hanfi104
Volt-Modder(in)
AW: Total War: Rome 2 - Nächster Patch wohl am Montag, laut Entwickler nur zwei Prozent der Spieler von Problemen betroffen
@Pongo
Also bei mir sieht das Game richtig Bombe aus, nur AA fehlt. Es läuft ganz gut, paar wenige Abstürze hin oder her.
Ich kenn dein System nicht, aber für alles Max sollte der Hacken bei unbegrenzter Speicher drinn sein und es sind dann über 2GB Vram sehr angebracht, 8GB Arbeitsspeicher ebenfalls. Die Engine hat einen Hauptthread, lastet aber weitere Kerne erheblich besser aus als das noch Shogun 2 getan hat(allein schon die Ladezeiten Shogun 2 mit SSD 40 sek und Rome 2 braucht 5-10), bei mir ist der erste Kern meist bei 100% und Kern 2-4 liegen zwischen 40 und 90%(3570K @ 4,2GHz). Was gegen das CPUlimit hilft ist die Einheitengröße von Ultra auf Hoch zu stellen.
Das bisher schlimmste ist die Wartezeit nach einer Runde auf der Kampagnenkarte, 2 - 3 min ist zuviel. Das wird aber zu 100% noch ausgebessert, denn alle Total War hatten immer einen guten Support.
Habe gerade mal aus Spaß in 4K gespielt und die Vegetationsalpha angelassen und siehe da, 4GB Vram sind voll xD, ohne waren es 2,5GB^^
Mein preferences.script:
@Pongo
Also bei mir sieht das Game richtig Bombe aus, nur AA fehlt. Es läuft ganz gut, paar wenige Abstürze hin oder her.
Ich kenn dein System nicht, aber für alles Max sollte der Hacken bei unbegrenzter Speicher drinn sein und es sind dann über 2GB Vram sehr angebracht, 8GB Arbeitsspeicher ebenfalls. Die Engine hat einen Hauptthread, lastet aber weitere Kerne erheblich besser aus als das noch Shogun 2 getan hat(allein schon die Ladezeiten Shogun 2 mit SSD 40 sek und Rome 2 braucht 5-10), bei mir ist der erste Kern meist bei 100% und Kern 2-4 liegen zwischen 40 und 90%(3570K @ 4,2GHz). Was gegen das CPUlimit hilft ist die Einheitengröße von Ultra auf Hoch zu stellen.
Das bisher schlimmste ist die Wartezeit nach einer Runde auf der Kampagnenkarte, 2 - 3 min ist zuviel. Das wird aber zu 100% noch ausgebessert, denn alle Total War hatten immer einen guten Support.
Habe gerade mal aus Spaß in 4K gespielt und die Vegetationsalpha angelassen und siehe da, 4GB Vram sind voll xD, ohne waren es 2,5GB^^
Mein preferences.script:
write_preferences_at_exit true; # write_preferences_at_exit <bool>, Write preferences at exit #
app_multirun false; # app_multirun <bool>, Allow multiple instances of the application #
x_res 1920; # x_res <int32>, Fixed window width #
y_res 1080; # y_res <int32>, Fixed window height #
x_pos 0; # x_pos <int32>, Window position #
y_pos 0; # y_pos <int32>, Window position #
vfs_log_level 0; # vfs_log_level <int32>, 0 - off, 1 - mod-user, 2 - dev #
unit_test false; # unit_test <bool>, unit test (for daily build) #
gfx_first_run false; # gfx_first_run <bool>, First time application run #
gfx_video_memory 0; # gfx_video_memory <int>, Override available video memory (bytes) #
gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or not #
gfx_vsync true; # gfx_vsync <bool>, vertical synchronization #
gfx_hdr 0; # gfx_hdr <int>, Set high dynamic range rendering quality #
gfx_shadermodel 3; # gfx_shadermodel <int>, Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 #
gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA #
gfx_texture_filtering 4; # gfx_texture_filtering <int>, Set texture filtering, 0-trilinear, 4- anisotropic 16x #
gfx_texture_quality 3; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra #
gfx_enable_directx11 true; # gfx_enable_directx11 <bool>, Enable DirectX 11 rendering #
gfx_ssao true; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #
gfx_distortion true; # gfx_distortion <bool>, Enable Distortion Effect buffer #
gfx_depth_of_field 2; # gfx_depth_of_field <int>, Set depth of field quality 0 - off, 2 - high #
gfx_unlimited_video_memory true; # gfx_unlimited_video_memory <bool>, Enable unlimited video memory allocation #
gfx_tesselation false; # gfx_tesselation <bool>, Enable tesselation #
gfx_alpha_blend 1; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Direct Resource Access #
