mirror of
https://github.com/FortniteModdingHub/FNGameProj.git
synced 2026-08-26 19:43:31 +00:00
336 lines
11 KiB
INI
336 lines
11 KiB
INI
[ScalabilitySettings]
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PerfIndexValues_ScreenHeight="480 720 1080 999999"
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[AntiAliasingQuality@0]
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r.Tonemapper.Sharpen=0
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[AntiAliasingQuality@1]
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r.Tonemapper.Sharpen=0
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[AntiAliasingQuality@2]
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r.Tonemapper.Sharpen=0.5
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[AntiAliasingQuality@3]
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r.Tonemapper.Sharpen=0.5
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[AntiAliasingQuality@Cine]
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r.Tonemapper.Sharpen=0.5
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[ViewDistanceQuality@0]
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Fort.Scalability.AIBudget="0,12"
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Fort.Scalability.AthenaPlayerBudget="4,4,10,82"
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Fort.Scalability.AthenaPlayerBudget.URORates="0,1,3,3"
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Fort.Scalability.AthenaPlayerBudget.UROInterpolation="1,1,0,0"
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Fort.Scalability.AthenaPlayerBudget.SkelMeshMinLOD="0,1,2,2"
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Fort.Scalability.BucketDistances="50,100,250,500"
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Fort.Scalability.PlayerCosmeticPropBudget=0
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Fort.Scalability.TieUROToLODs=0
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Fort.Scalability.EnableAnimCurveOptimizations=1
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Athena.Scalability.SecondarySkelMeshTickingThreshold=1
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p.AnimDynamicsLODThreshold=0
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p.RigidBodyLODThreshold=0
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; Modifying SkeletalMeshLODBias affects AI animation updates
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r.SkeletalMeshLODBias=1
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r.StaticMeshLODDistanceScale=1
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r.ViewDistanceScale=1.0
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r.ViewDistanceScale.SecondaryScale=1.0
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r.HLOD.DistanceOverride="5000,35000"
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Athena.Scalability.HLODProxyMaxDrawDistance=65000.0
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r.ViewDistanceScale.FieldOfViewMaxAngle=80.0
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r.ViewDistanceScale.FieldOfViewMaxAngleScale=1.0
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r.ViewDistanceScale.FieldOfViewMinAngle=15.0
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r.ViewDistanceScale.FieldOfViewMinAngleScale=2.0
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; Character simulation settings
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Athena.EnableProxyPredictionPawnLOD=0
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Athena.EnableProxySimulatedStepUpLOD=-1
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Athena.EnableProxySimulatedStepUpMinNormalZ=0.1
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Athena.ForceThrottledSimulatedFloorChecks=1
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Athena.NetworkSmoothingSkipFramesLowestLOD=2
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Athena.NetworkSmoothingSkipFramesInvisible=4
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Players=33
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Athena.NetworkSmoothingRelevancyThrottleThreshold_AI=33
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Combined=33
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r.NeverOcclusionTestDistance=1250
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a.Budget.Enabled=true
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a.Budget.BudgetMs=1.5
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[ViewDistanceQuality@1]
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Fort.Scalability.AIBudget="8,16"
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Fort.Scalability.AthenaPlayerBudget="4,4,10,82"
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Fort.Scalability.AthenaPlayerBudget.URORates="0,1,3,3"
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Fort.Scalability.AthenaPlayerBudget.UROInterpolation="1,1,0,0"
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Fort.Scalability.AthenaPlayerBudget.SkelMeshMinLOD="0,1,2,2"
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Fort.Scalability.BucketDistances="50,100,250,500"
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Fort.Scalability.PlayerCosmeticPropBudget=0
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Fort.Scalability.TieUROToLODs=1
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Fort.Scalability.EnableAnimCurveOptimizations=1
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Athena.Scalability.SecondarySkelMeshTickingThreshold=1
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p.AnimDynamicsLODThreshold=0
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p.RigidBodyLODThreshold=0
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; Modifying SkeletalMeshLODBias affects AI animation updates
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r.SkeletalMeshLODBias=0
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r.StaticMeshLODDistanceScale=1
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r.ViewDistanceScale=1.33
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r.ViewDistanceScale.SecondaryScale=1.0
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r.HLOD.DistanceOverride="40000,35000"
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Athena.Scalability.HLODProxyMaxDrawDistance=0.0
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r.ViewDistanceScale.FieldOfViewMaxAngle=80.0
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r.ViewDistanceScale.FieldOfViewMaxAngleScale=1.0
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r.ViewDistanceScale.FieldOfViewMinAngle=15.0
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r.ViewDistanceScale.FieldOfViewMinAngleScale=2.0
