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How to remove all filtering from an Unreal 3 engine game ?
I know graphic tweaks can be applied by a file called BaseEngine.ini, but I can't figure how to remove all Anti-alias, Anisotropy and Texture filtering (basically, I wanna see raw pixels, everything looks blurry).
The NVIDIA panel, even if all settings disable such features, doesn't seem to affect the game at all, that's why I'm asking what parameter conflicts with that. Graphic card is GT 610, 2gb vram.
The game is Tony Hawk HD, the file itself has been modified by me to increase a bit of FPS. It's going good now, but I still wonder how to remove that blur on various textures and other filtering (polygons' edges clearly look like anisotropic filter is on). Maybe it's something related to MipMap settings (about textures), but I'm not an expert in this and I've already spent hours editing this file. "Detailmode" doesn't affect it minimally.
Here is the code, if anyone knows such engine well, can help me out?
Code:[URL] Protocol=unreal Name=Player Map=Entry LocalMap=Entry LocalOptions= TransitionMap=Entry MapExt=changeme EXEName=unreal.exe DebugEXEName=DEBUG-unreal.exe SaveExt=usa Port=7777 PeerPort=7778 GameName=Default Game Name GameNameShort=DGN [Engine.ScriptPackages] EngineNativePackages=Core EngineNativePackages=Engine ; This is always needed since there are native UObjects EngineNativePackages=GFxUI EngineNativePackages=GameFramework ; IpDrv is most likely the only package needed here - it's included unless WITH_UE3_NETWORKING is 0. DO NOT put OnlineSubsystem packages here NetNativePackages=IpDrv EditorPackages=UnrealEd ; This is only used when WITH_GFX is true ScaleformEditorPackages=GFxUIEditor ; WWISEMODIF_START EngineNativePackages=AkAudio ; WWISEMODIF_END [Engine.Engine] NetworkDevice=IpDrv.TcpNetDriver FallbackNetworkDevice=IpDrv.TcpNetDriver ConsoleClassName=Engine.Console GameViewportClientClassName=Engine.GameViewportClient LocalPlayerClassName=Engine.LocalPlayer DataStoreClientClassName=Engine.DataStoreClient ; The language used by the engine Language=INT bAllowMatureLanguage=FALSE GameEngine=Engine.GameEngine EditorEngine=UnrealEd.EditorEngine UnrealEdEngine=UnrealEd.UnrealEdEngine 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 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.Good64x64TilingNoiseHighFreq RandomAngleTextureName=EngineMaterials.RandomAngles RandomNormalTextureName=EngineMaterials.RandomNormal2 RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid LightMapDensityNormalName=EngineMaterials.DefaultNormal 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=EngineMaterials.DefaultPhysicalMaterial LandscapeHolePhysMaterialName=EngineMaterials.LandscapeHolePhysicalMaterial TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat ProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterial BuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh ; Roughly how many texels per world unit when generating a building LOD color texture ProcBuildingLODColorTexelsPerWorldUnit=0.075 ; Roughly how many texels per world unit when generating a building LOD lighting texture ProcBuildingLODLightingTexelsPerWorldUnit=0.015 ; Maximum size of a building LOD color texture ; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ProcBuilding_Face! MaxProcBuildingLODColorTextureSize=1024 ; Maximum size of a building LOD lighting texture ; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ProcBuilding_LightMap! MaxProcBuildingLODLightingTextureSize=256 ; Whether to crop building LOD textures to rectangular textures to reduce wasted memory UseProcBuildingLODTextureCropping=True ; Whether to force use of power-of-two LOD textures (uses more memory, but may have better performance) ; NOTE: Currently enabled until non-pow2 textures are supported on core platforms ForcePowerOfTwoProcBuildingLODTextures=True ; True if we should combine light/shadow maps together if they're very