gfx_sky_quality 5; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 - extreme #
gfx_unit_quality 5; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 5 - extreme #
gfx_building_quality 5; # gfx_building_quality <int>, Set the quality of buildings. 0 - low, 5 - extreme #
gfx_water_quality 5; # gfx_water_quality <int>, Set the quality of water. 0 - low, 5 - extreme #
gfx_shadow_quality 5; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5 - extreme #
gfx_tree_quality 5; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - extreme #
gfx_grass_quality 5; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 - extreme #
gfx_terrain_quality 5; # gfx_terrain_quality <int>, Set terrain quality. 0 - low, 5 - extreme #
gfx_unit_size 2; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #
gfx_fleet_size 2; # gfx_fleet_size <int>, Set fleet size. 0 - small, 2 - large #
gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
gfx_screenshot_folder ./screenshots; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #
gfx_gpu "NVIDIA GeForce GTX 770"; # gfx_gpu <path>, The GPU description #
gfx_effects_quality 5; # gfx_effects_quality <int>, Set effects quality. 0 - low, 5 - extreme #
gfx_vignette true; # gfx_vignette <true|false>, Enable vignette #
gfx_blood_effects true; # gfx_blood_effects <bool>, Enable Blood effects #
batter_meter true; # battery meter <bool>, Show battery status #
camera_move_speed 100; # camera_move_speed <float>, Set camera movement speed #
camera_turn_speed 5; # camera_turn_speed <float>, Set camera turn speed #
default_camera_type 0; # default_battle_camera <card32>, default battle camera: 0-totalwar 1-rts 2-debug #
fix_res true; # fix_res <bool>, Forbid window resizing #
fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning #
mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity <card32>, mouse wheel sensitivity: <0-100> default value = 50 #
invert_cam_x_axis false; # invert_camera_x_axis <bool>, invert camera tilting up/down #
invert_cam_y_axis false; # invert_camera_y_axis <bool>, invert camera panning left/right #
show_selection_markers true; # show_selection_markers <true|false>, Show the selection markers under the units #
show_path_markers true; # show_path_markers <true|false>, Show paths in naval battles #
show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc #
show_projectile_trails true; # show_projectile_trails <true|false>, Show projectile trails... #
ui_show_help_markers false; # ui_show_help_markers <true|false>, Show/hide the markers that indicate various things such as disembark zones and bastions #
ui_telestration_always_on false; # ui_telestration_always_on <true|false>, Enables telestration for single player (for if want to draw for replays, or videos, etc) #
ui_porthole_mode false; # ui_porthole_mode <bool>, Determines if porthole panel shown or minimised #
ui_card_mode true; # ui_card_mode <bool>, Determines if card panel shown or minimised #
ui_radar_mode false; # ui_radar_mode <bool>, Determines if radar panel shown or minimised #
ui_radar_scale 1; # ui_radar_scale <float>, Scale of battle radar #
ui_unit_tooltip_expand_mode 1; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand #
ui_porthole_default_page 1; # ui_porthole_default_page <0|1>, 0 = model page, 1 = stats page #
roomlist_window_pos_x 154; # roomlist_window_pos_x <int32>, roomlist windows position on screen #
roomlist_window_pos_y 354; # roomlist_window_pos_y <int32>, roomlist windows position on screen #
chat_window_pos_x -1; # chat_window_pos_x <int32>, chat windows position on screen #
chat_window_pos_y -1; # chat_window_pos_y <int32>, chat windows position on screen #
chat_window_width_scale -1; # chat_window_width_scale <float>, chat windows dimensions on screen #
chat_window_height_scale -1; # chat_window_height_scale <float>, chat windows dimensions on screen #
browser_window_pos_x -1; # browser_window_pos_x <int32>, browser windows position on screen #
browser_window_pos_y -1; # browser_window_pos_y <int32>, browser windows position on screen #
