146 lines
7.1 KiB
INI
146 lines
7.1 KiB
INI
; REM: settings of RemGfx, the REM renderer (Direct3D 8 device on Vulkan, src/RemGfx).
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; Every key can also be given as an environment variable REM_GFX_<Key> (that one wins).
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; The log goes to remgfx.log next to freelancer.exe.
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[RemGfx]
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; 0 errors, 1 warnings, 2 info (default), 3 debug (every new pipeline is logged)
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LogLevel = 2
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; 1: enable VK_LAYER_KHRONOS_validation when it is installed (development)
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Validation = 0
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; -1: first discrete GPU, else the first Vulkan 1.3 device; >= 0: that device index
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GpuIndex = -1
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; -1: as the game asks (windowed COPY_VSYNC / full-screen interval), 0: off, 1: on
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VSync = -1
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; full-screen (non-windowed) modes: 1 = borderless window over the monitor, the back buffer is
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; scaled to it (no exclusive mode switch); 0 = leave the window alone
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Fullscreen = 1
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; anti-aliasing: 0/1 off, 2, 4 or 8 = MSAA samples (the back buffer is resolved before present)
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Msaa = 0
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; texture filtering: 0 = as the game sets it, 2..16 = force anisotropic filtering
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Anisotropy = 0
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; R8 temporal anti-aliasing of the 3D scene (needs Hdr = 1): smooth edges and no shimmering highlights,
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; also inside surfaces. TaaSharpness sharpens the result again (0 = off, 1 = strong).
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Taa = 1
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; R11 resolution of the 3D scene relative to the screen: above 1 supersampling (sharper, slower),
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; below 1 fewer pixels (faster); TAA and the tonemap pass bring it to the screen. 0.5 .. 2.
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RenderScale = 1.0
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TaaSharpness = 0.25
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; REM material maps: normal, roughness, metal and height maps from the material data folder,
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; matched by texture name, lit per pixel. MaterialData (below) = that folder; NormalFlipY = 1
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; inverts the green channel if bumps look lit from the wrong side.
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MaterialMaps = 1
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NormalFlipY = 0
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; strength of the normal maps (0 = flat, 1 = as authored)
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NormalStrength = 0.6
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; depth of the height-map parallax (0 = off, 0.25 = default, 2 = strong)
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ParallaxStrength = 0.25
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; relief of planets, worked out from the brightness of their own texture (0 = flat as the original)
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PlanetRelief = 1.0
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; R3b REM lighting: 1 = physically based per-pixel light (GGX) on ships, stations, planets and
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; base scenes; 0 = the Direct3D 8 lighting of the original. Roughness / metalness per texture from
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; materials.json in the material data folder (its DefaultMaterial for the rest), else PbrRoughness /
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; PbrMetalness; skinned characters are matt (0.8 / 0). Light in linear space x2. LightScale
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; scales sun and lamps.
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Lighting = 1
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PbrRoughness = 0.4
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PbrMetalness = 0.9
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LightScale = 1.0
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; R6 HDR: the 3D scene in a 16-bit float target, so lights, glows and effects can be brighter
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; than white; Bloom adds the glow around everything above BloomThreshold (BloomStrength 0..1).
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; Tonemap 0 = REM (the original look, highlights roll off softly), 1 = ACES filmic. Exposure scales
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; the scene before the tonemap.
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Hdr = 1
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Bloom = 1
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BloomStrength = 0.2
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BloomThreshold = 1.0
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Tonemap = 0
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Exposure = 1.0
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; R13 auto exposure: bright scenes (the sun, glowing nebulae) are exposed down between ExposureMin
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; and ExposureMax (1 = never brighter than the original), aiming at an average brightness of
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; ExposureKey, adapting at ExposureSpeed (1 / seconds).
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AutoExposure = 1
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ExposureMin = 0.35
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ExposureMax = 1.0
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ExposureKey = 0.10
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ExposureSpeed = 1.5
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; R13 grade: AmbientScale darkens the unlit sides (1 = original), Contrast deepens dark tones
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; (1 = off) -- together a darker, more atmospheric space.
