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Client App Settings Configuration

The document contains configuration settings for a network and graphics optimization system, including flags for optimizing network routing and transport, as well as rendering settings. Key parameters include network latency tolerance, player update rates, and texture quality overrides. Several debug flags are also present to assist in troubleshooting and performance monitoring.
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0% found this document useful (0 votes)
15 views2 pages

Client App Settings Configuration

The document contains configuration settings for a network and graphics optimization system, including flags for optimizing network routing and transport, as well as rendering settings. Key parameters include network latency tolerance, player update rates, and texture quality overrides. Several debug flags are also present to assist in troubleshooting and performance monitoring.
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

{

"FFlagOptimizeNetworkRouting": "True",
"DFIntNetworkLatencyTolerance": "0",
"FFlagGlobalWindRendering": "False",
"DFIntRaknetBandwidthPingSendEveryXSeconds": "1",
"DFIntCSGLevelOfDetailSwitchingDistanceL12": "0",
"DFIntRaknetBandwidthInfluxHundredthsPercentageV2": "20000",
"FLogNetwork": "7",
"FIntFRMMaxGrassDistance": "0",
"FFlagOptimizeNetworkTransport": "True",
"DFIntTextureCompositorActiveJobs": "0",
"FFlagHandleAltEnterFullscreenManually": "False",
"DFIntNetworkPrediction": "0",
"DFIntMaxProcessPacketsStepsAccumulated": "5000",
"FFlagDisablePostFx": "True",
"FIntTerrainArraySliceSize": "0",
"FIntRenderGrassDetailStrands": "0",
"FFlagGlobalWindActivated": "False",
"DFIntPlayerNetworkUpdateRate": "120",
"FIntRenderShadowIntensity": "0",
"DFIntMaxProcessPacketsStepsPerCyclic": "3000",
"DFIntPerformanceControlTextureQualityBestUtility": "-1",
"DFIntCullFactorPixelThresholdShadowMapLowQuality": "2147483647",
"FFlagDebugForceFSMCPULightCulling": "True",
"DFIntTextureQualityOverride": "1",
"FIntRenderGrassHeightScaler": "0",
"DFIntTaskSchedulerTargetFps": "2000",
"DFFlagDebugPauseVoxelizer": "True",
"DFIntCodecMaxOutgoingFrames": "20000",
"FIntFullscreenTitleBarTriggerDelayMillis": "3600000",
"DFIntOptimizePingThreshold": "40",
"DFIntLargePacketQueueSizeCutoffMB": "64",
"DFIntCullFactorPixelThresholdShadowMapHighQuality": "2147483647",
"DFFlagTextureQualityOverrideEnabled": "True",
"DFIntWaitOnRecvFromLoopEndedMS": "1",
"FFlagOptimizeNetwork": "True",
"DFIntCodecMaxIncomingPackets": "256",
"DFIntPlayerNetworkUpdateQueueSize": "1",
"DFIntWaitOnUpdateNetworkLoopEndedMS": "1",
"DFIntMaxProcessPacketsJobScaling": "5000",
"FFlagUpdateHealthBar": "False",
"DFIntRakNetLoopMs": "0",
"FIntDebugForceMSAASamples": "1",
"DFIntDebugFRMQualityLevelOverride": "1",
"DFIntCSGLevelOfDetailSwitchingDistance": "0",
"FFlagOptimizeServerTickRate": "True",
"DFIntCSGLevelOfDetailSwitchingDistanceL34": "0",
"FFlagNewLightAttenuation": "True",
"DFIntServerTickRate": "120",
"FFlagDebugSkyGray": "True",
"DFIntCSGLevelOfDetailSwitchingDistanceL23": "0",
"FIntFRMMinGrassDistance": "0",
"DFIntServerPhysicsUpdateRate": "120",
"DFIntNumAssetsMaxToPreload": "2147483647",
"DFIntAssetPreloading": "2147483647",
"FFlagPreloadAllFonts": "True",
"FFlagPreloadTextureItemsOption4": "True",
"DFFlagTeleportClientAssetPreloadingEnabled9": "True",
"DFFlagEnableTexturePreloading": "True",
"DFFlagEnableSoundPreloading": "True",
"DFFlagTeleportPreloadingMetrics5": "True",
"FIntRomarkStartWithGraphicQualityLevel": "1",
"DFFlagDebugRenderForceTechnologyVoxel": "True",
"FFlagDebugDisableTelemetryPoint": "True",
"FFlagDebugDisableTelemetryEventIngest": "True",
"FFlagDebugDisableTelemetryEphemeralStat": "True",
"FFlagDebugDisableTelemetryEphemeralCounter": "True",
"FFlagTaskSchedulerLimitTargetFpsTo2402": "False",
"FIntRakNetResendBufferArrayLength": "256",
"FFlagGraphicsGLEnableSuperHQShadersExclusion": "True",
"FFlagGraphicsGLEnableHQShadersExclusion": "True"
}

