Personally I think my biggest thing in the past may have been that muzzle flash! With trying out some of your CFG’s that bright flash is now off my screen and the game feels and looks a lot better! I always thought it was player animation that was wacky! Which it still is a little bit but that flicker or flash being turned off make me feel like I am not going to have a stroke anymore. Muzzle flash off is a must. Game feels like a shooter now after using all your CFG’s!
Additional Graphics Settings - Help Wanted!
[QUOTE=chickenNwaffles;531580]Oh please, don’t be silly. Removing explosions is actually a disadvantage if anything.
You can change that by limiting MaxParticleVertextMemory and MaxFluidNumVerts to values higher than 1. 400 seems to be ok, but you might be able to go lower.
This setting does NOT effect the quality of the explosions – well, not as much as the TEXTUREGROUP block does.[/QUOTE]
When explosions are going down, I can’t see anything past them. They lower your situational awareness by blocking your vision. Removing explosion visuals is very much a small advantage that shouldn’t exist.
Bannable? Well, no. I mean, I guess then is to ask whether they are doing this in a legitimate manner or not. I read some people are using hacks to bypass limitations imposed by SD. Then yes, that should be bannable. And I’ll happily oust the twitch streamer’s name if that is the case. The only reason why I was looking in the first place is cause someone thought he was using some hacks.
[QUOTE=adeto;531437]- EnableWeaponEffects=False/True (grouping all weapon effects, muzzleflash/tracers etc)
- EnableIndicators=False/True (all the 'glowie) things like the health station pulse, heartbeat sensor pulse, mines colors etc)
- EnableExplosives=False/True (all explosions particles, without values so that it’s either on or off)
- EnableSmoke=False/True (all smoke particles, without values so that it’s either on or off)[/QUOTE]
Something of this eliminates the blood when hitting?
I think thats the MaxFluidNumVerts command, or MaxParticleVertexMemory. Blood from enemies when you hit them gets removed at =1
Getting one more second in a gunfight when airstrike smokes is a disadvantage in your opinion? Lol.
Explosions on or off both their up and downsides. Turning them off means you can see through them, but seeing the direction in which f.e an airstrike is coming is harder to see(the markers on the floor are a lot less vivid). Or not being able to see mine indicators vs having explosions on and having more vivid mine indicators. Which is exactly why a couple of replies earlier I said I’d rather see MaxParticleVertexMemory split into several particle groups so that forcing can be done more specific. If you force the current command it means a lot of different things get forced a certain way, split it up and you can f.e force smoke but disable explosions or force explosions but allow muzzleflash to be turned off.
// Set Y mouse ratio ONLY
Bindings=(Name="MouseY",Command="Count bYAxis | Axis aMouseY [B][U]Speed=1.000"[/U][/B],Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Scale Between:
Speed=0.500"
Speed=0.600"
Speed=0.700"
Speed=0.800"
Speed=0.900"
Speed=1.000"
Found a thread which claims to fix some stutter problems. I think this is one of the more helpful ones.
Here they are: (REMEMBER, READ CAREFULLY, MATCH EXACTLY)
“*”=setting
“bUseTextureStreaming=True” (these are default for most but not all UE3 games)
“bUseBackgroundLevelStreaming=True”
“MipFadeInSpeed0=0” (these even out mipmap loads and draw time)
“MipFadeOutSpeed0=0”
“MipFadeInSpeed1=0”
“MipFadeOutSpeed1=0”
“PhysXGpuHeapSize=64” (these balance physx calls even on cpu based physx titles)
“PhysXMeshCacheSize=16”
“bSmoothFrameRate=TRUE” (this really does need to be on, ignore what you’ve read)
“MinSmoothedFrameRate=30” (keep these right here. setting higher/lower does no good)
“MaxSmoothedFrameRate=400”
“bInitializeShadersOnDemand=True” (reduces overall shader batch call size)
“DisableATITextureFilterOptimizationChecks=False” (driver based opt is MUCH faster)
“UseMinimalNVIDIADriverShaderOptimization=False” (same here)
“PoolSize=256” or (vidmem/poolsize exmpl: 512/128, 1024/256, etc, DO NOT exceed 768)
“bAllowMultiThreadedShaderCompile=True” (should already be on by default)
“ThreadedShaderCompileThreshold=4” (formulate like this: # of cpu-cores (not threads) -2)
“OnlyStreamInTextures=True” (reduces overall texture batch call size)
Note: Seems bInitializeShadersOnDemand is not present in our engine ini.
Tested it and texture loading, especially when you check your loadout cards are a lot faster.
Idk whether game is more smooth now, can be placebo but I keep this changes for now.
Any thoughts on this one?
For the interested ones I found some chart which explains some ini commands
http://www.tribes0.com/tribesascend_ini.htm
Edit: ok this change can cause some “ghost” artifact @ loadout screen. But it seems to disappear after some seconds.
Stumbled upon this guide: http://steamcommunity.com/sharedfiles/filedetails/?id=114122142
The minimalist version (highly recommended) can be found here: http://pastebin.com/x03ndpkg
People who don’t like the Quake quality can use other versions :
Kastor’s Tribes.ini - Ultra : http://pastebin.com/zpAfR86i
Kastor’s Tribes.ini - High (no ambient occlusion, no bloom) : http://pastebin.com/aSBGv26U
Kastor’s Tribes.ini - Medium (low quality lights & shadows ) : http://pastebin.com/J5Xxyfs8
Kastor’s Tribes.ini - Low (just … low) : http://pastebin.com/Sn74tcvr
Applied LOW cfg on DB (didn’t change resolution ofc), and does seem to look acceptable, unlike some ultra retro cfg’s ppl use for DB.
Even though I still play on DB’s default low or mid settings, since it looks a lot better, the gains are not that great imo. When Maps are full optimized should be a lot better.
[QUOTE=Tast1c;531789]Found a thread which claims to fix some stutter problems. I think this is one of the more helpful ones.
https://steamcommunity.com/app/200510/discussions/0/846960628563773260/
Note: Seems bInitializeShadersOnDemand is not present in our engine ini.
Tested it and texture loading, especially when you check your loadout cards are a lot faster.
Idk whether game is more smooth now, can be placebo but I keep this changes for now.
Any thoughts on this one?
For the interested ones I found some chart which explains some ini commands
http://www.tribes0.com/tribesascend_ini.htm
Edit: ok this change can cause some “ghost” artifact @ loadout screen. But it seems to disappear after some seconds.[/QUOTE]
Can confirm that these settings seem to make the game feels slightly smoother. nice find
I didnt have a lot of stutter but this took my Frame and Draw down by 0.6 ms
another source of info:
http://tera-forums.enmasse.com/forums/general-discussion/topics/ini-tweaks-and-performance-guide
Which setting is it that controls whether or not you can see the healing station’s aura? I can see everything else and I have MaxParticleMemory set to 400…so I am not sure what else could cause it to go away.
btw to see auras station aoe animation: bDynamicDecalsEnabled = True, Dynamicdecals = True (just set all to True in the file)
also found this one
http://forums.tornbanner.com/showthread.php/17400-Tweak-Engine-ini-Tweaks-with-explanations
based on the cfg most comp players use, I tweaked some of these settings further.
