e_3DEngine Flashcards
e_3dEngineLogAlways
Set maximum verbosity to 3dengine.dll log messages
e_3dEngineTempPoolSize
pool size for temporary allocations in kb, requires app restart
e_AutoPrecacheCameraJumpDist
When not 0 - Force full pre-cache of textures, procedural vegetation and shaders
if camera moved for more than X meters in one frame or on new cut scene start
e_AutoPrecacheCgf
Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)
e_AutoPrecacheCgfMaxTasks
Maximum number of parallel streaming tasks during pre-caching
e_AutoPrecacheTerrainAndProcVeget
Force auto pre-cache of terrain textures and procedural vegetation
e_AutoPrecacheTexturesAndShaders
Force auto pre-cache of general textures and shaders
e_BBoxes
Activates drawing of bounding boxes
e_Brushes
Draw brushes
e_CacheNearestCubePicking
Enable caching nearest cube maps probe picking for alpha blended geometry
e_CameraFreeze
Freeze 3dengine camera (good to debug object culling and LOD).
The view frustum is drawn in write frame.
0 = off
1 = activated
e_CameraGoto
Move cameras to a certain pos/angle
e_CameraRotationSpeed
Rotate camera around Z axis for debugging
e_CharLodMin
Min LOD for character objects
e_Clouds
Enable clouds rendering
e_CoarseShadowMask
Allows coarse shadow mask approximation for alpha blended geometry
0 = Off
1 = Enabled and use asynchronous physics queries
2 = Enabled (but don’t use asynchronous physics queries - debug)
e_CoarseShadowMgrDebug
Toggles coarse visibility manager debug output information
0 = Off
1 = display queries information
2 = display queries cache information
e_CoverageBuffer
Activates usage of software coverage buffer.
1 - camera culling only
2 - camera culling and light-to-object check
e_CoverageBufferAABBExpand
expanding the AABB’s of the objects to test to avoid z-fighting issues in the Coverage buffer
e_CoverageBufferAccurateOBBTest
Checking of OBB boxes instead of AABB or bounding rects
e_CoverageBufferBias
Coverage buffer z-biasing
e_CoverageBufferCullIndividualBrushesMaxNodeSize
128 - cull only nodes of scene tree and very big brushes
0 - cull all brushes individually
e_CoverageBufferDebug
Display content of main camera coverage buffer
e_CoverageBufferDebugDrawScale
Debug
e_CoverageBufferDebugFreeze
Freezes view matrix/-frustum
e_CoverageBufferDrawOccluders
Debug draw of occluders for coverage buffer
e_CoverageBufferLightsDebugSide
Debug
e_CoverageBufferMaxAddRenderMeshTime
Max time for unlimited AddRenderMesh
e_CoverageBufferOccludersLodRatio
Debug
e_CoverageBufferOccludersTestMinTrisNum
Debug
e_CoverageBufferOccludersViewDistRatio
Debug
e_CoverageBufferReproj
Resolution of software coverage buffer
e_CoverageBufferRotationSafeCheck
Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object
e_CoverageBufferTerrain
Activates usage of coverage buffer for terrain
e_CoverageBufferTerrainLodShift
Controls tessellation of terrain mesh
e_CoverageBufferTestMode
Debug
e_CoverageBufferTolerance
amount of visible pixel that will still identify the object as covered
e_CoverageBufferTreeDebug
Debug
e_CoverageBufferVersion
1 Vladimir’s, 2MichaelK’s
e_CoverCgfDebug
Shows the cover setups on cfg files
e_CullerThread
The hw thread number on XENON that the culler will run on, only read at startup
e_CullVegActivation
Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
e_DebugDraw
Draw helpers with information for each object (same number negative hides the text)
1: Name of the used cgf, polycount, used LOD
2: Color coded polygon count
3: Show color coded LODs count, flashing color indicates no Lod
4: Display object texture memory usage
5: Display color coded number of render materials
6: Display ambient color
7: Display tri count, number of render materials, texture memory
