Browse Source

Remove many unused variables and unused setting files (#4607)

* Remove many unused variables and unused setting files

Signed-off-by: nemerle <[email protected]>

* Remove a few more dead config vars

Signed-off-by: nemerle <[email protected]>

* fix android test_ConfigureSettings_DefaultValues_SetsValues

Signed-off-by: nemerle <[email protected]>
Artur K 3 years ago
parent
commit
80db67e90a
71 changed files with 21 additions and 2800 deletions
  1. 0 13
      Assets/Editor/MapScreenshotSettings.xml
  2. 0 2
      Assets/Editor/UserTools.xml
  3. 0 11
      Assets/Engine/Config/AutoTestChain.cfg
  4. 0 10
      Assets/Engine/Config/AutoTestTimeDemo.cfg
  5. 1 8
      Assets/Engine/Config/AutotestPlaythrough.cfg
  6. 0 97
      Assets/Engine/Config/CVarGroups/sys_spec_Full.cfg
  7. 0 8
      Assets/Engine/Config/CVarGroups/sys_spec_GameEffects.cfg
  8. 0 160
      Assets/Engine/Config/CVarGroups/sys_spec_ObjectDetail.cfg
  9. 0 94
      Assets/Engine/Config/CVarGroups/sys_spec_Particles.cfg
  10. 0 100
      Assets/Engine/Config/CVarGroups/sys_spec_Physics.cfg
  11. 0 114
      Assets/Engine/Config/CVarGroups/sys_spec_PostProcessing.cfg
  12. 0 98
      Assets/Engine/Config/CVarGroups/sys_spec_Quality.cfg
  13. 0 120
      Assets/Engine/Config/CVarGroups/sys_spec_Shading.cfg
  14. 0 116
      Assets/Engine/Config/CVarGroups/sys_spec_Shadows.cfg
  15. 0 17
      Assets/Engine/Config/CVarGroups/sys_spec_Sound.cfg
  16. 0 94
      Assets/Engine/Config/CVarGroups/sys_spec_Texture.cfg
  17. 0 52
      Assets/Engine/Config/CVarGroups/sys_spec_TextureResolution.cfg
  18. 0 26
      Assets/Engine/Config/CVarGroups/sys_spec_VolumetricEffects.cfg
  19. 0 81
      Assets/Engine/Config/CVarGroups/sys_spec_Water.cfg
  20. 0 3
      Assets/Engine/Config/aidebug.cfg
  21. 1 13
      Assets/Engine/Config/artprof.cfg
  22. 0 3
      Assets/Engine/Config/artprof_user.cfg
  23. 0 10
      Assets/Engine/Config/benchmark_cpu.cfg
  24. 1 11
      Assets/Engine/Config/benchmark_gpu.cfg
  25. 0 6
      Assets/Engine/Config/mgpu.cfg
  26. 0 77
      Assets/Engine/Config/multiplayer.cfg
  27. 0 29
      Assets/Engine/Config/multiplayer_console.cfg
  28. 0 60
      Assets/Engine/Config/recording.cfg
  29. 0 15
      Assets/Engine/Config/singleplayer.cfg
  30. 0 24
      Assets/Engine/Config/sketch_off.cfg
  31. 0 24
      Assets/Engine/Config/sketch_on.cfg
  32. 0 68
      Assets/Engine/Config/spec/android_MaliT760.cfg
  33. 0 58
      Assets/Engine/Config/spec/android_high.cfg
  34. 0 53
      Assets/Engine/Config/spec/android_high_nogmem.cfg
  35. 0 69
      Assets/Engine/Config/spec/android_low.cfg
  36. 0 74
      Assets/Engine/Config/spec/android_medium.cfg
  37. 0 55
      Assets/Engine/Config/spec/android_veryhigh.cfg
  38. 0 90
      Assets/Engine/Config/spec/ios_high.cfg
  39. 0 93
      Assets/Engine/Config/spec/ios_low.cfg
  40. 0 91
      Assets/Engine/Config/spec/ios_medium.cfg
  41. 0 92
      Assets/Engine/Config/spec/ios_veryhigh.cfg
  42. 0 38
      Assets/Engine/Config/spec/osx_metal_high.cfg
  43. 0 37
      Assets/Engine/Config/spec/osx_metal_low.cfg
  44. 0 37
      Assets/Engine/Config/spec/osx_metal_medium.cfg
  45. 0 37
      Assets/Engine/Config/spec/osx_metal_veryhigh.cfg
  46. 0 1
      Assets/Engine/Config/spec/pc_high.cfg
  47. 0 1
      Assets/Engine/Config/spec/pc_low.cfg
  48. 0 1
      Assets/Engine/Config/spec/pc_medium.cfg
  49. 0 1
      Assets/Engine/Config/spec/pc_veryhigh.cfg
  50. 0 9
      Assets/Engine/Config/statoscope.cfg
  51. 0 26
      Assets/Engine/Config/vr.cfg
  52. 0 152
      Assets/Engine/SeedAssetList.seed
  53. 0 1
      AutomatedTesting/Gem/PythonTests/Atom/atom_utils/atom_component_helper.py
  54. 0 1
      AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_AtomFeatureIntegrationBenchmark.py
  55. 0 1
      AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_BasicLevelSetup.py
  56. 0 1
      AutomatedTesting/Gem/PythonTests/EditorPythonTestTools/editor_python_test_tools/utils.py
  57. 0 4
      AutomatedTesting/Gem/PythonTests/automatedtesting_shared/screenshot_utils.py
  58. 0 21
      Code/Legacy/CrySystem/SystemInit.cpp
  59. 1 1
      Gems/Atom/Asset/ImageProcessingAtom/Code/Source/Processing/ImageFlags.h
  60. 0 14
      Gems/ImGui/Code/Source/LYCommonMenu/ImGuiLYCommonMenu.cpp
  61. 0 7
      Tools/LyTestTools/ly_test_tools/launchers/platforms/android/launcher.py
  62. 0 1
      Tools/LyTestTools/ly_test_tools/launchers/platforms/linux/launcher.py
  63. 0 2
      Tools/LyTestTools/ly_test_tools/launchers/platforms/win/launcher.py
  64. 1 1
      Tools/LyTestTools/tests/unit/test_launcher_android.py
  65. 14 25
      cmake/Tools/layout_tool.py
  66. 0 21
      editor.cfg
  67. 2 28
      system_android_android.cfg
  68. 0 29
      system_ios_ios.cfg
  69. 0 22
      system_linux_pc.cfg
  70. 0 21
      system_mac_mac.cfg
  71. 0 20
      system_windows_pc.cfg

+ 0 - 13
Assets/Editor/MapScreenshotSettings.xml

@@ -1,18 +1,5 @@
 <settings>
 <settings>
-      <r_PostProcessEffects value="1"/>
-      <r_HDREyeAdaptationSpeed value="100000000"/>
-      <r_MotionBlur value="0"/>
-      <e_ScreenShotQuality value="0"/>
-      <e_ViewDistRatio value="100000000"/>
       <r_DisplayInfo value="0"/>
       <r_DisplayInfo value="0"/>
       <e_StreamCgfPoolSize value="128" />
       <e_StreamCgfPoolSize value="128" />
-      <e_ViewDistRatioVegetation value="100"/>
-      <e_Lods value="0"/>
       <e_Vegetation value="0"/>
       <e_Vegetation value="0"/>
-      <e_TerrainOcclusionCulling value="0"/>
-      <e_OcclusionVolumes value="0"/>
-      <e_shadows value="0"/>
-      <e_portals value="3"/>
-      <e_fog value="0"/>
-      <r_hdrdebug value="0"/>
 </settings>
 </settings>

+ 0 - 2
Assets/Editor/UserTools.xml

@@ -7,8 +7,6 @@
  <Tool Title="| Draw Helpers" Command="p_draw_helpers" EditorCmd="" ToggleVar="1"/>
  <Tool Title="| Draw Helpers" Command="p_draw_helpers" EditorCmd="" ToggleVar="1"/>
  <Tool Title="| AI Debug Draw" Command="ai_DebugDraw" EditorCmd="" ToggleVar="1"/>
  <Tool Title="| AI Debug Draw" Command="ai_DebugDraw" EditorCmd="" ToggleVar="1"/>
  <Tool Title="| Toggle Music" Command="s_MusicEnable" EditorCmd="" ToggleVar="1"/>
  <Tool Title="| Toggle Music" Command="s_MusicEnable" EditorCmd="" ToggleVar="1"/>
- <Tool Title="| Toggle Sound" Command="s_SoundEnable" EditorCmd="" ToggleVar="1"/>
- <Tool Title="| Toggle ForcefeedBack" Command="i_forcefeedback" EditorCmd="" ToggleVar="1"/>
  <Tool Title="| Freeze Camera " Command="e_CameraFreeze" EditorCmd="" ToggleVar="1"/>
  <Tool Title="| Freeze Camera " Command="e_CameraFreeze" EditorCmd="" ToggleVar="1"/>
  <Tool Title="| Log Verbosity 0" Command="log_Verbosity 0" EditorCmd="" ToggleVar="0"/>
  <Tool Title="| Log Verbosity 0" Command="log_Verbosity 0" EditorCmd="" ToggleVar="0"/>
  <Tool Title="| SaveLevelStats" Command="savelevelstats" EditorCmd="" ToggleVar="0"/>
  <Tool Title="| SaveLevelStats" Command="savelevelstats" EditorCmd="" ToggleVar="0"/>

+ 0 - 11
Assets/Engine/Config/AutoTestChain.cfg

@@ -1,16 +1,5 @@
 ConsoleHide
 ConsoleHide
-g_godMode=1
 sys_warnings=0
 sys_warnings=0
 con_showonload=1
 con_showonload=1
-i_forcefeedback=0
-g_infiniteammo=1
-e_ObjectLayersActivation=0
-e_ObjectLayersActivationPhysics=0
-g_flashrenderingduringloading=0
 sys_maxfps=0
 sys_maxfps=0
 r_vsync=0
 r_vsync=0
-p_max_substeps=1
-demo_file=autotest
-demo_num_runs=0
-demo_quit=1
-demo_ai=1

+ 0 - 10
Assets/Engine/Config/AutoTestTimeDemo.cfg

@@ -1,15 +1,5 @@
 ConsoleHide
 ConsoleHide
-g_godMode=1
-g_infiniteammo=1
 r_displayinfo=1
 r_displayinfo=1
 s_profiling=1
 s_profiling=1
 sys_maxfps=0
 sys_maxfps=0
-e_ObjectLayersActivation=0
-e_ObjectLayersActivationPhysics=0
-
-demo_file=autotest
-demo_num_runs=2
-demo_quit=1
-demo_savestats=1
-demo_profile=-1
 demo
 demo

+ 1 - 8
Assets/Engine/Config/AutotestPlaythrough.cfg

@@ -1,12 +1,5 @@
 ConsoleHide
 ConsoleHide
-g_godMode=1
-g_infiniteammo=1
 r_displayinfo=1
 r_displayinfo=1
 s_profiling=1
 s_profiling=1
 sys_maxfps=0
 sys_maxfps=0
-demo_file=playthru
-demo_num_runs=2
-demo_quit=1
-demo_savestats=1
-demo_profile=-1
-demo
+demo

+ 0 - 97
Assets/Engine/Config/CVarGroups/sys_spec_Full.cfg

@@ -11,113 +11,16 @@
 ; default of this CVarGroup
 ; default of this CVarGroup
 = 7
 = 7
 
 
-sys_spec_ObjectDetail=7
-sys_spec_Shading=7
-sys_spec_VolumetricEffects=7
-sys_spec_Shadows=7
-sys_spec_Texture=7
-sys_spec_Physics=7
-sys_spec_PostProcessing=7
-sys_spec_Particles=7
-sys_spec_Sound=7
-sys_spec_Water=7
-sys_spec_GameEffects=7
-sys_spec_light=7
-
 [1]
 [1]
-sys_spec_ObjectDetail=1
-sys_spec_Shading=1
-sys_spec_VolumetricEffects=1
-sys_spec_Shadows=1
-sys_spec_Texture=1
-sys_spec_Physics=1
-sys_spec_PostProcessing=1
-sys_spec_Particles=1
-sys_spec_Sound=1
-sys_spec_Water=1
-sys_spec_GameEffects=1
-sys_spec_light=1
 
 
 [2]
 [2]
-sys_spec_ObjectDetail=2
-sys_spec_Shading=2
-sys_spec_VolumetricEffects=2
-sys_spec_Shadows=2
-sys_spec_Texture=2
-sys_spec_Physics=2
-sys_spec_PostProcessing=2
-sys_spec_Particles=2
-sys_spec_Sound=2
-sys_spec_Water=2
-sys_spec_GameEffects=2
-sys_spec_light=2
 
 
 [3]
 [3]
-sys_spec_ObjectDetail=3
-sys_spec_Shading=3
-sys_spec_VolumetricEffects=3
-sys_spec_Shadows=3
-sys_spec_Texture=3
-sys_spec_Physics=3
-sys_spec_PostProcessing=3
-sys_spec_Particles=3
-sys_spec_Sound=3
-sys_spec_Water=3
-sys_spec_GameEffects=3
-sys_spec_light=3
 
 
 [4]
 [4]
-sys_spec_ObjectDetail=4
-sys_spec_Shading=4
-sys_spec_VolumetricEffects=4
-sys_spec_Shadows=4
-sys_spec_Texture=4
-sys_spec_Physics=4
-sys_spec_PostProcessing=4
-sys_spec_Particles=4
-sys_spec_Sound=4
-sys_spec_Water=4
-sys_spec_GameEffects=4
-sys_spec_light=4
 
 
 [5]
 [5]
-sys_spec_ObjectDetail=5
-sys_spec_Shading=5
-sys_spec_VolumetricEffects=5
-sys_spec_Shadows=5
-sys_spec_Texture=5
-sys_spec_Physics=5
-sys_spec_PostProcessing=5
-sys_spec_Particles=5
-sys_spec_Sound=5
-sys_spec_Water=5
-sys_spec_GameEffects=5
-sys_spec_light=5
 