No doubt that the main cause of low fps is the lighting system. It literally gives me 100 fps boost disabling it, so most of time ive got 200-300 Fps. Playing with default settings fps would go under 100, now they go barely under 200. (got i7 4770 @stock 3.5, auto 4.2 turbo, gtx 670 2gb). The other ini files I got from adeto, who probably got it from elsewhere. But im quite sure there are some important changes in there which reduce the lighting and improve the performance. There is no way to boost fps that significantly only with engine.ini.
The only problem I run into now is, I cant set texturegroup weapon maxLODsize >1024. When I set it to 2048, I get some white or black artifacts (depends on weapon) on the weapon texture, similar thing happened in alpha or cb at some point. Might be connected to lighting? idk
[ATTACH=CONFIG]13798[/ATTACH]
Ive got Poolsize=768 , default setting was 160 so this shouldnt be the problem.
Current texture group, which I find quite enjoyable.
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=64,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=32,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=32,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
Here is my cfg. Only downside is that loading in textures takes a quite long time. It should look better than the hardcore everything set to 0 or false cfgs^^. Effects like explosions, airstrikes, aura station, nade tracers etc. can still be seen. Have stable fps capped at 200. Should still be 200-300 uncapped.
Protocol=unreal
Name=Player
Map=hagYQ1ebSoXvP8_wVHdHtXX2nVR+P2TJcTi1fnimCbg=
LocalMap=hagYQ1ebSoXvP8_wVHdHtXX2nVR+P2TJcTi1fnimCbg=
LocalOptions=
TransitionMap=dFWvaPy6GjMQodiFTbWyxNSl7oNRAWuxeP51HejcIKg=
MapExt=umap
EXEName=ShooterGame.exe
DebugEXEName=DEBUG-ShooterGame.exe
SaveExt=usa
Port=7777
PeerPort=7778
GameName=Dirty Bomb
GameNameShort=EG
DevEntryMap=Frontend.umap
TestingEntryMap=FuncTest_EmptyMap.umap
GameName_RUS=Dirty Bomb
[Engine.ScriptPackages]
EngineNativePackages=Core
EngineNativePackages=Engine
EngineNativePackages=GFxUI
EngineNativePackages=GameFramework
NetNativePackages=IpDrv
NetNativePackages=WinDrv
EditorPackages=UnrealEd
ScaleformEditorPackages=GFxUIEditor
EngineNativePackages=SubstanceAir
EditorPackages=SubstanceAirEd
NativePackages=AkAudio
NativePackages=SDEngine
NativePackages=SDPCEngine
NativePackages=ShooterGame
[Engine.Engine]
AllowAMDEyefinity=False
NetworkDevice=IpDrv.TcpNetDriver
FallbackNetworkDevice=IpDrv.TcpNetDriver
ServerQueryDriver=IpDrv.ServerQueryDrvUDP
ConsoleClassName=ShooterGame.SGConsole
GameViewportClientClassName=ShooterGame.SGGameViewportClient
LocalPlayerClassName=ShooterGame.SGLocalPlayer
DataStoreClientClassName=Engine.DataStoreClient
Language=INT
bAllowMatureLanguage=FALSE
GameEngine=ShooterGame.SGEngine
;EditorEngine=ShooterEditor.SGEditorEngine
UnrealEdEngine=ShooterEditor.SGEditorEngine
Client=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
TinyFontName=EngineFonts.TinyFont
SmallFontName=EngineFonts.SmallFont
MediumFontName=EngineFonts.SmallFont
LargeFontName=EngineFonts.SmallFont
SubtitleFontName=EngineFonts.SmallFont
WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
DefaultMaterialName=EngineMaterials.DefaultMaterial
DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
DefaultTextureName=EngineMaterials.DefaultDiffuse
SkinBRDFTextureName=EngineMaterials.BeckmannMap
EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
GeomMaterialName=EngineDebugMaterials.GeomMaterial
DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
TickMaterialName=EditorMaterials.Tick_Mat
CrossMaterialName=EditorMaterials.Cross_Mat
DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
ScreenDoorNoiseTextureName=EngineMaterials.Good64x64TilingNoiseHighFreq
ImageGrainNoiseTextureName=EngineMaterials.PhotonGood64x64TilingNoiseHighFreq
RandomAngleTextureName=EngineMaterials.RandomAngles
RandomNormalTextureName=EngineMaterials.RandomNormal2
RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
LightMapDensityTextureName=EngineMaterials.PhotonDefaultWhiteGrid
LightMapDensityNormalName=EngineMaterials.PhotonDefaultNormal
LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMaterial
LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationUnlitMaterial
ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationLitMaterial
RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMode_ColorOnly
VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorViewMode_AlphaAsColor
VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode_RedOnly
VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMode_GreenOnly
VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMode_BlueOnly
HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
DefaultPhysMaterialName=PhysicalMaterial.DefaultPhysicalMaterial
LandscapeHolePhysMaterialName=EngineMaterials.LandscapeHolePhysicalMaterial
TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst
TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
ProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterial
BuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh
ProcBuildingLODColorTexelsPerWorldUnit=0.075
ProcBuildingLODLightingTexelsPerWorldUnit=0.015
MaxProcBuildingLODColorTextureSize=512
MaxProcBuildingLODLightingTextureSize=128
UseProcBuildingLODTextureCropping=True
ForcePowerOfTwoProcBuildingLODTextures=True
bCombineSimilarMappings=False
MaxRMSDForCombiningMappings=6.0
ImageReflectionTextureSize=512
TerrainMaterialMaxTextureCount=12
TerrainTessellationCheckCount=99
TerrainTessellationCheckBorder=2.0
TerrainTessellationCheckDistance=4096.0
