Professional Documents
Culture Documents
nces at exit #
app_multirun false; # app_multirun <bool>, Allow multiple instances of the appli
cation #
x_res 1366; # x_res <int32>, Fixed window width #
y_res 768; # y_res <int32>, Fixed window height #
x_pos 0; # x_pos <int32>, Window position #
y_pos 0; # y_pos <int32>, Window position #
vfs_log_level 0; # vfs_log_level <int32>, 0 - off, 1 - mod-user, 2 - dev #
unit_test false; # unit_test <bool>, unit test (for daily build) #
gfx_first_run false; # gfx_first_run <bool>, First time application run #
gfx_video_memory 0; # gfx_video_memory <int>, Override available video memory (b
ytes) #
gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen
or not #
gfx_vsync false; # gfx_vsync <bool>, vertical synchronization #
explicit_thread_affinity true; # explicit_thread_affinity, Enable thread affinit
y #
enable_steam_update_thread true; # enable_steam_update_thread, Enable Steam Upda
te Thread #
gfx_hdr 0; # gfx_hdr <int>, Set high dynamic range rendering quality #
gfx_shadermodel 1; # gfx_shadermodel <int>, Set shader model, 0-SM3, 1-SM4, 2=SM
4.1, 3=SM5 #
gfx_aa 1; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA #
gfx_texture_filtering 2; # gfx_texture_filtering <int>, Set texture filtering, 0
-trilinear, 4- anisotropic 16x #
gfx_texture_quality 3; # gfx_texture_quality <int>, Set the quality of textures.
0 - lowest, 3 - ultra #
gfx_enable_directx11 true; # gfx_enable_directx11 <bool>, Enable DirectX 11 rend
ering #
gfx_ssao true; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #
gfx_distortion true; # gfx_distortion <bool>, Enable Distortion Effect buffer #
gfx_depth_of_field 0; # gfx_depth_of_field <int>, Set depth of field quality 0 off, 2 - high #
gfx_unlimited_video_memory true; # gfx_unlimited_video_memory <bool>, Enable unl
imited video memory allocation #
gfx_tesselation true; # gfx_tesselation <bool>, Enable tesselation #
gfx_alpha_blend 0; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
gfx_gpu_select 0; # gfx_gpu <int>, Select gpu on a multi-gpu config, 0 = first g
pu, 1 = second gpu, ... #
gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Di
rect Resource Access #
gfx_sky_quality 5; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 extreme #
gfx_unit_quality 5; # gfx_unit_quality <int>, Set the quality of units. 0 - low,
5 - extreme #
gfx_building_quality 5; # gfx_building_quality <int>, Set the quality of buildin
gs. 0 - low, 5 - extreme #
gfx_water_quality 5; # gfx_water_quality <int>, Set the quality of water. 0 - lo
w, 5 - extreme #
gfx_shadow_quality 5; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5
- extreme #
gfx_tree_quality 5; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - ext
reme #
gfx_grass_quality 5; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 extreme #
gfx_terrain_quality 5; # gfx_terrain_quality <int>, Set terrain quality. 0 - low
, 5 - extreme #
gfx_unit_size 2; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #