Untitled
Untitled
Protocol=unreal
Name=Player
Map=Entry
LocalMap=Entry
TransitionMap=Entry
MapExt=changeme
EXEName=unreal.exe
DebugEXEName=DEBUG-unreal.exe
SaveExt=usa
Port=7777
GameName=Default Game Name
GameNameShort=DGN
[Engine.Engine]
NetworkDevice=IpDrv.TcpNetDriver
ConsoleClassName=Engine.Console
GameViewportClientClassName=Engine.GameViewportClient
LocalPlayerClassName=Engine.LocalPlayer
DataStoreClientClassName=Engine.DataStoreClient
StorageDeviceManagerClassName=Engine.StorageDeviceManager
; The language used by the engine
Language=INT
bAllowMatureLanguage=FALSE
GameEngine=Engine.GameEngine
EditorEngine=UnrealEd.EditorEngine
UnrealEdEngine=UnrealEd.UnrealEdEngine
Client=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Engine.Canvas
TinyFontName=EngineFonts.TinyFont
SmallFontName=EngineFonts.SmallFont
MediumFontName=EngineFonts.SmallFont
LargeFontName=EngineFonts.SmallFont
SubtitleFontName=EngineFonts.SmallFont
WireframeMaterialName=EngineDebugMaterials.WireframeMaterial
DefaultMaterialName=EngineMaterials.DefaultMaterial
DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial
DefaultTextureName=EngineMaterials.DefaultDiffuse
EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial
GeomMaterialName=EngineDebugMaterials.GeomMaterial
DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial
TickMaterialName=EditorMaterials.Tick_Mat
CrossMaterialName=EditorMaterials.Cross_Mat
DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret
SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial
SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial
ScreenDoorNoiseTextureName=EngineMaterials.ScreenDoorNoiseTexture
RandomAngleTextureName=EngineMaterials.RandomAngles
RandomNormalTextureName=EngineMaterials.RandomNormal2
RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc
WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture
LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid
LightMapDensityNormalName=EngineMaterials.DefaultNormal
LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial
LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMateri
al
LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs
ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColoratio
nUnlitMaterial
ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationL
itMaterial
RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial
VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial
VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMo
de_ColorOnly
VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorVie
wMode_AlphaAsColor
VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode
_RedOnly
VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMo
de_GreenOnly
VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMod
e_BlueOnly
HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial
BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial
TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial
EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial
DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial
TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBou
nds_MATInst
TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat
ProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterial
BuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh
; Roughly how many texels per world unit when generating a building LOD color te
xture
ProcBuildingLODColorTexelsPerWorldUnit=0.075
; Roughly how many texels per world unit when generating a building LOD lighting
texture
ProcBuildingLODLightingTexelsPerWorldUnit=0.015
; Maximum size of a building LOD color texture
; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_
ProcBuilding_Face!
MaxProcBuildingLODColorTextureSize=1024
; Maximum size of a building LOD lighting texture
; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_
ProcBuilding_LightMap!