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; Character simulation settings
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Athena.EnableProxyPredictionPawnLOD=0
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Athena.EnableProxySimulatedStepUpLOD=-1
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Athena.EnableProxySimulatedStepUpMinNormalZ=0.1
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Athena.ForceThrottledSimulatedFloorChecks=1
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Athena.NetworkSmoothingSkipFramesLowestLOD=2
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Athena.NetworkSmoothingSkipFramesInvisible=4
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Players=33
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Athena.NetworkSmoothingRelevancyThrottleThreshold_AI=33
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Combined=33
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r.NeverOcclusionTestDistance=1250
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a.Budget.Enabled=true
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a.Budget.BudgetMs=1.5
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[ViewDistanceQuality@2]
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Fort.Scalability.AIBudget="8,16"
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Fort.Scalability.AthenaPlayerBudget="5,10,10,75"
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Fort.Scalability.AthenaPlayerBudget.URORates="0,1,2,3"
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Fort.Scalability.AthenaPlayerBudget.SkelMeshMinLOD="0,1,1,2"
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Fort.Scalability.BucketDistances="50,100,250,500"
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Fort.Scalability.PlayerCosmeticPropBudget=0
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Fort.Scalability.TieUROToLODs=1
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Fort.Scalability.EnableAnimCurveOptimizations=1
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Athena.Scalability.SecondarySkelMeshTickingThreshold=1
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p.AnimDynamicsLODThreshold=1
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p.RigidBodyLODThreshold=1
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; Modifying SkeletalMeshLODBias affects AI animation updates
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r.SkeletalMeshLODBias=0
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r.StaticMeshLODDistanceScale=1
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r.ViewDistanceScale=1.67
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r.ViewDistanceScale.SecondaryScale=1.0
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r.HLOD.DistanceOverride="40000,35000"
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Athena.Scalability.HLODProxyMaxDrawDistance=0.0
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r.ViewDistanceScale.FieldOfViewMaxAngle=80.0
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r.ViewDistanceScale.FieldOfViewMaxAngleScale=1.0
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r.ViewDistanceScale.FieldOfViewMinAngle=15.0
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r.ViewDistanceScale.FieldOfViewMinAngleScale=2.0
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; Character simulation settings
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Athena.EnableProxyPredictionPawnLOD=1
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Athena.EnableProxySimulatedStepUpLOD=0
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Athena.EnableProxySimulatedStepUpMinNormalZ=0.1
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Athena.ForceThrottledSimulatedFloorChecks=1
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Athena.NetworkSmoothingSkipFramesLowestLOD=2
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Athena.NetworkSmoothingSkipFramesInvisible=4
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Players=33
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Athena.NetworkSmoothingRelevancyThrottleThreshold_AI=33
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Combined=33
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r.NeverOcclusionTestDistance=1250
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a.Budget.Enabled=true
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a.Budget.BudgetMs=1.5
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[ViewDistanceQuality@3]
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Fort.Scalability.AIBudget="8,16"
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Fort.Scalability.AthenaPlayerBudget="5,10,10,75"
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Fort.Scalability.AthenaPlayerBudget.URORates="0,1,2,3"
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Fort.Scalability.AthenaPlayerBudget.SkelMeshMinLOD="0,1,1,2"
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Fort.Scalability.BucketDistances="50,100,250,500"
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Fort.Scalability.PlayerCosmeticPropBudget=0
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Fort.Scalability.TieUROToLODs=1
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Fort.Scalability.EnableAnimCurveOptimizations=1
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Athena.Scalability.SecondarySkelMeshTickingThreshold=1
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p.AnimDynamicsLODThreshold=1
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p.RigidBodyLODThreshold=1
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; Modifying SkeletalMeshLODBias affects AI animation updates
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r.SkeletalMeshLODBias=0
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r.StaticMeshLODDistanceScale=1
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r.ViewDistanceScale=2.0
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r.ViewDistanceScale.SecondaryScale=1.0
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r.HLOD.DistanceOverride="40000,35000"
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Athena.Scalability.HLODProxyMaxDrawDistance=0.0
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r.ViewDistanceScale.FieldOfViewMaxAngle=80.0
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r.ViewDistanceScale.FieldOfViewMaxAngleScale=1.0
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r.ViewDistanceScale.FieldOfViewMinAngle=15.0
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r.ViewDistanceScale.FieldOfViewMinAngleScale=2.0
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; Character simulation settings
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Athena.EnableProxyPredictionPawnLOD=1
