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PUBG Graphics and Gameplay Settings

The document contains configuration settings for a game engine, detailing parameters for gameplay, graphics, and system performance. Key settings include player limits, rendering quality, and various console variables affecting gameplay mechanics. It also specifies mobile settings and optimizations for different device capabilities.

Uploaded by

my2812223
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
0% found this document useful (0 votes)
32 views16 pages

PUBG Graphics and Gameplay Settings

The document contains configuration settings for a game engine, detailing parameters for gameplay, graphics, and system performance. Key settings include player limits, rendering quality, and various console variables affecting gameplay mechanics. It also specifies mobile settings and optimizations for different device capabilities.

Uploaded by

my2812223
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

=[/Script/Engine.

GameSession]
MaxPlayers=3.45
MaxSpectators=4.43
MaxSplitscreensPerConnection=6.53
bRequiresPushToTalk=true

[SystemSettings]
[Link]=120
[Link]=9.43
[Link]=1.55
[Link]=2.55
[Link]=3.55
[Link]=4.55
[Link]=6.55
[Link]=7.55
[Link]=8.55
[Link]=9.55
[Link]=2.36
[Link]=6.48
[Link]=9.55
[Link]=2.44
[Link]=3.31
[Link]=6.43
[Link]=1.55
[Link]=2.55
[Link]=0
[Link]=4.55
[Link]=5.55
[Link]=6.55
[Link]=7.55
[Link]=8.55
[Link]=9.55
[Link]=1.55
[Link]=2.55
[Link]=3.55
[Link]=4.55
[Link]=5.55
[Link]=8.55
[Link]=120
[Link]=120
[Link]=120
[Link]=6
[Link]=7.55
[Link]=8.55
[Link]=9.55
[Link]=9.55
[Link]=8.55
[Link]=7.55
[Link].DynamicInstanceES3=6.55
[Link].DynamicInstanceES2=5.55
[Link]=4.55
[Link]=3.55
[Link]=2.55
[Link]=1.55

[ConsoleVariables]
[Link]=1.55
[Link]=True
[Link]=2.55
[Link]=3.55
[Link]=4.55
[Link]=5.55
[Link]=6.55
[Link]=7.55
[Link]=8.55

[TextureStreaming]
MinLODSize=9.55
MaxLODSize=8.55
CharacterMaxTextureFactor=7.55
MinTextureResidentMipCount=6.55

[/Script/[Link]]
[Link]=4.55
OpenGL.SupportTexStorage2D=3.55
[Link]=2.55
[Link]=1
[Link]=1.55
[Link]=3.36
[Link]=1000
[Link]=4.45
[Link]=1.55
[Link]=2.55
[Link]=3.55
[Link]=6.55
[Link]=-7.55
[Link]=8.55
[Link]=9.55
ObjectPoolEnableRef=3.34
ObjectPoolEnableAutoDestroyRef=6.33
[Link]=4.44
[Link]=3.44
[Link]=2.55
[Link]=3.55
[Link]=6.55
[Link]=4.55
[Link]=7.55
[Link]=8.55
[Link]=9.55
[Link]=1.45
[Link]=2.45
[Link]=3.45
[Link]=4.45
[Link]=5.45
[Link]=6.45
[Link]=7.45
[Link]=8.45
[Link]=9.45
[Link]=8.45
[Link]=7.45
[Link]=6.45
[Link]=5.45
[Link]=3.45
[Link]=2.45
[Link]=1.45
[Link]=1.46
[Link]=2.46
[Link].DynamicInstanceES3=3.46
[Link].DynamicInstanceES2=4.46
[Link]=5.46
[Link]=6.46
[Link]=7.46
[Link]=8.46
[Link]=9.46
[Link]=8.46
[Link]=7.46
[Link]=5.46
[Link]=4.46
[Link]=3.46

[GameSettings]
BulletHitMaxAngularVelocity=7x9999
BulletHitMinAngularVelocity=7x9999
ClientActorBaseHitBlockedDamage=7.56
ClientModifiedValue=True+

[ConsoleVariables]
UseWeaponHitVelocityZ= +9999f
UseWeaponBulletExitVelocityZ=True
[Link]=0 кешь
[Link]=120

