e_3DEngine Flashcards

1
Q

e_3dEngineLogAlways

A

Set maximum verbosity to 3dengine.dll log messages

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
2
Q

e_3dEngineTempPoolSize

A

pool size for temporary allocations in kb, requires app restart

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
5
Q

e_AutoPrecacheCgfMaxTasks

A

Maximum number of parallel streaming tasks during pre-caching

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
6
Q

e_AutoPrecacheTerrainAndProcVeget

A

Force auto pre-cache of terrain textures and procedural vegetation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
7
Q

e_AutoPrecacheTexturesAndShaders

A

Force auto pre-cache of general textures and shaders

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
8
Q

e_BBoxes

A

Activates drawing of bounding boxes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
9
Q

e_Brushes

A

Draw brushes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
10
Q

e_CacheNearestCubePicking

A

Enable caching nearest cube maps probe picking for alpha blended geometry

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
12
Q

e_CameraGoto

A

Move cameras to a certain pos/angle

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
13
Q

e_CameraRotationSpeed

A

Rotate camera around Z axis for debugging

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
14
Q

e_CharLodMin

A

Min LOD for character objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
15
Q

e_Clouds

A

Enable clouds rendering

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
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)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
17
Q

e_CoarseShadowMgrDebug

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
18
Q

e_CoverageBuffer

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
19
Q

e_CoverageBufferAABBExpand

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
20
Q

e_CoverageBufferAccurateOBBTest

A

Checking of OBB boxes instead of AABB or bounding rects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
21
Q

e_CoverageBufferBias

A

Coverage buffer z-biasing

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
22
Q

e_CoverageBufferCullIndividualBrushesMaxNodeSize

A

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

0 - cull all brushes individually

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
23
Q

e_CoverageBufferDebug

A

Display content of main camera coverage buffer

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
24
Q

e_CoverageBufferDebugDrawScale

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
25
Q

e_CoverageBufferDebugFreeze

A

Freezes view matrix/-frustum

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
26
Q

e_CoverageBufferDrawOccluders

A

Debug draw of occluders for coverage buffer

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
27
Q

e_CoverageBufferLightsDebugSide

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
28
Q

e_CoverageBufferMaxAddRenderMeshTime

A

Max time for unlimited AddRenderMesh

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
29
Q

e_CoverageBufferOccludersLodRatio

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
30
Q

e_CoverageBufferOccludersTestMinTrisNum

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
31
Q

e_CoverageBufferOccludersViewDistRatio

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
32
Q

e_CoverageBufferReproj

A

Resolution of software coverage buffer

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
33
Q

e_CoverageBufferRotationSafeCheck

A

Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
34
Q

e_CoverageBufferTerrain

A

Activates usage of coverage buffer for terrain

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
35
Q

e_CoverageBufferTerrainLodShift

A

Controls tessellation of terrain mesh

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
36
Q

e_CoverageBufferTestMode

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
37
Q

e_CoverageBufferTolerance

A

amount of visible pixel that will still identify the object as covered

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
38
Q

e_CoverageBufferTreeDebug

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
39
Q

e_CoverageBufferVersion

A

1 Vladimir’s, 2MichaelK’s

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
40
Q

e_CoverCgfDebug

A

Shows the cover setups on cfg files

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
41
Q

e_CullerThread

A

The hw thread number on XENON that the culler will run on, only read at startup

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
42
Q

e_CullVegActivation

A

Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
43
Q

e_DebugDraw

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
44
Q

e_DebugDrawShowOnlyCompound

A

e_DebugDraw shows only Compound (less efficient) static meshes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
45
Q

e_DebugDrawShowOnlyLod

A

e_DebugDraw shows only objects showing lod X

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
46
Q

e_DebugLights

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
47
Q

e_Decals

A

Activates drawing of decals (game decals and hand-placed)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
48
Q

e_DecalsAllowGameDecals

A

Allows creation of decals by game (like weapon bullets marks)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
49
Q

e_DecalsClip

A

Clip decal geometry by decal bbox

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
50
Q

e_DecalsDefferedDynamic

A

1 - make all game play decals deferred, 2 - make all game play decals non deferred

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
51
Q

e_DecalsDefferedDynamicDepthScale

A

Scale decal projection depth

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
52
Q

e_DecalsDefferedDynamicMinSize

A

Convert only dynamic decals bigger than X into deferred

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
53
Q

e_DecalsDefferedStatic

A

1 - switch all non-planar decals placed by level designer to deferred

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
54
Q

e_DecalsForceDeferred

A

1 - force to convert all decals to use deferred ones

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
55
Q

e_DecalsHitCache

A

Use smart hit caching for bullet hits (may cause no decals in some cases)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
56
Q

e_DecalsLifeTimeScale

A

Allows to increase or reduce decals life time for different specs

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
57
Q

e_DecalsMaxTrisInObject

A

Do not create decals on objects having more than X triangles

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
58
Q

e_DecalsMaxUpdatesPerFrame

A

Maximum number of static decal render mesh updates per frame

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
59
Q

e_DecalsMaxValidFrames

A

Number of frames after which not visible static decals are removed

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
60
Q

e_DecalsMerge

A

Combine pieces of decals into one render call

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
61
Q

e_DecalsNeighborMaxLifeTime

A

If not zero - new decals will force old decals to fade in X seconds

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
62
Q

e_DecalsOverlapping

A

If zero - new decals will not be spawned if the distance to nearest decals less than X

