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SunnyStefan

ShooterEngine

Nov 2nd, 2020
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  1. ;    ===========================================
  2. ;    |     SunnyStefan's Dirty Bomb Config     |  - Bits & pieces from .ini files created by Ahli, Typo, & Tast1c
  3. ;    ===========================================
  4. ;     - Max FPS Config (customized for Dstalker0)
  5. ;       - Render Resolution: 1280x1024
  6. ;       - Render Mode: DX9
  7. ;       - FPS Cap: 180 (default value)
  8. ;       - Recommened CPU Core Count: 4 +
  9. ;
  10. ;    -------------------------------------------
  11. ;    |           Installation Guide            |
  12. ;    -------------------------------------------
  13. ;
  14. ;    1. This file should be named:  ShooterEngine.ini (not ShooterEngine.ini.ini or ShooterEngine.txt)
  15. ;    2. Place this file here:       C:\Users\Stefan\Documents\My Games\UnrealEngine3\ShooterGame\Config
  16. ;    3. You will have to overwrite/move/rename your old ShooterEngine.ini file
  17. ;    4. Right click this file (ShooterEngine.ini) -> select Properties -> Check the "read-only" box -> Hit Apply
  18. ;
  19. ;    -------------------------------------------
  20. ;    |             Launch Options              |  - Optional but recommended
  21. ;    -------------------------------------------
  22. ;
  23. ;    1. Right-click on Dirty Bomb in your Steam Library & select "Properties"
  24. ;    2. Select "Set Launch Options..."
  25. ;    3. Copy/Paste this (without quotes):   "-with_gfe=0 -NoVsync -NoVerifyGC -ReadTexturePoolFromIni -NOINI -NOAUTOINIUPDATE -NOFORCEFEEDBACK -USEALLAVAILABLECORES"
  26. [URL]
  27. Protocol=unreal
  28. Name=Player
  29. Map=hagYQ1ebSoXvP8_wVHdHtXX2nVR+P2TJcTi1fnimCbg=
  30. LocalMap=hagYQ1ebSoXvP8_wVHdHtXX2nVR+P2TJcTi1fnimCbg=
  31. LocalOptions=
  32. TransitionMap=dFWvaPy6GjMQodiFTbWyxNSl7oNRAWuxeP51HejcIKg=
  33. MapExt=umap
  34. EXEName=ShooterGame.exe
  35. ;DebugEXEName=DEBUG-ShooterGame.exe
  36. SaveExt=usa
  37. Port=7777
  38. PeerPort=7778
  39. GameName=Dirty Bomb
  40. GameNameShort=EG
  41. DevEntryMap=Frontend.umap
  42. TestingEntryMap=FuncTest_EmptyMap.umap
  43. GameName_RUS=Dirty Bomb
  44.  
  45. [Startup]
  46. RenderMode=0
  47. ;   0 = DX9
  48. ;   1 = DX11  (Avg FPS is on par with DX9, frametime stability / 0.1% lows are both much worse)
  49.  
  50. [Engine.ScriptPackages]
  51. EngineNativePackages=Core
  52. EngineNativePackages=Engine
  53. EngineNativePackages=GFxUI
  54. EngineNativePackages=GameFramework
  55. NetNativePackages=IpDrv
  56. NetNativePackages=WinDrv
  57. ;EditorPackages=UnrealEd
  58. ;ScaleformEditorPackages=GFxUIEditor
  59. EngineNativePackages=SubstanceAir
  60. ;EditorPackages=SubstanceAirEd
  61. NativePackages=AkAudio
  62. NativePackages=SDEngine
  63. NativePackages=SDPCEngine
  64. NativePackages=ShooterGame
  65.  
  66. [Engine.Engine]
  67. AllowAMDEyefinity=False
  68. NetworkDevice=IpDrv.TcpNetDriver
  69. FallbackNetworkDevice=IpDrv.TcpNetDriver
  70. ServerQueryDriver=IpDrv.ServerQueryDrvUDP
  71. ConsoleClassName=ShooterGame.SGConsole
  72. GameViewportClientClassName=ShooterGame.SGGameViewportClient
  73. LocalPlayerClassName=ShooterGame.SGLocalPlayer
  74. DataStoreClientClassName=Engine.DataStoreClient
  75. Language=INT
  76. bAllowMatureLanguage=FALSE
  77. bLanguageSet=True
  78. GameEngine=ShooterGame.SGEngine
  79. ;EditorEngine=ShooterEditor.SGEditorEngine
  80. ;UnrealEdEngine=ShooterEditor.SGEditorEngine
  81. Client=WinDrv.WindowsClient
  82. Render=Render.Render
  83. Input=Engine.Input
  84. Canvas=Engine.Canvas
  85. TinyFontName=EngineFonts.TinyFont
  86. SmallFontName=EngineFonts.SmallFont
  87. MediumFontName=EngineFonts.SmallFont
  88. LargeFontName=EngineFonts.SmallFont
  89. SubtitleFontName=EngineFonts.SmallFont
  90. WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
  91. DefaultMaterialName=EngineMaterials.DefaultMaterial
  92. DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
  93. DefaultTextureName=EngineMaterials.DefaultDiffuse
  94. SkinBRDFTextureName=EngineMaterials.BeckmannMap
  95. EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
  96. ;GeomMaterialName=EngineDebugMaterials.GeomMaterial
  97. ;DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
  98. ;   Changing this causes the game to crash during startup
  99. ;TickMaterialName=EditorMaterials.Tick_Mat
  100. ;CrossMaterialName=EditorMaterials.Cross_Mat
  101. DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
  102. SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
  103. SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
  104. ScreenDoorNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
  105. ImageGrainNoiseTextureName=EngineMaterials.PhotonGood64x64TilingNoiseHighFreq
  106. ;   Default:    ImageGrainNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
  107. RandomAngleTextureName=EngineMaterials.RandomAngles
  108. RandomNormalTextureName=EngineMaterials.RandomNormal2
  109. RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
  110. WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
  111. LightMapDensityTextureName=EngineMaterials.PhotonDefaultWhiteGrid
  112. ;   Default:    LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid
  113. LightMapDensityNormalName=EngineMaterials.PhotonDefaultNormal
  114. ;   Default:    LightMapDensityNormalName=EngineMaterials.DefaultNormal
  115. ;LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
  116. ;LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMaterial
  117. ;LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
  118. ;ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationUnlitMaterial
  119. ;ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationLitMaterial
  120. ;RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
  121. ;VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
  122. ;VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMode_ColorOnly
  123. ;VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorViewMode_AlphaAsColor
  124. ;VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode_RedOnly
  125. ;VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMode_GreenOnly
  126. ;VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMode_BlueOnly
  127. ;HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
  128. ;BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
  129. ;TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
  130. ;EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
  131. DefaultPhysMaterialName=PhysicalMaterial.DefaultPhysicalMaterial
  132. LandscapeHolePhysMaterialName=EngineMaterials.LandscapeHolePhysicalMaterial
  133. ;TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
  134. ;TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
  135. ProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterial
  136. BuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh
  137. ProcBuildingLODColorTexelsPerWorldUnit=0.005
  138. ;   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.
  139. ProcBuildingLODLightingTexelsPerWorldUnit=0.001
  140. ;   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.
  141. MaxProcBuildingLODColorTextureSize=64
  142. ;   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.
  143. MaxProcBuildingLODLightingTextureSize=64
  144. ;   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.
  145. UseProcBuildingLODTextureCropping=True
  146. ;   Default:    UseProcBuildingLODTextureCropping=True                                    (UBOOL) Whether to crop building LOD textures to rectangular textures to reduce wasted memory
  147. ForcePowerOfTwoProcBuildingLODTextures=True
  148. ;   Default:    ForcePowerOfTwoProcBuildingLODTextures=True                               (UBOOL) Whether to force use of power-of-two LOD textures (uses more memory, but may have better performance)
  149. bCombineSimilarMappings=False
  150. ;   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]
  151. MaxRMSDForCombiningMappings=6.0
  152. ;   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.
  153. ImageReflectionTextureSize=128
  154. ;   Default:    ImageReflectionTextureSize=1024                                           (INT)   Size of the texture generated by ImageReflectionSceneCapture actors.
  155. TerrainMaterialMaxTextureCount=8
  156. ;   Default:    TerrainMaterialMaxTextureCount=16                                         (INT)
  157. TerrainTessellationCheckCount=120
  158. ;   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.
  159. TerrainTessellationCheckBorder=0.0
  160. ;   Default:    TerrainTessellationCheckBorder=2.0                                        (FLOAT)
  161. TerrainTessellationCheckDistance=8192.0
  162. ;   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.
  163. BeginUPTryCount=200000
  164. ;   Default:    BeginUPTryCount=200000                                                    (INT)
  165. bStaticDecalsEnabled=False
  166. ;   Default:    bStaticDecalsEnabled=False                      [Min: False | Max: True]  (UBOOL) Whether to allow static decals. Enables additional textures, such as posters, shop signs, graffiti, etc.
  167. bDynamicDecalsEnabled=False
  168. ;   Default:    bDynamicDecalsEnabled=True                      [Min: False | Max: True]  (UBOOL) Whether to allow dynamic decals.
  169. bForceStaticTerrain=True
  170. ;   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].
  171. LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
  172. LightComplexityColors=(R=0,G=0,B=0,A=1)
  173. LightComplexityColors=(R=0,G=255,B=0,A=1)
  174. LightComplexityColors=(R=63,G=191,B=0,A=1)
  175. LightComplexityColors=(R=127,G=127,B=0,A=1)
  176. LightComplexityColors=(R=191,G=63,B=0,A=1)
  177. LightComplexityColors=(R=255,G=0,B=0,A=1)
  178. ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
  179. ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
  180. ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
  181. ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
  182. ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
  183. ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
  184. ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
  185. ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
  186. ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
  187. MaxPixelShaderAdditiveComplexityCount=64
  188. ;   Default:    MaxPixelShaderAdditiveComplexityCount=900   (FLOAT) Complexity limits for the various complexity viewmode combinations. These limits are used to map instruction counts to ShaderComplexityColors.
  189. ;MaxPixelShaderOpaqueComplexityCount=50
  190. ;   Default:    N/A                                         EXPERIMENTAL:   This line is not included in this document by default.
  191. ;MaxVertexShaderComplexityCount=50
  192. ;   Default:    N/A                                         EXPERIMENTAL:   This line is not included in this document by default.
  193. TimeBetweenPurgingPendingKillObjects=600
  194. ;   Default:    TimeBetweenPurgingPendingKillObjects=60     (FLOAT) Time in seconds (game time) we should wait between purging object references to objects that are pending kill, -1 = off.
  195. GarbageCollectionMemoryCeilingGb=4
  196. ;   Default:    N/A                                         EXPERIMENTAL:   This line is not included in this document by default.
  197. bUseTextureStreaming=True
  198. ;   Default:    bUseTextureStreaming=True                   Devs may have locked this setting to [True].
  199. bUseBackgroundLevelStreaming=True
  200. ;   Default:    bUseBackgroundLevelStreaming=True
  201. bSubtitlesEnabled=True
  202. ;   Default:    bSubtitlesEnabled=True                      Flag for completely disabling subtitles for localized sounds. Too bad it DOESN'T WORK...
  203. bSubtitlesForcedOff=FALSE
  204. ;   Default:    bSubtitlesForcedOff=FALSE
  205. ScoutClassName=ShooterGame.PVEScout
  206. DefaultPostProcessName=Post_Process.PPC_Default
  207. DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
  208. ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
  209. ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
  210. ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
  211. DefaultSoundName=EngineSounds.WhiteNoise
  212. bOnScreenKismetWarnings=FALSE
  213. bEnableKismetLogging=FALSE
  214. bAllowDebugViewmodesOnConsoles=FALSE
  215. CameraRotationThreshold=45.0
  216. CameraTranslationThreshold=10000
  217. PrimitiveProbablyVisibleTime=8.0
  218. PercentUnoccludedRequeries=0.125
  219. MaxOcclusionPixelsFraction=0.1
  220. MinTextureDensity=0.0
  221. ;   Default:    MinTextureDensity=0.0                       (FLOAT)
  222. IdealTextureDensity=1.0
  223. ;   Default:    IdealTextureDensity=13.0                    (FLOAT)
  224. MaxTextureDensity=25.0
  225. ;   Default:    MaxTextureDensity=55.0                      (FLOAT)
  226. MinLightMapDensity=0.0
  227. ;   Default:    MinLightMapDensity=0.0                      (FLOAT) Minimum lightmap density value for coloring.
