[URL] Protocol=unreal Name=Player Map=Entry LocalMap=Entry LocalOptions= TransitionMap=Entry MapExt=changeme EXEName=unreal.exe DebugEXEName=DEBUG-unreal.exe SaveExt=usa Port=7777 PeerPort=7778 GameName=Default Game Name GameNameShort=DGN [Engine.Engine] NetworkDevice=IpDrv.TcpNetDriver ConsoleClassName=Engine.Console GameViewportClientClassName=Engine.GameViewportClient LocalPlayerClassName=Engine.LocalPlayer DataStoreClientClassName=Engine.DataStoreClient ; The language used by the engine Language=INT bAllowMatureLanguage=FALSE GameEngine=Engine.GameEngine EditorEngine=UnrealEd.EditorEngine UnrealEdEngine=UnrealEd.UnrealEdEngine Client=WinDrv.WindowsClient Render=Render.Render Input=Engine.Input Canvas=Engine.Canvas TinyFontName=EngineFonts.TinyFont SmallFontName=EngineFonts.SmallFont MediumFontName=EngineFonts.SmallFont LargeFontName=EngineFonts.SmallFont SubtitleFontName=EngineFonts.SmallFont WireframeMaterialName=EngineDebugMaterials.WireframeMaterial DefaultMaterialName=EngineMaterials.DefaultMaterial DefaultDecalMaterialName=EngineMaterials.DefaultDecalMaterial DefaultTextureName=EngineMaterials.DefaultDiffuse ; DISHONORED: nsilvagni (2011-04-07) Add a default black cubemap DefaultBlackCubemapTextureName=EngineMaterials.BlackCube EmissiveTexturedMaterialName=EngineMaterials.EmissiveTexturedMaterial GeomMaterialName=EngineDebugMaterials.GeomMaterial DefaultFogVolumeMaterialName=EngineMaterials.FogVolumeMaterial TickMaterialName=EditorMaterials.Tick_Mat CrossMaterialName=EditorMaterials.Cross_Mat DefaultUICaretMaterialName=EngineMaterials.BlinkingCaret SceneCaptureReflectActorMaterialName=EngineMaterials.ScreenMaterial SceneCaptureCubeActorMaterialName=EngineMaterials.CubeMaterial ScreenDoorNoiseTextureName=EngineMaterials.ScreenDoorNoiseTexture RandomAngleTextureName=EngineMaterials.RandomAngles RandomNormalTextureName=EngineMaterials.RandomNormal2 RandomMirrorDiscTextureName=EngineMaterials.RandomMirrorDisc WeightMapPlaceholderTextureName=EngineMaterials.WeightMapPlaceholderTexture LightMapDensityTextureName=EngineMaterials.DefaultWhiteGrid LightMapDensityNormalName=EngineMaterials.DefaultNormal LevelColorationLitMaterialName=EngineDebugMaterials.LevelColorationLitMaterial LevelColorationUnlitMaterialName=EngineDebugMaterials.LevelColorationUnlitMaterial LightingTexelDensityName=EngineDebugMaterials.MAT_LevelColorationLitLightmapUVs ShadedLevelColorationUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationUnlitMaterial ShadedLevelColorationLitMaterialName=EngineDebugMaterials.ShadedLevelColorationLitMaterial ;DISHONORED_BEGIN: nsilvagni (2011-07-28) Display collision meshes with translucent materials too ShadedLevelColorationTranslucentUnlitMaterialName=EngineDebugMaterials.ShadedLevelColorationTranslucentUnlitMaterial ;DISHONORED_END: nsilvagni (2011-07-28) RemoveSurfaceMaterialName=EngineMaterials.RemoveSurfaceMaterial VertexColorMaterialName=EngineDebugMaterials.VertexColorMaterial VertexColorViewModeMaterialName_ColorOnly=EngineDebugMaterials.VertexColorViewMode_ColorOnly VertexColorViewModeMaterialName_AlphaAsColor=EngineDebugMaterials.VertexColorViewMode_AlphaAsColor VertexColorViewModeMaterialName_RedOnly=EngineDebugMaterials.VertexColorViewMode_RedOnly VertexColorViewModeMaterialName_GreenOnly=EngineDebugMaterials.VertexColorViewMode_GreenOnly VertexColorViewModeMaterialName_BlueOnly=EngineDebugMaterials.VertexColorViewMode_BlueOnly HeatmapMaterialName=EngineDebugMaterials.HeatmapMaterial BoneWeightMaterialName=EngineDebugMaterials.BoneWeightMaterial