e_3DEngine Flashcards

1
Q

e_3dEngineLogAlways

A

Set maximum verbosity to 3dengine.dll log messages

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2
Q

e_3dEngineTempPoolSize

A

pool size for temporary allocations in kb, requires app restart

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3
Q

e_AutoPrecacheCameraJumpDist

A

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

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4
Q

e_AutoPrecacheCgf

A

Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster)

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5
Q

e_AutoPrecacheCgfMaxTasks

A

Maximum number of parallel streaming tasks during pre-caching

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6
Q

e_AutoPrecacheTerrainAndProcVeget

A

Force auto pre-cache of terrain textures and procedural vegetation

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7
Q

e_AutoPrecacheTexturesAndShaders

A

Force auto pre-cache of general textures and shaders

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8
Q

e_BBoxes

A

Activates drawing of bounding boxes

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9
Q

e_Brushes

A

Draw brushes

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10
Q

e_CacheNearestCubePicking

A

Enable caching nearest cube maps probe picking for alpha blended geometry

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11
Q

e_CameraFreeze

A

Freeze 3dengine camera (good to debug object culling and LOD).
The view frustum is drawn in write frame.
0 = off
1 = activated

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12
Q

e_CameraGoto

A

Move cameras to a certain pos/angle

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13
Q

e_CameraRotationSpeed

A

Rotate camera around Z axis for debugging

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14
Q

e_CharLodMin

A

Min LOD for character objects

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15
Q

e_Clouds

A

Enable clouds rendering

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16
Q

e_CoarseShadowMask

A

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)

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17
Q

e_CoarseShadowMgrDebug

A

Toggles coarse visibility manager debug output information
0 = Off
1 = display queries information
2 = display queries cache information

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18
Q

e_CoverageBuffer

A

Activates usage of software coverage buffer.
1 - camera culling only
2 - camera culling and light-to-object check

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19
Q

e_CoverageBufferAABBExpand

A

expanding the AABB’s of the objects to test to avoid z-fighting issues in the Coverage buffer

