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Старый 31.10.2008, 17:14   #1480
TStephan

AGFC
Гость
 
Сообщений: n/a

По умолчанию Re: Gothic 1, 2, 3: Технические вопросы

Патч 1.12 и комьюнити 1.64b да нажимаю и ничего не происходит
Вот:
Cпойлер(щелкните, чтобы прочесть):

[Game]
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * /////////////////////////////
[Window]
Name=Gothic3
Left=0
Top=0
Right=1024
Bottom=768 * * *
RefreshRate=0
AdapterNumber=0
Fullscreen=true
Center=true
CaptureCursor=true
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * /////////////////////////////

[Engine.Setup]
IgnoreUserOptions=false


; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Saves Mountlistfile for faster startup
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Editor saves Mountlist for default
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Should be disabled in shipped releases
File.SaveMountlistFile=false

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Vegetation view range
VegetationAdmin.ViewRange=7000.0
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Vegetation Quality = high, med, low
VegetationAdmin.Quality=high
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Bloom filter highligth threshold
PostprocessingAdmin.BloomHighlightThreshold=0.5
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Active post processing effect
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *-1 = no effect active
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *0 = bloom
PostprocessingAdmin.ActiveEffect=0

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Debugoutput in console, default = normal
Debug.Filter=ignore
Debug.ExceptionHandlerEnable=true


; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Memorycorruption monitor verifies every frame heap allocated by genome system.
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * only for debugging purposes, this function enabled can cause heavy performance stalls.
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * use this function with care, and if possible only in small projects/worlds
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Heapprofiling system must be activated to use this system !
Debug.MemoryCorruptionMonitor=false


; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * GfX Library, currently DirectX 9.b
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * only hw processing devices please -> no DX7 cards allowed !
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
Gfx.Lib=DX9
Gfx.HWVertexprocessing=true
Gfx.ThreadSave=false

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * DEFAULT CAMERA SETTINGS -> APPLICATION START
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * FOV in degrees
Camera.FOV=60
Camera.ZNear=25.0
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Devnote: decrease far clipping plane range to avoid z fights -> decrease if sky system is integrated
Camera.ZFar=10000.0
Camera.ZFarLowPoly=70000.0
Camera.ZBias=0.005
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * DEFAULT CACHE SIZES FOR GLOBAL CACHEADMIN
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Use with care: greater values can cause heavy performance problem on smaller systems
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
Cache.SizeImage=128000000
Cache.SizeMaterial=40000000
Cache.SizeMesh=70000000
Cache.SizeSound=80000000
Cache.SizeCollisionMesh=40000000
Cache.SizeAnimation=40000000
Cache.SizeSpeedTree=10000000

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *NUMBER OF WORKER-THREADS STARTED IN BACKGROUND
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Do not change number of threads by cachetype, performance stalls or instabile system possible
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *==================================
Threads.ImageCount=0
Threads.MaterialCount=0
Threads.MeshCount=0
Threads.SoundCount=0
Threads.VertexpoolCount=0
Threads.PVSPrefetcherCount=1
Threads.CollisionMeshCount=0
Threads.AnimationCount=0

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Threads disabling, remove for debugging and graphic profiling purposes
Threads.Enable=true


; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *SHADER PARAMETERS
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Shader version to use
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Values: 1_4, 2_0, 3_0
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *If shader version not supported by the given system the next supported lower one is used
Shader.CurrentShaderVersion=2_0
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Enable tree shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )
Shader.EnableTreeShadows=true
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Semi static building shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )
Shader.EnableStaticShadows=true
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Dynamic detail shadows ( makes only sence with Version 3_0 at the moment otherwise it will be ignored )
Shader.EnableDetailShadows=true
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Skips the validation of missing shaders while the engine starts
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *THIS SHOULD BE FALSE
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Set flag true if you force shader compilation
Shader.SkipShaderPoolValidation=true
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Enable fallback materials
Shader.EnableMaterialFallbacks=true
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Enable error materials
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *If a material could not be compiled and no fallback available a error material would be used
Shader.EnableErrorMaterial=true

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * SOUND PARAMETERS (only in (pre-)alpha versions)
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Sound.MusicFile=Prototype.mp3
;Sound.MusicFile=myrtanamix.mp3
Sound.MasterVolume=255
Sound.MusicVolume=51

