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;Altering this number will cause the app to overwrite this file with defaults

Version 10

[Video]
;Overrides all other options to achieve desired performance profile. Must be set to
-1 for changes in this file to be applied.
PerformanceImpact 3

;Overrides all other options to achieve desired memory profile. Must be set to -1
for changes in this file to be applied.
MemoryImpact 3

;MSAA sample count. 0 ==> 1. -1 ==> Max available


MSAA 8

;MSAA quality, enables EQAA or CSAA if supported


MSAAQuality 0

;1 = Wait for vertical sync. 0 = I don't mind tearing artifacts


VSync 1

;Resolution of shadow map (NxN)


ShadowMapResolution 4096

;Resolution of ambient occlusion depth map (NxN)


AODepthResolution 2048

;Resolution of ambient occlusion render texture (NxN)


AORenderResolution 2048

;Resolution of mask for FOW (NxN)


TerrainHeightMaskResolution 1024

;Refresh rate for fullscreen mode. Ignored for windowed mode


RefreshRateInHz 60

;Set to 0 to use full resolution textures. Non-zero to reduce them


ReducedAssetTextures 0

[Terrain]
;1 = full-res, 2 = low-res.
TerrainSynthesisDetailLevel 1

;Valid settings are 0 to 4. Higher number = higher quality.


TerrainQuality 4

;Discard less important terrain materials. Saves memory.


ReducedTerrainMaterials 0

;Set to use low quality terrain shader (reduces texture filtering quality and
specular lighting)
LowQualityTerrainShader 0

[General]
;Enable environment and screen space reflections pass (includes distance fog)
EnableReflections 1

;Number of passes when calculating screen-space reflection with 16 samples per


pass, default is 4 (64 samples). 0 disables SSR.
SSReflectPasses 4

;Drop highest mip level for water LEAN maps


UseLowResWater 0

;Disable high quality water (no refraction or reflection).


UseLowQualityWaterShader 0

;Minimap size (0 is minimum size, 1 is maximum size)


MinimapSize 0.000000

;Minimap quality (0 is 4xSuperSampling, 1 is 16xSuperSampling)


MinimapQuality 1

;Default time of day


DefaultTimeOfDay 11.500000

;Enable/disable ambient time of day cycling.


AmbientTimeOfDay 0

;Set which game views are enabled: 0 = Strategic only. 1 = 3D only. 2 = Both.
AvailableViews 2

;Indicates the level of detail for vfx. 0 = low. 1 = high


VFXDetailLevel 1

;How much stuff on the map? 0 = not a lot. 1 = a lot


ClutterDetailLevel 1

;Enable screen-space overlay effect.


ScreenSpaceOverlay 1

;Whether or not to cull models which are small on screen


SmallObjectCulling 1

;Start fading small models at this threshold (area in pixels)


SmallObjectCulling_Start 25

;Drop out small models at this threshold (area in pixels)


SmallObjectCulling_End 15

;Maximum instruction set extension allowed for optimized code paths on compatible
CPUs. Disabled (0), SSE2 (1), or AVX (2)
OptimizationLevel 2

;[DEPRECATED] Allow use of AVX code paths on compatible CPUs


EnableAVXOptimizations 1

;[DEPRECATED] Allow use of AVX code paths on compatible CPUs


EnableAVX2Optimizations 0

[AO]
;Whether or not to turn on AO
EnableAO 1

[Bloom]
;Whether or not to turn on Bloom
EnableBloom 1
[Shadows]
;Whether or not to turn on Shadows
EnableShadows 1

[DynamicLighting]
;Whether or not to use dynamic lighting
EnableDynamicLighting 1

[CloudShadows]
;Whether or not to turn on Cloud Shadows
EnableCloudShadows 1

[Leaders]
;Overall leader rendering quality
Quality 2

;Whether or not to use motion blur for leaders, requires medium quality (2) or
greater
EnableMotionBlur 1

[Video]
;Submit draws via the DX11 immediate context
DX11_ForceImmediate 1

[DX12]
;Throw away all compute dispatches. This is a debugging switch
DiscardCompute 0

;Force d3d debug layer. This is a debugging switch


ForceDebugLayer 0

;Enable packing small textures into 4K aligned buffers instead of 64K aligned ones.
Saves GPU memory, especially on low-end devices.
Use4KSmallTexturePacking 1

;If supported, use Root Signature 1.1 (1), or don't (0), or platform default(-1)
EnableRootSig_1_1 -1

;Set DX12 compute queue usage on (1), off (0), or platform default(-1).
EnableAsyncCompute -1

;Enable DX12 split-screen optimizations for multi-GPU systems. On (1), Off(0), or


platform default (-1) [Platform Default is OFF, but may change in the future.]
EnableSplitScreenMultiGPU 0

[Debug]
;Set to 1 to drop all rendering except for UI. This is a debugging switch
UIOnlyRendering 0

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