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Base System Settings

This document contains system settings that control graphics and rendering options for all platforms. It includes settings for effects like shadows, lighting, textures, and mobile-specific optimizations. Platform-specific options are included as well as texture group settings that control texture filtering and LOD.

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Hyon Ha
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0% found this document useful (0 votes)
175 views11 pages

Base System Settings

This document contains system settings that control graphics and rendering options for all platforms. It includes settings for effects like shadows, lighting, textures, and mobile-specific optimizations. Platform-specific options are included as well as texture group settings that control texture filtering and LOD.

Uploaded by

Hyon Ha
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
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[SystemSettings]

; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.0
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=True
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=True
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True
AmbientOcclusion=True
Bloom=True
bAllowLightShafts=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=False
; Adjusting this above 60 may result in game stability issues
MaxFPS=0
UpscaleScreenPercentage=True
Fullscreen=False
AllowOpenGL=False
AllowRadialBlur=True
AllowSubsurfaceScattering=True
AllowImageReflections=True
AllowImageReflectionShadowing=True
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=True
MaxFilterBlurSampleCount=16
SkeletalMeshLODBias=0
SkeletalMeshDisplayFactorScale=1
ParticleLODBias=0
DetailMode=2
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=4
MaxMultiSamples=1
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=1120
MobileShadowTextureResolution=1120
MaxWholeSceneDominantShadowResolution=1344
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=1280
ResY=720
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.0
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=2
; This is the default per-object shadow depth bias, larger values reduce self
shadowing artifacts but increase the disconnect between caster and where the shadow
starts
ShadowDepthBias=.012
; This controls the 'fade in' region between a caster and where his shadow shows
up. Larger values make a smaller region which will have more self shadowing
artifacts.
PerObjectShadowTransition=60
; Same as PerObjectShadowTransition, but for whole scene shadows. If CSM used, this
value will be scaled by CSMSplitSoftTransitionDistanceScale below.
PerSceneShadowTransition=600
; This is used to get the penumbra size in further CSM cascades to match up more
closely with closer cascades, even though they are a different underlying
resolution density
CSMSplitPenumbraScale=.5
; This scales PerObjectShadowTransition for the further cascades, can be used to
increase or decrease the soft transition for the further cascades
CSMSplitSoftTransitionDistanceScale=4
; This scales ShadowDepthBias for the further cascades
CSMSplitDepthBiasScale=.5
; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when
animating the FOV lower than the min, for example when zooming
CSMMinimumFOV=40
; The FOV will be rounded by this factor for the purposes of CSM, which turns
shadow shimmering into discrete jumps
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
; Whether secondary displays are allowed
AllowSecondaryDisplays=False
; The maximuim allowed width and height of secondary displays
SecondaryDisplayMaximumWidth=1280.0
SecondaryDisplayMaximumHeight=720.0
;override setting (defaulted off) that when enabled, will turn off all expensive
mobile features (fog, bump, environment mapping, rim lighting, spec, texture
blending)
MobileFeatureLevel=0
;turn on all mobile features by default
MobileFog=True
MobileHeightFog=False
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileColorGrading=False
MobileVertexMovement=True
MobileOcclusionQueries=False
MobileGlobalGammaCorrection=False
MobileAllowGammaCorrectionWorldOverride=False
MobileLODBias=-0.5
;mobile skeletal mesh bone limit
MobileBoneCount=75
;limit for number of weights that will influence a skeletal mesh on mobile devices
MobileBoneWeightCount=2
;If true, will load from optimized shaders on device, otherwise will load from the
unprocessed "source" shaders
MobileUsePreprocessedShaders=True
;Whether to flash the screen red (non-final release only) when a cached shader is
not found at runtime
MobileFlashRedForUncachedShaders=False
;On mobile device, whether to load the shaders at startup or load on demand
MobileWarmUpPreprocessedShaders=True
;Used to create a cache of shaders that were seen during an example run on PC
MobileCachePreprocessedShaders=False
;Generates profiling information for generated shaders
MobileProfilePreprocessedShaders=False
;Whether to slim down generated shader code during cooking
MobileUseCPreprocessorOnShaders=True
;Whether to load the generated code from teh cooker
MobileLoadCPreprocessedShaders=True
;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
MobileSharePixelShaders=True
;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
MobileShareVertexShaders=True
;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
MobileShareShaderPrograms=True
;Whether mobile antialiasing is enabled
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
;Settings to adjust light shafts on mobile
MobileLightShaftScale=2.0
MobileLightShaftFirstPass=0.5
MobileLightShaftSecondPass=1.0
;Default mobile shadows to on so they work in PIE/PC
MobileModShadows=True
MobileTiltShift=False
MobileMaxMemory=300
MobilePostProcessBlurAmount = 32.0
; These settings are in percent of the screen height
MobileTiltShiftPosition = 0.5
MobileTiltShiftFocusWidth = 0.3
MobileTiltShiftTransitionWidth = 0.5
MobileMaxShadowRange=500.0