  228. IdealLightMapDensity=0.05
  229. ;   Default:    IdealLightMapDensity=0.05                   (FLOAT) Ideal lightmap density value for coloring.
  230. MaxLightMapDensity=0.2
  231. ;   Default:    MaxLightMapDensity=0.2                      (FLOAT) Maximum lightmap density value for coloring.
  232. RenderLightMapDensityGrayscaleScale=1.0
  233. ;   Default:    RenderLightMapDensityGrayscaleScale=1.0     (FLOAT) The scale factor when rendering grayscale density.
  234. RenderLightMapDensityColorScale=1.0
  235. ;   Default:    RenderLightMapDensityColorScale=1.0         (FLOAT) The scale factor when rendering color density.
  236. bRenderLightMapDensityGrayscale=false
  237. ;   Default:    bRenderLightMapDensityGrayscale=false
  238. LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
  239. LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
  240. bDisablePhysXHardwareSupport=False
  241. ;   Default:    bDisablePhysXHardwareSupport=True
  242. bForceDisablePhysXMeshEffects=True
  243. ;   Default:    N/A                                         EXPERIMENTAL:   This line is not included in this document by default.
  244. ;DemoRecordingDevice=Engine.DemoRecDriver                   Demo Replay feature (this component doesn't function properly, we might as well remove it).
  245. bPauseOnLossOfFocus=FALSE
  246. ;   Default:    bPauseOnLossOfFocus=FALSE
  247. MaxFluidNumVerts=64
  248. ;   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].
  249. FluidSimulationTimeLimit=60.0
  250. ;   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.
  251. MaxParticleResize=0
  252. ;   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].
  253. MaxParticleResizeWarn=0
  254. ;   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].
  255. bCheckParticleRenderSize=False
  256. ;   Default:    bCheckParticleRenderSize=True
  257. MaxParticleVertexMemory=1028
  258. ;   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
  259. NetClientTicksPerSecond=200
  260. MaxTrackedOcclusionIncrement=0.10
  261. TrackedOcclusionStepSize=0.10
  262. MipFadeInSpeed0=0.0
  263. ;   Default:    MipFadeInSpeed0=0.3                         Devs may have locked this setting to [0.3]
  264. MipFadeOutSpeed0=0.0
  265. ;   Default:    MipFadeOutSpeed0=0.1                        Devs may have locked this setting to [0.1]
  266. MipFadeInSpeed1=0.0
  267. ;   Default:    MipFadeInSpeed1=2.0                         Devs may have locked this setting to [2.0]
  268. MipFadeOutSpeed1=0.0
  269. ;   Default:    MipFadeOutSpeed1=1.0                        Devs may have locked this setting to [1.0]
  270. 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)
  271. 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)
  272. 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)
  273. PhysXGpuHeapSize=64
  274. ;   Default:    PhysXGpuHeapSize=32
  275. PhysXMeshCacheSize=8
  276. ;   Default:    PhysXMeshCacheSize=8
  277. bShouldGenerateSimpleLightmaps=FALSE
  278. ;   Default:    bShouldGenerateSimpleLightmaps=TRUE
  279. bUseNormalMapsForSimpleLightMaps=FALSE
  280. ;   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.
  281. bSmoothFrameRate=FALSE
  282. ;   Default:    bSmoothFrameRate=FALSE
  283. MinSmoothedFrameRate=30
  284. ;   Default:    MinSmoothedFrameRate=22
  285. MaxSmoothedFrameRate=300
  286. ;   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.
  287. bClearAnimSetLinkupCachesOnLoadMap=TRUE
  288. ;   Default:    N/A                                         EXPERIMENTAL:   This line is not included in this document by default.
  289. bCheckForMultiplePawnsSpawnedInAFrame=FALSE
  290. NumPawnsAllowedToBeSpawnedInAFrame=2
  291. DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
  292. DefaultHoveredMaterialColor=(R=0.02,G=0.02,B=0.02,A=1.0)
  293. bEnableOnScreenDebugMessages=false
  294. ;   Default:    bEnableOnScreenDebugMessages=true
  295. AllowScreenDoorFade=False
  296. ;   Default:    AllowScreenDoorFade=False
  297. AllowNvidiaStereo3d=False
  298. ;   Default:    AllowNvidiaStereo3d=True
  299. EnableMatineePostProcessMaterialParam=False
  300. IgnoreSimulatedFuncWarnings=Tick
  301. NearClipPlane=3.0
  302. bUseStreamingPause=false
  303. ;   Default:    bUseStreamingPause=false
  304. bKeepAllMaterialQualityLevelsLoaded=True
  305. ;   Default:    bKeepAllMaterialQualityLevelsLoaded=True
  306. bUseRecastNavMesh=TRUE
  307. ;   Default:    bUseRecastNavMesh=TRUE
  308. bPrioritySortActorsInServer=FALSE
  309. ;   Default:    bPrioritySortActorsInServer=FALSE
  310. bPrecacheClassActor=TRUE
  311. ;   Default:    bPrecacheClassActor=TRUE
  312. bEnableCheckDumpLog=FALSE
  313. ;   Default:    bEnableCheckDumpLog=FALSE
  314. ValueMemoryToDumpLog=1.6
  315. ;   Default:    ValueMemoryToDumpLog=1.6
  316. bEnableColorClear=FALSE
  317. ;   Default:    bEnableColorClear=TRUE
  318. bSuppressMapWarnings=True
  319. ;   Default:    N/A         EXPERIMENTAL:   This line is not included in this document by default.
  320. bDisableAILogging=True
  321. ;   Default:    N/A         EXPERIMENTAL:   This line is not included in this document by default.
  322. AllowShadowVolumes=False
  323. ;   Default:    N/A         [Min: False | Max: True]  EXPERIMENTAL:   This line is not included in this document by default.
  324. ShadowVolumeLightRadiusThreshold=1
  325. ;   Default:    N/A         [Min: 1     | Max: 1000]  EXPERIMENTAL:   This line is not included in this document by default.
  326. ShadowVolumePrimitiveScreenSpacePercentageThreshold=0.0
  327. ;   Default:    N/A         EXPERIMENTAL:   This line is not included in this document by default.
  328. DefaultOnlineSubsystemName=ShooterGame.SGOnlineSubsystemFireline
  329. WorldInfoClassName=ShooterGame.SGWorldInfo
  330. AdditionalFontNames=SGBitmapFonts.BMMainFont10pt
  331. AdditionalFontNames=SGBitmapFonts.BMMainFont12pt
  332. AdditionalFontNames=SGBitmapFonts.BMMainFont20pt
  333.  
  334. [Engine.SeqAct_Interp]
  335. RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=False,bAllowLightShafts=False)
  336. ;   Default:    RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=True,bAllowLightShafts=True)
  337.  
  338. [Engine.StreamingMovies]
  339. RenderPriorityPS3=1001
  340. SuspendGameIO=True
  341.  
  342. [Engine.ISVHacks]
  343. bInitializeShadersOnDemand=True
  344. ;   Default:    N/A         EXPERIMENTAL:   This line is not included in this document by default. Reduces draw calls (which lowers CPU load) & reduces stuttering.
  345. DisableATITextureFilterOptimizationChecks=False
  346. ;   Default:    DisableATITextureFilterOptimizationChecks=True
  347. UseMinimalNVIDIADriverShaderOptimization=False
  348. ;   Default:    UseMinimalNVIDIADriverShaderOptimization=True
  349. PumpWindowMessagesWhenRenderThreadStalled=False
  350. ;   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.
  351.  
  352. [Engine.GameEngine]
  353. CacheSizeMegs=512
  354. ;   Default:    N/A         EXPERIMENTAL:   This line is not included in this document by default.
  355. MaxDeltaTime=0
  356. ;   Default:    MaxDeltaTime=0
  357. DownloadableContentEnumeratorClassName=Engine.DownloadableContentEnumerator
  358. DownloadableContentManagerClassName=ShooterGame.SGDownloadableContentManager
  359.  
  360. [Engine.DemoRecDriver]
  361. AllowDownloads=True
  362. DemoSpectatorClass=ShooterGame.SGDemoController
  363. MaxClientRate=25000
  364. ConnectionTimeout=15.0
  365. InitialConnectTimeout=30.0
  366. ConnectionIssueTimeout=30.0
  367. AckTimeout=1.0
  368. KeepAliveTime=1.0
  369. SimLatency=0
  370. RelevantTimeout=5.0
  371. SpawnPrioritySeconds=1.0
  372. ServerTravelPause=4.0
  373. NetServerMaxTickRate=100
  374. LanServerMaxTickRate=100
  375. MaxRewindPoints=30
  376. RewindPointInterval=1.0
  377. NumRecentRewindPoints=7
  378.  
  379. [Engine.PackagesToAlwaysCook]
  380. Package=ShooterEntry
  381. Package=Loading
  382. Package=Frontend
  383. Package=Lobby
  384. Package=BarkEvents
  385. SeekFreePackage=LoadingScreen_default
  386. SeekFreePackage=LoadingScreen_EXE_Overground
  387. SeekFreePackage=LoadingScreen_EXE_Canal
  388. SeekFreePackage=LoadingScreen_EXE_Gallery
  389. SeekFreePackage=LoadingScreen_OBJ_Bridge
  390. SeekFreePackage=LoadingScreen_OBJ_Canal
  391. ;SeekFreePackage=LoadingScreen_OBJ_Victoria             //    Terminal 1.0    (not included in map rotation)
  392. SeekFreePackage=LoadingScreen_OBJ_Trainyard
  393. SeekFreePackage=LoadingScreen_OBJ_CanaryWharf
  394. SeekFreePackage=LoadingScreen_OBJ_Whitechapel
  395. ;SeekFreePackage=LoadingScreen_OBJ_Dome                 //    Dome 1.0        (not included in map rotation)
  396. SeekFreePackage=LoadingScreen_OBJ_DomeRedux
  397. SeekFreePackage=LoadingScreen_OBJ_Heist
  398. SeekFreePackage=LoadingScreen_OBJ_Castle
  399. SeekFreePackage=LoadingScreen_OBJ_TerminalRedux
  400. SeekFreePackage=LoadingScreen_OBJ_Dockyard
  401. ;SeekFreePackage=LoadingScreen_NUF_Tut                  //    Tutorial Map
  402. SeekFreePackage=LoadingScreen_Frontend
  403.  
  404. [Engine.StartupPackages]
  405. bSerializeStartupPackagesFromMemory=TRUE
  406. ;   Default:    bSerializeStartupPackagesFromMemory=TRUE      Enables faster startup times at the expense of a significant amount of temporary memory during initial bootup.
  407. bFullyCompressStartupPackages=FALSE
  408. ;   Default:    bFullyCompressStartupPackages=FALSE           Enables full-package compression of startup packages. These can be async decompressed in a single operation during load time.