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20
Q

e_CoverageBufferAccurateOBBTest

A

Checking of OBB boxes instead of AABB or bounding rects

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21
Q

e_CoverageBufferBias

A

Coverage buffer z-biasing

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22
Q

e_CoverageBufferCullIndividualBrushesMaxNodeSize

A

128 - cull only nodes of scene tree and very big brushes

0 - cull all brushes individually

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23
Q

e_CoverageBufferDebug

A

Display content of main camera coverage buffer

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24
Q

e_CoverageBufferDebugDrawScale

A

Debug

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25
e_CoverageBufferDebugFreeze
Freezes view matrix/-frustum
26
e_CoverageBufferDrawOccluders
Debug draw of occluders for coverage buffer
27
e_CoverageBufferLightsDebugSide
Debug
28
e_CoverageBufferMaxAddRenderMeshTime
Max time for unlimited AddRenderMesh
29
e_CoverageBufferOccludersLodRatio
Debug
30
e_CoverageBufferOccludersTestMinTrisNum
Debug
31
e_CoverageBufferOccludersViewDistRatio
Debug
32
e_CoverageBufferReproj
Resolution of software coverage buffer
33
e_CoverageBufferRotationSafeCheck
Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object
34
e_CoverageBufferTerrain
Activates usage of coverage buffer for terrain
35
e_CoverageBufferTerrainLodShift
Controls tessellation of terrain mesh
36
e_CoverageBufferTestMode
Debug
37
e_CoverageBufferTolerance
amount of visible pixel that will still identify the object as covered
38
e_CoverageBufferTreeDebug
Debug
39
e_CoverageBufferVersion
1 Vladimir's, 2MichaelK's
40
e_CoverCgfDebug
Shows the cover setups on cfg files
41
e_CullerThread
The hw thread number on XENON that the culler will run on, only read at startup
42
e_CullVegActivation
Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)
43
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
44
e_DebugDrawShowOnlyCompound
e_DebugDraw shows only Compound (less efficient) static meshes
45
e_DebugDrawShowOnlyLod
e_DebugDraw shows only objects showing lod X
46
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
47
e_Decals
Activates drawing of decals (game decals and hand-placed)
48
e_DecalsAllowGameDecals
Allows creation of decals by game (like weapon bullets marks)
49
e_DecalsClip
Clip decal geometry by decal bbox
50
e_DecalsDefferedDynamic
1 - make all game play decals deferred, 2 - make all game play decals non deferred
51
e_DecalsDefferedDynamicDepthScale
Scale decal projection depth
52
e_DecalsDefferedDynamicMinSize
Convert only dynamic decals bigger than X into deferred
53
e_DecalsDefferedStatic
1 - switch all non-planar decals placed by level designer to deferred
54
e_DecalsForceDeferred
1 - force to convert all decals to use deferred ones
55
e_DecalsHitCache
Use smart hit caching for bullet hits (may cause no decals in some cases)
56
e_DecalsLifeTimeScale
Allows to increase or reduce decals life time for different specs
57
e_DecalsMaxTrisInObject
Do not create decals on objects having more than X triangles
58
e_DecalsMaxUpdatesPerFrame
Maximum number of static decal render mesh updates per frame
59
e_DecalsMaxValidFrames
Number of frames after which not visible static decals are removed
60
e_DecalsMerge
Combine pieces of decals into one render call
61
e_DecalsNeighborMaxLifeTime
If not zero - new decals will force old decals to fade in X seconds
62
e_DecalsOverlapping
If zero - new decals will not be spawned if the distance to nearest decals less than X
63
e_DecalsPlacementTestAreaSize
Avoid spawning decals on the corners or edges of entity geometry
64
e_DecalsPreCreate
Pre-create decals at load time
65
e_DecalsRange
Less precision for decals outside this range
66
e_DecalsScissor
Enable decal rendering optimization by using scissor
67
e_DefaultMaterial
use gray illumination as default
68
e_DeferredPhysicsEvents
Enable to Perform some physics events deferred as a task/spu job
69
e_DeformableObjects
Enable / Disable morph based deformable objects
70
e_DisplayMemoryUsageIcon
Turns On/Off the memory usage icon rendering: 1 on, 0 off.
71
e_Dissolve
Objects alphatest_noise_fading out on distance
72
e_DissolveDist
How near to object MVD dissolve effect triggers
73
e_DissolveSpriteDistRatio
The fraction of vegetation sprite draw distance over which to dissolve
74
e_DissolveSpriteMinDist
The min dist over which vegetation sprites dissolve
75
e_DissolveTime
How many seconds transition takes place
