[Q] Sysctl conf - Huawei Ideos X5 U8800

Has anyone tried to messed up with the file??
I searched around a bit and i saw that the most common values for Dirty Ratio and Dirty Background Ratio where 95 and 60 respectively, also the VFS 10 or 20.
Are this settings battery wise? What about Min Free KBytes? Any Ideas?

Related

looking for info on the stock N10 governors and system settings

Hello!
EDIT: I've done more tinkering and need to update this question/post.
A couple super noob-questions...
-Does anyone know the default governor settings for the Nexus 10? Using 3c System Tuner I see I can adjust the governor and screen-off governor. In these adjustments there is a 'no change' setting. If I just put it back to that and reboot am I back to the original governor settings, or does it remain changed to the last selection I had?
UPDATE: Looks like the default is 'interactive', could anyone confirm that?
-Again I'll be using 3c System Tuner. I have not adjusted any of the SysCtrl settings. Does anyone know the stock SysCtrl for the Nexus 10, or how I would 'reset to default'?
UPDATE: I worked on adjusting them which then reveals a functional 'Reset' which I assume is back to the devices defaults, could anyone confirm that?
Thanks XDA!!
bigmatty said:
Hello!
EDIT: I've done more tinkering and need to update this question/post.
A couple super noob-questions...
-Does anyone know the default governor settings for the Nexus 10? Using 3c System Tuner I see I can adjust the governor and screen-off governor. In these adjustments there is a 'no change' setting. If I just put it back to that and reboot am I back to the original governor settings, or does it remain changed to the last selection I had?
UPDATE: Looks like the default is 'interactive', could anyone confirm that?
-Again I'll be using 3c System Tuner. I have not adjusted any of the SysCtrl settings. Does anyone know the stock SysCtrl for the Nexus 10, or how I would 'reset to default'?
UPDATE: I worked on adjusting them which then reveals a functional 'Reset' which I assume is back to the devices defaults, could anyone confirm that?
Thanks XDA!!
Click to expand...
Click to collapse
Stock is Ondemand, and Sysctl.conf doesn't exist on the stock OTA so you can delete the file.
brees75 said:
Stock is Ondemand, and Sysctl.conf doesn't exist on the stock OTA so you can delete the file.
Click to expand...
Click to collapse
Thank you!
So actually it looks like the only choices shown are 'userspace' , 'interactive' , and 'performance'. Interactive seems to be the default.
I cranked it up to Performance and it does not seem to drain the battery much more at all. UI feels "zippy" now It did not feel slow at all before, but seems tubo now.
bigmatty said:
So actually it looks like the only choices shown are 'userspace' , 'interactive' , and 'performance'. Interactive seems to be the default.
I cranked it up to Performance and it does not seem to drain the battery much more at all. UI feels "zippy" now It did not feel slow at all before, but seems tubo now.
Click to expand...
Click to collapse
I wouldn't leave it on Performance that means it will be at 1700Mhz the whole time, it WILL eat your battery.
Check this thread out http://forum.xda-developers.com/showthread.php?t=1369817
One very effective tweak for the Interactive governor is to lower the figure for "go_hispead_load", it will be set to 90 or 95 by default and lowering it to 85 or 80 will improve responsiveness.
edit
You will need Trickster mod to do this, it's available at Play store.

[TWEAKS] 'AUTOBOTS' Kernel Settings [Gabriel kernel] [Battery+][build.prop Tweaks]

This is my guide for my personal kernel settings for Gabriel Kernel. I call them the 'Autobots' configurations. They should also work on other kernels if the settings are there. My settings are based on getting best battery life possible with minimal lag. I have added a couple of performance setups too.
I hope these settings are useful.
See the bottom of this post for build.prop tweaks and my lower autobrightness MOD. Hopefully all of these together help boost your phones battery life!
Apply the AllSpark 'base' settings as well as a name specific config. The base settings are always used but do not include CPU or Governor tweaks, those are in the named settings, Bumblebee, Ratchet, Ironhide, Jazz or Jetfire
See these great guides for Governors and Schedulers credit to gsstudios for the work!
Flashable init.d scripts for profiles/settings
Autobots Download Folder
AllSpark settings (Apply these first)
CPU
Max Freq - 1728mhz
Min Freq - 300mhz
Multicore Power Saving - Disabled (Tries to group processes into less cores if enabled, could save battery but I’m not convinced)
CPU Boost Interval - 0ms (Length of time boost is enabled, Negligible battery effect at low figures)
Sync Threshold - 1036mhz (Boosted to this freq on sync tasks, lower for better battery, but mid range is best)
Input Interval - 0ms (Length of time boost is enabled, Negligible battery effect at low figures)
Input Boost Freq - 1036mhz (Boosted to this freq on input detection, lower for better battery, but mid range is best)
CPU Voltage - Global -65 (lower for battery saving but too low will cause freezing and reboots)
CPU Hotplug - intelliplug (hotplug controls so many things, try different ones to see which is best for you)
Balanced Profile (better battery with conservative profile but will limit amount of cores used whcih can cause lag)
Touch Boost - Disabled
Hysteresis Value - 12 (the greater the value the more lag but also better battery)
Threshold Value - 722 (??)