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
63
Q

e_DecalsPlacementTestAreaSize

A

Avoid spawning decals on the corners or edges of entity geometry

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
64
Q

e_DecalsPreCreate

A

Pre-create decals at load time

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
65
Q

e_DecalsRange

A

Less precision for decals outside this range

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
66
Q

e_DecalsScissor

A

Enable decal rendering optimization by using scissor

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
67
Q

e_DefaultMaterial

A

use gray illumination as default

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
68
Q

e_DeferredPhysicsEvents

A

Enable to Perform some physics events deferred as a task/spu job

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
69
Q

e_DeformableObjects

A

Enable / Disable morph based deformable objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
70
Q

e_DisplayMemoryUsageIcon

A

Turns On/Off the memory usage icon rendering: 1 on, 0 off.

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
71
Q

e_Dissolve

A

Objects alphatest_noise_fading out on distance

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
72
Q

e_DissolveDist

A

How near to object MVD dissolve effect triggers

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
73
Q

e_DissolveSpriteDistRatio

A

The fraction of vegetation sprite draw distance over which to dissolve

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
74
Q

e_DissolveSpriteMinDist

A

The min dist over which vegetation sprites dissolve

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
75
Q

e_DissolveTime

A

How many seconds transition takes place

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
76
Q

e_DynamicLights

A

Activates dynamic light sources

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
77
Q

e_DynamicLightsConsistentSortOrder

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
78
Q

e_DynamicLightsForceDeferred

A

Convert all lights to deferred (except sun)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
79
Q

e_DynamicLightsFrameIdVisTest

A

Use based on last draw frame visibility test

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
80
Q

e_DynamicLightsMaxCount

A

Sets maximum amount of dynamic light sources

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
81
Q

e_DynamicLightsMaxEntityLights

A

Set maximum number of lights affecting object

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
82
Q

e_Entities

A

Activates drawing of entities and brushes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
83
Q

e_EntitySuppressionLevel

A

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)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
84
Q

e_Flocks

A

Enable Flocks (Birds/Fishes)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
85
Q

e_FlocksHunt

A

Activates global height/distance based fog

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
86
Q

e_FogVolumes

A

Activates local height/distance based fog volumes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
87
Q

e_FoliageBranchesDamping

A

Damping of branch ropes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
88
Q

e_FoliageBranchesStiffness

A

Stiffness of branch ropes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
89
Q

e_FoliageBranchesTimeout

A

Maximum lifetime of branch ropes (if there are no collisions)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
90
Q

e_FoliageBrokenBranchesDamping

A

Damping of branch ropes of broken vegetation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
91
Q

e_FoliageStiffness

A

Stiffness of the spongy obstruct geometry

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
92
Q

e_FoliageWindActivationDist

A

If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
93
Q

e_ForceDetailLevelForScreenRes

A

Force sprite distance and other values used for some specific screen resolution, 0 means current

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
94
Q

e_GI

A

Enable/disable global illumination. Default: 1 - enabled

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
95
Q

e_GIAmount

A

Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
96
Q

e_GIBlendRatio

A

Ratio of overlapped region between nested cascades. 0.25 means 25% overlapping. Default: 0.25 Min: .1 Max: 2

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
97
Q

e_GICache

A

Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
98
Q

e_GICascadesRatio

A

Sets slope of cascades for global illumination. Default: 2.f

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
99
Q

e_GIGlossyReflections

A

Enable/disable reflective mode for global illumination. Default: 0 - disabled

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
100
Q

e_GIIterations

A

Maximum number of propagation iterations global illumination

The less number of propagation iterations the shorter the bleeding. Default: 6. Max: 32

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
101
Q

e_GIMaxDistance

A

Maximum distance of global illumination in meters.

The less the distance the better the quality. Default: 50. Max: 150

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
102
Q

e_GINumCascades

A

Sets number of cascades for global illumination. Default: 1

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
103
Q

e_GIOffset

A

Offset of GI in front of camera in percents[0;1]. Default: 0.4 Min: 0 Max: 1

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
104
Q

e_GIPropagationAmp

A

Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
105
Q

e_GIRSMSize

A

Set the default reflective shadow map size.

Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
106
Q

e_GISecondaryOcclusion

A

Enable/disable secondary occlusion for global illumination. Default: 0 - disabled

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
107
Q

e_GsmCache

A

Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
108
Q

e_GsmCacheLodOffset

A

Makes first X GSM lods not cached

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
109
Q

e_GsmCacheLodOffsetExtended

A

How fast to update terrain GSM lod

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
110
Q

e_GsmCastFromTerrain

A

Cast shadows from terrain

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
111
Q

e_GsmDepthBoundsDebug

A

Debug GSM bounds regions calculation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
112
Q

e_GsmExtendLastLod

A

Make last cascade bigger and use less frequent updates

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
113
Q

e_GsmExtendLastLodIncludeObjects

A

Includes object shadows into last very big shadow frustum

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
114
Q

e_GsmExtendLastLodUseAdditiveBlending

A

Enable Additive Blending on shadows from terrain

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
115
Q

e_GsmExtendLastLodUseVariance

A

Enable Variance Shadow mapping on shadows from terrain

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
116
Q

e_GsmLodsNum

A

Number of GSM lods (0..5)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
117
Q

e_GsmRange

A

Size of LOD 0 GSM area (in meters)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
118
Q

e_GsmRangeStep

A

Range of next GSM lod is previous range multiplied by step

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
119
Q

e_GsmRangeStepExtended

A

gsm_range_step for last gsm lod containing terrain

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
120
Q

e_GsmScatterLodDist

A

Size of Scattering LOD GSM in meters

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
121
Q

e_GsmStats

A

Show GSM statistics 0=off, 1=enable debug to the screens

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
122
Q

e_GsmViewSpace

A

0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
123
Q

e_HwOcclusionCullingObjects

A

Activates usage of HW occlusion test for objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
124
Q

e_HwOcclusionCullingWater

A

ctivates usage of HW occlusion test for ocean

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
125
Q

e_JointStrengthScale

A

Scales the strength of prebroken objects’ joints (for tweaking)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
126
Q

e_levelStartupFrameDelay

A

Set to number of frames to wait after level load before beginning fps measuring

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
127
Q

e_levelStartupFrameNum

A

Set to number of frames to capture for avg fps computation

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
128
Q

e_LodCompMaxSize

A

Affects LOD selection for big objects, small number will switch more objects into lower LOD

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
129
Q

e_LodMax

A

Max LOD for objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
130
Q

e_LodMin

A

Min LOD for objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
131
Q

e_LodMinTtris

A

LODs with less triangles will not be used

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
132
Q

e_LodRatio

A

LOD distance ratio for objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
133
Q

e_Lods

A

Load and use LOD models for static geometry

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
134
Q

e_LodsForceUse

A

Force using LODs even if triangle count do not suit

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
135
Q

e_MaxViewDistance

A

Far clipping plane distance

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
136
Q

e_MaxViewDistFullDistCamHeight

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
137
Q

e_MaxViewDistSpecLerp

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
138
Q

e_MtTest

A

MT Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
139
Q

e_ObjectLayersActivation

A

Allow game to activate/deactivate object layers

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
140
Q

e_ObjectLayersActivationPhysics

A

Allow game to create/free physics of objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
141
Q

e_Objects

A

Render or not all objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
142
Q

e_ObjectsTreeBBoxes

A

Debug draw of object tree bboxes

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
143
Q

e_ObjFastRegister

A

Debug

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
144
Q

e_ObjQuality

A

Object detail quality

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
145
Q

e_ObjStats

A

Show instances count

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
146
Q

e_OcclusionCullingViewDistRatio

A

Skip per object occlusion test for very far objects - culling on tree level will handle it

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
147
Q

e_OcclusionLazyHideFrames

A

Makes less occluson tests, but it takes more frames to detect invisible objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
148
Q

e_OcclusionVolumes

A

Enable occlusion volumes(antiportals)

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
149
Q

e_OcclusionVolumesViewDistRatio

A

Controls how far occlusion volumes starts to occlude objects

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
150
Q

e_OnDemandMaxSize

A

Specifies the maximum size of vegetation objects that are physicalized on-demand

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
151
Q

e_OnDemandPhysics

A

Turns on on-demand vegetation physicalization

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
152
Q

e_ParticleList

A

Writes all effects used and counts to log

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
153
Q

e_ParticleListEmitters

A

Writes all emitters to log

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
154
Q

e_ParticleMemory

A

Displays current particle memory usage

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
155
Q

e_Particles

A

Activates drawing of particles

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
156
Q

e_ParticlesCoarseShadowMask

A

Allows particles coarse shadow mask approximation
0 = Off
1 = Enabled

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
157
Q

e_ParticlesDebug

A

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

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
158
Q

e_ParticlesDumpMemoryAfterMapLoad

A

Set to 1 to dump particle memory informations after map load

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
159
Q

e_ParticlesEmitterPoolSize

A

Particles pool memory size in KB for sub-emitter

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
160
Q

e_ParticlesForceAnimBlend

A

Blend animated textures for all particle effects (even if not enabled in particle parameters)
Usage: e_ParticlesForceAnimBlend [0/1]
0 = Off
1 = On

