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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 0

;Overrides all other options to achieve desired memory profile. Must be set to -1
for changes in this file to be applied.
MemoryImpact 0

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


MSAA 1

;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 2048

;Resolution of ambient occlusion depth map (NxN)


AODepthResolution 1024

;Resolution of ambient occlusion render texture (NxN)


AORenderResolution 1024

;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 1

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

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


TerrainQuality 0

;Discard less important terrain materials. Saves memory.


ReducedTerrainMaterials 1

;Set to use low quality terrain shader (reduces texture filtering quality and
specular lighting)
LowQualityTerrainShader 1

[General]
;Number of passes when calculating screen-space reflection with 16 samples per
pass, default is 4 (64 samples). 0 disables SSR.
SSReflectPasses 0

;Drop highest mip level for water LEAN maps


UseLowResWater 1

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


UseLowQualityWaterShader 1

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


MinimapSize 0.000000

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


MinimapQuality 0

;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 0

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


ClutterDetailLevel 0

;Enable screen-space overlay effect.


ScreenSpaceOverlay 0

;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 35

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


SmallObjectCulling_End 25

;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 0

[Bloom]
;Whether or not to turn on Bloom
EnableBloom 0

[Shadows]
;Whether or not to turn on Shadows
EnableShadows 0
[DynamicLighting]
;Whether or not to use dynamic lighting
EnableDynamicLighting 0

[CloudShadows]
;Whether or not to turn on Cloud Shadows
EnableCloudShadows 0

[Leaders]
;Overall leader rendering quality
Quality 0

;Whether or not to use motion blur for leaders, requires medium quality (2) or
greater
EnableMotionBlur 0

[General]
;Force d3d debug layer. This is a debugging switch
ForceDebugLayer 0

;Force GPU breadcrumbs, if available. This is a debugging switch


EnableBreadcrumbs 0

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

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

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