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GameStar 2006 April
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lotrbfme2_demo.exe
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INI.big
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data_ini_gamelod.ini
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2006-01-31
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;------------------------------------------------------------------------------
;Game Detail Levels
;
;Default StaticGameLOD levels are selected based on CPU performance at a simple
;processor benchmark. Here's some sample scores:
;
;MinimumProcessorFps:
;P4-2.2 : 30 fps.
;
;Eventually this needs to be replaced by timing an actual map running on the system.
;------------------------------------------------------------------------------
StaticGameLOD = VeryLow
ModelLOD = Low ; Quality of models
EffectsLOD = VeryLow ; Quality of effects
MaxParticleCount=500 ;maximum number of particles that can exist
UseShadowVolumes=No ;use volumetric shadows if available.
UseShadowDecals=No ;use 2D decal shadows
UseShadowMapping = No ;use shadow mapping. If yes, decal and volume shadows are disabled.
UseTerrainNormalMap=No;use normal maps on terrain.
UseDistanceDependantTerrainTextures = No ; Choose terrain texture dynamically based on camera distance
WaterLOD = Low ; Quality of water rendering
ShowSoftWaterEdge=No ;feather water edge if supported by hardware
MaxTankTrackEdges=30 ;maximum length of track left behind tanks and other units.
MaxTankTrackOpaqueEdges=15 ;maximum length of tank track before it starts fading
MaxTankTrackFadeDelay=5000 ;maximum amount of time a tank track segment remains visible (in ms)
ShowProps = No ; skip props and shrubs.
TextureReductionFactor = 2; cut texture resolution by 4.
AnimationDetail = VeryLow;
ShaderLOD = Low ; Shader LOD level used for FX shaders
ShaderMaterialReplacement = No ; Try to replace old materials with shaders
UseHeatEffects = No ; Use smudge system based heat effects
DecalLOD = Off ; Coolness of selection decals
MinParticlePriority = VERY_LOW_OR_ABOVE ;priority at below which we don't draw particles
MinParticleSkipPriority = ALWAYS_RENDER ;particle priority at which we never skip particles
End
StaticGameLOD = Low
ModelLOD = Low ; Quality of models
EffectsLOD = Low ; Quality of effects
MaxParticleCount=500 ;maximum number of particles that can exist
UseShadowVolumes=No ;use volumetric shadows if available.
UseShadowDecals=Yes ;use 2D decal shadows
UseShadowMapping = No ;use shadow mapping. If yes, decal and volume shadows are disabled.
UseTerrainNormalMap=No;use normal maps on terrain.
UseDistanceDependantTerrainTextures = No ; Choose terrain texture dynamically based on camera distance
WaterLOD = Low ; Quality of water rendering
ShowSoftWaterEdge=No ;feather water edge if supported by hardware
MaxTankTrackEdges=30 ;maximum length of track left behind tanks and other units.
MaxTankTrackOpaqueEdges=15 ;maximum length of tank track before it starts fading
MaxTankTrackFadeDelay=5000 ;maximum amount of time a tank track segment remains visible (in ms)
ShowProps = No ; skip props and shrubs.
TextureReductionFactor = 1; cut texture resolution in half.
AnimationDetail = Medium; [Bumped up to raise quality] Low;
ShaderLOD = Low ; Shader LOD level used for FX shaders
ShaderMaterialReplacement = No ; Try to replace old materials with shaders
UseHeatEffects = No ; Use smudge system based heat effects
DecalLOD = Low ; Coolness of selection decals
MinParticlePriority = LOW_OR_ABOVE ;priority at below which we don't draw particles
MinParticleSkipPriority = ALWAYS_RENDER ;particle priority at which we never skip particles
End
StaticGameLOD = Medium
ModelLOD = Medium ; Quality of models
EffectsLOD = Medium ; Quality of effects
MaxParticleCount=1500 ;maximum number of particles that can exist
UseShadowVolumes=Yes ;use volumetric shadows if available.
UseShadowDecals=Yes ;use 2D decal shadows
UseShadowMapping = No ;use shadow mapping. If yes, decal and volume shadows are disabled.
UseTerrainNormalMap=No;use normal maps on terrain.
UseDistanceDependantTerrainTextures = Yes ; Choose terrain texture dynamically based on camera distance
WaterLOD = Medium ; Quality of water rendering
ShowSoftWaterEdge=Yes ;No ;feather water edge if supported by hardware
MaxTankTrackEdges=100 ;maximum length of track left behind tanks and other units.
MaxTankTrackOpaqueEdges=25 ;maximum length of tank track before it starts fading
MaxTankTrackFadeDelay=30000 ;maximum amount of time a tank track segment remains visible (in ms)
ShowProps = Yes ; draw props and shrubs.
TextureReductionFactor = 0; don't cut texture resolution.
AnimationDetail = High; [Bumped up to raise quality] Medium;
ShaderLOD = Medium ; Shader LOD level used for FX shaders
ShaderMaterialReplacement = No ; Try to replace old materials with shaders
UseHeatEffects = Yes ; Use smudge system based heat effects
DecalLOD = High ; Coolness of selection decals
MinParticlePriority = MEDIUM_OR_ABOVE ;priority at below which we don't draw particles
MinParticleSkipPriority = ALWAYS_RENDER ;particle priority at which we never skip particles
End
StaticGameLOD = High
ModelLOD = High ; Quality of models
EffectsLOD = High ; Quality of effects
MaxParticleCount=3000 ;maximum number of particles that can exist
UseShadowVolumes=No ;use volumetric shadows if available.