BeginUPTryCount=200000
bStaticDecalsEnabled=False
bDynamicDecalsEnabled=True
bForceStaticTerrain=False
LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0)
LightComplexityColors=(R=0,G=0,B=0,A=1)
LightComplexityColors=(R=0,G=255,B=0,A=1)
LightComplexityColors=(R=63,G=191,B=0,A=1)
LightComplexityColors=(R=127,G=127,B=0,A=1)
LightComplexityColors=(R=191,G=63,B=0,A=1)
LightComplexityColors=(R=255,G=0,B=0,A=1)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
MaxPixelShaderAdditiveComplexityCount=512
TimeBetweenPurgingPendingKillObjects=-1
bUseTextureStreaming=True
bUseBackgroundLevelStreaming=True
bSubtitlesForcedOff=FALSE
ScoutClassName=ShooterGame.PVEScout
DefaultPostProcessName=Post_Process.PPC_Default
DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
DefaultSoundName=EngineSounds.WhiteNoise
bOnScreenKismetWarnings=FALSE
bEnableKismetLogging=FALSE
bAllowDebugViewmodesOnConsoles=FALSE
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime=8.0
PercentUnoccludedRequeries=0.125
MaxOcclusionPixelsFraction=0.1
MinTextureDensity=0.0
IdealTextureDensity=13.0
MaxTextureDensity=55.0
MinLightMapDensity=0.0
IdealLightMapDensity=0.05
MaxLightMapDensity=0.2
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=0.2
bRenderLightMapDensityGrayscale=false
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
bDisablePhysXHardwareSupport=True
DemoRecordingDevice=Engine.DemoRecDriver
bPauseOnLossOfFocus=FALSE
MaxFluidNumVerts=64
FluidSimulationTimeLimit=30.0
MaxParticleResize=532
MaxParticleResizeWarn=0
bCheckParticleRenderSize=True
MaxParticleVertexMemory=900
NetClientTicksPerSecond=200
MaxTrackedOcclusionIncrement=0.10
TrackedOcclusionStepSize=0.10
MipFadeInSpeed0=0.03
MipFadeOutSpeed0=0.1
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=1.0
StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255))))
PhysXGpuHeapSize=64
PhysXMeshCacheSize=16
bShouldGenerateSimpleLightmaps=TRUE
bUseNormalMapsForSimpleLightMaps=True
bSmoothFrameRate=True
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=200
bCheckForMultiplePawnsSpawnedInAFrame=FALSE
NumPawnsAllowedToBeSpawnedInAFrame=2
DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
DefaultHoveredMaterialColor=(R=0.02,G=0.02,B=0.02,A=1.0)
bEnableOnScreenDebugMessages=true
AllowScreenDoorFade=False
AllowNvidiaStereo3d=True
EnableMatineePostProcessMaterialParam=False
IgnoreSimulatedFuncWarnings=Tick
NearClipPlane=3.0
bUseStreamingPause=false
bKeepAllMaterialQualityLevelsLoaded=True
bUseRecastNavMesh=TRUE
bEnableColorClear=TRUE
DefaultOnlineSubsystemName=ShooterGame.SGOnlineSubsystemFireline
WorldInfoClassName=ShooterGame.SGWorldInfo
AdditionalFontNames=SGBitmapFonts.BMMainFont10pt
AdditionalFontNames=SGBitmapFonts.BMMainFont12pt
AdditionalFontNames=SGBitmapFonts.BMMainFont20pt
[Engine.SeqAct_Interp]
RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=True,bAllowLightShafts=True)
[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=True
[Engine.ISVHacks]
DisableATITextureFilterOptimizationChecks=False
UseMinimalNVIDIADriverShaderOptimization=False
PumpWindowMessagesWhenRenderThreadStalled=False
[Engine.GameEngine]
MaxDeltaTime=0
DownloadableContentEnumeratorClassName=Engine.DownloadableContentEnumerator
DownloadableContentManagerClassName=ShooterGame.SGDownloadableContentManager
[Engine.DemoRecDriver]
AllowDownloads=True
DemoSpectatorClass=ShooterGame.SGDemoController
MaxClientRate=25000
ConnectionTimeout=15.0
InitialConnectTimeout=30.0
ConnectionIssueTimeout=30.0
AckTimeout=1.0
KeepAliveTime=1.0
SimLatency=0
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=100
LanServerMaxTickRate=100
MaxRewindPoints=30
RewindPointInterval=1.0
NumRecentRewindPoints=7
[Engine.PackagesToAlwaysCook]
Package=ShooterEntry
Package=Loading
Package=Frontend
Package=Lobby
Package=BarkEvents
SeekFreePackage=LoadingScreen_default
SeekFreePackage=LoadingScreen_EXE_Overground
SeekFreePackage=LoadingScreen_EXE_Rebar
SeekFreePackage=LoadingScreen_EXE_Sandlot
SeekFreePackage=LoadingScreen_EXE_Warehouse
SeekFreePackage=LoadingScreen_OBJ_Bridge
SeekFreePackage=LoadingScreen_OBJ_Canal
SeekFreePackage=LoadingScreen_OBJ_Battersea
SeekFreePackage=LoadingScreen_OBJ_Map_6
SeekFreePackage=LoadingScreen_OBJ_Victoria
SeekFreePackage=LoadingScreen_OBJ_TrainyardOld
SeekFreePackage=LoadingScreen_OBJ_Trainyard
SeekFreePackage=LoadingScreen_OBJ_CanaryWharf
SeekFreePackage=LoadingScreen_OBJ_Whitechapel
SeekFreePackage=LoadingScreen_NUF_Map01
SeekFreePackage=LoadingScreen_NUF_Map02
SeekFreePackage=LoadingScreen_NUF_Map03
SeekFreePackage=LoadingScreen_NUF_Map04
SeekFreePackage=LoadingScreen_NUF_Map05
[Engine.StartupPackages]
bSerializeStartupPackagesFromMemory=TRUE
bFullyCompressStartupPackages=FALSE
Package=EngineMaterials
Package=EngineDebugMaterials
Package=EngineSounds
Package=EngineFonts
Package=SoundClassesAndModes
Package=Soldier_01_Gameplay
Package=Soldier_03_Gameplay
Package=Soldier_04_Gameplay
Package=Medic_01_Gameplay
Package=Medic_02_Gameplay
Package=Medic_04_Gameplay
Package=Engineer_01_Gameplay
Package=Engineer_02_Gameplay
Package=Engineer_03_Gameplay
Package=FieldOps_01_Gameplay
Package=FieldOps_02_Gameplay
Package=FieldOps_04_Gameplay
Package=CovertOps_01_Gameplay
Package=SharedCharacters_Gameplay
Package=CharacterPreview_01_Gameplay
Package=AssaultRifle_01_Gameplay
Package=AssaultRifle_02_Gameplay
Package=AssaultRifle_03_Gameplay
Package=AssaultRifle_04_Gameplay
Package=AssaultRifle_07_Gameplay
Package=CricketBat_01_Gameplay
Package=GrenadeLauncher_01_Gameplay
Package=HeavyMachineGun_01_Gameplay
Package=Knife_01_Gameplay
Package=Knife_02_Gameplay
Package=Katana_01_Gameplay