CPU Max Screen Off Freq - 300mhz (limits the speed of CPU when screen is off, lower for battery, higher for gamers)
Thermal - Intellithermal - All stock values (thermald controls cpu temperatures)
GPU Governor - Simple ondemand
Max Freq - 578mhz
Laziness - 6 (lower for performance, higher for battery)
Ramp Threshold - 4 (lower for battery, higher for performance)
I/O Scheduler - sio
Read ahead - 2048
Screen settings
Red - 250
Green - 252
Blue - 255
Screen Value - 120
Screen Contrast - 125
Low memory Killer - Very aggressive
Virtual Memory (These do lots of things but I have tweaked for best performance and battery)
dirty ratio - 90
dirty background ratio - 80
dirty expire centisecs - 1000
dirty writeback centisecs - 2000
min free kbytes - 4096
overcommit ratio - 50
swappiness - 60
vfs cache pressure - 10
laptop mode - 0
ZRAM - 300 (Compressed RAM which uses less space)
Power Suspend Mode - Userspace/Hybrid (still testing)
TCP Congestion Algorithm - Westwood (Or Cubic if desired) (These need testing for your personal preference as different networks and locations will work better with different algorithms)
BumblebeeV3 - zzmove (Good Battery, Good Performance)
Base settings plus:-
Governor - zzmoove (Profile Number 5 zzbatp)
Governor Tunables Changes;-
freq_limit_sleep - 268mhz (limits phone sleep freq - lower for better battery, higher for gamers etc)
sampling rate - 100000 (this is how often you want kernel to look at the cpu usage, higher it is less often it looks but more lag - raise for battery but keep an eye out for lag)
smooth up - 75 (higher for battery saving but watch for lag)
smooth up sleep - 100 (higher for battery saving)
up threshold - 85 (higher for battery saving but watch for lag)
up threshold sleep - 100 (higher for battery saving)
RatchetV1 - conservative (Great Battery, Less fluid then Bumblebee)
Base settings plus:-
CPU
Max Freq - 2265mhz
Governor - Conservative
Governor Tunables Changes;-
Down threshold - 80 (% of cpu usage that scales down freq - lower it is the faster cpu will throttle down but be careful)
Freq step - 10 (% of cpu freq that throttles up or down by - bigger it is the faster cpu will throttle up or down)
Ignor nice load - 1 (Too complicated to explain but 0 is off and 1 is on and saves battery)
Sampling down factor - 5 (Works with sampling rate, divides sampling rate b this amount under stress. higher for performance, lower for battery saving, but can cause lag)
Sampling rate - standard (this is how often you want kernel to look at the cpu usage, higher it is less often it looks but more lag - raise for battery but keep an eye out for lag)
Up threshold - 90 (higher for battery saving but watch for lag)
IronhideV1 - ondemand (Very Good Battery, Good Performance)
Base settings plus:-
Governor - OnDemand
Governor Tunables Changes;-
down differential - 10
down differential multi core - 10
high grid load - 46
high grid step - 14
ignor nice load - 1
middle grid load - 37
middle grid step - 7
optimal freq - 300mhz
optimal max freq - 1036mhz
sampling down factor - 5
sampling rate - 120000
sync freq - 1036mhz
up threshold - 95
up threshold any cpu load - 95
up threshold multi core - 95
IronhideV2 - intellidemand (Very Good Battery, Good Performance)
Base settings plus:-
i/o scheduler - fiops
governor - intellidemand
Governor Tunables Changes;-
down differential - 10
enable cpu boost - 1
freq step - 10
ignor nice load - 0
input event min freq - 960000,960000,960000,960000
io is busy - 1
optimal_freq - 1267200
sampling_down_factor - 1
sampling_early_factor - 20
sampling_interim_factor - 3
sampling_rate - 80000
smart_each_off - 0
smart_high_slow_up_dur - 5
smart_high_slow_up_freq - 1574400
smart_slow_up_dur - 2
smart_slow_up_freq - 960000
smart_slow_up_load - 90
smart_up - 0
step_up_early_hispeed - 1190400
step_up_interim_hispeed - 1728000
sync_freq - 1036800
two_phase_freq - 1267200,1267200,1267200,1267200
ui_sampling_rate - 40000
ui_timeout - 80
up_threshold - 95
up_threshold_any_cpu_load - 85
up_threshold_multi_core - 85
JetfireV1 - interactive (Performance with battery)
Base settings plus:-
Max CPU freq - 1728mhz
i/o scheduler - noop
Governor - interactive
Governor Tunables Changes;-
above_hispeed_delay - 20000 1400000:40000 1700000:20000
boost - 0
boostpulse_duration - 800000
go_hispeed_load - 95
hispeed_freq - 652800
io_is_busy - 1
min_sample_time - 5000
sampling_down_factor - 100000
sync_freq - 1036800
target_loads - 85 900000:90 1200000:70
timer_rate - 80000
interactive/timer_slack - 20000
up_threshold_any_cpu_freq - 1190400
up_threshold_any_cpu_load - 60
HotrodV1 - nightmare (Performance with Good battery)
Base settings plus:-
Max CPU freq - 1958mhz
i/o scheduler - fiops
Governor - nightmare
Governor Tunables Changes;-
dec_cpu_load - 60
freq_for_responsiveness - 1267200
freq_for_responsiveness_max - 1574400
freq_step - 10
freq_step_at_min_freq - 5
freq_step_dec - 10
freq_step_dec_at_max_freq - 10
freq_up_brake - 50
freq_up_brake_at_min_freq - 70
inc_cpu_load - 90
inc_cpu_load_at_min_freq - 70
io_is_busy - 1
sampling_rate - 80000
JazzV1 - lionheart (Good Battery, More performance)
Base settings plus:-
CPU
Max Freq - 2457mhz
Governor - Lionheart
Governor Tunables Changes;-
Down threshold - 80
Freq step - 10
Ignor nice load - 1
Sampling down factor - 4
Sampling rate - 100000
Up threshold - 95
Optimus Prime (Best All-rounder)
Coming later
Build.prop Tweaks
Flash this zip in recovery. It will add some things to your build.prop that should help battery life a little. This MOD should work on any ROM as long as you are rooted.
Build.prop Tweaks V1
Lower AutoBrightness MOD
Thread Link
NOTE!
Always remember that everyone's usage is different. Even where you live and the strength of your phone signal, not to mention any other phone settings you might have play a drastic part in how long your phone battery will last.
I use my settings alongside @BuLLeT_93 GPU MOD (Not resolution MOD) Credit to him to for his settings as they helped me with mine. Check out his tweaks in Gabriel thread if you want to try another great config.
Ironhide +1 [emoji4]
Sent from my LG-D855 using Tapatalk
jojobans said:
Ironhide +1 [emoji4]
Sent from my LG-D855 using Tapatalk
Click to expand...
Click to collapse
In testing as of tomorrow. Hopefully it'll be good enough. Not sure yet.
Sent from my LG-D855 using Tapatalk
I don't think it's good idea to have cpu max on screen off so low... screen off doesn't mean it's idling.
Great settings, thanks very much! I tweaked it a bit, I'm going to test it and I will let you guys know how it goes then I will share my settings.
Thanks for sharing!
it's good idea to have cpu max on screen off so low.
MidnightDevil said:
I don't think it's good idea to have cpu max on screen off so low... screen off doesn't mean it's idling.
Click to expand...
Click to collapse
It's never been a problem for me though to be fair it depends what your usage is. These are just my settings. I get a full days usage with 6 hours screen on time with Ratchet and 4 hours on average with Bumblebee.
