$pref::Player::Name = "Visitor"; $pref::Player::defaultFov = 75; $pref::Player::zoomSpeed = 0; $pref::Net::LagThreshold = 400; $pref::Net::Port = 28000; $pref::Master[0] = "2:master.torque3d.org:5664"; $pref::HudMessageLogSize = 40; $pref::ChatHudLength = 1; $pref::Input::LinkMouseSensitivity = 1; // DInput keyboard, mouse, and joystick prefs $pref::Input::KeyboardEnabled = 1; $pref::Input::MouseEnabled = 1; $pref::Input::JoystickEnabled = 0; $pref::Input::KeyboardTurnSpeed = 0.1; $pref::Input::invertVerticalMouse = false; $pref::Input::VertMouseSensitivity = 1; $pref::Input::HorzMouseSensitivity = 1; $pref::Input::RollMouseSensitivity = 1; $pref::Input::ZoomVertMouseSensitivity = 0.3; $pref::Input::ZoomHorzMouseSensitivity = 0.3; $sceneLighting::cacheSize = 20000; $sceneLighting::purgeMethod = "lastCreated"; $sceneLighting::cacheLighting = 1; $pref::Video::displayDevice = ($platform $= "windows") ? "D3D11" : "OpenGL"; $pref::Video::enableVerticalSync = 0; $pref::Video::defaultFenceCount = 0; $pref::Video::screenShotSession = 0; $pref::Video::screenShotFormat = "PNG"; /// This disables the hardware FSAA/MSAA so that /// we depend completely on the AA post effects /// which works on all cards and in deferred mode. /// /// Note the new Intel Hybrid graphics on laptops /// will fail to initialize when hardware AA is /// enabled... so you've been warned. /// $pref::Video::disableHardwareAA = true; $pref::video::AAMode = "None"; $pref::Video::disableNormalmapping = false; $pref::Video::disablePixSpecular = false; $pref::Video::disableCubemapping = false; $pref::PostFX::EnableHDRBloom = true; /// $pref::Video::enableParallaxMapping = true; $pref::Video::Gamma = 2.2; $pref::Video::Contrast = 1.0; $pref::Video::Brightness = 0; /// The perfered light manager to use at startup. If blank /// or if the selected one doesn't work on this platfom it /// will try the defaults below. $pref::lightManager = ""; /// This is the default list of light managers ordered from /// most to least desirable for initialization. $lightManager::defaults = "Advanced Lighting"; /// A scale to apply to the camera view distance /// typically used for tuning performance. $pref::camera::distanceScale = 1.0; /// Causes the system to do a one time autodetect /// of an SFX provider and device at startup if the /// provider is unset. $pref::SFX::autoDetect = true; /// The sound provider to select at startup. Typically /// this is DirectSound, OpenAL, or XACT. There is also /// a special Null provider which acts normally, but /// plays no sound. $pref::SFX::provider = "OpenAL"; /// If true the device will try to use hardware buffers /// and sound mixing. If not it will use software. $pref::SFX::useHardware = false; /// If you have a software device you have a /// choice of how many software buffers to /// allow at any one time. More buffers cost /// more CPU time to process and mix. $pref::SFX::maxSoftwareBuffers = 16; /// This is the playback frequency for the primary /// sound buffer used for mixing. Although most /// providers will reformat on the fly, for best /// quality and performance match your sound files /// to this setting. $pref::SFX::frequency = 44100; /// This is the playback bitrate for the primary /// sound buffer used for mixing. Although most /// providers will reformat on the fly, for best /// quality and performance match your sound files /// to this setting. $pref::SFX::bitrate = 32; /// The overall system volume at startup. Note that /// you can only scale volume down, volume does not /// get louder than 1. $pref::SFX::masterVolume = 0.8; /// The startup sound channel volumes. These are /// used to control the overall volume of different /// classes of sounds. $pref::SFX::channelVolume1 = 1; $pref::SFX::channelVolume2 = 1; $pref::SFX::channelVolume3 = 1; $pref::SFX::channelVolume4 = 1; $pref::SFX::channelVolume5 = 1; $pref::SFX::channelVolume6 = 1; $pref::SFX::channelVolume7 = 1; $pref::SFX::channelVolume8 = 1; $pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8"; /// This is an scalar which can be used to reduce the /// reflection textures on all objects to save fillrate. $pref::Reflect::refractTexScale = 1.0; /// This is the total frame in milliseconds to budget for /// reflection rendering. If your CPU bound and have alot /// of smaller reflection surfaces try reducing this time. $pref::Reflect::frameLimitMS = 10; /// Set true to force all water objects to use static cubemap reflections. $pref::Water::enableTrueReflections = true; // A global LOD scalar which can reduce the overall density of placed GroundCover. $pref::GroundCover::densityScale = 1.0; /// An overall scaler on the lod switching between DTS models. /// Smaller numbers makes the lod switch sooner. $pref::TS::detailAdjust = 1.0; /// $pref::Decals::enabled = true; /// $pref::Decals::lifeTimeScale = "1"; /// The number of mipmap levels to drop on loaded textures /// to reduce video memory usage. /// /// It will skip any textures that have been defined as not /// allowing down scaling. /// $pref::Video::textureReductionLevel = 0; /// $pref::Shadows::textureScalar = 1.0; /// $pref::Shadows::disable = false; /// Sets the shadow filtering mode. /// /// None - Disables filtering. /// /// SoftShadow - Does a simple soft shadow /// /// SoftShadowHighQuality /// $pref::Shadows::filterMode = "SoftShadow"; /// $pref::Video::defaultAnisotropy = 1; /// Radius in meters around the camera that ForestItems are affected by wind. /// Note that a very large number with a large number of items is not cheap. $pref::windEffectRadius = 25; /// AutoDetect graphics quality levels the next startup. $pref::Video::autoDetect = 1; $PostFXManager::Settings::EnableDOF = "0"; $PostFXManager::Settings::DOF::BlurCurveFar = ""; $PostFXManager::Settings::DOF::BlurCurveNear = ""; $PostFXManager::Settings::DOF::BlurMax = ""; $PostFXManager::Settings::DOF::BlurMin = ""; $PostFXManager::Settings::DOF::EnableAutoFocus = ""; $PostFXManager::Settings::DOF::EnableDOF = ""; $PostFXManager::Settings::DOF::FocusRangeMax = ""; $PostFXManager::Settings::DOF::FocusRangeMin = ""; $PostFXManager::Settings::EnableLightRays = "0"; $PostFXManager::Settings::LightRays::brightScalar = "0.75"; $PostFXManager::Settings::LightRays::decay = "1.0"; $PostFXManager::Settings::LightRays::density = "0.94"; $PostFXManager::Settings::LightRays::numSamples = "40"; $PostFXManager::Settings::LightRays::weight = "5.65"; $PostFXManager::Settings::EnableDOF = 1; $pref::PostFX::EnableVignette = 1; $pref::PostFX::EnableLightRays = 1; $pref::PostFX::EnableHDR = 1; $pref::PostFX::EnableSSAO = 1; $pref::PostFX::EnableHDRBloom = 1;