 
 [6]
 [6]
-sys_spec_ObjectDetail=6
-sys_spec_Shading=6
-sys_spec_VolumetricEffects=6
-sys_spec_Shadows=6
-sys_spec_Texture=6
-sys_spec_Physics=6
-sys_spec_PostProcessing=6
-sys_spec_Particles=6
-sys_spec_Sound=6
-sys_spec_Water=6
-sys_spec_GameEffects=6
-sys_spec_light=6
 
 
 [8]
 [8]
-sys_spec_ObjectDetail=8
-sys_spec_Shading=8
-sys_spec_VolumetricEffects=8
-sys_spec_Shadows=8
-sys_spec_Texture=8
-sys_spec_Physics=8
-sys_spec_PostProcessing=8
-sys_spec_Particles=8
-sys_spec_Sound=8
-sys_spec_Water=8
-sys_spec_GameEffects=8
-sys_spec_light=8

+ 0 - 8
Assets/Engine/Config/CVarGroups/sys_spec_GameEffects.cfg

@@ -1,8 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-mfx_Timeout = 0.01
-
-
-

+ 0 - 160
Assets/Engine/Config/CVarGroups/sys_spec_ObjectDetail.cfg

@@ -1,160 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-ca_AttachmentCullingRation=360
-es_DebrisLifetimeScale=1
-e_CoverageBufferReproj=6
-e_DecalsAllowGameDecals=1
-e_DecalsLifeTimeScale=2
-e_DecalsOverlapping=1
-e_Dissolve=2
-e_LightQuality=3
-e_LodMin=0
-e_LodRatio=20
-e_MaxViewDistSpecLerp=1
-e_MergedMeshesInstanceDist=1.0
-e_MergedMeshesPool=8192
-e_ObjQuality=3
-e_OcclusionCullingViewDistRatio=1
-e_ProcVegetation=1
-e_StatObjBufferRenderTasks=1
-e_StreamCgf=0
-e_TerrainLodRatio=1
-e_TerrainOcclusionCullingMaxDist=200
-e_Tessellation=0
-e_VegetationMinSize=0
-e_ViewDistMin=10
-e_ViewDistRatio=100
-e_ViewDistRatioCustom=100
-e_ViewDistRatioDetail=100
-e_ViewDistRatioLights=50
-e_ViewDistRatioVegetation=100
-r_DrawNearZRange=0.12
-r_FlaresTessellationRatio=1
-r_SilhouettePOM=0
-r_usezpass=2
-
-[1]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_Dissolve=0
-e_LightQuality=1
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=1
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=21
-r_FlaresTessellationRatio=0.25
-r_usezpass=1
-e_ProcVegetation=0
-e_ViewDistRatio=50
-
-[2]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_Dissolve=0
-e_LightQuality=2
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=2
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=50
-r_FlaresTessellationRatio=0.25
-r_usezpass=1
-e_ProcVegetation=1
-e_ViewDistRatio=50
-
-[3]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_Dissolve=0
-e_LightQuality=3
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=3
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=50
-r_FlaresTessellationRatio=0.25
-r_usezpass=1
-e_ProcVegetation=1
-e_ViewDistRatio=75
-
-[4]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_Dissolve=0
-e_LightQuality=4
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=4
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=50
-r_FlaresTessellationRatio=0.25
-r_usezpass=1
-e_ProcVegetation=1
-e_ViewDistRatio=75
-
-[5]
-ca_AttachmentCullingRation=145
-es_DebrisLifetimeScale=0.6
-e_DecalsLifeTimeScale=1
-e_LightQuality=1
-e_LodRatio=10
-e_MaxViewDistSpecLerp=0.5
-e_ObjQuality=1
-e_TerrainOcclusionCullingMaxDist=130
-e_VegetationMinSize=0.5
-e_ViewDistRatio=50
-e_ViewDistRatioCustom=60
-e_ViewDistRatioDetail=25
-e_ViewDistRatioLights=25
-e_ViewDistRatioVegetation=50
-r_FlaresTessellationRatio=0.25
-
-[6]
-ca_AttachmentCullingRation=300
-es_DebrisLifetimeScale=0.8
-e_LightQuality=2
-e_LodRatio=15
-e_ObjQuality=2
-e_ViewDistRatio=75
-e_ViewDistRatioDetail=35
-e_ViewDistRatioVegetation=75
-
-[8]
-ca_AttachmentCullingRation=400
-e_LightQuality=4
-e_LodRatio=40
-e_MergedMeshesInstanceDist=2.0
-e_MergedMeshesPool=16384
-e_ObjQuality=4
-e_TerrainLodRatio=0.5
-e_Tessellation=1
-e_ViewDistRatio=125
-e_ViewDistRatioCustom=125
-e_ViewDistRatioDetail=125
-e_ViewDistRatioLights=75
-e_ViewDistRatioVegetation=125
-r_DrawNearZRange = 0.08
-r_SilhouettePOM=1

+ 0 - 94
Assets/Engine/Config/CVarGroups/sys_spec_Particles.cfg

@@ -1,94 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-e_ParticlesGI=1
-e_ParticlesPreload=0
-e_ParticlesMaxScreenFill=128
-e_ParticlesMinDrawPixels=1
-e_ParticlesMotionBlur=0
-e_ParticlesObjectCollisions=2
-e_ParticlesQuality=3
-e_ParticlesSortQuality=0
-e_ParticlesPoolSize=16384
-r_ParticlesHalfRes=0
-r_ParticlesTessellation=1
-r_ParticlesInstanceVertices=1
-r_ParticlesGpuMaxEmitCount=10000
-
-[1]
-e_ParticlesGI=0
-e_ParticlesPreload=1
-e_ParticlesMaxScreenFill=16
-e_ParticlesMinDrawPixels=2
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-e_ParticlesPoolSize=4096
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesInstanceVertices=0
-r_ParticlesGpuMaxEmitCount=10
-
-
-[2]
-e_ParticlesGI=0
-e_ParticlesPreload=1
-e_ParticlesMaxScreenFill=16
-e_ParticlesMinDrawPixels=2
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-e_ParticlesPoolSize=4096
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesInstanceVertices=0
-r_ParticlesGpuMaxEmitCount=100
-
-
-[3]
-e_ParticlesGI=0
-e_ParticlesPreload=1
-e_ParticlesMaxScreenFill=16
-e_ParticlesMinDrawPixels=2
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-e_ParticlesPoolSize=4096
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesInstanceVertices=0
-r_ParticlesGpuMaxEmitCount=500
-
-
-[4]
-e_ParticlesGI=0
-e_ParticlesPreload=1
-e_ParticlesMaxScreenFill=16
-e_ParticlesMinDrawPixels=2
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-e_ParticlesPoolSize=4096
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesInstanceVertices=0
-r_ParticlesGpuMaxEmitCount=1000
-
-
-[5]
-e_ParticlesMaxScreenFill=32
-e_ParticlesMinDrawPixels=1.5
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=1
-r_ParticlesHalfRes=1
-r_ParticlesTessellation=0
-r_ParticlesGpuMaxEmitCount=3000
-
-[6]
-e_ParticlesMaxScreenFill=64
-e_ParticlesObjectCollisions=1
-e_ParticlesQuality=2
-r_ParticlesGpuMaxEmitCount=5000
-
-[8]
-e_ParticlesMaxScreenFill=160
-e_ParticlesMotionBlur=1
-e_ParticlesQuality=4
-r_ParticlesGpuMaxEmitCount=1048576

+ 0 - 100
Assets/Engine/Config/CVarGroups/sys_spec_Physics.cfg

@@ -1,100 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-es_MaxPhysDist=100
-es_MaxPhysDistInvisible=25
-e_CullVegActivation=50
-e_FoliageWindActivationDist=25
-e_PhysMinCellSize=4
-e_PhysOceanCell=0.5
-e_PhysProxyTriLimit=10000
-g_breakage_mem_limit=0
-g_breakage_particles_limit=160
-g_no_secondary_breaking=0
-g_tree_cut_reuse_dist=0
-p_gravity_z=-13
-p_max_entity_cells=300000
-p_max_MC_iters=6000
-p_max_object_splashes=3
-p_max_substeps=5
-p_max_substeps_large_group=5
-p_num_bodies_large_group=100
-p_splash_dist0=7
-p_splash_dist1=30
-p_splash_force0=10
-p_splash_force1=100
-p_splash_vel0=4.5
-p_splash_vel1=10
-v_vehicle_quality=4
-
-[1]
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysMinCellSize=16
-e_PhysOceanCell=1
-g_breakage_mem_limit=2000
-g_breakage_particles_limit=40
-g_no_secondary_breaking=1
-g_tree_cut_reuse_dist=1
-p_max_entity_cells=75000
-p_max_MC_iters=2000
-p_max_substeps=2
-
-[2]
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysMinCellSize=16
-e_PhysOceanCell=1
-g_breakage_mem_limit=2000
-g_breakage_particles_limit=40
-g_no_secondary_breaking=1
-g_tree_cut_reuse_dist=1
-p_max_entity_cells=75000
-p_max_MC_iters=2000
-p_max_substeps=2
-
-[3]
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysMinCellSize=16
-e_PhysOceanCell=1
-g_breakage_mem_limit=2000
-g_breakage_particles_limit=40
-g_no_secondary_breaking=1
-g_tree_cut_reuse_dist=1
-p_max_entity_cells=75000
-p_max_MC_iters=2000
-p_max_substeps=2
-
-[4]
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysMinCellSize=16
-e_PhysOceanCell=1
-g_breakage_mem_limit=2000
-g_breakage_particles_limit=40
-g_no_secondary_breaking=1
-g_tree_cut_reuse_dist=1
-p_max_entity_cells=75000
-p_max_MC_iters=2000
-p_max_substeps=2
-
-[5]
-es_MaxPhysDist=50
-es_MaxPhysDistInvisible=15
-e_CullVegActivation=30
-e_FoliageWindActivationDist=10
-e_PhysOceanCell=1
-g_breakage_particles_limit=80
-g_tree_cut_reuse_dist=0.35
-p_max_MC_iters=4000
-p_max_substeps=2
-
-[6]
-
-[8]

+ 0 - 114
Assets/Engine/Config/CVarGroups/sys_spec_PostProcessing.cfg

@@ -1,114 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-r_PostProcessEffects=1
-q_ShaderHDR=2
-q_ShaderPostProcess=2
-r_ChromaticAberration=0
-r_ColorGradingChartsCache=0
-r_DepthOfField=2
-r_Flares=1
-r_HDRBloomQuality=2
-r_MotionBlur=2
-r_MotionBlurMaxViewDist=100000
-r_MotionBlurQuality=1
-r_MotionBlurShutterSpeed=125
-r_Rain=2
-r_RainMaxViewDist_Deferred=150
-r_Sharpening=0
-r_Snow=2
-r_SunShafts=2
-r_TranspDepthFixup=1
-r_ToneMapTechnique=0
-r_ToneMapExposureType=0
-r_HDRBloom=1
-r_ColorGrading=1
-r_ColorSpace=0
-
-[1]
-q_ShaderHDR=1
-q_ShaderPostProcess=1
-r_ColorGrading=0
-r_DepthOfField=0
-r_Flares=0
-r_HDRBloom=0
-r_HDRBloomQuality=0
-r_MotionBlur=0
-r_MotionBlurMaxViewDist=16
-r_MotionBlurQuality=0
-r_Rain=1
-r_RainMaxViewDist_Deferred=40
-r_Snow=1
-r_SunShafts=0
-r_TranspDepthFixup=0
-r_ToneMapTechnique=3
-r_ToneMapExposureType=1
-r_ColorSpace=2
-
-
-[2]
-q_ShaderHDR=1
-q_ShaderPostProcess=1
-r_ColorGradingChartsCache=4
-r_DepthOfField=1
-r_Flares=0
-r_HDRBloomQuality=0
-r_MotionBlur=0
-r_MotionBlurMaxViewDist=16
-r_MotionBlurQuality=0
-r_Rain=1
-r_RainMaxViewDist_Deferred=40
-r_Snow=1
-r_SunShafts=1
-r_TranspDepthFixup=0
-
-
-[3]
-q_ShaderHDR=1
-q_ShaderPostProcess=2
-r_ColorGradingChartsCache=4
-r_DepthOfField=1
-r_HDRBloomQuality=1
-r_MotionBlur=0
-r_MotionBlurMaxViewDist=16
-r_MotionBlurQuality=0
-r_Rain=1
-r_RainMaxViewDist_Deferred=40
-r_Snow=1
-r_SunShafts=1
-r_TranspDepthFixup=0
-
-[4]
-q_ShaderHDR=1
-q_ShaderPostProcess=2
-r_ColorGradingChartsCache=4
-r_DepthOfField=1
-r_HDRBloomQuality=1
-r_MotionBlur=0
-r_MotionBlurMaxViewDist=16
-r_MotionBlurQuality=0
-r_Rain=1
-r_RainMaxViewDist_Deferred=40
-r_Snow=1
-r_SunShafts=1
-r_TranspDepthFixup=0
-
-[5]
-q_ShaderHDR=1
-q_ShaderPostProcess=1
-r_ColorGradingChartsCache=4
-r_MotionBlurMaxViewDist=16
-r_MotionBlurQuality=0
-r_RainMaxViewDist_Deferred=40
-r_TranspDepthFixup=0
-
-[6]
-q_ShaderHDR=1
-q_ShaderPostProcess=1
-r_RainMaxViewDist_Deferred=100
-
-[8]
-q_ShaderHDR=3
-q_ShaderPostProcess=3
-r_MotionBlurQuality=2

