[PUBG] Explananation of Settings USERCUSTOM.ini - Xiaomi Redmi Note 4 Guides, News, & Discussion

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

Related

What do we want from devs (Not another spam topic)

At first I will say that at first I wanted to do a quick reply, but as the ideas came to my mind i started thinking about full topic xD
The topic was created to give devs ideas for some smaller tweaks/upgrades/features. I made this topic after I saw that the topic where dev asked what do you want for new rom, peoples only idea was "MIUI". I was little bit disappointed by that.
As I have many ideas I will sort them in groups.​
General use tweaks and functions:
- A player in lock screen (only visible when playing music)
- Changing songs by long press volume button (Old SE function implemented in very old phones ages ago)
- Auto air plane mode on selected by user hours (I mean turning off gsm/3g at night)
- Turning the led for buttons in pre-defined light conditions. (For example: in direct sunlight the buttons are very visible and i don't think that anyone has got problem in finding them. They are wasting battery at that time and no one can even see them. But at night it might be helpful for some users)
- Motion-blured launcher (and if it is possible - other apps also)
- Any wifi signal tweak is great also
- I use default x10 launcher because I love the music widget and timescape. Rest is only a bonus. I really don't like that we don't have feature that our x8 friends has got by default - up/down gesture that enables app drawer and goes back.
- Equalizer in default music app
- Faster wifi connecting (huh I know that we have a really bad wifi controller but any tweak here would be great)
- Using some other keyboard than default one
- Already updated versions of programs on roms (like latests maps instead of older ones - I know that you want to make your roms ultra light weight but it would save some time for users, and we really don't look so much if the file size of our room is 3 or 4 mb bigger)(of course you should make rom as lightweight as possible )
- Panorama app by default would be ok
- AdBlock (these is also a battery tweak - reduces the number of connections)
- By default power save widget doesn't work, why is it still implemented?
- Making more free ram by disabling setup wizard service (does anyone need it??)
- XDA app should be in ROM by default (with option to remove it of course)
- Increased call volume
- Some audio quality enchantments using headphones
Picture/camera/video related things:
- Improving bitrate/fps of videos and improving pics (but that isn't anything genius I think)
- 16mln colors (but that is also obvious)
- Control of exposure time and ISO [would be soo really great that i would start thinking about donation]
- Something that would look good and be same useful as androids gallery, but would provide normal zoom (I mean full resolution zoom)
- Making photo app start faster
- Auto flash in poor light
- A flash instead of non stop shining (it is also great battery tweak)
- Making RAW (Dreams xD)
- Option to adjust and/or turn off default denoise/sharpen algorithm (sometimes I hate the edges wrrr)
Battery saving:
- As I wrote - turning network at night
- Improving bravia engine to do more - in tv's the back-light is adjusted to the picture it is viewing. If the image that is on our phone is pure black the phone would reduce backlight to minimum. If half of the screen would be gray and the other half also the backlight would be also reduced to minimum but the gray pixels would be shown in the hardware as pure white. For us we would have more battery juice, better blacks and there wouldn't be anything missing from image. It there would be elements that would need 100% white the screen backlight would be also set to 100%. I don't know how hard it is to implement, it could need bootloader unlock but it would be a milestone for our x10, not a simple tweak
- Calibration notification - once 2 months or some pre-defined amount of charging cycles
- Some app that would automatically adjust voltages. It would check every freq with some voltage. If it didn't have restarted it continues making the voltage lower if not it would use higher V
- Enabling lower freq than 128mhz (but not like doomlord's that the voltage was 1000mv and you couldn't change that [Of course it is very good that he proved that it is possible])
- A flash instead of non stop shining (it is also great camera tweak)
- If 3g is enabled in settings, the phone would turn it off if the screen is also off (we don't need 3g when we don't use the phone so lets use edge to save battery and still be able to answer the phone)
- Make media server as individual zip. It uses power (I always have in battery usage that it "ate" about 2% to 5% of battery. Not everybody use it so it might be helpful)
- Adblock - Reduces number of connections (these is also general tweak)
Appearance:
- Making puzzle lock default lock screen
- Making gray battery circle default
- Making colorful/green icons
- Transparent bar of launcher
- Wallpapers specially for our x10 (in few weeks I'll start doing some)
- Replacing the clock on lock screen
- weather on lock screen
Note that Appearance is my own opinion and some people might not like it​
I'm not posting some obvious things like bootloader/better multitouch. Every dev knows the basic things to do.
Ok, I think thats enough for now. If you have ANY ideas for our x10 please comment below so I can add them to our list
I know that some of ideas are already implemented in some roms. But they are extremely rare.
If some devs would like to talk about some ideas, they can do that here also.
Too much. Why not DIY? Devs don't have 4 hands and 2 heads.
Infinity Ytinifni S. Sent from Xperia X10i-modded.
silveraero said:
Too much. Why not DIY? Devs don't have 4 hands and 2 heads.
Infinity Ytinifni S. Sent from Xperia X10i-modded.
Click to expand...
Click to collapse
Yeah, I know that, they don't have to do all of these, they will have ability to choose what is easiest for them.
Whats that i hear you say?
XDA has a search function?
an you found what thread?
THIS one?
Wow thats awesome