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
161
Q

e_ParticlesHalfResCoverageTreshold

A

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]

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
162
Q

e_ParticlesHalfResTreatAsForced

A

Treat allowed half resolution particles as if they were forced (ie. non-continuous list of halfres particles)
Usage: e_ParticlesHalfResTreatAsForced [0/1]

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
163
Q

e_ParticlesLights

A

Allows to have light source attached to every particle
0 = Off
1 = Deferred lights

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
164
Q

e_ParticlesLightsViewDistRatio

A

Set particles lights view distance ratio

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
165
Q

e_ParticlesLod

A

Multiplier to particle count

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
166
Q

e_ParticlesMaxDrawScreen

A

Screen size max per particle – fade out earlier

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
167
Q

e_ParticlesMaxScreenFill

A

Screen size max of total particles to draw

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
168
Q

e_ParticlesMinDrawAlpha

A

Alpha cutoff for rendering particles

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
169
Q

e_ParticlesMinDrawPixels

A

Pixel size min per particle – fade out earlier

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
170
Q

e_ParticlesObjectCollisions

A

Enable particle/object collisions for SimpleCollision:

1 = against static objects only, 2 = dynamic also

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
171
Q

e_ParticlesPoolSize

A

Particles pool memory size in KB

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
172
Q

e_ParticlesPreload

A

Enable preloading of all particle effects at the beginning

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
173
Q

e_ParticlesQuality

A

Particles detail quality

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
174
Q

e_ParticlesThread

A

Enable particle threading

How well did you know this?
1
Not at all
2
3
4
5
Perfectly
175
Q

e_ParticlesUseLevelSpecificLibs

A

Allows searching for level-specific version of effects files
0 = Off
1 = Enabled

176
Q

e_PhysFoliage

A

Enables physicalized foliage
1 - only for dynamic objects
2 - for static and dynamic)

177
Q

e_PhysMinCellSize

A

Min size of cell in physical entity grid

178
Q

e_PhysOceanCell

A

Cell size for ocean approximation in physics, 0 assumes flat plane

179
Q

e_PhysProxyTriLimit

A

Maximum allowed triangle count for phys proxies

180
Q

e_Portals

A

Activates drawing of visareas content (indoors), values 2,3,4 used for debugging

181
Q

e_PortalsBigEntitiesFix

A

Enables special processing of big entities like vehicles intersecting portals

182
Q

e_PrecacheLevel

A

Pre-render objects right after level loading

183
Q

e_PreloadDecals

A

Preload all materials for decals

184
Q

e_PreloadMaterials

A

Preload level materials from level cache pak and resources list

185
Q

e_PrepareDeformableObjectsAtLoadTime

A

Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage

186
Q

e_ProcVegetation

A

Show procedurally distributed vegetation

187
Q

e_ProcVegetationMaxObjectsInChunk

A

Maximum number of instances per chunk

188
Q

e_ProcVegetationMaxSectorsInCache

A

Maximum number of 64x64 meter sectors cached in memory

189
Q

e_ProcVegetationMaxViewDistance

A

Maximum distance where procedural objects may be spawn

190
Q

e_Recursion

A

If 0 - will skip recursive render calls like render into texture

191
Q

e_RecursionOcclusionCulling

A

If 0 - will disable occlusion tests for recursive render calls like render into texture

192
Q

e_RecursionViewDistRatio

A

Set all view distances shorter by factor of X

193
Q

e_ReloadSurfaces

A

Reload physical properties of all materials

194
Q

e_Render

A

Enable engine rendering

195
Q

e_RenderMeshCollisionTolerance

A

Min distance between physics-proxy and rendermesh before collision is considered a hole

196
Q

e_RNTmpDataPoolMaxFrames

A

Cache RNTmpData at least for X framres

197
Q

e_Roads

A

Activates drawing of road objects

198
Q

e_Ropes

A

Turn Rendering of Ropes on/off

199
Q

e_ScissorDebug

A

Debug

200
Q

e_ScreenShot

A

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
Q

e_ScreenShotDebug

A

0 off
1 show stitching borders
2 show overlapping areas

202
Q

e_ScreenShotFileFormat

A

Set output image file format for hires screen shots. Can be JPG or TGA

203
Q

e_ScreenShotHeight

A

used for all type highres screenshots made by e_ScreenShot to define the
height of the destination image, 1500 default

204
Q

e_ScreenShotMapCamHeight

A

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
Q

e_ScreenShotMapCenterX

A

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
Q

e_ScreenShotMapCenterY

A

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
Q

e_ScreenShotMapOrientation

A

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
Q

e_ScreenShotMapSizeX

A

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
Q

e_ScreenShotMapSizeY

A

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
Q

e_ScreenShotMinSlices

A

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
Q

e_ScreenShotQuality

A

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
Q

e_ScreenShotWidth

A

used for all type highres screenshots made by e_ScreenShot to define the
width of the destination image, 2000 default