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ANIMATION BLENDING PARAMETERS
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Default time (in seconds) is used to blend animations if they are not listed
AnimationBlending.DefaultFadeTime=0.2
AnimationBlending.PhysicControllerDistance=1200.0
Animation.MaxRagDolls=999

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * DYNAMIC ENTITY CAPS
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ==================================
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ROI sphere is used to process all dynamic entities within range.
Entity.ROI=4000.0


; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * EntityAdmin processes entities per default
EntityAdmin.EnableProcessing=true
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Disable focus name rendering
Render.DisableFocusNames=false
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *PVS Prefetcher uses single thread to load and prefetch spatial contexts
Render.EnablePVSPrefetcherThread=true
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Indicates if object (HC/VPT) culling is enabled
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Donґt set this property to false, this causes heavy stalls !
Render.EnableObjectVPTHCCulling=true
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Simple distance screen metric object distance culling used. Culls all
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *objects under threshold
Render.ScreenObjectDistanceCulling=0.01
Render.LowPolyObjectDistanceCulling=0.01
Render.ProcessingRangeFadeOutRange=400
Render.RangedBaseLoDOffset=0.0
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Global property for visual mesh lodding: 1.0f = default value > 1.0 use only for high end systems, < 1.0 for slower machines
Render.GlobalVisualLoDFactor=0.01

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Skinner type for rendering
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *possible entries: Software and or DX9Hardware (Software is obsolet)
Render.AnimationSkinner=Hardware

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Occlusion culling pixel threshold
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Less pixelcount fails visible determination test
Render.OcclusionPixelThreshold=10
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *zPass query check for already visible objects.
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Intervall in frametime
Render.OcclusionZPassCheckIntervall=4
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Prefetchercellsize, corresponds with landscapepatchsize
Render.PrefetchGridCellSize=10000
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Enables lowpoly rendering
Render.EnableLowpolyRendering=true * * * *
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Rendering mesh, animation and image quality
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Normal = take first lodstage as qualitystage
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *High = uses a higher resolution.
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *UltraHigh = uses highest quality mode (needs 512MB highend graphic card and min. 1 GB of systemmemory!)
Render.MeshLoDQuality=UltraHigh
Render.AnimationLoDQuality=UltraHigh
Render.ImageLoDQuality=UltraHigh
Render.DisableMeshLoDQualityFragmentString=lowpoly
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Enables vegetation rendering
Render.EnableVegetationRendering=true
;
Render.EnableDOF=true
Render.DOFStart=1000.0
Render.DOFEnd=8000.0
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Average fps scale factor
FpS.Average=30.0
FpS.Min=10.0
FpS.Max=120

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *FPU exception flags, do not changem this causes undefined errors in editor and game mode,
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *only for debugging purposes
FPU.bEnableDivByZeroExceptions=false
FPU.bEnableDenormalExceptions=false
FPU.bEnableInvalidExceptions=false
FPU.bEnableOverflowExceptions=false
FPU.bEnableUnderflowExceptions=false

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Physics stuff, disables physic, do not disable in game, undefined behavior !
Physics.RemoteDebuggerClient= * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Physics.Disable=false
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */////////////////////////////

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Simple low poly version of mesh for horizon look
Landscape.LowPolySector=G3_World_Lowpoly

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Prevents automatically loading of script dlls if disabled(false)
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *If you setup Autoloading false game is not startet correctly.
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Use only for debugging purposes and pure engine testing
ScriptAutoLoading=true
FpS.Fixed=-1.000000
Timer.bIsSmooth=true
Input.DisableForceNumLock=true

[Project.Setup]
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Database path, relative from application path, do not change this, unless you have more than one workspace in progress
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Savegames must be later stored into "my documents" to support multiuser
Workspace.Name=Data
Workspace.SaveGames=Save
Workspace.Backup=Backup
Workspace.Scripts=Scripts
Workspace.Compiled.Mesh=_compiledMesh
Workspace.Compiled.Material=_compiledMaterial
Workspace.Compiled.Animation=_compiledAnimation
Workspace.Compiled.Image=_compiledImage
Workspace.Compiled.Physic=_compiledPhysic
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */////////////////////////////

ScriptAutoLoading=true
[Snapshots]
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Snapshot path (for default key look into controls.ini.
Path=snapshots
Prefix=snap_
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */////////////////////////////