8: RenderWorld statistics (with view cones)
9: RenderWorld statistics (with view cones without lights)
10: Render geometry with simple lines and triangles
11: Render occlusion geometry additionally
12: Render occlusion geometry without render geometry
13: Display occlusion amount (used during AO computations)
15: Display helpers
16: Display debug gun
17: Streaming info (buffer sizes)
18: Streaming info (required streaming speed)
19: Physics proxy triangle count
20: Display object instant texture memory usage
21: Display object distance to camera
22: Display object’s current LOD vertex count
e_DebugDrawShowOnlyCompound
e_DebugDraw shows only Compound (less efficient) static meshes
e_DebugDrawShowOnlyLod
e_DebugDraw shows only objects showing lod X
e_DebugLights
Use different colors for objects affected by different number of lights
black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled
e_Decals
Activates drawing of decals (game decals and hand-placed)
e_DecalsAllowGameDecals
Allows creation of decals by game (like weapon bullets marks)
e_DecalsClip
Clip decal geometry by decal bbox
e_DecalsDefferedDynamic
1 - make all game play decals deferred, 2 - make all game play decals non deferred
e_DecalsDefferedDynamicDepthScale
Scale decal projection depth
e_DecalsDefferedDynamicMinSize
Convert only dynamic decals bigger than X into deferred
e_DecalsDefferedStatic
1 - switch all non-planar decals placed by level designer to deferred
e_DecalsForceDeferred
1 - force to convert all decals to use deferred ones
e_DecalsHitCache
Use smart hit caching for bullet hits (may cause no decals in some cases)
e_DecalsLifeTimeScale
Allows to increase or reduce decals life time for different specs
e_DecalsMaxTrisInObject
Do not create decals on objects having more than X triangles
e_DecalsMaxUpdatesPerFrame
Maximum number of static decal render mesh updates per frame
e_DecalsMaxValidFrames
Number of frames after which not visible static decals are removed
e_DecalsMerge
Combine pieces of decals into one render call
e_DecalsNeighborMaxLifeTime
If not zero - new decals will force old decals to fade in X seconds
e_DecalsOverlapping
If zero - new decals will not be spawned if the distance to nearest decals less than X
e_DecalsPlacementTestAreaSize
Avoid spawning decals on the corners or edges of entity geometry
e_DecalsPreCreate
Pre-create decals at load time
e_DecalsRange
Less precision for decals outside this range
e_DecalsScissor
Enable decal rendering optimization by using scissor
e_DefaultMaterial
use gray illumination as default
e_DeferredPhysicsEvents
Enable to Perform some physics events deferred as a task/spu job
e_DeformableObjects
Enable / Disable morph based deformable objects
e_DisplayMemoryUsageIcon
Turns On/Off the memory usage icon rendering: 1 on, 0 off.
e_Dissolve
Objects alphatest_noise_fading out on distance
e_DissolveDist
How near to object MVD dissolve effect triggers
e_DissolveSpriteDistRatio
The fraction of vegetation sprite draw distance over which to dissolve
e_DissolveSpriteMinDist
The min dist over which vegetation sprites dissolve
e_DissolveTime
How many seconds transition takes place
e_DynamicLights
Activates dynamic light sources
e_DynamicLightsConsistentSortOrder
Debug
e_DynamicLightsForceDeferred
Convert all lights to deferred (except sun)
e_DynamicLightsFrameIdVisTest
Use based on last draw frame visibility test
e_DynamicLightsMaxCount
Sets maximum amount of dynamic light sources
e_DynamicLightsMaxEntityLights
Set maximum number of lights affecting object
e_Entities
Activates drawing of entities and brushes
e_EntitySuppressionLevel
Defines the level at which entities are spawned.
Entities marked with lower level will not be spawned - 0 means no level.
