;------------------------------------------------------------------------------ ;Game Detail Levels ; ;Default StaticGameLOD levels are selected based on CPU performance at a simple ;processor benchmark. Here's some sample scores: ; ;MinimumProcessorFps: ;P4-2.2 : 30 fps. ; ;Eventually this needs to be replaced by timing an actual map running on the system. ;------------------------------------------------------------------------------ StaticGameLOD = Low MinimumFPS=10 ;minimum average fps in order to recommend his LOD - not used yet until we have profile map. MinimumProcessorFps=0; SampleCount2D=6 ;How many 2-D (UI) samples should we allow simultaneously (Note: Hardware may support less than the desired number) SampleCount3D=24 ;How many 3-D (World) samples should we allow simultaneously (Note: Hardware may support less than the desired number) StreamCount=2 ;How many streaming audio things should we allow simultaneously (Note: Hardware may support less than the desired number) MaxParticleCount=500 ;maximum number of particles that can exist UseShadowVolumes=No ;use volumetric shadows if available. UseShadowDecals=No ;use 2D decal shadows UseCloudMap=No ;use cloud shadows scrolling over terrain UseLightMap=No ;use noise pattern over terrain to break up tiling and lighting. ShowSoftWaterEdge=No ;feather water edge if supported by hardware MaxTankTrackEdges=30 ;maximum length of track left behind tanks and other units. MaxTankTrackOpaqueEdges=15 ;maximum length of tank track before it starts fading MaxTankTrackFadeDelay=5000 ;maximum amount of time a tank track segment remains visible (in ms) UseBuildupScaffolds=No ;draw scaffold during structure building UseTreeSway=No ;sway trees to simulate wind UseEmissiveNightMaterials=No ;perform second lighting pass on night buildings TextureReductionFactor = 1; cut texture resolution in half. End StaticGameLOD = Medium MinimumFPS=15 ;minimum average fps in order to recommend his LOD - not used yet until we have profile map. MinimumProcessorFps=20; SampleCount2D=6 ;How many 2-D (UI) samples should we allow simultaneously (Note: Hardware may support less than the desired number) SampleCount3D=24 ;How many 3-D (World) samples should we allow simultaneously (Note: Hardware may support less than the desired number) StreamCount=2 ;How many streaming audio things should we allow simultaneously (Note: Hardware may support less than the desired number) MaxParticleCount=1500 ;maximum number of particles that can exist UseShadowVolumes=No ;use volumetric shadows if available. UseShadowDecals=Yes ;use 2D decal shadows UseCloudMap=Yes ;use cloud shadows scrolling over terrain UseLightMap=Yes ;use noise pattern over terrain to break up tiling and lighting. ShowSoftWaterEdge=No ;feather water edge if supported by hardware MaxTankTrackEdges=100 ;maximum length of track left behind tanks and other units. MaxTankTrackOpaqueEdges=25 ;maximum length of tank track before it starts fading MaxTankTrackFadeDelay=30000 ;maximum amount of time a tank track segment remains visible (in ms) UseBuildupScaffolds=Yes ;draw scaffold during structure building UseTreeSway=Yes ;sway trees to simulate wind UseEmissiveNightMaterials=Yes ;perform second lighting pass on night buildings TextureReductionFactor = 0; don't cut texture resolution. End StaticGameLOD = High MinimumFPS=25 ;minimum average fps in order to recommend his LOD - not used yet until we have profile map. MinimumProcessorFps=29; SampleCount2D=6 ;How many 2-D (UI) samples should we allow simultaneously (Note: Hardware may support less than the desired number) SampleCount3D=24 ;How many 3-D (World) samples should we allow simultaneously (Note: Hardware may support less than the desired number) StreamCount=2 ;How many streaming audio things should we allow simultaneously (Note: Hardware may support less than the desired number) MaxParticleCount=3000 ;maximum number of particles that can exist UseShadowVolumes=Yes ;use volumetric shadows if available. UseShadowDecals=Yes ;use 2D decal shadows UseCloudMap=Yes ;use cloud shadows scrolling over terrain UseLightMap=Yes ;use noise pattern over terrain to break up tiling and lighting. ShowSoftWaterEdge=Yes ;feather water edge if supported by hardware MaxTankTrackEdges=100 ;maximum length of track left behind tanks and other units. MaxTankTrackOpaqueEdges=25 ;maximum length of tank track before it starts fading MaxTankTrackFadeDelay=60000 ;maximum amount of time a tank track segment remains visible (in ms) UseBuildupScaffolds=Yes ;draw scaffold during structure building UseTreeSway=Yes ;sway trees to simulate wind UseEmissiveNightMaterials=Yes ;perform second lighting pass on night buildings TextureReductionFactor = 0; don't cut texture resolution. End DynamicGameLOD = VeryHigh MinimumFPS=25 ;minimum average fps in order to recommend his LOD ParticleSkipMask=0; DebrisSkipMask=0; SlowDeathScale=1.0 ;amount to scale the duration slow deaths. MinParticlePriority=WEAPON_EXPLOSION ;priority at below which we don't draw particles MinParticleSkipPriority=CRITICAL ;particle priority at which we never skip particles End DynamicGameLOD = High MinimumFPS=20 ;minimum average fps in order to recommend his LOD ParticleSkipMask=0; DebrisSkipMask=0; ;SlowDeathScale=0.5 ;amount to scale the duration slow deaths. SlowDeathScale=1.0 ;amount to scale the duration slow deaths. - making this a no-op for now -MDC MinParticlePriority=UNIT_DAMAGE_FX ;priority at below which we don't draw particles MinParticleSkipPriority=CRITICAL ;particle priority at which we never skip particles End DynamicGameLOD = Medium MinimumFPS=10 ;minimum average fps in order to recommend his LOD ParticleSkipMask=1; ;only generate particles when lower counter bits equal mask ;DebrisSkipMask=1; ;commented out to prevent desyncs. ;SlowDeathScale=0.3 ;amount to scale the duration slow deaths. DebrisSkipMask=0; SlowDeathScale=1.0 ;amount to scale the duration slow deaths. - making this a no-op for now -MDC MinParticlePriority=WEAPON_TRAIL ;priority at below which we don't draw particles MinParticleSkipPriority=CRITICAL ;particle priority at which we never skip particles End DynamicGameLOD = Low MinimumFPS=0 ;minimum average fps in order to recommend his LOD ParticleSkipMask=3; ;only generate particles when lower counter bits equal mask ;DebrisSkipMask=4294967295; ;SlowDeathScale=0.0 ;amount to scale the duration slow deaths. DebrisSkipMask=0; SlowDeathScale=1.0 ;amount to scale the duration slow deaths. - making this a no-op for now -MDC MinParticlePriority=AREA_EFFECT ;priority at below which we don't draw particles MinParticleSkipPriority=CRITICAL ;particle priority at which we never skip particles End