenPort=80
- MaxConnections=18
- ExpirationSeconds=86400
- bEnabled=false
- [IPDrv.WebResponse]
- IncludePath=/Web
- CharSet=iso-8859-1
- [TextureTracking]
- #TextureName=T_GD_Traffic_Crosswalk_01
- [AnimNotify]
- Trail_MaxSampleRate=200.0
- [Engine.UIDataStore_OnlinePlayerData]
- PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList
- PlayerStorageClassName=SDEngine.SDOnlineProfileSettings
- ProfileSettingsClassName=SDEngine.SDOnlineProfileSettings
- ProfileProviderClassName=SDEngine.SDProfileSettingsProvider
- StorageProviderClassName=SDEngine.SDStorageProvider
- ProfileDataExtension=.ue3profile
- [Engine.LocalPlayer]
- EyefinityFOVThreshold=140.0
- AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
- [MobileSupport]
- bShouldCachePVRTCTextures=False
- bShouldFlattenMaterials=False
- FlattenedTextureResolutionBias=0
- UDKRemotePort=41765
- UDKRemotePortPIE=41766
- [Engine.GameViewportClient]
- bDebugNoGFxUI=FALSE
- bUseHardwareCursorWhenWindowed=TRUE
- [ContentComparisonReferenceTypes]
- +Class=AnimSet
- +Class=SkeletalMesh
- +Class=SoundCue
- +Class=StaticMesh
- +Class=ParticleSystem
- +Class=Texture2D
- [Engine.HttpFactory]
- HttpRequestClassName=WinDrv.HttpRequestWindows
- [IpDrv.OnlineImageDownloaderWeb]
- MaxSimultaneousDownloads=8
- MaxRetryCount=4
- [Configuration]
- [SDEngine.SDEngineExtensions]
- HttpClassName=ShooterGame.SGHttp
- ConnectivityManagerClassName=ShooterGame.SGConnectivityManager
- [SDEngine.SDGameEngine]
- bForceFrontEndVSync=TRUE
- ; Default: bForceFrontEndVSync=TRUE When enabled this setting limits menu/lobby FPS to 60.
- [ShooterGame.SGEngine]
- [ShooterGame.SGEngineExtensions]
- m_DedicatedServerAutoProfileTime=10.0
- m_DedicatedServerAutoProfileCooldown=180.0
- m_DedicatedServerAutoProfileNumPlayers=10
- [OnlineSubsystemPC.OnlineSubsystemPC]
- ProfileDataDirectory=.\Shooter\SaveData
- ProfileDataExtension=.ue3profile
- [SDEngine.SDProfile]
- bDisableOfflineSaves=false
- bDisableOnlineSaves=false
- bUseMostRecentSave=false
- [SDEngine.SDOnlineSubsystem]
- ProfileDataDirectory=.\Shooter\SaveData
- ProfileDataExtension=.ue3profile
- [SDEngine.SDVisibilityManager]
- m_VisibilityValidityTime=0.2f
- [SDPCEngine.SDOnlineSubsystemFireline]
- m_SettingsClassName=SDEngine.SDFirelineSettings
- m_PlayerInterfaceClassName=ShooterGame.SGOnlinePlayerInterfaceFireline
- m_GameInterfaceClassName=ShooterGame.SGOnlineGameInterfaceFireline
- m_ServerHeartbeatGap=25.0
- m_ClientHeartbeatGap=240.0
- m_JoinTimeout=30.0
- m_RequestRetryCooldownTimeMultiplier=2.0
- m_RequestMaxRetry=6
- m_MaxUnansweredHeartbeatAllowed=3
- m_ManifestIndexName=index
- [SDPCEngine.SDOnlineGameInterfaceFireline]
- m_SessionRetryTimeCooldownMultiplier=2.0
- m_SessionRetryTimeCooldownMax=960.0
- [SDPCEngine.SDOnlinePlayerInterfaceFireline]