Common questions

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Specifying a high packet queue size cutoff at 64MB in 'DFIntLargePacketQueueSizeCutoffMB' might be intended to handle many data packets efficiently, possibly accommodating high-bandwidth applications like streaming or multiplayer games, where data traffic can fluctuate significantly .

The setting 'FIntFullscreenTitleBarTriggerDelayMillis' to 3,600,000 milliseconds translates to a one-hour delay before the fullscreen title bar appears, which might aim to reduce distractions during intensive tasks or gameplay, ensuring a focused user experience without unnecessary interruptions .

Setting 'DFIntNetworkLatencyTolerance' to '0' implies a strict stance against latency, potentially prioritizing real-time performance without allowing any deliberate delay. This could be significant for applications where immediate data exchange is critical, such as live gaming or streaming .

Allowing for a maximum of 20,000 outgoing frames ('DFIntCodecMaxOutgoingFrames') suggests a robust handling capacity for video or frame data transmissions, facilitating higher throughput and potentially supporting high-definition streaming without frames being dropped, ensuring smooth communication .

Setting 'FIntDebugForceMSAASamples' to '1' forces the application to use a particular level of multisample anti-aliasing, which might enhance graphical quality by smoothing jagged edges. However, this could challenge systems with limited graphical capabilities and lead to trade-offs between frame rate and rendering quality in less powerful hardware .

The document sets shadow map pixel thresholds to '2147483647', essentially turning off pixel thresholding for shadow maps ('DFIntCullFactorPixelThresholdShadowMapLowQuality' and 'DFIntCullFactorPixelThresholdShadowMapHighQuality'). This could lead to high-quality shadow rendering under all conditions, but may significantly increase computational load and impact performance on lower-end hardware .

The server tick rate of 120 (as indicated by 'DFIntServerTickRate') suggests an intention to have the server update states very frequently, enhancing responsiveness and ensuring smooth interactions in tasks like multiplayer gaming. This high tick rate could improve accuracy in real-time simulation but may demand more processing power .

The document shows that both 'FFlagOptimizeNetworkRouting' and 'FFlagOptimizeNetworkTransport' are set to 'True', indicating they are prioritized for optimization. However, specific differences in their configuration parameters aren't detailed. Network routing may involve optimizing the paths data takes across a network, whereas network transport could focus on the efficient sending and receiving of data packets .

The document indicates maximum possible values for 'DFIntNumAssetsMaxToPreload' and 'DFIntAssetPreloading', which suggests a design decision to preload as many assets as possible to minimize loading times and ensure smoother transitions in real-time environments. This can enhance user experience by reducing latency during gameplay or application usage .

The multiple flags disabling telemetry ('FFlagDebugDisableTelemetryPoint', 'FFlagDebugDisableTelemetryEventIngest', among others) suggest a deliberate choice to protect user privacy or enhance performance by not collecting telemetry data. While this could improve privacy and reduce overhead, it limits data availability for performance optimization and user behavior analysis .

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