TangentColorMaterialName=EngineDebugMaterials.TangentColorMaterial EditorBrushMaterialName=EngineMaterials.EditorBrushMaterial DefaultPhysMaterialName=EngineMaterials.DefaultPhysicalMaterial TextureStreamingBoundsMaterialName=EditorMaterials.Utilities.TextureStreamingBounds_MATInst TerrainErrorMaterialName=EngineDebugMaterials.MaterialError_Mat ProcBuildingSimpleMaterialName=EngineBuildings.ProcBuildingSimpleMaterial BuildingQuadStaticMeshName=EngineBuildings.BuildingQuadMesh ; Roughly how many texels per world unit when generating a building LOD color texture ProcBuildingLODColorTexelsPerWorldUnit=0.075 ; Roughly how many texels per world unit when generating a building LOD lighting texture ProcBuildingLODLightingTexelsPerWorldUnit=0.015 ; Maximum size of a building LOD color texture ; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ProcBuilding_Face! MaxProcBuildingLODColorTextureSize=1024 ; Maximum size of a building LOD lighting texture ; IMPORTANT: If you change this, you should also consider changing TEXTUREGROUP_ProcBuilding_LightMap! MaxProcBuildingLODLightingTextureSize=256 ; Whether to crop building LOD textures to rectangular textures to reduce wasted memory UseProcBuildingLODTextureCropping=True ; Whether to force use of power-of-two LOD textures (uses more memory, but may have better performance) ; NOTE: Currently enabled until non-pow2 textures are supported on core platforms ForcePowerOfTwoProcBuildingLODTextures=True ; True if we should combine light/shadow maps together if they're very similar to one another bCombineSimilarMappings=True ; Maximum root mean square deviation of the image difference allowed for mappings to be combined. Requires bCombineSimilarLightAndShadowMappings to be enabled. MaxRMSDForCombiningMappings=6.0 TerrainMaterialMaxTextureCount=16 TerrainTessellationCheckCount=6 TerrainTessellationCheckBorder=2.0 TerrainTessellationCheckDistance=4096.0 BeginUPTryCount=200000 bStaticDecalsEnabled=True bDynamicDecalsEnabled=True bForceStaticTerrain=False LightingOnlyBrightness=(R=0.3,G=0.3,B=0.3,A=1.0) LightComplexityColors=(R=0,G=0,B=0,A=1) LightComplexityColors=(R=0,G=255,B=0,A=1) LightComplexityColors=(R=63,G=191,B=0,A=1) LightComplexityColors=(R=127,G=127,B=0,A=1) LightComplexityColors=(R=191,G=63,B=0,A=1) LightComplexityColors=(R=255,G=0,B=0,A=1) ShaderComplexityColors=(R=0.0,G=1.0,B=0.127,A=1.0) ShaderComplexityColors=(R=0.0,G=1.0,B=0.0,A=1.0) ShaderComplexityColors=(R=0.046,G=0.52,B=0.0,A=1.0) ShaderComplexityColors=(R=0.215,G=0.215,B=0.0,A=1.0) ShaderComplexityColors=(R=0.52,G=0.046,B=0.0,A=1.0) ShaderComplexityColors=(R=0.7,G=0.0,B=0.0,A=1.0) ShaderComplexityColors=(R=1.0,G=0.0,B=0.0,A=1.0) ShaderComplexityColors=(R=1.0,G=0.0,B=0.5,A=1.0) ShaderComplexityColors=(R=1.0,G=0.9,B=0.9,A=1.0) MaxPixelShaderAdditiveComplexityCount=900 ; Garbage collection TimeBetweenPurgingPendingKillObjects=300 NumberOfAllocsBetweenGC=16384 TotalAllocSizeBetweenGC=1048576 MinFadeDurationForGarbageCollectInS=0.2 AllowGarbageCollectOnScreenFadeAfterInS=30 bUseTextureStreaming=True bUseBackgroundLevelStreaming=True ;bSubtitlesEnabled=True //DISHONORED: izerraf (2012-01-31) - no longer read from config files, but from player profile (see ArkProfileSettings.uc) bSubtitlesForcedOff=FALSE ScoutClassName="Engine.Scout" DefaultPostProcessName=EngineMaterials.DefaultScenePostProcess DefaultUIScenePostProcessName=EngineMaterials.DefaultUIPostProcess ThumbnailSkeletalMeshPostProcessName=EngineMaterials.DefaultThumbnailPostProcess