UseShadowDecals=No ;use 2D decal shadows
UseShadowMapping = Yes;use shadow mapping. If yes, decal and volume shadows are disabled.
UseTerrainNormalMap=Yes;use normal maps on terrain.
UseDistanceDependantTerrainTextures = Yes ; Choose terrain texture dynamically based on camera distance
WaterLOD = High ; Quality of water rendering
ShowSoftWaterEdge=Yes ;feather water edge if supported by hardware
MaxTankTrackEdges=100 ;maximum length of track left behind tanks and other units.
MaxTankTrackOpaqueEdges=25 ;maximum length of tank track before it starts fading
MaxTankTrackFadeDelay=60000 ;maximum amount of time a tank track segment remains visible (in ms)
ShowProps = Yes ; draw props and shrubs.
TextureReductionFactor = 0; don't cut texture resolution.
AnimationDetail = High;
ShaderLOD = High ; Shader LOD level used for FX shaders
ShaderMaterialReplacement = Yes ; Try to replace old materials with shaders
UseHeatEffects = Yes ; Use smudge system based heat effects
DecalLOD = High ; Coolness of selection decals
MinParticlePriority = HIGH_OR_ABOVE ;priority at below which we don't draw particles
MinParticleSkipPriority = ALWAYS_RENDER ;particle priority at which we never skip particles
End
StaticGameLOD = UltraHigh
ModelLOD = UltraHigh ; Quality of models
EffectsLOD = UltraHigh; Quality of effects
MaxParticleCount=3000 ;maximum number of particles that can exist
UseShadowVolumes=Yes ;use volumetric shadows if available.
UseShadowDecals=Yes ;use 2D decal shadows
UseShadowMapping = Yes ;use shadow mapping. If yes, decal and volume shadows are disabled.
UseTerrainNormalMap=Yes;use normal maps on terrain.
UseDistanceDependantTerrainTextures = Yes ; Choose terrain texture dynamically based on camera distance
WaterLOD = UltraHigh ; Quality of water rendering
ShowSoftWaterEdge=Yes ;feather water edge if supported by hardware
MaxTankTrackEdges=100 ;maximum length of track left behind tanks and other units.
MaxTankTrackOpaqueEdges=25 ;maximum length of tank track before it starts fading
MaxTankTrackFadeDelay=60000 ;maximum amount of time a tank track segment remains visible (in ms)
ShowProps = Yes ; draw props and shrubs.
TextureReductionFactor = 0; don't cut texture resolution.
AnimationDetail = UltraHigh;
ShaderLOD = UltraHigh ; Shader LOD level used for FX shaders
ShaderMaterialReplacement = Yes ; Try to replace old materials with shaders
UseHeatEffects = Yes ; Use smudge system based heat effects
DecalLOD = High ; Coolness of selection decals
MinParticlePriority = ULTRA_HIGH_ONLY ;priority at below which we don't draw particles
MinParticleSkipPriority = ALWAYS_RENDER ;particle priority at which we never skip particles
End
DynamicGameLOD = VeryHigh
MinimumFPS=25 ;minimum average fps in order to recommend his LOD
ParticleSkipMask=0;
DebrisSkipMask=0;
SlowDeathScale=1.0 ;amount to scale the duration slow deaths.
End
DynamicGameLOD = High
MinimumFPS=20 ;minimum average fps in order to recommend his LOD
ParticleSkipMask=0;
DebrisSkipMask=0;
;SlowDeathScale=0.5 ;amount to scale the duration slow deaths.
SlowDeathScale=1.0 ;amount to scale the duration slow deaths. - making this a no-op for now
End
DynamicGameLOD = Medium
MinimumFPS=10 ;minimum average fps in order to recommend his LOD
ParticleSkipMask=1; ;only generate particles when lower counter bits equal mask
;DebrisSkipMask=1; ;commented out to prevent desyncs.
;SlowDeathScale=0.3 ;amount to scale the duration slow deaths.
DebrisSkipMask=0;
SlowDeathScale=1.0 ;amount to scale the duration slow deaths. - making this a no-op for now
End
DynamicGameLOD = Low
MinimumFPS=0 ;minimum average fps in order to recommend his LOD
ParticleSkipMask=3; ;only generate particles when lower counter bits equal mask
;DebrisSkipMask=4294967295;
;SlowDeathScale=0.0 ;amount to scale the duration slow deaths.
DebrisSkipMask=0;
SlowDeathScale=1.0 ;amount to scale the duration slow deaths. - making this a no-op for now
End
DynamicGameLOD = VeryLow
MinimumFPS=0 ;minimum average fps in order to recommend his LOD
ParticleSkipMask=3; ;only generate particles when lower counter bits equal mask
;DebrisSkipMask=4294967295;
;SlowDeathScale=0.0 ;amount to scale the duration slow deaths.
DebrisSkipMask=0;
SlowDeathScale=1.0 ;amount to scale the duration slow deaths. - making this a no-op for now
End
AudioLOD = Low
AllowDolby = No ; Use the Dolby Surround 3D provider or not
MaximumAmbientStreams = 0 ; # of ambient streams which can play at once
AllowReverb = No ; If no, ignore reverb commands
End
AudioLOD = High
AllowDolby = Yes ; Use the Dolby Surround 3D provider or not
MaximumAmbientStreams = 2 ; # of ambient streams which can play at once
AllowReverb = Yes ; If no, ignore reverb commands
End