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Game Engine Configuration Flags

The document contains a list of configuration flags and settings related to graphics, audio, and performance optimizations for a software application. Key features include enabling sound and texture preloading, various rendering quality adjustments, and debugging options. Additionally, it indicates the status of several experimental features and performance controls.

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kannonbeli123
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0% found this document useful (0 votes)
8 views2 pages

Game Engine Configuration Flags

The document contains a list of configuration flags and settings related to graphics, audio, and performance optimizations for a software application. Key features include enabling sound and texture preloading, various rendering quality adjustments, and debugging options. Additionally, it indicates the status of several experimental features and performance controls.

Uploaded by

kannonbeli123
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

{

"FIntSSAOMipLevels": "0",
"FFlagFastGPULightCulling3": "True",
"DFFlagEnableSoundPreloading": "True",
"DFFlagEnableMeshPreloading2": "True",
"FFlagRenderLegacyShadowsQualityRefactor": "True",
"FFlagPreloadAllFonts": "True",
"DFFlagTextureQualityOverrideEnabled": "True",
"DFIntCSGLevelOfDetailSwitchingDistanceL23": "0",
"FFlagHandleAltEnterFullscreenManually": "False",
"DFFlagTeleportClientAssetPreloadingEnabledIXP": "True",
"DFIntCSGLevelOfDetailSwitchingDistanceL34": "0",
"DFFlagAudioEnableVolumetricPanningForMeshes": "True",
"DFIntHACDPointSampleDistApartTenths": "2147483647",
"FFlagNewLightAttenuation": "True",
"FFlagAssetPreloadingIXP": "True",
"FFlagDebugEnableDirectAudioOcclusion2": "True",
"FFlagVoiceBetaBadge": "False",
"FFlagAddHapticsToggle": "False",
"FFlagContentProviderPreloadHangTelemetry": "False",
"FFlagLuaAppLegacyInputSettingRefactor": "True",
"FFlagEnableInGameMenuChromeABTest4": "True",
"FFlagDebugCheckRenderThreading": "True",
"DFIntDebugFRMQualityLevelOverride": "1",
"FLogNetwork": "7",
"FIntRenderMaxShadowAtlasUsageBeforeDownscale": "0",
"FFlagTaskSchedulerLimitTargetFpsTo2402": "False",
"DFFlagEnableTexturePreloading": "True",
"FFlagDebugSSAOForce": "False",
"FFlagEnableAudioPannerFiltering": "True",
"FStringVoiceBetaBadgeLearnMoreLink": "null",
"FIntCameraMaxZoomDistance": "2147483647",
"DFIntCSGLevelOfDetailSwitchingDistanceL12": "0",
"FFlagDebugDisableTelemetryV2Event": "True",
"DFIntPerformanceControlTextureQualityBestUtility": "-1",
"DFFlagSimOptimizeSetSize": "True",
"FStringTerrainMaterialTable2022": "",
"DFIntCullFactorPixelThresholdShadowMapHighQuality": "2147483647",
"FIntUnifiedLightingBlendZone": "0",
"FFlagImproveShiftLockTransition": "True",
"DFFlagTeleportPreloadingMetrics5": "True",
"FFlagUserShowGuiHideToggles": "True",
"FIntRenderShadowmapBias": "0",
"FFlagDebugDisableTelemetryEphemeralStat": "True",
"DFIntAnimationLodFacsDistanceMin": "0",
"DFIntAssetPreloading": "2147483647",
"DFFlagAudioUseVolumetricPanning": "True",
"FIntRenderLocalLightUpdatesMax": "1",
"DFIntTextureQualityOverride": "0",
"DFIntAnimationLodFacsVisibilityDenominator": "0",
"FIntFullscreenTitleBarTriggerDelayMillis": "3600000",
"FFlagEnableInGameMenuChrome": "True",
"FFlagChatTranslationEnableSystemMessage": "False",
"FFlagEnableInGameMenuDurationLogger": "False",
"FFlagDisableFeedbackSoothsayerCheck": "False",
"FIntGrassMovementReducedMotionFactor": "0",
"DFFlagTeleportClientAssetPreloadingDoingExperiment": "True",
"FFlagAlwaysShowVRToggleV3": "False",
"FFlagDebugForceFSMCPULightCulling": "True",
"FFlagMessageBusCallOptimization": "True",
"DFFlagDebugPerfMode": "True",
"FIntDebugTextureManagerSkipMips": "8",
"FIntRenderLocalLightFadeInMs": "0",
"DFFlagDebugSkipMeshVoxelizer": "True",
"FIntRenderLocalLightUpdatesMin": "1",
"FFlagSimEnableDCD16": "True",
"FFlagUserHideCharacterParticlesInFirstPerson": "True",
"DFFlagTeleportClientAssetPreloadingDoingExperiment2": "True",
"FIntVertexSmoothingGroupTolerance": "0",
"FFlagVideoServiceAddHardwareCodecMetrics": "True"
}