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Engine only controls, if nomenu is set or game isnґt active
[Controls]
MoveSpeed=5000.0
MoveAccelerator=20.0
MoveDeccelerator=0.15
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */////////////////////////////

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Viewport background color (not longer supported)
[Viewport]
Color=2290649224


[Lighting]
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Lighting type to use (not longer supported)
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *0 * = * Simple lighting (ambient, legacy mode)
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *1 * = * VertexHemisphereVertexLighting
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *2 * = * VertexHemisphereVertexLightingWithOverbright
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *3 * = * VertexHemispherePixelLightingWithOverbright
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *4 * = * PixelHemispherePixelLightingWithOverbright
LightingType=2

[Game]
PlayerStart=PC_Hero
NoMenu=false
TestMode=true
[Memory]
Observe=Audio

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Camera properties
[Camera]
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *freefly cam (engine only)
fMoveSpeed=100.0
fMoveAccelerator=50.0
fMoveDeccelerator=0.3

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *3rd person/1st person cam
fAziSpeedScale=0.10000
fElevSpeedScale=0.070000
fRelaxCamera=20.0
fRelaxPlayer=2.0
fRelaxYAxis=15.0
fRelaxXAxis=8.0
fRelaxDist=60.0
fRelaxFOV=25.0
fMaxDistToPlayer=800.0

[FreeGotoToPlayer]
u32MaxFreePlayerGotoDistance=1000

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */////////////////////////////

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Option
[Option.Sliders]

DistanceHigh.fFarClippingPlane_High=10000.0
DistanceHigh.fFarClippingPlane_Medium=8000.0
DistanceHigh.fFarClippingPlane_Low=6000.0

DistanceLow.fFarClippingPlaneLowPolyMesh_High=1000 00.0
DistanceLow.fFarClippingPlaneLowPolyMesh_Medium=45 000.0
DistanceLow.fFarClippingPlaneLowPolyMesh_Low=20000 .0

ObjectDetails.fScreenObjectDistanceCulling_High=0. 008
ObjectDetails.fProcessingRangeFadeOutRange_High=30 0.0
ObjectDetails.fRangedBaseLoDOffset_High=300.0
ObjectDetails.enuMeshLoDQualityStage_High=2 * * * * * * * * * * * * * * * * * * * * * * * *; 0=Normal, 1=High, 2=UltraHigh
ObjectDetails.enuAnimationLoDQualityStage_High=2 * * * * * * * * * * * * * * * * * *; 0=Normal, 1=High, 2=UltraHigh
ObjectDetails.fScreenObjectDistanceCulling_Medium= 0.02
ObjectDetails.fProcessingRangeFadeOutRange_Medium= 500.0
ObjectDetails.fRangedBaseLoDOffset_Medium=0.0
ObjectDetails.enuMeshLoDQualityStage_Medium=0 * * * * * * * * * * * * * * * * * * * * *; 0=Normal, 1=High, 2=UltraHigh
ObjectDetails.enuAnimationLoDQualityStage_Medium=0 * * * * * * * * * * * * * * * * * *; 0=Normal, 1=High, 2=UltraHigh
ObjectDetails.fScreenObjectDistanceCulling_Low=0.0 45
ObjectDetails.fProcessingRangeFadeOutRange_Low=700 .0
ObjectDetails.fRangedBaseLoDOffset_Low=-300.0
ObjectDetails.enuMeshLoDQualityStage_Low=0 * * * * * * * * * * * * * * * * * * * * * * * *; 0=Normal, 1=High, 2=UltraHigh
ObjectDetails.enuAnimationLoDQualityStage_Low=0 * * * * * * * * * * * * * * * * * * * * *; 0=Normal, 1=High, 2=UltraHigh


