[#uppercase] [GUI] // drivers: // 0: Nulldevice (no graphics) // 1: fast but crappy software driver // 2: good software driver, but slower // 3: OpenGL // 4: DirectX 8.1 // 5: DirectX 9.0c driver=3 // resolution and more resx=1024 resy=768 windowed=1 vsync=0 // use realtime shadows? // works only with DirectX or OpenGL shadows=1 // color depth; 16 or 32 bit depth=32 // Use Sound? (experimental) // 1: Yes // 0: No (default) UseSound=1 // Master Sound Volume. Multiplier that affects all sounds that are played // 1.0 - max volume // 0.5 - half sound volume // 0 - silent MasterSoundVolume=1.0 //================================================================================================ // Expert options: Renderer finetuning // Uncomment/Adjust the following settings if you really know what you do or if you need some extra performance! // Set a value to 0 or comment it out to use the default setting. //------------------------------------------------------------------------------------------------ // The terrain is split into sectors, here you can specify how many will be used on every axis. // Each sector is seperately culled if not visible, removing GPU load, but the culling test takes up some CPU. // If the terrain draw size is very large, it might be better to increase the sector amount. [Default: 5] //TerrainSectors=5 // The higher this value is, the more CPU+GPU power is needed to render the terrain. // Note that if you set it too low, you will get hard terrin cut-offs in some distance. // It looks best if this value is larger then . [Default: * 0.33] //TerrainDrawSize=300 // The terrain gets updated after walking some distance over it. Updating needs some CPU, but the more often // it is updated the smoother it will look like. If the fog starts early enough and covers places where there is no terrain drawn yet // (depends also on ) there will be no real visual disadvantages. [Default: 1 (min: 1, max: 50)] //TerrainUpdateStep=3 // The distance until the driver will stop drawing. This value has the most impact on the framerate, but setting it too low // will end up in a very short view distance. If your hardware is good enough, set it as high as possible, but don't forget to // adjust terrain drawing and fog distances if you do! [Default: 533.33] //farclip=533.33 // The fog gets 100% thickness in the distance specified here. [Default: * 0.7] //fogfar=380 // The fog starts here, getting thicker until reaching . [Default: * 0.75] //fognear=280 // Field of view. The higher the FOV is the more of the scene is visible on the screen, but the more distorted the scene will be! // Examples: < 0.5 is like looking through a sniper scope // > 1.0 is the best setting for a "normal" field of view // > 1.4 is like looking through a fish's eye // > 2 offers a very high but still playable field of view, but can cause extreme headache after a while // 2.5 isn't a reasonable value anymore (psychotic) // at around 3 it starts f***ing up the renderer // Note that the FOV also has a great impact on the framerate, the higher the value is, the less frames per sec. // [Default: 1.25] //FOV=1.1