[ShootWeaponBulletBase]
UseWeaponHitDamageType=float
UseWeaponHitBulletGravityRange=7.55
UseWeaponHeadshotHitRate=7.55
Value=True+

[BaseCharacter]
ClientAimAssistHitPart=Head
ClientBulletHitPartJudgment=Head+++
ClientHeadshotPercentage=9.46+++

[/Script/[Link]]
HitPartJudgment=7.47
DSHitPartJudgment=2.47
HitLocation=3.47
bBlockingHit=4.47
HitResultTraceDistance=7.47
bShowHitBoxDebugInfo=7.47
AddHitBox=7.47
DSHitPartJudgment=8.47
HitDistanceArray=9.47
UniqueHitCount=8.47
HitShelterDamage=9.47
HitOthersCount=7.47
HitShelterDamage=7.47
HitEnemyHeadAmount=7.47
NewHitBodyPosMap=7.47
GetHitBody=2.47
HitBoxLeanTransL=1.47
HitBoxLeanTransR=2.48
PartHitComponent=7.48
ServerHitEnemyReplicatedData=9.48
HitTestAreaRadius=1.48
bForwardHitAim=9.48
BOptimizeBulletHit=7.48
bShouldDisplayHitFinalDamage=7.48
GetCurHitPartJugementType=7.48
GetCurHitPartJugement=8.48
v_HitVector=9.48
HitVector=6.33
GetHitBoxRadius=5.56

[SystemAim]
WeaponAimYawRate=AspectRatio_MaintainsYFOV
CrossHairBurstIncreaseSpeed=9.54
BulletFireSpeed=AspectRatio_MaintainsYFOV
CrossHairInitialSize=3.36
ReloadTime=AspectRatio_MaintainsYFOV
ShootInterval=3.43
BulletRange=7.51
BurstShootBulletsNum=AspectRatio_MaintainsYFOV
WeaponAimFOV=9.65
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
SkeletalMeshLODBias=9.54
ParticleLODBias=-4.33

[ShootWeaponEntity]
GetBurstShootBullets=AspectRatio_MaintainsYFOV
GetBurstShootBulletsNum=AspectRatio_MaintainsYFOV
BurstShootBullets=AspectRatio_MaintainsYFOV
BurstShootBulletsNum=AspectRatio_MaintainsYFOV
BurstShootBulletsNumFromEntity=AspectRatio_MaintainsYFOV
GetBurstShootBulletsNumFromEntity=AspectRatio_MaintainsYFOV
HandleAlShootBulletHit=AspectRatio_MaintainsYFOV
OwnerClient_HandleAlShootBulletHit=AspectRatio_MaintainsYFOV
RPC_OwnerClient_HandleAlShootBulletHit=AspectRatio_MaintainsYFOV
CurBulletNumInClip=AspectRatio_MaintainsYFOV

[TakeHitInfo]
+CVars=ActualDamage=99.999F
+CVars=DamageMaxRadius=99.999F
+CVars=bRadialDamage=99.999F
+CVars=bPointDamage=99.999F
+CVars=AttackerLocation=99.999F
+CVars=DamageOrigin=99.999F

[DamageReason]
+CVars=DamageReason__None=999.999F
+CVars=DamageReason__HeadShot=999.999F
+CVars=DamageReason__TorsoShot=99.999F
+CVars=DamageReason__PelvisShot=999.999F

[RatingDamage]
+CVars=RatingDamageScale=100+
+CVars=FiringAccuracyRadius=100+
+CVars=SectionRightValue=999.999F

[GameSettings]
BulletHitMaxAngularVelocity=9x9999
BulletHitMinAngularVelocity=9x9999
ClientActorBaseHitBlockedDamage=9.999
ClientModifiedValue=True+++

[ConsoleVariables]
UseWeaponHitVelocityZ= +9999f
UseWeaponBulletExitVelocityZ=True
[Link]=1
[Link]=60

[ShootWeaponBulletBase]
UseWeaponHitDamageType=float
UseWeaponHitBulletGravityRange=9.999
UseWeaponHeadshotHitRate=99.999
Value=True+++

[BaseCharacter]
ClientAimAssistHitPart=Head+++
ClientBulletHitPartJudgment=Head+++
ClientHeadshotPercentage=9.5