ResourceCache.u32ImageMaxMemUsage_TextureQualityHi gh=350000000

ResourceCache.u32ImageMaxMemUsage_High=96000000
ResourceCache.u32MeshMaxMemUsage_High=96000000
ResourceCache.u32SoundMaxMemUsage_High=20000000
ResourceCache.u32MaterialMaxMemUsage_High=21000
ResourceCache.u32CollisionMeshMaxMemUsage_High=180 00000
ResourceCache.u32AnimationMaxMemUsage_High=4000000 0
ResourceCache.u32SpeedTreeMaxMemUsage_High=1000000
ResourceCache.u32ImageMaxMemUsage_Medium=70000000
ResourceCache.u32MeshMaxMemUsage_Medium=40000000
ResourceCache.u32SoundMaxMemUsage_Medium=15000000
ResourceCache.u32MaterialMaxMemUsage_Medium=20000
ResourceCache.u32CollisionMeshMaxMemUsage_Medium=1 6000000
ResourceCache.u32AnimationMaxMemUsage_Medium=30000 000
ResourceCache.u32SpeedTreeMaxMemUsage_Medium=75000 0
ResourceCache.u32ImageMaxMemUsage_Low=32000000
ResourceCache.u32MeshMaxMemUsage_Low=30000000
ResourceCache.u32SoundMaxMemUsage_Low=10000000
ResourceCache.u32MaterialMaxMemUsage_Low=18000
ResourceCache.u32CollisionMeshMaxMemUsage_Low=1300 0000
ResourceCache.u32AnimationMaxMemUsage_Low=25000000
ResourceCache.u32SpeedTreeMaxMemUsage_Low=500000

[Options.Low]
DistanceHigh=1 * * * * * *; 1=Low, 2=Medium, 3=High
DistanceLow=1 * * * * * *; 0=Off, 1=Low, 2=Medium, 3=High
ResourceCache=1 * * * * * *; 1=Low, 2=Medium, 3=High
ObjectDetails=1 * * * * * *; 1=Low, 2=Medium, 3=High
ShaderQuality=0 * * * * * *; 0=1.4, 1=2.0, 2=3.0
TextureQuality=1 * * *; 1=Low, 2=Medium, 3=High
TextureFilter=0 * * * * * *; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x
VegetationQuality=0 * * *; 0=Off, 1=Low, 2=Medium, 3=High
ShadowQuality=0 * * * * * *; 0=Off, 1=Low, 2=Medium, 3=High
PostProcessing=0 * * *; 0=Off, 1=Bloom, 2=DOF, 3=Bloom+DOF, 4=Cartoon

[Options.Medium]
DistanceHigh=2 * * * * * *; 1=Low, 2=Medium, 3=High
DistanceLow=2 * * * * * *; 0=Off, 1=Low, 2=Medium, 3=High
ResourceCache=2 * * * * * *; 1=Low, 2=Medium, 3=High
ObjectDetails=2 * * * * * *; 1=Low, 2=Medium, 3=High
ShaderQuality=1 * * * * * *; 0=1.4, 1=2.0, 2=3.0
TextureQuality=2 * * *; 1=Low, 2=Medium, 3=High
TextureFilter=1 * * * * * *; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x
VegetationQuality=1 * * *; 0=Off, 1=Low, 2=Medium, 3=High
ShadowQuality=1 * * * * * *; 0=Off, 1=Low, 2=Medium, 3=High
PostProcessing=1 * * *; 0=Off, 1=Bloom, 2=DOF, 3=Bloom+DOF, 4=Cartoon

[Options.High]
DistanceHigh=3 * * * * * *; 1=Low, 2=Medium, 3=High
DistanceLow=3 * * * * * *; 0=Off, 1=Low, 2=Medium, 3=High
ResourceCache=3 * * * * * *; 1=Low, 2=Medium, 3=High
ObjectDetails=3 * * * * * *; 1=Low, 2=Medium, 3=High
ShaderQuality=2 * * * * * *; 0=1.4, 1=2.0, 2=3.0
TextureQuality=2 * * *; 1=Low, 2=Medium, 3=High
TextureFilter=2 * * * * * *; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x
VegetationQuality=3 * * *; 0=Off, 1=Low, 2=Medium, 3=High
ShadowQuality=3 * * * * * *; 0=Off, 1=Low, 2=Medium, 3=High
PostProcessing=3 * * *; 0=Off, 1=Bloom, 2=DOF, 3=Bloom+DOF, 4=Cartoon

[Options.Gamma]
BrightnessScaling=0.2
ContrastScaling=0.075
RedScaling=0.3
GreenScaling=0.3
BlueScaling=0.3
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */////////////////////////////

; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Autodetection
[Autodetection]
MediumMemoryLimit=1000000000
HighMemoryLimit=1500000000
MediumSMLimit=512 * * * * * *; Shadermodel 2.0
HighSMLimit=768 * * * * * * * * *; Shadermodel 3.0

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