tribesiniexplained2
 Share
The version of the browser you are using is no longer supported. Please upgrade to a supported browser.Dismiss

 
View only
 
|
 
Still loading...
ABCD
1
TRIBES.INI EXPLAINED: By c0mad0r
2
3
[System Settings]Main Reference: http://udn.epicgames.com/Three/SystemSettings.html
4
VALUEMINIMUMMAXIMUMDEFINITION
5
StaticDecals FALSETRUEStatic sprites on the map that don't move: EX: Decorations, Existing bullet-holes in walls from the map creation, graffiti or writing.
6
DynamicDecals FALSETRUEDynamic sprites on the maps that people made: EX: Bullet-holes caused by your gun, charred black spots on ground, jet trails, etc.
7
UnbatchedDecals FALSETRUEAdds static decals to skeletal meshes or terrain. This is a low impact to performance setting with a high reward in clarity.
8
DecalCullDistanceScale 0.1000001.000000Determines the distance in which Decals start disappearing from your view. Set lower to make them disappear sooner.
9
DynamicLightsTRUETRUEAdds lighting that interacts with the game world, like explosions. Set TRUE to see shots more clearly, FALSE for ugly better performance.
10
DynamicShadows FALSETRUEDynamic shadow effects caused by in-game characters /vehicle shadows on the ground, explosions, etc. Disable for performance.
11
LightEnvironmentShadows FALSETRUEAdds indirect lighting effects based on the position of your character. Works with Directional lighting.
12
CompositeDynamicLights FALSEFALSEEnabled light environment. Set FALSE does not effect performance. Set TRUE will enable a less accurate form of dynamic lights.
13
SHSecondaryLighting TRUETRUEAdds a secondary Lighting source to prevent too dark of places. Works with Directional and Composite Lighting. DO NOT DISABLE
14
DirectionalLightmaps FALSETRUEPart of Casting Shadows / shader effects on walls from various light sources. Without it, stuff looks dark.
15
MotionBlur FALSEFALSET:A doesn't use this, but it normally adds additional blurring seen when turning around rapidly, moving rapidly or being hit.
16
MotionBlurPause FALSEFALSEDetermine the pause between frames of motion blur. Since MotionBlur=False this option is unused and can be ignored.
17
MotionBlurSkinning 01Allows a blurring effect on high speed moving objects. Since MotionBlur=False this option is unused and can be ignored.
18
DepthOfField FALSETRUEAdds the effect used to simulate how objects within your focus are sharper than objects outside our direct field of view/focus.
19
AmbientOcclusion FALSETRUEAdds the effect used to enhance shadows around the game world (Very GPU/CPU intensive)
20
Bloom FALSETRUEAdds light highlighting and image bloom in the world/map, creating a slightly hazy, more realistic atmospheric look to your POV.
21
bAllowLightShafts FALSETRUEUsually accompanied by OcclusionMaskDarkness, this enables/disables light shafts or "god rays" from the sun.
22
VALUEMINIMUMMAXIMUMDEFINITION
23
Distortion FALSETRUEAdds distortion effects seen around impact areas of explosions or air and smoke distortions created by projectiles and jets.
24
FilteredDistortion FALSETRUEAllows distortion to use bilinear filtering when sampling the scene color, like when hit by a weapon. Set False for performance.
25
DropParticleDistortion TRUEFALSEAllow dropping distortion on particles based on World Information. Setting "TRUE" reduces effects and increases performance.
26
bAllowDownsampledTranslucency FALSEFALSEAdds simple renders that increase FPS, but in T:A there is a fairly large constant emitter overhead causing the opposite. DO NOT ENABLE
27
SpeedTreeLeaves FALSETRUEAdds or removes the leaves from trees. Enabled gives trees with leaves whereas disabled shows trees with branches only.
28
SpeedTreeFronds FALSETRUEAdds or removes minor branches from trees. Enables gives trees more branches whereas disabled shows the trunks only basically.
29
LensFlares FALSETRUEAdds the effect seen when staring at a bright light source, such as the Sun… causes brightness from the sun or explosions.
30
FogVolumes FALSETRUEAdds volumetric fog from Strikes and large explosions. Set False to remove/disable big smoke clouds and "Fog".
31
UseVsync N/AN/AVertical Synchronization keeps your Frames Per Second in tune with your monitor's refresh rate. Is a more monitor/GPU dependant thing.
32