213
Q

e_Shadows

A

Activates drawing of shadows

214
Q

e_ShadowsAdaptScale

A

Shadows slope bias for shadowgen

215
Q

e_ShadowsCastViewDistRatio

A

View dist ratio for shadow maps casting from objects

216
Q

e_ShadowsCastViewDistRatioLights

A

View dist ratio for shadow maps casting for light sources

217
Q

e_ShadowsClouds

A

Cloud shadows

218
Q

e_ShadowsConstBias

A

Shadows slope bias for shadowgen

219
Q

e_ShadowsDebug

A

0=off, 2=visualize shadow maps on the screen

220
Q

e_ShadowsFrustums

A

Debug

221
Q

e_ShadowsLodBiasFixed

A

Simplifies mesh for shadow map generation by X LOD levels

222
Q

e_ShadowsLodBiasInvis

A

Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame

223
Q

e_ShadowsMasksLimit

A

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
Q

e_ShadowsMaxTexRes

A

Set maximum resolution of shadow map

256(faster), 512(medium), 1024(better quality)

225
Q

e_ShadowsOcclusionCulling

A

Enable/disable shadow-caster test against the occlusion buffer

226
Q

e_ShadowsOcclusionCullingCaster

A

Clips the caster extrusion to the zero height.

227
Q

e_ShadowsOnAlphaBlend

A

Enable shadows on alphablended

228
Q

e_ShadowsOnWater

A

Enable/disable shadows on water

229
Q

e_ShadowsResScale

A

Shadows slope bias for shadowgen

230
Q

e_ShadowsSlopeBias

A

Shadows slope bias for shadowgen

231
Q

e_sketch_mode

A

Enables Sketch mode drawing

232
Q

e_SkyBox

A

Activates drawing of skybox and moving cloud layers

233
Q

e_SkyQuality

A

Quality of dynamic sky: 1 (very high), 2 (high).

234
Q

e_SkyType

A

Type of sky used: 0 (static), 1 (dynamic).

235
Q

e_SkyUpdateRate

A

Percentage of a full dynamic sky update calculated per frame (0..100].

236
Q

e_Sleep

A

Sleep X in C3DEngine::Draw

237
Q

e_SplitScreenTest

A

Split screen into 2x2 views. Currently doesn’t work with deferred shading, post-processing, SSAO and terrain AO

238
Q

e_SQTestBegin

A

If not zero - start streaming latency unit test

239
Q

e_SQTestCount

A

If not zero - restart test X times

240
Q

e_SQTestDelay

A

Time to stabilize the system before camera movements

241
Q

e_SQTestDistance

A

Distance to travel

242
Q

e_SQTestExitOnFinish

A

If not zero - shutdown when finished testing

243
Q

e_SQTestMip

A

Mip to wait during test

244
Q

e_SQTestMoveSpeed

A

Camera speed during test (meters/sec)

245
Q

e_SQTestTextureName

A

Reference texture name for streaming latency test

246
Q

e_StatObjBufferRenderTasks

A

1 - occlusion test on render node level, 2 - occlusion test on render mesh level

247
Q

e_StatObjMerge

A

Enable CGF sub-objects meshes merging

248
Q

e_StatObjMergeMaxTrisPerDrawCall

A

Skip merging of meshes already having acceptable number of triangles per draw call

249
Q

e_StatObjMergeUseThread

A

Use a thread to perform sub-objects meshes merging

250
Q

e_StatObjPreload

A

Load level CGF’s in efficient way

251
Q

e_StatObjTestOBB

A

Use additinal OBB check for culling

252
Q

e_StatObjValidate

A

Enable CGF mesh validation during loading

253
Q

e_StatoscopeAddUserMarker

A

Add a user marker to the perf stat logging for this frame

254
Q

e_StatoscopeAllowFpsOverride

A

Allow overriding of cvars in release for fps captures (MP only).

255
Q

e_StatoscopeCreateLogFilePerLevel

A

Create a new perflog file per level.

256
Q

e_StatoscopeDataGroups

A
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
Q

e_StatoscopeDumpAll

A

Controls whether all functions are dumped in a profile log.

258
Q

e_StatoscopeDumpManual

A

Controls whether all functions are dumped in a profile log.

259
Q

e_StatoscopeDumpPeriod

A

How many seconds between Statoscope log writing (0 to disable).

260
Q

e_StatoscopeFilenameUseBuildInfo

A

Set to include the platform and build number in the log filename.

261
Q

e_StatoscopeFilenameUseMap

A

Set to include the map name in the log filename.

262
Q

e_StatoscopeFilenameUseTag

A

Set to include tag in the log file name.

263
Q

e_StatoscopeFilenameUseTime

A

Set to include the time and date in the log filename.

264
Q

e_StatoscopeMaxNumFuncsPerFrame

A

Max number of funcs to log per frame.