[/Script/[Link]]
HitPartJudgment=7.0
DSHitPartJudgment=7.0
HitLocation=7.0
bBlockingHit=7.0
HitResultTraceDistance=7.0
bShowHitBoxDebugInfo=7.0
AddHitBox=0
DSHitPartJudgment=7.0
HitDistanceArray=7.0
UniqueHitCount=7.0
HitShelterDamage=7.0
HitOthersCount=7.0
HitShelterDamage=7.0
HitEnemyHeadAmount=7.0
NewHitBodyPosMap=7.0
GetHitBody=7.0
HitBoxLeanTransL=7.0
HitBoxLeanTransR=7.0
PartHitComponent=7.0
ServerHitEnemyReplicatedData=7.0
HitTestAreaRadius=7.0
bForwardHitAim=9.0
BOptimizeBulletHit=7.0
bShouldDisplayHitFinalDamage=7.0
GetCurHitPartJugementType=7.0
GetCurHitPartJugement=7.0
v_HitVector=7.0
HitVector=7.0
GetHitBoxRadius=7.0

[SystemAim]
WeaponAimYawRate=AspectRatio_MaintainsYFOV
CrossHairBurstIncreaseSpeed=9.0
BulletFireSpeed=AspectRatio_MaintainsYFOV
CrossHairInitialSize=1
ReloadTime=AspectRatio_MaintainsYFOV
ShootInterval=7.0
BulletRange=7.0
BurstShootBulletsNum=AspectRatio_MaintainsYFOV
WeaponAimFOV=9.0
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
SkeletalMeshLODBias=10
ParticleLODBias=-5

[ShootWeaponEntity]
GetBurstShootBullets=AspectRatio_MaintainsYFOV
GetBurstShootBulletsNum=AspectRatio_MaintainsYFOV
BurstShootBullets=AspectRatio_MaintainsYFOV
BurstShootBulletsNum=AspectRatio_MaintainsYFOV
BurstShootBulletsNumFromEntity=AspectRatio_MaintainsYFOV
GetBurstShootBulletsNumFromEntity=AspectRatio_MaintainsYFOV
HandleAlShootBulletHit=AspectRatio_MaintainsYFOV
OwnerClient_HandleAlShootBulletHit=AspectRatio_MaintainsYFOV
RPC_OwnerClient_HandleAlShootBulletHit=AspectRatio_MaintainsYFOV
CurBulletNumInClip=AspectRatio_MaintainsYFOV

[TakeHitInfo]
+CVars=ActualDamage=99.999F
+CVars=DamageMaxRadius=99.999F
+CVars=bRadialDamage=99.999F
+CVars=bPointDamage=99.999F
+CVars=AttackerLocation=99.999F
+CVars=DamageOrigin=99.999F

[DamageReason]
+CVars=DamageReason__None=999.999F
+CVars=DamageReason__HeadShot=999.999F
+CVars=DamageReason__TorsoShot=99.999F
+CVars=DamageReason__PelvisShot=999.999F

[RatingDamage]
+CVars=RatingDamageScale=100+++
+CVars=FiringAccuracyRadius=100+++
+CVars=SectionRightValue=999.999F

[SystemAim]
WeaponAimYawRate=AspectRatio_MaintainsYFOV
CrossHairBurstIncreaseSpeed=9.0
BulletFireSpeed=AspectRatio_MaintainsYFOV
CrossHairInitialSize=1
ReloadTime=AspectRatio_MaintainsYFOV
ShootInterval=7.0
BulletRange=7.0
BurstShootBulletsNum=AspectRatio_MaintainsYFOV
WeaponAimFOV=9.0
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
SkeletalMeshLODBias=10
ParticleLODBias=-5
ScopeAim=AspectRatio_MaintainYFOV
ScopeAim=AspectRatioAxisConstraint
ScopeAimYawRate=AspectRatio_MaintainYFOV
RaffleAim=AspectRatio_MaintainYFOV
RaffleAimYawRate=AspectRatioAxisConstraint
ScopeAimYawRate=AspectRatioAxisConstraint

[ConsoleVariables]
[Link]=99999
[Link]=99999
[Link]=99999
[Link]=99999
[SystemSettings]
[Link]=1
[Link]=0

