Hello!
I’m trying to isolate what the following console variables are for. I tried searching through the Support pages, but I found no documentation concerning these console variables. I wasn’t sure where to post to request information on the technical aspect of these console variables. Where can I find information about the effect of console variables listed below and their ranges? Although I found a third party explanation for some of these console variables, I wasn’t able to find all of them.
I will include a link and a quote from a post I had made discussing some of this with some members of the Classic Beta Test.
Thank you for any assistance or elucidation! It’s greatly appreciated!
groundEffectFade (View Range): This value works best if it matches groundEffectDist, if you don’t want any fading for Flora just increase it so its groundEffectDist + 10
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terrainLodDist (1 - ∞): Distance at which to render the lowest lod for terrain. Will impact performance!
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lodTerrainDiv (256 - 1024): Sets how lod chunks are handled. Smaller chunks are better for more lod levels, larger for less. Must be in a power of 2.
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M2UseLod (0, 1): Toggle LOD usage for all models
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M2UseThreads (0 - 3): Sets number of threads for models during rendering
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M2UseInstancing (0, 1): Use hardware instancing, aka makes things go faster
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componentThread (0 - ∞): Sets number of threads to use when rendering entity textures
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componentCompress (0, 1): Use compression, saves video memory.
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componentTextureLevel (0, 12): Source texture LOD level to use when rendering entity texture
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componentTexLoadLimit (0 - ∞): Number of textures to load simultaneously
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componentTexCacheSize (0 - ∞): Texture cache size
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entityLodDist 10: Default is 10 - range is not defined by any source I’ve seen. “Entity level of detail distance.”
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entityLodOffset 10: Default is 10 - range is not defined by any source I’ve seen. “Entity level of detail offset.”
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graphicsProjectTextures 4: Default is 4 - range is not defined by any source I’ve seen. No description note.
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graphicsTextureFiltering 5: Default is 5 - range is not defined by any source I’ve seen. No description note.
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M2ForceAdditiveParticleSort (0, ??): Default is 0 - range is not defined by any source I’ve seen. I’m assuming 0 is off and 1 is on. “Force all particles to sort as though they were additive.” I’m not entirely sure what effect this will have…
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projectTextures (0,??): Default is 0.Range is not defined by any source I’ve seen. I’m assuming 0 is off and 1 is on. Not sure if enabling or disabling would be beneficial.
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terrainMipLevel (0,??): Default is 0. Range is not defined by any source I’ve seen. I’m assuming 0 is off and 1 is on. I’ll include two links at the bottom. Enabling this feature map result in decreased detail.
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wmoDoodadDist 2000: Default is 2000. Range is not defined by any source I’ve seen. “Wmo doodad load distance.”
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wmoLodDist 300: Default is 300. Range is not defined by any source I’ve seen. “Wmo level of detail distance.”
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wmoLodDistScale 1.0f: Default is 1.0f. I have no idea what the range would be or what this does exactly. “Wmo level of detail distance scale.”
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worldBaseMip (0,??): Default is 0. Range is not defined by any source I’ve seen. I’m assuming 0 means off, 1 means on. This may or may not result in a lower acuity of detail upfront, but reduce aliasing of detail in the distance…
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worldLoadSort 1: Default is 1. Range is not defined by any source I’ve seen. I’m assuming 0 means off, 1 means on. “Sort objects by distance when loading.” I’m assuming this means you should load objects in the order that you come across them rather than in any order when entering a new area…
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worldMaxMipLevel 12: Default is 12. Range is not defined by any source I’ve seen. I’m assuming that increasing the MIP level, if MIPs are enables, would result in a higher resolution/texture.