[Caches] ; Vertex cache size ; Keep between 4 and 256 ; Recommended: 64 VertexCacheSize=128 ; Triangle batch size ; Keep between 1 and 256 ; Recommended: 64 TriangleBatchSize=128 ; Vertex shader and pipeline code cache size. ; Keep between 1 and 256 ; Recommended: 256 PipelineCacheSize=256 ; Rasterizer code cache size ; Keep between 1 and 256 ; Recommended: 256 RasterizerCacheSize=256 [Quality] ; Maximum texture filter quality ; Linear, Average4, Average2 or Point ; Recommended: Average2 TextureFilterQuality=Average2 ; Maximum mipmap filter quality ; Point, Polygon or None ; Recommended: Polygon MipmapFilterQuality=Polygon ; Mipmap detail bias ; Keep between -8.0 and 8.0 ; Recommended: 0.0 MipmapBias=0.0 ; Render at half resolution ; Recommended: False Scale2X=False ; Number of high-quality texture samplers ; Texture stages from 1 to N will sample at high quality ; Texture stages from N+1 to 8 will sample at low quality ; Useful for applications that always keep low-res lightmaps in ; particular texture stages. ; Keep between 0 and 8 ; Recommended: 1 for UT2004, 8 otherwise QualitySamplers=8 ; Perspective correction quality ; Accurate, Fast, or None ; Recommended: Fast Perspective=None [Optimizations] ; Reduce overdraw if possible. May not work in many applications. ; Recommended: True for UT2004, False otherwise OverdrawReduction=False ; Register copy propagation ; Recommended: True CopyPropagation=True ; Eliminate redundant load operations ; Recommended: True LoadElimination=True ; Eliminate redundant spill operations ; Recommended: True SpillElimination=True ; Don't write back unmodified registers ; Recommended: True DropUnmodified=True ; Write back minimal number of registers at jump ; Recommended: True MinimalRestore=True