ThumbnailParticleSystemPostProcessName=EngineMaterials.DefaultThumbnailPostProcess ThumbnailMaterialPostProcessName=EngineMaterials.DefaultThumbnailPostProcess bOnScreenKismetWarnings=TRUE bEnableKismetLogging=FALSE ; If setting bAllowDebugViewmodesOnConsoles=TRUE, must also add EngineDebugMaterials to the StartupPackages for console platforms bAllowDebugViewmodesOnConsoles=FALSE CameraRotationThreshold=45.0 CameraTranslationThreshold=10000 PrimitiveProbablyVisibleTime = 8.0 PercentUnoccludedRequeries = 0.125 MaxOcclusionPixelsFraction = 0.001 MinTextureDensity=0.0 IdealTextureDensity=13.0 MaxTextureDensity=55.0 MinLightMapDensity=0.0 IdealLightMapDensity=1.0 MaxLightMapDensity=3.0 RenderLightMapDensityGrayscaleScale=1.0 RenderLightMapDensityColorScale=1.0 bRenderLightMapDensityGrayscale=true LightMapDensityVertexMappedColor=(R=0.65,G=0.65,B=0.25,A=1.0) LightMapDensitySelectedColor=(R=1.0,G=0.2,B=1.0,A=1.0) bDisablePhysXHardwareSupport=True DemoRecordingDevice=Engine.DemoRecDriver bPauseOnLossOfFocus=TRUE MaxFluidNumVerts=1048576 FluidSimulationTimeLimit=30.0 MaxParticleResize=0 MaxParticleResizeWarn=0 bCheckParticleRenderSize=True MaxParticleVertexMemory=131972 NetClientTicksPerSecond=200 MaxTrackedOcclusionIncrement=0.10 TrackedOcclusionStepSize=0.10 MipFadeInSpeed0=0.3 MipFadeOutSpeed0=0.1 MipFadeInSpeed1=2.0 MipFadeOutSpeed1=1.0 StatColorMappings=(StatName="AverageFPS",ColorMap=((In=15.0,Out=(R=255)),(In=30,Out=(R=255,G=255)),(In=45.0,Out=(G=255)))) StatColorMappings=(StatName="Frametime",ColorMap=((In=1.0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255)))) StatColorMappings=(StatName="Streaming fudge factor",ColorMap=((In=0.0,Out=(G=255)),(In=1.0,Out=(G=255)),(In=2.5,Out=(R=255,G=255)),(In=5.0,Out=(R=255)),(In=10.0,Out=(R=255)))) PhysXGpuHeapSize=32 PhysXMeshCacheSize=8 HACK_UseTickFrequency=FALSE bShouldGenerateSimpleLightmaps=TRUE bSmoothFrameRate=TRUE MinSmoothedFrameRate=22 MaxSmoothedFrameRate=62 ; This is the default (additive) color of selected objects in the editor DefaultSelectedMaterialColor=(R=0.04,G=0.02,B=0.24,A=1.0) ; This is the startup state of the OnScreenDebugMessage system bEnableOnScreenDebugMessages=true AllowScreenDoorFade=False AllowNvidiaStereo3d=False ; If in a DEBUG build, and DevAbsorbFunc is unsuppressed, the functions in this array will be ignored when throwing warning logs about non-simulated functions being absorbed IgnoreSimulatedFuncWarnings=Tick [Engine.StreamingMovies] RenderPriorityPS3=1001 SuspendGameIO=false [Engine.ISVHacks] bInitializeShadersOnDemand=False DisableATITextureFilterOptimizationChecks=True UseMinimalNVIDIADriverShaderOptimization=True PumpWindowMessagesWhenRenderThreadStalled=False [Engine.GameEngine] MaxDeltaTime=0 ; mostly copied from 2k4 [Engine.DemoRecDriver] AllowDownloads=True DemoSpectatorClass=Engine.PlayerController MaxClientRate=25000 ConnectionTimeout=15.0 InitialConnectTimeout=30.0 AckTimeout=1.0 KeepAliveTime=1.0 SimLatency=0 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=30 LanServerMaxTickRate=30 MaxRewindPoints=30 RewindPointInterval=1.0 NumRecentRewindPoints=7 [Engine.PackagesToAlwaysCook] [Engine.StartupPackages] bSerializeStartupPackagesFromMemory=TRUE bFullyCompressStartupPackages=FALSE Package=EngineMaterials ; Console platforms will remove EngineDebugMaterials from their StartupPackages Package=EngineDebugMaterials Package=EngineFonts [Engine.PackagesToForceCookPerMap] [Core.System] MaxObjectsNotConsideredByGC=0 SizeOfPermanentObjectPool=0 StaleCacheDays=30 MaxStaleCacheSize=10 MaxOverallCacheSize=30 PackageSizeSoftLimit=300 AsyncIOBandwidthLimit=0 CachePath=..