+ 0 - 98
Assets/Engine/Config/CVarGroups/sys_spec_Quality.cfg

@@ -1,98 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-q_ShaderGeneral=2
-q_ShaderMetal=2
-q_ShaderGlass=2
-q_ShaderVegetation=2
-q_ShaderIce=2
-q_ShaderTerrain=2
-q_ShaderShadow=2
-q_ShaderFX=2
-q_ShaderSky=2
-q_Renderer=2
-
-[1]
-q_ShaderGeneral=1
-q_ShaderMetal=1
-q_ShaderGlass=1
-q_ShaderVegetation=1
-q_ShaderIce=1
-q_ShaderTerrain=1
-q_ShaderShadow=1
-q_ShaderFX=1
-q_ShaderSky=1
-q_Renderer=1
-
-[2]
-q_ShaderGeneral=1
-q_ShaderMetal=1
-q_ShaderGlass=1
-q_ShaderVegetation=1
-q_ShaderIce=1
-q_ShaderTerrain=1
-q_ShaderShadow=1
-q_ShaderFX=1
-q_ShaderSky=1
-q_Renderer=1
-
-[3]
-q_ShaderGeneral=1
-q_ShaderMetal=1
-q_ShaderGlass=1
-q_ShaderVegetation=1
-q_ShaderIce=1
-q_ShaderTerrain=1
-q_ShaderShadow=1
-q_ShaderFX=1
-q_ShaderSky=1
-q_Renderer=2
-
-[4]
-q_ShaderGeneral=1
-q_ShaderMetal=1
-q_ShaderGlass=1
-q_ShaderVegetation=1
-q_ShaderIce=1
-q_ShaderTerrain=1
-q_ShaderShadow=1
-q_ShaderFX=1
-q_ShaderSky=1
-q_Renderer=2
-
-[5]
-q_ShaderGeneral=1
-q_ShaderMetal=1
-q_ShaderGlass=1
-q_ShaderVegetation=1
-q_ShaderIce=1
-q_ShaderTerrain=1
-q_ShaderShadow=1
-q_ShaderFX=1
-q_ShaderSky=1
-q_Renderer=1
-
-[6]
-q_ShaderGeneral=1
-q_ShaderMetal=1
-q_ShaderGlass=1
-q_ShaderVegetation=1
-q_ShaderIce=1
-q_ShaderTerrain=1
-q_ShaderShadow=1
-q_ShaderFX=1
-q_ShaderSky=1
-q_Renderer=1
-
-[8]
-q_ShaderGeneral=3
-q_ShaderMetal=3
-q_ShaderGlass=3
-q_ShaderVegetation=3
-q_ShaderIce=3
-q_ShaderTerrain=3
-q_ShaderShadow=3
-q_ShaderFX=3
-q_ShaderSky=3
-q_Renderer=3

+ 0 - 120
Assets/Engine/Config/CVarGroups/sys_spec_Shading.cfg

@@ -1,120 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-e_CacheNearestCubePicking=1
-e_DynamicLightsMaxEntityLights=16
-e_GI=1
-e_LightVolumes=1
-e_SkyUpdateRate=1
-e_TerrainAo=0
-e_VegetationUseTerrainColor=1
-r_DeferredShadingDepthBoundsTest=1
-r_DeferredShadingTiled=2
-r_DeferredShadingTiledHairQuality=1
-r_deferredShadingFilterGBuffer=0
-r_DeferredShadingSSS=1
-r_AntialiasingMode=3
-r_DetailDistance=8
-r_EnvTexUpdateInterval=0.05
-r_Refraction=1
-r_RefractionPartialResolves=2
-r_ssdo=1
-r_ssdoHalfRes=2
-r_ssdoColorBleeding=1
-r_SSReflections=1
-r_SSReflHalfRes=1
-r_VisAreaClipLightsPerPixel=1
-sys_spec_Quality=7
-
-[1]
-e_DynamicLightsMaxEntityLights=2
-e_GI=0
-e_SkyUpdateRate=0.5
-e_VegetationUseTerrainColor=0
-r_DeferredShadingTiled=0
-r_DeferredShadingTiledHairQuality=0
-r_DeferredShadingSSS=0
-r_AntialiasingMode=0
-r_DetailDistance=4
-r_EnvTexUpdateInterval=0.075
-r_Refraction=0
-r_RefractionPartialResolves=0
-r_ssdo=0
-r_ssdoHalfRes=1
-r_ssdoColorBleeding=0
-r_SSReflections=0
-sys_spec_Quality=1
-
-[2]
-e_DynamicLightsMaxEntityLights=2
-e_GI=0
-e_SkyUpdateRate=0.5
-e_VegetationUseTerrainColor=0
-r_DeferredShadingTiled=0
-r_DeferredShadingTiledHairQuality=0
-r_DeferredShadingSSS=0
-r_AntialiasingMode=0
-r_DetailDistance=4
-r_EnvTexUpdateInterval=0.075
-r_RefractionPartialResolves=0
-r_ssdo=0
-r_ssdoHalfRes=1
-r_ssdoColorBleeding=0
-r_SSReflections=0
-sys_spec_Quality=2
-
-[3]
-e_DynamicLightsMaxEntityLights=2
-e_GI=0
-e_SkyUpdateRate=0.5
-e_VegetationUseTerrainColor=0
-r_DeferredShadingTiled=0
-r_DeferredShadingTiledHairQuality=0
-r_DeferredShadingSSS=0
-r_AntialiasingMode=0
-r_DetailDistance=4
-r_EnvTexUpdateInterval=0.075
-r_RefractionPartialResolves=0
-r_ssdo=0
-r_ssdoColorBleeding=0
-r_SSReflections=0
-sys_spec_Quality=3
-
-[4]
-e_DynamicLightsMaxEntityLights=2
-e_GI=0
-e_SkyUpdateRate=0.5
-e_VegetationUseTerrainColor=0
-r_DeferredShadingTiled=0
-r_DeferredShadingTiledHairQuality=0
-r_DeferredShadingSSS=0
-r_AntialiasingMode=0
-r_DetailDistance=4
-r_EnvTexUpdateInterval=0.075
-r_RefractionPartialResolves=0
-r_ssdo=1
-r_ssdoHalfRes=1
-r_ssdoColorBleeding=0
-r_SSReflections=0
-sys_spec_Quality=4
-
-[5]
-e_DynamicLightsMaxEntityLights=7
-e_GI=0
-e_SkyUpdateRate=0.5
-r_DetailDistance=4
-r_EnvTexUpdateInterval=0.075
-r_SSReflections=0
-r_DeferredShadingTiledHairQuality=0
-r_DeferredShadingSSS=0
-sys_spec_Quality=5
-
-[6]
-e_DynamicLightsMaxEntityLights=11
-sys_spec_Quality=6
-
-[8]
-r_DeferredShadingTiledHairQuality=2
-r_SSReflHalfRes=0
-sys_spec_Quality=8

+ 0 - 116
Assets/Engine/Config/CVarGroups/sys_spec_Shadows.cfg

@@ -1,116 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-e_GsmLodsNum=5
-e_GsmRange=3
-e_ParticlesShadows=1
-e_Shadows=1
-e_ShadowsBlendCascades=1
-e_ShadowsClouds=1
-e_ShadowsCastViewDistRatio=1
-e_ShadowsLodBiasFixed=0
-e_ShadowsMaxTexRes=1024
-e_ShadowsOnAlphaBlend=0
-e_ShadowsPoolSize=4096
-e_ShadowsResScale=4
-e_ShadowsTessellateCascades=1
-e_ShadowsTessellateDLights=0
-e_ShadowsUpdateViewDistRatio=256
-r_DrawNearShadows=1
-r_FogShadows=2
-r_FogShadowsWater=0
-r_ShadowJittering=2.5
-r_ShadowPoolMaxFrames=30
-r_ShadowPoolMaxTimeslicedUpdatesPerFrame=100
-r_ShadowsPCFiltering=1
-r_ShadowsCache=4
-r_ShadowsCacheFormat=1
-r_ShadowsCacheResolutions=6324,4214
-r_ShadowsUseClipVolume=1
-e_ObjShadowCastSpec=3
-
-[1]
-e_GsmLodsNum=3
-e_ParticlesShadows=0
-e_ShadowsBlendCascades=0
-e_ShadowsCastViewDistRatio=0.8
-e_ShadowsLodBiasFixed=1
-e_ShadowsMaxTexRes=512
-r_DrawNearShadows=0
-r_FogShadows=0
-r_ShadowJittering=0
-r_ShadowsCacheFormat=0
-r_ShadowsCacheResolutions=3162,2107
-e_ObjShadowCastSpec=1
-e_ShadowsPoolSize=1024
-
-[2]
-e_GsmLodsNum=4
-e_ParticlesShadows=0
-e_ShadowsBlendCascades=0
-e_ShadowsCastViewDistRatio=0.8
-e_ShadowsLodBiasFixed=1
-e_ShadowsMaxTexRes=512
-r_DrawNearShadows=0
-r_FogShadows=0
-r_ShadowJittering=0
-r_ShadowsCacheFormat=0
-r_ShadowsCacheResolutions=3162,2107
-e_ObjShadowCastSpec=1
-e_ShadowsPoolSize=1024
-
-[3]
-e_GsmLodsNum=4
-e_ParticlesShadows=0
-e_ShadowsBlendCascades=0
-e_ShadowsCastViewDistRatio=0.8
-e_ShadowsLodBiasFixed=1
-e_ShadowsMaxTexRes=512
-r_DrawNearShadows=0
-r_FogShadows=0
-r_ShadowJittering=0
-r_ShadowsCacheFormat=0
-r_ShadowsCacheResolutions=3162,2107
-e_ObjShadowCastSpec=1
-e_ShadowsPoolSize=1024
-
-[4]
-e_GsmLodsNum=4
-e_ParticlesShadows=0
-e_ShadowsBlendCascades=0
-e_ShadowsCastViewDistRatio=0.8
-e_ShadowsLodBiasFixed=1
-e_ShadowsMaxTexRes=512
-r_DrawNearShadows=0
-r_FogShadows=0
-r_ShadowJittering=0
-r_ShadowsCacheFormat=0
-r_ShadowsCacheResolutions=3162,2107
-e_ObjShadowCastSpec=1
-e_ShadowsPoolSize=1024
-
-[5]
-e_GsmLodsNum=4
-e_ParticlesShadows=0
-e_ShadowsBlendCascades=0
-e_ShadowsCastViewDistRatio=0.8
-e_ShadowsLodBiasFixed=1
-e_ShadowsMaxTexRes=512
-r_FogShadows=0
-r_ShadowJittering=1
-e_ObjShadowCastSpec=1
-r_ShadowsCacheResolutions=3162,2107
-
-[6]
-r_ShadowJittering=1
-e_ObjShadowCastSpec=2
-
-[8]
-r_FogShadows=1
-r_FogShadowsWater=1
-r_ShadowPoolMaxFrames=0
-r_ShadowPoolMaxTimeslicedUpdatesPerFrame=100
-e_ObjShadowCastSpec=4
-r_ShadowsCache=5
-r_ShadowsCacheResolutions=4214

+ 0 - 17
Assets/Engine/Config/CVarGroups/sys_spec_Sound.cfg

@@ -1,17 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-[1]
-
-[2]
-
-[3]
-
-[4]
-
-[5]
-
-[6]
-
-[8]

+ 0 - 94
Assets/Engine/Config/CVarGroups/sys_spec_Texture.cfg

@@ -1,94 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-e_TerrainTextureStreamingPoolItemsNum=64
-r_DynTexAtlasCloudsMaxSize=32
-r_DynTexAtlasSpritesMaxSize=32
-r_DynTexMaxSize=80
-r_EnvCMResolution=2
-r_EnvTexResolution=3
-r_ImposterRatio=1
-r_TexAtlasSize=2048
-r_TexMaxAnisotropy=4
-r_TexMinAnisotropy=4
-r_TexNoAnisoAlphaTest=0
-
-[1]
-e_TerrainTextureStreamingPoolItemsNum=16
-r_DynTexAtlasCloudsMaxSize=8
-r_DynTexAtlasSpritesMaxSize=8
-r_DynTexMaxSize=20
-r_EnvCMResolution=0
-r_EnvTexResolution=1
-r_ImposterRatio=2
-r_TexAtlasSize=512
-r_TexMaxAnisotropy=2
-r_TexMinAnisotropy=2
-r_TexNoAnisoAlphaTest=1
-
-[2]
-e_TerrainTextureStreamingPoolItemsNum=16
-r_DynTexAtlasCloudsMaxSize=8
-r_DynTexAtlasSpritesMaxSize=8
-r_DynTexMaxSize=20
-r_EnvCMResolution=0
-r_EnvTexResolution=1
-r_ImposterRatio=2
-r_TexAtlasSize=512
-r_TexMaxAnisotropy=2
-r_TexMinAnisotropy=2
-r_TexNoAnisoAlphaTest=1
-
-[3]
-e_TerrainTextureStreamingPoolItemsNum=16
-r_DynTexAtlasCloudsMaxSize=8
-r_DynTexAtlasSpritesMaxSize=8
-r_DynTexMaxSize=20
-r_EnvCMResolution=0
-r_EnvTexResolution=1
-r_ImposterRatio=2
-r_TexAtlasSize=512
-r_TexMaxAnisotropy=2
-r_TexMinAnisotropy=2
-r_TexNoAnisoAlphaTest=1
-
-[4]
-e_TerrainTextureStreamingPoolItemsNum=16
-r_DynTexAtlasCloudsMaxSize=8
-r_DynTexAtlasSpritesMaxSize=8
-r_DynTexMaxSize=20
-r_EnvCMResolution=0
-r_EnvTexResolution=1
-r_ImposterRatio=2
-r_TexAtlasSize=512
-r_TexMaxAnisotropy=2
-r_TexMinAnisotropy=2
-r_TexNoAnisoAlphaTest=1
-
-[5]
-r_DynTexAtlasCloudsMaxSize=24
-r_DynTexAtlasSpritesMaxSize=16
-r_DynTexMaxSize=50
-r_EnvCMResolution=0
-r_EnvTexResolution=1
-r_ImposterRatio=2
-r_TexAtlasSize=512
-r_TexMaxAnisotropy=2
-r_TexMinAnisotropy=2
-r_TexNoAnisoAlphaTest=1
-
-[6]
-r_DynTexAtlasCloudsMaxSize=24
-r_DynTexAtlasSpritesMaxSize=16
-r_DynTexMaxSize=60
-r_EnvCMResolution=1
-r_EnvTexResolution=2
-r_ImposterRatio=1.5
-r_TexMaxAnisotropy=8
-r_TexMinAnisotropy=8
-r_TexNoAnisoAlphaTest=1
-
-[8]
-r_TexMaxAnisotropy=16
-r_TexMinAnisotropy=16

