# This file stores internal settings of the pipeline. It does not contain the # plugin settings, but just the basic settings of the internal pipeline components. pipeline: # This controls whether to show or hide the onscreen debugger. Not showing # it will also disable the hotkeys, and give a small performance boost. # Most likely you also don't want to show it in your own game, so set # it to false in that case. display_debugger: False # Affects which debugging information is displayed. If this is set to false, # only frame time is displayed, otherwise much more information is visible. # Has no effect when display_debugger is set to false. advanced_debugging_info: False # Whether to use the GL_R11F_G11F_B10F texture format to save memory # and bandwidth. Usually you want to enable this, however it can # cause banding sometimes, in which case you can disable this setting. use_r11_g11_b10: false # Enables to render at a higher or lower resolution than the window size. # A value of 2.0 for example renders at twice the resolution (supoersampling) # whereas a value of 0.5 would render at half resolution. resolution_scale: 1.0 # Whether to render in a special reference mode, which displays the # environment map as a background, and disable special effects like color # grading and so on. This is used by the pathtracing reference. reference_mode: false # This are the settings affecting the lighting part of the pipeline, # including builtin shadows and lights. lighting: # The pipeline uses clustered deferred shading, this means that the # screen gets divided into tiles, and for each tile, the lights affecting # that tile are accumulated. You can adjust the tile size here (in pixels), # optimal is a tile size which is not too big (to avoid unecessary shading), # but also not too small (to avoid excessive culling). culling_grid_size_x: 24 culling_grid_size_y: 16 # The view frustum is additionally divived into slices, to be able to do # better culling. If you use a higher amount of slices, the culling will # get more exact, but also more expensive. You have to find the optimal # size depending on your scene. culling_grid_slices: 32 # This controls the maximum culling distance in world space. After this # distance, no lights are rendered anymore. If you choose a lower # distance, this *can* positively impact performance, but you should not # set it too low, to avoid getting artifacts. culling_max_distance: 500.0 # Controls the size of a slice in culling. Lower values might produce # better performance for less amount of lights, but higher values should # be used when using many lights, e.g. > 1024, to get better coherency. culling_slice_width: 2048 # Controls the maximum amount of lights for each cell. If this value # is set too low, you might get artifacts when having many lights. # In general, try to set this value as low as possible without getting # artifacts max_lights_per_cell: 64 shadows: # The size of the global shadow atlas, used for point and spot light # shadows. This should be a power of 2. atlas_size: 4096 # Maximum of shadow updates which may occur at one time. All updates # which are beyond that count will get delayed to the next frame. # If you set this too low, artifacts may occur because of shadows not # getting updated fast enough. However, this also affects the performance # quite a bit, since for every shadow map a part of the scene has # to get re-rendered. max_updates: 16 # Sets the maximum distance until which shadows are updated. If a shadow # source is further away, it will no longer recieve updates max_update_distance: 300.0