  409. Package=EngineMaterials
  410. Package=EngineDebugMaterials
  411. Package=EngineSounds
  412. Package=EngineFonts
  413. Package=SoundClassesAndModes
  414. Package=Soldier_01_Gameplay
  415. Package=Soldier_02_Gameplay
  416. Package=Soldier_03_Gameplay
  417. Package=Soldier_04_Gameplay
  418. Package=Medic_01_Gameplay
  419. Package=Medic_02_Gameplay
  420. Package=Medic_03_Gameplay
  421. Package=Medic_04_Gameplay
  422. Package=Medic_05_Gameplay
  423. Package=Engineer_01_Gameplay
  424. Package=Engineer_02_Gameplay
  425. Package=Engineer_03_Gameplay
  426. Package=Engineer_04_Gameplay
  427. Package=FieldOps_01_Gameplay
  428. Package=FieldOps_02_Gameplay
  429. Package=FieldOps_03_Gameplay
  430. Package=FieldOps_04_Gameplay
  431. Package=FieldOps_05_Gameplay
  432. Package=CovertOps_01_Gameplay
  433. Package=CovertOps_02_Gameplay
  434. Package=CovertOps_03_Gameplay
  435. Package=CovertOps_04_Gameplay
  436. Package=CovertOps_05_Gameplay
  437. Package=SharedCharacters_Gameplay
  438. Package=CharacterPreview_01_Gameplay
  439. Package=AssaultRifle_01_Gameplay
  440. Package=AssaultRifle_02_Gameplay
  441. Package=AssaultRifle_03_Gameplay
  442. Package=AssaultRifle_04_Gameplay
  443. Package=AssaultRifle_06_Gameplay
  444. Package=AssaultRifle_05_Gameplay
  445. Package=AssaultRifle_07_Gameplay
  446. Package=CricketBat_01_Gameplay
  447. Package=GrenadeLauncher_01_Gameplay
  448. Package=HeavyMachineGun_01_Gameplay
  449. Package=Knife_01_Gameplay
  450. Package=Knife_02_Gameplay
  451. Package=Knife_03_Gameplay
  452. Package=Knife_04_Gameplay
  453. Package=Katana_01_Gameplay
  454. Package=Stun_Baton_01_Gameplay
  455. Package=Tomahawk_01_Gameplay
  456. Package=MachineGun_01_Gameplay
  457. Package=MachineGun_02_Gameplay
  458. Package=MachinePistol_01_Gameplay
  459. Package=MachinePistol_02_Gameplay
  460. Package=MachinePistol_03_Gameplay
  461. Package=MachinePistol_04_Gameplay
  462. Package=MountedMG_01_Gameplay
  463. Package=MountedMG_02_Gameplay
  464. Package=Pistol_01_Gameplay
  465. Package=Pistol_02_Gameplay
  466. Package=Pistol_03_Gameplay
  467. Package=Pistol_04_Gameplay
  468. Package=Pistol_05_Gameplay
  469. Package=Pistol_06_Gameplay
  470. Package=Pistol_07_Gameplay
  471. Package=Pistol_08_Gameplay
  472. Package=Pistol_09_Gameplay
  473. Package=ReviveGun_01_Gameplay
  474. Package=RocketLauncher_01_Gameplay
  475. Package=Shotgun_01_Gameplay
  476. Package=Shotgun_02_Gameplay
  477. Package=Shotgun_03_Gameplay
  478. Package=SniperRifle_01_Gameplay
  479. Package=SniperRifle_02_Gameplay
  480. Package=SniperRifle_03_Gameplay
  481. Package=SniperRifle_04_Gameplay
  482. Package=StickyBomb_01_Gameplay
  483. Package=SubMachineGun_01_Gameplay
  484. Package=SubMachineGun_02_Gameplay
  485. Package=SubMachineGun_03_Gameplay
  486. Package=SubMachineGun_04_Gameplay
  487. Package=SubMachineGun_05_Gameplay
  488. Package=SubMachineGun_06_Gameplay
  489. Package=Crossbow_01_Gameplay
  490. Package=Ironsight_01_Gameplay
  491. Package=Ironsight_02_Gameplay
  492. Package=Ironsight_03_Gameplay
  493. Package=Ironsight_04_Gameplay
  494. Package=Ironsight_05_Gameplay
  495. Package=Ironsight_06_Gameplay
  496. Package=Ironsight_07_Gameplay
  497. Package=Ironsight_08_Gameplay
  498. Package=Magazine_01_Gameplay
  499. Package=Magazine_02_Gameplay
  500. Package=Magazine_03_Gameplay
  501. Package=Magazine_04_Gameplay
  502. Package=Magazine_05_Gameplay
  503. Package=Magazine_06_Gameplay
  504. Package=Magazine_07_Gameplay
  505. Package=Magazine_08_Gameplay
  506. Package=Magazine_09_Gameplay
  507. Package=Magazine_10_Gameplay
  508. Package=Magazine_11_Gameplay
  509. Package=MuzzleBrake_01_Gameplay
  510. Package=MuzzleBrake_02_Gameplay
  511. Package=MuzzleBrake_03_Gameplay
  512. Package=RedDot_01_Gameplay
  513. Package=RedDot_02_Gameplay
  514. Package=RedDot_03_Gameplay
  515. Package=RedDot_04_Gameplay
  516. Package=Scope_00_Gameplay
  517. Package=Scope_01_Gameplay
  518. Package=Scope_02_Gameplay
  519. Package=Scope_03_Gameplay
  520. Package=Scope_04_Gameplay
  521. Package=Silencer_01_Gameplay
  522. Package=Silencer_02_Gameplay
  523. Package=Silencer_03_Gameplay
  524. Package=Trinket_Gameplay
  525. Package=AirStrikeMarker_01_Gameplay
  526. Package=AirStrikeMarker_02_Gameplay
  527. Package=AmmoPack_01_Gameplay
  528. Package=AmmoStation_01_Gameplay
  529. Package=C4_01_Gameplay
  530. Package=C4Wireless_01_Gameplay
  531. Package=ConcussionGrenade_01_Gameplay
  532. Package=DeployableCover_01_Gameplay
  533. Package=HackingDevice_01_Gameplay
  534. Package=HealingStation_01_Gameplay
  535. Package=HealthPack_01_Gameplay
  536. Package=HealthPack_02_Gameplay
  537. Package=HeartbeatSensor_01_Gameplay
  538. Package=Mine_01_Gameplay
  539. Package=Molotov_01_Gameplay
  540. Package=ObjectiveCarryItem_01_Gameplay
  541. Package=PDA_01_Gameplay
  542. Package=SupplyCrate_01_Gameplay
  543. Package=ThirdEyeCam_01_Gameplay
  544. Package=ThirdEyeDevice_01_Gameplay
  545. Package=Turret_01_Gameplay
  546. Package=SmokeGrenade_01_Gameplay
  547. Package=FragGrenade_01_Gameplay
  548. Package=AntiProjectileBot_01_Gameplay
  549. Package=ActiveCamo_01_Gameplay
  550. Package=ActiveHealingAura_01_Gameplay
  551. Package=Blowtorch_01_Gameplay
  552. Package=Defibs_01_Gameplay
  553. Package=Martyrdom_01_Gameplay
  554. Package=IRGoggles_01_Gameplay
  555. Package=LaserPainter_01_Gameplay
  556. Package=OrbitalLaser_01_Gameplay
  557. Package=Pliers_01_Gameplay
  558. Package=SelfRevive_01_Gameplay
  559. Package=Screwdriver_01_Gameplay
  560. Package=ArtilleryStrike_01_Gameplay
  561. Package=HelpUp_01_Gameplay
  562. Package=Perks
  563. Package=Augments
  564. Package=PlayerStatus
  565. NoncombinedPackage=SGVars
  566. Package=SGFonts
  567. Package=SGBitmapFonts
  568. Package=HudTextureRenderTargets
  569. Package=Post_Process
  570. Package=PhysicalMaterial
  571. Package=SGLoadingScreen
  572.  
  573. [Engine.PackagesToForceCookPerMap]
  574.  
  575.  
  576. [Core.System]
  577. MaxObjectsNotConsideredByGC=156613
  578. ;   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.
  579. SizeOfPermanentObjectPool=0
  580. StaleCacheDays=30
  581. ;   Default:    StaleCacheDays=30
  582. MaxStaleCacheSize=128
  583. ;   Default:    MaxStaleCacheSize=10
  584. MaxOverallCacheSize=512
  585. ;   Default:    MaxOverallCacheSize=30
  586. PackageSizeSoftLimit=300
  587. ;   Default:    PackageSizeSoftLimit=300
  588. AsyncIOBandwidthLimit=0
  589. ;   Default:    AsyncIOBandwidthLimit=0
  590. CachePath=..\..\ShooterGame\Cache
  591. CacheExt=.uxx
  592. Paths=..\..\Engine\Content
  593. ScriptPaths=..\..\ShooterGame\Script
  594. FRScriptPaths=..\..\ShooterGame\ScriptFinalRelease
  595. CutdownPaths=..\..\ShooterGame\CutdownPackages
  596. CutdownPaths=..\..\ShooterGame\Script
  597. ScreenShotPath=..\..\ShooterGame\ScreenShots
  598. LocalizationPaths=..\..\Engine\Localization
  599. Extensions=upk
  600. Extensions=u
  601. Extensions=umap
  602. SaveLocalizedCookedPackagesInSubdirectories=FALSE
  603. TextureFileCacheExtension=tfc
  604. bDisablePromptToRebuildScripts=FALSE
  605. Suppress=Dev
  606. Suppress=DevAbsorbFuncs
  607. Suppress=DevAnim
  608. Suppress=DevAssetDataBase
  609. Suppress=DevAudio
  610. Suppress=DevAudioVerbose
  611. Suppress=DevBind
  612. Suppress=DevBsp
  613. Suppress=DevCamera
  614. Suppress=DevCollision
  615. Suppress=DevCompile
  616. Suppress=DevComponents
  617. Suppress=DevConfig
  618. Suppress=DevCooking
  619. Suppress=DevCrossLevel
  620. Suppress=DevDataStore
  621. Suppress=DevDecals
  622. Suppress=DevFaceFX
  623. Suppress=DevGFxUI
  624. Suppress=DevGFxUIWarning
  625. Suppress=DevGarbage
  626. Suppress=DevKill
  627. Suppress=DevLevelTools
  628. Suppress=DevLightmassSolver
  629. Suppress=DevLoad
  630. Suppress=DevMovie
  631. Suppress=DevNavMesh
  632. Suppress=DevNavMeshWarning
  633. Suppress=DevNet
  634. Suppress=DevNetTraffic
  635. Suppress=DevOnline
  636. Suppress=DevPath
  637. Suppress=DevReplace
  638. Suppress=DevSHA
  639. Suppress=DevSave
  640. Suppress=DevShaders
  641. Suppress=DevShadersDetailed
  642. Suppress=DevSound
  643. Suppress=DevStats
  644. Suppress=DevStreaming
  645. Suppress=DevTick
  646. Suppress=DevUI
  647. Suppress=DevUIAnimation
  648. Suppress=DevUIFocus
  649. Suppress=DevUIStates
  650. Suppress=DevUIStyles
  651. Suppress=DevMCP
  652. Suppress=DevHTTP
  653. Suppress=DevBeacon
  654. Suppress=DevBeaconGame
  655. Suppress=DevOnlineGame
  656. Suppress=DevMatchmaking
  657. Suppress=DevPing
  658. Suppress=DevWebUI
  659. Suppress=DevAsyncLoad
  660. Suppress=GameStats
  661. Suppress=Input
  662. Suppress=Inventory
  663. Suppress=Localization
  664. Suppress=LocalizationWarning
  665. Suppress=PlayerManagement
  666. Suppress=PlayerMove
  667. Suppress=SubstanceAir
  668. Paths=..\..\ShooterGame\Content
  669. Paths=..\..\ShooterGame\__Trashcan
  670. LocalizationPaths=..\..\ShooterGame\Localization
  671. SavePath=..\..\ShooterGame\Save
  672. SeekFreePCPaths=..\..\ShooterGame\CookedPC
  673. SeekFreePCExtensions=xxx
  674. MaxObjectsNotConsideredOnLinuxByGC=33476
  675. Suppress=DevWebUIScript
  676. Suppress=DevFireline
  677. Suppress=DebugStatsShotsFired
  678. Suppress=DebugStatsShotsLanded
  679. Suppress=DebugStatsAssists
  680. Suppress=DebugStatsKills
  681. Suppress=DebugStatsDeaths
  682. Suppress=DebugStatsDamageTaken
  683. Suppress=DebugStatsDamageDealt
  684. Suppress=DebugStatsCombatXP
  685. Suppress=DebugStatsObjectiveXP
  686. Suppress=DebugStatsMiscXP
  687. Suppress=DebugStatsSupportXP
  688. Suppress=DebugStatsBadgeXP
  689. Suppress=DebugStatsAllXP
  690. Suppress=DebugStatsWeaponTimeUsed
  691. Suppress=DebugStatsWeaponTimeAvailable
  692. Suppress=DebugStatsHealingDealt
  693. Suppress=DebugStatsAmmoDealt
  694. Suppress=DebugMVPAwards
  695. Suppress=DebugWeaponDescriptorsNULL
  696. Suppress=DebugStatsAbilityHit
  697. Suppress=DebugStatsUses
  698. Suppress=DebugStatsRevives
  699. Suppress=DebugStatsReclaimDestroyed
  700. Suppress=DebugStatsTimePlayed
  701.  