+ 0 - 52
Assets/Engine/Config/CVarGroups/sys_spec_TextureResolution.cfg

@@ -1,52 +0,0 @@
-[default]
-; dummy default for this CVarGroup (will be auto initialized during streaming system init or overridden by user via system.cfg)
-= 0
-
-; VRAM 1.0 GB
-r_TexturesStreaming=1
-r_TexturesStreamingMipBias=0
-r_TexturesstreamingMinUsableMips=8
-r_TexturesStreamingSkipMips=2
-r_TexturesStreamPoolSize=256
-
-[1]
-; VRAM 1.0 GB
-r_TexturesStreaming=0
-r_TexturesStreamingSkipMips=0
-r_TexturesStreamPoolSize=384
-
-[2]
-; VRAM 1.0 GB
-r_TexturesStreaming=0
-r_TexturesStreamingSkipMips=0
-r_TexturesStreamPoolSize=384
-
-[3]
-; VRAM 1.0 GB
-r_TexturesStreaming=0
-r_TexturesStreamingSkipMips=0
-r_TexturesStreamPoolSize=384
-
-[4]
-; VRAM 1.0 GB
-r_TexturesStreaming=0
-r_TexturesStreamingSkipMips=0
-r_TexturesStreamPoolSize=384
-
-[5]
-; VRAM 1.0 GB
-
-[6]
-; VRAM 1.5 GB
-r_TexturesStreamingSkipMips=1
-r_TexturesStreamPoolSize=512
-
-[7]
-; VRAM 2.0 GB
-r_TexturesStreamingSkipMips=0
-r_TexturesStreamPoolSize=640
-
-[8]
-; VRAM 3.0 GB
-r_TexturesStreamingSkipMips=0
-r_TexturesStreamPoolSize=1536

+ 0 - 26
Assets/Engine/Config/CVarGroups/sys_spec_VolumetricEffects.cfg

@@ -1,26 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-e_Clouds=1
-r_Beams=1
-
-[1]
-r_Beams=0
-
-[2]
-r_Beams=0
-
-[3]
-r_Beams=0
-
-[4]
-r_Beams=0
-
-[5]
-r_Beams=0
-
-[6]
-r_Beams=0
-
-[8]

+ 0 - 81
Assets/Engine/Config/CVarGroups/sys_spec_Water.cfg

@@ -1,81 +0,0 @@
-[default]
-; default of this CVarGroup
-= 7
-
-e_WaterOceanFFT=1
-e_WaterTessellationAmount=10
-e_WaterTessellationSwathWidth=10
-q_ShaderWater=2
-r_WaterCaustics=1
-r_WaterReflections=1
-r_WaterReflectionsQuality=4
-r_WaterReflectionsMinVisiblePixelsUpdate=0.05
-r_WaterTessellationHW=0
-r_WaterUpdateDistance=0.2
-r_WaterUpdateFactor=0.0
-r_WaterVolumeCaustics=0
-r_WaterVolumeCausticsDensity=256
-r_WaterVolumeCausticsMaxDist=35
-r_WaterVolumeCausticsRes=1024
-r_WaterVolumeCausticsSnapFactor=1
-
-[1]
-e_WaterTessellationAmount=20
-q_ShaderWater=1
-r_WaterReflectionsQuality=0
-r_WaterUpdateDistance=1
-r_WaterUpdateFactor=0.1
-r_WaterVolumeCausticsDensity=64
-r_WaterVolumeCausticsMaxDist=20
-r_WaterVolumeCausticsRes=384
-
-[2]
-e_WaterTessellationAmount=20
-q_ShaderWater=1
-r_WaterReflectionsQuality=0
-r_WaterUpdateDistance=1
-r_WaterUpdateFactor=0.1
-r_WaterVolumeCausticsDensity=64
-r_WaterVolumeCausticsMaxDist=20
-r_WaterVolumeCausticsRes=384
-
-[3]
-e_WaterTessellationAmount=20
-q_ShaderWater=1
-r_WaterReflectionsQuality=0
-r_WaterUpdateDistance=1
-r_WaterUpdateFactor=0.05
-r_WaterVolumeCausticsDensity=64
-r_WaterVolumeCausticsMaxDist=20
-r_WaterVolumeCausticsRes=384
-
-[4]
-e_WaterTessellationAmount=20
-q_ShaderWater=1
-r_WaterReflectionsQuality=4
-r_WaterUpdateDistance=1
-r_WaterUpdateFactor=0.01
-r_WaterVolumeCausticsDensity=64
-r_WaterVolumeCausticsMaxDist=20
-r_WaterVolumeCausticsRes=384
-
-[5]
-e_WaterTessellationAmount=20
-q_ShaderWater=1
-r_WaterUpdateDistance=1
-r_WaterUpdateFactor=0.1
-r_WaterVolumeCausticsDensity=64
-r_WaterVolumeCausticsMaxDist=20
-r_WaterVolumeCausticsRes=384
-
-[6]
-r_WaterUpdateDistance=1
-r_WaterUpdateFactor=0.05
-r_WaterVolumeCausticsDensity=128
-r_WaterVolumeCausticsMaxDist=25
-r_WaterVolumeCausticsRes=512
-
-[8]
-e_WaterTessellationAmount=85
-r_WaterTessellationHW=1
-r_WaterVolumeCaustics=1

+ 0 - 3
Assets/Engine/Config/aidebug.cfg

@@ -1,4 +1 @@
 ai_DebugDraw = 1
 ai_DebugDraw = 1
-ai_DebugDrawNavigation = 1
-ai_DrawPath all
-ai_debugMNMAgentType MediumSizedCharacters

+ 1 - 13
Assets/Engine/Config/artprof.cfg

@@ -1,7 +1,6 @@
 ; Setup useful cvars for artists profiling GPU cost
 ; Setup useful cvars for artists profiling GPU cost
 ; Once in level (e.g. map c3mp_rooftop_gardens from the frontend/cmdline), in the console:
 ; Once in level (e.g. map c3mp_rooftop_gardens from the frontend/cmdline), in the console:
 ;  exec artprof.cfg
 ;  exec artprof.cfg
-; Be sure also to set r_shadersAsyncActivation=0 in your user.cfg (or copy artprof_user.cfg -> user.cfg)
 
 
 ; used to allow loading of loose shaders
 ; used to allow loading of loose shaders
 sys_pakPriority=0
 sys_pakPriority=0
@@ -9,19 +8,8 @@ sys_pakPriority=0
 ; because it's annoying and not relevant for artists
 ; because it's annoying and not relevant for artists
 sys_pakLogInvalidFileAccess=0
 sys_pakLogInvalidFileAccess=0
 
 
-; disable fog volumes and particles as they can be misleading with r_measureOverdraw 4
-e_fogVolumes=0
-e_particles=0
-
 ; for convenience
 ; for convenience
-g_infiniteSuitEnergy=1
-g_infiniteAmmo=1
-g_timelimit=0
+
 bind o "r_measureOverdraw 0"
 bind o "r_measureOverdraw 0"
 bind p "r_measureOverdraw 4"
 bind p "r_measureOverdraw 4"
-bind k "r_artProfile 0"
-bind l "r_artProfile 1"
-
-; loading into an MP level with the map command stops you looking up and down unless you have a weapon
-i_giveitem scar
 
 

+ 0 - 3
Assets/Engine/Config/artprof_user.cfg

@@ -1,6 +1,3 @@
-; disable async shader activation as it crashes when r_shadersAllowCompilation=1
-r_shadersAsyncActivation=0
-
 ; enable shader compiliation for r_measureOverdraw 4
 ; enable shader compiliation for r_measureOverdraw 4
 r_shadersAllowCompilation=1
 r_shadersAllowCompilation=1
 
 

+ 0 - 10
Assets/Engine/Config/benchmark_cpu.cfg

@@ -1,13 +1,3 @@
-demo_restart_level = 2
-g_godMode=1
-g_infiniteammo=1
 r_displayinfo=1
 r_displayinfo=1
-demo_file = autotest
-demo_ai = 1
-demo_num_runs = 4
-demo_quit = 1
-hud_startPaused=0
 sys_maxfps=0
 sys_maxfps=0
-e_ObjectLayersActivation=0
-sys_flash = 0
 r_vsync = 0
 r_vsync = 0

+ 1 - 11
Assets/Engine/Config/benchmark_gpu.cfg

@@ -1,13 +1,3 @@
-demo_restart_level = 1
-g_godMode = 1
-g_infiniteammo = 1
 r_displayinfo = 2
 r_displayinfo = 2
-demo_file = timedemo_short
-demo_ai = 0
-demo_num_runs = 2
-demo_quit = 1
--- hud_startPaused = 0
 sys_maxfps = -1
 sys_maxfps = -1
--- e_ObjectLayersActivation = 0
--- sys_flash = 0
-r_vsync = 0
+r_vsync = 0

+ 0 - 6
Assets/Engine/Config/mgpu.cfg

@@ -1,6 +0,0 @@
-r_ColorGradingChartsCache = 0
-r_waterupdateFactor = 0
-r_PostProcessHUD3DCache = 0
-e_gsmcache = 0
-r_ConditionalRendering = 0
-e_gicache = 0

+ 0 - 77
Assets/Engine/Config/multiplayer.cfg

@@ -1,77 +0,0 @@
-ag_turnSpeedParamScale=0.0
-aim_assistFalloffDistance=200
-aim_assistInputForFullFollow_Ironsight=0.20
-aim_assistMaxDistance=255
-aim_assistMaxDistance_ironsight=255
-aim_assistMinTurnScale=0.5
-aim_assistMinTurnScale_ironsight=0.5
-aim_assistSlowDisableDistance=255
-aim_assistSlowFalloffStartDistance=200
-aim_assistSlowThresholdOuter=2.5
-aim_assiststrength=0.7
-aim_assiststrength_ironsight=0.75
-br_breakmaxworldsize=511
-cl_sensitivityControllerMP=0.6
-cl_shallowWaterSpeedMulPlayer=1.0
-controller_multiplier_x=3
-controller_multiplier_z=4
-g_actorViewDistRatio=255
-
--- This forces broken trees to have spherical inertia, which makes them harder to rotate around their vertical axis.
-g_breakageMinAxisInertia=1.0
-g_glassAutoShatterMinArea=0.5
-
-g_distanceForceNoIk=35
-g_fpDbaManagementEnable=0
-g_godMode=0
-g_highlightingMaxDistanceToHighlightSquared=625
-g_hitDeathReactions_streaming=2
-g_mp_as_DefendersMaxHealth=150
-g_multiplayerDefault=1
-
--- Overriden in GameSDK\Difficulty\*.cfg
-g_playerLowHealthThreshold=20
-g_playerMidHealthThreshold=60
-
-g_spawn_vistable_numLineTestsPerFrame=3
-g_telemetryConfig="MP"
-g_telemetrySampleRateBandwidth=3
-g_telemetrySampleRateMemory=2
-g_telemetrySampleRatePerformance=1
-g_VTOLInsideBoundsScaleX=0.6
-g_VTOLInsideBoundsScaleY=1
-net_breakage_sync_entities=0
-net_enable_tfrc=0
-net_log=1
-
--- Make consoles match the PC gravity
-p_gravity_z="-13"
-
--- Sanity check for physics RepositionEntity
-p_max_entity_cells=10000
-
-pl_impulseEnabled=1
-pl_jump_maxTimerValue=0.0
-pl_jump_quickPressThresh=0.12
-pl_melee.angle_limit_from_behind=70
-pl_melee.impulses_enable=1
-pl_melee.melee_snap_angle_limit=45
-pl_melee.melee_snap_end_position_range=1.5
-pl_melee.melee_snap_move_speed_multiplier=10
-pl_melee.melee_snap_target_select_range=3.5
-pl_melee.mp_knockback_strength_hor=2
-pl_melee.mp_melee_system=1
-pl_melee.mp_victim_screenfx_blendout_duration=0.25
-pl_melee.mp_victim_screenfx_duration=0.1
-pl_nanovision_timetodrain=8
-pl_nanovision_timetorecharge=16
-pl_pickAndThrow.chargedThrowAutoAimConeSize=10
-pl_pickAndThrow.complexMelee_snap_angle_limit=25
-pl_sliding_control_mp.deceleration_speed=4
-pl_sliding_control_mp.max_downhill_acceleration=15
-pl_sliding_control_mp.min_speed=4
-pl_sliding_control_mp.min_speed_threshold=5
-pl_stealthKill_aimVsSpineLerp=0.65
-pl_stealthKill_useExtendedRange=1
-p_splash_vel0=0.5
-sv_bandwidth=2147483647

+ 0 - 29
Assets/Engine/Config/multiplayer_console.cfg

@@ -1,29 +0,0 @@
-e_GI=0
-r_DeferredShadingIndexedAmbient=0
-e_ParticlesObjectCollisions=0 
-g_distanceForceNoLegRaycasts=0.00001
-g_telemetryDisplaySessionId=1
-g_breakageNoDebrisCollisions=1
-
-; Breakage throttling
-;	These are explained in ActionGame.cpp
-;	
-g_glassAutoShatterOnExplosions=1
-g_glassNoDecals=1
-g_glassMaxPanesToBreakPerFrame=2
-g_breakageTreeMax=100
-g_breakageTreeInc=101
-g_breakageTreeDec=25
-g_breakageTreeIncGlass=51
-
-sys_PakInMemoryPakSizeLimit=25
-
-r_TexturesStreamPoolSecondarySize=35
-r_MotionBlur=1
-
-e_CoverageBufferReproj=2
-
-osm_enabled = 1
-
-g_waterHitOnly = 1
-p_max_object_splashes=1

