Graphics card profiles: Difference between revisions

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{{WIP}}
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<syntaxhighlight lang="diff">
{{Note|$FG_ROOT/Profiles/graphics.xml
}}
<syntaxhighlight lang="xml">
<?xml version="1.0"?>
<!--
************************************************************************
Graphics defaults for FlightGear property values.
 
Started February 2016:
************************************************************************
-->
<PropertyList>
  <sim>
    <rendering>
      <materials-file>Materials/regions/materials.xml</materials-file>
      <rembrandt>
        <enabled type="bool">false</enabled>
        <renderer>default-pipeline</renderer>
        <show-buffers type="bool" userarchive="y">false</show-buffers>
        <ambient-occlusion type="bool" userarchive="y">false</ambient-occlusion>
        <ambient-occlusion-strength type="float" userarchive="y">0.6</ambient-occlusion-strength>
        <ambient-occlusion-buffers type="bool">true</ambient-occlusion-buffers>
        <bloom type="bool" userarchive="y">true</bloom>
        <bloom-strength type="float" userarchive="y">0.6</bloom-strength>
        <bloom-buffers type="bool">true</bloom-buffers>
        <night-vision type="bool">false</night-vision>
        <cinema>
          <vignette type="bool">false</vignette>
          <inner-circle type="float" userarchive="y">0.8</inner-circle>
          <outer-circle type="float" userarchive="y">1.3</outer-circle>
          <color-shift type="bool">false</color-shift>
          <red-shift>
            <x type="float" userarchive="y">.393</x>
            <y type="float" userarchive="y">.769</y>
            <z type="float" userarchive="y">.189</z>
          </red-shift>
          <green-shift>
            <x type="float" userarchive="y">.349</x>
            <y type="float" userarchive="y">.686</y>
            <z type="float" userarchive="y">.168</z>
          </green-shift>
          <blue-shift>
            <x type="float" userarchive="y">.272</x>
            <y type="float" userarchive="y">.534</y>
            <z type="float" userarchive="y">.131</z>
          </blue-shift>
          <distortion type="bool">false</distortion>
          <distortion-factor>
            <x type="float" userarchive="y">0.0</x>
            <y type="float" userarchive="y">0.0</y>
            <z type="float" userarchive="y">1.0</z>
          </distortion-factor>
          <color-fringe type="bool">false</color-fringe>
          <color-fringe-factor type="float" userarchive="y">1.0</color-fringe-factor>
          <film-wear type="bool">false</film-wear>
        </cinema>
        <exposure type="float" userarchive="y">1.0</exposure>
        <use-color-for-depth type="bool">false</use-color-for-depth>
        <no-16bit-buffer type="bool">false</no-16bit-buffer>
        <debug-buffer n="0">
          <enabled type="bool" userarchive="y">false</enabled>
          <name userarchive="y"/>
        </debug-buffer>
        <debug-buffer n="1">
          <enabled type="bool" userarchive="y">true</enabled>
          <name userarchive="y">spec-emis</name>
        </debug-buffer>
        <debug-buffer n="2">
          <enabled type="bool" userarchive="y">true</enabled>
          <name userarchive="y">normal</name>
        </debug-buffer>
        <debug-buffer n="3">
          <enabled type="bool" userarchive="y">true</enabled>
          <name userarchive="y">diffuse</name>
        </debug-buffer>
        <debug>
          <lighting>
            <sky type="bool">true</sky>
            <ambient type="bool">true</ambient>
            <sunlight type="bool">true</sunlight>
            <lights type="bool">true</lights>
            <fog type="bool">true</fog>
            <debug type="bool">false</debug>
            <transparent type="bool">false</transparent>
          </lighting>
        </debug>
      </rembrandt>
      <debug type="bool">false</debug>
      <realism type="int">5</realism>
      <filtering type="int">8</filtering>
      <shaders>
        <custom-settings type="bool" userarchive="y">false</custom-settings>
        <generic type="float" userarchive="y">1.0</generic>
        <landmass type="float" userarchive="y">1.0</landmass>
        <model type="float" userarchive="y">1.0</model>
        <contrails type="float" userarchive="y">1.0</contrails>
        <crop type="float" userarchive="y">1.0</crop>
        <skydome type="bool" userarchive="y">false</skydome>
        <transition type="float" userarchive="y">1.0</transition>
        <urban type="float" userarchive="y">1.0</urban>
        <water type="float" userarchive="y">1.0</water>
        <wind-effects type="float" userarchive="y">0.0</wind-effects>
        <forest type="float" userarchive="y">0.0</forest>
        <lights type="float" userarchive="y">1.0</lights>
        <quality-level-internal type="float" userarchive="y">1.0</quality-level-internal>
      </shaders>
      <mie type="float" userarchive="y">0.003</mie>
      <rayleigh type="float" userarchive="y">0.0003</rayleigh>
      <dome-density type="float" userarchive="y">0.5</dome-density>
      <!--
<multithreading-mode>AutomaticSelection</multithreading-mode>
    Uncomment the above element to select OSG multi-threading mode.