[/Script/[Link]]
[Link]=1

[/Script/[Link]]
[Link]=0

[/Script/[Link]]
[Link]=1
OpenGL.SupportTexStorage2D=0
[Link]=0
[Link]=1
[Link]=8
[Link]=1
[Link]=1000
[Link]=0.7
[Link]=1
[Link]=0
[Link]=0
[Link]=1
[Link]=-1
[Link]=0
[Link]=1
ObjectPoolEnableRef=0
ObjectPoolEnableAutoDestroyRef=0
[Link]=0
[Link]=0
[Link]=4
[Link]=0
[Link]=0
[Link]=0
[Link]=0
[Link]=0
[Link]=1
[Link]=0.5
[Link]=0
[Link]=0
[Link]=0
[Link]=0
[Link]=1
[Link]=2.5
[Link]=5.0
[Link]=3
[Link]=0
[Link]=0
[Link]=0
[Link]=0
[Link]=0
[Link]=2
[Link]=2.5
[Link]=1
[Link]=1
[Link]=1
[Link]=15
[Link]=0.6
[Link]=0
[Link].DynamicInstanceES3=0
[Link].DynamicInstanceES2=0
[Link]=150
[Link]=0
[Link]=1
[Link]=2.01
[Link]=0
[Link]=1
[Link]=0
[Link]=1
[Link]=1
[Link]=0

[/Script/[Link]]
[Link]=Max
[Link]=True
[Link]=9999.0f
[Link]=0.5
[Link]=Max
[Link]=Max
[Link]=4
[Link]=120
[Link]="65"
[Link]=Max
[Link]=Max
EnableStatesInterruptRPC=True
NetCullingDistanceOnVeryLowDevice=Max
ClientHitPartJudgment=Max
HitPartJudgment=Max
UseShootVerifyEx=True
CalcHitBodyType=Max
AimShootSpreadDir=Max
UseAimAssist=Max
UseEnityFloat=Max
SwichesInMaps=120
PartHitComponent=true
ScopeAimShootSpreadAddDirValSpeed=Max
HitShelterDamage=Max
Target="HEAD+++"
ScopeFov=True
FirstDamageTypeSpesificID=no
FristDamage=Max+++
HitBoxLeanTransL=false
HitBoxLeanTransR=false
HighWalkSpeed=Max
WalkSpeedChangeRate=Max
WalkSpeedThreshold=Max
SwimSpeedDynamicScale=0xf88
Health=Max
HurtParticleOffset=0xf88
STDamageCameraShake=100+++
StandHalfHeight=100+++
CrouchHalfHeight=99.999
ProneHalfHeight=99.999
IsPveShootVerify=1
BulletTrackShowDelegate=Max
GetShootWeapon=1
HitEnemyHeadAmount=Max
NearDeathIsHeadShot="100%"
BulletChange=true
HideCrossHairType=100++++
DamageScale=Max
bCausedByWorld=Max
WeaponShotAndHitPlayer=Max
TotalDamage=Max
bScaleMomentumByMass=Max
bRadialDamageVelChange=false
DamageImpulse=Max
ViewportClient=Max
AspectRatioAxisConstraint=0
SetConsoleTarget=AspectRatioAxisConstraint
KillZDamageType=Max
HitBoxDebugInfo=false
ReceiveHitBoxClick=Max
ReceiveHitBoxRelease=Max
AddHitBox="999"
DestructibleImpulse=Max
DestructibleDamageSpreadScale=Max
DamageFalloff=true
ClientStopCameraShake=Max
GetCurHitPartJugement=Max
GetCurHitPartJugementType=0xf88
HitBoxs_Stand=0xf90
bActivePartHit=false
HitBox="99.0f"
ClientAimAssistJudgment=Max
ClientBulletHitPartJudgment=Max
ClientHeadshotJudgement=Max
ClientBulletDamageJudgement=Max
OnRemoveSmoke=false
EnableNetCullingDistOnVeryLowDevice=true
EnableAsyncLoading=True
AutoSprintRequestCD=Max
EnableNewStateMachine=5
BulletHitInfoUploadData=Max
InitWeaponAttrBPTable=5
SkipOpenParachuteHeight=true
Server_HitBox_Stand_Radius=Max
DSHitPartJudgment=Max
SpeedHitPartJudgment=Max
ScopeAimShootSpreadDecRotValSpeed=5
PressedJump=true
CanPlayerStartBattle=Max
CanPlayerStartDuel=Max
OnPlayerKillsChangeDelegate=false
OnLocalCharacterHPChangeDelegate=Max
ShootWeaponShotNum=10
ShootWeaponShotAndHitPlayerNum=Max
HeadShotNum=Max
DamageAmount=Max+++
KillMagicWalkAI=3
HeadShootCount=float
LimbsShootCount=float
BodyShootCount=float
FootShootCount=float
UniqueHitCount=true

