; --------------
; render options
; --------------
; render objects with 1-bit alpha (/chroma key) as opaque objects (alpha test support must not be disabled)
; this is not enabled by default as it may have some side effects like z-fighting on overlapping decal objects,
; but it probably fixes more than it breaks so it's enabled here
alpha_test_as_opaque
; render square particles as disks
square_parts_as_disks
; render pixel particles as (small) disks
pixel_parts_as_disks
; render (new sky) stars with a resolution independent size (default always renders stars as 3x3 pixel polygons)
;fixed_star_size 0.5
; increased max view distance (default is 256) so z-buffering works correctly on missions with large areas
; (individual missions may set an even larger view distance if the mission requires it)
z_far 512
; enable z-compare during level geometry rendering this allows somewhat more optimal level geometry rendering
; (missions that weren't built with new sky support in mind, may have visual glitches in locations that have
; "impossible geometry" when this option is enabled)
wr_render_zcomp
; -------------------
; D3D9 render options
; -------------------
; NOTE: these options can only have any effect when "use_d3d_display" is enabled
; by default it will try to use an enhanced 32-bit precision display mode, if the driver supports it, but
; there may be instances (like with integrated intel GPUs) where the driver does support it but it may not
; work correctly (such as gamma not working), this option will disable the use of enhanced precision
;d3d_disp_no_rgb10_buf
; multisampling (anti-aliasing) level
; IMPORTANT: some integrated graphics HW may not work correctly with multisampling and you will be left with a
; black screen, if that happens disable this option again
;multisampletype 8
; enable 16-bit floating point render buffer (for improved rendering and postprocessing quality, at the
; expense of video memory and performance)
;d3d_disp_enable_hdr
; enable 32-bit floating point render buffer (if you don't know what else to do with your memory and GPU time)
; NOTE: some driver version(s) may have a bug where running 32-bit FP also requires multisampling to be enabled
; or things can break (like a black screen)
;d3d_disp_enable_hdr 32
; enable software (ie. shader) based gamma and color processing (improves quality at the expense of performance,
; and also enables in-game gamma to be applied in windowed mode)
;d3d_disp_sw_cc
; optional saturation setting when "d3d_disp_sw_cc" is enabled, 0 is black and white, 1 is normal color
; (does not affect menu screens)
;d3d_disp_sw_cc_sat 0.25
; optional color filter when "d3d_disp_sw_cc", RGB values are between 0 and 1, default is "1 1 1" (white)
; (does not affect menu screens)
;d3d_disp_sw_cc_rgbfilter 1 0.7 0.3
; enable postprocessing (bloom)
;postprocess 1
; bloom intensity factor, default is 5
;bloomscale 5
; bloom/"glow" radius defined as percentage of the screen's diagonal, default is 2 (the larger values
; require more GPU processing)
;bloom_range 2
; bloom saturation, 0 completely desaturated, 1 is fully colored, default is 0.7
;bloom_saturation 0.7
; min value required (for R, G and B) in order for a pixel to be included in bloom processing, default is 0.6
; (with a low value a lot of surfaces will glow, with a high value only the really bright surfaces will glow)
; for SS2 you might want to consider increasing this slightly, as the game is generally brighter
;bloom_threshold 0.7
; enable screen distortion effects, like chipped glass or heat distortion from fire arrows
d3d_disp_enable_distortionfx
; enable alpha-to-coverage functionality, for smoother edges and less aliasing on alpha tested surfaces,
; if the nVidia/AMD/ATI graphics card supports it (requires multisampling to be enabled)
;d3d_disp_enable_atoc 1
; for nVidia cards that support SSAA this can be enabled instead (slightly better quality at the expense of
; performance)
;d3d_disp_enable_atoc 2
; if "d3d_disp_enable_atoc" is enabled and the graphics card supports it you may also want to enable this to
; make the edges even smoother (WARNING: if atoc isn't supported or "tex_edge_padding" isn't enabled, enabling
; this will make things look worse)
;default_alphatest_ref 1
; alpha for 2D overlay (HUD text, bitmaps), default is 1 (opaque)
;d3d_disp_2d_overlay_alpha 0.7
; --------------
; update timings
; --------------
; use high resolution timers (preferable but disabled by default for best compatibility, as it may not work
; correctly on older OS versions, such as some XP systems where hi-res timer implementation uses RDTSC, which can
; result in movement speeds going crazy and more)
;use_hi_res_timer
; lock physics updates to a fixed frequency, this ensures that player movement speed is constant and framerate