MobileBloomTint = (R=1.0,G=0.75,B=0.0,A=1.0)

MobileClearDepthBetweenDPG=False
; settings this to FALSE can result in incorrect shadow rendering on mobile (rare
cases?) but good performance increase
MobileSceneDepthResolveForShadows=TRUE

ApexLODResourceBudget=1000000000000000000000.0
ApexDestructionMaxChunkIslandCount=450
ApexDestructionMaxShapeCount=0
ApexDestructionMaxChunkSeparationLOD=1.0
ApexDestructionMaxActorCreatesPerFrame=-1
ApexDestructionMaxFracturesProcessedPerFrame=-1
ApexDestructionSortByBenefit=True
ApexGRBEnable=false
ApexGRBGPUMemSceneSize=128
ApexGRBGPUMemTempDataSize=128
ApexGRBMeshCellSize=7.5
ApexGRBNonPenSolverPosIterCount=9;
ApexGRBFrictionSolverPosIterCount=3;
ApexGRBFrictionSolverVelIterCount=3;
ApexGRBSkinWidth=0.025
ApexGRBMaxLinearAcceleration=1000000.0
; NVCHANGE: Lou - TODO: Delete bEnableParallelAPEXClothingFetch, all traces have
been removed from code
bEnableParallelAPEXClothingFetch=True
ApexClothingAvgSimFrequencyWindow=60
ApexClothingAllowAsyncCooking=True
ApexClothingAllowApexWorkBetweenSubsteps=FALSE
ApexTurbulenceStopEmittingDistance=4650.0

; NVCHANGE_BEGIN: mmacklin - Flex LOD settings overrides


FlexInvisibleFramesBeforeSleep = 0
FlexDistanceBeforeSleep = 0.0
; NVCHANGE_END: mmacklin - Flex LOD settings overrides

; NVCHANGE_BEGIN: Add Opacity Shadows


NVOpacityShadows=True
NVProjectedOpacityShadows=True
NVOpacityShadowTransitionSize=0.1
NVPSM=True
NVPSMSize=1024
NVPSMDepth=128
NVPSMMultisampleCount=1
; NVCHANGE_END: Add Opacity Shadows

; NVCHANGE_BEGIN: Add Particle Downsampling


NVParticleDownsampling=True
NVParticleDownsamplingDepthScale=1.0
NVHalfResParticlesMaxResX=2560
NVHalfResParticlesMaxResY=1600
; NVCHANGE_END: Add Particle Downsampling
; NVCHANGE_BEGIN: Add NV-specific PC graphics options
bEnableInteractiveSmoke=0
bEnableInteractivePaperDebris=0
bEnableRainFX=0
bEnableVolumetricLighting=0
; NVCHANGE_END

TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFi
lter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=an
iso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=ani
so,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,M
ipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipF
ilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=a
niso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=an
iso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,Mip
Filter=point)
TEXTUREGROUP_Vehicle_Low=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso
,MipFilter=point)
TEXTUREGROUP_Vehicle_High=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=anis
o,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=
aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=a
niso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,M
ipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,Mi
pFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipF
ilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilte
r=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,Mi
pFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,M
ipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=anis
o,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=a
niso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagF
ilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFi
lter=linear)
TEXTUREGROUP_LOD1_RRM_Mask=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=anis
o,MipFilter=linear)
TEXTUREGROUP_LOD1_Opacity_Mask=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=
aniso,MipFilter=linear)
TEXTUREGROUP_LOD1_Emissive=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=anis
o,MipFilter=linear)

[SystemSettingsBucket1]
BasedOn=SystemSettings

[SystemSettingsBucket2]
BasedOn=SystemSettings

[SystemSettingsBucket3]
BasedOn=SystemSettings

[SystemSettingsBucket4]
BasedOn=SystemSettings

[SystemSettingsBucket5]
BasedOn=SystemSettings

[SystemSettingsScreenshot]
BasedOn=SystemSettings
; Modify various system settings to get the best quality regardless of performance
impact
MaxAnisotropy=16
ShadowFilterQualityBias=1
MinShadowResolution=16
ShadowFadeResolution=1
MinPreShadowResolution=16
PreShadowFadeResolution=1
ShadowTexelsPerPixel=4.0f
PreShadowResolutionFactor=1.0
MaxShadowResolution=4096
MaxWholeSceneDominantShadowResolution=4096
CompositeDynamicLights=FALSE

TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Vehicle_Low=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle_High=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=linear,MipFilter=linear)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-
1000,MinMagFilter=aniso,MipFilter=linear)

[SystemSettingsEditor]
; System settings overrides for the editor. Ideally the editor should use the same
settings as the game.
BasedOn=SystemSettings