265
Q

e_StatoscopeMinFuncLengthMs

A

Min func duration (ms) to be logged by statoscope.

266
Q

e_StatoscopeScreenCapWhenGPULimited

A

Statoscope will take a screen capture when we are GPU limited

267
Q

e_StatoscopeScreenshotCapturePeriod

A

How many seconds between Statoscope screenshot captures (-1 to disable).

268
Q

e_StatoscopeSocketAddress

A

Set to dump log via a server at the specified address.

269
Q

e_StreamAutoMipFactorMax

A

Debug

270
Q

e_StreamAutoMipFactorMaxDVD

A

Debug

271
Q

e_StreamAutoMipFactorMin

A

Debug

272
Q

e_StreamAutoMipFactorSpeedThreshold

A

Debug

273
Q

e_StreamCgf

A

Enable streaming of static render meshes

274
Q

e_StreamCgfDebug

A

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
Q

e_StreamCgfDebugFilter

A

Show only items containig specified text

276
Q

e_StreamCgfDebugHeatMap

A

Generate and show mesh streaming heat map

1: Generate heat map for entire level
2: Show last heat map

277
Q

e_StreamCgfDebugMinObjSize

A

Threshold for objects debugging in KB

278
Q

e_StreamCgfFastUpdateMaxDistance

A

Update streaming priorities for near objects every second frame

279
Q

e_StreamCgfGridUpdateDistance

A

Update streaming priorities when camera moves more than this value

280
Q

e_StreamCgfMaxTasksInProgress

A

Maximum number of files simultaneously requested from streaming system

281
Q

e_StreamCgfPoolSize

A

Threshold for objects debugging in KB

282
Q

e_StreamCgfFastUpdateMaxDistance

A

Update streaming priorities for near objects every second frame

283
Q

e_StreamCgfGridUpdateDistance

A

Update streaming priorities when camera moves more than this value

284
Q

e_StreamCgfMaxTasksInProgress

A

Maximum number of files simultaneously requested from streaming system

285
Q

e_StreamCgfPoolSize

A

Render mesh cache size in MB

286
Q

e_StreamCgfUpdatePerNodeDistance

A

Use node distance as entity distance for far nodex

287
Q

e_StreamCgfVisObjPriority

A

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
Q

e_StreamPredictionAhead

A

Use preducted camera position for streaming priority updates

289
Q

e_StreamPredictionAheadDebug

A

Draw ball at predicted position

290
Q

e_StreamPredictionDistanceFar

A

Prediction distance for streaming, affects far objects

291
Q

e_StreamPredictionDistanceNear

A

Prediction distance for streaming, affets LOD of objects

292
Q

e_StreamPredictionMaxVisAreaRecursion

A

Maximum number visareas and portals to traverse.

293
Q

e_StreamPredictionMinFarZoneDistance

A

Debug

294
Q

e_StreamPredictionMinReportDistance

A

Debug

295
Q

e_StreamPredictionTexelDensity

A

Use mesh texture mapping density info for textures streaming

296
Q

e_StreamPredictionUpdateTimeSlice

A

Maximum amount of time to spend for scene streaming priority update in milliseconds

297
Q

e_StreamSaveStartupResultsIntoXML

A

Save basic information about streaming performance on level start into XML

298
Q

e_Sun

A

Activates sun light source

299
Q

e_SunAngleSnapDot

A

Sun dir snap control

300
Q

e_SunAngleSnapSec

A

Sun dir snap control

301
Q

e_SunClipPlaneRange

A

Maximum possible clip plane range for sun light frustum in meters

302
Q

e_Terrain

A

Activates drawing of terrain ground

303
Q

e_TerrainAo

A

Activate deferred terrain ambient occlusion

304
Q

e_TerrainBBoxes

A

Show terrain nodes bboxes

305
Q

e_TerrainDeformations

A

Allows in-game terrain surface deformations

306
Q

e_TerrainDetailMaterials

A

Activates drawing of detail materials on terrain ground

307
Q

e_TerrainDetailMaterialsDebug

A

Shows number of materials in use per terrain sector

308
Q

e_TerrainDetailMaterialsViewDistXY

A

Max view distance of terrain XY materials

309
Q

e_TerrainDetailMaterialsViewDistZ

A

Max view distance of terrain Z materials

310
Q

e_TerrainDrawThisSectorOnly

A

1 - render only sector where camera is and objects registered in sector 00
2 - render only sector where camera is

311
Q

e_TerrainLodRatio

A

Set heightmap LOD

312
Q

e_TerrainLodRatioHolesMin

A

Rises LOD for distant terrain sectors with holes, prevents too strong distortions of holes on distance

313
Q

e_TerrainLog

A

Debug

314
Q

e_TerrainNormalMap

A

Use terrain normal map for base pass if available

315
Q

e_TerrainOcclusionCulling

A

heightmap occlusion culling with time coherency 0=off, 1=on

316
Q

e_TerrainOcclusionCullingDebug

A

Draw sphere on every terrain height sample

317
Q

e_TerrainOcclusionCullingMaxDist

A

Max length of ray (for version 1)

