;Altering this number will cause the app to overwrite this file with defaults
Version 10

[Video]
;Overrides all other options to achieve desired performance profile. Must be set to -1 for changes in this file to be applied.
PerformanceImpact 2

;Overrides all other options to achieve desired memory profile. Must be set to -1 for changes in this file to be applied.
MemoryImpact 2

;MSAA sample count.  0 ==> 1. -1 ==> Max available
MSAA 4

;MSAA quality, enables EQAA or CSAA if supported
MSAAQuality 0

;1 = Wait for vertical sync. 0 = I don't mind tearing artifacts
VSync 1

;Resolution of overlay texture (NxN)
OverlayResolution 4096

;Resolution of shadow map (NxN)
ShadowMapResolution 4096

;Resolution of ambient occlusion depth map (NxN)
AODepthResolution 1024

;Resolution of ambient occlusion render texture (NxN)
AORenderResolution 1024

;Resolution of mask for FOW (NxN)
TerrainHeightMaskResolution 1024

;Refresh rate for fullscreen mode. Ignored for windowed mode
RefreshRateInHz 60

;Set to 0 to use full resolution textures.  Non-zero to reduce them
ReducedAssetTextures 0

[Terrain]
;1 = full-res, 2 = low-res.
TerrainSynthesisDetailLevel 2

;Valid settings are 0 to 4.  Higher number = higher quality.
TerrainQuality 3

;Discard less important terrain materials. Saves memory.
ReducedTerrainMaterials 0

;Set to use low quality terrain shader (reduces texture filtering quality and specular lighting)
LowQualityTerrainShader 1

[General]
;Number of passes when calculating screen-space reflection with 16 samples per pass, default is 4 (64 samples). 0 disables SSR.
SSReflectPasses 2

;Drop highest mip level for water LEAN maps
UseLowResWater 0

;Disable high quality water (no refraction or reflection).
UseLowQualityWaterShader 1

;Minimap size (0 is minimum size, 1 is maximum size)
MinimapSize 0.000000

;Default time of day
DefaultTimeOfDay 11.500000

;Enable/disable ambient time of day cycling.
AmbientTimeOfDay 0

;Set which game views are enabled: 0 = Strategic only. 1 = 3D only. 2 = Both.
AvailableViews 2

;Indicates the level of detail for vfx. 0 = low. 1 = high
VFXDetailLevel 0

;How much stuff on the map? 0 = not a lot. 1 = a lot
ClutterDetailLevel 0

;Enable screen-space overlay effect.
ScreenSpaceOverlay 1

;Whether or not to cull models which are small on screen
SmallObjectCulling 1

;Start fading small models at this threshold (area in pixels)
SmallObjectCulling_Start 25

;Drop out small models at this threshold (area in pixels)
SmallObjectCulling_End 15

[AO]
;Whether or not to turn on AO
EnableAO 0

[Bloom]
;Whether or not to turn on Bloom
EnableBloom 1

[Shadows]
;Whether or not to turn on Shadows
EnableShadows 1

[DynamicLighting]
;Whether or not to use dynamic lighting
EnableDynamicLighting 1

[Leaders]
;Overall leader rendering quality
Quality 1

;Whether or not to use motion blur for leaders, requires medium quality (2) or greater
EnableMotionBlur 0

[Video]
;Submit draws via the DX11 immediate context
DX11_ForceImmediate 1

[DX12]
;Throw away all compute dispatches.  This is a debugging switch
DiscardCompute 0

;Force d3d debug layer.  This is a debugging switch
ForceDebugLayer 0

;Enable packing small textures into 4K aligned buffers instead of 64K aligned ones. Saves GPU memory, especially on low-end devices.
Use4KSmallTexturePacking 1

;If supported, use Root Signature 1.1 (1), or don't (0), or platform default(-1)
EnableRootSig_1_1 -1

;Set DX12 compute queue usage on (1), off (0), or platform default(-1).
EnableAsyncCompute -1

;Enable DX12 split-screen optimizations for multi-GPU systems. On (1), Off(0), or platform default (-1) [Platform Default is OFF, but may change in the future.]
EnableSplitScreenMultiGPU 0

[Debug]
;Set to 1 to drop all rendering except for UI.  This is a debugging switch
UIOnlyRendering 0