76
e_DynamicLights
Activates dynamic light sources
77
e_DynamicLightsConsistentSortOrder
Debug
78
e_DynamicLightsForceDeferred
Convert all lights to deferred (except sun)
79
e_DynamicLightsFrameIdVisTest
Use based on last draw frame visibility test
80
e_DynamicLightsMaxCount
Sets maximum amount of dynamic light sources
81
e_DynamicLightsMaxEntityLights
Set maximum number of lights affecting object
82
e_Entities
Activates drawing of entities and brushes
83
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)
84
e_Flocks
Enable Flocks (Birds/Fishes)
85
e_FlocksHunt
Activates global height/distance based fog
86
e_FogVolumes
Activates local height/distance based fog volumes
87
e_FoliageBranchesDamping
Damping of branch ropes
88
e_FoliageBranchesStiffness
Stiffness of branch ropes
89
e_FoliageBranchesTimeout
Maximum lifetime of branch ropes (if there are no collisions)
90
e_FoliageBrokenBranchesDamping
Damping of branch ropes of broken vegetation
91
e_FoliageStiffness
Stiffness of the spongy obstruct geometry
92
e_FoliageWindActivationDist
If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated
93
e_ForceDetailLevelForScreenRes
Force sprite distance and other values used for some specific screen resolution, 0 means current
94
e_GI
Enable/disable global illumination. Default: 1 - enabled
95
e_GIAmount
Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary)
96
e_GIBlendRatio
Ratio of overlapped region between nested cascades. 0.25 means 25% overlapping. Default: 0.25 Min: .1 Max: 2
97
e_GICache
Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled)
98
e_GICascadesRatio
Sets slope of cascades for global illumination. Default: 2.f
99
e_GIGlossyReflections
Enable/disable reflective mode for global illumination. Default: 0 - disabled
100
e_GIIterations
Maximum number of propagation iterations global illumination | The less number of propagation iterations the shorter the bleeding. Default: 6. Max: 32
101
e_GIMaxDistance
Maximum distance of global illumination in meters. | The less the distance the better the quality. Default: 50. Max: 150
102
e_GINumCascades
Sets number of cascades for global illumination. Default: 1
103
e_GIOffset
Offset of GI in front of camera in percents[0;1]. Default: 0.4 Min: 0 Max: 1
104
e_GIPropagationAmp
Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5
105
e_GIRSMSize
Set the default reflective shadow map size. | Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512
106
e_GISecondaryOcclusion
Enable/disable secondary occlusion for global illumination. Default: 0 - disabled
107
e_GsmCache
Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated
108
e_GsmCacheLodOffset
Makes first X GSM lods not cached
109
e_GsmCacheLodOffsetExtended
How fast to update terrain GSM lod
110
e_GsmCastFromTerrain
Cast shadows from terrain
111
e_GsmDepthBoundsDebug
Debug GSM bounds regions calculation
112
e_GsmExtendLastLod
Make last cascade bigger and use less frequent updates
113
e_GsmExtendLastLodIncludeObjects
Includes object shadows into last very big shadow frustum
114
e_GsmExtendLastLodUseAdditiveBlending
Enable Additive Blending on shadows from terrain
115
e_GsmExtendLastLodUseVariance
Enable Variance Shadow mapping on shadows from terrain
116
e_GsmLodsNum
Number of GSM lods (0..5)
117
e_GsmRange
Size of LOD 0 GSM area (in meters)
118
e_GsmRangeStep
Range of next GSM lod is previous range multiplied by step
119
e_GsmRangeStepExtended
gsm_range_step for last gsm lod containing terrain
120
e_GsmScatterLodDist
Size of Scattering LOD GSM in meters
121
e_GsmStats
Show GSM statistics 0=off, 1=enable debug to the screens
122
e_GsmViewSpace
0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera
123
e_HwOcclusionCullingObjects
Activates usage of HW occlusion test for objects
124
e_HwOcclusionCullingWater
ctivates usage of HW occlusion test for ocean
125
e_JointStrengthScale
Scales the strength of prebroken objects' joints (for tweaking)
126
e_levelStartupFrameDelay
Set to number of frames to wait after level load before beginning fps measuring
127
e_levelStartupFrameNum
Set to number of frames to capture for avg fps computation
128
e_LodCompMaxSize
Affects LOD selection for big objects, small number will switch more objects into lower LOD
129
e_LodMax
Max LOD for objects
130
e_LodMin
Min LOD for objects
131
e_LodMinTtris
LODs with less triangles will not be used
132
e_LodRatio
LOD distance ratio for objects
133
e_Lods
Load and use LOD models for static geometry
134
e_LodsForceUse
Force using LODs even if triangle count do not suit
