[Sound]
// Individual volume settings (range 0.0 - 1.0)
Volume Ambient 1.000000
Volume Buildings 1.000000
Volume Dialogue 1.000000
Volume Master 1.000000
Volume Music 1.000000
Volume MusicCombat 1.000000
Volume NotificationVoices 1.000000
Volume SFX 1.000000
Volume UI 1.000000
Volume Voices 1.000000
// Whether units and heroes will give audible feedback when issued a command
CreatureCommandAcknowledgements true
// Whether heroes will give audible feedback on certain events (ability on
cooldown, out of focus, ...)
HeroEventFeedback true
[Shadow]
// At which distance from the camera shadows may start to be culled
DistanceThreshold 200.000000
// Objects below this height will always be culled after the distance threshold
MinObjectHeight 10.000000
// Offset for the minimum height required to avoid culling, scales with distance
from the camera
ObjectHeightOffset 10.000000
// Resolution of the shadow map, value should be a power of 2 (0 to disable
shadows)
ShadowMapResolution 2048
// Resolution of the shadow maps for ranged lights, value should be a power of 2 (0
to disable shadows)
RangedLightShadowMapResolution 512
// Whether terrain should cast shadows
TerrainShadows true
[Visual]
// World object detail level (Possible values: Potato, Low, Medium, High,
PCMasterRace)
DetailLevel PCMasterRace
// Terrain detail level (Possible values: Potato, Low, Medium, High, PCMasterRace)
TerrainQuality PCMasterRace
// Particle effect detail level (Possible values: detail_off, detail_low,
detail_mid, detail_high)
EffectQuality detail_high
[Misc]
NeedsUserDataMigration true
RemoteChangelogTimestamp 2351500965
DevChangelogFilter 2
// Whether to get latest changelog entries from source control on startup.
Disabling this may reduce startup time.
UpdateChangelogFromSC true
// Whether this is the console version of the game
IsConsoleVersion false
// Ingame UI scale used on consoles
ConsoleIngameUIScale 1.100000
// Font scale used on consoles
ConsoleFontScale 1.100000
// Whether to hide gamepad icons
HideGamepadIcons false
// Overrides the gamepad type used for icon display ("XBox", "PS5", "PS4", "PS3")
OverrideGamepadType "-"
// Link to the game's discord server
DiscordLink "[Link]
[Debug_Game]
// Whether to enable fog of war by default
EnableExplorationFog true
// Whether to include a full copy of the loaded map file in the replay. Useful, but
creates huge replay files.
SaveMapToReplay false
// Disable Quick Save and Quick Load hotkeys to prevent accidentially activating
them while debugging.
DisableQuickSaveLoad false
// Use Pak file?
UsePakFile false
// Show log output for effect data
EffectLogOutput false
// Show log output for animation errors/warnings
AnimationLogOutput false
// Whether to show technical names of objects in tooltips instead of their
localized names.
TooltipDebugNames false
// Whether to show work in progress status of objects in their tooltips.
TooltipWIPState true
// Whether to simplify spell/perk/condition tooltips. The only real point of
turning this off is to showcase how awesome our tooltip simplification system is.
TooltipSimplification true
// Whether to collect profiler samples while the profiler menu is not being
displayed.
// Disabling this will slightly improve performance in debug/development clients,
but will prevent you from checking for performance spikes after the fact.
BackgroundProfiling true
// Whether to permanently display performance stats, even if debug menu is closed.
PermanentStatsDisplay false
// Custom random seed to use for games. Enter 'time' to use the current time as
seed.
RandomSeed 0
// Singleplayer game replay save style. minimal: fast, creates small replays; full:
very slow, creates huge replays, best for debugging.
SPReplaySaveStyle minimal
// Whether to hide loot particle effects and outlines.