Sent from my LG-D855 using Tapatalk
please, are you very gentle to say me with what software do you set these and if you can help to do a backup settings and share for me that are novice user for this mod? thanks
---------- Post added at 06:33 AM ---------- Previous post was at 06:30 AM ----------
horsetastic said:
This is my guide for my personal kernel settings for Gabriel Kernel. They should also work on other kernels if the settings are there. My settings are based on getting best battery life possible with minimal lag.
I hope these settings are useful.
Apply the base settings as well as a specific config. The base settings are always used but do not include CPU or Governor tweaks, those are in the named settings, Bumblebee, Ratchet and Ironhide
Base settings (Apply these first)
ecc. ecc. ecc......
Coming soon
Click to expand...
Click to collapse
please, are you very gentle to say me with what software do you set these and if you can help to do a backup settings and share for me that are novice user for this mod? thanks
myabc said:
please, are you very gentle to say me with what software do you set these and if you can help to do a backup settings and share for me that are novice user for this mod? thanks
Click to expand...
Click to collapse
You can adjust these settings with kernel audiutor. Make different profiles and you can swith between the different configurations.
Gesendet von meinem LG-D855 mit Tapatalk
myabc said:
please, are you very gentle to say me with what software do you set these and if you can help to do a backup settings and share for me that are novice user for this mod? thanks
---------- Post added at 06:33 AM ---------- Previous post was at 06:30 AM ----------
please, are you very gentle to say me with what software do you set these and if you can help to do a backup settings and share for me that are novice user for this mod? thanks
Click to expand...
Click to collapse
What @mrzodiac said
Sent from my LG-D855 using Tapatalk
Hi
Your v2 was a bit laggy, I test your v3 yesterday and it was smooth and great.
Today i apply your new Bumblebee setting(first post of thread) so far so good. Thanks for sharing your information
Gabril kernel on cloudy 2.4
viking_vp3 said:
Hi
Your v2 was a bit laggy, I test your v3 yesterday and it was smooth and great.
Today i apply your new Bumblebee setting(first post of thread) so far so good. Thanks for sharing your information
Gabril kernel on cloudy 2.4
Click to expand...
Click to collapse
No worries. I'm more then happy to share. Doesn't make sense finding out some good settings and not sharing them with others.
My testings for new Ironhide settings is going well so far. It's so snappy but so far pretty decent battery life. It's based on ondemand. My old favourite.
Sent from my LG-D855 using Tapatalk
I need some help with hotplug setting. What exactly do you mean by that:
"CPU Hotplug Either stock zzmove hotplug with both disabled or Intelliplug (both are great)"
On kernel auditor I get an MPDecision toggle and Intelliplug toggle.
And also we have a Gabriel kernel app installed on our devices. What do we have to choose exactly cause I am a bit confused with this setting.
Sent from my LG-D855 using Tapatalk
djkostas20 said:
I need some help with hotplug setting. What exactly do you mean by that:
"CPU Hotplug Either stock zzmove hotplug with both disabled or Intelliplug (both are great)"
On kernel auditor I get an MPDecision toggle and Intelliplug toggle.
And also we have a Gabriel kernel app installed on our devices. What do we have to choose exactly cause I am a bit confused with this setting.
Sent from my LG-D855 using Tapatalk
Click to expand...
Click to collapse
With Gabriel Kernel there is an app installed along side the kernel call Gabriel Control. I you have that app installed then you have the version which uses zzmove hotplug as default hotplug. So if you want zzmove you disable both mp and intelli and if you don't want zzmove hotplug you need to disable it in Gabriel Control app. Hope this makes sense.
horsetastic said:
With Gabriel Kernel there is an app installed along side the kernel call Gabriel Control. I you have that app installed then you have the version which uses zzmove hotplug as default hotplug. So if you want zzmove you disable both mp and intelli and if you don't want zzmove hotplug you need to disable it in Gabriel Control app. Hope this makes sense.
Click to expand...
Click to collapse
In Gabriel's kernel app I get three choices. 1) Disable... 2) 2 cores max 3) 3 cores max. What do I choose to have your setting. If I choose disable, then MPDecision toggles on, in kernel auditor and I toggle it off, and toggle on intelliplug.
djkostas20 said:
In Gabriel's kernel app I get three choices. 1) Disable... 2) 2 cores max 3) 3 cores max. What do I choose to have your setting. If I choose disable, then MPDecision toggles on, in kernel auditor and I toggle it off, and toggle on intelliplug.
Click to expand...
Click to collapse
I use zzmove hotplug and disable the others but if not then use intelliplug. I don't touch Gabrial Control app and leave zzmove hotplug as it is.
I have updated OP with new Ironhide config. It's still in testing but I thought why not share it as it is right now. It might well change though.
Im using Ratchet settings
for six hours now
5 hours, wifi on, screen off - stayed steady on 100%
great
1 hour of SOT of browsing in chrome - goes down to 90%
fabulous
only downside i noticed that when multiwindowed youtube and chrome
its get pretty hot pretty fast
CrownC said:
Im using Ratchet settings
for six hours now
5 hours, wifi on, screen off - stayed steady on 100%
great
1 hour of SOT of browsing in chrome - goes down to 90%
fabulous
only downside i noticed that when multiwindowed youtube and chrome
its get pretty hot pretty fast
Click to expand...
Click to collapse
This could be down to thermal, as I don't need to touch this for myself. Try tweaking that a little. Glad you're finding it's working well so far though

My settings/tweaks for[Performance+Battery]

Recently I've been getting some really great battery life, so I thought I'd share my settings. The battery screenshots below are with medium usage, games, 3G(gifs, etc) and AcDisplay on(Proximity + Accelero)
ROM: SlimSaber 5.1.1 - I prefer this ROM because it's small in size, less ram usage, slim based, sabermod toolchain and has essential customizations. However I've got similar battery with CM12.1 snapshot.
Kernel: CM12 Decipher - This is the only kernel I've tried that's really stable with only needed features, + great performance and SOT.
Settings:
1) Use Debloater from http://forum.xda-developers.com/android/software/gapps-google-apps-minimal-edition-t2943330
2) Flash pico GApps/Slim ZeroGapps(No unnecessary services running)
3) Decrease animation scale/duration in Developer Options to 0.5x or 0.75x . This really makes the rom feel much snappier.
4) Use SlimLauncher, it's a really great launcher and a very small size, with low memory imprint. http://forum.xda-developers.com/moto-g-2014/themes-apps/launcher-slimlp-launcher-1-0-t3187896
5) Use the back button to quit an app instead of the home button
Kernel Settings:
1)[MUST] Keep minimum freq at 787. Stock ROMS have the same min. freq as lower frequencies use around the same voltage, so you're keeping the cpu on for a longer time at a freq using same voltage. Also with 787 there's no lag whatsoever.!