135
e_MaxViewDistance
Far clipping plane distance
136
e_MaxViewDistFullDistCamHeight
Debug
137
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
138
e_MtTest
MT Debug
139
e_ObjectLayersActivation
Allow game to activate/deactivate object layers
140
e_ObjectLayersActivationPhysics
Allow game to create/free physics of objects
141
e_Objects
Render or not all objects
142
e_ObjectsTreeBBoxes
Debug draw of object tree bboxes
143
e_ObjFastRegister
Debug
144
e_ObjQuality
Object detail quality
145
e_ObjStats
Show instances count
146
e_OcclusionCullingViewDistRatio
Skip per object occlusion test for very far objects - culling on tree level will handle it
147
e_OcclusionLazyHideFrames
Makes less occluson tests, but it takes more frames to detect invisible objects
148
e_OcclusionVolumes
Enable occlusion volumes(antiportals)
149
e_OcclusionVolumesViewDistRatio
Controls how far occlusion volumes starts to occlude objects
150
e_OnDemandMaxSize
Specifies the maximum size of vegetation objects that are physicalized on-demand
151
e_OnDemandPhysics
Turns on on-demand vegetation physicalization
152
e_ParticleList
Writes all effects used and counts to log
153
e_ParticleListEmitters
Writes all emitters to log
154
e_ParticleMemory
Displays current particle memory usage
155
e_Particles
Activates drawing of particles
156
e_ParticlesCoarseShadowMask
Allows particles coarse shadow mask approximation 0 = Off 1 = Enabled
157
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
158
e_ParticlesDumpMemoryAfterMapLoad
Set to 1 to dump particle memory informations after map load
159
e_ParticlesEmitterPoolSize
Particles pool memory size in KB for sub-emitter
160
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
161
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]
162
e_ParticlesHalfResTreatAsForced
Treat allowed half resolution particles as if they were forced (ie. non-continuous list of halfres particles) Usage: e_ParticlesHalfResTreatAsForced [0/1]
163
e_ParticlesLights
Allows to have light source attached to every particle 0 = Off 1 = Deferred lights
164
e_ParticlesLightsViewDistRatio
Set particles lights view distance ratio
165
e_ParticlesLod
Multiplier to particle count
166
e_ParticlesMaxDrawScreen
Screen size max per particle -- fade out earlier
167
e_ParticlesMaxScreenFill
Screen size max of total particles to draw
168
e_ParticlesMinDrawAlpha
Alpha cutoff for rendering particles
169
e_ParticlesMinDrawPixels
Pixel size min per particle -- fade out earlier
170
e_ParticlesObjectCollisions
Enable particle/object collisions for SimpleCollision: | 1 = against static objects only, 2 = dynamic also
171
e_ParticlesPoolSize
Particles pool memory size in KB
172
e_ParticlesPreload
Enable preloading of all particle effects at the beginning
173
e_ParticlesQuality
Particles detail quality
174
e_ParticlesThread
Enable particle threading
175
e_ParticlesUseLevelSpecificLibs
Allows searching for level-specific version of effects files 0 = Off 1 = Enabled
176
e_PhysFoliage
Enables physicalized foliage 1 - only for dynamic objects 2 - for static and dynamic)
177
e_PhysMinCellSize
Min size of cell in physical entity grid
178
e_PhysOceanCell
Cell size for ocean approximation in physics, 0 assumes flat plane
179
e_PhysProxyTriLimit
Maximum allowed triangle count for phys proxies
180
e_Portals
Activates drawing of visareas content (indoors), values 2,3,4 used for debugging
181
e_PortalsBigEntitiesFix
Enables special processing of big entities like vehicles intersecting portals
182
e_PrecacheLevel
Pre-render objects right after level loading
183
e_PreloadDecals
Preload all materials for decals
184
e_PreloadMaterials
Preload level materials from level cache pak and resources list
185
e_PrepareDeformableObjectsAtLoadTime
Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage
186
e_ProcVegetation
Show procedurally distributed vegetation
187
e_ProcVegetationMaxObjectsInChunk
Maximum number of instances per chunk
188
e_ProcVegetationMaxSectorsInCache
Maximum number of 64x64 meter sectors cached in memory
189
e_ProcVegetationMaxViewDistance
Maximum distance where procedural objects may be spawn
190
e_Recursion
If 0 - will skip recursive render calls like render into texture
191
e_RecursionOcclusionCulling
If 0 - will disable occlusion tests for recursive render calls like render into texture
192
e_RecursionViewDistRatio
Set all view distances shorter by factor of X
193
e_ReloadSurfaces
Reload physical properties of all materials
194
e_Render
Enable engine rendering
195