- m_MaxLoginStepTime=60.0
- [SDPCEngine.SDFireteamPlayersObjectsManager]
- FireteamPlayerObjectCollectionClassName=ShooterGame.SGFireteamPlayerObjectCollection
- [Windows.StandardUser]
- MyDocumentsSubDirName=UnrealEngine3
- [OnlineSubsystemGameSpy.OnlineSubsystemGameSpy]
- bHasGameSpyAccount=true
- EncryptedProductKey=NotForShip
- ProfileDataDirectory=../ShooterGame/SaveData
- ProfileDataExtension=.ue3profile
- ProductID=11097
- NamespaceID=40
- PartnerID=33
- GameID=1727
- StatsVersion=7
- NickStatsKeyId=1
- PlaceStatsKeyId=2
- LocationUrlsForInvites=shooterpc
- LocationUrl=shooterpc
- bShouldUseMcp=true
- [OnlineSubsystemSteamworks.OnlineSubsystemSteamworks]
- bUseVAC=true
- GameDir=unrealtest
- GameVersion=1.0.0.0
- Region=255
- CurrentNotificationPosition=8
- ResetStats=0
- [SDEngine.SDGameStatsManager]
- GAME_STATS_VERSION=19
- [GameplayStats.JSON]
- Enabled=false
- CommandLine=stats
- [GameplayStats.Fireline]
- Enabled=true
- [GameplayStats.Echo]
- Enabled=true
- PlaytestOnly=true
- Frequency=5.0
- ContentEncoding=zlib
- MonitorUpload=true
- MonitorUploadFrequency=10.0
- CommandLine=stats
- [GameplayStats.Unreal]
- Enabled=false
- ; Default: Enabled=false
- Frequency=0.25
- ; Default: Frequency=0.25
- CommandLine=stats
- [PacketSimulationSettings]
- PktLoss=0
- PktLag=0
- PktLagVariance=0
- [SDAudioPackages]
- PackageNames=SFX.pck
- PackageNames=Default.pck
- [SDSoundSystem]
- uIOMemorySize=8192
- fTargetAutoStmBufferLength=380
- fMaxCacheRatio=2.0
- uDefaultPoolSize=20480
- uLEngineDefaultPoolSize=32768
- uCommandQueueSize=192
- HDREnable=1
- HDREnableBoost=0
- HDRSettingIndex=1
- HDRMaxSize0=35
- HDRMinSize0=26
- HDRReleaseRate0=20
- HDRMaxSize1=65
- HDRMinSize1=48
- HDRReleaseRate1=30
- HDRMaxSize2=68
- HDRMinSize2=45
- HDRReleaseRate2=20
- MuteOnLostFocus=0
- ; Default: MuteOnLostFocus=1 Enables game sounds when the game is minimized/alt-tabbed/not focused.
- OcclusionMinValue=0.25
- OcclusionMaxValue=0.75
- OcclusionMinDistance=512
- OcclusionMaxDistance=20000
- [SDTestServer]
- Dedicated=true
- Listen=false
- [ShooterGame.SGDTServer]
- m_DTPort=7999
- m_DTLogging=false
- [ShooterGame.SGClientVoice]
- m_DTPort=8432
- m_DTLogging=false
- [SDEngine.SDFirelineBatchUpdateObject]
- m_MaxUpdateAttempts=5
- m_BaseRetryDelay=1.7f
- [SDEngine.SDCoherentUIManager]
- m_bUseWebCache=true
- m_WebCacheDir=WebCache
- [IniVersion]
- 0=1594259860.000000
- 1=1565140940.000000
- [AppCompat]
- MeasuredCPUScore=40.847099
- CompatLevelComposite=5
- CompatLevelCPU=5
- CompatLevelGPU=5
- CompatLevelGPUFix=0
- [WinDrv.Accessibility]
- StickyKeysHotkey=False
- ToggleKeysHotkey=False
- FilterKeysHotkey=False
- StickyKeysConfirmation=False
- ToggleKeysConfirmation=False
- FilterKeysConfirmation=False
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