You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
300 lines
10 KiB
INI
300 lines
10 KiB
INI
[DeviceProfiles]
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+DeviceProfileNameAndTypes=Windows,Windows
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+DeviceProfileNameAndTypes=WindowsNoEditor,WindowsNoEditor
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+DeviceProfileNameAndTypes=WindowsServer,WindowsServer
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+DeviceProfileNameAndTypes=IOS,IOS
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+DeviceProfileNameAndTypes=iPad2,IOS
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+DeviceProfileNameAndTypes=iPad3,IOS
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+DeviceProfileNameAndTypes=iPad4,IOS
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+DeviceProfileNameAndTypes=iPadAir,IOS
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+DeviceProfileNameAndTypes=iPadMini,IOS
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+DeviceProfileNameAndTypes=iPadMini2,IOS
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+DeviceProfileNameAndTypes=iPhone4,IOS
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+DeviceProfileNameAndTypes=iPhone4S,IOS
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+DeviceProfileNameAndTypes=iPhone5,IOS
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+DeviceProfileNameAndTypes=iPhone5S,IOS
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+DeviceProfileNameAndTypes=iPodTouch5,IOS
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+DeviceProfileNameAndTypes=iPhone6,IOS
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+DeviceProfileNameAndTypes=iPhone6Plus,IOS
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+DeviceProfileNameAndTypes=Android,Android
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+DeviceProfileNameAndTypes=PS4,PS4
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+DeviceProfileNameAndTypes=XboxOne,XboxOne
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+DeviceProfileNameAndTypes=HTML5,HTML5
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+DeviceProfileNameAndTypes=Mac,Mac
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+DeviceProfileNameAndTypes=MacNoEditor,MacNoEditor
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+DeviceProfileNameAndTypes=MacServer,MacServer
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+DeviceProfileNameAndTypes=WinRT,WinRT
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+DeviceProfileNameAndTypes=Linux,Linux
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+DeviceProfileNameAndTypes=LinuxNoEditor,LinuxNoEditor
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+DeviceProfileNameAndTypes=LinuxServer,LinuxServer
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[/Script/Engine.TextureLODSettings]
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TextureLODGroups=(Group=TEXTUREGROUP_World,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_WorldNormalMap,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_WorldSpecular,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Character,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_CharacterNormalMap,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_CharacterSpecular,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Weapon,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_WeaponNormalMap,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_WeaponSpecular,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Vehicle,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_VehicleNormalMap,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_VehicleSpecular,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Cinematic,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Effects,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_EffectsNotFiltered,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Skybox,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_UI,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Lightmap,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Shadowmap,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_RenderTarget,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_MobileFlattened,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Heightmap,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Terrain_Weightmap,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Bokeh,MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear,MipGenSettings=TMGS_SimpleAverage)
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+TextureLODGroups=(Group=TEXTUREGROUP_Pixels2D,MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=point,MipFilter=point,MipGenSettings=TMGS_SimpleAverage)
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[Windows DeviceProfile]
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DeviceType=Windows
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BaseProfileName=
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[WindowsNoEditor DeviceProfile]
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DeviceType=WindowsNoEditor
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BaseProfileName=Windows
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[WindowsServer DeviceProfile]
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DeviceType=WindowsServer
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BaseProfileName=Windows
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[IOS DeviceProfile]
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DeviceType=IOS
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BaseProfileName=
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+CVars=r.BloomQuality=0
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+CVars=r.DepthOfFieldQuality=0
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+CVars=r.LightShaftQuality=0
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+CVars=r.RefractionQuality=0
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// HZB will be slower with tiled, and not needed
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+CVars=r.HZBOcclusion=0
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// Non need for depth prepass
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+CVars=r.EarlyZPass=0
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+CVars=r.EarlyZPassMovable=0
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// Needs geometry shader support
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+CVars=r.TranslucentLightingVolume=0
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// Needs geometry shader support
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+CVars=r.AllowPointLightCubemapShadows=0
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// Temporal AA (?) looks blurry right now
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+CVars=r.PostProcessAAQuality=0
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// Not sure on this one - may need the whole D Buffer stuff going
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+CVars=r.Decal.StencilSizeThreshold=-1
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[iPad2 DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.RenderTargetSwitchWorkaround=1
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[iPad3 DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.RenderTargetSwitchWorkaround=1
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[iPad4 DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.RenderTargetSwitchWorkaround=1
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[iPadAir DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.BloomQuality=1
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[iPadAir2 DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.BloomQuality=1
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+CVars=r.DepthOfFieldQuality=1
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+CVars=r.LightShaftQuality=1
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[iPadMini DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.RenderTargetSwitchWorkaround=1
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[iPadMini2 DeviceProfile]
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DeviceType=IOS
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BaseProfileName=iPadAir
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[iPhone4 DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.RenderTargetSwitchWorkaround=1
