sys_spec_Full=2 r_ShadersMETAL=1 -- Multithreaded GL not supported yet on mobile r_MultiThreaded=0 -- Default of 3 allocates all shaders (potentially >150 MB) -- 1 is most memory efficient but definitely causes hitches when converting HLSL -- shaders. Recommend 1 during dev, and 3 with optimized caches for release. r_ShadersPreactivate=1 r_EnableGMEMPath=1 ------------------------ -- Job System ------------------------ sys_job_system_enable=0 sys_job_system_max_worker=1 ------------------------ -- Streaming ------------------------ sys_streaming_in_blocks=1 sys_streaming_memory_budget=512 ------------------------ -- General Rendering ------------------------ r_Flush=0 -- Enabling this will clear the GMEM buffer before the z-pass r_ClearGMEMGBuffer=1 ------------------------ -- VisArea / Portals ------------------------ e_PortalsBlend=0 r_GMEMVisAreasBlendWeight=0.5 ------------------------ -- Occlusion Culling ------------------------ e_CheckOcclusion=0 e_CoverageBufferEarlyOut=1 ------------------------ -- Misc. memory buffers ------------------------ e_AutoPrecacheCgf=2 e_AutoPrecacheTerrainAndProcVeget=1 e_AutoPrecacheTexturesAndShaders=1 e_GeomCacheBufferSize=0 e_CheckOcclusionQueueSize=512 e_CheckOcclusionOutputQueueSize=1024 ------------------------ -- Animation ------------------------ ca_MemoryDefragPoolSize=32 ca_StreamCHR=1 ------------------------ -- sys_spec_water ------------------------ e_WaterOcean=2 e_WaterVolumes=2 e_WaterOceanBottom=0 ------------------------ -- decals ------------------------ r_DeferredDecals=1 e_DecalsForceDeferred=0 ------------------------ -- batching ------------------------ r_Batching = 1 r_BatchType = 0 ------------------------ -- geom instancing ------------------------ r_GeomInstancing=1 r_GeomInstancingThreshold=5 ------------------------ -- Upscaling ------------------------ --0 point, 1 bilinear, 2 bicubic, 3 lanczos r_UpscalingQuality=1 ------------------------ -- Geometry Cache ------------------------ e_GeomCaches=0