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Athena.EnableProxySimulatedStepUpLOD=0
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Athena.EnableProxySimulatedStepUpMinNormalZ=0.1
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Athena.ForceThrottledSimulatedFloorChecks=1
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Athena.NetworkSmoothingSkipFramesLowestLOD=1
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Athena.NetworkSmoothingSkipFramesInvisible=3
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Players=33
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Athena.NetworkSmoothingRelevancyThrottleThreshold_AI=33
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Combined=33
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r.NeverOcclusionTestDistance=1250
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a.Budget.Enabled=true
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a.Budget.BudgetMs=1.5
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[ViewDistanceQuality@Cine]
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Fort.Scalability.AIBudget="500"
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Fort.Scalability.AthenaPlayerBudget="500"
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Fort.Scalability.AthenaPlayerBudget.URORates="0"
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Fort.Scalability.BucketDistances="50,100,250,500"
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Fort.Scalability.PlayerCosmeticPropBudget=0
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Fort.Scalability.TieUROToLODs=1
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Fort.Scalability.EnableAnimCurveOptimizations=0
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Athena.Scalability.SecondarySkelMeshTickingThreshold=10
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p.AnimDynamicsLODThreshold=-1
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p.RigidBodyLODThreshold=-1
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; Modifying SkeletalMeshLODBias affects AI animation updates
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r.SkeletalMeshLODBias=0
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r.StaticMeshLODDistanceScale=1
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r.ViewDistanceScale=10.0
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r.ViewDistanceScale.SecondaryScale=1.0
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; Character simulation settings
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Athena.EnableProxyPredictionPawnLOD=1
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Athena.EnableProxySimulatedStepUpLOD=1
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Athena.EnableProxySimulatedStepUpMinNormalZ=0.1
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Athena.ForceThrottledSimulatedFloorChecks=0
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Athena.NetworkSmoothingSkipFramesLowestLOD=0
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Athena.NetworkSmoothingSkipFramesInvisible=1
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Players=100
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Athena.NetworkSmoothingRelevancyThrottleThreshold_AI=100
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Athena.NetworkSmoothingRelevancyThrottleThreshold_Combined=100
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r.NeverOcclusionTestDistance=1250
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a.Budget.Enabled=true
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a.Budget.BudgetMs=1.0
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[EffectsQuality@0]
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r.MaterialQualityLevel=0 ; Low quality
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Fort.Wind=0
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fx.Significance.EmitterLevel_Low=0.85
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fx.Significance.EmitterLevel_Medium=0.7
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fx.Significance.EmitterLevel_High=0.3
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fx.Significance.MaxRange=5000
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p.AnimDynamicsWind=0
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r.SeparateTranslucency=0
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[EffectsQuality@1]
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r.MaterialQualityLevel=1 ; High quality
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Fort.Wind=0
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fx.Significance.EmitterLevel_Low=0.85
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fx.Significance.EmitterLevel_Medium=0.7
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fx.Significance.EmitterLevel_High=0.3
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fx.Significance.MaxRange=8000
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p.AnimDynamicsWind=0
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r.SeparateTranslucency=1
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[EffectsQuality@2]
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r.MaterialQualityLevel=1 ; High quality
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Fort.Wind=1
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fx.Significance.EmitterLevel_Low=0.85
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fx.Significance.EmitterLevel_Medium=0.7
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fx.Significance.EmitterLevel_High=0.3
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fx.Significance.MaxRange=14000
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p.AnimDynamicsWind=1
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r.SeparateTranslucency=1
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[EffectsQuality@3]
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r.MaterialQualityLevel=1 ; High quality
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Fort.Wind=1
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fx.Significance.EmitterLevel_Low=0.85
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fx.Significance.EmitterLevel_Medium=0.7
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fx.Significance.EmitterLevel_High=0.3
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fx.Significance.MaxRange=14000
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p.AnimDynamicsWind=1
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r.SeparateTranslucency=1
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[EffectsQuality@Cine]
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r.MaterialQualityLevel=1 ; High quality
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Fort.Wind=1