    This may improve performance on multi-core, multi-CPU
    and/or multi-GPU systems. The recommended setting is AutomaticSelection.
    The alternatives are
      AutomaticSelection
      DrawThreadPerContext
      CullDrawThreadPerContext
      CullThreadPerCameraDrawThreadPerContext
  -->
      <plod-minimum-expiry-time-secs type="double" userarchive="y">180.0</plod-minimum-expiry-time-secs>
      <static-lod>
        <detailed type="double" userarchive="y">1500</detailed>
        <rough type="double" userarchive="y">9000</rough>
        <bare type="double" userarchive="y">30000</bare>
        <!--
          ai-range-mode-pixel: true=use pixel size on screen, false=use distance from eyepoint
          With /sim/rendering/static-lod/ai-range-mode-pixel set to true
          /sim/rendering/static-lod/ai-detailed now contains the minimum size of the
          model on the screen to be displayed. Values of 10-50 seem to make some sense.
        -->
        <ai-range-mode-pixel type="bool" userarchive="y">false</ai-range-mode-pixel>
        <ai-detailed type="double" userarchive="y">10000</ai-detailed>
        <!-- ai-bare type="double" userarchive="y">10000</ai-bare -->
        <ai-interior type="double" userarchive="y">50</ai-interior>
      </static-lod>
      <random-objects type="bool" userarchive="y">true</random-objects>
      <random-vegetation type="bool" userarchive="y">true</random-vegetation>
      <random-vegetation-shadows type="bool" userarchive="y">false</random-vegetation-shadows>
      <random-vegetation-normals type="bool" userarchive="y">false</random-vegetation-normals>
      <vegetation-density type="double" userarchive="y">1.0</vegetation-density>
      <random-buildings type="bool" userarchive="y">false</random-buildings>
      <building-density type="double" userarchive="y">1.0</building-density>
      <horizon-effect type="bool" userarchive="y">false</horizon-effect>
      <point-sprites type="bool" userarchive="y">true</point-sprites>
      <enhanced-lighting type="bool" userarchive="y">false</enhanced-lighting>
      <distance-attenuation type="bool" userarchive="y">false</distance-attenuation>
      <particles type="bool" userarchive="y">true</particles>
      <precipitation-gui-enable type="bool" userarchive="y">false</precipitation-gui-enable>
      <precipitation-enable type="bool" userarchive="y">false</precipitation-enable>
      <precipitation-aircraft-enable type="bool">true</precipitation-aircraft-enable>
      <precipitation>
        <!-- streaks coloring and transparency -->
        <min-light type="float">0.35</min-light>
        <streak-brightness-nearmost-layer type="float">0.9</streak-brightness-nearmost-layer>
        <streak-brightness-farmost-layer type="float">0.5</streak-brightness-farmost-layer>
        <!-- streak period as a function of the speed, decreases with speed -->
        <streak-period-max type="float">2.5</streak-period-max>
        <streak-period-change-per-kt type="float">0.005</streak-period-change-per-kt>
        <streak-period-min type="float">1.0</streak-period-min>
        <!-- streak length as a function of the speed, increases with speed -->
        <streak-length-min type="float">0.03</streak-length-min>
        <streak-length-change-per-kt type="float">0.0005</streak-length-change-per-kt>
        <streak-length-max type="float">0.1</streak-length-max>
        <!-- # of rain streaks at the 100.0% precipitation density -->
        <streak-count-min type="int">40</streak-count-min>
        <!-- lightest rain -->
        <streak-count-max type="int">190</streak-count-max>
        <!-- heaviest rain -->
        <!-- numbers over MAX_RAIN_SLICE in simgear/environment/visual_enviro.cxx
        will be ignored in the current implementation.  -->
        <!-- the precipitation cone geometry -->
        <cone-base-radius type="float">15.0</cone-base-radius>
        <cone-height type="float">30.0</cone-height>
      </precipitation>
      <lightning-enable type="bool" userarchive="y">false</lightning-enable>
      <specular-highlight type="bool" userarchive="y">false</specular-highlight>
      <bump-mapping type="bool" userarchive="y">false</bump-mapping>
      <clouds3d-enable type="bool" userarchive="y">false</clouds3d-enable>
