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/Command and conquer Generals/Call to arms/Data/INI/ -> GameLOD.ini (source)

   1  ;------------------------------------------------------------------------------
   2  ;Game Detail Levels
   3  ;
   4  ;Default StaticGameLOD levels are selected based on CPU performance at a simple
   5  ;processor benchmark.  Here's some sample scores:
   6  ;
   7  ;MinimumProcessorFps:
   8  ;P4-2.2 :  30 fps.
   9  ;
  10  ;Eventually this needs to be replaced by timing an actual map running on the system.
  11  ;------------------------------------------------------------------------------
  12  
  13  StaticGameLOD = Low
  14    MinimumFPS=10   ;minimum average fps in order to recommend his LOD - not used yet until we have profile map.
  15    MinimumProcessorFps=0;
  16    SampleCount2D=6   ;How many 2-D (UI) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
  17    SampleCount3D=24   ;How many 3-D (World) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
  18    StreamCount=2    ;How many streaming audio things should we allow simultaneously (Note: Hardware may support less than the desired number)
  19    MaxParticleCount=500  ;maximum number of particles that can exist
  20    UseShadowVolumes=No   ;use volumetric shadows if available.
  21    UseShadowDecals=No    ;use 2D decal shadows
  22    UseCloudMap=No      ;use cloud shadows scrolling over terrain
  23    UseLightMap=No    ;use noise pattern over terrain to break up tiling and lighting.
  24    ShowSoftWaterEdge=No  ;feather water edge if supported by hardware
  25    MaxTankTrackEdges=30  ;maximum length of track left behind tanks and other units.
  26    MaxTankTrackOpaqueEdges=15  ;maximum length of tank track before it starts fading
  27    MaxTankTrackFadeDelay=5000  ;maximum amount of time a tank track segment remains visible (in ms)
  28    UseBuildupScaffolds=No  ;draw scaffold during structure building
  29    UseTreeSway=No    ;sway trees to simulate wind
  30    UseEmissiveNightMaterials=No ;perform second lighting pass on night buildings
  31    TextureReductionFactor = 1; cut texture resolution in half.
  32  End
  33  
  34  StaticGameLOD = Medium
  35    MinimumFPS=15   ;minimum average fps in order to recommend his LOD - not used yet until we have profile map.
  36    MinimumProcessorFps=20;
  37    SampleCount2D=6   ;How many 2-D (UI) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
  38    SampleCount3D=24   ;How many 3-D (World) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
  39    StreamCount=2    ;How many streaming audio things should we allow simultaneously (Note: Hardware may support less than the desired number)