similar to one another bCombineSimilarMappings=False ; Maximum root mean square deviation of the image difference allowed for mappings to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled. MaxRMSDForCombiningMappings=6.0 ImageReflectionTextureSize=256;1024 TerrainMaterialMaxTextureCount=16 TerrainTessellationCheckCount=6 TerrainTessellationCheckBorder=2.0 TerrainTessellationCheckDistance=4096.0 BeginUPTryCount=200000 bStaticDecalsEnabled=True 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=900 TimeBetweenPurgingPendingKillObjects=60 bUseTextureStreaming=True bUseBackgroundLevelStreaming=True bSubtitlesEnabled=True bSubtitlesForcedOff=FALSE ScoutClassName="Engine.Scout" DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess DefaultSoundName=EngineSounds.WhiteNoise bOnScreenKismetWarnings=TRUE bEnableKismetLogging=FALSE ; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMaterials to the StartupPackages for console platforms 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=1.0 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=1048576 FluidSimulationTimeLimit=30.0 MaxParticleResize=0 MaxParticleResizeWarn=0 bCheckParticleRenderSize=True MaxParticleVertexMemory=1319;(mod)131972 NetClientTicksPerSecond=200 MaxTrackedOcclusionIncrement=0.10 TrackedOcclusionStepSize=0.10 MipFadeInSpeed0=0.3 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=32 PhysXMeshCacheSize=8 bShouldGenerateSimpleLightmaps=TRUE ; Enables normal map sampling when Lightmass is generating 'simple' light maps. This increases lighting build time, but may improve quality when normal maps are used to represent curvature over a large surface area. When this setting is disabled, 'simple' light maps will not take normal maps into account. bUseNormalMapsForSimpleLightMaps=TRUE bSmoothFrameRate=TRUE MinSmoothedFrameRate=22 MaxSmoothedFrameRate=62 bCheckForMultiplePawnsSpawnedInAFrame=FALSE NumPawnsAllowedToBeSpawnedInAFrame=2 ; This is the default (additive) color of selected objects in the editor DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0) ; This is the default (additive) color of hovered objects in the editor DefaultHoveredMaterialColor=(R=0.02,G=0.02,B=0.02,A=1.0) ; This is the startup state of the OnScreenDebugMessage system bEnableOnScreenDebugMessages=true AllowScreenDoorFade=False AllowNvidiaStereo3d=False ; Allows matinee tracks to modify material instances on post process chains EnableMatineePostProcessMaterialParam=False ; If in a DEBUG build, and DevAbsorbFunc is unsuppressed, the functions in this array will be ignored when throwing warning logs about non-simulated functions being absorbed IgnoreSimulatedFuncWarnings=Tick NearClipPlane=10.0 bUseStreamingPause=false [PlatformInterface] CloudStorageInterfaceClassName= FacebookIntegrationClassName= InGameAdManagerClassName= [Engine.SeqAct_Interp] ; These control the default rendering overrides for matinee's with director tracks ; By default, some features are disabled to make room for cinematic lighting and shadowing RenderingOverrides=(bAllowAmbientOcclusion=False,bAllowDominantWholeSceneDynamicShadows=False,bAllowMotionBlurSkinning=False,bAllowTemporalAA=True,bAllowLightShafts=True) [Engine.StreamingMovies] RenderPriorityPS3=1001 SuspendGameIO=True [Engine.ISVHacks] bInitializeShadersOnDemand=False DisableATITextureFilterOptimizationChecks=True UseMinimalNVIDIADriverShaderOptimization=True PumpWindowMessagesWhenRenderThreadStalled=False [Engine.GameEngine] MaxDeltaTime=0 ; mostly copied from 2k4 [Engine.DemoRecDriver] AllowDownloads=True DemoSpectatorClass=Engine.PlayerController MaxClientRate=25000 ConnectionTimeout=15.0 InitialConnectTimeout=30.0 AckTimeout=1.0 KeepAliveTime=1.0 SimLatency=0 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=30 LanServerMaxTickRate=30 MaxRewindPoints=30 RewindPointInterval=1.0 NumRecentRewindPoints=7 [Engine.PackagesToAlwaysCook] [Engine.StartupPackages] bSerializeStartupPackagesFromMemory=TRUE bFullyCompressStartupPackages=FALSE Package=EngineMaterials ; Console platforms will remove EngineDebugMaterials from their StartupPackages Package=EngineDebugMaterials Package=EngineSounds Package=EngineFonts Package=SoundClassesAndModes [Engine.PackagesToForceCookPerMap] [Core.System] MaxObjectsNotConsideredByGC=0 SizeOfPermanentObjectPool=0 StaleCacheDays=30 MaxStaleCacheSize=10 MaxOverallCacheSize=30 PackageSizeSoftLimit=300 AsyncIOBandwidthLimit=0 CachePath=..