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AmbientScale = 0.6
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Contrast = 1.15
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; R5 image based lighting: the environment cube (Textures\NebulaCubeMap.dds in the material data
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; folder) gives metal its
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; reflections and replaces the flat scene ambient; tinted with the system's ambient light (fog colour
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; inside fog). ReflectionStrength scales it. Ao: screen-space ambient occlusion (creases, contact
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; shadows) with a world radius AoRadius (metres) and strength AoIntensity.
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Reflections = 1
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ReflectionStrength = 1.0
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Ao = 1
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AoRadius = 6.0
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AoIntensity = 1.0
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; "REM RENDER" overlay top left: frame rate, draws, triangles, vertices, lights, effects
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Overlay = 1
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; R4 sun shadows in space and space cutscenes (cascaded shadow maps): ShadowMapSize is the atlas
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; of the four cascades (2048 / 4096 / 8192), ShadowDistance how far from the camera (metres).
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Shadows = 1
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ShadowMapSize = 4096
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ShadowDistance = 3000
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; PlanetShadows = 1: planets also receive the shadows of ships, docking rings and stations
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PlanetShadows = 0
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; objects up to this many metres outside the picture are still drawn, so their shadows do not
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; pop in and out when the camera turns (0 = the original culling)
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ShadowCullMargin = 400
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; R7 dynamic lights: the blinking lights of stations and ships light their surroundings (the
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; nearest 64 to the camera). DynamicLightRange scales their radius, DynamicLightIntensity their
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; brightness.
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DynamicLights = 1
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; R17 weapon lights: laser beams light their surroundings along their length, muzzle flashes,
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; projectiles, impacts and explosions as points in the colour of their particles (needs
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; DynamicLights = 1). WeaponGlow draws weapon effects brighter for the bloom (1 = original).
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WeaponLights = 1
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WeaponLightIntensity = 1.0
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WeaponLightRange = 1.0
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WeaponGlow = 1.6
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; R16 distortion: heat haze behind engines and around explosions, refraction at shield hits and
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; cloaks, a swirl in the jump tunnel; Distortion switches all of it, the others scale each kind
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; (0 = off). Needs Taa = 1 (it shares the scene's extra targets with the motion vectors).
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Distortion = 1
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HeatHaze = 1.0
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ShieldRefraction = 1.0
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CloakRefraction = 1.0
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TunnelDistortion = 1.0
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; R15 planet atmospheres: light scattering (a coloured rim on the day side, the opposite colour at
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; the terminator, glow against the sun); AtmosphereReplace = 1 hides the planets' original
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; atmosphere layer. AtmosphereColor: 1 = each planet's colour from its own surface texture (the
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; mean colour: a desert planet gets an orange rim), 2 = from that atmosphere layer (its material's
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; Dc), 0 = Earth's blue for every planet. The layer's Alpha sets the strength (a thin layer a weak
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; atmosphere, a black or invisible layer none). AtmosphereSaturation = how strongly the pale
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; colour is tinted (1 = as it is, higher = more colourful)
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Atmosphere = 1
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AtmosphereStrength = 1.0
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AtmosphereReplace = 1
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AtmosphereColor = 1
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AtmosphereSaturation = 4.0
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; R14 soft particles: explosions, smoke and glows fade out where they meet ships and stations
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; (over SoftParticleRange metres in front of them) instead of cutting hard edges
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SoftParticles = 1
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SoftParticleRange = 6.0
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; R10 sun light shafts: the sun's glow streaks past stations, ships and asteroids (screen space)
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SunShafts = 1
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SunShaftStrength = 0.6
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DynamicLightRange = 1.0
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DynamicLightIntensity = 1.0
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; material data folder (normal / material maps, materials.json, environment cube); empty = MATERIALS
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; next to the EXE folder, else its former name FLARDATA
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MaterialData =
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; depth-bias units per D3D ZBIAS step (decals, glows)
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ZBiasScale = 1.0
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; 1: apply the Direct3D 8 half-pixel rasterisation offset (sharp UI); 0: off
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HalfPixel = 1
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; automated runs: write the back buffer to remgfx_capture_NNNNN.bmp every N frames (0 = off),
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; at most CaptureMax files, and exit after ExitAfterFrames presented frames (0 = never)
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CaptureEvery = 0
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CaptureMax = 20
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ExitAfterFrames = 0
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; diagnosis: write every draw of frame N (state, material, lights, textures) to remgfx.log
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DumpFrame = 0
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