Preferences On Empire Graphics
Preferences On Empire Graphics
Preferences On Empire Graphics
ences at exit #
app_multirun false; # app_multirun <bool>, Allow multiple instances of the appli
cation #
x_res 1280; # x_res <int32>, Fixed window width #
y_res 800; # 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) #
campaign_unit_multiplier 1; # campaign_unit_multiplier <float>, Set default unit
multiplier for campaign #
gfx_first_run false; # gfx_first_run <bool>, First time application run #
gfx_video_memory 268435456; # gfx_video_memory <int>, Override available video m
emory (bytes) #
gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen
or not #
gfx_vsync false; # gfx_vsync <bool>, vertical synchronization #
gfx_hdr false; # gfx_hdr <bool>, Use high dynamic range rendering pipeline #
gfx_low_quality_shaders false; # gfx_low_quality_shaders <bool>, Use SM2 pixel
shader code with SM3 vertex shaders and instancing. #
gfx_shadermodel 0; # gfx_shadermodel <int>, Set shader model, 0-2.0, 1-3.0 #
gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 3-8x #
gfx_texture_filtering 5; # gfx_texture_filtering <int>, Set texture filtering, 0
-bilinear, 5- anisotropic 16x #
gfx_texture_quality 1; # gfx_texture_quality <int>, Set the quality of textures.
0 - lowest, 3 - ultra #
gfx_volumetric_effect false; # gfx_volumemtric_effect <bool>, volumetric fog on
sea battle #
gfx_ssao false; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer
#
gfx_distortion false; # gfx_distortion <bool>, Enable Distortion Effect buffer #
gfx_depth_of_field false; # gfx_depth_of_field <bool>, Enable Depth of Field eff
ects #
gfx_hardware_shadows false; # gfx_hardware_shadows <bool>, Enable hardware shado
w mapping #
gfx_sky_quality 0; # gfx_sky_quality <int>, Set the quality of sky. 0 - lowest,
3 - ultra #
gfx_unit_quality 1; # gfx_unit_quality <int>, Set the quality of units. 0 - lowe
st, 3 - ultra #
gfx_ship_quality 1; # gfx_ship_quality <int>, Set the quality of ships. 0 - lowe
st, 3 - ultra #
gfx_building_quality 1; # gfx_building_quality <int>, Set the quality of buildin
gs. 0 - lowest, 3 - ultra #
gfx_water_quality 1; # gfx_water_quality <int>, Set the quality of water. 0 - lo
west, 3 - ultra #
gfx_unit_scale 0; # gfx_unit_scale <int>, Set unit scale. 0 - lowest, 3 - ultra
#
gfx_shadow_quality 1; # gfx_shadow_quality <int>, Set unit scale. 0 - off, 4 - u
ltra #
gfx_tree_quality 0; # gfx_tree_quality <int>, Set unit scale. 0 - off, 4 - ultra
#
gfx_grass_quality 1; # gfx_grass_quality <int>, Set unit scale. 0 - off, 4 - ult
ra #
gfx_terrain_quality 0; # gfx_terrain_quality <int>, Set unit scale. 0 - low, 1 high #
gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
gfx_hardware_shadows false; # gfx_hardware_shadows <bool>, Enable hardware shado
w mapping #