  40    MaxParticleCount=1500  ;maximum number of particles that can exist
  41    UseShadowVolumes=No   ;use volumetric shadows if available.
  42    UseShadowDecals=Yes   ;use 2D decal shadows
  43    UseCloudMap=Yes      ;use cloud shadows scrolling over terrain
  44    UseLightMap=Yes    ;use noise pattern over terrain to break up tiling and lighting.
  45    ShowSoftWaterEdge=No  ;feather water edge if supported by hardware
  46    MaxTankTrackEdges=100  ;maximum length of track left behind tanks and other units.
  47    MaxTankTrackOpaqueEdges=25  ;maximum length of tank track before it starts fading
  48    MaxTankTrackFadeDelay=30000  ;maximum amount of time a tank track segment remains visible (in ms)
  49    UseBuildupScaffolds=Yes  ;draw scaffold during structure building
  50    UseTreeSway=Yes    ;sway trees to simulate wind
  51    UseEmissiveNightMaterials=Yes ;perform second lighting pass on night buildings
  52    TextureReductionFactor = 0; don't cut texture resolution.
  53  End
  54  
  55  StaticGameLOD = High
  56    MinimumFPS=25   ;minimum average fps in order to recommend his LOD - not used yet until we have profile map.
  57    MinimumProcessorFps=29;
  58    SampleCount2D=6   ;How many 2-D (UI) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
  59    SampleCount3D=24   ;How many 3-D (World) samples should we allow simultaneously (Note: Hardware may support less than the desired number)
  60    StreamCount=2    ;How many streaming audio things should we allow simultaneously (Note: Hardware may support less than the desired number)
  61    MaxParticleCount=3000  ;maximum number of particles that can exist
  62    UseShadowVolumes=Yes   ;use volumetric shadows if available.
  63    UseShadowDecals=Yes    ;use 2D decal shadows
  64    UseCloudMap=Yes      ;use cloud shadows scrolling over terrain
  65    UseLightMap=Yes    ;use noise pattern over terrain to break up tiling and lighting.
  66    ShowSoftWaterEdge=Yes  ;feather water edge if supported by hardware
  67    MaxTankTrackEdges=100  ;maximum length of track left behind tanks and other units.
  68    MaxTankTrackOpaqueEdges=25  ;maximum length of tank track before it starts fading
  69    MaxTankTrackFadeDelay=60000  ;maximum amount of time a tank track segment remains visible (in ms)
  70    UseBuildupScaffolds=Yes  ;draw scaffold during structure building
  71    UseTreeSway=Yes    ;sway trees to simulate wind
  72    UseEmissiveNightMaterials=Yes ;perform second lighting pass on night buildings
  73    TextureReductionFactor = 0; don't cut texture resolution.
  74  End
  75  
  76  DynamicGameLOD = VeryHigh
  77    MinimumFPS=25   ;minimum average fps in order to recommend his LOD
  78    ParticleSkipMask=0;
  79    DebrisSkipMask=0;
  80    SlowDeathScale=1.0  ;amount to scale the duration slow deaths.
  81    MinParticlePriority=WEAPON_EXPLOSION  ;priority at below which we don't draw particles
  82    MinParticleSkipPriority=CRITICAL  ;particle priority at which we never skip particles
  83  End
  84  
  85  DynamicGameLOD = High
  86    MinimumFPS=20   ;minimum average fps in order to recommend his LOD
  87    ParticleSkipMask=0;
  88    DebrisSkipMask=0;
  89    ;SlowDeathScale=0.5  ;amount to scale the duration slow deaths.
  90    SlowDeathScale=1.0  ;amount to scale the duration slow deaths. - making this a no-op for now -MDC
  91    MinParticlePriority=UNIT_DAMAGE_FX  ;priority at below which we don't draw particles
  92    MinParticleSkipPriority=CRITICAL  ;particle priority at which we never skip particles
  93  End
  94  
  95  DynamicGameLOD = Medium
  96    MinimumFPS=10   ;minimum average fps in order to recommend his LOD
  97    ParticleSkipMask=1; ;only generate particles when lower counter bits equal mask
  98    ;DebrisSkipMask=1;  ;commented out to prevent desyncs.
  99    ;SlowDeathScale=0.3  ;amount to scale the duration slow deaths.
 100    DebrisSkipMask=0;
 101    SlowDeathScale=1.0  ;amount to scale the duration slow deaths. - making this a no-op for now -MDC
 102    MinParticlePriority=WEAPON_TRAIL  ;priority at below which we don't draw particles
 103    MinParticleSkipPriority=CRITICAL  ;particle priority at which we never skip particles
 104  End
 105  
 106  DynamicGameLOD = Low
 107    MinimumFPS=0   ;minimum average fps in order to recommend his LOD
 108    ParticleSkipMask=3; ;only generate particles when lower counter bits equal mask
 109    ;DebrisSkipMask=4294967295;
 110    ;SlowDeathScale=0.0  ;amount to scale the duration slow deaths.
 111    DebrisSkipMask=0;
 112    SlowDeathScale=1.0  ;amount to scale the duration slow deaths. - making this a no-op for now -MDC
 113    MinParticlePriority=AREA_EFFECT ;priority at below which we don't draw particles
 114    MinParticleSkipPriority=CRITICAL  ;particle priority at which we never skip particles
 115  End


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