2) Use zzmove/interactive/yankactive cpu governor. (Recommend zzmove)
3)Use IntelliPlug as the cpu hotplug. Touch Boost: ON. Profile: Balanced/Eco Performance
4) GPU Max Freq 533, governor adrenotz/simple-ondemand
Im on CM 12.1 last nightly with kernel Halogen R4
Settings:
No animations
Slim Launcher
Greenify
Kernel Settings:
CPU -
Min 300 - Max 1190 - IntelliMM Gov
Hotplug -
IntelliPlug - Conservative - Touch Boost Off - Max freq screen off 787
Thermal -
IntelliThermal - Reg freq 80° - Reg core 85°
I/O -
fiops(both) 128
Virtual Memory -
Dirty Ratio 50 - Dirty Background Ratio 40 - Dirty Expire Centisecs 1200 - Dirty Writeback Centisecs 2500 - Min Free Kbytes 3072 - Overcommit Ratio 100 - Swappiness 40 - vfs cache pressure 50}
Cant upload screens now but i got a minimum of 6 SOT with normal use

[HELP]how to reduce screen resolution on STOCK ROM to 720x1280 at 280 dpi ?

Hello guys,
I'm using i9500 s4 black edition.
I have done special test for battery saving and conclude that lowering resolution saves 40% battery.
Mine SOT time is approx 6 hours
So guys How can i reduce resolution in stock lollipop roms to 720p?
I have done via 2 ways . First terminal and second "nomone resolution changer" app
But notification dropdown becomes fuzzy and not usable ;( so how can i edit SYSTEMUI to work perfect in 720p?
Everything else is working fine but that systemui sucks.
Thanks
Any perceived savings are due to the placebo effect, thus your test is...questionable. To fix the fuzzies, reset the dpi to stock, as there is no way to get everything working properly at the reduced dpi.
if you use xposed try a module called app settings and you can change dpi on a per app basis.

[PUBG] Explananation of Settings USERCUSTOM.ini

Particularly on Android, PUBG Mobile can be quite taxing on the your phone hardware capping framerate and visual quality to the point where it looks and plays absolutely disastrous. Lower framerate limits your reflexes even during the fast and frantic action moments and poor visual fidelity blinds you from detecting your enemy giving you an unfair disadvantage and thus, lowering down your ratings. This guide aims to provide you with a brief explanation of all the settings that you are provided in the game so that you can tinker them as per your needs. Keep in mind that there do exist multiple applications which fulfill the same purpose albeit none of which allow you to tweak settings in the most minute detail that this guide would enable you to.
r.UserQualitySetting
This setting allows you to select from the default performance presets that the game provides you.
Ranges : 1-Smooth, 2-Balanced, 3-HD, 4-HDR, 5-Ultra HD
This setting is dominant which implies that selecting one of the presets would automatically assign predefined levels of quality to texture, shadow, anti-aliasing, ambient occlusion, foliage quality etc.
Set this setting to 0 as smooth in order to finely adjust qualities in the coming settings.
r.UserShadowSwitch
This is a toggle setting which either turns on or off rendering of shadows of all game objects based on your preference. Game objects liable of rendering their own shadows include trees, buildings, bushes, vehicles, debris, player models, zombies and other dominant entities except for grass and other small foliage which disappears (get culled) when the player is beyond a certain range of distance.
Ranges : 0-Turn ON shadow rendering, 1-Turn OFF shadow rendering
r.ShadowQuality
This setting allows changing the quality of the shadows (as said by the name itself) of all game objects. It requires the previous setting to enabled to function as usual.
Ranges :
0-Render Under-Foot Shadows (The shadow is displayed constantly below the game object and does not depend on the position of directional sunlight) (Inherited in Smooth preset)
1-Render Pixelated Shadows (Depends on the position of directional sunlight) (Inherited in Balanced preset)
2-Render Anti-Aliased Pixelated Shadows ((Depends on the position of directional sunlight) (Inherited in HD preset)
3-Render Polygon Shadows (Depends on the position of directional sunlight) (Inherited in HDR preset)
4-Render Anti-Aliased Polygon Shadows (Depends on the position of directional sunlight) (Inherited in Ultra HD preset)
5-Render Fine Shadows (Depends on the position of directional sunlight) (Looks Ultra-Realistic but GPU-Intensive so Try at your own risk)
r.MobileContentScaleFactor
This setting allows you to change in-game resolution. Keep in mind that the game is designed predominantly for screens with 16:9 aspect ratio so people with newer phones may experience some space left unoccupied and left free towards the sides as a placeholder for notification bar and in-display navigation bar. The factor scales both UI and game elements.
Ranges : Varied ranges based on how powerful your phone GPU is
0.75 - 960x540 Lowest sanely possible resolution
1.00 - 1280x720 Reference resolution scale
1.125 - 1440x810 Looks way better than reference resolution scale
1.25 - 1600x900
1.50 - 1920x1080
2.00 - 2560x1440 Useless while upscaled on 1080p displays
r.PUBGLDR
Thanks to piyush181071. This setting allows for selecting resolution on large displays which implies that it would be effective on Android Tablets or Emulators with large screen as scaling is greatly different from the normal phone display one. No further information about the set of ranges for this setting is present as of now. Any help is appreciated.
Framerate Settings
Allows selecting permissible framerate limit at that particular predefined performance preset. The higher the values, the more responsive your gameplay would be. Be aware that any value specified beyond the possible refresh rate of your device display is useless as it would get capped to the highest possible rate of your screen which is 60Hz for most of us. Owners of ASUS ROG Phone and Razer Phone can have fun with ultra-responsive gameplay using this setting by going as high as 90 and 120 respectively.
r.PUBGDeviceFPSLow for Smooth preset Ranges : Define framerate in numbers. (I would select 60 for a responsive gameplay experience)
r.PUBGDeviceFPSMid for Balanced preset Ranges : Define framerate in numbers. (I would select 60 for a responsive gameplay experience)
r.PUBGDeviceFPSHigh for HD preset Ranges : Define framerate in numbers. (I would select 60 for a responsive gameplay experience)
r.PUBGDeviceFPSHDR for HDR and Ultra HD presets Ranges : Define framerate in numbers. (I would select 60 for a responsive gameplay experience)
r.MobileHDR
This setting allows for tweaking high dynamic range color display. It requires a device with a display which is capable of reproducing HDR content. It is set to 0.0 by default which corresponds to the fact that HDR is disabled. You can read more about this graphical fidelity here https://en.wikipedia.org/wiki/High_dynamic_range. No further information about this setting is present as of now. Any help is appreciated.