+ 0 - 60
Assets/Engine/Config/recording.cfg

@@ -1,63 +1,3 @@
--- added this lines for proper 360 deg panorama renderings
-
-e_ScreenShotFileFormat = jpg
-demo_fixed_timestep = 60
-s_SoundEnable = 0
 r_DisplayInfo = 0
 r_DisplayInfo = 0
-e_PanoramaScreenShotHeight = 720
-e_PanoramaScreenShotWidth = 10053
 c_shakeMult = 0
 c_shakeMult = 0
-demo_ai = 1
-r_MotionBlur = 0
-
--- enables full water reflection
--- e_DebugMask = 2 -- e_DebugMask not allowed here
-
--- set weapong lighting effect to 0 to prevent flickering bug because of too much dynamic lights in the scene
-
-
 sys_spec = 2
 sys_spec = 2
-r_WaterRefractions = 1
-r_WaterReflections = 1
-r_WaterUpdateFactor = 0.01
-r_WaterReflections_ForceParticles = 0
-
-r_EnvCMResolution = 2
-r_EnvTexResolution = 3
-r_EnvTexUpdateInterval = 0.05
-e_Decals = 1
-e_DecalsLifeTimeScale = 2
-ca_EnableDecals = 1
-e_LodRatio = 10
-e_ViewDistRatio = 55
-e_Lods = 1
-e_VegetationMinSize = 0
-r_CloudsUpdateAlways = 0
-
-e_DynamicLightsMaxEntityLights = 3
-r_DepthOfField = 1
---r_MotionBlur = 1
-r_Flares = 1
-r_checkSunVis = 1
-r_Coronas = 1
-r_CoronaFade = 0.1625
-r_UseEdgeAA = 1
-e_Clouds = 1
-
-r_TexResolution = 0
-r_TexBumpResolution = 0
-r_DetailTextures = 1
-r_DetailNumLayers = 1
-r_DetailDistance = 8
-
-e_ParticlesLod = 0.9
-
-r_ShadowBlur = 3
-e_ShadowsMaxTexRes = 1024
-r_ShadowJittering = 1
-e_Shadows = 1
-e_VegetationBending = 1
-ai_UpdateAllAlways = 1
-r_refraction = 1
-r_sunshafts = 1
-r_ImposterRatio = 1

+ 0 - 15
Assets/Engine/Config/singleplayer.cfg

@@ -1,15 +0,0 @@
-ai_CompatibilityMode=crysis2
-ai_BurstWhileMovingDestinationRange=9999.0
-
-g_telemetryConfig=SP
-
-net_inactivitytimeout=3600
-net_inactivitytimeoutDevmode=3600
-
-pl_movement.nonCombat_heavy_weapon_speed_scale=1.0
-
--- BLM - Don't override game rules. The template project only has DummyRules.
--- Furthermore, multiplayer.cfg doesn't set sv_gamerules, so the inconsistency
--- is likely to create bugs.
---sv_gamerules=SinglePlayer
-ca_StreamCHR=1

+ 0 - 24
Assets/Engine/Config/sketch_off.cfg

@@ -1,24 +0,0 @@
-r_UseZPass = 1
-r_GeomInstancing = 1
-
-e_Fog = 1
-e_Clouds = 1
-e_Decals = 1
-e_TerrainDetailMaterials = 1
-e_Dissolve = 1
-e_TerrainAo = 1
-
-r_WaterReflections = 1
-
-e_Shadows = 1
-e_VegetationBending = 1
-
-r_PostProcessEffects = 1
-r_Flares = 1
-r_Beams = 1
-r_Glow = 1
-
-r_DetailTextures = 1
-
-r_refraction = 1
-r_sunshafts = 1

+ 0 - 24
Assets/Engine/Config/sketch_on.cfg

@@ -1,24 +0,0 @@
-r_UseZPass = 0
-r_GeomInstancing = 0
-
-e_Fog = 0
-e_Clouds = 0
-e_Decals = 0
-e_TerrainDetailMaterials = 0
-e_Dissolve = 0
-e_TerrainAo = 0
-
-r_WaterReflections = 0
-
-e_Shadows = 0
-e_VegetationBending = 0
-
-r_PostProcessEffects = 0
-r_Flares = 0
-r_Beams = 0
-r_Glow = 0
-
-r_DetailTextures = 0
-
-r_refraction = 0
-r_sunshafts = 0

+ 0 - 68
Assets/Engine/Config/spec/android_MaliT760.cfg

@@ -1,76 +1,8 @@
-sys_spec_Full=2
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=0
 r_vsync=0
 
 
--- Disable gmem for this device because it causes a crash
-r_EnableGMEMPath=0
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-sys_job_system_max_worker=2
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
 
 
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
 
 
--- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
-e_recursion=1
-e_CheckOcclusion=1
-
-r_Fur=0
-az_Asset_EnableAsyncMeshLoading=0
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=1024
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=33554432
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_objectdetail
-------------------------
-e_Dissolve=2
-e_LodRatio=5
-e_ViewDistRatioDetail=19
-e_ViewDistRatioVegetation=21
-
-
-------------------------
--- sys_spec_postprocessing
-------------------------
-r_HDRBloom=0
-r_SunShafts=0
-r_ToneMapTechnique=3
-r_ToneMapExposureType=1
-r_ColorSpace=2
-
-------------------------
--- sys_spec_shading
-------------------------
-r_VisAreaClipLightsPerPixel=0
-
-------------------------
--- sys_spec_textureresolution
-------------------------
-r_TexturesstreamingMinUsableMips=7
-
-
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2

+ 0 - 58
Assets/Engine/Config/spec/android_high.cfg

@@ -1,65 +1,7 @@
-sys_spec_Full=3
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=0
 r_vsync=0
 
 
--- Enable framebufferfetch(256bpp) or pls if applicable
-r_EnableGMEMPath=2
-
--- Skip the native upscale as a second upscale already occurs
-r_SkipNativeUpscale=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-sys_job_system_max_worker=2
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
 
 
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
-
-e_CheckOcclusion=1
-
-r_Fur=0
-az_Asset_EnableAsyncMeshLoading=0
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=1024
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=33554432
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_objectdetail
-------------------------
-e_Dissolve=2
-e_LodRatio=5
-e_ViewDistRatioDetail=19
-
-
-------------------------
--- sys_spec_shading
-------------------------
-r_VisAreaClipLightsPerPixel=0
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2
-
-r_ClearGMEMGBuffer=1
-
--- Sort ligths since we have limited space in the shadowmap pool texture
-r_DeferredShadingSortLights = 3
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2

+ 0 - 53
Assets/Engine/Config/spec/android_high_nogmem.cfg

@@ -1,61 +1,8 @@
-sys_spec_Full=3
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=0
 r_vsync=0
 
 
--- Disabling gmem for this configuration
-r_EnableGMEMPath=0
-
--- Skip the native upscale as a second upscale already occurs
-r_SkipNativeUpscale=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-sys_job_system_max_worker=2
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
 
 
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
 
 
-e_CheckOcclusion=1
-
-r_Fur=0
-az_Asset_EnableAsyncMeshLoading=0
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=1024
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=33554432
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_objectdetail
-------------------------
-e_Dissolve=2
-e_LodRatio=5
-e_ViewDistRatioDetail=19
-
-
-------------------------
--- sys_spec_shading
-------------------------
-r_VisAreaClipLightsPerPixel=0
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2
-

+ 0 - 69
Assets/Engine/Config/spec/android_low.cfg

@@ -1,76 +1,7 @@
-sys_spec_Full=1
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=0
 r_vsync=0
 
 
--- Enable framebufferfetch(256bpp) or pls if applicable
-r_EnableGMEMPath=1
-
--- Skip the native upscale as a second upscale already occurs
-r_SkipNativeUpscale=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-sys_job_system_max_worker=2
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
 
 
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
-
--- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
-e_recursion=0
-e_CheckOcclusion=1
-
-r_Fur=0
-
--- Water occlusion queries crash in some OpenGL ES 3.0 devices
-e_HwOcclusionCullingWater = 0
-az_Asset_EnableAsyncMeshLoading=0
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=1024
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=33554432
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_objectdetail
-------------------------
-e_Dissolve=2
-e_LodRatio=5
-e_ViewDistRatioDetail=19
-
-
-------------------------
--- sys_spec_shading
-------------------------
-r_VisAreaClipLightsPerPixel=0
-
-
-------------------------
--- sys_spec_textureresolution
-------------------------
-r_TexturesstreamingMinUsableMips=6
-
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2
-
--- Sort ligths since we have limited space in the shadowmap pool texture
-r_DeferredShadingSortLights = 3
-r_ClearGMEMGBuffer=1
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2

+ 0 - 74
Assets/Engine/Config/spec/android_medium.cfg

@@ -1,81 +1,7 @@
-sys_spec_Full=2
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=0
 r_vsync=0
 
 
--- Enable framebufferfetch(256bpp) or pls if applicable
-r_EnableGMEMPath=1
-
--- Skip the native upscale as a second upscale already occurs
-r_SkipNativeUpscale=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-sys_job_system_max_worker=2
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
 
 
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
-
--- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
-e_recursion=1
-e_CheckOcclusion=1
-
-r_Fur=0
-az_Asset_EnableAsyncMeshLoading=0
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=1024
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=33554432
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_objectdetail
-------------------------
-e_Dissolve=2
-e_LodRatio=5
-e_ViewDistRatioDetail=19
-e_ViewDistRatioVegetation=21
-
-
-------------------------
--- sys_spec_postprocessing
-------------------------
-r_HDRBloom=0
-r_SunShafts=0
-r_ToneMapExposureType=1
-r_ColorSpace=2
-
-------------------------
--- sys_spec_shading
-------------------------
-r_VisAreaClipLightsPerPixel=0
-
-------------------------
--- sys_spec_textureresolution
-------------------------
-r_TexturesstreamingMinUsableMips=7
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2
-
-r_ClearGMEMGBuffer=1
-
--- Sort ligths since we have limited space in the shadowmap pool texture
-r_DeferredShadingSortLights = 3
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2

+ 0 - 55
Assets/Engine/Config/spec/android_veryhigh.cfg

@@ -1,60 +1,5 @@
-sys_spec_Full=4
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=0
 r_vsync=0
-
--- Enable framebufferfetch(256bpp) or pls if applicable
-r_EnableGMEMPath=1
-
--- Skip the native upscale as a second upscale already occurs
-r_SkipNativeUpscale=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-sys_job_system_max_worker=2
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
-
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
-
-e_CheckOcclusion=1
-
-r_Fur=0
-az_Asset_EnableAsyncMeshLoading=0
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=1024
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=33554432
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_objectdetail
-------------------------
-e_Dissolve=2
-e_LodRatio=5
-e_ViewDistRatioDetail=19
-
-
-------------------------
--- sys_spec_shading
-------------------------
-r_VisAreaClipLightsPerPixel=0
-
-r_ClearGMEMGBuffer=1
-
--- Sort ligths since we have limited space in the shadowmap pool texture
-r_DeferredShadingSortLights = 3
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2

+ 0 - 90
Assets/Engine/Config/spec/ios_high.cfg

@@ -1,100 +1,10 @@
-sys_spec_Full=3
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=1
 r_vsync=1
 
 
--- Enable framebufferfetch or pls if applicable
-r_EnableGMEMPath=1
-
--- Skip the native upscale as a second upscale occurs on Metal Present
-r_SkipNativeUpscale=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-
-------------------------
--- Job System
-------------------------
-sys_job_system_enable=0
-sys_job_system_max_worker=1
-
 ------------------------
 ------------------------
 -- Streaming
 -- Streaming
 ------------------------
 ------------------------
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
 
 
-------------------------
--- General Rendering
-------------------------
-r_Flush=0
--- Enabling this will clear the GMEM buffer before the z-pass
-r_ClearGMEMGBuffer=2
-r_Fur=0
-
-------------------------
--- VisArea / Portals
-------------------------
-e_PortalsBlend=0
-r_GMEMVisAreasBlendWeight=0.5
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_AutoPrecacheCgf=2
-e_AutoPrecacheTerrainAndProcVeget=1
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=2048
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=32
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_water
-------------------------
-e_WaterOcean=2
-e_WaterVolumes=2
-e_WaterOceanBottom=0
-
-------------------------
--- batching
-------------------------
-r_Batching = 1
-r_BatchType = 0
-
-------------------------
--- geom instancing
-------------------------
-r_GeomInstancing=1
-r_GeomInstancingThreshold=5
-
-------------------------
--- Upscaling
-------------------------
---0 point, 1 bilinear, 2 bicubic, 3 lanczos
-r_UpscalingQuality=1
-
-------------------------
--- Geometry Cache
-------------------------
-e_GeomCaches=0
-
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2
-
--- Sort ligths since we have limited space in the shadowmap pool texture
-r_DeferredShadingSortLights = 3
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2

+ 0 - 93
Assets/Engine/Config/spec/ios_low.cfg

@@ -1,103 +1,10 @@
-sys_spec_Full=1
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=1
 r_vsync=1
 
 
--- Enable framebufferfetch or pls if applicable
-r_EnableGMEMPath=1
-
--- Skip the native upscale as a second upscale occurs on Metal Present
-r_SkipNativeUpscale=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-
-------------------------
--- Job System
-------------------------
-sys_job_system_enable=0
-sys_job_system_max_worker=1
-
 ------------------------
 ------------------------
 -- Streaming
 -- Streaming
 ------------------------
 ------------------------
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
 