browser_window_width_scale -1; # browser_window_width_scale <float>, browser windows dimensions on screen #
browser_window_height_scale -1; # browser_window_height_scale <float>, browser windows dimensions on screen #
ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
ui_unit_id_scale 0.68; # ui_unit_id_scale <float>, Sets scale of unit banners #
ui_mouse_scroll true; # ui_mouse_scroll <true|false>, Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
battle_realism_mode true; # allow_battle_realism_mode <bool>, Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #
battle_time_limit 60; # battle_time_limit <int>, Sets the time (in minutes) for each battle. -1 for unlimited #
battle_difficulty -1; # battle_difficulty <int>, Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
autoresolve_difficulty 0; # autoresolve_difficulty <int>, Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
campaign_difficulty 0; # campaign_difficulty <int>, Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
battle_advice_level 2; # battle_advice_level <int>, Sets advice level in the battle game #
campaign_advice_level 2; # campaign_advice_level <int>, Sets advice level in the campaign game #
advisor_mode 2; # advisor_mode <int>, Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
campaign_time_limit -1; # campaign_time_limit <int>, Sets the time (in minutes) for each round of the campaign. -1 for unlimited #
show_cpu_moves true; # show_cpu_moves <true|false>, Show/hide the movement of the ai pieces on the campaign map #
automanage_regions false; # automanage_regions <true|false>, Let the AI manage taxes etc in players regions #
multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run the battle model on a separate thread #
battle_camera_shake_enabled false; # battle_camera_shake_enabled <true|false>, Enable battle camera shake effects #
subtitles true; # subtitles <true|false>, Display subtitles during movies #
sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100 #
sound_music_volume 75; # sound_music_volume <int>, music sound volume 0-100 #
sound_advisor_volume 100; # sound_advisor_volume <int>, advisor sound volume 0-100 #
sound_vo_volume 100; # sound_vo_volume <int>, vo sound volume 0-100 #
sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
sound_previous_master_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
sound_previous_music_volume 100; # sound_music_previous_volume <int>, Last modified sound value #
sound_previous_advisor_volume 100; # sound_previous_advisor_volume <int>, Last modified sound value #
sound_previous_vo_volume 100; # sound_previous_vo_volume <int>, Last modified sound value #
sound_previous_sfx_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
sound_master_enabled true; # sound_master_enabled <true|false>, master sound enabled #
sound_music_enabled true; # sound_music_enabled <true|false>, music sound enabled #
sound_advisor_enabled true; # sound_advisor_enabled <true|false>, advisor sound enabled #
sound_vo_enabled true; # sound_vo_enabled <true|false>, vo sound enabled #
sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabled #
audio_speaker_configuration 0; # audio_speaker_configuration <int>, 0 = default, 1 = 2.0 Speakers, 2 = 2.0 Headphones, 3 = 5.1 #
audio_quality 0; # audio_quality <int>, 0 = high(default), 1 = low #
audio_mute_in_background true; # audio_mute_in_background <true|false>, Mute game audio when not in focus #
audio_sink_type 0; # audio_sink_type <int>, 0 = detect, 1 = XAudio2, 2 = DirectSound #
voice_chat_enable true; # voice_chat_enable <bool>, Enables VOIP functionality in Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>, voice_chat_microphone_gain (0-100). #
voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost <bool>, Boost microphone gain. #
voice_chat_volume 100; # voice_chat_volume <int>, Voice chat volume (0-100). #
voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed <bool>, voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). #