HideLootEffects false
[Debug_Logic]
// Economy speed multiplier (affects production and resource collection speed as
well as worker movement speed)
EconomySpeedMultiplier 1
// Whether to allow buildings to be placed instantly without cost (also disables
any requirement checks)
FreeBuildings false
// Whether to perform additional runtime checks in order to detect possible issues
with resource flow/allocation
ResourceFlowDebugging false
// Prevents player controlled heroes from taking damage and losing focus
GodMode 0
// Whether to allow (almost) all creatures to be controlled, disabling most usual
checks
AllCreaturesControllable false
// Whether to allow skills to be unlocked without attribute points
FreeCharacterModification false
// Whether heroes should spawn at their level spawn points instead of the regular
world map entry point
// when entering a level directly from the command line or the campaign debug map
selection.
UseDebugHeroSpawnPoints true
// Whether script log entries should include a trace of the current script
callstack.
PrintScriptLogCallstack true
// Whether descriptions should be reloaded on savegame loading.
ReloadDescriptionsOnLoad false
// Whether to suppress warnings concerning missing references from articy
SuppressWarnings false
// Whether to suppress warnings concerning missing data editor entries for articy
creatures
SuppressMissingDataEditorWarnings true
// Interval (in seconds) in which current statistics values will be written to
file.
StatisticsDumpInterval 20
// Separator character used in the .csv file output by the statistics dump
(depending on your system language, this should probably be either , or ; ).
StatisticsDumpSeparator ";"
// Name of the platform whose behavior should be emulated. 'Invalid' to use the
current platform.
OverridePlatform Invalid
[Display]
// Version of the display configuration settings (we use that to reset your
precious settings sometimes)
Version 1
// Whether to start the game in fullscreen or windowed mode
Fullscreen false
// Whether to hide or show window border in windowed mode
Borderless true
// Display resolution to use
Resolution 1920 1080
// Resolution scale (game will be rendered at the configured resolution times this
resolution scale, then scaled back to target resolution)
ResolutionScale 1.000000
// Should the UI be rendered at the scaled or unscaled resolution?
ResolutionScaleAffectsUI false
// Whether to use FXAA or not
FXAA true
// Whether to use Depth of Field or not
DepthOfField true
// Anisotropic filtering factor (0 - 16)
AF 16
// Maximum display refresh rate in Hz
RefreshRate 60
// Whether to use vertical synchronization (set to true to reduce tearing
artifacts)
VSync true
// Whether to use screen space ambient occlusion.
SAO true
// Display Index.
Output 0
// Graphics Adapter Index.
Adapter 0
// Performance Logging Mode. (0 = disabled, 1 = binary, 2 = text)
PerfLogMode 0
// Performance Logging Frequency.
PerfLogFreq 32
// Maximum texture resolution to use. Must be a power of two. (0 = max)
TextureQuality 0
// Environment map quality level (higher value is lower quality, 0 = max)
EnvironmentMapQuality 0
// Water reflection quality level (higher value is lower quality, 1 = max, 0 =
disabled)
WaterReflectionQuality 1
// When to unload assets of levels. Preventing assets from being unloaded will
drastically decrease loading times when changing
// levels at the cost of a lot of VRAM. Possible values: Always, OnlyLargeLevels,
Never (not recommended)
UnloadAssets OnlyLargeLevels
// Detail level of grass/small vegetation simulation. Possible values: Off, Wind,
WindAndUnits
GrassWobbling WindAndUnits
// Wether to spawn rain drop impact effects on water surfaces when it's raining
RainImpacEffects false
// Whether to use gamma space
UseGammaSpace false
// Gamma space value
GammaSpace 2.200000
// If true, sRGB or the given gamma space are modified to TV space
UseTVSpaceModifier false
[Sound_Base]
// Disables all sound
Disabled false
// Name of the output device to use or empty to use default device.
OutputDevice ""
// Mute sound while the game window is not in focus
MuteWhenUnfocused true
// Whether to allow remote debug connections from FMOD studio
AllowDebugConnection false
// Whether to write a detailed log of audio system events
DetailedLog false
// Maximum number of parallel sound channels to allow
MaxChannels 512