r.Mobile.SceneColorFormat
This setting allows for tweaking for the display of graphics in specific color palette. It requires a device with a display which is capable of reproducing color image pipeline content. It is set to 0.0 by default which corresponds to the fact that the current graphics correspond to the RGB color palette. You can read more about this graphical fidelity here https://en.wikipedia.org/wiki/Color_image_pipeline. No further information about this setting is present as of now. Any help is appreciated.
r.UserHDRSetting
This setting is redundant if r.MobileHDR is turned off. No further information about this setting is present as of now. Any help is appreciated.
r.ACESStyle
No information about this setting is present as of now. Any help is appreciated.
r.UserMSAASetting
This setting allows for toggling Multi-Sampling Anti-Aliasing for both in-game textures and models. For beginners, this technology aims to reduce jagged edges around objects by creating decreased alpha samples of the pixels at certain boundary threshold as decided by the video game designer.
Ranges :
0 - Disabled MSAA
1 - Enabled MSAA
r.DefaultFeature.AntiAliasing
This setting is enabled by default for tweaking capabilities of FXAA (Fast Approximate Anti-Aliasing) which predominantly uses RAM and is not as taxing as MSAA is. Even this technology reduces jagged edges around objects but the technology is slightly different from the former as this requires almost no processing power but in the downside it also makes the edges looks a bit blurrier.
Ranges :
0 - Disabled FXAA
1 - FXAA enabled. Only texture anti-aliasing.
2 - FXAA enabled. Both texture and model edge anti-aliasing. (2 concurrent samples)
3 - FXAA enabled. Both texture and model edge anti-aliasing. (3 concurrent samples) (Inherited in Smooth preset)
4 - FXAA enabled. Both texture and model edge anti-aliasing. (4 concurrent samples) (Inherited in Balanced and HD presets)
5 - FXAA enabled. Both texture and model edge anti-aliasing. (5 concurrent samples) (Inherited in HDR and Ultra HD presets)
r.MobileMSAA
This setting allows for toggling Multi-Sampling Anti-Aliasing for UI and textures only. This is generally enabled by default and helps making the UI, weapon paintjobs, vehicle stains etc. look more polished and realistically smooth. It is slightly more taxing and GPU intensive than FXAA but it produces nearly sharp results.
Ranges :
0 - Disabled MSAA for UI and texture meshes
1 - Enabled MSAA for UI and texture meshes
r.MSAACount
This setting allows for tweaking Multi-Sampling Anti-Aliasing for UI and textures only by selecting the number of concurrent samples displayed on the screen for a particular UI or texture element at that period of time. Higher values can potentially smooth edges even on a lower rendering resolution. This requires the previous setting to be enabled to function.
Ranges :
0 - Disabled MSAA (UE4 Low Preset)
2 - MSAA enabled. Both texture and model edge anti-aliasing. (2 concurrent samples) (UE4 Medium Preset)
4 - MSAA enabled. Both texture and model edge anti-aliasing. (4 concurrent samples) (UE4 High Preset) (Inherited in Smooth and Balanced presets)
6 - MSAA enabled. Both texture and model edge anti-aliasing. (5 concurrent samples) (UE4 Epic Preset) (Inherited in HD, HDR and Ultra HD presets)
r.MaterialQualityLevel
This setting allows for tweaking the texture quality of certain elements of the game. As of now, PUBG Mobile lets you select from only two presets.
Ranges :
0 - Normal (UE4 Low Preset) (Inherited in Smooth and Balanced presets)
How good are normal quality textures? Certain texture elements are omitted and there is less variety. Stains, mud, rocks etc. textures are repeated more often. Most buildings have single color LOD and meshes. It is fast but not exactly visually appealing. Bullet hole mesh either do not render at all or disappear pretty fast to save GPU memory.
1 - High (UE4 High Preset) (Inherited in HD, HDR and Ultra HD presets)
How good are high quality textures? Lesser texture elements are omitted and there is more variety. Stains, mud, rocks etc. textures are repeated less often making a near photo-realistic experience. Most buildings have single color LOD with detailed stains and meshes. It is slightly slower but more visually appealing. There are different bullet hole mesh renders for different bullet caliber shots with believable depth which disappear a bit slower leaving behind stains to save GPU memory and look realistic at the same time.
This post is a W.I.P. As I go on studying more about these triggers from the Scalability Reference of UE4 engine, I will keep you posted about different functions and their importance. If you are wondering how to use these, you can visit https://tulisae.com/pubgmobile-config-editor/ where you have a detailed and helpful tool of editing the settings file. The common path for the settings file is : Storage/Android/data/com.tencent.ig/files/UE4Game/ShadowTrackerExtra/ShadowTrackerExtra/saved/config/Android/UserCustom.ini. Upload this to the aforesaid link and decode it before editing. Do not forget to encode it back after your edits are complete.
Also, if you are aware of any settings that I have specified about but left undetailed, kindly add them in the comments below. That goes without saying that if you find anything incorrect above, kindly let know of corrections so that they may be addressed soon for the better.
Thank you,
ADInfinity1999
[EDIT : Added missing information about r.PUBGLDR as contributed by piyush181071.]
r.PUBGLDR means PUBG Large Display Resolution ! ! !
piyush181071 said:
r.PUBGLDR means PUBG Large Display Resolution ! ! !
Click to expand...
Click to collapse
Hi piyush181071.
Thanks for your contribution. Can you be a bit more specific about what this setting does?
ADInfinity1999 said:
Hi piyush181071.
Thanks for your contribution. Can you be a bit more specific about what this setting does?
Click to expand...
Click to collapse
hey bro this setting is mainly for set your display resolution but its for large display devices like tablet or pcs :good:
piyush181071 said:
hey bro this setting is mainly for set your display resolution but its for large display devices like tablet or pcs :good:
Click to expand...
Click to collapse
Got it! I'll update the thread accordingly but before that I need the range of values that this setting takes.
Maybe ACESStyle is for graphic style. Set 0 for classic, 1 for colorful, 2 is for realistic, 3 is for smooth, and 4 is for movie. But I'm still not sure.