Common questions

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With a log network level of '7' and 'DFIntCSGLevelOfDetailSwitchingDistance' at '0', the document suggests vigilant logging and a possible focus on distance-based level of detail culling which could optimize bandwidth use and ensure consistency while potentially enhancing system reliability.

The document indicates advanced spatial audio handling through flags like 'DFFlagAudioEnableVolumetricPanningForMeshes': 'True' and 'DFFlagAudioUseVolumetricPanning': 'True'. This suggests a system design supporting 3D audio effects, which can enhance immersion by realistically simulating sound orientation and distance.

Flags such as 'DFFlagEnableTexturePreloading': 'True' and 'DFIntDebugTextureManagerSkipMips': '8' show an emphasis on managing textures proactively. Preloading textures and skipping certain mip levels can reduce memory demands while aiming for a balance between graphical fidelity and performance efficiency.

The flag 'FFlagUserHideCharacterParticlesInFirstPerson': 'True' suggests an intentional optimization tactic to enhance performance in first-person view by omitting unnecessary particle effects. This likely improves performance without visibly impacting user experience from this perspective.

Flags like 'FFlagRenderLegacyShadowsQualityRefactor' set to 'True' and 'FIntRenderMaxShadowAtlasUsageBeforeDownscale' at '0' indicate a focus on refining shadow quality while potentially sacrificing certain aspects for performance. Practical benefits could include maintaining visual fidelity in shadows without overburdening the GPU.

Flags such as 'FFlagDebugDisableTelemetryEphemeralStat': 'True' suggest selective usage of telemetry for performance analytics, likely to glean insights into gameplay without overwhelming data flow. Such targeted metrics could be crucial in identifying bottlenecks and iteratively enhancing game performance and user experience.

The document reveals that both sound and mesh preloading are enabled (e.g., 'DFFlagEnableSoundPreloading': 'True', 'DFFlagEnableMeshPreloading2': 'True'), suggesting a strategy to reduce runtime loading delays. Preloading assets could enhance performance by reducing in-game stutters, as assets are loaded before needed operation.

The document mentions 'FFlagUserShowGuiHideToggles': 'True', indicating a proactive stance on toggle visibility in the GUI. This can simplify user interaction by allowing customization and reducing clutter, which enhances user experience by focusing on usability and accessibility.

Telemetry, as seen through flags like 'FFlagDebugDisableTelemetryV2Event’ being 'True', appears to be selectively disabled, possibly to enhance privacy or reduce unnecessary data collection and processing overheads. This selective enablement helps streamline operations and potentially reduces data-related costs.

The document indicates fullscreen transitions are not handled manually as 'FFlagHandleAltEnterFullscreenManually' is set to 'False'. This could mean the transitions rely on default OS behaviors, possibly affecting user experience by not allowing smooth transitions or custom optimizations for fullscreen mode.

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