\..\%GAME%Game\Cache CacheExt=.uxx Paths=..\..\Engine\Content ScriptPaths=..\..\%GAME%Game\Script FRScriptPaths=..\..\%GAME%Game\ScriptFinalRelease MobileScriptPaths=..\..\%GAME%Game\ScriptMobile CutdownPaths=..\..\%GAME%Game\CutdownPackages CutdownPaths=..\..\%GAME%Game\Script ScreenShotPath=..\..\%GAME%Game\ScreenShots LocalizationPaths=..\..\Engine\Localization Extensions=upk Extensions=u SaveLocalizedCookedPackagesInSubdirectories=FALSE TextureFileCacheExtension=tfc Suppress=Dev Suppress=DevAbsorbFuncs Suppress=DevAnim Suppress=DevAssetDataBase Suppress=DevAudio Suppress=DevAudioVerbose Suppress=DevBind Suppress=DevBsp Suppress=DevCamera Suppress=DevCollision Suppress=DevCompile Suppress=DevComponents Suppress=DevConfig Suppress=DevCooking Suppress=DevCrossLevel Suppress=DevDataStore Suppress=DevDecals Suppress=DevFaceFX ;Suppress=DevGFxUI ;Suppress=DevGFxUIWarning Suppress=DevGarbage ;Suppress=DevHDDCaching Suppress=DevKill Suppress=DevLevelTools Suppress=DevLightmassSolver Suppress=DevLoad Suppress=DevMovie Suppress=DevNavMesh Suppress=DevNavMeshWarning Suppress=DevNet Suppress=DevNetTraffic Suppress=DevOnline Suppress=DevPath Suppress=DevReplace Suppress=DevSHA Suppress=DevSave Suppress=DevShaders Suppress=DevShadersDetailed Suppress=DevSound Suppress=DevStats Suppress=DevTick Suppress=DevUI Suppress=DevUIAnimation Suppress=DevUIFocus Suppress=DevUIStates Suppress=DevUIStyles ;Suppress=DevMCP ;Suppress=DevBeacon ;Suppress=DevBeaconGame ;Suppress=DevOnlineGame ;Suppress=DevMatchmaking Suppress=DevMatinee Suppress=GameStats Suppress=Init Suppress=Input Suppress=Inventory Suppress=Localization Suppress=LocalizationWarning Suppress=PlayerManagement Suppress=PlayerMove [Engine.Client] ; DisplayGamma=2.2 // DISHONORED: izerraf (2012-01-25) - Gamma is no longer read from config files, but from player profile (see ArkProfileSettings.uc) MinDesiredFrameRate=35.000000 InitialButtonRepeatDelay=0.2 ButtonRepeatDelay=0.1 [WinDrv.WindowsClient] MinAllowableResolutionX=0 MinAllowableResolutionY=0 MaxAllowableResolutionX=0 MaxAllowableResolutionY=0 MinAllowableRefreshRate=0 MaxAllowableRefreshRate=0 ParanoidDeviceLostChecking=1 AllowJoystickInput=1 [Engine.Player] ConfiguredInternetSpeed=10000 ConfiguredLanSpeed=20000 PP_DesaturationMultiplier=1.0 PP_HighlightsMultiplier=1.0 PP_MidTonesMultiplier=1.0 PP_ShadowsMultiplier=1.0 [IpDrv.TcpNetDriver] AllowDownloads=True AllowPeerConnections=False ConnectionTimeout=30.0 InitialConnectTimeout=200.0 AckTimeout=1.0 KeepAliveTime=0.2 MaxClientRate=15000 MaxInternetClientRate=10000 RelevantTimeout=5.0 SpawnPrioritySeconds=1.0 ServerTravelPause=4.0 NetServerMaxTickRate=30 LanServerMaxTickRate=35 DownloadManagers=IpDrv.HTTPDownload DownloadManagers=Engine.ChannelDownload NetConnectionClassName="IpDrv.TcpipConnection" [OnlineSubsystemSteamworks.IpNetDriverSteamworks] NetConnectionClassName="OnlineSubsystemSteamworks.IpNetConnectionSteamworks" [IpServer.UdpServerQuery] GameName=ut [IpDrv.UdpBeacon] DoBeacon=True BeaconTime=0.50 BeaconTimeout=5.0 BeaconProduct=ut ServerBeaconPort=8777 BeaconPort=9777 [TextureStreaming] PoolSize=160 MemoryMargin=20 MemoryLoss=0 HysteresisLimit=30 DropMipLevelsLimit=24 StopIncreasingLimit=18 StopStreamingLimit=12 MinEvictSize=10 MinFudgeFactor=1 FudgeFactorIncreaseRateOfChange=0.5 FudgeFactorDecreaseRateOfChange=-0.4 MinRequestedMipsToConsider=11 MinTimeToGuaranteeMinMipCount=2 MaxTimeToGuaranteeMinMipCount=12 UseTextureFileCache=TRUE LoadMapTimeLimit=5.0 