Streaming.PoolSize is The pool size in MB available for textures in the engine. This pool contains UI textures, NeverStream textures, cubemaps and streaming textures. When set to 0, the pool size will be unlimited. Most devices will set it to 180-200ish. I've tested to set it to 1, and some textures in the map are not rendered well and was glitching a little bit, but it made my phone temperature cooler. However, it didn't glitch any character model (enemies/teamates). So give it a try.
+CVars=r.PUBGLDR=0 (0=enable, 1=disable)
+CVars=r.TCQualityGrade=
0 = sRGB (LDR) (default)
1 = Rec709 (LDR)
2 = Explicit gamma mapping (LDR)
3 = ACES 1000-nit ST-2084 (Dolby PQ) (HDR)
4 = ACES 2000-nit ST-2084 (Dolby PQ) (HDR)
5 = ACES 1000-nit ScRGB (HDR)
6 = ACES 2000-nit ScRGB (HDR)
r.MobileContentScaleFactor
This controls how the content will be scaled when it is on the device. A setting of 0 will use the native resolution of the device. If you are using a DPI scaling curve for UI scaling, make sure to set this to 0.
r.ParticleLODBias
This controls which particle LOD will be displayed. 0 will use the base, while 1 will use the first LOD, 2 the second LOD and so on. In Unreal Match 3, only the first LOD was used to cut the amount of particles spawned in half on lower-end devices.
sg.EffectsQuality
This controls the spawn rate of the particles per tick. It ranges from 0 to 3, with the default value being 3. Lowering this number will result in fewer particles being spawned per tick. Setting this to 1 will result in particles being very sparse and is only recommended for extremely low-end devices. Setting to 0 will stop all particles from spawning entirely.
fx.MaxCPUParticlesPerEmitter
This controls how my CPU particles can be emitted per emitter.
There is my Note 9 extreme low settings without overheating/throttling and stable 60 fps
[UserCustom DeviceProfile]
+CVars=r.UserQualitySetting=1
+CVars=r.UserShadowSwitch=1
+CVars=r.PUBGLDR=0
+CVars=r.ShadowQuality=0
+CVars=r.MobileContentScaleFactor=1.0
+CVars=r.MobileHDR=0.0
+CVars=r.Mobile.SceneColorFormat=0.0
+CVars=r.UserHDRSetting=0
+CVars=r.ACESStyle=1
+CVars=r.UserMSAASetting=0
+CVars=r.DefaultFeature.AntiAliasing=0.0
+CVars=r.MobileMSAA=0
+CVars=r.MSAACount=0
+CVars=r.MaterialQualityLevel=0
+CVars=r.Shadow.MaxCSMResolution=4
+CVars=r.Shadow.CSM.MaxMobileCascades=0
+CVars=r.Shadow.DistanceScale=0
+CVars=r.Mobile.DynamicObjectShadow=0
+CVars=r.DepthOfFieldQuality=0
+CVars=r.RefractionQuality=0
+CVars=r.StaticMeshLODDistanceScale=1.3
+CVars=foliage.LODDistanceScale=0.6
+CVars=foliage.MinLOD=0
+CVars=r.DetailMode=0
+CVars=r.MaxAnisotropy=1
+CVars=r.Streaming.PoolSize=0
+CVars=r.EmitterSpawnRateScale=0.5
+CVars=r.ParticleLODBias=1
+CVars=r.MobileNumDynamicPointLights=0
+CVars=r.TCQualityGrade=6
+CVars=r.PUBGVersion=5
+CVars=r.Mobile.EarlyZPass=1
+CVars=r.MobileSimpleShader=0
[BackUp DeviceProfile]
+CVars=r.UserQualitySetting=1
+CVars=r.MobileContentScaleFactor=1
+CVars=r.PUBGLDR=0
+CVars=r.MaterialQualityLevel=0
+CVars=r.ShadowQuality=0
+CVars=r.Shadow.MaxCSMResolution=512
+CVars=r.Shadow.CSM.MaxMobileCascades=2
+CVars=r.Shadow.DistanceScale=0.5
+CVars=r.Mobile.DynamicObjectShadow=1
+CVars=r.DepthOfFieldQuality=0
+CVars=r.RefractionQuality=0
+CVars=r.StaticMeshLODDistanceScale=0.8
+CVars=foliage.LODDistanceScale=1.0
+CVars=foliage.MinLOD=0
+CVars=r.DetailMode=0
+CVars=r.MaxAnisotropy=1
+CVars=r.Streaming.PoolSize=0
+CVars=r.EmitterSpawnRateScale=1.0
+CVars=r.ParticleLODBias=1
+CVars=r.MobileNumDynamicPointLights=1
+CVars=r.TCQualityGrade=6
+CVars=r.MSAACount=0
+CVars=r.PUBGVersion=5
+CVars=r.UserHDRSetting=0
+CVars=r.MobileHDR=0
+CVars=r.Mobile.SceneColorFormat=0
+CVars=r.BloomQuality=0
+CVars=r.LightShaftQuality=0
+CVars=r.Mobile.TonemapperFilm=0
+CVars=r.Mobile.AlwaysResolveDepth=0
+CVars=r.UserMSAASetting=0
+CVars=r.MobileMSAA=1
+CVars=r.DefaultFeature.AntiAliasing=0
+CVars=r.Mobile.EarlyZPass=1
+CVars=r.MobileSimpleShader=0[/HIDE]
Anybody have Pubg Config file for Snapdragon 636
Hello. This best config for my device but only 25 fps in medium graphic not iin smooth with extream 60 fps.but even it zero lag .
Can anyone explain the config setting for PUBG Mobile Lite? Most things seem very limited. Tnx in advance
Pubg ban
Will I be banned for using config file?
Anyone know about this setting
r.MobileContentScaleFactor=1
r.UserVulkanSetting=0
What is uservulkansetting
Thewanderkid said:
r.MobileContentScaleFactor=1
r.UserVulkanSetting=0
What is uservulkansetting
Click to expand...
Click to collapse
And also after playing when i close pubg customuser comes back to normal again so each time before opening game i should replace?