[/Script/[Link]]
ImageGrainNoiseTextureName=EngineMaterials.PhotonGood64x100TilingNoiseHighFreq
LightMapDensityTextureName=[Link]
LightMapDensityNormalName=[Link]
bCombineSimilarMappings=True
MinSmoothedFrameRate=50
MaxSmoothedFrameRate=999
bUseBackgroundLevelStreaming=False
MinTextureDensity=2.0
IdealTextureDensity=6.5
MaxTextureDensity=25.0
IdealLightMapDensity=2.02
MaxLightMapDensity=2.05
MipFadeInSpeed0=2.00
MipFadeOutSpeed0=2.00
MipFadeInSpeed1=2.0
MipFadeOutSpeed1=2.0
[Link]=3
[Link]=2
[Link]=10006
r.IngamePlayerInfo_OpenDate=287
r.ScoreTips_TModeCnt=3
[Link]="PINK"
[Link]=1
[Link]=120
[Link]=2
[Link]=1
[Link]=8
[Link]=2
[Link]=1
[Link]=Max
[Link]=Max
r.CamLensSen2XSniper=Max
r.CamLensSen4XSniper=Max
r.CamLensSen8XSniper=Max
[Link]=Max
[Link]=Max
r.FireCamLensSen2XSniper=Max
r.FireCamLensSen4XSniper=Max
r.FireCamLensSen8XSniper=Max
[Link]=Max
[Link]=Max
r.GyroscopeSen2XSniper=Max
r.GyroscopeSen4XSniper=Max
r.GyroscopeSen8XSniper=Max
[Link]=Max
[Link]=Max
[Link]=Max
[Link]=Max
[Link]=Max
[Link]=Max
[Link]=Max
[Link]=Max
r.CamLensSen3XSniper=Max
r.CamLensSen6XSniper=Max
r.FireCamLensSen3XSniper=Max
r.FireCamLensSen6XSniper=Max
r.GyroscopeSen3XSniper=Max
r.GyroscopeSen6XSniper=Max
[Link]=Max
[Link]=Max
[Link]=Max
r.FireGyroscopeSen2XSniper=Max
r.FireGyroscopeSen4XSniper=Max
r.FireGyroscopeSen8XSniper=Max
r.FireGyroscopeSen3XSniper=Max
r.FireGyroscopeSen6XSniper=Max
[Link]=Max
[Link]=Max
[Link]=Max

[/Script/[Link]]
DisplayGamma=3.2
MinDesiredFrameRate=120

[/Script/[Link]]
[Link]=0
[Link]=1
[Link]=0
[Link]=0
[Link]=0.0
[Link]="True"

[/Script/[Link]]
bIsStandbyCheckingEnabled=false
bIsStandbyCheckingOn=false
bHasStandbyCheatTriggered=false
EnableStandbyCheatDetection=false
StandbyCheatDetected=false
(/[Link])
protect=999.0f
NoGravityRange=0
HaveToOpenAltitude=0

[/Script/[Link]]
bIsStandbyCheckingEnabled=false
bIsStandbyCheckingOn=false
bHasStandbyCheatTriggered=false
EnableStandbyCheatDetection=false
StandbyCheatDetected=false

(/[Link])
protect=999.0f
NoGravityRange=0
HaveToOpenAltitude=

[/Script/[Link]]
DSHitPartJudgment=99999b
+Class="DSHitPartJudgment_Main",Switches=((Key="[Link]",Value="99999")))

[/Script/[Link]]
HitPartJudgment=99999b
GetCurHitPartJugementType=99999b
+Class="HitPartJudgment_Main",Switches=((Key="[Link]",Value="99999")))
+Class="GetCurHitPartJugementType_Main",Switches=((Key="[Link]",Value="99999")))