318
Q

e_TerrainOcclusionCullingMaxSteps

A

Max number of tests per ray (for version 0)

319
Q

e_TerrainOcclusionCullingPrecision

A

Density of rays

320
Q

e_TerrainOcclusionCullingPrecisionDistRatio

A

Controls density of rays depending on distance to the object

321
Q

e_TerrainOcclusionCullingStepSize

A

Initial size of single step (in heightmap units)

322
Q

e_TerrainOcclusionCullingStepSizeDelta

A

Step size scale on every next step (for version 1)

323
Q

e_TerrainOcclusionCullingVersion

A

0 - old, 1 - new

324
Q

e_TerrainTextureDebug

A

Debug

325
Q

e_TerrainTextureLodRatio

A

Adjust terrain base texture resolution on distance

326
Q

e_TerrainTextureStreamingDebug

A

Debug

327
Q

e_TerrainTextureStreamingPoolItemsNum

A

Specifies number of textures in terrain base texture streaming pool

328
Q

e_texeldensity

A

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
Q

e_TimeOfDay

A

Current Time of Day

330
Q

e_TimeOfDayDebug

A

Display time of day current values on screen

331
Q

e_TimeOfDaySpeed

A

Time of Day change speed

332
Q

e_Vegetation

A

Activates drawing of distributed objects like trees

333
Q

e_VegetationAlignToTerrainAmount

A

0 - no align, 1 - full align

334
Q

e_VegetationAlphaBlend

A

Allow alpha blending for vegetations

335
Q

e_VegetationBending

A

Debug

336
Q

e_VegetationBoneInfo

A

Logs information about number of bones in each vegetation object loaded

337
Q

e_VegetationMinSize

A

Minimal size of static object, smaller objects will be not rendered

338
Q

e_VegetationSphericalSkinning

A

Activates vegetation spherical skinning support

339
Q

e_VegetationSprites

A

Activates drawing of sprites instead of distributed objects at far distance

340
Q

e_VegetationSpritesBatching

A

Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation

341
Q

e_VegetationSpritesDistanceCustomRatioMin

A

Clamps SpriteDistRatio setting in vegetation properties

342
Q

e_VegetationSpritesDistanceRatio

A

Allows changing distance on what vegetation switch into sprite

343
Q

e_VegetationSpritesMinDistance

A

Sets minimal distance when distributed object can be replaced with sprite

344
Q

e_VegetationUseTerrainColor

A

Allow blend with terrain color for vegetations

345
Q

e_ViewDistCompMaxSize

A

Affects max view distance for big objects, small number will render less objects

346
Q

e_ViewDistMin

A

Min distance on what far objects will be culled out

347
Q

e_ViewDistRatio

A

View distance ratio for objects

348
Q

e_ViewDistRatioCustom

A

View distance ratio for special marked objects (Players,AI,Vehicles)

349
Q

e_ViewDistRatioDetail

A

View distance ratio for detail objects

350
Q

e_ViewDistRatioLights

A

View distance ratio for light sources

351
Q

e_ViewDistRatioPortals

A

View distance ratio for portals

352
Q

e_ViewDistRatioVegetation

A

View distance ratio for vegetation

353
Q

e_VolObjShadowStrength

A

Self shadow intensity of volume objects [0..1].