 
-------------------------
--- General Rendering
-------------------------
-r_Flush=0
--- Enabling this will clear the GMEM buffer before the z-pass
-r_ClearGMEMGBuffer=2
-r_Fur=0
-
-------------------------
--- VisArea / Portals
-------------------------
-e_PortalsBlend=0
-r_GMEMVisAreasBlendWeight=0.5
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_AutoPrecacheCgf=2
-e_AutoPrecacheTerrainAndProcVeget=1
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=1024
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=32
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_water
-------------------------
-e_WaterOcean=2
-e_WaterVolumes=2
-e_WaterOceanBottom=0
-
-
-------------------------
--- batching
-------------------------
-r_Batching = 1
-r_BatchType = 0
-
-------------------------
--- geom instancing
-------------------------
-r_GeomInstancing=1
-r_GeomInstancingThreshold=5
-
-------------------------
--- Upscaling
-------------------------
---0 point, 1 bilinear, 2 bicubic, 3 lanczos
-r_UpscalingQuality=1
-
-------------------------
--- Geometry Cache
-------------------------
-e_GeomCaches=0
-
-
-
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2
-
--- Sort ligths since we have limited space in the shadowmap pool texture
-r_DeferredShadingSortLights = 3
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2

+ 0 - 91
Assets/Engine/Config/spec/ios_medium.cfg

@@ -1,101 +1,10 @@
-sys_spec_Full=2
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=1
 r_vsync=1
 
 
--- Enable framebufferfetch or pls if applicable
-r_EnableGMEMPath=1
-
--- Skip the native upscale as a second upscale occurs on Metal Present
-r_SkipNativeUpscale=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-
-------------------------
--- Job System
-------------------------
-sys_job_system_enable=0
-sys_job_system_max_worker=1
-
 ------------------------
 ------------------------
 -- Streaming
 -- Streaming
 ------------------------
 ------------------------
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
 
 
-------------------------
--- General Rendering
-------------------------
-r_Flush=0
--- Enabling this will clear the GMEM buffer before the z-pass
-r_ClearGMEMGBuffer=2
-r_Fur=0
-
-------------------------
--- VisArea / Portals
-------------------------
-e_PortalsBlend=0
-r_GMEMVisAreasBlendWeight=0.5
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_AutoPrecacheCgf=2
-e_AutoPrecacheTerrainAndProcVeget=1
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=1024
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=32
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_water
-------------------------
-e_WaterOcean=2
-e_WaterVolumes=2
-e_WaterOceanBottom=0
-
-
-------------------------
--- batching
-------------------------
-r_Batching = 1
-r_BatchType = 0
-
-------------------------
--- geom instancing
-------------------------
-r_GeomInstancing=1
-r_GeomInstancingThreshold=5
-
-------------------------
--- Upscaling
-------------------------
---0 point, 1 bilinear, 2 bicubic, 3 lanczos
-r_UpscalingQuality=1
-
-------------------------
--- Geometry Cache
-------------------------
-e_GeomCaches=0
-
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2
-
--- Sort ligths since we have limited space in the shadowmap pool texture
-r_DeferredShadingSortLights = 3
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2

+ 0 - 92
Assets/Engine/Config/spec/ios_veryhigh.cfg

@@ -1,102 +1,10 @@
-sys_spec_Full=4
-
 -- Cap frame rate at 30fps
 -- Cap frame rate at 30fps
 sys_maxfps=30
 sys_maxfps=30
 r_vsync=1
 r_vsync=1
 
 
--- Enable framebufferfetch or pls if applicable
-r_EnableGMEMPath=1
-
--- Skip the native upscale as a second upscale occurs on Metal Present
-r_SkipNativeUpscale=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
-
-------------------------
--- Job System
-------------------------
-sys_job_system_enable=0
-sys_job_system_max_worker=1
-
 ------------------------
 ------------------------
 -- Streaming
 -- Streaming
 ------------------------
 ------------------------
 sys_streaming_in_blocks=1
 sys_streaming_in_blocks=1
 sys_streaming_memory_budget=512
 sys_streaming_memory_budget=512
 
 
-------------------------
--- General Rendering
-------------------------
-r_Flush=0
--- Enabling this will clear the GMEM buffer before the z-pass
-r_ClearGMEMGBuffer=2
-r_Fur=0
-
-------------------------
--- VisArea / Portals
-------------------------
-e_PortalsBlend=0
-r_GMEMVisAreasBlendWeight=0.5
-
-------------------------
--- Misc. memory buffers
-------------------------
-e_AutoPrecacheCgf=2
-e_AutoPrecacheTerrainAndProcVeget=1
-e_GeomCacheBufferSize=0
-e_CheckOcclusionQueueSize=512
-e_CheckOcclusionOutputQueueSize=2048
-
-------------------------
--- Animation
-------------------------
-ca_MemoryDefragPoolSize=32
-ca_StreamCHR=1
-
-------------------------
--- sys_spec_water
-------------------------
-e_WaterOcean=2
-e_WaterVolumes=2
-e_WaterOceanBottom=0
-
-
-------------------------
--- batching
-------------------------
-r_Batching = 1
-r_BatchType = 0
-
-------------------------
--- geom instancing
-------------------------
-r_GeomInstancing=1
-r_GeomInstancingThreshold=5
-
-------------------------
--- Upscaling
-------------------------
---0 point, 1 bilinear, 2 bicubic, 3 lanczos
-r_UpscalingQuality=1
-
-------------------------
--- Geometry Cache
-------------------------
-e_GeomCaches=0
-
-
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2
-
--- Sort ligths since we have limited space in the shadowmap pool texture
-r_DeferredShadingSortLights = 3
-
---Use an optimized pixel format for the lighting rendertargets during the lighting pass. 
-r_DeferredShadingLBuffersFmt = 2

+ 0 - 38
Assets/Engine/Config/spec/osx_metal_high.cfg

@@ -1,38 +0,0 @@
-
-sys_spec_Full=7
-r_ShadersMETAL=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
--- Skip the native upscale as a second upscale occurs on Metal Present
-r_SkipNativeUpscale=1
-
-------------------------
--- sys_spec_postprocessing
-------------------------
-r_SunShafts=1
-
-------------------------
--- sys_spec_shading
-------------------------
-r_DeferredShadingTiled=0
-r_RefractionPartialResolves=0
-e_GI = 0
-
-
-r_Fur=2
-
-
-------------------------
--- Upscaling
-------------------------
---0 point, 1 bilinear, 2 bicubic, 3 lanczos
-r_UpscalingQuality=1
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2

+ 0 - 37
Assets/Engine/Config/spec/osx_metal_low.cfg

@@ -1,37 +0,0 @@
-
-sys_spec_Full=5
-r_ShadersMETAL=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
--- Skip the native upscale as a second upscale occurs on Metal Present
-r_SkipNativeUpscale=1
-
-------------------------
--- sys_spec_postprocessing
-------------------------
-r_SunShafts=1
-
-------------------------
--- sys_spec_shading
-------------------------
-r_DeferredShadingTiled=0
-r_RefractionPartialResolves=0
-e_GI=0
-
-r_Fur=2
-
-
-------------------------
--- Upscaling
-------------------------
---0 point, 1 bilinear, 2 bicubic, 3 lanczos
-r_UpscalingQuality=1
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2

+ 0 - 37
Assets/Engine/Config/spec/osx_metal_medium.cfg

@@ -1,37 +0,0 @@
-
-sys_spec_Full=6
-r_ShadersMETAL=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
--- Skip the native upscale as a second upscale occurs on Metal Present
-r_SkipNativeUpscale=1
-
-------------------------
--- sys_spec_postprocessing
-------------------------
-r_SunShafts=1
-
-------------------------
--- sys_spec_shading
-------------------------
-r_DeferredShadingTiled=0
-r_RefractionPartialResolves=0
-e_GI = 0
-
-r_Fur=2
-
-
-------------------------
--- Upscaling
-------------------------
---0 point, 1 bilinear, 2 bicubic, 3 lanczos
-r_UpscalingQuality=1
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2

+ 0 - 37
Assets/Engine/Config/spec/osx_metal_veryhigh.cfg

@@ -1,37 +0,0 @@
-
-sys_spec_Full=8
-r_ShadersMETAL=1
-
--- Default of 3 allocates all shaders (potentially >150 MB)
--- 1 is most memory efficient but definitely causes hitches when converting HLSL
--- shaders.  Recommend 1 during dev, and 3 with optimized caches for release.
-r_ShadersPreactivate=1
-
--- Skip the native upscale as a second upscale occurs on Metal Present
-r_SkipNativeUpscale=1
-
-------------------------
--- sys_spec_postprocessing
-------------------------
-r_SunShafts=1
-
-------------------------
--- sys_spec_shading
-------------------------
-r_DeferredShadingTiled=0
-r_RefractionPartialResolves=0
-e_GI = 0
-
-r_Fur=2
-
-
-------------------------
--- Upscaling
-------------------------
---0 point, 1 bilinear, 2 bicubic, 3 lanczos
-r_UpscalingQuality=1
-
--- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame. 
--- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
--- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
-e_ShadowsCacheRequireManualUpdate = 2

+ 0 - 1
Assets/Engine/Config/spec/pc_high.cfg

@@ -1 +0,0 @@
-sys_spec_Full = 7

+ 0 - 1
Assets/Engine/Config/spec/pc_low.cfg

@@ -1 +0,0 @@
-sys_spec_Full = 5

+ 0 - 1
Assets/Engine/Config/spec/pc_medium.cfg

@@ -1 +0,0 @@
-sys_spec_Full = 6

+ 0 - 1
Assets/Engine/Config/spec/pc_veryhigh.cfg

@@ -1 +0,0 @@
-sys_spec_Full = 8

+ 0 - 9
Assets/Engine/Config/statoscope.cfg

@@ -1,12 +1,3 @@
 profile=-1 
 profile=-1 
-profile_allthreads=1 
-i_forcefeedback=0 
-g_godmode=1 
 log_verbosity=-1 
 log_verbosity=-1 
 sys_pakLogInvalidFileAccess=1
 sys_pakLogInvalidFileAccess=1
-e_StatoscopeDataGroups=fgmrtudlipny
-e_StatoscopeFilenameUseBuildInfo=0 
-e_StatoscopeFilenameUseMap=1 
-e_StatoscopeMinFuncLengthMs=0.1
-e_StatoscopeMaxNumFuncsPerFrame=60
-e_StatoscopeScreenshotCapturePeriod=5 

+ 0 - 26
Assets/Engine/Config/vr.cfg

@@ -3,39 +3,13 @@
 -----------------------------------------------
 -----------------------------------------------
 r_width = 960
 r_width = 960
 r_height = 1080
 r_height = 1080
-r_backbufferWidth = 1920
-r_backbufferHeight = 1080
-
 
 
 -------------------------------------------
 -------------------------------------------
 -- Set the system Spec (Medium)
 -- Set the system Spec (Medium)
 -------------------------------------------
 -------------------------------------------
 sys_spec = 2
 sys_spec = 2
 
 
-
--------------------------------------------
--- HMD related
--------------------------------------------
-r_overrideDXGIoutput = 0
-r_stereodevice = 100
-r_stereomode = 1
-r_stereooutput = 7
-r_minimizeLatency = 1
-hmd_low_persistence = 1
-r_stereoScaleCoefficient = 1
-
-
 -------------------------------------------
 -------------------------------------------
 -- Set some video optimisations
 -- Set some video optimisations
 -------------------------------------------
 -------------------------------------------
 r_vsync = 0
 r_vsync = 0
-r_MotionBlur = 0
-r_ssdoHalfRes = 3
-r_Refraction = 0
-r_DeferredShadingTiled = 0
-r_CBufferUseNativeDepth = 0
-
--------------------------------------------
--- Hide the hud
--------------------------------------------
---hud_hide = 1

+ 0 - 152
Assets/Engine/SeedAssetList.seed

@@ -48,22 +48,6 @@
 			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
 			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
 			<Class name="AZStd::string" field="pathHint" value="config/perfhud_pc.xml" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
 			<Class name="AZStd::string" field="pathHint" value="config/perfhud_pc.xml" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
 		</Class>
 		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{6C3531BB-4A37-515B-86F6-4FC3A9ABEF9F}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/sketch_off.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{EA424FC8-20C9-51D3-A4DD-08DA8B7F7FB3}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/sketch_on.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
 		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
 		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
 			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
 			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
 				<Class name="AZ::Uuid" field="guid" value="{34B60E74-28FA-57C4-9A2E-77515A083AC5}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
 				<Class name="AZ::Uuid" field="guid" value="{34B60E74-28FA-57C4-9A2E-77515A083AC5}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
@@ -432,110 +416,6 @@
 			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
 			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
 			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_full.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
 			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_full.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
 		</Class>
 		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{8A877B20-8B7D-5F61-93C9-FD02CB856165}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_gameeffects.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{5D7C3B35-E171-5A4B-8C36-1D22B3F7636F}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_objectdetail.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{8EAED4CA-6E4B-5F11-94E9-F4FB39E966C4}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_particles.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{437E9B76-BFC3-57AB-9993-9C249EEAEF97}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_physics.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{35B8614B-F080-5BE4-AD78-23F24E104C72}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_postprocessing.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{9CC310DD-0D00-555D-99A7-D339DF0E2A73}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_quality.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{2BD0EFEF-9DA5-5F48-B579-C500CA0D42AB}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_shading.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{979A2D8D-79B9-57E8-9250-A981538FA893}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_shadows.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{90964883-E22A-5D57-86FC-86571AD213BE}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_sound.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{89BEF8A4-AA05-5339-B4DE-C475541FD532}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_texture.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{15CBF6A7-1107-55A9-A173-2F7AD1329589}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_textureresolution.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{4CD3711E-09EE-5F91-8688-FB523F350C43}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_volumetriceffects.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{F316DFFF-ABA2-5145-A637-2BBA2C86E7A0}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/cvargroups/sys_spec_water.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
 		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
 		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
 			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
 			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
 				<Class name="AZ::Uuid" field="guid" value="{FD38C182-1AFC-514C-99E5-BB1AB60C4A31}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
 				<Class name="AZ::Uuid" field="guid" value="{FD38C182-1AFC-514C-99E5-BB1AB60C4A31}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
@@ -616,38 +496,6 @@
 			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
 			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
 			<Class name="AZStd::string" field="pathHint" value="config/spec/ios_veryhigh.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
 			<Class name="AZStd::string" field="pathHint" value="config/spec/ios_veryhigh.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
 		</Class>
 		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{B9622C57-85C2-5C68-AFB8-35AA0D65FEC7}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_high.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{E79532D9-BE8F-5969-B672-A2E8030578B9}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_low.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{4B05219C-0D19-5A04-B029-8417CE06A243}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_medium.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
-		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
-			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
-				<Class name="AZ::Uuid" field="guid" value="{C0F09A4E-A77A-5FFF-B1ED-DDB37DED623C}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
-				<Class name="unsigned int" field="subId" value="0" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			</Class>
-			<Class name="unsigned int" field="platformFlags" value="255" type="{43DA906B-7DEF-4CA8-9790-854106D3F983}"/>
-			<Class name="AZStd::string" field="pathHint" value="config/spec/osx_metal_veryhigh.cfg" type="{03AAAB3F-5C47-5A66-9EBC-D5FA4DB353C9}"/>
-		</Class>
 		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
 		<Class name="SeedInfo" field="element" version="2" type="{FACC3682-2ACA-4AA4-B85A-07AD276D18A0}">
 			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
 			<Class name="AssetId" field="assetId" version="1" type="{652ED536-3402-439B-AEBE-4A5DBC554085}">
 				<Class name="AZ::Uuid" field="guid" value="{B632E8B1-884A-5A65-BC01-D85F0FED1266}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>
 				<Class name="AZ::Uuid" field="guid" value="{B632E8B1-884A-5A65-BC01-D85F0FED1266}" type="{E152C105-A133-4D03-BBF8-3D4B2FBA3E2A}"/>

