|
Re: Gothic 3: Технические вопросы
Чо именно тормозит, если графика стоит средняя, все летает ,но стоит зайти в город как жуткие тормоза, которые уже не уходят, даже если уйти в чисто поле... Нормально идет токо если сохранится в городе, выйти, зайти и загрузить сохранение... Комп AMD атлон 3000+@3200+, памяти гиг, Видяха *6600 128. Настройки такие
Cпойлер(щелкните, чтобы прочесть):
* * * * * * [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=1500.0 ; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Vegetation Quality = high, med, low VegetationAdmin.Quality=low ; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Bloom filter highligth threshold PostprocessingAdmin.BloomHighlightThreshold=0.3 ; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Active post processing effect ; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *-1 = no effect active ; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *0 = bloom PostprocessingAdmin.ActiveEffect=0
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * Debugoutput in console, default = normal Debug.Filter=normal 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=64000000 Cache.SizeMaterial=20000000 Cache.SizeMesh=35000000 Cache.SizeSound=40000000 Cache.SizeCollisionMesh=20000000 Cache.SizeAnimation=20000000 Cache.SizeSpeedTree=5000000
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *================================== ; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *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=3_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=false ; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *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=100.0 Animation.MaxRagDolls=111
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * ================================== ; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 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=Normal Render.AnimationLoDQuality=Normal Render.ImageLoDQuality=Normal 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
[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] TestMode=false PlayerStart=PC_Hero NoMenu=false
[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=500.0f
[FreeGotoToPlayer] u32MaxFreePlayerGotoDistance=1000
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * */////////////////////////////
; * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *Option [Option.Sliders]
DistanceHigh.fFarClippingPlane_High=8000.0 DistanceHigh.fFarClippingPlane_Medium=6000.0 DistanceHigh.fFarClippingPlane_Low=4000.0
DistanceLow.fFarClippingPlaneLowPolyMesh_High=8000 0.0 DistanceLow.fFarClippingPlaneLowPolyMesh_Medium=40 000.0 DistanceLow.fFarClippingPlaneLowPolyMesh_Low=15000 .0
ObjectDetails.fScreenObjectDistanceCulling_High=0. 008 ObjectDetails.fProcessingRangeFadeOutRange_High=20 0.0 ObjectDetails.fRangedBaseLoDOffset_High=200.0 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= 400.0 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=100000 ResourceCache.u32ImageMaxMemUsage_Medium=96000000 ResourceCache.u32MeshMaxMemUsage_Medium=40000000 ResourceCache.u32SoundMaxMemUsage_Medium=20000000 ResourceCache.u32MaterialMaxMemUsage_Medium=21000 ResourceCache.u32CollisionMeshMaxMemUsage_Medium=1 7000000 ResourceCache.u32AnimationMaxMemUsage_Medium=35000 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=3 * * * * * *; 1=Low, 2=Medium, 3=High DistanceLow=1 * * * * * *; 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=3 * * * * * *; 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=Boom, 2=Bloom+DOF
[Options.Medium] DistanceHigh=3 * * * * * *; 1=Low, 2=Medium, 3=High DistanceLow=1 * * * * * *; 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=3 * * * * * *; 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=Boom, 2=Bloom+DOF
[Options.High] DistanceHigh=3 * * * * * *; 1=Low, 2=Medium, 3=High DistanceLow=1 * * * * * *; 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=3 * * * * * *; 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=Boom, 2=Bloom+DOF
[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
NVIDIA.ID=4318 ATI.ID=4098
|