e_RenderMeshCollisionTolerance
Min distance between physics-proxy and rendermesh before collision is considered a hole
196
e_RNTmpDataPoolMaxFrames
Cache RNTmpData at least for X framres
197
e_Roads
Activates drawing of road objects
198
e_Ropes
Turn Rendering of Ropes on/off
199
e_ScissorDebug
Debug
200
e_ScreenShot
Make screenshot combined up of multiple rendered frames (negative values for multiple frames, positive for a a single frame) 1 highres 2 360 degree panorama 3 Map top-down view see: e_ScreenShotWidth, e_ScreenShotHeight, e_ScreenShotQuality, e_ScreenShotMapCenterX, e_ScreenShotMapCenterY, e_ScreenShotMapSize, e_ScreenShotMinSlices, e_ScreenShotDebug
201
e_ScreenShotDebug
0 off 1 show stitching borders 2 show overlapping areas
202
e_ScreenShotFileFormat
Set output image file format for hires screen shots. Can be JPG or TGA
203
e_ScreenShotHeight
used for all type highres screenshots made by e_ScreenShot to define the height of the destination image, 1500 default
204
e_ScreenShotMapCamHeight
param for top-down-view screenshot creation, defining the camera height for screenshots, see e_ScreenShotMap defines the y position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
205
e_ScreenShotMapCenterX
param for the centerX position of the camera, see e_ScreenShotMap defines the x position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
206
e_ScreenShotMapCenterY
param for the centerX position of the camera, see e_ScreenShotMap defines the y position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default)
207
e_ScreenShotMapOrientation
param for rotating the orientation through 90 degrees so the screen shot width is along the X axis see e_ScreenShotMap 0 - 1 (0 is default)
208
e_ScreenShotMapSizeX
param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
209
e_ScreenShotMapSizeY
param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default)
210
e_ScreenShotMinSlices
used for all type highres screenshots made by e_ScreenShot to define the amount of sub-screenshots for the width and height to generate the image, the min count will be automatically raised if not sufficient (per screenshot-based)
211
e_ScreenShotQuality
used for all type highres screenshots made by e_ScreenShot to define the quality 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug
212
e_ScreenShotWidth
used for all type highres screenshots made by e_ScreenShot to define the width of the destination image, 2000 default
213
e_Shadows
Activates drawing of shadows
214
e_ShadowsAdaptScale
Shadows slope bias for shadowgen
215
e_ShadowsCastViewDistRatio
View dist ratio for shadow maps casting from objects
216
e_ShadowsCastViewDistRatioLights
View dist ratio for shadow maps casting for light sources
217
e_ShadowsClouds
Cloud shadows
218
e_ShadowsConstBias
Shadows slope bias for shadowgen
219
e_ShadowsDebug
0=off, 2=visualize shadow maps on the screen
220
e_ShadowsFrustums
Debug
221
e_ShadowsLodBiasFixed
Simplifies mesh for shadow map generation by X LOD levels
222
e_ShadowsLodBiasInvis
Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame
223
e_ShadowsMasksLimit
Maximum amount of allocated shadow mask textures This limits the number of shadow casting lights overlapping 0=disable limit(unpredictable memory requirements) 1=one texture (4 channels for 4 lights) 2=two textures (8 channels for 8 lights), ...
224
e_ShadowsMaxTexRes
Set maximum resolution of shadow map | 256(faster), 512(medium), 1024(better quality)
225
e_ShadowsOcclusionCulling
Enable/disable shadow-caster test against the occlusion buffer
226
e_ShadowsOcclusionCullingCaster
Clips the caster extrusion to the zero height.
227
e_ShadowsOnAlphaBlend
Enable shadows on alphablended
228
e_ShadowsOnWater
Enable/disable shadows on water
229
e_ShadowsResScale
Shadows slope bias for shadowgen
230
e_ShadowsSlopeBias
Shadows slope bias for shadowgen
231
e_sketch_mode
Enables Sketch mode drawing
232
e_SkyBox
Activates drawing of skybox and moving cloud layers
233
e_SkyQuality
Quality of dynamic sky: 1 (very high), 2 (high).
234
e_SkyType
Type of sky used: 0 (static), 1 (dynamic).
235
e_SkyUpdateRate
Percentage of a full dynamic sky update calculated per frame (0..100].
236
e_Sleep
Sleep X in C3DEngine::Draw
237
e_SplitScreenTest
Split screen into 2x2 views. Currently doesn't work with deferred shading, post-processing, SSAO and terrain AO
238
e_SQTestBegin
If not zero - start streaming latency unit test
239
e_SQTestCount
If not zero - restart test X times
240
e_SQTestDelay
Time to stabilize the system before camera movements