MaxProcBuildingLODLightingTextureSize=256
; Whether to crop building LOD textures to rectangular textures to reduce wasted
memory
UseProcBuildingLODTextureCropping=True
; Whether to force use of power-of-two LOD textures (uses more memory, but may h
ave better performance)
; NOTE: Currently enabled until non-pow2 textures are supported on core platform
s
ForcePowerOfTwoProcBuildingLODTextures=True
TerrainMaterialMaxTextureCount=16
TerrainTessellationCheckCount=6
TerrainTessellationCheckBorder=2.0
TerrainTessellationCheckDistance=4096.0
BeginUPTryCount=200000
bStaticDecalsEnabled=True
bDynamicDecalsEnabled=True
bForceStaticTerrain=False
LightingOnlyBrightness=(R=0.5,G=0.5,B=0.5,A=1.0)
LightComplexityColors=(R=0,G=0,B=0,A=1)
LightComplexityColors=(R=0,G=255,B=0,A=1)
LightComplexityColors=(R=63,G=191,B=0,A=1)
LightComplexityColors=(R=127,G=127,B=0,A=1)
LightComplexityColors=(R=191,G=63,B=0,A=1)
LightComplexityColors=(R=255,G=0,B=0,A=1)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0)
ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0)
ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0)
ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0)
MaxPixelShaderAdditiveComplexityCount=900
TimeBetweenPurgingPendingKillObjects=60
bUseTextureStreaming=True
bUseBackgroundLevelStreaming=True
bSubtitlesEnabled=True
bSubtitlesForcedOff=FALSE
ScoutClassName="Engine.Scout"
DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess
DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess
ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProce
ss
ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess
DefaultSoundName=EngineSounds.WhiteNoise
bOnScreenKismetWarnings=TRUE
bEnableKismetLogging=FALSE
; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMater
ials to the StartupPackages for console platforms
bAllowDebugViewmodesOnConsoles=FALSE
CameraRotationThreshold=45.0
CameraTranslationThreshold=10000
PrimitiveProbablyVisibleTime = 8.0
PercentUnoccludedRequeries = 0.125
MaxOcclusionPixelsFraction = 0.001
MinTextureDensity=0.0
IdealTextureDensity=13.0
MaxTextureDensity=55.0
MinLightMapDensity=0.0
IdealLightMapDensity=1.0
MaxLightMapDensity=3.0
RenderLightMapDensityGrayscaleScale=1.0
RenderLightMapDensityColorScale=1.0
bRenderLightMapDensityGrayscale=true
LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0)
LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0)
bDisablePhysXHardwareSupport=True
DemoRecordingDevice=Engine.DemoRecDriver
bPauseOnLossOfFocus=FALSE
MaxFluidNumVerts=1048576
FluidSimulationTimeLimit=30.0
MaxParticleResize=0
MaxParticleResizeWarn=0
bCheckParticleRenderSize=True
MaxParticleVertexMemory=131972
NetClientTicksPerSecond=200
MaxTrackedOcclusionIncrement=0.10
TrackedOcclusionStepSize=0.10
MipFadeInSpeed0=0.3
MipFadeOutSpeed0=0.1
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=1.0
StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,
Out=(R=255,G=255)),(In=45.0,Out=(G=255))))
StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=25
5)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.
0,Out=(R=255))))
;
; JS Bullet Storm Begin -->
;
; Frametime, Game_thread_time, Render_thread_time, GPU_time
; Based on UnPlayer.cpp:DrawUnitTimes
; Green < 33 ms 30FPS
; Yellow = 40 ms 25FPS
; Red > 50 ms 20FPS
;
StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=33.0,
Out=(G=255)),(In=40.0,Out=(R=255,G=255)),(In=50.0,Out=(R=255))))
StatColorMappings=(StatName="Game_thread_time",ColorMap=((In=1.0,Out=(G=255)),(I
n=33.0,Out=(G=255)),(In=40.0,Out=(R=255,G=255)),(In=50.0,Out=(R=255))))
StatColorMappings=(StatName="Render_thread_time",ColorMap=((In=1.0,Out=(G=255)),
(In=33.0,Out=(G=255)),(In=40.0,Out=(R=255,G=255)),(In=50.0,Out=(R=255))))
StatColorMappings=(StatName="GPU_time",ColorMap=((In=1.0,Out=(G=255)),(In=33.0,O
ut=(G=255)),(In=40.0,Out=(R=255,G=255)),(In=50.0,Out=(R=255))))
StatColorMappings=(StatName="Streaming_fudge_factor",ColorMap=((In=0.0,Out=(G=25
5)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.