LightmapStreamingFactor=0.04 ShadowmapStreamingFactor=0.04 MaxLightmapRadius=2000.0 AllowStreamingLightmaps=True TextureFileCacheBulkDataAlignment=1 UsePriorityStreaming=True bAllowSwitchingStreamingSystem=False UseDynamicStreaming=True bEnableAsyncDefrag=False bEnableAsyncReallocation=False MaxDefragRelocations=256 MaxDefragDownShift=128 [StreamByURL] PostLoadPause=6.0 [UnrealEd.EditorEngine] LocalPlayerClassName=UnrealEd.EditorPlayer ;bSubtitlesEnabled=True //DISHONORED: izerraf (2012-01-31) - no longer read from config files, but from player profile (see ArkProfileSettings.uc) GridEnabled=True SnapScaleEnabled=True ScaleGridSize=5 SnapVertices=False SnapDistance=10.000000 GridSize=(X=16.000000,Y=16.000000,Z=16.000000) RotGridEnabled=True RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024) GameCommandLine=-log FOVAngle=90.000000 ;DISHONORED_BEGIN: htardif (2012-01-13) - GameFOV support GameFOVAngle=75.000000 ;DISHONORED_END: htardif (2012-01-13) FaceFXFOVAngle=60.000000 FaceFXCameraDefaultDistance=512 GodMode=True AutoSaveDir=..\..\Engine\Autosaves InvertwidgetZAxis=True UseAxisIndicator=True MatineeCurveDetail=0.1 Client=WinDrv.WindowsClient CurrentGridSz=4 bUseMayaCameraControls=True bPrefabsLocked=True HeightMapExportClassName="TerrainHeightMapExporterTextT3D" EditorOnlyContentPackages=EditorMeshes EditorOnlyContentPackages=EditorMaterials EditorOnlyContentPackages=EditorResources EditPackagesInPath=..\..\Development\Src EditPackages=Core EditPackages=Engine EditPackages=GFxUI EditPackages=AkAudio EditPackages=GameFramework EditPackages=UnrealEd EditPackages=GFxUIEditor EditPackages=IpDrv EditPackages=OnlineSubsystemPC ;EditPackages=OnlineSubsystemGameSpy EditPackages=OnlineSubsystemLive EditPackages=OnlineSubsystemSteamworks bBuildReachSpecs=FALSE MobileScriptOutputPath=..\..\%GAME%Game\ScriptMobile [UnrealEd.UnrealEdEngine] AutoSaveIndex=0 PackagesToBeFullyLoadedAtStartup=EditorMaterials PackagesToBeFullyLoadedAtStartup=EditorMeshes PackagesToBeFullyLoadedAtStartup=EditorResources PackagesToBeFullyLoadedAtStartup=EngineMaterials PackagesToBeFullyLoadedAtStartup=EngineFonts PackagesToBeFullyLoadedAtStartup=EngineResources PackagesToBeFullyLoadedAtStartup=Engine_MI_Shaders [Engine.DataStoreClient] GlobalDataStoreClasses="Engine.UIDataStore_Strings" GlobalDataStoreClasses="Engine.UIDataStore_GameResource" ;;GlobalDataStoreClasses="Engine.UIDataStore_SessionSettings" ; unused GlobalDataStoreClasses="Engine.UIDataStore_Fonts" GlobalDataStoreClasses="Engine.UIDataStore_Registry" GlobalDataStoreClasses="Engine.UIDataStore_InputAlias" ;PlayerDataStoreClassNames="Engine.UIDataStore_InputAlias" ;PlayerDataStoreClassNames="Engine.PlayerOwnerDataStore" [DevOptions.Shaders] AutoReloadChangedShaders=True bAllowMultiThreadedShaderCompile=True bAllowDistributedShaderCompile=False NumUnusedShaderCompilingThreads=1 ThreadedShaderCompileThreshold=1 MaxShaderJobBatchSize=30 bDumpShaderPDBs=False bPromptToRetryFailedShaderCompiles=True [DevOptions.Debug] ShowSelectedLightmap=False [StatNotifyProviders] BinaryFileStatNotifyProvider=true XmlStatNotifyProvider=false CsvStatNotifyProvider=false StatsNotifyProvider_UDP=true PIXNamedCounterProvider=false [StatNotifyProviders.StatNotifyProvider_UDP] ListenPort=13000 [RemoteControl] SuppressRemoteControlAtStartup=False [LogFiles] PurgeLogsDays=3 LogTimes=True [AnimationCompression] CompressCommandletVersion=1 // Bump this up to trigger full recompression. Otherwise only new animations imported will be