[/Script/[Link]]
+MobileMSAAOpenConfig=(RenderKey="[Link]",RenderValue=10)
+MobileMSAAOpenConfig=(RenderKey="[Link]",RenderValue=100)
+MobileMSAACloseConfig=(RenderKey="[Link]",RenderValue=10)
+MobileMSAACloseConfig=(RenderKey="[Link]",RenderValue=100)

[/Script/[Link]]
AimAssist=Max
SingleShotWeaponShootMode=Max
ActorAnimationSwitch=false
CrossHair=100+++
LeftHandFire=100+++

[/Script/[Link]]
BulletDamage=Max
BulletSpeed=Max
BulletCost=Max
WeaponAimFOV=99.999
Recoil=0
[Link]=Max
RecoilMoveX=-100+++
RecoilMoveY=100+++
AutoAimSpeed=Max
HitPart=Max

[/Script/[Link]]
BurstShootBulletsNum=Max
BulletFireSpeed=9x999
MaxBulletNumInOneClip=99.999
MaxBulletNumInBarrel=true
VolleyShootBulletsNum=Max
shootType=float
WeaponHitPartCoff=Max
DamageRate=999.9999
CrossHairType=10
WeaponAimFOV=90.999
WeaponHitBox="99.0f"

[/Script/[Link]]
ShotHitCount=$Value
ShotHeadHitCount=Max
ShotPersonHitCount=10
ShotPersonKillCount=10

[/Script/[Link]]
ShootWeaponEntity=Max
GetDamageAfterModify=Max
ShootWeapon=Max

[/Script/[Link]]
GetHitBodyType=true
GetHeadLocation=true

[/Script/[Link]]
BulletLineTrace=Max
ClientJump=100+++
Damage=Max+++
DamageWeapons=Max+++
AttachWeapon=Max+++
DamageRecord=10
CrossHairType=10
BulletFireSpeed=Max+++
ReloadTime=Max+++
WeaponAimFOV=Max++++

[/Script/[Link]]
MaxBulletNumInOneClip=Max
BulletNumInClip=Max
BulletNumInBarrel=Max
CurShootType=true
ShootWeaponAutoReloadDel=true
CurBulletChange=on
WeaponShootHitDelegate=Max
ShootTargetLoc=Max
CurBurstShootIndex=Max
CurShootWeaponState=Max
SimulateBulletHitInfoData=Max
ClientSetCurShootType=Max
CrossHairInitSize=Max
GetBulletRangeEntity=Max
AccessoriesVRecoilFactor=Max
FireOneShot=Max
NewInitWeapon=Max

[/Script/[Link]]
CurrentNetSpeed=Max
ConfiguredInternetSpeed=Max
ConfiguredLanSpeed=Max
HitResultTraceDistance=Max
PlayerCameraManager=0xf99
TargetViewRotation=Max
UpdateLevelVisibility=Max
PlayHapticEffect=Blue
GetHitResultUnderFingerForObjects=Max
EnableCheats=true
ClientStopCameraShake=Max
ClientPlayCameraShake=Max
ClientCap=Max
ShakeScale=on
ReceivePlayShake="on"

[/Script/[Link]]
FireCount=0xf88
HitCount=0xf88
UniqueHitCount=0xf88
KillCount=0xf88
HeadShootCount=0xf88

[/Script/[Link]]
HitPartCoffHead=Max
HitPartCoffBody=Max

[/Script/[Link]]
BypassSystemMaterialQuality=true
UsedGrassInstnaceColor=0
MaxDisplacement=Max

[/Script/[Link]]
UsedInHighQuality=false
CachedCombinedLODBias=Max
CompressionSettings=false
UseCinematicMipLevels=Max

[/Script/[Link]]
SphereCollisionEnabledList=false
CapsuleCollisionEnabledList=false
BoxCollisionEnabledList=Max
ConvexCollisionEnabledList=Max

[/Script/[Link]]
Pawn=false
Vehicle=0
PhysicsBody=false

[/Script/[Link]]
Ping=30ms

[/Script/[Link]]
bCausedByWorld=Max
bScaleMomentumByMass=Max
bRadialDamageVelChange=false
DamageImpulse=Max
DestructibleImpulse=Max
DestructibleDamageSpreadScale=7.7
DamageFalloff=true