Usage: e_EntitySuppressionLevel [0-infinity]
Default is 0 (off)
e_Flocks
Enable Flocks (Birds/Fishes)
e_FlocksHunt
Activates global height/distance based fog
e_FogVolumes
Activates local height/distance based fog volumes
e_FoliageBranchesDamping
Damping of branch ropes
e_FoliageBranchesStiffness
Stiffness of branch ropes
e_FoliageBranchesTimeout
Maximum lifetime of branch ropes (if there are no collisions)
e_FoliageBrokenBranchesDamping
Damping of branch ropes of broken vegetation
e_FoliageStiffness
Stiffness of the spongy obstruct geometry
e_FoliageWindActivationDist
If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
e_ForceDetailLevelForScreenRes
Force sprite distance and other values used for some specific screen resolution, 0 means current
e_GI
Enable/disable global illumination. Default: 1 - enabled
e_GIAmount
Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary)
e_GIBlendRatio
Ratio of overlapped region between nested cascades. 0.25 means 25% overlapping. Default: 0.25 Min: .1 Max: 2
e_GICache
Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled)
e_GICascadesRatio
Sets slope of cascades for global illumination. Default: 2.f
e_GIGlossyReflections
Enable/disable reflective mode for global illumination. Default: 0 - disabled
e_GIIterations
Maximum number of propagation iterations global illumination
The less number of propagation iterations the shorter the bleeding. Default: 6. Max: 32
e_GIMaxDistance
Maximum distance of global illumination in meters.
The less the distance the better the quality. Default: 50. Max: 150
e_GINumCascades
Sets number of cascades for global illumination. Default: 1
e_GIOffset
Offset of GI in front of camera in percents[0;1]. Default: 0.4 Min: 0 Max: 1
e_GIPropagationAmp
Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5
e_GIRSMSize
Set the default reflective shadow map size.
Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512
e_GISecondaryOcclusion
Enable/disable secondary occlusion for global illumination. Default: 0 - disabled
e_GsmCache
Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
e_GsmCacheLodOffset
Makes first X GSM lods not cached
e_GsmCacheLodOffsetExtended
How fast to update terrain GSM lod
e_GsmCastFromTerrain
Cast shadows from terrain
e_GsmDepthBoundsDebug
Debug GSM bounds regions calculation
e_GsmExtendLastLod
Make last cascade bigger and use less frequent updates
e_GsmExtendLastLodIncludeObjects
Includes object shadows into last very big shadow frustum
e_GsmExtendLastLodUseAdditiveBlending
Enable Additive Blending on shadows from terrain
e_GsmExtendLastLodUseVariance
Enable Variance Shadow mapping on shadows from terrain
e_GsmLodsNum
Number of GSM lods (0..5)
e_GsmRange
Size of LOD 0 GSM area (in meters)
e_GsmRangeStep
Range of next GSM lod is previous range multiplied by step
e_GsmRangeStepExtended
gsm_range_step for last gsm lod containing terrain
e_GsmScatterLodDist
Size of Scattering LOD GSM in meters
e_GsmStats
Show GSM statistics 0=off, 1=enable debug to the screens
e_GsmViewSpace
0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
e_HwOcclusionCullingObjects
Activates usage of HW occlusion test for objects
e_HwOcclusionCullingWater
ctivates usage of HW occlusion test for ocean
e_JointStrengthScale
Scales the strength of prebroken objects’ joints (for tweaking)
e_levelStartupFrameDelay
Set to number of frames to wait after level load before beginning fps measuring
e_levelStartupFrameNum
Set to number of frames to capture for avg fps computation
e_LodCompMaxSize
Affects LOD selection for big objects, small number will switch more objects into lower LOD
e_LodMax
Max LOD for objects
e_LodMin
Min LOD for objects
e_LodMinTtris
LODs with less triangles will not be used
e_LodRatio
LOD distance ratio for objects