recompressed. DefaultCompressionAlgorithm=AnimationCompressionAlgorithm_EdgeAnim TranslationCompressionFormat=7 RotationCompressionFormat=7 AlternativeCompressionThreshold=1.f ForceRecompression=False bOnlyCheckForMissingSkeletalMeshes=False [IpDrv.OnlineSubsystemCommonImpl] MaxLocalTalkers=1 MaxRemoteTalkers=16 bIsUsingSpeechRecognition=false [IpDrv.OnlineGameInterfaceImpl] LanAnnouncePort=14001 LanQueryTimeout=5.0 [OnlineSubsystemLive.OnlineSubsystemLive] LanAnnouncePort=14001 VoiceNotificationDelta=0.2 [Engine.StaticMeshCollectionActor] bCookOutStaticMeshActors=TRUE MaxStaticMeshComponents=100 [Engine.StaticLightCollectionActor] bCookOutStaticLightActors=TRUE MaxLightComponents=100 [LiveSock] bUseVDP=True bUseSecureConnections=true MaxDgramSockets=64 MaxStreamSockets=16 DefaultRecvBufsizeInK=256 DefaultSendBufsizeInK=256 SystemLinkPort=14000 [CustomStats] LD=Streaming fudge factor LD=FrameTime LD=Terrain Foliage Time LD=Foliage Render Time LD=Terrain Smooth Time LD=Terrain Render Time LD=Decal Render Time LD=Terrain Triangles LD=Foliage Instances LD=Decal Triangles LD=Decal Draw Calls LD=Static Mesh Tris LD=Skel Mesh Tris LD=Skel Verts CPU Skin LD=Skel Verts GPU Skin LD=30+ FPS LD=Total CPU rendering time LD=Total GPU rendering time LD=Occluded primitives LD=Projected shadows LD=Visible static mesh elements LD=Visible dynamic primitives LD=Texture Pool Size LD=Physical Memory Used LD=Virtual Memory Used LD=Audio Memory Used LD=Texture Memory Used LD=360 Texture Memory Used LD=Animation Memory LD=Vertex Lighting Memory LD=StaticMesh Vertex Memory LD=StaticMesh Index Memory LD=SkeletalMesh Vertex Memory LD=SkeletalMesh Index Memory LD=Decal Vertex Memory LD=Decal Index Memory LD=Decal Interaction Memory MEMLEAN=Virtual Memory Used MEMLEAN=Audio Memory Used MEMLEAN=Animation Memory MEMLEAN=FaceFX Cur Mem MEMLEAN=Vertex Lighting Memory MEMLEAN=StaticMesh Vertex Memory MEMLEAN=StaticMesh Index Memory MEMLEAN=SkeletalMesh Vertex Memory MEMLEAN=SkeletalMesh Index Memory MEMLEAN=Decal Vertex Memory MEMLEAN=Decal Index Memory MEMLEAN=Decal Interaction Memory MEMLEAN=VertexShader Memory MEMLEAN=PixelShader Memory GameThread=Async Loading Time GameThread=Audio Update Time GameThread=FrameTime GameThread=HUD Time GameThread=Input Time GameThread=Kismet Time GameThread=Move Actor Time GameThread=RHI Game Tick GameThread=RedrawViewports GameThread=Script time GameThread=Tick Time GameThread=Update Components Time GameThread=World Tick Time GameThread=Async Work Wait GameThread=PerFrameCapture GameThread=DynamicLightEnvComp Tick [MemorySplitClassesToTrack] Class=AnimSequence Class=AudioComponent Class=AudioDevice Class=BrushComponent Class=CylinderComponent Class=DecalComponent Class=DecalManager Class=DecalMaterial Class=Font Class=Level Class=Material Class=MaterialInstanceConstant Class=MaterialInstanceTimeVarying Class=Model Class=ModelComponent Class=MorphTarget Class=NavigationMeshBase Class=ParticleModule Class=ParticleSystemComponent Class=PathNode Class=ProcBuilding_SimpleLODActor Class=RB_BodyInstance Class=RB_BodySetup Class=ReachSpec Class=Sequence Class=SkeletalMesh Class=SkeletalMeshComponent Class=SoundCue Class=SoundNode Class=SoundNodeWave Class=StaticMesh Class=StaticMeshActor Class=StaticMeshCollectionActor Class=StaticMeshComponent Class=Terrain Class=TerrainComponent Class=Texture2D Class=UIRoot [MemLeakCheckExtraExecsToRun] Cmd="obj list class=StaticMesh -Alphasort -DetailedInfo" Cmd="obj list class=StaticMeshActor -ALPHASORT -DetailedInfo" Cmd="obj list class=StaticMeshCollectionActor -ALPHASORT -DetailedInfo" Cmd="obj list class=TextureMovie -Alphasort -DetailedInfo" Cmd="obj list class=Level -ALPHASORT -DetailedInfo" Cmd="lightenv list volumes" Cmd="lightenv list transition" Cmd="ListThreads" [ConfigCoalesceFilter] FilterOut=%GAME%Engine.ini FilterOut=%GAME%Editor.ini FilterOut=%GAME%Input.ini FilterOut=%GAME%Lightmass.ini FilterOut=%GAME%Game.ini FilterOut=%GAME%GameDedicatedServer.ini FilterOut=%GAME%UI.ini FilterOut=%GAME%Compat.ini FilterOut=%GAME%EngineG4WLive.ini FilterOut=%GAME%EngineG4WLiveDedicatedServer.ini FilterOut=%GAME%EngineNoLive.ini FilterOut=%GAME%EngineNoLiveDedicatedServer.ini FilterOut=%GAME%EditorKeyBindings.ini FilterOut=%GAME%EditorUserSettings.ini FilterOut=Descriptions.int FilterOut=Editor.int FilterOut=EditorTips.int FilterOut=UnrealEd.int FilterOut=WinDrv.int FilterOut=XWindow.int [TaskPerfTracking] bUseTaskPerfTracking=TRUE RemoteConnectionIP="192.168.0.61" ConnectionString="provider=sqloledb;Data Source=SQL01.ARKANE-STUDIOS.LAN;Initial Catalog=PerfMem;Integrated Security=SSPI" RemoteConnectionStringOverride="provider=sqloledb;Data Source=SQL01.ARKANE-STUDIOS.LAN;Initial Catalog=PerfMem;Integrated Security=SSPI;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn" [TaskPerfMemDatabase] bUseTaskPerfMemDatabase=TRUE RemoteConnectionIP="192.168.0.61" ConnectionString="provider=sqloledb;Data Source=SQL01.ARKANE-STUDIOS.LAN;Initial Catalog=PerfMem;Integrated Security=SSPI" RemoteConnectionStringOverride="provider=sqloledb;Data Source=SQL01.ARKANE-STUDIOS.LAN;Initial Catalog=PerfMem;Integrated Security=SSPI;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn" [MemoryPools] FLightPrimitiveInteractionInitialBlockSize=512 FModShadowPrimitiveInteractionInitialBlockSize=512 [SystemSettings] ; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!! SkeletalLODDistanceFactorMultiplier=1 //DISHONORED: bmartin (2011-08-26) - Setting for graphics quality StaticLODDistanceFactorMultiplier=1 TextureForcedLODBias=0 //DISHONORED: bmartin (2011-08-26) - Setting for texture quality iType_AntiAlias=1 //DISHONORED: olhermite (2012-07-26) see engineArkPClasses.h, EPpAa_None=0, EPpAa_Mlaa=1, EPpAa_Fxaa=2 bUseMaxQualityMode=False StaticDecals=True DynamicDecals=True UnbatchedDecals=True DecalCullDistanceScale=1.0 DynamicLights=True DynamicShadows=True LightEnvironmentShadows=True CompositeDynamicLights=True SHSecondaryLighting=True DirectionalLightmaps=True MotionBlur=False //DISHONORED: nsilvagni (20110104) - Motion blur is unwanted MotionBlurPause=False //DISHONORED: nsilvagni (20110104) - Motion blur is unwanted DepthOfField=True AmbientOcclusion=False //DISHONORED: nsilvagni (20110104) - Ambient occlusion is unwanted Bloom=True UseHighQualityBloom=True bAllowLightShafts=True bAllowRatsShadow=False Distortion=True FilteredDistortion=True DropParticleDistortion=False bAllowDownsampledTranslucency=False SpeedTreeLeaves=True SpeedTreeFronds=True OnlyStreamInTextures=False LensFlares=True FogVolumes=True FloatingPointRenderTargets=True OneFrameThreadLag=True UseVsync=False UpscaleScreenPercentage=True Fullscreen=False AllowD3D10=False AllowRadialBlur=True SkeletalMeshLODBias=0 ParticleLODBias=0 DetailMode=2 ShadowFilterQualityBias=0 MaxAnisotropy=4 MaxMultisamples=1 MinShadowResolution=64 MinPreShadowResolution=8 MaxShadowResolution=800 MaxWholeSceneDominantShadowResolution=1344 ShadowFadeResolution=128 PreShadowFadeResolution=16 ShadowFadeExponent=.25 ResX=1280 ResY=1024 ScreenPercentage=100.000000 SceneCaptureStreamingMultiplier=1.000000 