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- # Display options.
- # This file is rewritten whenever options are changed in the menu.
- # Toggle values can be true/false or 1/0. Everything else is a number.
- ResolutionWidth = 640
- ResolutionHeight = 480
- RefreshRate = 60
- MSAA_Level = 1
- Fullscreen = true
- # Set Borderless to true to run in window without border or title bar. Note: only used when Fullscreen is set to false
- # Set game resolution to desktop resolution for a fullscreen experience without the Alt-Tab headaches.
- Borderless = true
- # Which monitor should be used in fullscreen mode.
- DisplayIndex = 0
- # Toggle whether resolution is verified before setting.
- # This can be used to run the game at any arbitrary resolution in a window.
- # However this will break fullscreen mode and Alt+Enter.
- VerifyResolution = true
- # Toggle v-sync in fullscreen.
- VSync = false
- # Preset is a number between 1 and 5 for low, medium, high, ultra-high, and custom.
- # Custom allows the rest of the settings below to be edited in the UI.
- Preset = 1
- # TextureDetailLevel toggles the use of high res textures. Currently ignored.
- TextureDetailLevel = 0
- # AnisoLevel is usually 0 (for trilinear filtering) or 1 through 16.
- AnisoLevel = 0
- # Lighting detail can be 1, 2, or 3 for low, high, and ultra-high.
- LightingDetail = 1
- # SSAO level can be 0, 1, 2 or 3 for off, accumulative SSAO, regular SSAO, and hi-res SSAO.
- SSAO_Level = 0
- # ShadowDetail is the shadow map resolution. 512, 1024, and 2048 are default options,
- # but any power of two will work.
- # Zero for no shadows.
- ShadowDetail = 0
- # Scene detail controls the geometric detail of the scene. 1 through 3 for low, medium, high.
- # This includes LODs, view distance, and turning off certain scene elements.
- SceneDetail = 1
- # Reflections are 0, 1, or 2, for off, low, or high.
- Reflections = 0
- # MotionBlur can override motion blur off even when post process detail is up.
- MotionBlur = false
- # PostProcess can be 0, 1, or 2 for off, low, or high.
- # HDR bloom and tone mapping, basic DoF, and motion blur all come on at low,
- # God rays and diffusion depth of field come on at high.
- # DDoF is incompatible with lighting details other than 2.
- # If DDoF is enabled, bokeh DoF will come on automatically on DX11 level cards.
- PostProcess = 0
- # Toggles whether cutscenes are letter-boxed in the center monitor or
- # expand to fill all monitors in Eyefinity mode.
- LetterboxEyefinity = true
- # UIControllerStyle can override the normal UI and lock it to show controller or keyboard inputs.
- # 0, 1, or 2 for default behavior, always-keyboard, or always-gamepad.
- # Please note that UIControllerStyle = 2 will cause the mouse to always be hidden.
- UIControllerStyle = 0
- # Extremely low framerate (less than two frames a second) could be due to low video memory.
- # * Resolution is the biggest factor in video memory usage.
- # * Lighting detail has a major effect on memory usage.
- # It effects lighting quality slightly, but turning it to low will also turn off advanced depth of field.
- # * At high resolutions, anti-aliasing modes can result in high memory usage.
- # * Shadows and Ambient Occlusion have a minor effect on video memory usage.
- # Poor frame rate on low-end CPU’s can be aided by the following options.
- # * Scene detail has the biggest effect on CPU performance and visuals. The low setting here should be a last resort.
- # * Reflections can have an effect if they are turned off.
- # * Shadows will improve CPU performance if turned off, but will seriously affect visuals.
- # Poor frame rate on low-end GPU’s can be aided by the following options.
- # * The presets are geared toward GPU performance. Using auto-detect should choose settings appropriate for your GPU.
- # * Resolution and lighting detail have the biggest effect.
- # * Post processing has a major effect on GPU performance when set to high.
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