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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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