This my config file EnjoyCJZ ini file
I need to change resolution 1.00 - 1280x720 Reference resolution scale to 1.125 - 1440x810 Looks way better than reference resolution scale
Graphics extreme working but the resolution i can figure it ou
I failed to get work please help
[FansSwitcher]
+CVars=r.PUBGMaxSupportQualityLevel=2
+CVars=r.PUBGDeviceFPSLow=60
+CVars=r.PUBGDeviceFPSMid=60
+CVars=r.PUBGDeviceFPSHigh=60
+CVars=r.PUBGDeviceFPSHDR=60
+CVars=r.PUBGMSAASupport=1
+CVars=r.PUBGLDR=0
[ScalabilityGroups]
sg.ResolutionQuality=90
sg.ViewDistanceQuality=4
sg.AntiAliasingQuality=4
sg.ShadowQuality=1
sg.PostProcessQuality=3
sg.TextureQuality=5
sg.EffectsQuality=2
sg.FoliageQuality=2
sg.TrueSkyQuality=1
sg.GroundClutterQuality=1
sg.IBLQuality=0
sg.FrameRateLimit=55
sg.FrameRateCap=1
sg.MSAA.CompositingSampleCount=1
[UserCustom DeviceProfile]
+CVars=r.PUBGLimit=0
+CVars=r.PUBGVersion=5
+CVars=r.PUBGQualityLevel=2
+CVars=r.PUBGMaxSupportQualityLevel=3
+CVars=r.PUBGCRLRuntmieMinMem=1.5
+CVars=r.PUBGRenderSwitch=2
+CVars=r.StaticMeshLODLevelLimited=0.8
+CVars=r.UserQualitySetting=1
+CVars=r.UserShadowSwitch=1
+CVars=r.BloomQuality=0
+CVars=r.LightShaftQuality=1
+CVars=r.Mobile.TonemapperFilm=0
+CVars=r.Mobile.AlwaysResolveDepth=0
+CVars=r.MSAACount=4
+CVars=r.Mobile.EarlyZPass=1
+CVars=r.MobileSimpleShader=1
+CVars=r.UseProgramBinaryCache=1
+CVars=r.UseShaderPrecompileCount=2
+CVars=r.UseShaderPrecompileMemLimit=2560
+CVars=r.TagCullingSupport=1
+CVars=r.NumBufferedOcclusionQueries=5
+CVars=r.Decal.StencilSizeThreshold=3
+CVars=r.Mobile.TextureMipmapBias=0
+CVars=r.Android.DisableVulkanSupport=0
+CVars=foliage.LODDistanceScale=0.5
+CVars=r.Streaming.PoolSize=200
+CVars=r.ShadowQuality=3
+CVars=r.MobileHDR=1
+CVars=r.Mobile.SceneColorFormat=0.0
+CVars=r.UserHDRSetting=6
+CVars=r.ACESStyle=6
+CVars=r.UserMSAASetting=1
+CVars=r.DefaultFeature.AntiAliasing=3
+CVars=r.MaterialQualityLevel=1
+CVars=r.Shadow.MaxCSMResolution=2048
+CVars=r.Shadow.CSM.MaxMobileCascades=0
+CVars=r.Shadow.DistanceScale=0.1
+CVars=r.Mobile.DynamicObjectShadow=0
+CVars=r.DepthOfFieldQuality=2
+CVars=r.RefractionQuality=0
+CVars=r.StaticMeshLODDistanceScale=0.8
+CVars=foliage.MinLOD=0
+CVars=r.DetailMode=0
+CVars=r.MaxAnisotropy=1
+CVars=r.EmitterSpawnRateScale=0.5
+CVars=r.MobileNumDynamicPointLights=0
+CVars=r.MobileMSAA=4
+CVars=r.ParticleLODBias=2
+CVars=r.Android.DisableOpenGLES31Support=0
+CVars=r.Android.DisableOpenGLES31Support=1
+CVars=r.OpenGL.StripExtensions=GL_AMD_program_binary_Z400
+CVars=r.OpenGL.StripExtensions=GL_OES_fragment_precision_high
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_storage
+CVars=r.OpenGL.StripExtensions=GL_EXT_shader_pixel_local_storage
+CVars=r.OpenGL.StripExtensions=GL_ARM_shader_framebuffer_fetch
+CVars=r.OpenGL.StripExtensions=GL_ARM_mali_program_binary
+CVars=r.OpenGL.StripExtensions=GL_OES_draw_buffers_indexed
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_border_clamp
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_cube_map_array
+CVars=r.OpenGL.StripExtensions=GL_OES_shader_multisample_interpolation
+CVars=r.OpenGL.StripExtensions=GL_OES_shader_io_blocks
+CVars=r.OpenGL.StripExtensions=GL_OES_tessellation_shader
+CVars=r.OpenGL.StripExtensions=GL_OES_primitive_bounding_box
+CVars=r.OpenGL.StripExtensions=GL_OES_geometry_shader
+CVars=r.OpenGL.StripExtensions=GL_OES_gpu_shader5
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_buffer
+CVars=r.OpenGL.StripExtensions=GL_OES_copy_image
+CVars=r.OpenGL.StripExtensions=GL_OES_required_internalformat
+CVars=r.OpenGL.StripExtensions=GL_OES_mapbuffer
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_rg
+CVars=r.OpenGL.StripExtensions=GL_EXT_occlusion_query_boolean
+CVars=r.OpenGL.StripExtensions=GL_EXT_blend_minmax
+CVars=r.OpenGL.StripExtensions=GL_texture_type_2_10_10_10_REV
+CVars=r.OpenGL.StripExtensions=GL_NV_fence
+CVars=r.OpenGL.StripExtensions=GL_OES_compressed_ETC1_RG88_texture
+CVars=r.OpenGL.StripExtensions=GL_OES_fbo_render_mipmap
+CVars=r.OpenGL.StripExtensions=GL_OES_fragment_precision_high
+CVars=r.OpenGL.StripExtensions=GL_OES_packed_depch_stencil
+CVars=r.OpenGL.StripExtensions=GL_OES_depch_texture_cube_map
+CVars=r.OpenGL.StripExtensions=GL_OES_vertex_type_10_10_10_2
+CVars=r.OpenGL.StripExtensions=GL_QCOM_binning_control
+CVars=r.OpenGL.StripExtensions=GL_QCOM_driver_control
+CVars=r.OpenGL.StripExtensions=GL_QCOM_perfmon_global_mode
+CVars=r.OpenGL.StripExtensions=GL_QCOM_extended_get
+CVars=r.OpenGL.StripExtensions=GL_QCOM_extended_get2
+CVars=r.OpenGL.StripExtensions=GL_EXT_sGRB
+CVars=r.OpenGL.StripExtensions=GL_EXT_sGRB_write_control
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_fIter_anisotropic
+CVars=r.OpenGL.StripExtensions=GL_EXT_multisampled_rendor_to_texture
+CVars=r.OpenGL.StripExtensions=GL_EXT_color_butter_half_float
+CVars=r.OpenGL.StripExtensions=GL_EXT_debug_marker
+CVars=r.OpenGL.StripExtensions=GL_ARM_rgba8
