[SystemSettings]
; NOTE THAT ANY ITEMS IN THIS SECTION WILL AFFECT ALL PLATFORMS!!!
StaticDecals=True
DynamicDecals=True
UnbatchedDecals=True
DecalCullDistanceScale=1.0
DynamicLights=True
DynamicShadows=True
LightEnvironmentShadows=True
CompositeDynamicLights=True
SHSecondaryLighting=True
DirectionalLightmaps=True
MotionBlur=True
MotionBlurPause=True
MotionBlurSkinning=1
DepthOfField=True
AmbientOcclusion=True
Bloom=True
bAllowLightShafts=True
Distortion=True
FilteredDistortion=True
DropParticleDistortion=False
bAllowDownsampledTranslucency=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
OnlyStreamInTextures=False
LensFlares=True
FogVolumes=True
FloatingPointRenderTargets=True
OneFrameThreadLag=True
UseVsync=False
UpscaleScreenPercentage=True
Fullscreen=False
AllowOpenGL=False
AllowRadialBlur=True
AllowSubsurfaceScattering=True
AllowImageReflections=True
AllowImageReflectionShadowing=True
bAllowSeparateTranslucency=False
bAllowPostprocessMLAA=False
bAllowHighQualityMaterials=True
MaxFilterBlurSampleCount=16
SkeletalMeshLODBias=0
ParticleLODBias=0
DetailMode=2
MaxDrawDistanceScale=1
ShadowFilterQualityBias=0
MaxAnisotropy=4
MaxMultiSamples=1
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500
TemporalAA_StartDepthVelocityScale=100
MinShadowResolution=64
MinPreShadowResolution=8
MaxShadowResolution=1120
MobileShadowTextureResolution=1120
MaxWholeSceneDominantShadowResolution=1344
MobileBloomMultiplier=1.0
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=.25
ResX=1280
ResY=720
ScreenPercentage=100.000000
SceneCaptureStreamingMultiplier=1.000000
ShadowTexelsPerPixel=1.27324
PreShadowResolutionFactor=.5
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.0
bEnableForegroundShadowsOnWorld=True
bEnableForegroundSelfShadowing=False
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
ShadowFilterRadius=2
; This is the default per-object shadow depth bias, larger values reduce self shadowing artifacts but increase the disconnect between caster and where the shadow starts
ShadowDepthBias=.012
; This controls the 'fade in' region between a caster and where his shadow shows up.  Larger values make a smaller region which will have more self shadowing artifacts.
PerObjectShadowTransition=60
; Same as PerObjectShadowTransition, but for whole scene shadows. If CSM used, this value will be scaled by CSMSplitSoftTransitionDistanceScale below.
PerSceneShadowTransition=600
; This is used to get the penumbra size in further CSM cascades to match up more closely with closer cascades, even though they are a different underlying resolution density
CSMSplitPenumbraScale=.5
; This scales PerObjectShadowTransition for the further cascades, can be used to increase or decrease the soft transition for the further cascades
CSMSplitSoftTransitionDistanceScale=4
; This scales ShadowDepthBias for the further cascades
CSMSplitDepthBiasScale=.5
; Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming
CSMMinimumFOV=40
; The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps
CSMFOVRoundFactor=4
UnbuiltWholeSceneDynamicShadowRadius=20000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
bAllowFracturedDamage=True
NumFracturedPartsScale=1.0
FractureDirectSpawnChanceScale=1.0
FractureRadialSpawnChanceScale=1.0
FractureCullDistanceScale=1.0
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
StatFontScaleFactor=1.0
; Whether secondary displays are allowed
AllowSecondaryDisplays=False
; The maximuim allowed width and height of secondary displays
SecondaryDisplayMaximumWidth=1280.0
SecondaryDisplayMaximumHeight=720.0
; Allow sleeping once a frame to give the rest of the system some time to run _and_ to smooth out CPU times
AllowPerFrameSleep=True
; Allow yielding once a frame to give other threads time to run (AllowPerFrameSleep takes precedence)
AllowPerFrameYield=True
;override setting (defaulted off) that when enabled, will turn off all expensive mobile features (fog, bump, environment mapping, rim lighting, spec, texture blending)
MobileFeatureLevel=0
;turn on all mobile features by default
MobileFog=True
MobileHeightFog=False
MobileSpecular=True
MobileBumpOffset=True
MobileNormalMapping=True
MobileEnvMapping=True
MobileRimLighting=True
MobileColorBlending=True
MobileColorGrading=False
MobileVertexMovement=True
MobileOcclusionQueries=False
MobileGlobalGammaCorrection=False
MobileAllowGammaCorrectionWorldOverride=False
MobileAllowDepthPrePass=False
MobileGfxGammaCorrection=False
MobileLODBias=-0.5
;mobile skeletal mesh bone limit
MobileBoneCount=75
;limit for number of weights that will influence a skeletal mesh on mobile devices
MobileBoneWeightCount=2
;If true, will load from optimized shaders on device, otherwise will load from the unprocessed "source" shaders
MobileUsePreprocessedShaders=True
;Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime
MobileFlashRedForUncachedShaders=False
;On mobile device, whether to load the shaders at startup or load on demand
MobileWarmUpPreprocessedShaders=True
;Used to create a cache of shaders that were seen during an example run on PC
MobileCachePreprocessedShaders=False
;Generates profiling information for generated shaders
MobileProfilePreprocessedShaders=False
;Whether to slim down generated shader code during cooking
MobileUseCPreprocessorOnShaders=True
;Whether to load the generated code from teh cooker
MobileLoadCPreprocessedShaders=True
;Whether to share pixel programs or re-compile per "shader" (vertex & pixel combo)
MobileSharePixelShaders=True
;Whether to share vertex programs or re-compile per "shader" (vertex & pixel combo)
MobileShareVertexShaders=True
;Whether to share shaders (vertex & pixel) or re-compile for identical shaders
MobileShareShaderPrograms=True
;Whether mobile antialiasing is enabled
MobileEnableMSAA=False
MobileContentScaleFactor=1.0
MobileVertexScratchBufferSize=150
MobileIndexScratchBufferSize=10
;Settings to adjust light shafts on mobile
MobileLightShaftScale=1.0
MobileLightShaftFirstPass=0.5
MobileLightShaftSecondPass=1.0
;Default mobile shadows to on so they work in PIE/PC
MobileModShadows=True
MobileTiltShift=False
MobileMaxMemory=300
MemoryDetailMode=2
MobilePostProcessBlurAmount = 32.0
; true to allow for higher resolution timing on the device
bMobileUsingHighResolutionTiming=True
; These settings are in percent of the screen height
MobileTiltShiftPosition = 0.5
MobileTiltShiftFocusWidth = 0.3
MobileTiltShiftTransitionWidth = 0.5
MobileMaxShadowRange=500.0