bink_use_thread true; # bink_use_thread <bool>, tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 - automatic, >0 = explicit number #
number_of_threads_for_campaign_pathfinder_cache -32; # number_of_threads_for_campaign_pathfinder_cache <int>, Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads < 0 - automatic up to the specified number, >=0 = explicit number #
campaign_camera_edge_scroll_delay 0.2; # campaign_camera_edge_scroll_delay <float>, Set the number of seconds of delay between the mouse cursor entering the edge-scroll zone on the campaign map the camera starting movement. #
campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force <bool>, Always displays the zone of control for the selected force, not just when the mouse is over it. #
app_multirun false; # app_multirun <bool>, Allow multiple instances of the application #
x_res 1920; # x_res <int32>, Fixed window width #
y_res 1080; # y_res <int32>, Fixed window height #
x_pos 0; # x_pos <int32>, Window position #
y_pos 0; # y_pos <int32>, Window position #
vfs_log_level 0; # vfs_log_level <int32>, 0 - off, 1 - mod-user, 2 - dev #
unit_test false; # unit_test <bool>, unit test (for daily build) #
gfx_first_run false; # gfx_first_run <bool>, First time application run #
gfx_video_memory 0; # gfx_video_memory <int>, Override available video memory (bytes) #
gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or not #
gfx_vsync true; # gfx_vsync <bool>, vertical synchronization #
gfx_hdr 0; # gfx_hdr <int>, Set high dynamic range rendering quality #
gfx_shadermodel 3; # gfx_shadermodel <int>, Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 #
gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA #
gfx_texture_filtering 4; # gfx_texture_filtering <int>, Set texture filtering, 0-trilinear, 4- anisotropic 16x #
gfx_texture_quality 3; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra #
gfx_enable_directx11 true; # gfx_enable_directx11 <bool>, Enable DirectX 11 rendering #
gfx_ssao true; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #
gfx_distortion true; # gfx_distortion <bool>, Enable Distortion Effect buffer #
gfx_depth_of_field 2; # gfx_depth_of_field <int>, Set depth of field quality 0 - off, 2 - high #
gfx_unlimited_video_memory true; # gfx_unlimited_video_memory <bool>, Enable unlimited video memory allocation #
gfx_tesselation false; # gfx_tesselation <bool>, Enable tesselation #
gfx_alpha_blend 1; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Direct Resource Access #
gfx_sky_quality 5; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 - extreme #
gfx_unit_quality 5; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 5 - extreme #
gfx_building_quality 5; # gfx_building_quality <int>, Set the quality of buildings. 0 - low, 5 - extreme #
gfx_water_quality 5; # gfx_water_quality <int>, Set the quality of water. 0 - low, 5 - extreme #
gfx_shadow_quality 5; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5 - extreme #
gfx_tree_quality 5; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - extreme #
gfx_grass_quality 5; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 - extreme #
gfx_terrain_quality 5; # gfx_terrain_quality <int>, Set terrain quality. 0 - low, 5 - extreme #
gfx_unit_size 2; # gfx_unit_size <int>, Set unit size. 0 - small, 3 - ultra #
gfx_fleet_size 2; # gfx_fleet_size <int>, Set fleet size. 0 - small, 2 - large #
gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
gfx_screenshot_folder ./screenshots; # gfx_screenshot_folder <folder>, Folder to where save screenshots relative to Empire directory #
gfx_gpu "NVIDIA GeForce GTX 770"; # gfx_gpu <path>, The GPU description #
gfx_effects_quality 5; # gfx_effects_quality <int>, Set effects quality. 0 - low, 5 - extreme #
gfx_vignette true; # gfx_vignette <true|false>, Enable vignette #
gfx_blood_effects true; # gfx_blood_effects <bool>, Enable Blood effects #
batter_meter true; # battery meter <bool>, Show battery status #
camera_move_speed 100; # camera_move_speed <float>, Set camera movement speed #
camera_turn_speed 5; # camera_turn_speed <float>, Set camera turn speed #