241
e_SQTestDistance
Distance to travel
242
e_SQTestExitOnFinish
If not zero - shutdown when finished testing
243
e_SQTestMip
Mip to wait during test
244
e_SQTestMoveSpeed
Camera speed during test (meters/sec)
245
e_SQTestTextureName
Reference texture name for streaming latency test
246
e_StatObjBufferRenderTasks
1 - occlusion test on render node level, 2 - occlusion test on render mesh level
247
e_StatObjMerge
Enable CGF sub-objects meshes merging
248
e_StatObjMergeMaxTrisPerDrawCall
Skip merging of meshes already having acceptable number of triangles per draw call
249
e_StatObjMergeUseThread
Use a thread to perform sub-objects meshes merging
250
e_StatObjPreload
Load level CGF's in efficient way
251
e_StatObjTestOBB
Use additinal OBB check for culling
252
e_StatObjValidate
Enable CGF mesh validation during loading
253
e_StatoscopeAddUserMarker
Add a user marker to the perf stat logging for this frame
254
e_StatoscopeAllowFpsOverride
Allow overriding of cvars in release for fps captures (MP only).
255
e_StatoscopeCreateLogFilePerLevel
Create a new perflog file per level.
256
e_StatoscopeDataGroups
``` Which data groups are recorded each frame: flags+ enables, flags- disables 0 = none 1 = all u+ = user markers k+ = callstacks f+ = frame lengths g+ = graphics e+ = ef_lists m+ = memory s+ = streaming n+ = ai stats t+ = threading j+ = CPU Times i+ = GPU Times v+ = Vertex data p+ = particles l+ = location c+ = per-cgf gpu profilers r+ = frame profilers a+ = streaming audio x+ = streaming textures o+ = streaming objects b+ = texture pool buckets q+ = performance counters ```
257
e_StatoscopeDumpAll
Controls whether all functions are dumped in a profile log.
258
e_StatoscopeDumpManual
Controls whether all functions are dumped in a profile log.
259
e_StatoscopeDumpPeriod
How many seconds between Statoscope log writing (0 to disable).
260
e_StatoscopeFilenameUseBuildInfo
Set to include the platform and build number in the log filename.
261
e_StatoscopeFilenameUseMap
Set to include the map name in the log filename.
262
e_StatoscopeFilenameUseTag
Set to include tag in the log file name.
263
e_StatoscopeFilenameUseTime
Set to include the time and date in the log filename.
264
e_StatoscopeMaxNumFuncsPerFrame
Max number of funcs to log per frame.
265
e_StatoscopeMinFuncLengthMs
Min func duration (ms) to be logged by statoscope.
266
e_StatoscopeScreenCapWhenGPULimited
Statoscope will take a screen capture when we are GPU limited
267
e_StatoscopeScreenshotCapturePeriod
How many seconds between Statoscope screenshot captures (-1 to disable).
268
e_StatoscopeSocketAddress
Set to dump log via a server at the specified address.
269
e_StreamAutoMipFactorMax
Debug
270
e_StreamAutoMipFactorMaxDVD
Debug
271
e_StreamAutoMipFactorMin
Debug
272
e_StreamAutoMipFactorSpeedThreshold
Debug
273
e_StreamCgf
Enable streaming of static render meshes
274
e_StreamCgfDebug
Draw helpers and other debug information about CGF streaming 1: Draw color coded boxes for objects taking more than e_StreamCgfDebugMinObjSize, also shows are the LOD's stored in single CGF or were split into several CGF's 2: Trace into console every loading and unloading operation 3: Print list of currently active objects taking more than e_StreamCgfDebugMinObjSize KB
275
e_StreamCgfDebugFilter
Show only items containig specified text
276
e_StreamCgfDebugHeatMap
Generate and show mesh streaming heat map 1: Generate heat map for entire level 2: Show last heat map
277
e_StreamCgfDebugMinObjSize
Threshold for objects debugging in KB
278
e_StreamCgfFastUpdateMaxDistance
Update streaming priorities for near objects every second frame
279
e_StreamCgfGridUpdateDistance
Update streaming priorities when camera moves more than this value
280
e_StreamCgfMaxTasksInProgress
Maximum number of files simultaneously requested from streaming system
281
e_StreamCgfPoolSize
Threshold for objects debugging in KB
282
e_StreamCgfFastUpdateMaxDistance
Update streaming priorities for near objects every second frame
283
e_StreamCgfGridUpdateDistance
Update streaming priorities when camera moves more than this value
284
e_StreamCgfMaxTasksInProgress
Maximum number of files simultaneously requested from streaming system
285
e_StreamCgfPoolSize
Render mesh cache size in MB
286
e_StreamCgfUpdatePerNodeDistance
Use node distance as entity distance for far nodex
287
e_StreamCgfVisObjPriority
Priority boost for visible objects 0 - visible objects has no priority over invisible objects, camera direction does not affect streaming 1 - visible objects has highest priority, in case of trashing will produce even more trashing