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fx.Significance.EmitterLevel_Low=0.85
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fx.Significance.EmitterLevel_Medium=0.7
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fx.Significance.EmitterLevel_High=0.3
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fx.Significance.MaxRange=20000
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p.AnimDynamicsWind=1
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r.SeparateTranslucency=1
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[ShadowQuality@0]
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; To avoid a light flickering problem when shadows are disabled, we set r.LightFunctionQuality=1. This issue needs to be properly addressed by the rendering team.
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r.LightFunctionQuality=1
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r.SimpleForwardShading=1
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Fort.TODDirectionalLightUpdateRate=6.0
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Fort.TODDirectionalLightInterpSpeed=2.0
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r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=0
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r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=0
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[ShadowQuality@1]
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; We can not support DFAO/Shadowing at medium settings with our target machines
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r.DistanceFieldShadowing=0
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r.DistanceFieldAO=0
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r.SimpleForwardShading=0
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r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=1
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r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=1
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Fort.TODDirectionalLightUpdateRate=6.0
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Fort.TODDirectionalLightInterpSpeed=2.0
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[ShadowQuality@2]
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r.DistanceFieldShadowing=1
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r.DistanceFieldAO=1
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r.SimpleForwardShading=0
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; Keeping MaxCascades low to save a little on perf
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r.Shadow.CSM.MaxCascades=2
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r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=2
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r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=4
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r.LightMaxDrawDistanceScale=.5
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Fort.TODDirectionalLightUpdateRate=0
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[ShadowQuality@3]
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r.SimpleForwardShading=0
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Fort.TODDirectionalLightUpdateRate=0
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r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1
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r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1
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[ShadowQuality@Cine]
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r.SimpleForwardShading=0
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Fort.TODDirectionalLightUpdateRate=0
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r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1
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r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1
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[PostProcessQuality@0]
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r.LightShaftQuality=0
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r.EyeAdaptationQuality=0
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Slate.ForceBackgroundBlurLowQualityOverride=1
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[PostProcessQuality@1]
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r.LightShaftQuality=0
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r.EyeAdaptationQuality=1
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Slate.ForceBackgroundBlurLowQualityOverride=0
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[PostProcessQuality@2]
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r.LightShaftQuality=0
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r.EyeAdaptationQuality=1
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Slate.ForceBackgroundBlurLowQualityOverride=0
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[PostProcessQuality@3]
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r.LightShaftQuality=1
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r.EyeAdaptationQuality=1
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Slate.ForceBackgroundBlurLowQualityOverride=0
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[PostProcessQuality@Cine]
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r.LightShaftQuality=1
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r.EyeAdaptationQuality=1
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Slate.ForceBackgroundBlurLowQualityOverride=0
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[FoliageQuality@0]
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foliage.DensityScale=1.0
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grass.DensityScale=1.0
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[FoliageQuality@1]
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foliage.DensityScale=1.0
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grass.DensityScale=1.0
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[FoliageQuality@2]
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foliage.DensityScale=1.0
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grass.DensityScale=1.0
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[FoliageQuality@3]
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foliage.DensityScale=1.0
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grass.DensityScale=1.0
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[FoliageQuality@Cine]
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foliage.DensityScale=1.0
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grass.DensityScale=1.0
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