Package=MachineGun_01_Gameplay
Package=MachineGun_02_Gameplay
Package=MachinePistol_01_Gameplay
Package=MachinePistol_02_Gameplay
Package=MachinePistol_03_Gameplay
Package=MachinePistol_04_Gameplay
Package=MountedMG_01_Gameplay
Package=MountedMG_02_Gameplay
Package=Pistol_01_Gameplay
Package=Pistol_02_Gameplay
Package=Pistol_03_Gameplay
Package=Pistol_04_Gameplay
Package=Pistol_05_Gameplay
Package=Pistol_06_Gameplay
Package=Pistol_07_Gameplay
Package=Pistol_08_Gameplay
Package=ReviveGun_01_Gameplay
Package=RocketLauncher_01_Gameplay
Package=Shotgun_01_Gameplay
Package=Shotgun_02_Gameplay
Package=Shotgun_03_Gameplay
Package=SniperRifle_01_Gameplay
Package=SniperRifle_02_Gameplay
Package=SniperRifle_03_Gameplay
Package=SniperRifle_04_Gameplay
Package=StickyBomb_01_Gameplay
Package=SubMachineGun_01_Gameplay
Package=SubMachineGun_02_Gameplay
Package=SubMachineGun_03_Gameplay
Package=SubMachineGun_04_Gameplay
Package=SubMachineGun_05_Gameplay
Package=SubMachineGun_06_Gameplay
Package=Ironsight_01_Gameplay
Package=Ironsight_02_Gameplay
Package=Ironsight_03_Gameplay
Package=Ironsight_04_Gameplay
Package=Ironsight_05_Gameplay
Package=Ironsight_06_Gameplay
Package=Ironsight_07_Gameplay
Package=Ironsight_08_Gameplay
Package=Magazine_01_Gameplay
Package=Magazine_02_Gameplay
Package=Magazine_03_Gameplay
Package=Magazine_04_Gameplay
Package=Magazine_05_Gameplay
Package=Magazine_06_Gameplay
Package=Magazine_07_Gameplay
Package=Magazine_08_Gameplay
Package=Magazine_09_Gameplay
Package=Magazine_10_Gameplay
Package=MuzzleBrake_01_Gameplay
Package=MuzzleBrake_02_Gameplay
Package=MuzzleBrake_03_Gameplay
Package=RedDot_01_Gameplay
Package=RedDot_02_Gameplay
Package=RedDot_03_Gameplay
Package=RedDot_04_Gameplay
Package=Scope_00_Gameplay
Package=Scope_01_Gameplay
Package=Scope_02_Gameplay
Package=Scope_03_Gameplay
Package=Scope_04_Gameplay
Package=Silencer_01_Gameplay
Package=Silencer_02_Gameplay
Package=Silencer_03_Gameplay
Package=Trinket_Gameplay
Package=AirStrikeMarker_01_Gameplay
Package=AirStrikeMarker_02_Gameplay
Package=AmmoPack_01_Gameplay
Package=AmmoStation_01_Gameplay
Package=C4_01_Gameplay
Package=C4Wireless_01_Gameplay
Package=ConcussionGrenade_01_Gameplay
Package=DeployableCover_01_Gameplay
Package=HackingDevice_01_Gameplay
Package=HealingStation_01_Gameplay
Package=HealthPack_01_Gameplay
Package=HealthPack_02_Gameplay
Package=HeartbeatSensor_01_Gameplay
Package=Mine_01_Gameplay
Package=Molotov_01_Gameplay
Package=ObjectiveCarryItem_01_Gameplay
Package=PDA_01_Gameplay
Package=SupplyCrate_01_Gameplay
Package=ThirdEyeCam_01_Gameplay
Package=ThirdEyeDevice_01_Gameplay
Package=Turret_01_Gameplay
Package=SmokeGrenade_01_Gameplay
Package=FragGrenade_01_Gameplay
Package=ActiveCamo_01_Gameplay
Package=ActiveHealingAura_01_Gameplay
Package=Blowtorch_01_Gameplay
Package=Defibs_01_Gameplay
Package=Martyrdom_01_Gameplay
Package=IRGoggles_01_Gameplay
Package=LaserPainter_01_Gameplay
Package=OrbitalLaser_01_Gameplay
Package=Pliers_01_Gameplay
Package=SelfRevive_01_Gameplay
Package=Screwdriver_01_Gameplay
Package=ArtilleryStrike_01_Gameplay
Package=HelpUp_01_Gameplay
Package=Perks
Package=Augments
NoncombinedPackage=SGVars
Package=SGFonts
Package=SGBitmapFonts
Package=HudTextureRenderTargets
Package=Post_Process
Package=PhysicalMaterial
Package=SGLoadingScreen
[Engine.PackagesToForceCookPerMap]
[Core.System]
MaxObjectsNotConsideredByGC=0
SizeOfPermanentObjectPool=0
StaleCacheDays=1
MaxStaleCacheSize=10
MaxOverallCacheSize=30
PackageSizeSoftLimit=300
AsyncIOBandwidthLimit=0
CachePath=..\..\ShooterGame\Cache
CacheExt=.uxx
Paths=..\..\Engine\Content
ScriptPaths=..\..\ShooterGame\Script
FRScriptPaths=..\..\ShooterGame\ScriptFinalRelease
CutdownPaths=..\..\ShooterGame\CutdownPackages
CutdownPaths=..\..\ShooterGame\Script
ScreenShotPath=..\..\ShooterGame\ScreenShots
LocalizationPaths=..\..\Engine\Localization
Extensions=upk
Extensions=u
Extensions=umap
SaveLocalizedCookedPackagesInSubdirectories=FALSE
TextureFileCacheExtension=tfc
bDisablePromptToRebuildScripts=FALSE
Suppress=Dev
Suppress=DevAbsorbFuncs
Suppress=DevAnim
Suppress=DevAssetDataBase
Suppress=DevAudio
Suppress=DevAudioVerbose
Suppress=DevBind
Suppress=DevBsp
Suppress=DevCamera
Suppress=DevCollision
Suppress=DevCompile
Suppress=DevComponents
Suppress=DevConfig
Suppress=DevCooking
Suppress=DevCrossLevel
Suppress=DevDataStore
Suppress=DevDecals
Suppress=DevFaceFX
Suppress=DevGFxUI
Suppress=DevGFxUIWarning
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevLevelTools
Suppress=DevLightmassSolver
Suppress=DevLoad
Suppress=DevMovie
Suppress=DevNavMesh
Suppress=DevNavMeshWarning
Suppress=DevNet
Suppress=DevNetTraffic
Suppress=DevOnline
Suppress=DevPath
Suppress=DevReplace
Suppress=DevSHA
Suppress=DevSave
Suppress=DevSound
Suppress=DevStats
Suppress=DevStreaming
Suppress=DevTick
Suppress=DevUI
Suppress=DevUIAnimation
Suppress=DevUIFocus
Suppress=DevUIStates
Suppress=DevUIStyles
Suppress=DevMCP
Suppress=DevHTTP
Suppress=DevBeacon
Suppress=DevBeaconGame
Suppress=DevOnlineGame
Suppress=DevMatchmaking
Suppress=DevPing
Suppress=DevWebUI
Suppress=DevAsyncLoad
Suppress=GameStats
Suppress=Input
Suppress=Inventory
Suppress=Localization
Suppress=LocalizationWarning
Suppress=PlayerManagement
Suppress=PlayerMove
Paths=..\..\ShooterGame\Content
Paths=..\..\ShooterGame\__Trashcan
LocalizationPaths=..\..\ShooterGame\Localization
SavePath=..\..\ShooterGame\Save
SeekFreePCPaths=..\..\ShooterGame\CookedPC
SeekFreePCExtensions=xxx
Suppress=DevWebUIScript
Suppress=DevFireline
[Engine.Client]
DisplayGamma=2.2
MinDesiredFrameRate=130.000000
InitialButtonRepeatDelay=0.2