default_camera_type 0; # default_battle_camera <card32>, default battle camera: 0-totalwar 1-rts 2-debug #
fix_res true; # fix_res <bool>, Forbid window resizing #
fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning #
mouse_wheel_sensitivity 50; # mouse_wheel_sensitivity <card32>, mouse wheel sensitivity: <0-100> default value = 50 #
invert_cam_x_axis false; # invert_camera_x_axis <bool>, invert camera tilting up/down #
invert_cam_y_axis false; # invert_camera_y_axis <bool>, invert camera panning left/right #
show_selection_markers true; # show_selection_markers <true|false>, Show the selection markers under the units #
show_path_markers true; # show_path_markers <true|false>, Show paths in naval battles #
show_target_zones true; # show_target_zones <true|false>, Show firing arcs etc #
show_projectile_trails true; # show_projectile_trails <true|false>, Show projectile trails... #
ui_show_help_markers false; # ui_show_help_markers <true|false>, Show/hide the markers that indicate various things such as disembark zones and bastions #
ui_telestration_always_on false; # ui_telestration_always_on <true|false>, Enables telestration for single player (for if want to draw for replays, or videos, etc) #
ui_porthole_mode false; # ui_porthole_mode <bool>, Determines if porthole panel shown or minimised #
ui_card_mode true; # ui_card_mode <bool>, Determines if card panel shown or minimised #
ui_radar_mode false; # ui_radar_mode <bool>, Determines if radar panel shown or minimised #
ui_radar_scale 1; # ui_radar_scale <float>, Scale of battle radar #
ui_unit_tooltip_expand_mode 1; # ui_unit_tooltip_expand_mode <0|1|2>, 0 = never expand, 1 = delayed expand, 2 = always expand #
ui_porthole_default_page 1; # ui_porthole_default_page <0|1>, 0 = model page, 1 = stats page #
roomlist_window_pos_x 154; # roomlist_window_pos_x <int32>, roomlist windows position on screen #
roomlist_window_pos_y 354; # roomlist_window_pos_y <int32>, roomlist windows position on screen #
chat_window_pos_x -1; # chat_window_pos_x <int32>, chat windows position on screen #
chat_window_pos_y -1; # chat_window_pos_y <int32>, chat windows position on screen #
chat_window_width_scale -1; # chat_window_width_scale <float>, chat windows dimensions on screen #
chat_window_height_scale -1; # chat_window_height_scale <float>, chat windows dimensions on screen #
browser_window_pos_x -1; # browser_window_pos_x <int32>, browser windows position on screen #
browser_window_pos_y -1; # browser_window_pos_y <int32>, browser windows position on screen #
browser_window_width_scale -1; # browser_window_width_scale <float>, browser windows dimensions on screen #
browser_window_height_scale -1; # browser_window_height_scale <float>, browser windows dimensions on screen #
ui_land_unit_ids 0; # ui_land_unit_ids <0|1|2>, 0 = always, 1 = on mouse over, 2 = never #
ui_unit_id_scale 0.68; # ui_unit_id_scale <float>, Sets scale of unit banners #
ui_mouse_scroll true; # ui_mouse_scroll <true|false>, Allow/disallow scrolling of the map by putting the cursor at the edge of the screen #
battle_realism_mode true; # allow_battle_realism_mode <bool>, Imposes legendary difficulty settings on battle ui; no radar, reduced tooltip and banner information for enemies and restricted camera #
battle_time_limit 60; # battle_time_limit <int>, Sets the time (in minutes) for each battle. -1 for unlimited #
battle_difficulty -1; # battle_difficulty <int>, Sets the handicap for battles. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
autoresolve_difficulty 0; # autoresolve_difficulty <int>, Sets the handicap for battles that are autoresolved. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
campaign_difficulty 0; # campaign_difficulty <int>, Sets the handicap for campaigns. Positive gives advantage. -2 is vhard, -1 is hard, 0 normal, 1 easy #
battle_advice_level 2; # battle_advice_level <int>, Sets advice level in the battle game #
campaign_advice_level 2; # campaign_advice_level <int>, Sets advice level in the campaign game #