288
e_StreamPredictionAhead
Use preducted camera position for streaming priority updates
289
e_StreamPredictionAheadDebug
Draw ball at predicted position
290
e_StreamPredictionDistanceFar
Prediction distance for streaming, affects far objects
291
e_StreamPredictionDistanceNear
Prediction distance for streaming, affets LOD of objects
292
e_StreamPredictionMaxVisAreaRecursion
Maximum number visareas and portals to traverse.
293
e_StreamPredictionMinFarZoneDistance
Debug
294
e_StreamPredictionMinReportDistance
Debug
295
e_StreamPredictionTexelDensity
Use mesh texture mapping density info for textures streaming
296
e_StreamPredictionUpdateTimeSlice
Maximum amount of time to spend for scene streaming priority update in milliseconds
297
e_StreamSaveStartupResultsIntoXML
Save basic information about streaming performance on level start into XML
298
e_Sun
Activates sun light source
299
e_SunAngleSnapDot
Sun dir snap control
300
e_SunAngleSnapSec
Sun dir snap control
301
e_SunClipPlaneRange
Maximum possible clip plane range for sun light frustum in meters
302
e_Terrain
Activates drawing of terrain ground
303
e_TerrainAo
Activate deferred terrain ambient occlusion
304
e_TerrainBBoxes
Show terrain nodes bboxes
305
e_TerrainDeformations
Allows in-game terrain surface deformations
306
e_TerrainDetailMaterials
Activates drawing of detail materials on terrain ground
307
e_TerrainDetailMaterialsDebug
Shows number of materials in use per terrain sector
308
e_TerrainDetailMaterialsViewDistXY
Max view distance of terrain XY materials
309
e_TerrainDetailMaterialsViewDistZ
Max view distance of terrain Z materials
310
e_TerrainDrawThisSectorOnly
1 - render only sector where camera is and objects registered in sector 00 2 - render only sector where camera is
311
e_TerrainLodRatio
Set heightmap LOD
312
e_TerrainLodRatioHolesMin
Rises LOD for distant terrain sectors with holes, prevents too strong distortions of holes on distance
313
e_TerrainLog
Debug
314
e_TerrainNormalMap
Use terrain normal map for base pass if available
315
e_TerrainOcclusionCulling
heightmap occlusion culling with time coherency 0=off, 1=on
316
e_TerrainOcclusionCullingDebug
Draw sphere on every terrain height sample
317
e_TerrainOcclusionCullingMaxDist
Max length of ray (for version 1)
318
e_TerrainOcclusionCullingMaxSteps
Max number of tests per ray (for version 0)
319
e_TerrainOcclusionCullingPrecision
Density of rays
320
e_TerrainOcclusionCullingPrecisionDistRatio
Controls density of rays depending on distance to the object
321
e_TerrainOcclusionCullingStepSize
Initial size of single step (in heightmap units)
322
e_TerrainOcclusionCullingStepSizeDelta
Step size scale on every next step (for version 1)
323
e_TerrainOcclusionCullingVersion
0 - old, 1 - new
324
e_TerrainTextureDebug
Debug
325
e_TerrainTextureLodRatio
Adjust terrain base texture resolution on distance
326
e_TerrainTextureStreamingDebug
Debug
327
e_TerrainTextureStreamingPoolItemsNum
Specifies number of textures in terrain base texture streaming pool
328
e_texeldensity
Enables texel density debug 1: Objects texel density 2: Objects texel density with colored mipmaps 3: Terrain texel density 4: Terrain texel density with colored mipmaps
329
e_TimeOfDay
Current Time of Day
330
e_TimeOfDayDebug
Display time of day current values on screen
331
e_TimeOfDaySpeed
Time of Day change speed
332
e_Vegetation
Activates drawing of distributed objects like trees
333
e_VegetationAlignToTerrainAmount
0 - no align, 1 - full align
334
e_VegetationAlphaBlend
Allow alpha blending for vegetations
335
e_VegetationBending
Debug
336
e_VegetationBoneInfo
Logs information about number of bones in each vegetation object loaded
337
e_VegetationMinSize
Minimal size of static object, smaller objects will be not rendered
338
e_VegetationSphericalSkinning
Activates vegetation spherical skinning support
339
e_VegetationSprites
Activates drawing of sprites instead of distributed objects at far distance
340
e_VegetationSpritesBatching
Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation
341
e_VegetationSpritesDistanceCustomRatioMin
Clamps SpriteDistRatio setting in vegetation properties
342
e_VegetationSpritesDistanceRatio
Allows changing distance on what vegetation switch into sprite
343
e_VegetationSpritesMinDistance
Sets minimal distance when distributed object can be replaced with sprite
344
e_VegetationUseTerrainColor
Allow blend with terrain color for vegetations