[/Script/[Link]]
ClientHitPartJudgment="Max"
UseShootVerifyEx="999"
DSHitPartJudgment="Max"
UseShootVerifyEx="999"
HitBoxJudgment="Max"
UseShootVerifyEx="999"
UseAimAssist=false+++
InstanHitWeapon="999"
UnityWeaponUnit="999"

[/Script/[Link]]
[Link]=1

[SystemSettings]
[Link]=0
[Link]="900.g"
[Link]=99.0f
[Link]=999999
[Link]=false
[Link]="999"
[Link]="999"
[Link]=Off
[Link]="Max"
[/Script/[Link]]
[Link]=1
[Link]=0
[/Script/[Link]]
BulletFireSpeed=7.0
WeaponAimFOV=9.0
[/Script/[Link]]
AimAssist=9.0
SingleShotWeaponShootMode="999.0f"
WeaponProperty=7.0f
Log=true
[/Script/[Link]]
PeekSpeed=0
[/Script/[Link]]
AnimationKick=9.0f
WeaponAimYawRate=9.0
BulletFireSpeed="Max"
ShootInterval=7.0
BulletRange=7.0
BurstShootBulletsNum=7.0
WeaponAimFOV=9.0
[/Script/[Link]]
AnimationKick=1.0f
RecoilKickADS=1.1f
[/Script/[Link]]
OpenPressBtnStay=True
[/Script/[Link]]
+Class="RecoveryFactor_main",Switches=((Key="[Link]",Value="75")))
+Class="VRecoilFactor_main",Switches=((Key="[Link]",Value="200")))
+Class="HRecoilFactor_main",Switches=((Key="[Link]",Value="75")))
+Class="DeviationFactor_main",Switches=((Key="[Link]",Value="200")))
+Class="WeaponAimYawRate_main",Switches=((Key="[Link]",Value="75")))
+Class="CrossHairBurstIncreaseSpeed_main",Switches=((Key="[Link]",Value="190")))
+Class="BulletFireSpeed_main",Switches=((Key="[Link]",Value="75")))
+Class="TraceDistance_main",Switches=((Key="[Link]",Value="75")))
+Class="ShotGunSpread_main",Switches=((Key="[Link]",Value="75")))
+Class="HRecoilFactor_main",Switches=((Key="[Link]",Value="75")))
+Class="ReloadTime",Switches=((Key="[Link]",Value="190")))
+Class="SocialIsland_Main",Switches=((Key="[Link]",Value="75")))
+Class="ShootInterval_main",Switches=((Key="[Link]",Value="75")))

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[/Script/[Link]]
CameraShake=AspectRatio_MaintainYFOV

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[/Scrip/[Link]]
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ActiveShakes=50.0f
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Common questions

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Console and renderer settings are critical in determining the visual performance of a game as they control various aspects of graphical detail, resolution, and performance metrics. These settings manage the balance between visual fidelity and performance efficiency, ensuring that the game can run smoothly on various hardware configurations. For instance, options like 'r.MaxAnisotropy' and 'r.RefractionQuality' manage texture clarity and transparency effects, which are vital for realism but taxing on resources . Optimizing these settings helps prevent performance bottlenecks, allows wider hardware compatibility, and enhances the player's experience by providing smoother gameplay while maintaining acceptable visual quality. Additionally, settings such as frame rate caps ('sg.FrameRateLimit') control the maximum frames per second, impacting thermal and power efficiency .

Anisotropic filtering is a texture filtering technique used to improve image quality in computer graphics. It enhances the clarity of textures on surfaces that extend into the distance or are viewed at oblique angles. In the given settings, it is controlled by parameters such as 'r.MaxAnisotropy', which dictates the level of anisotropic filtering applied to textures . By adjusting this setting, developers can achieve sharper, more detailed textures, improving the visual appeal and realism of the game. However, higher settings can increase computational load, affecting performance, thus developers must balance quality and system capabilities.