MobileClearDepthBetweenDPG=False
; settings this to FALSE can result in incorrect shadow rendering on mobile (rare cases?) but good performance increase
MobileSceneDepthResolveForShadows=TRUE
MobileLandscapeLodBias=0
MobileUseShaderGroupForStartupObjects=FALSE
MobileMinimizeFogShaders=FALSE
MobileFXAAQuality=0
; -1:no override (take light settings), 0:low, 1:medium, 2:high (not yet supported)
ShadowQualityOverride=0
ShowSpinnerOnLoadScreen=True

ApexLODResourceBudget=1000000000000000000000.0
ApexDestructionMaxChunkIslandCount=2500
ApexDestructionMaxShapeCount=0
ApexDestructionMaxChunkSeparationLOD=1.0
ApexDestructionMaxActorCreatesPerFrame=-1
ApexDestructionMaxFracturesProcessedPerFrame=-1
ApexDestructionSortByBenefit=True
ApexGRBEnable=false
ApexGRBGPUMemSceneSize=128
ApexGRBGPUMemTempDataSize=128
ApexGRBMeshCellSize=7.5
ApexGRBNonPenSolverPosIterCount=9;
ApexGRBFrictionSolverPosIterCount=3;
ApexGRBFrictionSolverVelIterCount=3;
ApexGRBSkinWidth=0.025
ApexGRBMaxLinearAcceleration=1000000.0
bEnableParallelAPEXClothingFetch=True
bApexClothingAsyncFetchResults=False
ApexClothingAvgSimFrequencyWindow=60
ApexClothingAllowAsyncCooking=True
ApexClothingAllowApexWorkBetweenSubsteps=FALSE

TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=linear,MipGenSettings=TMGS_Blur5)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=linear,MipFilter=linear)

[SystemSettingsBucket1]
BasedOn=SystemSettings

[SystemSettingsBucket2]
BasedOn=SystemSettings

[SystemSettingsBucket3]
BasedOn=SystemSettings

[SystemSettingsBucket4]
BasedOn=SystemSettings

[SystemSettingsBucket5]
BasedOn=SystemSettings

[SystemSettingsScreenshot]
BasedOn=SystemSettings
; Modify various system settings to get the best quality regardless of performance impact
MaxAnisotropy=16
ShadowFilterQualityBias=1
MinShadowResolution=16
ShadowFadeResolution=1
MinPreShadowResolution=16
PreShadowFadeResolution=1
ShadowTexelsPerPixel=4.0f
PreShadowResolutionFactor=1.0
MaxShadowResolution=4096
MaxWholeSceneDominantShadowResolution=4096
CompositeDynamicLights=FALSE

TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=linear,MipFilter=linear)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=-1000,MinMagFilter=aniso,MipFilter=linear)

[SystemSettingsEditor]
; System settings overrides for the editor.  Ideally the editor should use the same settings as the game.
BasedOn=SystemSettings

[SystemSettingsSplitScreen2]
BasedOn=SystemSettings
; System settings overrides for split screen
bAllowWholeSceneDominantShadows=False
bAllowLightShafts=False
; Use medium detail mode in splitscreen, this allows LD's to mark meshes as High detail and they won't render in SS
DetailMode=1

[SystemSettingsMobile]
BasedOn=SystemSettings
;mobile apps should default to fullscreen
Fullscreen=True
;disable standard lighting path for mobile devices
DirectionalLightmaps=False
DynamicLights=False
SHSecondaryLighting=False
StaticDecals=True
DynamicDecals=False
UnbatchedDecals=False
StatFontScaleFactor=1.5
;Disable post-process settings
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
DropParticleDistortion=TRUE
FloatingPointRenderTargets=FALSE
MaxAnisotropy=2
bAllowLightShafts=FALSE
;turn off by default for all mobile devices
MobileModShadows=False
MobileClearDepthBetweenDPG=False
; we have dedicated shaders for 1, 4, 8, 12 and 16 samples so for better performance we clamp
MaxFilterBlurSampleCount=4
; 0:low, most mobile is not fast enough for higher quality shadows
ShadowQualityOverride=0
ShowSpinnerOnLoadScreen=True

; If MobileModShadows is enabled and depth textures are supported, projected shadow maps will be used.
; If MobileModShadows is enabled but no depth texture support, a blob shadow will be rendered.
; If MobileModShadows is disabled, a planar shadow will be rendered which is only appropriate for very restricted scenes with a completely flat area around the shadow caster.
DynamicShadows=False
MobileMaxMemory=300
MemoryDetailMode=1
MobileLandscapeLodBias=0
AllowRadialBlur=False

[SystemSettingsMobilePreviewer]
BasedOn=SystemSettingsMobile
Fullscreen=False

[SystemSettingsMobileTextureBias]
BasedOn=SystemSettingsMobile
;Bias Texture settings by 1 LOD
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)

[SystemSettingsMobileTextureBiasExceptLightmaps]
BasedOn=SystemSettingsMobile
;Bias Texture settings by 1 LOD but not lightmaps (helps avoid visible seams)
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=linear,MipFilter=point)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point,NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=1,MaxLODSize=1024,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=4096,LODBias=1,MinMagFilter=aniso,MipFilter=point)