\..\%GAME%Game\Cache CacheExt=.uxx Paths=..\..\Engine\Content ScriptPaths=..\..\%GAME%Game\Script FRScriptPaths=..\..\%GAME%Game\ScriptFinalRelease CutdownPaths=..\..\%GAME%Game\CutdownPackages CutdownPaths=..\..\%GAME%Game\Script ScreenShotPath=..\..\%GAME%Game\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=DevHDDCaching 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=DevShaders Suppress=DevShadersDetailed 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=DevMovieCapture Suppress=GameStats Suppress=Init Suppress=Input Suppress=Inventory Suppress=Localization Suppress=LocalizationWarning Suppress=PlayerManagement Suppress=PlayerMove [Engine.Client] DisplayGamma=2.2 MinDesiredFrameRate=35.000000 InitialButtonRepeatDelay=0.2 ButtonRepeatDelay=0.1 [WinDrv.WindowsClient] AudioDeviceClass=XAudio2.XAudio2Device MinAllowableResolutionX=0 MinAllowableResolutionY=0 MaxAllowableResolutionX=0 MaxAllowableResolutionY=0 MinAllowableRefreshRate=0 MaxAllowableRefreshRate=0 ParanoidDeviceLostChecking=1 AllowJoystickInput=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=10000 ConfiguredLanSpeed=20000 PP_DesaturationMultiplier=1.0 PP_HighlightsMultiplier=1.0 PP_MidTonesMultiplier=1.0 PP_ShadowsMultiplier=1.0 [IpDrv.TcpNetDriver] AllowDownloads=True AllowPeerConnections=False AllowPeerVoice=False ConnectionTimeout=30.0 InitialConnectTimeout=200.0 AckTimeout=1.0 KeepAliveTime=0.2 MaxClientRate=15000 MaxInternetClientRate=10000 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=30 LanServerMaxTickRate=35 DownloadManagers=IpDrv.HTTPDownload DownloadManagers=Engine.ChannelDownload NetConnectionClassName="IpDrv.TcpipConnection" [IpServer.UdpServerQuery] GameName=ut [IpDrv.UdpBeacon] DoBeacon=True BeaconTime=0.50 BeaconTimeout=5.0 BeaconProduct=ut ServerBeaconPort=8777 BeaconPort=9777 [TextureStreaming] PoolSize=160 MemoryMargin=20 MemoryLoss=0 HysteresisLimit=20 DropMipLevelsLimit=16 StopIncreasingLimit=12 StopStreamingLimit=8 MinEvictSize=10 MinFudgeFactor=1 FudgeFactorIncreaseRateOfChange=0.5 FudgeFactorDecreaseRateOfChange=-0.4 MinRequestedMipsToConsider=11 MinTimeToGuaranteeMinMipCount=2 MaxTimeToGuaranteeMinMipCount=12 UseTextureFileCache=TRUE LoadMapTimeLimit=20.0 LightmapStreamingFactor=0.04 ShadowmapStreamingFactor=0.04 MaxLightmapRadius=2000.0 AllowStreamingLightmaps=True TextureFileCacheBulkDataAlignment=1 UsePriorityStreaming=True bAllowSwitchingStreamingSystem=False UseDynamicStreaming=True bEnableAsyncDefrag=False bEnableAsyncReallocation=False MaxDefragRelocations=256 MaxDefragDownShift=128 BoostPlayerTextures=3.0 TemporalAAMemoryReserve=4.0 [StreamByURL] PostLoadPause=6.0 [UnrealEd.EditorEngine] LocalPlayerClassName=UnrealEd.EditorPlayer 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=..\..\Engine\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=OnlineSubsystemPC EditPackages=OnlineSubsystemPSN EditPackages=OnlineSubsystemGameSpy EditPackages=OnlineSubsystemLive EditPackages=OnlineSubsystemSteamworks bBuildReachSpecs=FALSE bGroupingActive=TRUE bCustomCameraAlignEmitter=TRUE CustomCameraAlignEmitterDistance=100.0 bDrawSocketsInGMode=FALSE bSmoothFrameRate=TRUE MinSmoothedFrameRate=22 MaxSmoothedFrameRate=120 FarClippingPlane=0 TemplateMapFolders=..\..