Fullscreen TRUE FALSEDefines whether the client loads fullscreen or windowed. Running fullscreen will give better performance than Window/Boarderless.
33
AllowD3D10 N/AN/AForces the game to run under the Direct X 10 API… T:A is DX9.0c dependant, but GPU's with native DX10 may be able to use this.
34
AllowD3D11 N/AN/AForces the game to run under the Direct X 11 API… T:A is DX9.0c dependant, but GPU's with native DX11 may be able to use this.
35
AllowRadialBlur FALSETRUEAdds the effect of mimicing a shockwave coming from an explosion or impacts from being hit. Disable for better performance.
36
AllowSubsurfaceScattering FALSEFALSECalled "SSS", defines how much light can enter an object like skin or a candle. Enabling makes players translucent. DO NOT ENABLE
37
SkeletalMeshLODBias 10-1Sets the in game character & animations quality where -1 is highest quality and 4 is lowest "8-bit Mario" style quality.
38
ParticleLODBias 10-1Sets the particle effects/detail and compensates stutters caused LOD rendering of minor objects like trails. Set -1 for max.
39
DetailMode 04Determines quality and quantity of how quickly things should be updated (blood, ice, water, etc). Set 0 for none or 4 for max quality.
40
ShadowFilterQualityBias -110Sets the quality of the shadow filtering used (if shadows are enabled). Higher=better quality, Lower=better performance.
41
VALUEMINIMUMMAXIMUMDEFINITION
42
MaxAnisotropy 016Adds filtering used in the game to make distant textures more clear. Set 0 for no Anisotropic Filtering or 16 for max.
43
MaxMultisamples11Multisample are a common form of Anti-Aliasing (AA). Since this is a DX9.0c game, AA is not forced nor used beyond 1. DO NOT CHANGE
44
MinShadowResolution 0512Adds minimum shadow texel size. The higher the min value, the darker and more rich shadows appear. Beware of visual glitches!
45
MinPreShadowResolution 8512Sets min texels allowed for rendering shadow depths and fading. Must be less than ShadowFadeRes.
46
MaxShadowResolution 04096Adds maximum shadow texel size. The higher the max value, the more rich shadow edges appear. Beware of visual glitches!
47
MaxWholeSceneDominantShadowResolution 04096Sets a fixed number of shadow depth buffers. Lower for better performance, but cannot be less than ShadowFadeResolution.
48
ShadowFadeResolution 04096Sets the max texels allowed for rendering shadows. 0 will force shadows to never fade; higher to have them fade faster.
49
PreShadowFadeResolution 8512Sets a fixed number of shadow depth buffers to pre-draw. Lower for better performance, but cannot be less than MinPreShadowRes.
50
ShadowFadeExponent 0.1000001.000000Determines how quickly a Shadow curve should fadeout. Set lower to have shadows "fall off" faster.
51
PlayerShadowFadeResolution 8512Sets the max texels allowed to specifically render player shadows. 0 will force shadows to never fade; higher to have them fade faster.
52
ResXYOUR_X_RESN/AChange the resolution in game, not here.
53
ResYYOUR_Y_RESN/AChange the resolution in game, not here.
54
SceneCaptureStreamingMultiplier 1.0000001.000000Adds a streaming system that streams in nearby textures in the same way as if the game camera was there, like pre-rendering.
55
ShadowTexelsPerPixel 0.1000005.000000Adds overall smoothness to shadows. A value of 0 disables shadows altogether where anything above 2 is only seen at 1920 or higher res.
56
PreShadowResolutionFactor 0.1000005.000000Adds additional quality of shadow mapping to yourview by pre-rendering the resolution of shadows. Lower for better performance.
57
bAllowBetterModulatedShadows FALSEFALSESet TRUE for older (GeForce6-8) nVidia cards as this helps fix shadow render bugs with nVidia cards. Otherwise, leave disabled.
58
bAllowWholeSceneDominantShadowsFALSETRUEAllows cast shadows from mountains, buildings or trees to be cast by the sun or main light source. Set FALSE for increased performance.
59
BorderlessFALSETRUELike "Fullscreen", this defines whether the client loads fullscreen or windowed. Setting True will decrease performance.
60
VALUEMINIMUMMAXIMUMDEFINITION
61
INFORMATION FOR ALL TEXTURE GROUPSTEXTUREGROUPS DEFINE AMOUNT OF MEMORY TO ALLOCATE
62
MinLODSize04096Defines minimum mip size in pixels that will be rendered. Must be less than MaxLODSize. Higher uses more memory, drops performance.
63
