local InitializeSettings = function()
local as = gSportsRNA
local settingTable = as:GetTable("Settings")
as:SetString(settingTable, "PlayerSkeleton", "data/sceneassets/rig/skeleton_player.rx3")
as:SetString(settingTable, "PlayerSkeletonANT", "data/sceneassets/rig/skeleton_ant.rx3")
-- Force LevelOfDetail - 'high', 'medium', 'low', 'superlow'
local levelOfDetail = as:GetString(settingTable, "LevelOfDetail")
if (levelOfDetail == "") then
levelOfDetail = "high"
as:SetString(settingTable, "LevelOfDetail", levelOfDetail)
end
-- Set up defaults (high detail)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 0) -- number of mips to drop from RX3 textures
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 8192) -- minimum size (here we will ignore the number of mips to
drop)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 0) -- flat shadow dimensions (0 is normal, 1 is
half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4) -- max number of lights to allow
as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.0) -- multiplier for the length covered on ground by one
quad; bigger means better performance, but lower quality
as:SetInt(settingTable, "FlatShadow_Blur", 1)
as:SetInt(settingTable, "SelfShadow", 1)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 0) -- selfshadow render scale reduction (0 normal, 1 half, 2
quartered)
as:SetInt(settingTable, "PostFX_RainDrops", 1)
if ( EA_PLATFORM_MAC == true ) then
as:SetInt(settingTable, "PostFX_AutoExp", 0) -- Turn off autoexposure on MAC (This causes it to use simple exposure)
else
as:SetInt(settingTable, "PostFX_AutoExp", 1)
end
as:SetInt(settingTable, "PostFX_Bloom", 1)
as:SetInt(settingTable, "PostFX_DOF", 1)
as:SetInt(settingTable, "PostFX_Rectilinear", 1)
as:SetInt(settingTable, "PostFX_Vignette", 1)
as:SetInt(settingTable, "PostFX_Grain", 1)
as:SetInt(settingTable, "PostFX_ColorCube", 1)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 1)
as:SetInt(settingTable, "PostFX_SSAO", 1)
as:SetInt(settingTable, "PostFX_MotionBlur", 1)
-- LumBloom texture reduction (0 is normal, 1 is half, 2 is quarter, 3 is an eigth)
as:SetInt(settingTable, "PostFX_LumBloom_ScaleReduction", 1)
as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetInt(settingTable, "PitchSpray", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
as:SetInt(settingTable, "PlayerLodMinimum", 0)
as:SetFloat(settingTable, "RainIntensityScaler", 1.0)
as:SetFloat(settingTable, "Particle_HalfRes_ScaleReduction", 3) -- glares render target scale reduction (3 default)
as:SetInt(settingTable, "MaxAnisotropy", -1) -- limit anisotropy level for textures
-- Override..
if (levelOfDetail == "medium") then
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 4)
as:SetInt(settingTable, "Grass", 1)
as:SetInt(settingTable, "Cloth", 1)
as:SetInt(settingTable, "PitchSpray", 1)
as:SetInt(settingTable, "FlatShadow_Blur", 0)
as:SetInt(settingTable, "SelfShadow_ScaleReduction", 1)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
as:SetFloat(settingTable, "RainIntensityScaler", 0.5)
as:SetInt(settingTable, "MaxAnisotropy", 2) -- limit anisotropy level
elseif (levelOfDetail == "low" or levelOfDetail == "superlow") then
-- Downsize Render to texture sizes and detail
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
as:SetInt(settingTable, "FlatShadow_Blur", 0)
as:SetInt(settingTable, "SelfShadow", 0)
as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.5)
as:SetInt(settingTable, "Grass", 1)
-- cloth is enabled for hi lods
-- in case of performance issues disable cloth and always use tucked jerseys
as:SetInt(settingTable, "Cloth", 1)
as:SetInt(settingTable, "PitchSpray", 1)
-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
--Need autoexpousre to make lighting correct
--as:SetInt(settingTable, "PostFX_AutoExp", 0)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_Grain", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
as:SetInt(settingTable, "PostFX_MotionBlur", 0)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
as:SetFloat(settingTable, "RainIntensityScaler", 0.2)
as:SetInt(settingTable, "MaxAnisotropy", 0) -- no anisotropy
end
if (levelOfDetail == "superlow") then
-- any extra tweaks here..
-- Downsize Render to texture sizes and detail
as:SetInt(settingTable, "DropMipRX3_MinTexDimension", 512)
as:SetInt(settingTable, "DropMipRX3_MipsToDrop", 3)
as:SetInt(settingTable, "FlatShadow_ScaleReduction", 1)
as:SetInt(settingTable, "FlatShadow_MaxLights", 1)
as:SetInt(settingTable, "FlatShadow_Blur", 0)
as:SetInt(settingTable, "SelfShadow", 0)
as:SetFloat(settingTable, "FlatShadow_QuadLenMultiplier", 1.5)
as:SetInt(settingTable, "Grass", 1)
-- cloth is enabled for hi lods
-- in case of performance issues disable cloth and always use tucked jerseys
as:SetInt(settingTable, "Cloth", 1)
as:SetInt(settingTable, "PitchSpray", 1)
-- disable pretty much all PostFX
as:SetInt(settingTable, "PostFX_RainDrops", 0)
--Need autoexpousre to make lighting correct
--as:SetInt(settingTable, "PostFX_AutoExp", 0)
as:SetInt(settingTable, "PostFX_Bloom", 0)
as:SetInt(settingTable, "PostFX_DOF", 0)
as:SetInt(settingTable, "PostFX_Rectilinear", 0)
as:SetInt(settingTable, "PostFX_Vignette", 0)
as:SetInt(settingTable, "PostFX_Grain", 0)
as:SetInt(settingTable, "PostFX_ColorCube", 0)
as:SetInt(settingTable, "PostFX_ColorCubeDepth", 0)
as:SetInt(settingTable, "PostFX_MotionBlur", 0)
as:SetFloat(settingTable, "PlayerLodPercentageMultiplier", 100.0)
as:SetFloat(settingTable, "RainIntensityScaler", 0.2)
as:SetInt(settingTable, "MaxAnisotropy", 0) -- no anisotropy
end
end
InitializeSettings()
InitializeSettings = nil