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;Altering this number will cause the app to overwrite this file with defaults Version 10 [Video] ;Overrides all other options to achieve desired performance profile. Must be set to -1 for changes in this file to be applied. PerformanceImpact 0 ;Overrides all other options to achieve desired memory profile. Must be set to -1 for changes in this file to be applied. MemoryImpact 0 ;MSAA sample count. 0 ==> 1. -1 ==> Max available MSAA 1 ;MSAA quality, enables EQAA or CSAA if supported MSAAQuality 0 ;1 = Wait for vertical sync. 0 = I don't mind tearing artifacts VSync 1 ;Resolution of overlay texture (NxN) OverlayResolution 2048 ;Resolution of shadow map (NxN) ShadowMapResolution 2048 ;Resolution of ambient occlusion depth map (NxN) AODepthResolution 1024 ;Resolution of ambient occlusion render texture (NxN) AORenderResolution 1024 ;Resolution of mask for FOW (NxN) TerrainHeightMaskResolution 1024 ;Refresh rate for fullscreen mode. Ignored for windowed mode RefreshRateInHz 60 ;Set to 0 to use full resolution textures. Non-zero to reduce them ReducedAssetTextures 1 [Terrain] ;1 = full-res, 2 = low-res. TerrainSynthesisDetailLevel 2 ;Valid settings are 0 to 4. Higher number = higher quality. TerrainQuality 0 ;Discard less important terrain materials. Saves memory. ReducedTerrainMaterials 1 ;Set to use low quality terrain shader (reduces texture filtering quality and specular lighting) LowQualityTerrainShader 1 [General] ;Number of passes when calculating screen-space reflection with 16 samples per pass, default is 4 (64 samples). 0 disables SSR. SSReflectPasses 0 ;Drop highest mip level for water LEAN maps UseLowResWater 1 ;Disable high quality water (no refraction or reflection). UseLowQualityWaterShader 1 ;Minimap size (0 is minimum size, 1 is maximum size) MinimapSize 0.000000 ;Default time of day DefaultTimeOfDay 11.500000 ;Enable/disable ambient time of day cycling. AmbientTimeOfDay 0 ;Set which game views are enabled: 0 = Strategic only. 1 = 3D only. 2 = Both. AvailableViews 2 ;Indicates the level of detail for vfx. 0 = low. 1 = high VFXDetailLevel 0 ;How much stuff on the map? 0 = not a lot. 1 = a lot ClutterDetailLevel 0 ;Enable screen-space overlay effect. ScreenSpaceOverlay 0 ;Whether or not to cull models which are small on screen SmallObjectCulling 1 ;Start fading small models at this threshold (area in pixels) SmallObjectCulling_Start 25 ;Drop out small models at this threshold (area in pixels) SmallObjectCulling_End 15 [AO] ;Whether or not to turn on AO EnableAO 0 [Bloom] ;Whether or not to turn on Bloom EnableBloom 0 [Shadows] ;Whether or not to turn on Shadows EnableShadows 0 [DynamicLighting] ;Whether or not to use dynamic lighting EnableDynamicLighting 0 [Leaders] ;Overall leader rendering quality Quality 0 ;Whether or not to use motion blur for leaders, requires medium quality (2) or greater EnableMotionBlur 0 [Video] ;Submit draws via the DX11 immediate context DX11_ForceImmediate 1 [DX12] ;Throw away all compute dispatches. This is a debugging switch DiscardCompute 0 ;Force d3d debug layer. This is a debugging switch ForceDebugLayer 0 ;Enable packing small textures into 4K aligned buffers instead of 64K aligned ones. Saves GPU memory, especially on low-end devices. Use4KSmallTexturePacking 1 ;If supported, use Root Signature 1.1 (1), or don't (0), or platform default(-1) EnableRootSig_1_1 -1 ;Set DX12 compute queue usage on (1), off (0), or platform default(-1). EnableAsyncCompute -1 ;Enable DX12 split-screen optimizations for multi-GPU systems. On (1), Off(0), or platform default (-1) [Platform Default is OFF, but may change in the future.] EnableSplitScreenMultiGPU 0 [Debug] ;Set to 1 to drop all rendering except for UI. This is a debugging switch UIOnlyRendering 0
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