[SystemSettingsAndroid]
BasedOn=SystemSettingsMobileTextureBias

[SystemSettingsAndroid_Performance1_MemoryLow]
BasedOn=SystemSettingsMobileTextureBias
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
MobileContentScaleFactor=0.9375

[SystemSettingsAndroid_Performance2_MemoryLow]
BasedOn=SystemSettingsMobileTextureBias
MobileBumpOffset=False
MobileNormalMapping=False
MobileContentScaleFactor=0.9375

[SystemSettingsAndroid_Performance3_MemoryLow]
BasedOn=SystemSettingsMobileTextureBias
MobileContentScaleFactor=1.40625
; Bloom (which needs DoF to run the UberPP) works on Android but is slow
Bloom=TRUE
DepthOfField=TRUE
MobileColorGrading=TRUE
bAllowLightShafts=TRUE

[SystemSettingsAndroid_Performance1_Memory512]
BasedOn=SystemSettingsMobileTextureBiasExceptLightmaps
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
MobileContentScaleFactor=0.9375

[SystemSettingsAndroid_Performance2_Memory512]
BasedOn=SystemSettingsMobileTextureBiasExceptLightmaps
MobileBumpOffset=False
MobileNormalMapping=False
MobileContentScaleFactor=0.9375

[SystemSettingsAndroid_Performance3_Memory512]
BasedOn=SystemSettingsMobileTextureBiasExceptLightmaps
MobileContentScaleFactor=1.40625
; Bloom (which needs DoF to run the UberPP) works on Android but is slow
Bloom=TRUE
DepthOfField=TRUE
MobileColorGrading=TRUE
bAllowLightShafts=TRUE

[SystemSettingsAndroid_Performance1_Memory1024]
BasedOn=SystemSettingsMobile
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
MobileContentScaleFactor=0.9375

[SystemSettingsAndroid_Performance2_Memory1024]
BasedOn=SystemSettingsMobile
MobileBumpOffset=False
MobileNormalMapping=False
MobileContentScaleFactor=0.9375

[SystemSettingsAndroid_Performance3_Memory1024]
BasedOn=SystemSettingsMobile
MobileContentScaleFactor=1.40625
; Bloom (which needs DoF to run the UberPP) works on Android but is slow
Bloom=TRUE
DepthOfField=TRUE
MobileColorGrading=TRUE
bAllowLightShafts=TRUE

[SystemSettingsFlash]
BasedOn=SystemSettingsMobileTextureBias
;Disable post-process settings
MotionBlur=FALSE
MotionBlurPause=FALSE
DepthOfField=FALSE
AmbientOcclusion=FALSE
Bloom=FALSE
Distortion=FALSE
FilteredDistortion=FALSE
bAllowLightShafts=FALSE
MobileModShadows=True
DynamicShadows=True
MobileClearDepthBetweenDPG=True
DirectionalLightmaps=False
MobileHeightFog=False

[SystemSettingsIPhone]
BasedOn=SystemSettingsMobileTextureBias
bMobileUsingHighResolutionTiming=False

; Settings for iPhone 3GS only
[SystemSettingsIPhone3GS]
BasedOn=SystemSettingsMobileTextureBias
LensFlares=False
DetailMode=1
MobileEnableMSAA=True
MobileMaxMemory=100
MemoryDetailMode=0
bMobileUsingHighResolutionTiming=False
MobileLandscapeLodBias=2
StatFontScaleFactor=1.8

; Settings for iPhone 4 only
[SystemSettingsIPhone4]
BasedOn=SystemSettingsMobile
MobileContentScaleFactor=2.0
LensFlares=False
bMobileUsingHighResolutionTiming=False
MobileLandscapeLodBias=1

; Settings for iPhone 4S only
[SystemSettingsIPhone4S]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=False
ShadowDepthBias=0.025
MobileContentScaleFactor=2.0
MaxShadowResolution=256
MobileShadowTextureResolution=256