  702. [Engine.Client]
  703. DisplayGamma=2.2
  704. ;   Default:    DisplayGamma=2.2
  705. MinDesiredFrameRate=180.000000
  706. ;   Default:    MinDesiredFrameRate=50.000000
  707. InitialButtonRepeatDelay=0.2
  708. ButtonRepeatDelay=0.1
  709.  
  710. [WinDrv.WindowsClient]
  711. AudioDeviceClass=XAudio2.XAudio2Device
  712. ;   Default:    AudioDeviceClass=XAudio2.XAudio2Device
  713. MinAllowableResolutionX=0
  714. ;   Default:    MinAllowableResolutionX=720
  715. MinAllowableResolutionY=0
  716. ;   Default:    MinAllowableResolutionY=576
  717. MaxAllowableResolutionX=0
  718. ;   Default:    MaxAllowableResolutionX=0
  719. MaxAllowableResolutionY=0
  720. ;   Default:    MaxAllowableResolutionY=0
  721. MinAllowableRefreshRate=0
  722. ;   Default:    MinAllowableRefreshRate=0
  723. MaxAllowableRefreshRate=0
  724. ;   Default:    MaxAllowableRefreshRate=0
  725. ParanoidDeviceLostChecking=0
  726. ;   Default:    ParanoidDeviceLostChecking=1
  727. AllowJoystickInput=0
  728. ;   Default:    AllowJoystickInput=1
  729. UseRawMouseInput=1
  730.  
  731. [XAudio2.XAudio2Device]
  732. MaxChannels=32
  733. ;   Default:    MaxChannels=32
  734. CommonAudioPoolSize=0
  735. ;   Default:    CommonAudioPoolSize=0
  736. MinCompressedDurationGame=5
  737. ;   Default:    MinCompressedDurationGame=5
  738. MinCompressedDurationEditor=4
  739. ;   Default:    MinCompressedDurationEditor=4
  740. LowPassFilterResonance=0.9
  741. ;   Default:    LowPassFilterResonance=0.9
  742. WorkAroundXDKRegression=TRUE
  743. ;   Default:    WorkAroundXDKRegression=TRUE
  744.  
  745. [ALAudio.ALAudioDevice]
  746. MaxChannels=32
  747. CommonAudioPoolSize=0
  748. MinCompressedDurationGame=5
  749. MinCompressedDurationEditor=4
  750. LowPassFilterResonance=0.9
  751. //DeviceName=Generic Software
  752.  
  753. [Engine.Player]
  754. ConfiguredInternetSpeed=15000
  755. ;   Default:    ConfiguredInternetSpeed=15000
  756. ConfiguredLanSpeed=20000
  757. ;   Default:    ConfiguredLanSpeed=20000
  758. PP_DesaturationMultiplier=1.0
  759. ;   Default:    PP_DesaturationMultiplier=1.0
  760. PP_HighlightsMultiplier=1.0
  761. ;   Default:    PP_HighlightsMultiplier=1.0
  762. PP_MidTonesMultiplier=1.0
  763. ;   Default:    PP_MidTonesMultiplier=1.0
  764. PP_ShadowsMultiplier=1.0
  765. ;   Default:    PP_ShadowsMultiplier=1.0
  766.  
  767. [IpDrv.TcpNetDriver]
  768. AllowDownloads=True
  769. AllowPeerConnections=False
  770. AllowPeerVoice=False
  771. ConnectionTimeout=30.0
  772. InitialConnectTimeout=90.0
  773. ConnectionIssueTimeout=1.5
  774. AckTimeout=1.0
  775. KeepAliveTime=0.2
  776. MaxClientRate=15000
  777. ;   Default:    MaxClientRate=15000
  778. MaxInternetClientRate=15000
  779. ;   Default:    MaxInternetClientRate=15000
  780. RelevantTimeout=5.0
  781. SpawnPrioritySeconds=1.0
  782. ServerTravelPause=4.0
  783. NetServerMaxTickRate=60.0
  784. LanServerMaxTickRate=35
  785. DownloadManagers=IpDrv.HTTPDownload
  786. DownloadManagers=Engine.ChannelDownload
  787. NetConnectionClassName=IpDrv.TcpipConnection
  788.  
  789. [IpDrv.ServerQueryDrvUDP]
  790. ServerQueryPort=7877
  791. MaxQueriesPerSecond=10
  792. ServerQueryProtocolClassPath=SDEngine.SDServerQueryProtocolUDP
  793.  
  794. [IpServer.UdpServerQuery]
  795. GameName=ut
  796.  
  797. [IpDrv.UdpBeacon]
  798. DoBeacon=True
  799. BeaconTime=0.50
  800. BeaconTimeout=5.0
  801. BeaconProduct=ut
  802. ServerBeaconPort=8777
  803. BeaconPort=9777
  804.  
  805. [TextureStreaming]
  806. MinTextureResidentMipCount=7
  807. ;   Default:    MinTextureResidentMipCount=7
  808. PoolSize=4097
  809. ;   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.
  810. MemoryMargin=20
  811. ;   Default:    MemoryMargin=20                         Sugguested Value = 20  Amount of memory (MB) to keep free, to be used as temp memory when streaming in new data.
  812. ;                                                                              tizeY's KF2 guide: "max amount of permanently cached textures can be set to 10 or 20% of total VRAM for the best experience."
  813. MemoryLoss=0
  814. ;   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.
  815. HysteresisLimit=20
  816. ;   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.
  817. DropMipLevelsLimit=16
  818. ;   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.
  819. StopIncreasingLimit=12
  820. ;   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.
  821. StopStreamingLimit=8
  822. ;   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.
  823. MinEvictSize=10
  824. ;   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.
  825. MinFudgeFactor=0.5
  826. ;   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.
  827. FudgeFactorIncreaseRateOfChange=0.5
  828. ;   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.
  829. FudgeFactorDecreaseRateOfChange=-0.4
  830. ;   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.
  831. MinRequestedMipsToConsider=11
  832. ;   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.
  833. MinTimeToGuaranteeMinMipCount=0
  834. ;   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.
  835. MaxTimeToGuaranteeMinMipCount=0
  836. ;   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.
  837. UseTextureFileCache=FALSE
  838. ;   Default:    UseTextureFileCache=TRUE
  839. LoadMapTimeLimit=15.0
  840. ;   Default:    LoadMapTimeLimit=20.0                   [Min:20.0 | Max: 2.0  ] Lower values require have higher requirements.
  841. LightmapStreamingFactor=0.06
  842. ;   Default:    LightmapStreamingFactor=0.04            [Min:0.09 | Max: 0.02 ] Sets how aggressively lightmaps are streamed out. Smaller values <0.04 are more aggressive.
  843. ShadowmapStreamingFactor=0.06
  844. ;   Default:    ShadowmapStreamingFactor=0.04           [Min:0.09 | Max: 0.02 ] Sets how aggressively shadowmaps are streamed out. Smaller values <0.04 are more aggressive.
  845. MaxLightmapRadius=2000.0
  846. ;   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.
  847. AllowStreamingLightmaps=False
  848. ;   Default:    AllowStreamingLightmaps=True            [Min:True | Max: False] Set to "True" if "UseTextureFileCache=True".
  849. TextureFileCacheBulkDataAlignment=1
  850. ;   Default:    TextureFileCacheBulkDataAlignment=1     Suggested Value = 1    Sets a time limit on the file cache, forcing it to align cached textures with the current environment.
  851. TextureFileCacheChunkDataAlignment=1048576
  852. ;   Default:    TextureFileCacheChunkDataAlignment=1048576
  853. UsePriorityStreaming=True
  854. ;   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.
  855. bAllowSwitchingStreamingSystem=False
  856. ;   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.
  857. UseDynamicStreaming=True
  858. ;   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.
  859. bEnableAsyncDefrag=False
  860. ;   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.
  861. bEnableAsyncReallocation=False
  862. ;   Default:    bEnableAsyncReallocation=False          Sets whether to allow the relallocation of async textures in their priority stream. Only useful if bEnableAsyncDefrag is set True.
  863. MaxDefragRelocations=32
  864. ;   Default:    MaxDefragRelocations=256                Sets the total # of defragmentations (time spent) for Async textures being relocated before scrubbing. Not useful without AsyncDefrag.
  865. MaxDefragDownShift=16
  866. ;   Default:    MaxDefragDownShift=128                  Sets the total # of defragmentations (time spent) for Async textures being relocated before reducing. Not useful without AsyncDefrag.
  867. BoostPlayerTextures=0.0
  868. ;   Default:    BoostPlayerTextures=3.0                 Boost factor that will be applied automatically to all textures on player characters.
  869. TemporalAAMemoryReserve=0.0
  870. ;   Default:    TemporalAAMemoryReserve=4.0
  871.  
  872. [StreamByURL]
  873. PostLoadPause=6.0
  874.  
  875. ;[UnrealEd.EditorEngine]
  876. ;LocalPlayerClassName=ShooterGame.SGLocalPlayer
  877. ;bSubtitlesEnabled=True
  878. ;GridEnabled=True
  879. ;SnapScaleEnabled=True
  880. ;ScaleGridSize=5
  881. ;SnapVertices=False
  882. ;SnapDistance=10.000000
  883. ;GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
  884. ;RotGridEnabled=True
  885. ;RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
  886. ;GameCommandLine=-log
  887. ;FOVAngle=90.000000
  888. ;GodMode=True
  889. ;AutoSaveDir=..\..\ShooterGame\Autosaves
  890. ;InvertwidgetZAxis=True
  891. ;UseAxisIndicator=True
  892. ;MatineeCurveDetail=0.1
  893. ;Client=WinDrv.WindowsClient
  894. ;CurrentGridSz=4
  895. ;bUseMayaCameraControls=True
  896. ;bPrefabsLocked=True
  897. ;HeightMapExportClassName=TerrainHeightMapExporterTextT3D
  898. ;EditorOnlyContentPackages=EditorMeshes
  899. ;EditorOnlyContentPackages=EditorMaterials
  900. ;EditorOnlyContentPackages=EditorResources
  901. ;EditPackagesInPath=..\..\Development\Src
  902. ;EditPackages=Core
  903. ;EditPackages=Engine
  904. ;EditPackages=GFxUI
  905. ;EditPackages=AkAudio
  906. ;EditPackages=GameFramework
  907. ;EditPackages=UnrealEd
  908. ;EditPackages=GFxUIEditor
  909. ;EditPackages=IpDrv
  910. ;EditPackages=WinDrv
  911. ;EditPackages=OnlineSubsystemPC
  912. ;EditPackages=OnlineSubsystemGameSpy
  913. ;EditPackages=OnlineSubsystemLive
  914. ;EditPackages=OnlineSubsystemSteamworks
  915. ;bBuildReachSpecs=FALSE
  916. ;EditPackages=SubstanceAir
  917. ;EditPackages=SubstanceAirEd
  918. ;bGroupingActive=TRUE
  919. ;bCustomCameraAlignEmitter=TRUE
  920. ;CustomCameraAlignEmitterDistance=100.0
  921. ;bDrawSocketsInGMode=FALSE
  922. ;bSmoothFrameRate=FALSE
  923. ;MinSmoothedFrameRate=5
  924. ;MaxSmoothedFrameRate=120
  925. ;FarClippingPlane=0
  926. ;TemplateMapFolders=..\..\ShooterGame\Content\Maps\Templates
  927. ;EditPackagesOutPath=..\..\ShooterGame\Script
  928. ;FRScriptOutputPath=..\..\ShooterGame\ScriptFinalRelease
  929. ;EditPackages=SDEngine
  930. ;EditPackages=SDPCEngine
  931. ;EditPackages=SDPS3Engine
  932. ;EditPackages=SDEditor
  933. ;EditPackages=ShooterGame
  934. ;EditPackages=ShooterEditor
  935. ;EditPackages=ShooterGameContent
  936. ;InEditorGameURLOptions=
  937.  