      <clouds3d-vis-range type="float" userarchive="y">10000.0</clouds3d-vis-range>
      <clouds3d-detail-range type="float" userarchive="y">10000.0</clouds3d-detail-range>
      <clouds3d-density type="float" userarchive="y">0.25</clouds3d-density>
      <!-- legacy property to control drawing 'out the window', i.e
            non-cockpit + aircraft elements. Use draw-mask instead. -->
      <draw-otw type="bool">true</draw-otw>
      <draw-mask>
        <terrain type="bool">true</terrain>
        <models type="bool">true</models>
        <aircraft type="bool">true</aircraft>
        <clouds type="bool">true</clouds>
      </draw-mask>
      <shadows-ac type="bool" userarchive="y">false</shadows-ac>
      <shadows-ac-transp type="bool" userarchive="y">false</shadows-ac-transp>
      <shadows-ai type="bool" userarchive="y">false</shadows-ai>
      <shadows-to type="bool" userarchive="y">false</shadows-to>
      <shadows-debug type="bool" userarchive="y">false</shadows-debug>
      <shadows>
        <enabled type="bool" userarchive="y">true</enabled>
        <debug type="bool" userarchive="y">false</debug>
        <map-size type="int" userarchive="y">2048</map-size>
        <num-cascades type="int" userarchive="y">4</num-cascades>
        <cascade-far-m n="0" type="float" userarchive="y">2.0</cascade-far-m>
        <cascade-far-m n="1" type="float" userarchive="y">8.0</cascade-far-m>
        <cascade-far-m n="2" type="float" userarchive="y">32.0</cascade-far-m>
        <cascade-far-m n="3" type="float" userarchive="y">128.0</cascade-far-m>
        <filtering type="int" userarchive="y">1</filtering>
      </shadows>
      <shader-experimental type="bool" userarchive="y">false</shader-experimental>
      <shader-effects type="bool" userarchive="y">true</shader-effects>
      <fps-display type="bool" userarchive="y">false</fps-display>
      <frame-latency-display type="bool" userarchive="y">false</frame-latency-display>
      <on-screen-statistics type="int">0</on-screen-statistics>
      <glide-slope-tunnel type="bool" userarchive="y">false</glide-slope-tunnel>
      <redout>
        <enabled type="bool" userarchive="y">true</enabled>
        <parameters>
          <blackout-onset-g type="double">3.5</blackout-onset-g>
          <blackout-complete-g type="double">5</blackout-complete-g>
          <redout-onset-g type="double">-2</redout-onset-g>
          <redout-complete-g type="double">-4</redout-complete-g>
        </parameters>
      </redout>
      <headshake>
        <enabled type="bool" userarchive="y">false</enabled>
        <rate-m-g type="double">0.005</rate-m-g>
      </headshake>
      <osg-displaysettings>
        <eye-separation type="double" userarchive="y">0.05</eye-separation>
        <screen-distance type="double" userarchive="y">0.5</screen-distance>
        <stereo-mode type="string" userarchive="y">OFF</stereo-mode>
      </osg-displaysettings>
      <osg-notify-level type="string" userarchive="y">warn</osg-notify-level>
      <cache type="bool">true</cache>
      <use-vbos type="bool">false</use-vbos>
      <terrain>
        <simplifier>
          <enabled-near type="bool">false</enabled-near>
          <enabled-far type="bool">false</enabled-far>
          <ratio type="double">0.01</ratio>
          <max-error type="double">3000.0</max-error>
          <max-length type="double">1000.0</max-length>
        </simplifier>
      </terrain>
      <!-- OSG default is 300, but this means we burn lots of memory on no-longer
            visible trees / random buildings -->
      <max-paged-lod type="int">200</max-paged-lod>
      <als-secondary-lights>
        <use-searchlight type="bool">false</use-searchlight>
        <use-landing-light type="bool">false</use-landing-light>
        <use-alt-landing-light type="bool">false</use-alt-landing-light>
        <landing-light1-offset-deg type="float">0.0</landing-light1-offset-deg>
        <landing-light2-offset-deg type="float">0.0</landing-light2-offset-deg>
        <landing-light3-offset-deg type="float">0.0</landing-light3-offset-deg>
<use-flashlight type="int">0</use-flashlight>
      </als-secondary-lights>
    </rendering>
</sim>     
</PropertyList>
<!-- end of graphics.xml -->


</syntaxhighlight>
</syntaxhighlight>

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