345
e_ViewDistCompMaxSize
Affects max view distance for big objects, small number will render less objects
346
e_ViewDistMin
Min distance on what far objects will be culled out
347
e_ViewDistRatio
View distance ratio for objects
348
e_ViewDistRatioCustom
View distance ratio for special marked objects (Players,AI,Vehicles)
349
e_ViewDistRatioDetail
View distance ratio for detail objects
350
e_ViewDistRatioLights
View distance ratio for light sources
351
e_ViewDistRatioPortals
View distance ratio for portals
352
e_ViewDistRatioVegetation
View distance ratio for vegetation
353
e_VolObjShadowStrength
Self shadow intensity of volume objects [0..1].
354
e_Voxel
Render voxels
355
e_VoxelAoRadius
Ambient occlusion test range in units
356
e_VoxelAoScale
Ambient occlusion amount
357
e_VoxelDebug
Draw voxel debug info
358
e_VoxelGenerate
Regenerate voxel world
359
e_VoxelLodsNum
Generate LODs for voxels
360
e_VoxelUpdatePhysics
Physicalize geometry
361
e_VoxTer
Debug
362
e_VoxTerActivateAll
Actuate all terrain meshes and textures available marked as needed for game play
363
e_VoxTerAddBrushes
Debug
364
e_VoxTerAsyncPhysicalization
Debug
365
e_VoxTerBorderLodPlus
Debug
366
e_VoxTerDebug
Debug
367
e_VoxTerDebugAreaSizeMax
Debug
368
e_VoxTerDebugAreaSizeRatio
Debug
369
e_VoxTerDebugBuildLeafs
Debug
370
e_VoxTerDebugLodRatio
Debug
371
e_VoxTerDebugNodesGenDepth
Debug
372
e_VoxTerDebugX
Debug
373
e_VoxTerDebugY
Debug
374
e_VoxTerDiskUsageDebug
Show only segments where disk usage is higher than X kb
375
e_VoxTerExportObjects
Debug
376
e_VoxTerHeightmapEditing
Debug
377
e_VoxTerHeightmapEditingCustomLayerInfo
Debug
378
e_VoxTerHideIntegrated
Debug
379
e_VoxTerInGameTextureStreaming
Debug
380
e_VoxTerIntegrateBoxes
Debug
381
e_VoxTerIntegrateVegetations
Debug
382
e_VoxTerLog
Debug
383
e_VoxTerMaxMeshBuildDepth
Debug
384
e_VoxTerMaxMeshBuildDepthLimit
Debug
385
e_VoxTerMaxMeshesInMem
Debug
386
e_VoxTerMaxMeshLods
Debug
387
e_VoxTerMemoryUsageDebug
Show only segments where mesh and textures memory usage is higher than X kb
388
e_VoxTerMemWarning
Show message box when allocations reach X GB
389
e_VoxTerMeshSize
Debug
390
e_VoxTerMeshUsageDebug
Show only segments where mesh memory usage is higher than X kb
391
e_VoxTerMixMask
Store blend info, base color and normals in textures
392
e_VoxTerOnTheFlyIntegration
Debug
393
e_VoxTerOptimizeLods
Debug
394
e_VoxTerOverlayBlend
Use overlay blending mode
395
e_VoxTerPaintSleep
Debug
396
e_VoxTerPlanarProjection
Debug
397
e_VoxTerRelaxation
Use X vertex relaxation passes during voxel terrain mesh generation
398
e_VoxTerRoadsCheck
Debug
399
e_VoxTerRoadsCullDist
Debug
400
e_VoxTerShadows
Debug
401
e_VoxTerShapeCheck
Debug
402
e_VoxTerTexBuildOnCPU
Debug
403
e_VoxTerTexBuildsPerFrame
Debug
404
e_VoxTerTexDebug
Debug
405
e_VoxTerTexFormat
Mega-texture format: 22=eTF_DXT1, 24=eTF_DXT5, 7=eTF_A4R4G4B4, 8=eTF_R5G6B5
406
e_VoxTerTexPoolSizeForEditor
Maximum amount of re-mesh textures cached in memory (in MB)
407
e_VoxTerTexRangeScale
Debug
408
e_VoxTerTexRebuildEveryFrame
Debug
409
e_VoxTerTexResBumpDownscale
Debug
410
e_VoxTerTexResExportDownscale
values 1 or 2 will downscale textures during exporting by factor of 2 or 4
411
e_VoxTerTexResFinal
Debug
412
e_VoxTerTexResInternal
Debug
413
e_VoxTerTexTiling
Debug
414
e_VoxTerTexUsageDebug
Show only segments where texture memory usage is higher than X kb
415
e_VoxTerThreads
Debug
416
e_VoxTerTraceMessages
Debug
417
e_VoxTerUpdateTextures
Debug
418
e_VoxTerVegetationEx
Debug
419
e_VoxTerViewDistRatio
Debug
420
e_VoxTerViewDistRatioMeshActivate
Debug
421
e_VoxTerViewDistRatioPrediction
Debug
422
e_WaterOcean
Activates drawing of ocean. 1: use usual rendering path 2: use fast rendering path with merged fog
423
e_WaterOceanBottom
Activates drawing bottom of ocean
424
e_WaterOceanFFT
Activates fft based ocean
425
e_WaterTesselationAmount
Set tessellation amount
426
e_WaterTesselationAmountX
Set tessellation on x axis - 0 means not used
427
e_WaterTesselationAmountY
Set tessellation on y axis - 0 means not used
428
e_WaterTesselationSwathWidth
Set the swath width for the boustrophedonic mesh stripping
429
e_WaterVolumes
Activates drawing of water volumes
430
e_WaterWaves
Activates drawing of water waves
431
e_WaterWavesTesselationAmount
Sets water waves tessellation amount
432
e_Wind
Debug
433
e_WindAreas
Debug
434
e_wipfeature
wipfeature enable|disable|hide|show|safemode|fullmode
435
e_WorldSegmentationTest
Debug only: simulates multi-segment behavior in the editor