ButtonRepeatDelay=0.1
[WinDrv.WindowsClient]
AudioDeviceClass=XAudio2.XAudio2Device
MinAllowableResolutionX=720
MinAllowableResolutionY=576
MaxAllowableResolutionX=0
MaxAllowableResolutionY=0
MinAllowableRefreshRate=120
MaxAllowableRefreshRate=120
ParanoidDeviceLostChecking=1
AllowJoystickInput=1
UseRawMouseInput=1
[XAudio2.XAudio2Device]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
WorkAroundXDKRegression=TRUE
[ALAudio.ALAudioDevice]
MaxChannels=32
CommonAudioPoolSize=0
MinCompressedDurationGame=5
MinCompressedDurationEditor=4
LowPassFilterResonance=0.9
//DeviceName=Generic Software
[Engine.Player]
ConfiguredInternetSpeed=15000
ConfiguredLanSpeed=20000
PP_DesaturationMultiplier=-0.9
PP_HighlightsMultiplier=1.0
PP_MidTonesMultiplier=1.0
PP_ShadowsMultiplier=1.0
[IpDrv.TcpNetDriver]
AllowDownloads=True
AllowPeerConnections=False
AllowPeerVoice=False
ConnectionTimeout=30.0
InitialConnectTimeout=90.0
ConnectionIssueTimeout=1.5
AckTimeout=1.0
KeepAliveTime=0.2
MaxClientRate=15000
MaxInternetClientRate=15000
RelevantTimeout=5.0
SpawnPrioritySeconds=1.0
ServerTravelPause=4.0
NetServerMaxTickRate=60.0
LanServerMaxTickRate=35
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
NetConnectionClassName=IpDrv.TcpipConnection
[IpDrv.ServerQueryDrvUDP]
ServerQueryPort=7877
MaxQueriesPerSecond=10
ServerQueryProtocolClassPath=SDEngine.SDServerQueryProtocolUDP
[IpServer.UdpServerQuery]
GameName=ut
[IpDrv.UdpBeacon]
DoBeacon=True
BeaconTime=0.50
BeaconTimeout=5.0
BeaconProduct=ut
ServerBeaconPort=8777
BeaconPort=9777
[TextureStreaming]
MinTextureResidentMipCount=7
PoolSize=768
MemoryMargin=20
MemoryLoss=0
HysteresisLimit=20
DropMipLevelsLimit=16
StopIncreasingLimit=12
StopStreamingLimit=8
MinEvictSize=10
MinFudgeFactor=0.5
FudgeFactorIncreaseRateOfChange=0.5
FudgeFactorDecreaseRateOfChange=-0.4
MinRequestedMipsToConsider=11
MinTimeToGuaranteeMinMipCount=0
MaxTimeToGuaranteeMinMipCount=0
UseTextureFileCache=True
LoadMapTimeLimit=20.0
LightmapStreamingFactor=0.04
ShadowmapStreamingFactor=0.04
MaxLightmapRadius=500.0
AllowStreamingLightmaps=True
TextureFileCacheBulkDataAlignment=1
TextureFileCacheChunkDataAlignment=1048576
UsePriorityStreaming=True
bAllowSwitchingStreamingSystem=True
UseDynamicStreaming=True
bEnableAsyncDefrag=False
bEnableAsyncReallocation=False
MaxDefragRelocations=128
MaxDefragDownShift=64
BoostPlayerTextures=0
TemporalAAMemoryReserve=0.0
[StreamByURL]
PostLoadPause=6.0
[UnrealEd.EditorEngine]
LocalPlayerClassName=ShooterGame.SGLocalPlayer
bSubtitlesEnabled=True
GridEnabled=True
SnapScaleEnabled=True
ScaleGridSize=5
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
GameCommandLine=-log
FOVAngle=90.000000
GodMode=True
AutoSaveDir=..\..\ShooterGame\Autosaves
InvertwidgetZAxis=True
UseAxisIndicator=True
MatineeCurveDetail=0.1
Client=WinDrv.WindowsClient
CurrentGridSz=4
bUseMayaCameraControls=True
bPrefabsLocked=True
HeightMapExportClassName=TerrainHeightMapExporterTextT3D
EditorOnlyContentPackages=EditorMeshes
EditorOnlyContentPackages=EditorMaterials
EditorOnlyContentPackages=EditorResources
EditPackagesInPath=..\..\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GFxUI
EditPackages=AkAudio
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=WinDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks
bBuildReachSpecs=FALSE
EditPackages=SubstanceAir
EditPackages=SubstanceAirEd
bGroupingActive=TRUE
bCustomCameraAlignEmitter=TRUE
CustomCameraAlignEmitterDistance=100.0
bDrawSocketsInGMode=FALSE
bSmoothFrameRate=False
MinSmoothedFrameRate=30
MaxSmoothedFrameRate=130
FarClippingPlane=0
TemplateMapFolders=..\..\ShooterGame\Content\Maps\Templates
EditPackagesOutPath=..\..\ShooterGame\Script
FRScriptOutputPath=..\..\ShooterGame\ScriptFinalRelease
EditPackages=SDEngine
EditPackages=SDPCEngine
EditPackages=SDPS3Engine
EditPackages=SDEditor
EditPackages=ShooterGame
EditPackages=ShooterEditor
EditPackages=ShooterGameContent
InEditorGameURLOptions=
[UnrealEd.UnrealEdEngine]
AutoSaveIndex=0
PackagesToBeFullyLoadedAtStartup=EditorMaterials
PackagesToBeFullyLoadedAtStartup=EditorMeshes
PackagesToBeFullyLoadedAtStartup=EditorResources
PackagesToBeFullyLoadedAtStartup=EngineMaterials
PackagesToBeFullyLoadedAtStartup=EngineFonts
PackagesToBeFullyLoadedAtStartup=EngineResources
PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders
PackagesToBeFullyLoadedAtStartup=ShooterMapTemplateIndex
[Engine.DataStoreClient]
GlobalDataStoreClasses=Engine.UIDataStore_Strings
GlobalDataStoreClasses=Engine.UIDataStore_GameResource
GlobalDataStoreClasses=Engine.UIDataStore_Fonts
GlobalDataStoreClasses=Engine.UIDataStore_Registry
GlobalDataStoreClasses=Engine.UIDataStore_InputAlias
PlayerDataStoreClassNames=SDEngine.SDOnlineGameSession
PlayerDataStoreClassNames=SDEngine.SDOnlineGameSearch
[DevOptions.Shaders]
AutoReloadChangedShaders=True
bAllowMultiThreadedShaderCompile=True
bAllowDistributedShaderCompile=False
bAllowDistributedShaderCompileForBuildPCS=True
NumUnusedShaderCompilingThreads=1
ThreadedShaderCompileThreshold=4
MaxShaderJobBatchSize=30
PrecompileShadersJobThreshold=40000
bDumpShaderPDBs=True
bPromptToRetryFailedShaderCompiles=True
[DevOptions.Debug]
ShowSelectedLightmap=False
[StatNotifyProviders]
BinaryFileStatNotifyProvider=true
XmlStatNotifyProvider=false
CsvStatNotifyProvider=false
StatsNotifyProvider_UDP=true
PIXNamedCounterProvider=false
[StatNotifyProviders.StatNotifyProvider_UDP]
ListenPort=13000
[RemoteControl]
SuppressRemoteControlAtStartup=False
[LogFiles]
PurgeLogsDays=3
LogTimes=True
[AnimationCompression]
CompressCommandletVersion=2 // Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed.
DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_RemoveLinearKeys
TranslationCompressionFormat=0
RotationCompressionFormat=1
AlternativeCompressionThreshold=1.f
ForceRecompression=False
bOnlyCheckForMissingSkeletalMeshes=False
KeyEndEffectorsMatchName=IK
KeyEndEffectorsMatchName=eye
KeyEndEffectorsMatchName=weapon
KeyEndEffectorsMatchName=hand
KeyEndEffectorsMatchName=attach
KeyEndEffectorsMatchName=camera
[IpDrv.OnlineSubsystemCommonImpl]
MaxLocalTalkers=1
MaxRemoteTalkers=16
bIsUsingSpeechRecognition=false
[IpDrv.OnlineGameInterfaceImpl]
LanAnnouncePort=14001
LanQueryTimeout=5.0
LanPacketPlatformMask=1
[OnlineSubsystemLive.OnlineSubsystemLive]
LanAnnouncePort=14001
VoiceNotificationDelta=0.2
[Engine.StaticMeshCollectionActor]
bCookOutStaticMeshActors=TRUE
MaxStaticMeshComponents=100
[Engine.StaticLightCollectionActor]
bCookOutStaticLightActors=TRUE
MaxLightComponents=20
[CpuUsage]
SamplingRate=250
[LiveSock]
bUseVDP=True
bUseSecureConnections=true
MaxDgramSockets=64
MaxStreamSockets=16
DefaultRecvBufsizeInK=256
DefaultSendBufsizeInK=256
SystemLinkPort=14000
[CustomStats]
LD=Streaming fudge factor
LD=FrameTime
LD=Terrain Smooth Time
LD=Terrain Render Time
LD=Decal Render Time
LD=Terrain Triangles
LD=Decal Triangles
LD=Decal Draw Calls
LD=Static Mesh Tris
LD=Skel Mesh Tris
LD=Skel Verts CPU Skin
LD=Skel Verts GPU Skin
LD=30+ FPS
LD=Total CPU rendering time
LD=Total GPU rendering time
LD=Occluded primitives
LD=Projected shadows
LD=Visible static mesh elements
LD=Visible dynamic primitives
LD=Texture Pool Size
LD=Physical Memory Used
LD=Virtual Memory Used
LD=Audio Memory Used
LD=Texture Memory Used
LD=360 Texture Memory Used
LD=Animation Memory
LD=Vertex Lighting Memory
LD=StaticMesh Vertex Memory
LD=StaticMesh Index Memory
LD=SkeletalMesh Vertex Memory
LD=SkeletalMesh Index Memory
LD=Decal Vertex Memory
LD=Decal Index Memory
LD=Decal Interaction Memory
MEMLEAN=Virtual Memory Used
MEMLEAN=Audio Memory Used
MEMLEAN=Animation Memory
MEMLEAN=FaceFX Cur Mem
MEMLEAN=Vertex Lighting Memory
MEMLEAN=StaticMesh Vertex Memory
MEMLEAN=StaticMesh Index Memory
MEMLEAN=SkeletalMesh Vertex Memory
MEMLEAN=SkeletalMesh Index Memory
MEMLEAN=Decal Vertex Memory
MEMLEAN=Decal Index Memory
MEMLEAN=Decal Interaction Memory
MEMLEAN=VertexShader Memory
MEMLEAN=PixelShader Memory
GameThread=Async Loading Time
GameThread=Audio Update Time
GameThread=FrameTime
GameThread=HUD Time
GameThread=Input Time
GameThread=Kismet Time
GameThread=Move Actor Time
GameThread=RHI Game Tick
GameThread=RedrawViewports
GameThread=Script time
GameThread=Tick Time
GameThread=Update Components Time
GameThread=World Tick Time
GameThread=Async Work Wait
GameThread=PerFrameCapture
GameThread=DynamicLightEnvComp Tick
Mobile=ES2 Draw Calls
Mobile=ES2 Draw Calls (UP)
Mobile=ES2 Triangles Drawn
Mobile=ES2 Triangles Drawn (UP)
Mobile=ES2 Program Count
Mobile=ES2 Program Count (PP)
Mobile=ES2 Program Changes
Mobile=ES2 Uniform Updates (Bytes)
Mobile=ES2 Base Texture Binds
Mobile=ES2 Detail Texture Binds
Mobile=ES2 Lightmap Texture Binds
Mobile=ES2 Environment Texture Binds
Mobile=ES2 Bump Offset Texture Binds
Mobile=Frustum Culled primitives
Mobile=Statically occluded primitives
SplitScreen=Processed primitives
SplitScreen=Mesh draw calls
SplitScreen=Mesh Particles
SplitScreen=Particle Draw Calls
[MemorySplitClassesToTrack]
Class=AnimSequence
Class=AudioComponent
Class=AudioDevice
Class=BrushComponent
Class=CylinderComponent
Class=DecalComponent
Class=DecalManager
Class=DecalMaterial
Class=Font
Class=Level
Class=Material
Class=MaterialInstanceConstant
Class=MaterialInstanceTimeVarying
Class=Model
Class=ModelComponent
Class=MorphTarget
Class=NavigationMeshBase
Class=ParticleModule
Class=ParticleSystemComponent
Class=PathNode
Class=ProcBuilding_SimpleLODActor
Class=RB_BodyInstance
Class=RB_BodySetup
Class=ReachSpec
Class=Sequence
Class=SkeletalMesh
Class=SkeletalMeshComponent
Class=SoundCue
Class=SoundNode
Class=SoundNodeWave
Class=StaticMesh
Class=StaticMeshActor
Class=StaticMeshCollectionActor
Class=StaticMeshComponent
Class=Terrain
Class=TerrainComponent
Class=Texture2D
Class=UIRoot
[MemLeakCheckExtraExecsToRun]
Cmd=obj list class=StaticMesh -Alphasort -DetailedInfo
Cmd=obj list class=StaticMeshActor -ALPHASORT -DetailedInfo
Cmd=obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo
Cmd=obj list class=TextureMovie -Alphasort -DetailedInfo
Cmd=obj list class=Level -ALPHASORT -DetailedInfo
Cmd=lightenv list volumes
Cmd=lightenv list transition
Cmd=ListThreads
[ConfigCoalesceFilter]
FilterOut=ShooterEngine.ini
FilterOut=ShooterEditor.ini
FilterOut=ShooterInput.ini
FilterOut=ShooterLightmass.ini
FilterOut=ShooterGame.ini
FilterOut=ShooterGameDedicatedServer.ini
FilterOut=ShooterUI.ini
FilterOut=ShooterCompat.ini
FilterOut=ShooterEngineG4WLive.ini
FilterOut=ShooterEngineG4WLiveDedicatedServer.ini
FilterOut=ShooterEngineNoLive.ini
FilterOut=ShooterEngineNoLiveDedicatedServer.ini
FilterOut=ShooterEditorKeyBindings.ini
FilterOut=ShooterEditorUserSettings.ini
FilterOut=ShooterEngineGameSpy.ini
FilterOut=ShooterEngineSteamworks.ini
FilterOut=Descriptions.int
FilterOut=Editor.int
FilterOut=EditorTips.int
FilterOut=UnrealEd.int
FilterOut=WinDrv.int
FilterOut=XWindow.int
FilterOut=GfxUIEditor.int
FilterOut=Properties.int
[TaskPerfTracking]
bUseTaskPerfTracking=FALSE
RemoteConnectionIP=10.1.20.20
ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Connection Timeout=2;Integrated Security=SSPI
RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=EngineTaskPerf;Integrated Security=SSPI;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn
[TaskPerfMemDatabase]
bUseTaskPerfMemDatabase=TRUE
RemoteConnectionIP=192.168.0.39
ConnectionString=Provider=sqloledb;Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Connection Timeout=2;Integrated Security=SSPI
