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Game Settings Configuration

The document contains game settings for various audio, visual, debug, and display options. It includes individual volume levels for different sound categories, shadow and visual quality settings, debug options for resources, gameplay, and logic, and configuration values for resolution, fullscreen/borderless mode, and other display properties.

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Floria Aurelian
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0% found this document useful (0 votes)
334 views4 pages

Game Settings Configuration

The document contains game settings for various audio, visual, debug, and display options. It includes individual volume levels for different sound categories, shadow and visual quality settings, debug options for resources, gameplay, and logic, and configuration values for resolution, fullscreen/borderless mode, and other display properties.

Uploaded by

Floria Aurelian
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

[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

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