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[iPhone4S DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.RenderTargetSwitchWorkaround=1
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[iPhone5 DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.RenderTargetSwitchWorkaround=1
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[iPhone5S DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.MobileContentScaleFactor=2
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+CVars=r.BloomQuality=1
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+CVars=r.DepthOfFieldQuality=1
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+CVars=r.LightShaftQuality=1
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[iPodTouch5 DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.RenderTargetSwitchWorkaround=1
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[iPhone6 DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.BloomQuality=1
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+CVars=r.DepthOfFieldQuality=1
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+CVars=r.LightShaftQuality=1
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[iPhone6Plus DeviceProfile]
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DeviceType=IOS
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BaseProfileName=IOS
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+CVars=r.BloomQuality=1
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+CVars=r.DepthOfFieldQuality=1
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+CVars=r.LightShaftQuality=1
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[Android DeviceProfile]
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DeviceType=Android
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BaseProfileName=
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+CVars=r.MobileContentScaleFactor=1
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+CVars=r.BloomQuality=0
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+CVars=r.DepthOfFieldQuality=0
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+CVars=r.LightShaftQuality=0
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+CVars=r.RefractionQuality=0
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[Android_Low DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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+CVars=r.MobileContentScaleFactor=0.5
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[Android_Mid DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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+CVars=r.BloomQuality=1
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+CVars=r.MobileContentScaleFactor=0.8
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[Android_High DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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+CVars=r.BloomQuality=1
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+CVars=r.DepthOfFieldQuality=1
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+CVars=r.LightShaftQuality=1
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+CVars=r.MobileContentScaleFactor=1.0
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[Android_Unrecognized DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android_Mid
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[Android_Adreno320 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android_Mid
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;This offset needs to be set for the mosaic fallback to work on Galaxy S4 (SAMSUNG-IGH-I337)
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;+CVars=r.DemosaicVposOffset=0.5
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[Android_Adreno200 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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[Android_Adreno203 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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[Android_Adreno205 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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[Android_Adreno220 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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[Android_Adreno225 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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[Android_Adreno330 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android_High
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[Android_Adreno330_Ver53 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android_Adreno330
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+CVars=r.DisjointTimerQueries=1
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[Android_PowerVR540 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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[Android_PowerVR544 DeviceProfile]
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DeviceType=Android
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BaseProfileName=Android
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[PS4 DeviceProfile]
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DeviceType=PS4
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BaseProfileName=
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[XboxOne DeviceProfile]
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DeviceType=XboxOne
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BaseProfileName=
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; we output 10:10:10, not 8:8:8 so we don't need color quantization
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+CVars=r.TonemapperQuality=0
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; For SSAO we rely on TemporalAA (with a randomized sample pattern over time) so we can use less samples
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+CVars=r.AmbientOcclusionSampleSetQuality=0
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; less passes, and no upsampling as even upsampling costs some performance
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+CVars=r.AmbientOcclusionLevels=1
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; larger radius to compensate for fewer passes
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+CVars=r.AmbientOcclusionRadiusScale=2
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[HTML5 DeviceProfile]
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DeviceType=HTML5
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BaseProfileName=
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+CVars=r.RefractionQuality=0
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[Mac DeviceProfile]
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DeviceType=Mac
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BaseProfileName=
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[MacNoEditor DeviceProfile]
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DeviceType=MacNoEditor
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BaseProfileName=Mac
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[MacServer DeviceProfile]
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DeviceType=MacServer
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BaseProfileName=Mac
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[WinRT DeviceProfile]
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DeviceType=WinRT
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BaseProfileName=
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[Linux DeviceProfile]
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DeviceType=Linux
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BaseProfileName=
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MeshLODSettings=
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TextureLODSettings=
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[LinuxNoEditor DeviceProfile]
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DeviceType=LinuxNoEditor
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BaseProfileName=Linux
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MeshLODSettings=
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TextureLODSettings=
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[LinuxServer DeviceProfile]
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DeviceType=LinuxServer
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BaseProfileName=Linux
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MeshLODSettings=
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TextureLODSettings=
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