RemoteConnectionStringOverride=Data Source=guiltyspark.splashdamage.local;Initial Catalog=PerfMem;Integrated Security=SSPI;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn
[MemoryPools]
FLightPrimitiveInteractionInitialBlockSize=512
FModShadowPrimitiveInteractionInitialBlockSize=512
[SystemSettings]
bFirstRun=FALSE
bUseMaxQualityMode=False
StaticDecals=False
DynamicDecals=True
UnbatchedDecals=False
DecalCullDistanceScale=1.000000
DynamicLights=False
DynamicShadows=False
LightEnvironmentShadows=False
CompositeDynamicLights=False
SHSecondaryLighting=False
DirectionalLightmaps=False
MotionBlur=False
MotionBlurPause=False
MotionBlurSkinning=0
DepthOfField=False
AmbientOcclusion=False
Bloom=False
bAllowLightShafts=False
bUseARGB8=False
Distortion=False
FilteredDistortion=False
DropParticleDistortion=True
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=False
SpeedTreeFronds=False
OnlyStreamInTextures=True
LensFlares=False
FogVolumes=False
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Borderless=False
Fullscreen=True
AllowD3D11=False
AllowOpenGL=False
AllowRadialBlur=False
AllowSubsurfaceScattering=False
AllowImageReflections=False
AllowImageReflectionShadowing=False
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=False
bAllowWeatherEffect=False
bAllowPostProcess=False
SkeletalMeshLODBias=0
ParticleLODBias=-1
DetailMode=1
MaxDrawDistanceScale=0.970000
ShadowFilterQualityBias=0
MaxAnisotropy=8
MaxMultiSamples=1
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500.000000
TemporalAA_StartDepthVelocityScale=100.000000
MinShadowResolution=16
MinPreShadowResolution=4
MaxShadowResolution=256
MaxWholeSceneDominantShadowResolution=256
ShadowFadeResolution=128
PreShadowFadeResolution=8
ShadowFadeExponent=0.250000
ResX=1280
ResY=800
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=0.000000
ShadowTexelsPerPixel=0.500000
PreShadowResolutionFactor=0.500000
bEnableVSMShadows=False
bAllowBetterModulatedShadows=False
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationFactorMultiplier=1.000000
bEnableForegroundShadowsOnWorld=False
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=False
bUseConservativeShadowBounds=False
ShadowFilterRadius=2.000000
ShadowDepthBias=0.012000
PerObjectShadowTransition=60.000000
CSMSplitPenumbraScale=0.500000
CSMSplitSoftTransitionDistanceScale=4.000000
CSMSplitDepthBiasScale=0.500000
CSMMinimumFOV=40.000000
CSMFOVRoundFactor=4.000000
UnbuiltWholeSceneDynamicShadowRadius=20000.000000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=False
NumFracturedPartsScale=1.000000
FractureDirectSpawnChanceScale=1.000000
FractureRadialSpawnChanceScale=1.000000
FractureCullDistanceScale=1.000000
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
MobileFeatureLevel=0
MobileFog=True
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileVertexMovement=True
MobileLODBias=-0.5
MobileBoneCount=75
MobileBoneWeightCount=2
MobileUsePreprocessedShaders=True
MobileFlashRedForUncachedShaders=False
MobileWarmUpPreprocessedShaders=True
MobileCachePreprocessedShaders=False
MobileProfilePreprocessedShaders=False
MobileUseCPreprocessorOnShaders=True
MobileLoadCPreprocessedShaders=True
MobileSharePixelShaders=True
MobileShareVertexShaders=True
MobileShareShaderPrograms=True
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
ApexLODResourceBudget=1024
ApexDestructionMaxChunkIslandCount=50
ApexDestructionMaxChunkSeparationLOD=0.5000000
bEnableParallelAPEXClothingFetch=False
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=2048,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=128,MaxLODSize=256,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=1,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=128,MaxLODSize=1024,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=64,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=32,MaxLODSize=512,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=32,MaxLODSize=128,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ColorLookupTable=(MinLODSize=32,MaxLODSize=64,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
[SystemSettingsEditor]
ResX=1280
ResY=800
[SystemSettingsSplitScreen2]
bAllowWholeSceneDominantShadows=False
bAllowLightShafts=False
DetailMode=1
[SystemSettingsMobile]
BasedOn=SystemSettings
Fullscreen=True
DirectionalLightmaps=False
DynamicLights=False
SHSecondaryLighting=False
StaticDecals=False
DynamicDecals=True
UnbatchedDecals=False
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
DropParticleDistortion=False
FloatingPointRenderTargets=FALSE
MaxAnisotropy=2
bAllowLightShafts=FALSE
DynamicShadows=False
[SystemSettingsMobileTextureBias]
BasedOn=SystemSettingsMobile
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=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,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=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)
[SystemSettingsIPhone3GS]
BasedOn=SystemSettingsMobileTextureBias
MobileEnableMSAA=True
[SystemSettingsIPhone4]
BasedOn=SystemSettingsMobile
MobileContentScaleFactor=2.0
[SystemSettingsIPodTouch4]
BasedOn=SystemSettingsMobileTextureBias
MobileContentScaleFactor=2.0
[SystemSettingsIPad]
BasedOn=SystemSettingsMobileTextureBias
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
MobileContentScaleFactor=0.9375
[SystemSettingsIPad2]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True
[SystemSettingsAndroid]
BasedOn=SystemSettingsMobileTextureBias
[Engine.PhysicsLODVerticalEmitter]
ParticlePercentage=64
[Engine.OnlineSubsystem]
NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList")
AsyncMinCompletionTime=0.0
[Engine.OnlineRecentPlayersList]
MaxRecentPlayers=100
MaxRecentParties=5
[VoIP]
VolumeThreshold=0.1
bHasVoiceEnabled=true
[FullScreenMovie]
bForceNoMovies=FALSE
LoadMapMovie=SGLoadingScreen.OBJLoading
bShouldStopMovieAtEndOfLoadMap=TRUE
[IPDrv.WebConnection]