354
Q

e_Voxel

A

Render voxels

355
Q

e_VoxelAoRadius

A

Ambient occlusion test range in units

356
Q

e_VoxelAoScale

A

Ambient occlusion amount

357
Q

e_VoxelDebug

A

Draw voxel debug info

358
Q

e_VoxelGenerate

A

Regenerate voxel world

359
Q

e_VoxelLodsNum

A

Generate LODs for voxels

360
Q

e_VoxelUpdatePhysics

A

Physicalize geometry

361
Q

e_VoxTer

A

Debug

362
Q

e_VoxTerActivateAll

A

Actuate all terrain meshes and textures available marked as needed for game play

363
Q

e_VoxTerAddBrushes

A

Debug

364
Q

e_VoxTerAsyncPhysicalization

A

Debug

365
Q

e_VoxTerBorderLodPlus

A

Debug

366
Q

e_VoxTerDebug

A

Debug

367
Q

e_VoxTerDebugAreaSizeMax

A

Debug

368
Q

e_VoxTerDebugAreaSizeRatio

A

Debug

369
Q

e_VoxTerDebugBuildLeafs

A

Debug

370
Q

e_VoxTerDebugLodRatio

A

Debug

371
Q

e_VoxTerDebugNodesGenDepth

A

Debug

372
Q

e_VoxTerDebugX

A

Debug

373
Q

e_VoxTerDebugY

A

Debug

374
Q

e_VoxTerDiskUsageDebug

A

Show only segments where disk usage is higher than X kb

375
Q

e_VoxTerExportObjects

A

Debug

376
Q

e_VoxTerHeightmapEditing

A

Debug

377
Q

e_VoxTerHeightmapEditingCustomLayerInfo

A

Debug

378
Q

e_VoxTerHideIntegrated

A

Debug

379
Q

e_VoxTerInGameTextureStreaming

A

Debug

380
Q

e_VoxTerIntegrateBoxes

A

Debug

381
Q

e_VoxTerIntegrateVegetations

A

Debug

382
Q

e_VoxTerLog

A

Debug

383
Q

e_VoxTerMaxMeshBuildDepth

A

Debug

384
Q

e_VoxTerMaxMeshBuildDepthLimit

A

Debug

385
Q

e_VoxTerMaxMeshesInMem

A

Debug

386
Q

e_VoxTerMaxMeshLods

A

Debug

387
Q

e_VoxTerMemoryUsageDebug

A

Show only segments where mesh and textures memory usage is higher than X kb

388
Q

e_VoxTerMemWarning

A

Show message box when allocations reach X GB

389
Q

e_VoxTerMeshSize

A

Debug

390
Q

e_VoxTerMeshUsageDebug

A

Show only segments where mesh memory usage is higher than X kb

391
Q

e_VoxTerMixMask

A

Store blend info, base color and normals in textures

392
Q

e_VoxTerOnTheFlyIntegration

A

Debug

393
Q

e_VoxTerOptimizeLods

A

Debug

394
Q

e_VoxTerOverlayBlend

A

Use overlay blending mode

395
Q

e_VoxTerPaintSleep

A

Debug

396
Q

e_VoxTerPlanarProjection

A

Debug

397
Q

e_VoxTerRelaxation

A

Use X vertex relaxation passes during voxel terrain mesh generation

398
Q

e_VoxTerRoadsCheck

A

Debug

399
Q

e_VoxTerRoadsCullDist

A

Debug

400
Q

e_VoxTerShadows

A

Debug

401
Q

e_VoxTerShapeCheck

A

Debug

402
Q

e_VoxTerTexBuildOnCPU

A

Debug

403
Q

e_VoxTerTexBuildsPerFrame

A

Debug

404
Q

e_VoxTerTexDebug

A

Debug

405
Q

e_VoxTerTexFormat

A

Mega-texture format: 22=eTF_DXT1, 24=eTF_DXT5, 7=eTF_A4R4G4B4, 8=eTF_R5G6B5

406
Q

e_VoxTerTexPoolSizeForEditor

A

Maximum amount of re-mesh textures cached in memory (in MB)

407
Q

e_VoxTerTexRangeScale

A

Debug

408
Q

e_VoxTerTexRebuildEveryFrame

A

Debug

409
Q

e_VoxTerTexResBumpDownscale

A

Debug

410
Q

e_VoxTerTexResExportDownscale

A

values 1 or 2 will downscale textures during exporting by factor of 2 or 4

411
Q

e_VoxTerTexResFinal

A

Debug

412
Q

e_VoxTerTexResInternal

A

Debug

413
Q

e_VoxTerTexTiling

A

Debug

414
Q

e_VoxTerTexUsageDebug

A

Show only segments where texture memory usage is higher than X kb

415
Q

e_VoxTerThreads

A

Debug

416
Q

e_VoxTerTraceMessages

A

Debug

417
Q

e_VoxTerUpdateTextures

A

Debug

418
Q

e_VoxTerVegetationEx

A

Debug

419
Q

e_VoxTerViewDistRatio

A

Debug

420
Q

e_VoxTerViewDistRatioMeshActivate

A

Debug

421
Q

e_VoxTerViewDistRatioPrediction

A

Debug

422
Q

e_WaterOcean

A

Activates drawing of ocean.

1: use usual rendering path
2: use fast rendering path with merged fog

423
Q

e_WaterOceanBottom

A

Activates drawing bottom of ocean

424
Q

e_WaterOceanFFT

A

Activates fft based ocean

425
Q

e_WaterTesselationAmount

A

Set tessellation amount

426
Q

e_WaterTesselationAmountX

A

Set tessellation on x axis - 0 means not used

427
Q

e_WaterTesselationAmountY

A

Set tessellation on y axis - 0 means not used

428
Q

e_WaterTesselationSwathWidth

A

Set the swath width for the boustrophedonic mesh stripping

429
Q

e_WaterVolumes

A

Activates drawing of water volumes

430
Q

e_WaterWaves

A

Activates drawing of water waves

431
Q

e_WaterWavesTesselationAmount

A

Sets water waves tessellation amount

432
Q

e_Wind

A

Debug

433
Q

e_WindAreas

A

Debug

434
Q

e_wipfeature

A

wipfeature enable|disable|hide|show|safemode|fullmode

435
Q

e_WorldSegmentationTest

A

Debug only: simulates multi-segment behavior in the editor