+ 0 - 1
AutomatedTesting/Gem/PythonTests/Atom/atom_utils/atom_component_helper.py

@@ -113,7 +113,6 @@ def create_basic_atom_level(level_name):
         general.close_pane("Error Log")
         general.close_pane("Error Log")
     general.idle_wait(1.0)
     general.idle_wait(1.0)
     general.run_console("r_displayInfo=0")
     general.run_console("r_displayInfo=0")
-    general.run_console("r_antialiasingmode=0")
     general.idle_wait(1.0)
     general.idle_wait(1.0)
 
 
     # Delete all existing entities & create default_level entity
     # Delete all existing entities & create default_level entity

+ 0 - 1
AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_AtomFeatureIntegrationBenchmark.py

@@ -66,7 +66,6 @@ def run():
             general.close_pane("Error Log")
             general.close_pane("Error Log")
         general.idle_wait(1.0)
         general.idle_wait(1.0)
         general.run_console("r_displayInfo=0")
         general.run_console("r_displayInfo=0")
-        general.run_console("r_antialiasingmode=0")
         general.idle_wait(1.0)
         general.idle_wait(1.0)
 
 
         return True
         return True

+ 0 - 1
AutomatedTesting/Gem/PythonTests/Atom/tests/hydra_GPUTest_BasicLevelSetup.py

@@ -82,7 +82,6 @@ def run():
             general.close_pane("Error Log")
             general.close_pane("Error Log")
         general.idle_wait(1.0)
         general.idle_wait(1.0)
         general.run_console("r_displayInfo=0")
         general.run_console("r_displayInfo=0")
-        general.run_console("r_antialiasingmode=0")
         general.idle_wait(1.0)
         general.idle_wait(1.0)
 
 
         return True
         return True

+ 0 - 1
AutomatedTesting/Gem/PythonTests/EditorPythonTestTools/editor_python_test_tools/utils.py

@@ -149,7 +149,6 @@ class TestHelper:
             general.idle_wait(1.0)
             general.idle_wait(1.0)
         general.idle_wait(1.0)
         general.idle_wait(1.0)
         general.run_console("r_displayInfo=0")
         general.run_console("r_displayInfo=0")
-        general.run_console("r_antialiasingmode=0")
         general.idle_wait(1.0)
         general.idle_wait(1.0)
 
 
 
 

+ 0 - 4
AutomatedTesting/Gem/PythonTests/automatedtesting_shared/screenshot_utils.py

@@ -187,7 +187,3 @@ def prepare_for_screenshot_compare(remote_console_instance):
     """
     """
     wait_for(lambda: _retry_command(remote_console_instance, 'r_displayinfo 0',
     wait_for(lambda: _retry_command(remote_console_instance, 'r_displayinfo 0',
                                     '$3r_DisplayInfo = $60 $5[DUMPTODISK, RESTRICTEDMODE]$4'))
                                     '$3r_DisplayInfo = $60 $5[DUMPTODISK, RESTRICTEDMODE]$4'))
-    wait_for(lambda: _retry_command(remote_console_instance, 'r_antialiasingmode 0',
-                                    '$3r_AntialiasingMode = $60 $5[]$4'))
-    wait_for(lambda: _retry_command(remote_console_instance, 'e_WaterOcean 0',
-                                    '$3e_WaterOcean = $60 $5[]$4'))

+ 0 - 21
Code/Legacy/CrySystem/SystemInit.cpp

@@ -1273,17 +1273,6 @@ AZ_POP_DISABLE_WARNING
         //Load config files
         //Load config files
         //////////////////////////////////////////////////////////////////////////
         //////////////////////////////////////////////////////////////////////////
 
 
-        int curSpecVal = 0;
-        ICVar* pSysSpecCVar = gEnv->pConsole->GetCVar("r_GraphicsQuality");
-        if (gEnv->pSystem->IsDevMode())
-        {
-            if (pSysSpecCVar && pSysSpecCVar->GetFlags() & VF_WASINCONFIG)
-            {
-                curSpecVal = pSysSpecCVar->GetIVal();
-                pSysSpecCVar->SetFlags(pSysSpecCVar->GetFlags() | VF_SYSSPEC_OVERWRITE);
-            }
-        }
-
         // tools may not interact with @user@
         // tools may not interact with @user@
         if (!gEnv->IsInToolMode())
         if (!gEnv->IsInToolMode())
         {
         {
@@ -1293,16 +1282,6 @@ AZ_POP_DISABLE_WARNING
             }
             }
         }
         }
 
 
-        // If sys spec variable was specified, is not 0, and we are in devmode restore the value from before loading game.cfg
-        // This enables setting of a specific sys_spec outside menu and game.cfg
-        if (gEnv->pSystem->IsDevMode())
-        {
-            if (pSysSpecCVar && curSpecVal && curSpecVal != pSysSpecCVar->GetIVal())
-            {
-                pSysSpecCVar->Set(curSpecVal);
-            }
-        }
-
         {
         {
             // We have to load this file again since first time we did it without devmode
             // We have to load this file again since first time we did it without devmode
             LoadConfiguration(m_systemConfigName.c_str());
             LoadConfiguration(m_systemConfigName.c_str());

+ 1 - 1
Gems/Atom/Asset/ImageProcessingAtom/Code/Source/Processing/ImageFlags.h

@@ -22,7 +22,7 @@ namespace ImageProcessingAtom
     const static AZ::u32 EIF_UNUSED_BIT = 0x40;  // Free to use
     const static AZ::u32 EIF_UNUSED_BIT = 0x40;  // Free to use
     const static AZ::u32 EIF_AttachedAlpha = 0x400;  // info for the engine: it's a texture with attached alpha channel
     const static AZ::u32 EIF_AttachedAlpha = 0x400;  // info for the engine: it's a texture with attached alpha channel
     const static AZ::u32 EIF_SRGBRead = 0x800;  // info for the engine: if gamma corrected rendering is on, this texture requires SRGBRead (it's not stored in linear)
     const static AZ::u32 EIF_SRGBRead = 0x800;  // info for the engine: if gamma corrected rendering is on, this texture requires SRGBRead (it's not stored in linear)
-    const static AZ::u32 EIF_DontResize = 0x8000; // info for the engine: for dds textures that shouldn't be resized with r_TexResolution
+    const static AZ::u32 EIF_DontResize = 0x8000; // info for the engine: for dds textures that shouldn't be resized
     const static AZ::u32 EIF_RenormalizedTexture = 0x10000;  // info for the engine: for dds textures that have renormalized color range
     const static AZ::u32 EIF_RenormalizedTexture = 0x10000;  // info for the engine: for dds textures that have renormalized color range
     const static AZ::u32 EIF_CafeNative = 0x20000;  // info for the engine: native Cafe texture format
     const static AZ::u32 EIF_CafeNative = 0x20000;  // info for the engine: native Cafe texture format
     const static AZ::u32 EIF_RestrictedPlatformONative = 0x40000;  // native tiled texture for restrict platform O
     const static AZ::u32 EIF_RestrictedPlatformONative = 0x40000;  // native tiled texture for restrict platform O

+ 0 - 14
Gems/ImGui/Code/Source/LYCommonMenu/ImGuiLYCommonMenu.cpp

@@ -199,20 +199,6 @@ namespace ImGui
                         }
                         }
                     }
                     }
 
 
-                    // Lod Min
-                    static ICVar* eLodMinCVAR = gEnv->pConsole->GetCVar("e_LodMin");
-                    if (eLodMinCVAR)
-                    {
-                        int minLodValue = eLodMinCVAR->GetIVal();
-                        int dragIntVal = minLodValue;
-                        ImGui::Text("e_LodMin: %d ( Force a lowest LOD level )", minLodValue);
-                        ImGui::SliderInt("##LodMin", &dragIntVal, 0, 5);
-                        if (dragIntVal != minLodValue)
-                        {
-                            eLodMinCVAR->Set(dragIntVal);
-                        }
-                    }
-
                     // Texel Density
                     // Texel Density
                     static ICVar* eTexelDensityCVAR = gEnv->pConsole->GetCVar("e_texeldensity");
                     static ICVar* eTexelDensityCVAR = gEnv->pConsole->GetCVar("e_texeldensity");
                     if (eTexelDensityCVAR)
                     if (eTexelDensityCVAR)

+ 0 - 7
Tools/LyTestTools/ly_test_tools/launchers/platforms/android/launcher.py

@@ -208,13 +208,6 @@ class AndroidLauncher(Launcher):
         with self.android_vfs_setreg_path.open('w') as android_vfs_setreg:
         with self.android_vfs_setreg_path.open('w') as android_vfs_setreg:
             json.dump(vfs_settings, android_vfs_setreg, indent=4)
             json.dump(vfs_settings, android_vfs_setreg, indent=4)
 
 
-        self.workspace.settings.modify_platform_setting('r_AssetProcessorShaderCompiler', 1)
-        self.workspace.settings.modify_platform_setting('r_ShadersAsyncCompiling', 0)
-        self.workspace.settings.modify_platform_setting('r_ShadersRemoteCompiler', 1)
-        self.workspace.settings.modify_platform_setting('r_ShadersAllowCompilation', 1)
-        self.workspace.settings.modify_platform_setting('r_ShadersAsyncActivation', 0)
-        self.workspace.settings.modify_platform_setting('r_ShaderCompilerServer', '127.0.0.1')
-        self.workspace.settings.modify_platform_setting('r_ShaderCompilerPort', '61453')
         self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", '127.0.0.1')
         self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", '127.0.0.1')
 
 
     def launch(self):
     def launch(self):

+ 0 - 1
Tools/LyTestTools/ly_test_tools/launchers/platforms/linux/launcher.py

@@ -172,7 +172,6 @@ class LinuxLauncher(Launcher):
         self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"')
         self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"')
         self.args.append(f'--regset="/Amazon/AzCore/Bootstrap/allowed_list={host_ip}"')
         self.args.append(f'--regset="/Amazon/AzCore/Bootstrap/allowed_list={host_ip}"')
 
 
-        self.workspace.settings.modify_platform_setting("r_AssetProcessorShaderCompiler", 1)
         self.workspace.settings.modify_platform_setting("r_ShaderCompilerServer", host_ip)
         self.workspace.settings.modify_platform_setting("r_ShaderCompilerServer", host_ip)
         self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", host_ip)
         self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", host_ip)
 
 

+ 0 - 2
Tools/LyTestTools/ly_test_tools/launchers/platforms/win/launcher.py

@@ -172,8 +172,6 @@ class WinLauncher(Launcher):
         self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"')
         self.args.append('--regset="/Amazon/AzCore/Bootstrap/wait_for_connect=1"')
         self.args.append(f'--regset="/Amazon/AzCore/Bootstrap/allowed_list={host_ip}"')
         self.args.append(f'--regset="/Amazon/AzCore/Bootstrap/allowed_list={host_ip}"')
 
 
-        self.workspace.settings.modify_platform_setting("r_AssetProcessorShaderCompiler", 1)
-        self.workspace.settings.modify_platform_setting("r_ShaderCompilerServer", host_ip)
         self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", host_ip)
         self.workspace.settings.modify_platform_setting("log_RemoteConsoleAllowedAddresses", host_ip)
 
 
 
 

+ 1 - 1
Tools/LyTestTools/tests/unit/test_launcher_android.py

@@ -238,7 +238,7 @@ class TestAndroidLauncher:
         launcher = ly_test_tools.launchers.AndroidLauncher(mock_workspace, ["dummy"])
         launcher = ly_test_tools.launchers.AndroidLauncher(mock_workspace, ["dummy"])
         launcher.configure_settings()
         launcher.configure_settings()
 
 
-        assert mock_workspace.settings.modify_platform_setting.call_count == 8
+        assert mock_workspace.settings.modify_platform_setting.call_count == 1
 
 
     @mock.patch('ly_test_tools.launchers.platforms.base.Launcher._config_ini_to_dict')
     @mock.patch('ly_test_tools.launchers.platforms.base.Launcher._config_ini_to_dict')
     @mock.patch('ly_test_tools.environment.process_utils.check_output')
     @mock.patch('ly_test_tools.environment.process_utils.check_output')