MaxValueLength=512
MaxLineLength=4096
[IPDrv.WebServer]
ApplicationPaths[0]=/ServerAdmin
ApplicationPaths[1]=/images
ListenPort=80
MaxConnections=18
ExpirationSeconds=86400
bEnabled=false
[IPDrv.WebResponse]
IncludePath=/Web
CharSet=iso-8859-1
[TextureTracking]
#TextureName=T_GD_Traffic_Crosswalk_01
[AnimNotify]
Trail_MaxSampleRate=200.0
[Engine.UIDataStore_OnlinePlayerData]
PartyChatProviderClassName=Engine.UIDataProvider_OnlinePartyChatList
PlayerStorageClassName=SDEngine.SDOnlineProfileSettings
ProfileSettingsClassName=SDEngine.SDOnlineProfileSettings
ProfileProviderClassName=SDEngine.SDProfileSettingsProvider
StorageProviderClassName=SDEngine.SDStorageProvider
ProfileDataExtension=.ue3profile
[Engine.LocalPlayer]
EyefinityFOVThreshold=140.0
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
[MobileSupport]
bShouldCachePVRTCTextures=False
bShouldFlattenMaterials=False
FlattenedTextureResolutionBias=0
UDKRemotePort=41765
UDKRemotePortPIE=41766
[Engine.GameViewportClient]
bDebugNoGFxUI=FALSE
bUseHardwareCursorWhenWindowed=TRUE
[ContentComparisonReferenceTypes]
+Class=AnimSet
+Class=SkeletalMesh
+Class=SoundCue
+Class=StaticMesh
+Class=ParticleSystem
+Class=Texture2D
[Engine.HttpFactory]
HttpRequestClassName=WinDrv.HttpRequestWindows
[IpDrv.OnlineImageDownloaderWeb]
MaxSimultaneousDownloads=8
MaxRetryCount=4
[Configuration]
[SDEngine.SDEngineExtensions]
HttpClassName=ShooterGame.SGHttp
ConnectivityManagerClassName=ShooterGame.SGConnectivityManager
[SDEngine.SDGameEngine]
bForceFrontEndVSync=TRUE
[ShooterGame.SGEngine]
[ShooterGame.SGEngineExtensions]
m_DedicatedServerAutoProfileTime=10.0
m_DedicatedServerAutoProfileCooldown=180.0
m_DedicatedServerAutoProfileNumPlayers=10
[OnlineSubsystemPC.OnlineSubsystemPC]
ProfileDataDirectory=.\Shooter\SaveData
ProfileDataExtension=.ue3profile
[SDEngine.SDProfile]
bDisableOfflineSaves=false
bDisableOnlineSaves=false
bUseMostRecentSave=false
[SDEngine.SDOnlineSubsystem]
ProfileDataDirectory=.\Shooter\SaveData
ProfileDataExtension=.ue3profile
[SDEngine.SDVisibilityManager]
m_VisibilityValidityTime=0.2f
[SDPCEngine.SDOnlineSubsystemFireline]
m_SettingsClassName=SDEngine.SDFirelineSettings
m_PlayerInterfaceClassName=ShooterGame.SGOnlinePlayerInterfaceFireline
m_GameInterfaceClassName=ShooterGame.SGOnlineGameInterfaceFireline
m_ServerHeartbeatGap=25.0
m_ClientHeartbeatGap=240.0
m_JoinTimeout=30.0
m_RequestRetryCooldownTimeMultiplier=2.0
m_RequestMaxRetry=6
m_MaxUnansweredHeartbeatAllowed=3
m_ManifestIndexName=index
[SDPCEngine.SDOnlineGameInterfaceFireline]
m_SessionRetryTimeCooldownMultiplier=2.0
m_SessionRetryTimeCooldownMax=960.0
[SDPCEngine.SDOnlinePlayerInterfaceFireline]
m_MaxLoginStepTime=60.0
[SDPCEngine.SDFireteamPlayersObjectsManager]
FireteamPlayerObjectCollectionClassName=ShooterGame.SGFireteamPlayerObjectCollection
[Windows.StandardUser]
MyDocumentsSubDirName=UnrealEngine3
[OnlineSubsystemGameSpy.OnlineSubsystemGameSpy]
bHasGameSpyAccount=true
EncryptedProductKey=NotForShip
ProfileDataDirectory=../ShooterGame/SaveData
ProfileDataExtension=.ue3profile
ProductID=11097
NamespaceID=40
PartnerID=33
GameID=1727
StatsVersion=7
NickStatsKeyId=1
PlaceStatsKeyId=2
LocationUrlsForInvites=shooterpc
LocationUrl=shooterpc
bShouldUseMcp=true
[OnlineSubsystemSteamworks.OnlineSubsystemSteamworks]
bUseVAC=true
GameDir=unrealtest
GameVersion=1.0.0.0
Region=255
CurrentNotificationPosition=8
ResetStats=0
[SDEngine.SDGameStatsManager]
GAME_STATS_VERSION=19
[GameplayStats.JSON]
Enabled=false
CommandLine=stats
[GameplayStats.Fireline]
Enabled=true
[GameplayStats.Echo]
Enabled=true
PlaytestOnly=true
Frequency=5.0
ContentEncoding=zlib
MonitorUpload=true
MonitorUploadFrequency=10.0
CommandLine=stats
[GameplayStats.Unreal]
Enabled=true
Frequency=0.25
CommandLine=stats
[PacketSimulationSettings]
PktLoss=0
PktLag=0
PktLagVariance=0
[SDAudioPackages]
PackageNames=SFX.pck
PackageNames=Default.pck
[SDSoundSystem]
uIOMemorySize=8192
fTargetAutoStmBufferLength=380
fMaxCacheRatio=2.0
uDefaultPoolSize=16384
uLEngineDefaultPoolSize=32768
uCommandQueueSize=192
HDREnable=1
HDREnableBoost=0
HDRSettingIndex=1
HDRMaxSize0=35
HDRMinSize0=26
HDRReleaseRate0=20
HDRMaxSize1=65
HDRMinSize1=48
HDRReleaseRate1=30
HDRMaxSize2=68
HDRMinSize2=45
HDRReleaseRate2=20
MuteOnLostFocus=1
OcclusionMinValue=0.25
OcclusionMaxValue=0.75
OcclusionMinDistance=512
OcclusionMaxDistance=20000
[SDTestServer]
Dedicated=true
Listen=false
[ShooterGame.SGDTServer]
m_DTPort=7999
m_DTLogging=false
[ShooterGame.SGClientVoice]
m_DTPort=8432
m_DTLogging=false
[SDEngine.SDFirelineBatchUpdateObject]
m_MaxUpdateAttempts=5
m_BaseRetryDelay=1.7f
[SDEngine.SDCoherentUIManager]
m_bUseWebCache=true
m_WebCacheDir=WebCache
[IniVersion]
0=1433358005.000000
1=1434635404.000000
[AppCompat]
MeasuredCPUScore=87.630089
CompatLevelComposite=4
CompatLevelCPU=5
CompatLevelGPU=4
CompatLevelGPUFix=0
Edit: Corrected mipfade values, they were somehow too high, now it streams at normal speed again.
MipFadeInSpeed0=0.03
MipFadeOutSpeed0=0.1
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=1.0
I’m sure it’s a difficult question to answer, but any clues as to which of these settings are likely to reduce CPU usage? I’ve been playing with reducing in-game and config graphic settings but it’s made virtually no difference to my FPS, which seems to drop very low in gunfights. I therefore suspect that CPU is the bottleneck.
Just to follow that up, I’ve now turned on one frame lag and it’s given such a boost to my FPS that I’ve been able to lock it at 120fps with no drops! I can’t really notice the input lag… would I be correct in assuming it’d be ~8ms? Also, can input lag be reduced in other ways or is the pre-rendered frame gonna be the limiting factor? Either way, I’m finding the game much more playable; it’s nice to not feel like my brain has stopped working every time I enter a gunfight.