  938. ;[UnrealEd.UnrealEdEngine]
  939. ;AutoSaveIndex=0
  940. ;PackagesToBeFullyLoadedAtStartup=EditorMaterials
  941. ;PackagesToBeFullyLoadedAtStartup=EditorMeshes
  942. ;PackagesToBeFullyLoadedAtStartup=EditorResources
  943. ;PackagesToBeFullyLoadedAtStartup=EngineMaterials
  944. ;PackagesToBeFullyLoadedAtStartup=EngineFonts
  945. ;PackagesToBeFullyLoadedAtStartup=EngineResources
  946. ;PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
  947. ;PackagesToBeFullyLoadedAtStartup=ShooterMapTemplateIndex
  948.  
  949. [Engine.DataStoreClient]
  950. GlobalDataStoreClasses=Engine.UIDataStore_Strings
  951. GlobalDataStoreClasses=Engine.UIDataStore_GameResource
  952. GlobalDataStoreClasses=Engine.UIDataStore_Fonts
  953. GlobalDataStoreClasses=Engine.UIDataStore_Registry
  954. GlobalDataStoreClasses=Engine.UIDataStore_InputAlias
  955. PlayerDataStoreClassNames=SDEngine.SDOnlineGameSession
  956. PlayerDataStoreClassNames=SDEngine.SDOnlineGameSearch
  957.  
  958. [DevOptions.Shaders]
  959. AutoReloadChangedShaders=True
  960. bAllowMultiThreadedShaderCompile=True
  961. bAllowDistributedShaderCompile=False
  962. ;   Default:    bAllowDistributedShaderCompile=False            Setting to 'True' (supposedly) allows your GPU to do more work.
  963. bAllowDistributedShaderCompileForBuildPCS=True
  964. ;   Default:    bAllowDistributedShaderCompileForBuildPCS=True
  965. NumUnusedShaderCompilingThreads=1
  966. ;   Default:    NumUnusedShaderCompilingThreads=1
  967. ThreadedShaderCompileThreshold=2
  968. ;   Default:    ThreadedShaderCompileThreshold=1                Ideal Value = (# of CPU Cores - 2).     [Ex: With a quad-core CPU:   (4-2)= 2:   Set this value to 2.]
  969. MaxShaderJobBatchSize=30
  970. ;   Default:    MaxShaderJobBatchSize=30
  971. PrecompileShadersJobThreshold=40000
  972. ;   Default:    
  973. bDumpShaderPDBs=True
  974. ;   Default:    bDumpShaderPDBs=True
  975. bPromptToRetryFailedShaderCompiles=True
  976. ;   Default:    bPromptToRetryFailedShaderCompiles=True
  977.  
  978. [DevOptions.Debug]
  979. ShowSelectedLightmap=False
  980.  
  981. [StatNotifyProviders]
  982. BinaryFileStatNotifyProvider=true
  983. XmlStatNotifyProvider=false
  984. CsvStatNotifyProvider=false
  985. StatsNotifyProvider_UDP=true
  986. PIXNamedCounterProvider=false
  987.  
  988. [StatNotifyProviders.StatNotifyProvider_UDP]
  989. ListenPort=13000
  990.  
  991. [RemoteControl]
  992. SuppressRemoteControlAtStartup=True
  993. ;   Default:    SuppressRemoteControlAtStartup=False
  994.  
  995. [LogFiles]
  996. PurgeLogsDays=1
  997. ;   Default:    PurgeLogsDays=3
  998. LogTimes=False
  999. ;   Default:    LogTimes=True
  1000.  
  1001. [AnimationCompression]
  1002. CompressCommandletVersion=2 // Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed.
  1003. DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
  1004. TranslationCompressionFormat=0
  1005. RotationCompressionFormat=1
  1006. AlternativeCompressionThreshold=1.f
  1007. ForceRecompression=False
  1008. bOnlyCheckForMissingSkeletalMeshes=False
  1009. KeyEndEffectorsMatchName=IK
  1010. KeyEndEffectorsMatchName=eye
  1011. KeyEndEffectorsMatchName=weapon
  1012. KeyEndEffectorsMatchName=hand
  1013. KeyEndEffectorsMatchName=attach
  1014. KeyEndEffectorsMatchName=camera
  1015.  
  1016. [IpDrv.OnlineSubsystemCommonImpl]
  1017. MaxLocalTalkers=1
  1018. MaxRemoteTalkers=16
  1019. bIsUsingSpeechRecognition=false
  1020.  
  1021. [IpDrv.OnlineGameInterfaceImpl]
  1022. LanAnnouncePort=14001
  1023. LanQueryTimeout=5.0
  1024. LanPacketPlatformMask=1
  1025.  
  1026. [OnlineSubsystemLive.OnlineSubsystemLive]
  1027. LanAnnouncePort=14001
  1028. VoiceNotificationDelta=0.2
  1029.  
  1030. [Engine.StaticMeshCollectionActor]
  1031. bCookOutStaticMeshActors=TRUE
  1032. ;   Default:    bCookOutStaticMeshActors=TRUE
  1033. MaxStaticMeshComponents=100
  1034. ;   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.
  1035.  
  1036. [Engine.StaticLightCollectionActor]
  1037. bCookOutStaticLightActors=TRUE
  1038. ;   Default:    bCookOutStaticLightActors=TRUE
  1039. MaxLightComponents=100
  1040. ;   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.
  1041.  
  1042. [CpuUsage]
  1043. SamplingRate=250
  1044. ;   Default:    SamplingRate=250
  1045.  
  1046. [LiveSock]
  1047. bUseVDP=True
  1048. bUseSecureConnections=true
  1049. MaxDgramSockets=64
  1050. MaxStreamSockets=16
  1051. DefaultRecvBufsizeInK=256
  1052. DefaultSendBufsizeInK=256
  1053. SystemLinkPort=14000
  1054.  
  1055. [CustomStats]
  1056. LD=Streaming fudge factor
  1057. LD=FrameTime
  1058. LD=Terrain Smooth Time
  1059. LD=Terrain Render Time
  1060. LD=Decal Render Time
  1061. LD=Terrain Triangles
  1062. LD=Decal Triangles
  1063. LD=Decal Draw Calls
  1064. LD=Static Mesh Tris
  1065. LD=Skel Mesh Tris
  1066. LD=Skel Verts CPU Skin
  1067. LD=Skel Verts GPU Skin
  1068. LD=30+ FPS
  1069. LD=Total CPU rendering time
  1070. LD=Total GPU rendering time
  1071. LD=Occluded primitives
  1072. LD=Projected shadows
  1073. LD=Visible static mesh elements
  1074. LD=Visible dynamic primitives
  1075. LD=Texture Pool Size
  1076. LD=Physical Memory Used
  1077. LD=Virtual Memory Used
  1078. LD=Audio Memory Used
  1079. LD=Texture Memory Used
  1080. LD=360 Texture Memory Used
  1081. LD=Animation Memory
  1082. LD=Vertex Lighting Memory
  1083. LD=StaticMesh Vertex Memory
  1084. LD=StaticMesh Index Memory
  1085. LD=SkeletalMesh Vertex Memory
  1086. LD=SkeletalMesh Index Memory
  1087. LD=Decal Vertex Memory
  1088. LD=Decal Index Memory
  1089. LD=Decal Interaction Memory
  1090. MEMLEAN=Virtual Memory Used
  1091. MEMLEAN=Audio Memory Used
  1092. MEMLEAN=Animation Memory
  1093. MEMLEAN=FaceFX Cur Mem
  1094. MEMLEAN=Vertex Lighting Memory
  1095. MEMLEAN=StaticMesh Vertex Memory
  1096. MEMLEAN=StaticMesh Index Memory
  1097. MEMLEAN=SkeletalMesh Vertex Memory
  1098. MEMLEAN=SkeletalMesh Index Memory
  1099. MEMLEAN=Decal Vertex Memory
  1100. MEMLEAN=Decal Index Memory
  1101. MEMLEAN=Decal Interaction Memory
  1102. MEMLEAN=VertexShader Memory
  1103. MEMLEAN=PixelShader Memory
  1104. GameThread=Async Loading Time
  1105. GameThread=Audio Update Time
  1106. GameThread=FrameTime
  1107. GameThread=HUD Time
  1108. GameThread=Input Time
  1109. GameThread=Kismet Time
  1110. GameThread=Move Actor Time
  1111. GameThread=RHI Game Tick
  1112. GameThread=RedrawViewports
  1113. GameThread=Script time
  1114. GameThread=Tick Time
  1115. GameThread=Update Components Time
  1116. GameThread=World Tick Time
  1117. GameThread=Async Work Wait
  1118. GameThread=PerFrameCapture
  1119. GameThread=DynamicLightEnvComp Tick
  1120. ; Mobile=ES2 Draw Calls
  1121. ; Mobile=ES2 Draw Calls (UP)
  1122. ; Mobile=ES2 Triangles Drawn
  1123. ; Mobile=ES2 Triangles Drawn (UP)
  1124. ; Mobile=ES2 Program Count
  1125. ; Mobile=ES2 Program Count (PP)
  1126. ; Mobile=ES2 Program Changes
  1127. ; Mobile=ES2 Uniform Updates (Bytes)
  1128. ; Mobile=ES2 Base Texture Binds
  1129. ; Mobile=ES2 Detail Texture Binds
  1130. ; Mobile=ES2 Lightmap Texture Binds
  1131. ; Mobile=ES2 Environment Texture Binds
  1132. ; Mobile=ES2 Bump Offset Texture Binds
  1133. ; Mobile=Frustum Culled primitives
  1134. ; Mobile=Statically occluded primitives
  1135. ; SplitScreen=Processed primitives
  1136. ; SplitScreen=Mesh draw calls
  1137. ; SplitScreen=Mesh Particles
  1138. ; SplitScreen=Particle Draw Calls
  1139.  
  1140. [MemorySplitClassesToTrack]
  1141. Class=AnimSequence
  1142. Class=AudioComponent
  1143. Class=AudioDevice
  1144. Class=BrushComponent
  1145. Class=CylinderComponent
  1146. Class=DecalComponent
  1147. Class=DecalManager
  1148. Class=DecalMaterial
  1149. Class=Font
  1150. Class=Level
  1151. Class=Material
  1152. Class=MaterialInstanceConstant
  1153. Class=MaterialInstanceTimeVarying
  1154. Class=Model
  1155. Class=ModelComponent
  1156. Class=MorphTarget
  1157. Class=NavigationMeshBase
  1158. Class=ParticleModule
  1159. Class=ParticleSystemComponent
  1160. Class=PathNode
  1161. Class=ProcBuilding_SimpleLODActor
  1162. Class=RB_BodyInstance
  1163. Class=RB_BodySetup
  1164. Class=ReachSpec
  1165. Class=Sequence
  1166. Class=SkeletalMesh
  1167. Class=SkeletalMeshComponent
  1168. Class=SoundCue
  1169. Class=SoundNode
  1170. Class=SoundNodeWave
  1171. Class=StaticMesh
  1172. Class=StaticMeshActor
  1173. Class=StaticMeshCollectionActor
  1174. Class=StaticMeshComponent
  1175. Class=Terrain
  1176. Class=TerrainComponent
  1177. Class=Texture2D
  1178. Class=UIRoot
  1179.  
  1180. [MemLeakCheckExtraExecsToRun]
  1181. Cmd=obj list class=StaticMesh -Alphasort -DetailedInfo
  1182. Cmd=obj list class=StaticMeshActor -ALPHASORT -DetailedInfo
  1183. Cmd=obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo
  1184. Cmd=obj list class=TextureMovie -Alphasort -DetailedInfo
  1185. Cmd=obj list class=Level -ALPHASORT -DetailedInfo
  1186. Cmd=lightenv list volumes
  1187. Cmd=lightenv list transition
  1188. Cmd=ListThreads
  1189.  