MaxLODSize04096Defines maximum mip size in pixels that will be rendered. Must be greater than MinLODSize. Higher = droped performance.
64
LODBias10 or -2Manipulating this controls how much detail is used in asset types & defines # of miplevels to drop b4 uploading a texture to the screen.
65
MinMagFilterPointAnisoSee UDN TEXTURE GROUP PROPERTIES for uses of each, but Aniso is the min and Aniso is your max. Point, Linear or Aniso are your choices.
66
MipFilterPointPointGets or sets a mipmap filter to use during minification. Always set to "Point" no matter what as any other is just not used here.
67
MipGenSettingsTMGS_SimpleAverageTMGS_Sharpen_4Mip-map generation happens during importing of the texture and creates a mipmap chain for textures. TMGS_Sharpen_<0-4> for max.
68
m_TrShadowLODGroup 05All textures are part of a TextureGroup, this references the # of mip size in pixels to render shadows. Lower for performance.
69
m_TrTextureLODGroup 05All textures are part of a TextureGroup, this references the # of mip size in pixels to render textures. Lower for performance.
70
NOT IN TRIBES.INI, BUT TESTED WITH GOOD RESULTS:
71
bCombineSimilarMappingsFALSETRUEAdds the option to combine both hard or soft texture meshes into a single stream, thus smoothing vertexes. Set True Lightmap shadows and textures will be streamed together, reducing jitter, but reducing performance.
72
EnableHighPolyChars FALSETRUEAdds the option to increase (TRUE) or reduce (FALSE) the polygon complexity of characters. Set False for better performance.
73
FloatingPointRenderTargetsFALSETRUEAdds certain post processing effects, such as the ability to enable HDR and AA simultaneously. Set disabled removes certain explosions.
74
bEnableForegroundShadowsOnWorldFALSETRUEAdds foreground Depth Priority Group objects to cast shadows on the world. Set disabled for better performance.
75
bEnableForegroundSelfShadowingFALSETRUEAdds foreground Depth Priority Group self-shadowing from cast shadows. Set disabled removes some shadows, but not player shadows.
76
OnlyStreamInTextures TRUEFALSEIf enabled, textures will only be streamed in, not out, increasing performance. Set disabled for better textures in terrains or grass.
77
Trilinear FALSETRUEAdds Trilinear Filtering, which can improve the appearance of textures. Set False uses Bi-Linear filtering instead, better FPS.
78
OneFrameThreadLag TRUEFALSEAdds Dynamic Light buffer. Set True, it is quicker to calculate and Prerender frames, and set false gives quality at the cost of FPS.
79
[TribesGame.TrAudioSettings]Main Reference: http://udn.epicgames.com/Three/AudioSystem.html
80
VALUEMINIMUMMAXIMUMDEFINITION
81
m_nVolumeMaster0100Sets the Master Volume for all in-gmae audio.
82
m_nVolumeEffects0100Sets the volume level for most in-game noises.
83
m_nVolumeMusic0100Sets the volume level for in-game music and ambient sounds.
84
m_nVolumeVoice0100Sets the volume level for VGS recorded audio comments.
85
[WinDrv.WindowsClient]N/A
86
VALUEMINIMUMMAXIMUMDEFINITION
87
DisplayGamma2.22.2This class defines the settings for a windows computer system. These details are normally initialized by an external application.
88
[TribesGame.TrGameEngine]N/A
89
VALUEMINIMUMMAXIMUMDEFINITION
90
bSmoothFrameRateFALSETRUENormally only under Engine.GameEngine, this is the same setting as above and should match.
91
MaxSmoothedFrameRate32122If bSmoothFrameRate=True, this determines when to start throttling the GPU and tells it to start working on other things.
92
AllowScreenDoorFadeFALSEFALSEIs a dissolve effect for fading in/out of players based on their MaxDrawDistance. If you want to see all players, DO NOT ENABLE
93
AllowNvidiaStereo3dFALSEFALSEIs an NVIDIA 3D Vision Direct technology only. DO NOT ENABLE
94
bForceStaticTerrainTRUEFALSESets the game terrain to be drawn statically without change and may increase performance if set true.
95
[Engine.GameViewportClient]Main Reference: http://udn.epicgames.com/Three/ScaleformContentGuide.html
96
VALUEMINIMUMMAXIMUMDEFINITION
97
bUseHardwareCursorWhenWindowedFALSETRUEForces the game to draw your desktop cursor. DO NOT ENABLE
98
[TribesGame.TrDevice]N/A
99
VALUEMINIMUMMAXIMUMDEFINITION
100
m_bTinyWeaponsEnabledTRUEFALSESets your player character's weapons to be drawn small. This option is set in-game from the Settings Menu.
Loading...
 
 
 
TRIBES.INI