\Engine\Content\Maps\Templates [UnrealEd.UnrealEdEngine] AutoSaveIndex=0 PackagesToBeFullyLoadedAtStartup=EditorMaterials PackagesToBeFullyLoadedAtStartup=EditorMeshes PackagesToBeFullyLoadedAtStartup=EditorResources PackagesToBeFullyLoadedAtStartup=EngineMaterials PackagesToBeFullyLoadedAtStartup=EngineFonts PackagesToBeFullyLoadedAtStartup=EngineResources PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders PackagesToBeFullyLoadedAtStartup=MapTemplateIndex [Engine.DataStoreClient] GlobalDataStoreClasses="Engine.UIDataStore_Strings" GlobalDataStoreClasses="Engine.UIDataStore_GameResource" GlobalDataStoreClasses="Engine.UIDataStore_Fonts" GlobalDataStoreClasses="Engine.UIDataStore_Registry" GlobalDataStoreClasses="Engine.UIDataStore_InputAlias" ;PlayerDataStoreClassNames="Engine.UIDataStore_InputAlias" [DevOptions.Shaders] AutoReloadChangedShaders=True bAllowMultiThreadedShaderCompile=True bAllowDistributedShaderCompile=False bAllowDistributedShaderCompileForBuildPCS=False NumUnusedShaderCompilingThreads=1 ThreadedShaderCompileThreshold=1 MaxShaderJobBatchSize=30 PrecompileShadersJobThreshold=40000 bDumpShaderPDBs=False 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 [OnlineSubsystemLive.OnlineSubsystemLive] LanAnnouncePort=14001 VoiceNotificationDelta=0.2 SocialPostLinkPreviewImageResourceName=EngineMaterials.DefaultSocialPostLinkPreviewImage [Engine.StaticMeshCollectionActor] bCookOutStaticMeshActors=TRUE MaxStaticMeshComponents=100 [Engine.StaticLightCollectionActor] bCookOutStaticLightActors=TRUE MaxLightComponents=100 [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=%GAME%Engine.ini FilterOut=%GAME%Editor.ini FilterOut=%GAME%Input.ini FilterOut=%GAME%Lightmass.ini FilterOut=%GAME%Game.ini FilterOut=%GAME%GameDedicatedServer.ini FilterOut=%GAME%UI.ini FilterOut=%GAME%Compat.ini FilterOut=%GAME%EngineG4WLive.ini FilterOut=%GAME%EngineG4WLiveDedicatedServer.ini FilterOut=%GAME%EngineNoLive.ini FilterOut=%GAME%EngineNoLiveDedicatedServer.ini FilterOut=%GAME%EditorKeyBindings.ini FilterOut=%GAME%EditorUserSettings.ini FilterOut=%GAME%EngineGameSpy.ini FilterOut=%GAME%EngineSteamworks.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=TRUE RemoteConnectionIP="10.1.20.20" ConnectionString="Provider=sqloledb;Data Source=production-db;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes;Connection Timeout=2" RemoteConnectionStringOverride="Data Source=production-db;Initial Catalog=EngineTaskPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn" [TaskPerfMemDatabase] bUseTaskPerfMemDatabase=TRUE RemoteConnectionIP="10.1.20.20" ConnectionString="Provider=sqloledb;Data Source=dev-db;Initial Catalog=PerfMem;Trusted_Connection=Yes;Connection Timeout=2" RemoteConnectionStringOverride="Data Source=dev-db;Initial Catalog=PerfMem;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn" [MemoryPools] FLightPrimitiveInteractionInitialBlockSize=512 FModShadowPrimitiveInteractionInitialBlockSize=512 [SystemSettings] ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!! bUseMaxQualityMode=False StaticDecals=True DynamicDecals=True UnbatchedDecals=True DecalCullDistanceScale=1.0 DynamicLights=True DynamicShadows=True LightEnvironmentShadows=True CompositeDynamicLights=False SHSecondaryLighting=True DirectionalLightmaps=True MotionBlur=False MotionBlurPause=True MotionBlurSkinning=0 DepthOfField=False AmbientOcclusion=True Bloom=True bAllowLightShafts=True Distortion=True FilteredDistortion=True DropParticleDistortion=False bAllowDownsampledTranslucency=False SpeedTreeLeaves=True SpeedTreeFronds=True OnlyStreamInTextures=False LensFlares=True FogVolumes=True FloatingPointRenderTargets=True OneFrameThreadLag=True UseVsync=True UpscaleScreenPercentage=True Fullscreen=True AllowD3D11=True AllowOpenGL=False AllowRadialBlur=True AllowSubsurfaceScattering=True AllowImageReflections=True AllowImageReflectionShadowing=False bAllowSeparateTranslucency=True bAllowPostprocessMLAA=False SkeletalMeshLODBias=0 ParticleLODBias=0 DetailMode=2 MaxDrawDistanceScale=1 ShadowFilterQualityBias=0 MaxAnisotropy=1 MaxMultiSamples=1 bAllowD3D9MSAA=True bAllowTemporalAA=False TemporalAA_MinDepth=500 TemporalAA_StartDepthVelocityScale=100 MinShadowResolution=6 MinPreShadowResolution=8 MaxShadowResolution=400 