FoliageDrawRadiusMultiplier=1.000000 ShadowTexelsPerPixel=1.27324 PreShadowResolutionFactor=.5 bEnableVSMShadows=False bEnableBranchingPCFShadows=False bAllowHardwareShadowFiltering=False bAllowBetterModulatedShadows=False bEnableForegroundShadowsOnWorld=True bEnableForegroundSelfShadowing=False bAllowWholeSceneDominantShadows=True ShadowFilterRadius=2 ShadowDepthBias=.012 CSMSplitPenumbraScale=.5 CSMSplitSoftTransitionDistanceScale=4 CSMSplitDepthBiasScale=.7 UnbuiltWholeSceneDynamicShadowRadius=20000 UnbuiltNumWholeSceneDynamicShadowCascades=3 WholeSceneShadowUnbuiltInteractionThreshold=50 bAllowFracturedDamage=True NumFracturedPartsScale=1.0 FractureDirectSpawnChanceScale=1.0 FractureRadialSpawnChanceScale=1.0 FractureCullDistanceScale=1.0 bForceCPUAccessToGPUSkinVerts=false bDisableSkeletalInstanceWeights=false SpeakerConfiguration=0 TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=linear) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,NumStreamedMips=3) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear) [SystemSettingsEditor] bEnableForegroundSelfShadowing=False TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point) [SystemSettingsSplitScreen2] ; System settings overrides for split screen bAllowWholeSceneDominantShadows=False bAllowLightShafts=False [SystemSettingsMobile] BasedOn=SystemSettings ;mobile apps should default to fullscreen Fullscreen=True ;disable standard lighting path for mobile devices DirectionalLightmaps=False DynamicLights=False SHSecondaryLighting=False StaticDecals=True DynamicDecals=False UnbatchedDecals=False ;Disable post-process settings MotionBlur=FALSE MotionBlurPause=FALSE DepthOfField=FALSE AmbientOcclusion=FALSE Bloom=FALSE UseHighQualityBloom=FALSE Distortion=FALSE FilteredDistortion=FALSE DropParticleDistortion=TRUE FloatingPointRenderTargets=FALSE ;Default to a slightly lower LOD SkeletalMeshLODBias=1 ParticleLODBias=1 MaxAnisotropy=2 bAllowBetterModulatedShadows=FALSE [SystemSettingsMobileTextureBias] BasedOn=SystemSettingsMobile ;Bias Texture settings by 1 LOD TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point) TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3) TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point) [Engine.PhysicsLODVerticalEmitter] ParticlePercentage=100 [Engine.OnlineSubsystem] NamedInterfaceDefs=(InterfaceName="RecentPlayersList",InterfaceClassName="Engine.OnlineRecentPlayersList") AsyncMinCompletionTime=0.0 [Engine.OnlineRecentPlayersList] MaxRecentPlayers=100 MaxRecentParties=5 [VoIP] VolumeThreshold=0.2 bHasVoiceEnabled=true [FullScreenMovie] bForceNoMovies=FALSE [IPDrv.WebConnection] MaxValueLength=512 MaxLineLength=4096 [IPDrv.WebServer] ApplicationPaths[0]=/ServerAdmin ApplicationPaths[1]=/images ;;Applications[0]=UWeb.HelloWeb ;;ApplicationPaths[0]=/Hello ListenPort=80 MaxConnections=18 ExpirationSeconds=86400 bEnabled=false [IPDrv.WebResponse] IncludePath=/Web CharSet=iso-8859-1 [TextureTracking] #TextureName=T_GD_Traffic_Crosswalk_01 [AnimNotify] Trail_MaxSampleRate=200.0 [Engine.LocalPlayer] OverridePPRecoveryTime=1.0 [MobileSupport] bShouldCachePVRTCTextures=False bShouldFlattenMaterials=False FlattenedTextureResolutionBias=1 [Engine.GameViewportClient] bDebugNoGFxUI=FALSE bUseHardwareCursorWhenWindowed=TRUE # this probably needs be a lot more complicated and be similiar to the summary gather we do in MemLeakCheck [ContentComparisonReferenceTypes] +Class=AnimSet +Class=SkeletalMesh +Class=SoundCue +Class=StaticMesh +Class=ParticleSystem +Class=Texture2D