; Settings for iPhone 5 only
[SystemSettingsIPhone5]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=False
ShadowDepthBias=0.025
MobileContentScaleFactor=2.0
MaxShadowResolution=256
MobileShadowTextureResolution=1024
AllowRadialBlur=True

; Settings for iPhone5S
[SystemSettingsIPhone5S]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True
Bloom=TRUE
DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=True
ShadowDepthBias=0.025
MobileContentScaleFactor=2.0
MaxShadowResolution=256
MobileShadowTextureResolution=1024
AllowRadialBlur=True
FloatingPointRenderTargets=True
MobileFXAAQuality=1
; -1:no override (take light settings), 0:low, 1:medium, 2:high (not yet supported)
ShadowQualityOverride=1

; Settings for iPod Touch 4 only
[SystemSettingsIPodTouch4]
BasedOn=SystemSettingsMobileTextureBias
MobileContentScaleFactor=2.0
LensFlares=False
MobileMaxMemory=100
MemoryDetailMode=0
bMobileUsingHighResolutionTiming=False
MobileLandscapeLodBias=2

; Settings for iPod Touch 5 only
[SystemSettingsIPodTouch5]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=True
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=False
ShadowDepthBias=0.025
MobileContentScaleFactor=2.0
MaxShadowResolution=256
MobileShadowTextureResolution=256

; Settings for iPad only
[SystemSettingsIPad]
BasedOn=SystemSettingsMobileTextureBias
;Force iPad to turn off select features that are too expensive for ipad (fog, bump, environment mapping, rim lighting, spec, texture blending)
MobileFeatureLevel=1
MobileFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
MobileMaxMemory=100
MemoryDetailMode=0
bMobileUsingHighResolutionTiming=False
MobileLandscapeLodBias=1
; Scale down on iPad
; Saves noticable frame time and smooths out aliasing somewhat due to filtering in the upsample
MobileContentScaleFactor=0.9375
; Normal maps are not used on iPad1, so get rid of them to save memory
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=99,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=99,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=99,MinMagFilter=aniso,MipFilter=point)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=99,MinMagFilter=aniso,MipFilter=point)

; Settings for iPad2 only
[SystemSettingsIPad2]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=False
ShadowDepthBias=0.016
MobileContentScaleFactor=1.0
MaxShadowResolution=256
MobileShadowTextureResolution=256

; Settings for iPad3 only
[SystemSettingsIPad3]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=True
ShadowDepthBias=0.016
MobileContentScaleFactor=1.40625
MaxShadowResolution=256
MobileShadowTextureResolution=256
MobileMaxMemory=500
MemoryDetailMode=2

; Settings for iPad4 only
[SystemSettingsIPad4]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=True
ShadowDepthBias=0.016
MobileContentScaleFactor=2.0
MaxShadowResolution=512
MobileShadowTextureResolution=512
MobileMaxMemory=500
MemoryDetailMode=2
AllowRadialBlur=True

; Settings for iPad5 only
[SystemSettingsIPad5]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=True
ShadowDepthBias=0.016
MobileContentScaleFactor=2.0
MaxShadowResolution=512
MobileShadowTextureResolution=512
MobileMaxMemory=500
MemoryDetailMode=2
AllowRadialBlur=True

; Settings for iPadMini only
[SystemSettingsIPadMini]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=False
ShadowDepthBias=0.016
MobileContentScaleFactor=1.0
MaxShadowResolution=256
MobileShadowTextureResolution=256

; Settings for iPadMini2 only
[SystemSettingsIPadMini2]
BasedOn=SystemSettingsMobile
MobileEnableMSAA=False
; Bloom (which needs DoF to run the UberPP) works on iOS but is slow
;Bloom=TRUE
;DepthOfField=TRUE
bAllowLightShafts=True
MobileModShadows=True
DynamicShadows=True
ShadowDepthBias=0.016
MobileContentScaleFactor=2.0
MaxShadowResolution=256
MobileShadowTextureResolution=256

[SystemSettingsIPad2_Detail]
BasedOn=SystemSettingsIPad2