  1190. [ConfigCoalesceFilter]
  1191. FilterOut=ShooterEngine.ini
  1192. FilterOut=ShooterEditor.ini
  1193. FilterOut=ShooterInput.ini
  1194. FilterOut=ShooterLightmass.ini
  1195. FilterOut=ShooterGame.ini
  1196. FilterOut=ShooterGameDedicatedServer.ini
  1197. FilterOut=ShooterUI.ini
  1198. FilterOut=ShooterCompat.ini
  1199. FilterOut=ShooterEngineG4WLive.ini
  1200. FilterOut=ShooterEngineG4WLiveDedicatedServer.ini
  1201. FilterOut=ShooterEngineNoLive.ini
  1202. FilterOut=ShooterEngineNoLiveDedicatedServer.ini
  1203. FilterOut=ShooterEditorKeyBindings.ini
  1204. FilterOut=ShooterEditorUserSettings.ini
  1205. FilterOut=ShooterEngineGameSpy.ini
  1206. FilterOut=ShooterEngineSteamworks.ini
  1207. FilterOut=Descriptions.int
  1208. FilterOut=Editor.int
  1209. FilterOut=EditorTips.int
  1210. FilterOut=UnrealEd.int
  1211. FilterOut=WinDrv.int
  1212. FilterOut=XWindow.int
  1213. FilterOut=GfxUIEditor.int
  1214. FilterOut=Properties.int
  1215.  
  1216. [TaskPerfTracking]
  1217. bUseTaskPerfTracking=FALSE
  1218. RemoteConnectionIP=10.1.20.20
  1219. ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Connection Timeout=2;Integrated Security=SSPI
  1220. RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Integrated Security=SSPI;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn
  1221.  
  1222. [TaskPerfMemDatabase]
  1223. bUseTaskPerfMemDatabase=FALSE
  1224. ;   Default:    bUseTaskPerfMemDatabase=TRUE
  1225. RemoteConnectionIP=192.168.0.39
  1226. ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Connection Timeout=2;Integrated Security=SSPI
  1227. RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Integrated Security=SSPI;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn
  1228.  
  1229. [MemoryPools]
  1230. FLightPrimitiveInteractionInitialBlockSize=512
  1231. ;   Default:    FLightPrimitiveInteractionInitialBlockSize=512
  1232. FModShadowPrimitiveInteractionInitialBlockSize=512
  1233. ;   Default:    FModShadowPrimitiveInteractionInitialBlockSize=512
  1234.  
  1235. [SystemSettings]
  1236. ;UsePrecaching=True
  1237. ;   Deafult:    N/A                                     EXPERIMENTAL:   This line is not included in this document by default.
  1238. bFirstRun=FALSE
  1239. bUseMaxQualityMode=False
  1240. ;   Default:    bUseMaxQualityMode=False                Leave this False, if True your game will likey crash or have worse performance with only miniscule GFX improvements.
  1241. StaticDecals=False
  1242. ;   Default:    bStaticDecalsEnabled=True               [Min: False | Max: True ] (UBOOL) Whether to allow static decals. Enables additional textures, such as posters, shop signs, graffiti, etc.
  1243. DynamicDecals=False
  1244. ;   Default:    DynamicDecals=True                      [Min: False | Max: True ] (UBOOL) Whether to allow dynamic decals.
  1245. UnbatchedDecals=False
  1246. ;   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.
  1247. DecalCullDistanceScale=1.000000
  1248. ;   Default:    DecalCullDistanceScale=1.000000         [Min: 0?    | Max: 1    ] (FLOAT) Scale factor for distance culling decals.
  1249. DynamicLights=False
  1250. ;   Default:    True                                    [Min: False | Max: True ] (UBOOL) Whether to allow dynamic lights.
  1251. DynamicShadows=False
  1252. ;   Default:    False                                   [Min: False | Max: True ] (UBOOL) Whether to allow dynamic shadows.
  1253. LightEnvironmentShadows=False
  1254. ;   Default:    LightEnvironmentShadows=False           [Min: False | Max: True ] (UBOOL) Whether to allow dynamic light environments to cast shadows.
  1255. CompositeDynamicLights=True
  1256. ;   Default:    CompositeDynamicLights=True             [Min: True  | Max: False] (UBOOL) Whether to composte dynamic lights into light environments.
  1257. SHSecondaryLighting=False
  1258. ;   Default:    SHSecondaryLighting=False               [Min: True  | Max: False] (UBOOL)
  1259. DirectionalLightmaps=True
  1260. ;   Default:    DirectionalLightmaps=True               [Min: False | Max: True ] (UBOOL) Whether to allow directional lightmaps, which use the material's normal and specular.
  1261. MotionBlur=False
  1262. ;   Default:    MotionBlur=True                         [Min: False | Max: True ] (UBOOL) Whether to allow motion blur.
  1263. MotionBlurPause=False
  1264. ;   Default:    MotionBlurPause=False                   [Min: False | Max: True ] (UBOOL) Whether to allow motion blur to be paused.
  1265. MotionBlurSkinning=0
  1266. ;   Default:    MotionBlurSkinning=0
  1267. DepthOfField=False
  1268. ;   Default:    DepthOfField=True                       [Min: False | Max: True ] (UBOOL) Whether to allow depth of field.
  1269. AmbientOcclusion=False
  1270. ;   Default:    AmbientOcclusion=False                  [Min: False | Max: True ] (UBOOL) Whether to allow ambient occlusion.
  1271. Bloom=False
  1272. ;   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.
  1273. ;QualityBloom=False
  1274. ;   Deafult:    N/A                                     [Min: False | Max: True ]    EXPERIMENTAL:   This line is not included in this document by default.
  1275. bAllowLightShafts=False
  1276. ;   Default:    bAllowLightShafts=False                 [Min: False | Max: True ] (UBOOL) Whether to allow (static?) light shafts. AKA god rays.
  1277. bUseARGB8=False
  1278. ;   Default:    bUseARGB8=False
  1279. Distortion=False
  1280. ;   Default:    Distortion=False                        [Min: False | Max: True ] (UBOOL) Whether to allow distortion.
  1281. FilteredDistortion=False
  1282. ;   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.
  1283. DropParticleDistortion=True
  1284. ;   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).
  1285. bAllowDownsampledTranslucency=False
  1286. ;   Default:    bAllowDownsampledTranslucency=False     [Min: True  | Max: False]
  1287. SpeedTreeLeaves=False
  1288. ;   Default:    SpeedTreeLeaves=True                    [Min: False | Max: True ] (UBOOL) Whether to allow rendering of SpeedTree leaves.
  1289. SpeedTreeFronds=False
  1290. ;   Default:    SpeedTreeFronds=True                    [Min: False | Max: True ] (UBOOL) Whether to allow rendering of SpeedTree fronds (grass).
  1291. OnlyStreamInTextures=False
  1292. ;   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
  1293. LensFlares=False
  1294. ;   Default:    True                                    [Min: False | Max: True ] (UBOOL) Whether to allow rendering of LensFlares.
  1295. FogVolumes=False
  1296. ;   Default:    True                                    [Min: False | Max: True ] (UBOOL) Whether to allow fog volumes.
  1297. FloatingPointRenderTargets=False
  1298. ;   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"
  1299. ;                                                       * False vs True * ->   https://imgur.com/a/jOa0d  (Tribes: Ascend, same engine)
  1300. OneFrameThreadLag=True
  1301. ;   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.
  1302. UseVsync=False
  1303. ;   Default:    False                                   (UBOOL) Whether to use VSync or not. Driver level Vsync may be superior, only recommended if G-Sync is enabled.
  1304. UpscaleScreenPercentage=False
  1305. ;   Default:    UpscaleScreenPercentage=True            (UBOOL) Whether to upscale the screen to take up the full front buffer. No effect unless using resolution scaling / dynamic resolution.
  1306. DynamicScalingExpectedFPS=30.000000
  1307. ;   Default:    DynamicScalingExpectedFPS=30.000000
  1308. bDynamicScalingEnabled=False
  1309. ;   Default:    bDynamicScalingEnabled=True             Downscales the resolution scale if the framerate drops below the expected fps (30 by default).
  1310. bUseSSR=False
  1311. ;   Default:    bUseSSR=True                            Screen Space Reflections
  1312. Borderless=False
  1313. Fullscreen=True
  1314. ;MeshScreenPixelAreaThreshold=0                         Paladins Tweak: "This forces objects (ex: trees) to stay rendered, which frees up CPU and etc. resources."
  1315. ;   Default:    N/A                                     EXPERIMENTAL:   This line is not included in this document by default.
  1316. AllowD3D11=False
  1317. ;   Default:    AllowD3D11=False                        (UBOOL) Whether to use D3D11 when it's available.
  1318. AllowOpenGL=False
  1319. ;EnableHighPolyChars=True
  1320. ;    Deafult:    N/A                                    EXPERIMENTAL:   This line is not included in this document by default.
  1321. AllowRadialBlur=False
  1322. ;   Default:    True                                    [Min: False | Max: True ] (UBOOL) Whether to allow radial blur effects to render.
  1323. AllowSubsurfaceScattering=False
  1324. ;   Default:    AllowSubsurfaceScattering=False         If "bAllowHighQualityMaterials=False", set this to False. If "bAllowHighQualityMaterials=True", set this to True.
  1325. AllowImageReflections=False
  1326. ;   Default:    AllowImageReflections=True
  1327. AllowImageReflectionShadowing=False
  1328. ;   Default:    AllowImageReflectionShadowing=True
  1329. bAllowSeparateTranslucency=False
  1330. ;   Default:    bAllowSeparateTranslucency=True
  1331. bAllowPostprocessMLAA=False
  1332. ;bAllowPerfThrottling
  1333. ;   Deafult:    N/A                                     EXPERIMENTAL:   This line is not included in this document by default.
  1334. bAllowHighQualityMaterials=False
  1335. ;   Default:    True                                    Adds reflections & shiny effects on some models (ie: fragment weapon skin). Med-High FPS impact.
  1336. bAllowWeatherEffect=False
  1337. ;   Default:    bAllowWeatherEffect=True
  1338. bAllowPostProcess=False
  1339. ;   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.
  1340. SkeletalMeshLODBias=10
  1341. ;   Default:    SkeletalMeshLODBias=0                   [Min: 2   | Max: -1 ] (INT) LOD bias for skeletal meshes. If "highqualitymaterials"= true, set this to [0 or -1].
  1342. ParticleLODBias=10
  1343. ;   Default:    ParticleLODBias=0                       [Min: 2   | Max: -1 ] (INT) LOD bias for particle systems. Determines particle quality (ie: muzzle flash, bullet tracers, lasers, explosions, fire).
  1344. ;FoliageLODBias=10
  1345. ;   Default:    N/A                                     [Min: 2   | Max: -1 ] (INT) LOD bias for foilage.    EXPERIMENTAL:   This line is not included in this document by default.
  1346. ;SpeedTreeLODBias=10
  1347. ;   Default:    N/A                                     [Min: 2   | Max: -1 ] (INT) LOD bias for SpeedTree leaves.    EXPERIMENTAL:   This line is not included in this document by default.
  1348. ;StaticMeshLODBias=10
  1349. ;   Default:    N/A                                     [Min: 2   | Max: -1 ] (INT) LOD bias for static meshes.    EXPERIMENTAL:   This line is not included in this document by default.
  1350. DetailMode=0
  1351. ;   Default:    DetailMode=2                            [Min: 0   | Max: 2  ] (INT) Higher values add additional effects/details like grass & flying leaves.
  1352. AnimationQuality=0
  1353. ;   Default:    AnimationQuality=0                      [Min: 0   | Max: 2  ] (INT)
  1354. MaxDrawDistanceScale=0.985000
  1355. ;   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".
  1356. ShadowFilterQualityBias=-1
  1357. ;   Default:    ShadowFilterQualityBias=0               [Min: -1  | Max: 4  ] (INT)
  1358. MaxAnisotropy=16
  1359. ;   Default:    MaxAnisotropy=4                         [Min: 0   | Max: 16 ] (INT) Maximum level of anisotropy used. Might have no effect unless "bAllowPostProcess" is set to [True].
  1360. MaxMultiSamples=1
  1361. ;   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].