+CVars=r.OpenGL.StripExtensions=GL_ARM_mali_shader_binary
+CVars=r.OpenGL.StripExtensions=GL_EXT_read_format_bgra
+CVars=r.OpenGL.StripExtensions=GL_OES_compressed_paletted_texture
+CVars=r.OpenGL.StripExtensions=GL_OES_EGL_image
+CVars=r.OpenGL.StripExtensions=GL_EXT_color_buffer_half_floa
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_compression_s3tc
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_compression_dxt1
+CVars=r.OpenGL.StripExtensions=GL_EXT_shadow_samplers
+CVars=r.OpenGL.StripExtensions=GL_OES_EGL_image_external
+CVars=r.OpenGL.StripExtensions=GL_OES_EGL_sync
+CVars=r.OpenGL.StripExtensions=GL_OES_vertex_half_float
+CVars=r.OpenGL.StripExtensions=GL_OES_framebuffer_object
+CVars=r.OpenGL.StripExtensions=GL_OES_rgb8_rgba8
+CVars=r.OpenGL.StripExtensions=GL_OES_compressed_ETC1_RGB8_texture
+CVars=r.OpenGL.StripExtensions=GL_AMD_compressed_ATC_texture
+CVars=r.OpenGL.StripExtensions=GL_KHR_texture_compression_astc_ldr
+CVars=r.OpenGL.StripExtensions=GL_KHR_texture_compression_astc_hdr
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_compression_astc
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_npot
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_filter_anisotropic
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_format_BGRA8888
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_3D
+CVars=r.OpenGL.StripExtensions=GL_EXT_color_buffer_float
+CVars=r.OpenGL.StripExtensions=GL_EXT_color_buffer_half_float
+CVars=r.OpenGL.StripExtensions=GL_QCOM_alpha_test
+CVars=r.OpenGL.StripExtensions=GL_OES_depth24
+CVars=r.OpenGL.StripExtensions=GL_OES_packed_depth_stencil
+CVars=r.OpenGL.StripExtensions=GL_OES_depth_texture
+CVars=r.OpenGL.StripExtensions=GL_OES_depth_texture_cube_map
+CVars=r.OpenGL.StripExtensions=GL_EXT_sRGB
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_float
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_float_linear
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_half_float
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_half_float_linear
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_type_2_10_10_10_REV
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_sRGB_decode
+CVars=r.OpenGL.StripExtensions=GL_OES_element_index_uint
+CVars=r.OpenGL.StripExtensions=GL_EXT_copy_image
+CVars=r.OpenGL.StripExtensions=GL_EXT_geometry_shader
+CVars=r.OpenGL.StripExtensions=GL_EXT_tessellation_shader
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_stencil8
+CVars=r.OpenGL.StripExtensions=GL_EXT_shader_io_blocks
+CVars=r.OpenGL.StripExtensions=GL_OES_shader_image_atomic
+CVars=r.OpenGL.StripExtensions=GL_OES_sample_variables
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_border_clamp
+CVars=r.OpenGL.StripExtensions=GL_EXT_multisampled_render_to_texture
+CVars=r.OpenGL.StripExtensions=GL_OES_shader_multisample_interpolation
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_cube_map_array
+CVars=r.OpenGL.StripExtensions=GL_EXT_draw_buffers_indexed
+CVars=r.OpenGL.StripExtensions=GL_EXT_gpu_shader5
+CVars=r.OpenGL.StripExtensions=GL_EXT_robustness
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_buffer
+CVars=r.OpenGL.StripExtensions=GL_EXT_shader_framebuffer_fetch
+CVars=r.OpenGL.StripExtensions=GL_ARM_shader_framebuffer_fetch_depth_stencil
+CVars=r.OpenGL.StripExtensions=GL_OES_texture_storage_multisample_2d_array
+CVars=r.OpenGL.StripExtensions=GL_OES_sample_shading
+CVars=r.OpenGL.StripExtensions=GL_OES_get_program_binary
+CVars=r.OpenGL.StripExtensions=GL_EXT_debug_label
+CVars=r.OpenGL.StripExtensions=GL_KHR_blend_equation_advanced
+CVars=r.OpenGL.StripExtensions=GL_KHR_blend_equation_advanced_coherent
+CVars=r.OpenGL.StripExtensions=GL_QCOM_tiled_rendering
+CVars=r.OpenGL.StripExtensions=GL_ANDROID_extension_pack_es31a
+CVars=r.OpenGL.StripExtensions=GL_EXT_primitive_bounding_box
+CVars=r.OpenGL.StripExtensions=GL_OES_standard_derivatives
+CVars=r.OpenGL.StripExtensions=GL_OES_vertex_array_object
+CVars=r.OpenGL.StripExtensions=GL_EXT_disjoint_timer_query
+CVars=r.OpenGL.StripExtensions=GL_KHR_debug
+CVars=r.OpenGL.StripExtensions=GL_EXT_YUV_target
+CVars=r.OpenGL.StripExtensions=GL_EXT_sRGB_write_control
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_norm16
+CVars=r.OpenGL.StripExtensions=GL_EXT_discard_framebuffer
+CVars=r.OpenGL.StripExtensions=GL_OES_surfaceless_context
+CVars=r.OpenGL.StripExtensions=GL_OVR_multiview
+CVars=r.OpenGL.StripExtensions=GL_OVR_multiview2
+CVars=r.OpenGL.StripExtensions=GL_EXT_texture_sR
+CVars=GL_OES_compressed_ETC1_RGB8_texture
+CVars=GL_AMD_compressed_ATC_texture
+CVars=GL_AMD_program_binary
+CVars=GL_EXT_texture_compression_s3tc
+CVars=GL_EXT_texture_compression_dxt1
+CVars=GL_AMD_texture_compression_s3tc
+CVars=GL_NV_depth_nonlinear
+CVars=GL_AMD_framebuffer_multisample
+CVars=GL_AMD_shader_framebuffer_fetch
+CVars=GL_AMD_shadow_samplers_cube
+CVars=GL_AMD_texture_array
+CVars=GL_EXT_shadow_samplers

Categories

Resources