Files
REM-Mod/EXE/remgfx.ini
T

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INI

; REM: settings of RemGfx, the REM renderer (Direct3D 8 device on Vulkan, src/RemGfx).
; Every key can also be given as an environment variable REM_GFX_<Key> (that one wins).
; The log goes to remgfx.log next to freelancer.exe.
[RemGfx]
; 0 errors, 1 warnings, 2 info (default), 3 debug (every new pipeline is logged)
LogLevel = 2
; 1: enable VK_LAYER_KHRONOS_validation when it is installed (development)
Validation = 0
; -1: first discrete GPU, else the first Vulkan 1.3 device; >= 0: that device index
GpuIndex = -1
; -1: as the game asks (windowed COPY_VSYNC / full-screen interval), 0: off, 1: on
VSync = -1
; full-screen (non-windowed) modes: 1 = borderless window over the monitor, the back buffer is
; scaled to it (no exclusive mode switch); 0 = leave the window alone
Fullscreen = 1
; anti-aliasing: 0/1 off, 2, 4 or 8 = MSAA samples (the back buffer is resolved before present)
Msaa = 0
; texture filtering: 0 = as the game sets it, 2..16 = force anisotropic filtering
Anisotropy = 0
; R8 temporal anti-aliasing of the 3D scene (needs Hdr = 1): smooth edges and no shimmering highlights,
; also inside surfaces. TaaSharpness sharpens the result again (0 = off, 1 = strong).
Taa = 1
; R11 resolution of the 3D scene relative to the screen: above 1 supersampling (sharper, slower),
; below 1 fewer pixels (faster); TAA and the tonemap pass bring it to the screen. 0.5 .. 2.
RenderScale = 1.0
TaaSharpness = 0.25
; REM material maps: normal, roughness, metal and height maps from the material data folder,
; matched by texture name, lit per pixel. MaterialData (below) = that folder; NormalFlipY = 1
; inverts the green channel if bumps look lit from the wrong side.
MaterialMaps = 1
NormalFlipY = 0
; strength of the normal maps (0 = flat, 1 = as authored)
NormalStrength = 0.6
; depth of the height-map parallax (0 = off, 0.25 = default, 2 = strong)
ParallaxStrength = 0.25
; relief of planets, worked out from the brightness of their own texture (0 = flat as the original)
PlanetRelief = 1.0
; R3b REM lighting: 1 = physically based per-pixel light (GGX) on ships, stations, planets and
; base scenes; 0 = the Direct3D 8 lighting of the original. Roughness / metalness per texture from
; materials.json in the material data folder (its DefaultMaterial for the rest), else PbrRoughness /
; PbrMetalness; skinned characters are matt (0.8 / 0). Light in linear space x2. LightScale
; scales sun and lamps.
Lighting = 1
PbrRoughness = 0.4
PbrMetalness = 0.9
LightScale = 1.0
; R6 HDR: the 3D scene in a 16-bit float target, so lights, glows and effects can be brighter
; than white; Bloom adds the glow around everything above BloomThreshold (BloomStrength 0..1).
; Tonemap 0 = REM (the original look, highlights roll off softly), 1 = ACES filmic. Exposure scales
; the scene before the tonemap.
Hdr = 1
Bloom = 1
BloomStrength = 0.2
BloomThreshold = 1.0
Tonemap = 0
Exposure = 1.0
; R13 auto exposure: bright scenes (the sun, glowing nebulae) are exposed down between ExposureMin
; and ExposureMax (1 = never brighter than the original), aiming at an average brightness of
; ExposureKey, adapting at ExposureSpeed (1 / seconds).
AutoExposure = 1
ExposureMin = 0.35
ExposureMax = 1.0
ExposureKey = 0.10
ExposureSpeed = 1.5
; R13 grade: AmbientScale darkens the unlit sides (1 = original), Contrast deepens dark tones
; (1 = off) -- together a darker, more atmospheric space.
AmbientScale = 0.6
Contrast = 1.15
; R5 image based lighting: the environment cube (Textures\NebulaCubeMap.dds in the material data
; folder) gives metal its
; reflections and replaces the flat scene ambient; tinted with the system's ambient light (fog colour
; inside fog). ReflectionStrength scales it. Ao: screen-space ambient occlusion (creases, contact
; shadows) with a world radius AoRadius (metres) and strength AoIntensity.