  1362. bAllowD3D9MSAA=False
  1363. ;   Default:    bAllowD3D9MSAA=False
  1364. bAllowTemporalAA=False
  1365. ;   Default:    bAllowTemporalAA=False
  1366. TemporalAA_MinDepth=500.000000
  1367. ;   Default:    TemporalAA_MinDepth=500.000000
  1368. TemporalAA_StartDepthVelocityScale=100.000000
  1369. ;   Default:    TemporalAA_StartDepthVelocityScale=100.000000
  1370. MinShadowResolution=16
  1371. ;   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
  1372. MinPreShadowResolution=8
  1373. ;   Default:    MinPreShadowResolution=8                                                 (INT) Sets min texels allowed for rendering shadow depths and fading. Lower for better performance but make sure MinPreShadowRes. < ShadowFadeRes.
  1374. MaxShadowResolution=16
  1375. ;   Default:    MaxShadowResolution=1120                                                 (INT) max square dimensions (in texels) allowed for rendering shadow subject depths.
  1376. MaxWholeSceneDominantShadowResolution=256
  1377. ;   Default:    MaxWholeSceneDominantShadowResolution=1344                               (INT) Sets a fixed number of shadow depth buffers. Lower for better performance but make sure MaxWholeSceneDominantShadowRes. > ShadowFadeRes.
  1378. ShadowFadeResolution=128
  1379. ;   Default:    ShadowFadeResolution=128                                                 (INT) Sets the max texels allowed for rendering shadows.
  1380. PreShadowFadeResolution=16
  1381. ;   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.
  1382. ShadowFadeExponent=0.100000
  1383. ;   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
  1384. ResX=1280
  1385. ResY=1024
  1386. ScreenPercentage=100.000000
  1387. ;   Default:    ScreenPercentage=100.000000                                              (FLOAT) Percentage of screen main view should take up.
  1388. SceneCaptureStreamingMultiplier=1.000000
  1389. ;   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.
  1390. ;FoliageDrawRadiusMultiplier=0.000000
  1391. ;    Deafult:    N/A                                            [Min: 0     | Max: 1   ] (FLOAT) Foliage draw distance scalar.    EXPERIMENTAL:   This line is not included in this document by default.
  1392. ShadowTexelsPerPixel=0.000000
  1393. ;   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"
  1394. PreShadowResolutionFactor=0.100000
  1395. ;   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.
  1396. bEnableVSMShadows=False
  1397. ;   Default:    bEnableVSMShadows=False                         [Min: False | Max: True] (UBOOL)
  1398. bEnableBranchingPCFShadows=False
  1399. ;   Default:    bEnableBranchingPCFShadows=False                [Min: False | Max: True] (UBOOL) Toggle Branching PCF implementation for projected shadows.
  1400. bAllowHardwareShadowFiltering=False
  1401. ;   Default:    False
  1402. TessellationFactorMultiplier=1.000000
  1403. ;   Default:    TessellationFactorMultiplier=1.000000
  1404. bEnableForegroundShadowsOnWorld=False
  1405. ;   Default:    bEnableForegroundShadowsOnWorld=False                                    (UBOOL) "Hack" to allow for foreground DPG objects to cast shadows on the world DPG.
  1406. bEnableForegroundSelfShadowing=False
  1407. ;   Default:    bEnableForegroundSelfShadowing=True                                      (UBOOL) Whether to allow foreground DPG self-shadowing.
  1408. bAllowWholeSceneDominantShadows=False
  1409. ;   Default:    bAllowWholeSceneDominantShadows=True
  1410. bUseConservativeShadowBounds=False
  1411. ;   Default:    bUseConservativeShadowBounds=False              [Min: True | Max: False] (UBOOL) Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.
  1412. ShadowFilterRadius=0.000000
  1413. ;   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.
  1414. ShadowDepthBias=0.012000
  1415. ;   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.
  1416. PerObjectShadowTransition=60.000000
  1417. ;   Default:    PerObjectShadowTransition=60.000000
  1418. CSMSplitPenumbraScale=0.500000
  1419. ;   Default:    CSMSplitPenumbraScale=0.500000
  1420. CSMSplitSoftTransitionDistanceScale=4.000000
  1421. ;   Default:    CSMSplitSoftTransitionDistanceScale=4.000000    [Min: 0    | Max: 4.0  ] (FLOAT) Allows to scale the cascaded shadow map transition region.
  1422. CSMSplitDepthBiasScale=0.500000
  1423. ;   Default:    CSMSplitDepthBiasScale=0.500000
  1424. CSMMinimumFOV=40.000000
  1425. ;   Default:    CSMMinimumFOV=40.000000
  1426. CSMFOVRoundFactor=4.000000
  1427. ;   Default:    CSMFOVRoundFactor=4.000000
  1428. UnbuiltWholeSceneDynamicShadowRadius=0.000000
  1429. ;   Default:    UnbuiltWholeSceneDynamicShadowRadius=20000.000000
  1430. UnbuiltNumWholeSceneDynamicShadowCascades=0
  1431. ;   Default:    UnbuiltNumWholeSceneDynamicShadowCascades=3
  1432. WholeSceneShadowUnbuiltInteractionThreshold=50
  1433. ;   Default:    WholeSceneShadowUnbuiltInteractionThreshold=50
  1434. bAllowFracturedDamage=False
  1435. ;   Default:    bAllowFracturedDamage=True                                               (UBOOL) Whether to allow fractured meshes to take damage.
  1436. NumFracturedPartsScale=0.000000
  1437. ;   Default:    NumFracturedPartsScale=1.000000                                          (FLOAT) Scales the game-specific number of fractured physics objects allowed.
  1438. FractureDirectSpawnChanceScale=0.000000
  1439. ;   Default:    FractureDirectSpawnChanceScale=1.000000         [Min: 0    | Max: 1    ] (FLOAT) Scales the game-specific number of fractured physics objects allowed.
  1440. FractureRadialSpawnChanceScale=0.000000
  1441. ;   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.
  1442. FractureCullDistanceScale=0.100000
  1443. ;   Default:    FractureCullDistanceScale=5.000000                                       (FLOAT) Distance scale for whether a fractured static mesh should actually fracture when damaged.
  1444. bForceCPUAccessToGPUSkinVerts=false
  1445. ;   Default:    bForceCPUAccessToGPUSkinVerts=false                                      (UBOOL) Whether to force CPU access to GPU skinned vertex data.
  1446. bDisableSkeletalInstanceWeights=false
  1447. ;   Default:    bDisableSkeletalInstanceWeights=false                                    (UBOOL) Whether to disable instanced skeletal weights.
  1448. HighPrecisionGBuffers=False
  1449. MobileFeatureLevel=0
  1450. MobileFog=True
  1451. MobileSpecular=True
  1452. MobileBumpOffset=True
  1453. MobileNormalMapping=True
  1454. MobileEnvMapping=True
  1455. MobileRimLighting=True
  1456. MobileColorBlending=True
  1457. MobileVertexMovement=True
  1458. MobileLODBias=-0.5
  1459. MobileBoneCount=75
  1460. MobileBoneWeightCount=2
  1461. MobileUsePreprocessedShaders=True
  1462. MobileFlashRedForUncachedShaders=False
  1463. MobileWarmUpPreprocessedShaders=True
  1464. MobileCachePreprocessedShaders=False
  1465. MobileProfilePreprocessedShaders=False
  1466. MobileUseCPreprocessorOnShaders=True
  1467. MobileLoadCPreprocessedShaders=True
  1468. MobileSharePixelShaders=True
  1469. MobileShareVertexShaders=True
  1470. MobileShareShaderPrograms=True
  1471. MobileEnableMSAA=False
  1472. MobileContentScaleFactor=1.0
  1473. MobileVertexScratchBufferSize=150
  1474. MobileIndexScratchBufferSize=10
  1475. ApexLODResourceBudget=1024.000000
  1476. ;   Default:    ApexLODResourceBudget=1000000020040877300000.000000                            Global LOD budget for APEX clothing and destruction.
  1477. ApexDestructionMaxChunkIslandCount=8
  1478. ;   Default:    ApexDestructionMaxChunkIslandCount=2147483647                                  Size of the FIFO for destructible chunks.
  1479. ApexDestructionMaxShapeCount=0
  1480. ;   Deafult:    N/A                                                         EXPERIMENTAL:      This line is not included in this document by default.
  1481. ApexDestructionMaxChunkSeparationLOD=0.000000
  1482. ;   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.
  1483. bEnableParallelAPEXClothingFetch=False
  1484. ;   Default:    bEnableParallelAPEXClothingFetch=False
  1485. TEXTUREGROUP_World=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1486. TEXTUREGROUP_WorldNormalMap=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1487. TEXTUREGROUP_WorldSpecular=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1488. TEXTUREGROUP_Character=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1489. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1490. TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1491. TEXTUREGROUP_Weapon=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1492. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1493. TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1494. TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1495. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1496. TEXTUREGROUP_VehicleSpecular=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1497. TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1498. TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1499. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1500. TEXTUREGROUP_Skybox=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1501. TEXTUREGROUP_UI=(MinLODSize=512,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
  1502. TEXTUREGROUP_Lightmap=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1503. TEXTUREGROUP_Shadowmap=(MinLODSize=512,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1504. TEXTUREGROUP_RenderTarget=(MinLODSize=64,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
  1505. TEXTUREGROUP_MobileFlattened=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1506. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1507. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1508. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1509. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1510. TEXTUREGROUP_ImageBasedReflection=(MinLODSize=128,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_Blur5)
  1511. TEXTUREGROUP_Bokeh=(MinLODSize=64,MaxLODSize=64,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,NumStreamedMips=0,MipGenSettings=TMGS_SimpleAverage)
  1512. TEXTUREGROUP_ColorLookupTable=(MinLODSize=64,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
  1513. ;   MinLODSize:         Minimum texture resolution; defines mip levels. Devs forced/clamped the minimum allowed values to those used above. (verified via log output)
  1514. ;   MaxLODSize:         Maximum texture resolution; defines mip levels.
  1515. ;   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)
  1516. ;   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.
  1517.  
  1518. [SystemSettingsEditor]
  1519. ResX=1280
  1520. ResY=720
  1521.  
  1522. [SystemSettingsSplitScreen2]
  1523. bAllowWholeSceneDominantShadows=False
  1524. bAllowLightShafts=False
  1525. DetailMode=0
  1526. ;   Default:    DetailMode=1
  1527.  
  1528. [SystemSettingsMobile]
  1529. BasedOn=SystemSettings
  1530. Fullscreen=True
  1531. DirectionalLightmaps=False
  1532. DynamicLights=False
  1533. SHSecondaryLighting=False
  1534. StaticDecals=True
  1535. DynamicDecals=False
  1536. UnbatchedDecals=False
  1537. MotionBlur=FALSE
  1538. MotionBlurPause=FALSE
  1539. DepthOfField=FALSE
  1540. AmbientOcclusion=FALSE
  1541. Bloom=FALSE
  1542. Distortion=FALSE
  1543. FilteredDistortion=FALSE
  1544. DropParticleDistortion=TRUE
  1545. FloatingPointRenderTargets=FALSE
  1546. MaxAnisotropy=2
  1547. bAllowLightShafts=FALSE
  1548. DynamicShadows=False
  1549.  
  1550. [SystemSettingsMobileTextureBias]
  1551. BasedOn=SystemSettingsMobile
  1552. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1553. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1554. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1555. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1556. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1557. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1558. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1559. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1560. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1561. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1562. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1563. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1564. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1565. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
  1566. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1567. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1568. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1569. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1570. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
  1571. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1572. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1573. TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1574. TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1575. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1576. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
  1577.  
  1578. [SystemSettingsIPhone3GS]
  1579. BasedOn=SystemSettingsMobileTextureBias
  1580. MobileEnableMSAA=True
  1581.  
  1582. [SystemSettingsIPhone4]
  1583. BasedOn=SystemSettingsMobile
  1584. MobileContentScaleFactor=2.0
  1585.  
  1586. [SystemSettingsIPodTouch4]
  1587. BasedOn=SystemSettingsMobileTextureBias
  1588. MobileContentScaleFactor=2.0
  1589.  
  1590. [SystemSettingsIPad]
  1591. BasedOn=SystemSettingsMobileTextureBias
  1592. MobileFeatureLevel=1
  1593. MobileFog=False
  1594. MobileSpecular=False
  1595. MobileBumpOffset=False
  1596. MobileNormalMapping=False
  1597. MobileEnvMapping=False
  1598. MobileRimLighting=False
  1599. MobileContentScaleFactor=0.9375
  1600.  