+ 14 - 25
cmake/Tools/layout_tool.py

@@ -120,10 +120,7 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
         warning_count += _warn(f"'system_{platform_name_lower}_{asset_type}.cfg' is missing from {str(layout_path)}")
         warning_count += _warn(f"'system_{platform_name_lower}_{asset_type}.cfg' is missing from {str(layout_path)}")
         system_config_values = None
         system_config_values = None
     else:
     else:
-        system_config_values = common.get_config_file_values(str(platform_system_cfg_file), ['r_ShadersRemoteCompiler',
-                                                                                             'r_ShadersAllowCompilation',
-                                                                                             'r_AssetProcessorShaderCompiler',
-                                                                                             'r_ShaderCompilerServer'])
+        system_config_values = common.get_config_file_values(str(platform_system_cfg_file), [])
 
 
     if bootstrap_values:
     if bootstrap_values:
 
 
@@ -146,24 +143,23 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
 
 
         elif system_config_values is not None:
         elif system_config_values is not None:
 
 
-            shaders_remote_compiler = system_config_values.get('r_ShadersRemoteCompiler') or '0'
+            shaders_remote_compiler = '0'
             asset_processor_shader_compiler = system_config_values.get('r_AssetProcessorShaderCompiler') or '0'
             asset_processor_shader_compiler = system_config_values.get('r_AssetProcessorShaderCompiler') or '0'
-            shader_compiler_server = system_config_values.get('r_ShaderCompilerServer') or LOCAL_HOST
+            shader_compiler_server = LOCAL_HOST
             shaders_allow_compilation = system_config_values.get('r_ShadersAllowCompilation')
             shaders_allow_compilation = system_config_values.get('r_ShadersAllowCompilation')
 
 
             def _validate_remote_shader_settings():
             def _validate_remote_shader_settings():
 
 
-                if shader_compiler_server == LOCAL_HOST:
-                    if asset_processor_shader_compiler != '1':
-                        return _warn(f"Connection to the remote shader compiler (r_ShaderCompilerServer) is not properly "
-                                     f"set in system_{platform_name_lower}_{asset_type}.cfg. If it is set to {LOCAL_HOST}, then "
-                                     f"r_AssetProcessorShaderCompiler must be set to 1.")
+                if asset_processor_shader_compiler != '1':
+                    return _warn(f"Connection to the remote shader compiler (r_ShaderCompilerServer) is not properly "
+                                 f"set in system_{platform_name_lower}_{asset_type}.cfg. If it is set to {LOCAL_HOST}, then "
+                                 f"r_AssetProcessorShaderCompiler must be set to 1.")
 
 
 
 
-                    else:
-                        if _validate_remote_ap(remote_ip, remote_connect, False) > 0:
-                            return _warn(f"The system_{platform_name_lower}_{asset_type}.cfg file is configured to connect to the"
-                                         f" shader compiler server through the remote connection to the Asset Processor.")
+                else:
+                    if _validate_remote_ap(remote_ip, remote_connect, False) > 0:
+                        return _warn(f"The system_{platform_name_lower}_{asset_type}.cfg file is configured to connect to the"
+                                     f" shader compiler server through the remote connection to the Asset Processor.")
                 return 0
                 return 0
 
 
             # Validation steps based on the asset mode
             # Validation steps based on the asset mode
@@ -181,16 +177,9 @@ def verify_layout(layout_dir, platform_name, project_path, asset_mode, asset_typ
                     warning_count += _warn("No pak files found for PAK mode deployment")
                     warning_count += _warn("No pak files found for PAK mode deployment")
                     # Check if the shader paks are set
                     # Check if the shader paks are set
                 if has_shader_pak:
                 if has_shader_pak:
-                    # If the shader paks are set, make sure that the remote shader compiler connection settings are set
-                    # or that it is going through AP
-                    if shaders_remote_compiler == '1':
-                        warning_count += _warn(f"Shader paks are set for project {project_name} but remote shader compiling "
-                                               f"(r_ShadersRemoteCompiler) is still enabled "
-                                               f"for it in system_{platform_name_lower}_{asset_type}.cfg.")
-                    else:
-                        # Since we are not connecting to the shader compiler, also make sure bootstrap is not configured to
-                        # connect to Asset Processor remotely
-                        warning_count += _validate_remote_ap(remote_ip, remote_connect, False)
+                    # Since we are not connecting to the shader compiler, also make sure bootstrap is not configured to
+                    # connect to Asset Processor remotely
+                    warning_count += _validate_remote_ap(remote_ip, remote_connect, False)
 
 
                     if shaders_allow_compilation is not None and shaders_allow_compilation == '1':
                     if shaders_allow_compilation is not None and shaders_allow_compilation == '1':
                         warning_count += _warn(f"Shader paks are set for project {project_name} but shader compiling "
                         warning_count += _warn(f"Shader paks are set for project {project_name} but shader compiling "

+ 0 - 21
editor.cfg

@@ -1,33 +1,12 @@
 -- Settings stored here are only used in the Editor
 -- Settings stored here are only used in the Editor
 
 
--- Disable the Missing Asset Resolver by default
-ed_MissingAssetResolver = 0
-e_ShadowsCache=0
-r_MotionBlur=0
-r_HDRVignetting=0
--- For feature-test compatibility
-mn_FatalErrorOnInvalidEntity=0
-
 -- Do not warn on Pak file access issues
 -- Do not warn on Pak file access issues
 sys_PakWarnOnPakAccessFailures=0
 sys_PakWarnOnPakAccessFailures=0
 
 
--- By default, disable any possible stereo output that might have been enabled via a GEM/other config file so that
--- the editor does not startup in stereo mode (which prevents actually editing the environment)
-r_StereoMode=0
-r_StereoOutput=0
-
 -- When editing terrain in the editor, the highest-detail octree nodes for any edited sector will be rendered until
 -- When editing terrain in the editor, the highest-detail octree nodes for any edited sector will be rendered until
 -- the level is exported and saved, which can cause an artificial increase in the number of nodes that can get 
 -- the level is exported and saved, which can cause an artificial increase in the number of nodes that can get 
 -- queued for visibility checks.  These numbers need to be set high enough to account for those increases.
 -- queued for visibility checks.  These numbers need to be set high enough to account for those increases.
 
 
--- The CheckOcclusionQueueSize should be at least (terrain height * terrain width) / (32 * 32) in size.
--- (Each queue entry is 64 bytes of RAM)
-e_CheckOcclusionQueueSize=32768
-
--- The CheckOcclusionOutputQueueSize should be at least double the above queue size for safety.
--- (Each queue entry is 64 bytes of RAM)
-e_CheckOcclusionOutputQueueSize=65536
-
 -- Enable warnings when asset loads take longer than the given millisecond threshold
 -- Enable warnings when asset loads take longer than the given millisecond threshold
 cl_assetLoadWarningEnable=true
 cl_assetLoadWarningEnable=true
 cl_assetLoadWarningMsThreshold=100
 cl_assetLoadWarningMsThreshold=100

+ 2 - 28
system_android_android.cfg

@@ -6,40 +6,14 @@ sys_PakLogInvalidFileAccess=1
 r_WidthAndHeightAsFractionOfScreenSize=1.0
 r_WidthAndHeightAsFractionOfScreenSize=1.0
 r_MaxWidth=1280
 r_MaxWidth=1280
 r_MaxHeight=1080
 r_MaxHeight=1080
-
 r_fullscreen=0
 r_fullscreen=0
+r_ShadersAllowCompilation=1
 
 
 -- Enable to prevent log spam, can cause missed messages
 -- Enable to prevent log spam, can cause missed messages
 -- log_spamdelay=1
 -- log_spamdelay=1
 
 
--- DXGL
---r_Batching=0
-
--- Enabling aync shader compiling causes a hang on some Android devices.
-r_ShadersAsyncCompiling=0
-r_ShadersRemoteCompiler=1
-r_ShadersAllowCompilation=1
-r_ShadersAsyncActivation=0
-
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=1
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
-r_ShaderCompilerServer=127.0.0.1
-
--- For Shader Compiler server running on other machines - 61453 is the default port
-r_ShaderCompilerPort=61453
-
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high.
-r_GraphicsQuality = 2
-
-s_FileCacheManagerSize=262144
-
 -- Remote console inclusion list
 -- Remote console inclusion list
 log_RemoteConsoleAllowedAddresses=127.0.0.1
 log_RemoteConsoleAllowedAddresses=127.0.0.1
 
 
 -- Localization Settings
 -- Localization Settings
-sys_localization_format=0
+sys_localization_format=0

+ 0 - 29
system_ios_ios.cfg

@@ -3,26 +3,7 @@
 ------------------------
 ------------------------
 
 
 r_FullScreen=1
 r_FullScreen=1
-
 r_ShadersAllowCompilation=1
 r_ShadersAllowCompilation=1
-r_ShadersAsyncActivation=0
-r_ShadersAsyncCompiling=0
-r_ShadersRemoteCompiler=1
-r_ShadersUseLLVMDirectXCompiler=1
-
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high.
-r_GraphicsQuality = 0
-
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=1
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
-r_ShaderCompilerServer=127.0.0.1
-
---r_ShaderCompilerPort=61453
 
 
 ------------------------
 ------------------------
 -- System
 -- System
@@ -39,16 +20,6 @@ sys_physics_CPU=0
 -- log_spamdelay=1
 -- log_spamdelay=1
 log_IncludeTime=1
 log_IncludeTime=1
 
 
-------------------------
--- Audio
-------------------------
-s_FileCacheManagerSize=262144
-------------------------
--- Auxiliary Geometry
-------------------------
-r_enableAuxGeom=0
-r_auxGeom=0
-
 -- Remote console inclusion list
 -- Remote console inclusion list
 log_RemoteConsoleAllowedAddresses=127.0.0.1
 log_RemoteConsoleAllowedAddresses=127.0.0.1
 
 

+ 0 - 22
system_linux_pc.cfg

@@ -10,8 +10,6 @@ sys_PakLogInvalidFileAccess = 0
 -- Remote console inclusion list
 -- Remote console inclusion list
 log_RemoteConsoleAllowedAddresses=127.0.0.1
 log_RemoteConsoleAllowedAddresses=127.0.0.1
 
 
-gm_disconnectDetection = 1
-
 -- Localization Settings
 -- Localization Settings
 sys_localization_format=0
 sys_localization_format=0
 
 
@@ -20,27 +18,7 @@ r_width = 1280
 r_height = 720
 r_height = 720
 r_fullscreen = 0
 r_fullscreen = 0
 
 
-r_ShadersAsyncCompiling = 3
-r_ShadersAsyncActivation = 3
-r_ShadersAsyncMaxThreads = 16
-r_ShadersRemoteCompiler = 1
 r_ShadersAllowCompilation = 1
 r_ShadersAllowCompilation = 1
 
 
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=0
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
---r_ShaderCompilerServer=127.0.0.1
---r_ShaderCompilerPort = 61453
-
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high. Autodetection not yet implemented for this platform.
-r_GraphicsQuality = 1
-
--- Texture streaming not supported on opengl
-r_TexturesStreaming=0
-
 -- Display FPS
 -- Display FPS
 r_displayInfo = 3
 r_displayInfo = 3

+ 0 - 21
system_mac_mac.cfg

@@ -3,9 +3,6 @@ sys_float_exceptions=0
 log_IncludeTime=1
 log_IncludeTime=1
 sys_PakLogInvalidFileAccess=0
 sys_PakLogInvalidFileAccess=0
 
 
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high. Currently overwritten by hardcoded value for this platform.
-r_GraphicsQuality = 0
-
 r_width=1280
 r_width=1280
 r_height=720
 r_height=720
 r_fullscreen=0
 r_fullscreen=0
@@ -13,25 +10,7 @@ r_fullscreen=0
 -- Enable to prevent log spam, can cause missed messages
 -- Enable to prevent log spam, can cause missed messages
 -- log_spamdelay=1
 -- log_spamdelay=1
 
 
--- DXGL
-r_Batching=0
-
-r_ShadersAsyncCompiling=0
-r_ShadersRemoteCompiler=1
 r_ShadersAllowCompilation=1
 r_ShadersAllowCompilation=1
-r_ShadersAsyncActivation=0
-r_ShadersUseLLVMDirectXCompiler=1
-
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=1
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
-r_ShaderCompilerServer=127.0.0.1
-
---r_ShaderCompilerPort=61453
 
 
 -- Remote console inclusion list
 -- Remote console inclusion list
 log_RemoteConsoleAllowedAddresses=127.0.0.1
 log_RemoteConsoleAllowedAddresses=127.0.0.1

+ 0 - 20
system_windows_pc.cfg

@@ -11,27 +11,7 @@ r_fullscreen = 0
 -- Enable to prevent log spam, can cause missed messages
 -- Enable to prevent log spam, can cause missed messages
 -- log_spamdelay=1
 -- log_spamdelay=1
 
 
-r_ShadersAsyncCompiling = 3
-r_ShadersAsyncActivation = 3
-r_ShadersAsyncMaxThreads = 16
-r_ShadersRemoteCompiler = 0
 r_ShadersAllowCompilation = 1
 r_ShadersAllowCompilation = 1
 
 
--- Use the Asset Processor to route requests to compile shaders. This enables the Asset Processor
--- to forward the request to the real shader compiler server. Your device is no
--- longer required to be on the same network as the shader compiler server, as long as the device can contact the Asset Processor:
-r_AssetProcessorShaderCompiler=0
-
--- If you run your device locally on the same computer as the shader compiler server, you can use 127.0.0.1.
--- To connect to a shader compiler server that runs on another computer, change localhost to the IP address of that computer (61453 is the default port):
-r_ShaderCompilerServer=127.0.0.1
---r_ShaderCompilerPort = 61453
-
--- Spec level: 0 = auto, 1 = low, 2 = medium, 3 = high, 4 = very high. Autodetection not yet implemented for this platform.
-r_GraphicsQuality = 4
-
---r_driver=GL
---r_ShadersGL4=1
-
 -- Localization Settings
 -- Localization Settings
 sys_localization_format=0
 sys_localization_format=0