; independent. not necessary if vsync is enabled, however for high refresh rates player movement would still be
; faster than originally intended, uncomment this in that case
; (vsync method is preferable)
;phys_freq 60
; framerate cap for menu system (specified as minimum frame time in ms), reduces GPU and CPU load in menus
SlowFrameUI 10
; set minimum frame time value to 1ms to avoid speedups at high framerates, this does NOT cap the framerate
; it only sets the lower frame time limit so that if a frame is shorter than this, the engine will pretend
; that it was this long
min_frame_time 1
; cap engine update frequency to 250 Hz (specified as min updated time in ms), for a software framerate cap when
; using "single_display_mode" it's probably better to use "framerate_cap", this is just a last resort cap
SlowFrame 4
; -------------
; sound options
; -------------
; if EAX is enabled and sounds sound too direct when under water (the same or almost the same as above)
; then try enabling one of these (or experiment with custom values)
;submerged_sound_occlusion 0.1 0.5 0.88
;submerged_sound_occlusion 0.3 0.1
; force the use of UnderWater reverb/EAX environment when the player is under water
;force_underwater_reverb
; when using the OpenAL sound driver the default AL device may sometimes cause problems, in particular for
; on-board sound controllers, in those instances you can try an alternative AL device. Which other AL devices
; are available can be seen in the log file (when AL is enabled). It seems that usually the "Generic Software"
; device is available, which is a good one to try as an alternative.
;snd_oal_device Generic Software
; ------------
; misc options
; ------------
; enable more elaborate tracing for rain/snow impacts so it also hits more things than just terrain
; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
; unusual slowdown with rain/snow you could try to disable this and see if it helps)
enhanced_precip_trace
; enable more elaborate visibility tracing for coronas so that objects/characters also obstruct line of sight
; (the calculations are a bit more expensive, if you're running on a slow machine and experience an
; unusual slowdown with coronas you could try to disable this and see if it helps)
enhanced_corona_trace
; enable more elaborate tracing for AI footstep sounds so it hits objects and not just terrain
; (the calculations are a bit more expensive, if you're running on a slow machine and experience performance
; problems you could try to disable this and see if it helps)
enhanced_aifootstep_trace
; screenshot format (default is BMP), other options are PNG or PCX (note that PNG shots will take longer
; due to the compression process)
screenshot_format png
; use a date/time based numeric suffix instead, for screenshot filenames
;screenshot_timestamp
; skip CD check
skip_starting_checks
ddf_tex_override
; enable extended keyboard language detection to allow the game to more accurately detect supported layouts,
; it also adds support for detection of UK and French Canadian keyboards. NOTE: if the game previously failed
; to detect the layout, so it used the default English-US, the key bindings may have to be redone
;ext_kb_country_check
; -------------
; game specific
; -------------
; enable new mantling code
;new_mantle
; render particle effects attached to weapons (i.e. fire arrows before being fired)
render_weapon_particles
; disable "force matching unrefs" when loading old SS2/T1 particle data so "render_weapon_particles" can handle
; rendering instead (to avoid issues like particles randomly disappearing)
legacy_force_match_unrefs 0
; enable z-buffer use when rendering the player arm/weapon, to get rid of the sword and blackjack being drawn
; on top of the hand
dark_zcomp_arm
; scale bitmap based inventory icons/objects at higher screen resolutions (like body carry icon)
;scaled_inv_bitmaps
; alternative shading of visited/current map areas
;dark_map_decal_scheme 1
;dark_map_decal_scheme 1 -0.2 -0.3 -0.5 -0.2 -0.2 0.2
; original look
;dark_map_decal_scheme 1 -0.3 -0.3 1.1 1.3 1.3 0.2
; original look with swapped colors for visited and current
;dark_map_decal_scheme 1 1.3 1.3 0.2 -0.3 -0.3 1.1
; left align map notes
;dark_map_lalign_notes
; use a single bind file in shock (user2.bnd is ignored)
shock_single_bind_set
; use a save slot for quicksaves, instead of the original behaviour of simply saving to the autosave
; specify 0-14 to use a save slot, or -1 for the default behaviour of using the autosave
shock_quicksave_slot 14
; head bob scale factor (a value between 0 and 1), useful if the head bobbing is causing motion sickness
;bob_factor 0.3
; weapon bob scale factor in shock (a value between 0 and 1), also useful against motion sickness
;shock_gun_bob_factor 0.2