  1601. [SystemSettingsIPad2]
  1602. BasedOn=SystemSettingsMobile
  1603. MobileEnableMSAA=True
  1604.  
  1605. [SystemSettingsAndroid]
  1606. BasedOn=SystemSettingsMobileTextureBias
  1607.  
  1608. [Engine.PhysicsLODVerticalDestructible]
  1609. ;    Deafult:    N/A      EXPERIMENTAL:   This line is not included in this document by default. Copied from S1Engine.ini.
  1610. MaxDynamicChunkCount=32
  1611. ;    Deafult:    1000     EXPERIMENTAL:   This line is not included in this document by default.
  1612. DebrisLifetime=10.0
  1613. ;    Deafult:    60.0     EXPERIMENTAL:   This line is not included in this document by default.
  1614.  
  1615. [Engine.PhysicsLODVerticalEmitter]
  1616. ParticlePercentage=100
  1617. ;   Default:    ParticlePercentage=100
  1618.  
  1619. [Engine.OnlineSubsystem]
  1620. NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")
  1621. AsyncMinCompletionTime=0.0
  1622.  
  1623. [Engine.OnlineRecentPlayersList]
  1624. MaxRecentPlayers=100
  1625. MaxRecentParties=5
  1626.  
  1627. [VoIP]
  1628. VolumeThreshold=0.1
  1629. bHasVoiceEnabled=true
  1630.  
  1631. [FullScreenMovie]
  1632. bForceNoMovies=FALSE
  1633. ;   Default:    bForceNoMovies=FALSE
  1634. LoadMapMovie=SGLoadingScreen.OBJLoading
  1635. ;   Default:    LoadMapMovie=SGLoadingScreen.OBJLoading
  1636. bShouldStopMovieAtEndOfLoadMap=TRUE
  1637. ;   Default:    bShouldStopMovieAtEndOfLoadMap=TRUE
  1638.  
  1639. [IPDrv.WebConnection]
  1640. MaxValueLength=512
  1641. MaxLineLength=4096
  1642.  
  1643. [IPDrv.WebServer]
  1644. ApplicationPaths[0]=/ServerAdmin
  1645. ApplicationPaths[1]=/images
  1646. ListenPort=80
  1647. MaxConnections=18
  1648. ExpirationSeconds=86400
  1649. bEnabled=false
  1650.  
  1651. [IPDrv.WebResponse]
  1652. IncludePath=/Web
  1653. CharSet=iso-8859-1
  1654.  
  1655. [TextureTracking]
  1656. #TextureName=T_GD_Traffic_Crosswalk_01
  1657.  
  1658. [AnimNotify]
  1659. Trail_MaxSampleRate=200.0
  1660.  
  1661. [Engine.UIDataStore_OnlinePlayerData]
  1662. PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList
  1663. PlayerStorageClassName=SDEngine.SDOnlineProfileSettings
  1664. ProfileSettingsClassName=SDEngine.SDOnlineProfileSettings
  1665. ProfileProviderClassName=SDEngine.SDProfileSettingsProvider
  1666. StorageProviderClassName=SDEngine.SDStorageProvider
  1667. ProfileDataExtension=.ue3profile
  1668.  
  1669. [Engine.LocalPlayer]
  1670. EyefinityFOVThreshold=140.0
  1671. AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
  1672.  
  1673. [MobileSupport]
  1674. bShouldCachePVRTCTextures=False
  1675. bShouldFlattenMaterials=False
  1676. FlattenedTextureResolutionBias=0
  1677. UDKRemotePort=41765
  1678. UDKRemotePortPIE=41766
  1679.  
  1680. [Engine.GameViewportClient]
  1681. bDebugNoGFxUI=FALSE
  1682. bUseHardwareCursorWhenWindowed=TRUE
  1683.  
  1684. [ContentComparisonReferenceTypes]
  1685. +Class=AnimSet
  1686. +Class=SkeletalMesh
  1687. +Class=SoundCue
  1688. +Class=StaticMesh
  1689. +Class=ParticleSystem
  1690. +Class=Texture2D
  1691.  
  1692. [Engine.HttpFactory]
  1693. HttpRequestClassName=WinDrv.HttpRequestWindows
  1694.  
  1695. [IpDrv.OnlineImageDownloaderWeb]
  1696. MaxSimultaneousDownloads=8
  1697. MaxRetryCount=4
  1698.  
  1699. [Configuration]
  1700.  
  1701. [SDEngine.SDEngineExtensions]
  1702. HttpClassName=ShooterGame.SGHttp
  1703. ConnectivityManagerClassName=ShooterGame.SGConnectivityManager
  1704.  
  1705. [SDEngine.SDGameEngine]
  1706. bForceFrontEndVSync=TRUE
  1707. ;   Default:    bForceFrontEndVSync=TRUE          When enabled this setting limits menu/lobby FPS to 60.
  1708.  
  1709. [ShooterGame.SGEngine]
  1710.  
  1711. [ShooterGame.SGEngineExtensions]
  1712. m_DedicatedServerAutoProfileTime=10.0
  1713. m_DedicatedServerAutoProfileCooldown=180.0
  1714. m_DedicatedServerAutoProfileNumPlayers=10
  1715.  
  1716. [OnlineSubsystemPC.OnlineSubsystemPC]
  1717. ProfileDataDirectory=.\Shooter\SaveData
  1718. ProfileDataExtension=.ue3profile
  1719.  
  1720. [SDEngine.SDProfile]
  1721. bDisableOfflineSaves=false
  1722. bDisableOnlineSaves=false
  1723. bUseMostRecentSave=false
  1724.  
  1725. [SDEngine.SDOnlineSubsystem]
  1726. ProfileDataDirectory=.\Shooter\SaveData
  1727. ProfileDataExtension=.ue3profile
  1728.  
  1729. [SDEngine.SDVisibilityManager]
  1730. m_VisibilityValidityTime=0.2f
  1731.  
  1732. [SDPCEngine.SDOnlineSubsystemFireline]
  1733. m_SettingsClassName=SDEngine.SDFirelineSettings
  1734. m_PlayerInterfaceClassName=ShooterGame.SGOnlinePlayerInterfaceFireline
  1735. m_GameInterfaceClassName=ShooterGame.SGOnlineGameInterfaceFireline
  1736. m_ServerHeartbeatGap=25.0
  1737. m_ClientHeartbeatGap=240.0
  1738. m_JoinTimeout=30.0
  1739. m_RequestRetryCooldownTimeMultiplier=2.0
  1740. m_RequestMaxRetry=6
  1741. m_MaxUnansweredHeartbeatAllowed=3
  1742. m_ManifestIndexName=index
  1743.  
  1744. [SDPCEngine.SDOnlineGameInterfaceFireline]
  1745. m_SessionRetryTimeCooldownMultiplier=2.0
  1746. m_SessionRetryTimeCooldownMax=960.0
  1747.  
  1748. [SDPCEngine.SDOnlinePlayerInterfaceFireline]
  1749. m_MaxLoginStepTime=60.0
  1750.  
  1751. [SDPCEngine.SDFireteamPlayersObjectsManager]
  1752. FireteamPlayerObjectCollectionClassName=ShooterGame.SGFireteamPlayerObjectCollection
  1753.  
  1754. [Windows.StandardUser]
  1755. MyDocumentsSubDirName=UnrealEngine3
  1756.  
  1757. [OnlineSubsystemGameSpy.OnlineSubsystemGameSpy]
  1758. bHasGameSpyAccount=true
  1759. EncryptedProductKey=NotForShip
  1760. ProfileDataDirectory=../ShooterGame/SaveData
  1761. ProfileDataExtension=.ue3profile
  1762. ProductID=11097
  1763. NamespaceID=40
  1764. PartnerID=33
  1765. GameID=1727
  1766. StatsVersion=7
  1767. NickStatsKeyId=1
  1768. PlaceStatsKeyId=2
  1769. LocationUrlsForInvites=shooterpc
  1770. LocationUrl=shooterpc
  1771. bShouldUseMcp=true
  1772.  
  1773. [OnlineSubsystemSteamworks.OnlineSubsystemSteamworks]
  1774. bUseVAC=true
  1775. GameDir=unrealtest
  1776. GameVersion=1.0.0.0
  1777. Region=255
  1778. CurrentNotificationPosition=8
  1779. ResetStats=0
  1780.  
  1781. [SDEngine.SDGameStatsManager]
  1782. GAME_STATS_VERSION=19
  1783.  
  1784. [GameplayStats.JSON]
  1785. Enabled=false
  1786. CommandLine=stats
  1787.  
  1788. [GameplayStats.Fireline]
  1789. Enabled=true
  1790.  
  1791. [GameplayStats.Echo]
  1792. Enabled=true
  1793. PlaytestOnly=true
  1794. Frequency=5.0
  1795. ContentEncoding=zlib
  1796. MonitorUpload=true
  1797. MonitorUploadFrequency=10.0
  1798. CommandLine=stats
  1799.  
  1800. [GameplayStats.Unreal]
  1801. Enabled=false
  1802. ;   Default:    Enabled=false
  1803. Frequency=0.25
  1804. ;   Default:    Frequency=0.25
  1805. CommandLine=stats
  1806.  
  1807. [PacketSimulationSettings]
  1808. PktLoss=0
  1809. PktLag=0
  1810. PktLagVariance=0
  1811.  
  1812. [SDAudioPackages]
  1813. PackageNames=SFX.pck
  1814. PackageNames=Default.pck
  1815.  
  1816. [SDSoundSystem]
  1817. uIOMemorySize=8192
  1818. fTargetAutoStmBufferLength=380
  1819. fMaxCacheRatio=2.0
  1820. uDefaultPoolSize=20480
  1821. uLEngineDefaultPoolSize=32768
  1822. uCommandQueueSize=192
  1823. HDREnable=1
  1824. HDREnableBoost=0
  1825. HDRSettingIndex=1
  1826. HDRMaxSize0=35
  1827. HDRMinSize0=26
  1828. HDRReleaseRate0=20
  1829. HDRMaxSize1=65
  1830. HDRMinSize1=48
  1831. HDRReleaseRate1=30
  1832. HDRMaxSize2=68
  1833. HDRMinSize2=45
  1834. HDRReleaseRate2=20
  1835. MuteOnLostFocus=0
  1836. ;   Default:    MuteOnLostFocus=1                 Enables game sounds when the game is minimized/alt-tabbed/not focused.
  1837. OcclusionMinValue=0.25
  1838. OcclusionMaxValue=0.75
  1839. OcclusionMinDistance=512
  1840. OcclusionMaxDistance=20000
  1841.  
  1842. [SDTestServer]
  1843. Dedicated=true
  1844. Listen=false
  1845.  
  1846. [ShooterGame.SGDTServer]
  1847. m_DTPort=7999
  1848. m_DTLogging=false
  1849.  
  1850. [ShooterGame.SGClientVoice]
  1851. m_DTPort=8432
  1852. m_DTLogging=false
  1853.  
  1854. [SDEngine.SDFirelineBatchUpdateObject]
  1855. m_MaxUpdateAttempts=5
  1856. m_BaseRetryDelay=1.7f
  1857.  
  1858. [SDEngine.SDCoherentUIManager]
  1859. m_bUseWebCache=true
  1860. m_WebCacheDir=WebCache
  1861.  
  1862. [IniVersion]
  1863. 0=1594259860.000000
  1864. 1=1565140940.000000
  1865.  
  1866. [AppCompat]
  1867. MeasuredCPUScore=40.847099
  1868. CompatLevelComposite=5
  1869. CompatLevelCPU=5
  1870. CompatLevelGPU=5
  1871. CompatLevelGPUFix=0
  1872.  
  1873. [WinDrv.Accessibility]
  1874. StickyKeysHotkey=False
  1875. ToggleKeysHotkey=False
  1876. FilterKeysHotkey=False
  1877. StickyKeysConfirmation=False
  1878. ToggleKeysConfirmation=False
  1879. FilterKeysConfirmation=False
  1880.  
  1881.  
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