[SystemSettingsSplitScreen2]
BasedOn=SystemSettings
; System settings overrides for split screen
bAllowWholeSceneDominantShadows=False
bAllowLightShafts=False
; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High
detail and they won't render in SS
DetailMode=1

[SystemSettingsMobile]
BasedOn=SystemSettings
;mobile apps should default to fullscreen
Fullscreen=True
;disable standard lighting path for mobile devices
DirectionalLightmaps=False
DynamicLights=False
SHSecondaryLighting=False
StaticDecals=True
DynamicDecals=False
UnbatchedDecals=False
;Disable post-process settings
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
DropParticleDistortion=TRUE
FloatingPointRenderTargets=FALSE
MaxAnisotropy=2
bAllowLightShafts=FALSE
;turn off by default for all mobile devices
MobileModShadows=False
MobileClearDepthBetweenDPG=False
; we have dedicated shaders for 1, 4 and 16 samples so for better performance we
clamp
MaxFilterBlurSampleCount=4

; If MobileModShadows is enabled and depth textures are supported, projected shadow


maps will be used.
; If MobileModShadows is enabled but no depth texture support, a blob shadow will
be rendered.
; If MobileModShadows is disabled, a planar shadow will be rendered which is only
appropriate for very restricted scenes with a completely flat area around the
shadow caster.
DynamicShadows=False
MobileMaxMemory=300

[SystemSettingsMobilePreviewer]
BasedOn=SystemSettingsMobile
Fullscreen=False

[SystemSettingsMobileTextureBias]
BasedOn=SystemSettingsMobile
;Bias Texture settings by 1 LOD
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFi
lter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=an
iso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=ani
so,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,M
ipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipF
ilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=a
niso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=an
iso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,Mip
Filter=point)
TEXTUREGROUP_Vehicle_Low=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso
,MipFilter=point)
TEXTUREGROUP_Vehicle_High=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=anis
o,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=
aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=a
niso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,M
ipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,Mi
pFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilte
r=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipF
ilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilte
r=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,Mi
pFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,M
ipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=anis
o,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=a
niso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFil
ter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter
=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter
=aniso,MipFilter=point)

[SystemSettingsAndroid]
BasedOn=SystemSettingsMobileTextureBias

[SystemSettingsFlash]
BasedOn=SystemSettingsMobileTextureBias
;Disable post-process settings
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
bAllowLightShafts=TRUE
MobileModShadows=True
DynamicShadows=True
MobileClearDepthBetweenDPG=True
DirectionalLightmaps=False
MobileHeightFog=False
[SystemSettingsFlash_Detail]
BasedOn=SystemSettingsMobileTextureBias
;Disable post-process settings
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
bAllowLightShafts=TRUE
MobileModShadows=True
DynamicShadows=True
MobileClearDepthBetweenDPG=True
DirectionalLightmaps=True
MobileHeightFog=True

[SystemSettingsIPhone]
BasedOn=SystemSettingsMobileTextureBias

; Settings for iPhone 3GS only


[SystemSettingsIPhone3GS]
BasedOn=SystemSettingsMobileTextureBias
LensFlares=False
DetailMode=1
MobileEnableMSAA=True
MobileMaxMemory=100

; Settings for iPhone 4 only


[SystemSettingsIPhone4]
BasedOn=SystemSettingsMobile
MobileContentScaleFactor=2.0
LensFlares=False

; Settings for iPhone 4S only


[SystemSettingsIPhone4S]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=False
ShadowDepthBias=0.025
MobileContentScaleFactor=2.0
MaxShadowResolution=256
MobileShadowTextureResolution=256

; Settings for iPod Touch 4 only


[SystemSettingsIPodTouch4]
BasedOn=SystemSettingsMobileTextureBias
MobileContentScaleFactor=2.0
LensFlares=False
MobileMaxMemory=100

; Settings for iPad only


[SystemSettingsIPad]
BasedOn=SystemSettingsMobileTextureBias
;Force iPad to turn off select features that are too expensive for ipad (fog, bump,
environment mapping, rim lighting, spec, texture blending)
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
MobileMaxMemory=100

; Scale down on iPad


; Saves noticable frame time and smooths out aliasing somewhat due to filtering in
the upsample
MobileContentScaleFactor=0.9375

; Settings for iPad2 only


[SystemSettingsIPad2]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=False
ShadowDepthBias=0.016
MobileContentScaleFactor=1.0
MaxShadowResolution=256
MobileShadowTextureResolution=256

; Settings for iPad3 only


[SystemSettingsIPad3]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=True
ShadowDepthBias=0.016
MobileContentScaleFactor=1.40625
MaxShadowResolution=256
MobileShadowTextureResolution=256
MobileMaxMemory=500

[SystemSettingsIPad2_Detail]
BasedOn=SystemSettingsIPad2

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