Reflections = 1
ReflectionStrength = 1.0
Ao = 1
AoRadius = 6.0
AoIntensity = 1.0
; "REM RENDER" overlay top left: frame rate, draws, triangles, vertices, lights, effects
Overlay = 1
; R4 sun shadows in space and space cutscenes (cascaded shadow maps): ShadowMapSize is the atlas
; of the four cascades (2048 / 4096 / 8192), ShadowDistance how far from the camera (metres).
Shadows = 1
ShadowMapSize = 4096
ShadowDistance = 3000
; PlanetShadows = 1: planets also receive the shadows of ships, docking rings and stations
PlanetShadows = 0
; objects up to this many metres outside the picture are still drawn, so their shadows do not
; pop in and out when the camera turns (0 = the original culling)
ShadowCullMargin = 400
; R7 dynamic lights: the blinking lights of stations and ships light their surroundings (the
; nearest 64 to the camera). DynamicLightRange scales their radius, DynamicLightIntensity their
; brightness.
DynamicLights = 1
; R17 weapon lights: laser beams light their surroundings along their length, muzzle flashes,
; projectiles, impacts and explosions as points in the colour of their particles (needs
; DynamicLights = 1). WeaponGlow draws weapon effects brighter for the bloom (1 = original).
WeaponLights = 1
WeaponLightIntensity = 1.0
WeaponLightRange = 1.0
WeaponGlow = 1.6
; R2 debug view (diagnosis from screenshots): 0 off, 1 normals, 2 depth (1 m black .. 130 km
; white), 3 motion vectors (grey = still, magenta = unknown), 4 material class (glass, nomad,
; planet water, engine glow ... one colour each), 5 game object (one colour per object), 6 phase
DebugView = 0
; R16 distortion: heat haze behind engines and around explosions, refraction at shield hits and
; cloaks, a swirl in the jump tunnel; Distortion switches all of it, the others scale each kind
; (0 = off). Needs Taa = 1 (it shares the scene's extra targets with the motion vectors).
Distortion = 1
HeatHaze = 1.0
ShieldRefraction = 1.0
CloakRefraction = 1.0
TunnelDistortion = 1.0
; R15 planet atmospheres: light scattering like Earth's (blue rim on the day side, red at the
; terminator, glow against the sun); AtmosphereReplace = 1 hides the planets' original atmosphere
; layer. AtmosphereColor turns that blue to the planet's hue: 1 = the mean colour of its surface
; texture (a desert planet gets an orange rim), 2 = its atmosphere layer's colour (the material's
; Dc), 0 = Earth's blue for every planet. Grey and white planets keep the blue. The layer's Alpha
; sets the strength (a thin layer a weak atmosphere, a black or invisible layer none).
; AtmosphereSaturation = how colourful the turned colour is (1 = as Earth's blue).
; AtmosphereDensity = thickness of the shell (higher = a thicker veil, 1 = the first R15 version)
Atmosphere = 1
AtmosphereStrength = 1.0
AtmosphereReplace = 1
AtmosphereColor = 1
AtmosphereSaturation = 1.0
AtmosphereDensity = 0.5
; R14 soft particles: explosions, smoke and glows fade out where they meet ships and stations
; (over SoftParticleRange metres in front of them) instead of cutting hard edges
SoftParticles = 1
SoftParticleRange = 6.0
; R10 sun light shafts: the sun's glow streaks past stations, ships and asteroids (screen space)
SunShafts = 1
SunShaftStrength = 0.6
DynamicLightRange = 1.0
DynamicLightIntensity = 1.0
; material data folder (normal / material maps, materials.json, environment cube); empty = MATERIALS
; next to the EXE folder, else its former name FLARDATA
MaterialData =
; depth-bias units per D3D ZBIAS step (decals, glows)
ZBiasScale = 1.0
; 1: apply the Direct3D 8 half-pixel rasterisation offset (sharp UI); 0: off
HalfPixel = 1
; automated runs: write the back buffer to remgfx_capture_NNNNN.bmp every N frames (0 = off),
; at most CaptureMax files, and exit after ExitAfterFrames presented frames (0 = never)
CaptureEvery = 0
CaptureMax = 20
ExitAfterFrames = 0
; diagnosis: write every draw of frame N (state, material, lights, textures) to remgfx.log
DumpFrame = 0