[AntiAliasingQuality@0] [AntiAliasingQuality@1] [AntiAliasingQuality@2] [AntiAliasingQuality@3] [AntiAliasingQuality@Cine] ; -------------------------------- [ViewDistanceQuality@0] [ViewDistanceQuality@1] [ViewDistanceQuality@2] Athena.NetworkSmoothingSkipFramesLowestLOD=1 Athena.NetworkSmoothingRelevancyThrottleThreshold_Players=50 Athena.NetworkSmoothingRelevancyThrottleThreshold_AI=50 Athena.NetworkSmoothingRelevancyThrottleThreshold_Combined=50 [ViewDistanceQuality@3] Athena.NetworkSmoothingSkipFramesLowestLOD=1 Athena.NetworkSmoothingSkipFramesLargeGameLOD2=0 Athena.NetworkSmoothingRelevancyThrottleThreshold_Players=66 Athena.NetworkSmoothingRelevancyThrottleThreshold_AI=66 Athena.NetworkSmoothingRelevancyThrottleThreshold_Combined=66 [ViewDistanceQuality@Cine] ; -------------------------------- [EffectsQuality@0] [EffectsQuality@1] [EffectsQuality@2] [EffectsQuality@3] [EffectsQuality@Cine] ; -------------------------------- [ShadowQuality@0] [ShadowQuality@1] [ShadowQuality@2] [ShadowQuality@3] [ShadowQuality@Cine] ; -------------------------------- [PostProcessQuality@0] r.AmbientOcclusion.Compute=0 [PostProcessQuality@1] ; Try to overlap SSAO computation with work on graphics pipe ; Lower quality but faster (> 2 ms saving on Radeon HD 6750) r.AmbientOcclusion.Compute=3 [PostProcessQuality@2] r.AmbientOcclusion.Compute=0 [PostProcessQuality@3] r.AmbientOcclusion.Compute=0 [PostProcessQuality@Cine] r.AmbientOcclusion.Compute=0 ; -------------------------------- [FoliageQuality@0] [FoliageQuality@1] [FoliageQuality@2] [FoliageQuality@3] [FoliageQuality@Cine] ; -------------------------------- [TextureQuality@0] r.Streaming.PoolSize=300 [TextureQuality@1] ; This is max mip bias allowed when per-texture mip bias is used ; It allows texture streamer to evict mips when over budget r.Streaming.MipBias=8 r.Streaming.AmortizeCPUToGPUCopy=1 r.Streaming.MaxNumTexturesToStreamPerFrame=2 [TextureQuality@2] [TextureQuality@3] [TextureQuality@Cine]