MaxWholeSceneDominantShadowResolution=1344 ShadowFadeResolution=128 PreShadowFadeResolution=16 ShadowFadeExponent=.25 ResX=1280 ResY=720 ScreenPercentage=100.000000 SceneCaptureStreamingMultiplier=1.000000 ShadowTexelsPerPixel=1.27324 PreShadowResolutionFactor=.5 bEnableVSMShadows=False bEnableBranchingPCFShadows=False bAllowHardwareShadowFiltering=False TessellationAdaptivePixelsPerTriangle=48.0 bEnableForegroundShadowsOnWorld=True bEnableForegroundSelfShadowing=False bAllowWholeSceneDominantShadows=True bUseConservativeShadowBounds=False ShadowFilterRadius=0 ; 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 ; 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 ;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 MobileSpecular=True MobileBumpOffset=True MobileNormalMapping=True MobileEnvMapping=True MobileRimLighting=True MobileColorBlending=True MobileVertexMovement=True MobileOcclusionQueries=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 ApexLODResourceBudget=1000000000000000000000.0 ApexDestructionMaxChunkIslandCount=2147483647 ApexDestructionMaxChunkSeparationLOD=1.0 bEnableParallelAPEXClothingFetch=False TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=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,MipFilter=point) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=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,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5) TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear) [SystemSettingsEditor] ; System settings overrides for the editor. Ideally the editor should use the same settings as the game. [SystemSettingsSplitScreen2] ; 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=1 bAllowLightShafts=FALSE ; Enabling dynamic shadows on mobile will currently enable 'planar' shadows, which are only appropriate ; for certain types of scenes DynamicShadows=False [SystemSettingsMobileTextureBias] BasedOn=SystemSettingsMobile ;Bias Texture settings by 1 LOD 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) ; Settings for iPhone 3GS only [SystemSettingsIPhone3GS] BasedOn=SystemSettingsMobileTextureBias MobileEnableMSAA=True ; Settings for iPhone 4 only [SystemSettingsIPhone4] BasedOn=SystemSettingsMobile MobileContentScaleFactor=2.0 ; Settings for iPod Touch 4 only [SystemSettingsIPodTouch4] BasedOn=SystemSettingsMobileTextureBias MobileContentScaleFactor=2.0 ; 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 ; 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=True ; Bloom (which needs DoF to run the UberPP) works on iOS but is slow ;Bloom=TRUE ;DepthOfField=TRUE ; Lightshafts don't work on ES2 ;bAllowLightShafts=TRUE [SystemSettingsAndroid] BasedOn=SystemSettingsMobileTextureBias [Engine.PhysicsLODVerticalEmitter] ParticlePercentage=30;(mod)100 [Engine.OnlineSubsystem] NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList") AsyncMinCompletionTime=0.0 [Engine.OnlineRecentPlayersList] MaxRecentPlayers=100 MaxRecentParties=5 [VoIP] VolumeThreshold=0.2 bHasVoiceEnabled=true [FullScreenMovie] bForceNoMovies=FALSE [IPDrv.WebConnection] MaxValueLength=512 MaxLineLength=4096 [IPDrv.WebServer] ApplicationPaths[0]=/ServerAdmin ApplicationPaths[1]=/images ;;Applications[0]=UWeb.HelloWeb ;;ApplicationPaths[0]=/Hello 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 [Engine.LocalPlayer] AspectRatioAxisConstraint=AspectRatio_MaintainXFOV [MobileSupport] bShouldCachePVRTCTextures=False bShouldFlattenMaterials=False FlattenedTextureResolutionBias=0 UDKRemotePort=41765 UDKRemotePortPIE=41766 [Engine.GameViewportClient] bDebugNoGFxUI=FALSE bUseHardwareCursorWhenWindowed=TRUE # this probably needs be a lot more complicated and be similiar to the summary gather we do in MemLeakCheck [ContentComparisonReferenceTypes] +Class=AnimSet +Class=SkeletalMesh +Class=SoundCue +Class=StaticMesh +Class=ParticleSystem +Class=Texture2D [OnlineSubsystemPSN.OnlineSubsystemPSN] StatusStringsPackageName=OnlineSubsystemPSN