e_Lods
Load and use LOD models for static geometry
e_LodsForceUse
Force using LODs even if triangle count do not suit
e_MaxViewDistance
Far clipping plane distance
e_MaxViewDistFullDistCamHeight
Debug
e_MaxViewDistSpecLerp
1 - use max view distance set by designer for very high spec
0 - for very low spec
Values between 0 and 1 - will lerp between high and low spec max view distances
e_MtTest
MT Debug
e_ObjectLayersActivation
Allow game to activate/deactivate object layers
e_ObjectLayersActivationPhysics
Allow game to create/free physics of objects
e_Objects
Render or not all objects
e_ObjectsTreeBBoxes
Debug draw of object tree bboxes
e_ObjFastRegister
Debug
e_ObjQuality
Object detail quality
e_ObjStats
Show instances count
e_OcclusionCullingViewDistRatio
Skip per object occlusion test for very far objects - culling on tree level will handle it
e_OcclusionLazyHideFrames
Makes less occluson tests, but it takes more frames to detect invisible objects
e_OcclusionVolumes
Enable occlusion volumes(antiportals)
e_OcclusionVolumesViewDistRatio
Controls how far occlusion volumes starts to occlude objects
e_OnDemandMaxSize
Specifies the maximum size of vegetation objects that are physicalized on-demand
e_OnDemandPhysics
Turns on on-demand vegetation physicalization
e_ParticleList
Writes all effects used and counts to log
e_ParticleListEmitters
Writes all emitters to log
e_ParticleMemory
Displays current particle memory usage
e_Particles
Activates drawing of particles
e_ParticlesCoarseShadowMask
Allows particles coarse shadow mask approximation
0 = Off
1 = Enabled
e_ParticlesDebug
Particle debug flags: flags+ enables, flags- disables
1 = show basic stats
f+ = show fill rate stats
r+ = show reuse/reject stats
b+ = draw bounding boxes and labels
s+ = log emitter and particle counts by effect (for 1 frame)
e+ = log particle system timing info (for 1 frame)
d+ = log particle system timing info (for new slowest frames)
t+ = log particle texture usage
c+ = disable clipping against water and vis area bounds
x+ = disable DX11 geom shader
z+ = freeze particle system
e_ParticlesDumpMemoryAfterMapLoad
Set to 1 to dump particle memory informations after map load
e_ParticlesEmitterPoolSize
Particles pool memory size in KB for sub-emitter
e_ParticlesForceAnimBlend
Blend animated textures for all particle effects (even if not enabled in particle parameters)
Usage: e_ParticlesForceAnimBlend [0/1]
0 = Off
1 = On
e_ParticlesHalfResCoverageTreshold
Screen coverage treshold for particles that are to be half resolution rendered
(the higher number the less probable the particle emitter will pass the coverage test and thus won’t be half res rendered)
Usage: e_ParticlesHalfResCoverageTreshold [n]
e_ParticlesHalfResTreatAsForced
Treat allowed half resolution particles as if they were forced (ie. non-continuous list of halfres particles)
Usage: e_ParticlesHalfResTreatAsForced [0/1]
e_ParticlesLights
Allows to have light source attached to every particle
0 = Off
1 = Deferred lights
e_ParticlesLightsViewDistRatio
Set particles lights view distance ratio
e_ParticlesLod
Multiplier to particle count
e_ParticlesMaxDrawScreen
Screen size max per particle – fade out earlier
e_ParticlesMaxScreenFill
Screen size max of total particles to draw
e_ParticlesMinDrawAlpha
Alpha cutoff for rendering particles
e_ParticlesMinDrawPixels
Pixel size min per particle – fade out earlier
e_ParticlesObjectCollisions
Enable particle/object collisions for SimpleCollision:
1 = against static objects only, 2 = dynamic also
e_ParticlesPoolSize
Particles pool memory size in KB
e_ParticlesPreload
Enable preloading of all particle effects at the beginning
e_ParticlesQuality
Particles detail quality
e_ParticlesThread
Enable particle threading