advisor_mode 2; # advisor_mode <int>, Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
campaign_time_limit -1; # campaign_time_limit <int>, Sets the time (in minutes) for each round of the campaign. -1 for unlimited #
show_cpu_moves true; # show_cpu_moves <true|false>, Show/hide the movement of the ai pieces on the campaign map #
automanage_regions false; # automanage_regions <true|false>, Let the AI manage taxes etc in players regions #
multithreaded_model_enabled true; # multithreaded_model_enabled <true|false>, Run the battle model on a separate thread #
battle_camera_shake_enabled false; # battle_camera_shake_enabled <true|false>, Enable battle camera shake effects #
subtitles true; # subtitles <true|false>, Display subtitles during movies #
sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100 #
sound_music_volume 75; # sound_music_volume <int>, music sound volume 0-100 #
sound_advisor_volume 100; # sound_advisor_volume <int>, advisor sound volume 0-100 #
sound_vo_volume 100; # sound_vo_volume <int>, vo sound volume 0-100 #
sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
sound_previous_master_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
sound_previous_music_volume 100; # sound_music_previous_volume <int>, Last modified sound value #
sound_previous_advisor_volume 100; # sound_previous_advisor_volume <int>, Last modified sound value #
sound_previous_vo_volume 100; # sound_previous_vo_volume <int>, Last modified sound value #
sound_previous_sfx_volume 100; # sound_master_previous_volume <int>, Last modified sound value #
sound_master_enabled true; # sound_master_enabled <true|false>, master sound enabled #
sound_music_enabled true; # sound_music_enabled <true|false>, music sound enabled #
sound_advisor_enabled true; # sound_advisor_enabled <true|false>, advisor sound enabled #
sound_vo_enabled true; # sound_vo_enabled <true|false>, vo sound enabled #
sound_sfx_enabled true; # sound_sfx_enabled <true|false>, sfx sound volume enabled #
audio_speaker_configuration 0; # audio_speaker_configuration <int>, 0 = default, 1 = 2.0 Speakers, 2 = 2.0 Headphones, 3 = 5.1 #
audio_quality 0; # audio_quality <int>, 0 = high(default), 1 = low #
audio_mute_in_background true; # audio_mute_in_background <true|false>, Mute game audio when not in focus #
audio_sink_type 0; # audio_sink_type <int>, 0 = detect, 1 = XAudio2, 2 = DirectSound #
voice_chat_enable true; # voice_chat_enable <bool>, Enables VOIP functionality in Steam. (default = true) #
voice_chat_microphone_gain 100; # voice_chat_microphone_gain <int>, voice_chat_microphone_gain (0-100). #
voice_chat_microphone_gain_boost true; # voice_chat_microphone_gain_boost <bool>, Boost microphone gain. #
voice_chat_volume 100; # voice_chat_volume <int>, Voice chat volume (0-100). #
voice_chat_transmit_only_when_key_pressed true; # voice_chat_transmit_only_when_key_pressed <bool>, voice_chat_transmit_only_when_key_pressed (otherwise always trasnmitting). #
bink_use_thread true; # bink_use_thread <bool>, tells bink to use asynchronous update, increased performance on some systems, decreased on others. (default = true) #
number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 - automatic, >0 = explicit number #
number_of_threads_for_campaign_pathfinder_cache -32; # number_of_threads_for_campaign_pathfinder_cache <int>, Set the number of threads to be used for the campaign pathfinder cache. This is independent from and additional to the number_of_threads < 0 - automatic up to the specified number, >=0 = explicit number #
campaign_camera_edge_scroll_delay 0.2; # campaign_camera_edge_scroll_delay <float>, Set the number of seconds of delay between the mouse cursor entering the edge-scroll zone on the campaign map the camera starting movement. #
campaign_zocs_always_shown_for_selected_force false; # campaign_zocs_always_shown_for_selected_force <bool>, Always displays the zone of control for the selected force, not just when the mouse is over it. #
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