0,Out=(R=255))))
;
; PS3_Memory_Used, Total 159 MB
; Green < 120 MB
; Yellow = 135 MB
; Red > 150 MB
;
; Old
StatColorMappings=(StatName="PS3_Memory_Used",ColorMap=((In=1.0,Out=(G=255)),(In
=120.0,Out=(G=255)),(In=135.0f,Out=(R=255,G=255)),(In=150.0,Out=(R=255))))
; New
StatColorMappings=(StatName="PS3_PPUMemory_Used",ColorMap=((In=1.0,Out=(G=255)),
(In=120.0,Out=(G=255)),(In=135.0f,Out=(R=255,G=255)),(In=150.0,Out=(R=255))))
;
; PS3_RSXMemory_Used, Total 249 MB
; Green < 230 MB
; Yellow = 236 MB
; Red > 242 MB
;
StatColorMappings=(StatName="PS3_RSXMemory_Used",ColorMap=((In=1.0,Out=(G=255)),
(In=230.0,Out=(G=255)),(In=236.0f,Out=(R=255,G=255)),(In=242.0,Out=(R=255))))
;
; Xbox_Memory_Used, Total 512 MB
; Green < 400 MB
; Yellow = 440 MB
; Red > 480 MB
;
StatColorMappings=(StatName="Xbox_Memory_Used",ColorMap=((In=1.0,Out=(G=255)),(I
n=400.0,Out=(G=255)),(In=440.0f,Out=(R=255,G=255)),(In=480.0,Out=(R=255))))
;
; STAT_AudioMemoryPS3_RSX, Total 20 MB
; Green < 10 MB
; Yellow = 15 MB
; Red > 19 MB
;
StatColorMappings=(StatName="_Audio_Memory_(PS3_Max_20MB)",ColorMap=((In=1.0,Out
=(G=255)),(In=10.0,Out=(G=255)),(In=15.0f,Out=(R=255,G=255)),(In=19.0,Out=(R=255
))))
;
; Primitives
; Green < 2500
; Yellow = 3000
; Red > 3500
;
StatColorMappings=(StatName="Primitives",ColorMap=((In=1,Out=(G=255)),(In=2500,O
ut=(G=255)),(In=3000,Out=(R=255,G=255)),(In=3500,Out=(R=255))))
;
; VisibleMeshElements
; Green < 800
; Yellow = 900
; Red > 1000
;
StatColorMappings=(StatName="VisibleMeshElements",ColorMap=((In=1.0,Out=(G=255))
,(In=800,Out=(G=255)),(In=900,Out=(R=255,G=255)),(In=1000,Out=(R=255))))
;
; VisibleDynamicPrimitives
; Green < 60
; Yellow = 80
; Red > 100
;
StatColorMappings=(StatName="VisibleDynamicPrimitives",ColorMap=((In=1.0,Out=(G=
255)),(In=60,Out=(G=255)),(In=80,Out=(R=255,G=255)),(In=100,Out=(R=255))))
;
; JS Bullet Storm End <--
;
PhysXGpuHeapSize=32
PhysXMeshCacheSize=8
HACK_UseTickFrequency=FALSE
HACK_EnableDMC=FALSE
bShouldGenerateSimpleLightmaps=TRUE
bSmoothFrameRate=True
MinSmoothedFrameRate=22
MaxSmoothedFrameRate=62
; This is the default (additive) color of selected objects in the editor
DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0)
; This is the startup state of the OnScreenDebugMessage system
bEnableOnScreenDebugMessages=true
AllowScreenDoorFade=False
; NVCHANGE[Single Line] Calvin Lin, 22 Dec 2010: Fix NV Stereo issues
AllowNvidiaStereo3d=True
; If in a DEBUG build, and DevAbsorbFunc is unsuppressed, the functions in this
array will be ignored when throwing warning logs about non-simulated functions b
eing absorbed
IgnoreSimulatedFuncWarnings=Tick
[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=True
[Engine.ISVHacks]
bInitializeShadersOnDemand=False
DisableATITextureFilterOptimizationChecks=True
UseMinimalNVIDIADriverShaderOptimization=True
PumpWindowMessagesWhenRenderThreadStalled=False
[Engine.GameEngine]
MaxDeltaTime=0
[Engine.AudioDevice]
RadioPreset_BackgroundNoiseGain=0.1
RadioPreset_FoldbackDistortionLow=-1.0
RadioPreset_FoldbackDistortionHigh=1.0
RadioPreset_BandpassNoiseFreq=1000.0