Anti-aliasing is a technique used in games to smooth jagged edges in graphical elements, enhancing overall visual quality. It reduces the 'stair-case' effect seen on edges, contributing to a cleaner and more polished image. In the provided settings, anti-aliasing is addressed through parameters like 'r.DefaultFeature.AntiAliasing' and 'r.UserMSAASetting' . These settings allow developers to enable and customize the type and intensity of anti-aliasing applied, thus improving the visual output while considering the impact on rendering performance. Proper management of anti-aliasing helps maintain visual quality without significantly affecting frame rates.

FPS settings are crucial in competitive gaming as they affect reaction times, responsiveness, and the overall fluidity of the gaming interface. High FPS provides a smoother display, enabling players to react promptly to in-game events. Settings related to 'MaxPlayers' influence FPS, as more players can increase the demand on system resources, potentially reducing frame rates if the hardware cannot cope with the additional processing required . Developers must ensure that FPS remains stable even with the maximum number of players to maintain a fair and competitive environment. By configuring game sessions with an appropriate max player number relative to expected hardware performance, games can ensure optimal FPS for competitive situations.

Texture streaming settings are pivotal in performance optimization within gaming as they manage how textures are loaded and displayed based on camera proximity and importance. Settings like 'r.TextureStreaming=True' and 'r.Streaming.LimitPoolSizeToVRAM' facilitate the efficient use of memory by loading high-resolution textures only when necessary, thus saving bandwidth and reducing load times . For example, 'r.Streaming.MaxTempMemoryAllowed' controls the temporary memory allocated for streaming textures, helping to prevent memory overuse and maintain smooth performance across levels. Such settings enable a balance between high-quality visuals and system performance by dynamically adjusting resource allocation based on real-time gameplay needs.

Frame rate limits are crucial in managing game performance as they set a cap on the maximum frames per second (FPS) the game can render. This is important for maintaining consistent performance and preventing rendering engine overload, which can lead to overheating and increased power consumption. In the settings, 'sg.FrameRateLimit' and 'sg.FrameRateCap' are used to define these limits . By enforcing a frame rate ceiling, developers can ensure stability and optimize for power efficiency, particularly on devices with variable performance characteristics. This control aids in maintaining a balance between smooth gameplay and hardware longevity.

Adjustable settings significantly impact the player experience by affecting the game's FPS (frames per second) and rendering quality. High FPS ensures smooth animations and responsiveness, enhancing the player's interaction with the game, which is critical in competitive gaming scenarios. Settings like 'r.BattleFPS' and 't.MaxFPS' determine the speed and fluidity of gameplay, directly influencing perceived control and responsiveness . Rendering quality settings, such as those adjusting texture quality and effects like fog ('r.Fog'), impact visual detail and immersion. Increased rendering quality can make the game more visually appealing but at the cost of reduced FPS if the hardware is unable to keep up, leading to a degraded experience with visual stuttering and lag. Thus, the right balance of these settings is essential for optimizing a player's immersion and gameplay efficiency.

Dynamic shadows are essential in gaming graphics for adding depth and realism to the scenes, as they change in response to light sources and moving objects. They enhance the visual quality by providing cues about spatial relationships and object forms. In the provided settings, shadow quality is controlled through parameters like 'r.Shadow.MaxCSMResolution' and 'r.ShadowQuality'. These settings allow developers to adjust the resolution and number of cascades used for shadow mapping, balancing visual detail with performance requirements . By optimizing these parameters, games can render more realistic and immersive environments while managing computational load efficiently.

Shader quality settings in games impact the rendering efficiency and visual output by determining how effectively visual details and effects such as lighting, shadows, and textures are processed and displayed. High-quality shaders improve realism and detail but can significantly increase computational demands, affecting the game's frame rate and overall performance. For instance, settings that affect the shader cache and texture detail, such as 'r.ShaderCacheIsOK' and 'r.MaterialQualityLevel', play a role in how visually complex scenes are handled . These settings are crucial as they balance between achieving high visual fidelity and maintaining efficient use of resources, ensuring that the game is both visually stunning and performant across various gaming devices.

Push-to-talk functionality enhances team communication strategies in games by allowing players to communicate with teammates only when a specific button is pressed. This feature prevents background noise and disruption during gameplay, which can be critical in team-based or tactical situations. In the settings, 'bRequiresPushToTalk=true' indicates that push-to-talk is enabled by default . This setting is significant as it establishes a controlled communication environment, ensuring clarity and maintaining focus on strategic gameplay decisions without distractions.

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