//////////////////////////////////////////////////////////////////////////
// Fledge Settings file
//////////////////////////////////////////////////////////////////////////
// flag indicating whether spoken will be displayed
subtitles_enabled = false
// flag indicating whether in game text is enabled
display_ingame_text = true
// flag indicating whether in game combat text is enabled
display_ingame_text_combat = true
// flag indicating whether in game quest text is enabled
display_ingame_text_quest = true
// flag indicating whether enemy health bars must be shown
display_enemy_health_bars = true
// whether save games will be using time stamps
savegame_timestamp_enabled = false
// general detail level for the game
general_detail_level = Custom
// vertical look inverted flag
vertical_look_inverted = false
// control scheme (currently supported values: Default, Option1)
control_scheme = Option1
// will the game feature 'finishing sequences'?
finishing_sequences_enabled = true
// will the camera try to avoid collision by adjusting its own rotation?
camera_rotation_adjust_enabled = false
// will hud elements be auto-scaled for resolutions other than 1080p?
auto_scale_hud_enabled = true
// the rotational speed of the camera
controller_sensitivity = 2.000
// whether the quest text should be always displayed
display_quest_text = true
// whether the current enemy should be locked automatically
auto_lock_on_enemies = false
// master volume
master_volume = 1.000
// music volume
music_volume = 1
// effect volume
effect_volume = 1
// speech volume
speech_volume = 1.000
// the size of the windowed render window (e.g. 1024x768)
screen_size_windowed = 1920x1080
// the size of the fullscreen render window (e.g. 1024x768)
screen_size_fullscreen = 1920x1080
// the window mode (Fullscreen, Windowed, WindowedBorderless)
window_mode = WindowedBorderless
// game mode name
game_mode = Default
// vsync flag (true/false)
vsync = true
// postprocessing quality (Off, Low, Medium, High, VeryHigh)
quality_postprocessing = Off
// texture quality (Off, Low, Medium, High, VeryHigh)
quality_textures = VeryHigh
// shadow quality (Off, Low, Medium, High, VeryHigh)
quality_shadows = Off
// geometry quality (Off, Low, Medium, High, VeryHigh)
quality_geometry = VeryHigh
// volumetric lighting quality
quality_volumetric_lighting (Off, Low, Medium, High, VeryHigh) = High
// anisotropic filtering quality
quality_anisotropic_filtering (Off, Low, Medium, High, VeryHigh) = Medium
// flag controlling rumble enabled (true/false)
rumble_enabled = true
// the gamma correction value
gamma_correction_value = 1.000
// defines the screen space LOD factor
screen_space_lod_factor = 1.000
// defines the distance LOD factor
distance_lod_factor = 1.000
// defines if APEX should utilize GPU support (e.g. for APEX Turbulence) if available (true/false)
apex_gpu_support_enabled = true
// defines the size of the physx timestep to use (a variable timestep will be used if the value is <= 0)
physx_fixed_timestep_size = 0.016
// enables lighting of dynamic objects via light probes
enable_lightprobe_lighting = true
// enables enlighten threads
enable_enlighten = true
// defines the interval at which the radiosity update scheduler gets updated
enlighten_radiosity_update_interval = 0.000
// enables the occlusion culling thread
enable_occlusion_culling = true