Lux autobrightness plugin

I am playing around with lux autobrightness app.
I was wondering if a plugin for 6p would be useful . There are plugins for different devices like nexus 5
Link the app and the plugin info - http://forum.xda-developers.com/showthread.php?t=1944921
The benefits are
Higher quality astronomer/night modes and subzero adjustment
On screen buttons are adjusted
Screenshots are no longer discoloured
Improved contrast
No more screen overlay means slightly less cpu usage
It would be great if someone with java knowledge would be willing to give a shot.
Thanks

How to make a Game Full Screen?

Hello everyone, I just bought an LG G6, I am an avid Clash Royale player, but for some reason it scales in the Top of the phone, but in the bottom it shows a black bar, which is annoying, anyone else can confirm they have the same issue?
Thanks,
Dont judge, just help,
Thanks
not all games are supported
As mentioned, not all games are supported, most of us probably got used to the fact our phones have (still) "unusal" aspect ratio so most fullscreen apps will show black bars either on the top and bottom or on the sides.
However sometimes you can force changing aspect ratio of the app. When swiping during immersive mode - proper way of naming "full screen" - and revealing status bar or navbar, a blueish-greenish (I'm a guy, colors are not my forte) button with arrows will appear. Pressing it and selecting the option you want, forces the app to be launcher with other aspect ratio, usually resulting in cropped content...
But some games do support it kinda properly, for example Dungeon Defense.
There are even some games that support full immersive mode, but not that much right now. 18:9 will surely be a "future" standard aspect ratio so the range of apps fully supporting it will increase soon.
Galaxy S8 users are scr3wed more, 18,5:9 aspect ratio makes these bars even bigger!

[Solved] How to change the RESOLUTION (not the DPI??)

I want to change from a 1080x1920 resolution to a 540x960 resolution for the purpose of making games run better by not having to render as much detail.
On a PC, this is SUPER EASY. On Android, it's a headache, notably on Moto G4 where all the "DPI Changing Apps" don't do anything. So don't suggest those, please. I've tried a handful.
I've even tried to edit the build.prop file, but there is nothing in there related to DPI or Resolution.
The best I have gotten is going into Developer Options and changing "Smallest Width" from 400 dp to as low as 360 dp (setting any lower, and it reverts to 360). I have tried as high as 1080 dp, but at that point the UI elements are getting too small to interact with reliably, so I didn't try to find what the highest possible value is.
Even at 360 dp, screenshots on my phone are saved at 1080 x 1920 which is not what I'm looking for.
Even more confusing, doing "Simulate secondary displays" and simulating a 1080p resolution results in only the top left quarter of my screen being filled, as opposed to 4K filling my entire screen. So it seems the resolution of the screen is 4K??
Ultimately, my goal is to reduce my resolution to make games take less resources and ultimately conserve on battery. If you have an actual answer that you have personally tried with success, that would be great.
https://play.google.com/store/apps/...nger&hl=en&rdid=com.chornerman.easydpichanger
This solved it! This actually includes a resolution option, which is what I'm looking for. Thank you to reddit user /u/finewhitelady.
Edit: https://play.google.com/store/apps/details?id=com.sagar.screenshift2 I like this app better because it comes with profiles, a persistent notification for toggling between custom and default resolutions, and even setting on a per-app basis which is great for my intended purposes of reducing resolutions in games to preserve battery life. While I'm not a fan of persistent notifications, I could easily construct an Automate widget to toggle between the two settings which is wonderful for the times I do need full resolution in my games.
Did it work to save battery, and make games run smoother?

Wider field of view in record

I've turned off video stabilization.
When I record a video from the photo mode (ultra wide) by long pressing the shutter button, it seems to record in a wider field of view with a resolution of 1920 x 1440.
When I head into video mode and try any resolution, it's not as wide.
Any reason behind this? Anyway that I can get this field of view by default in video instead of going through photo mode shortcut?
Thanks
Welll .. in video mode it is croping in the center for 4k resolution (about 8MP of 12MP of the sensor) and for 16:9 aspect ratio.
When you keep your finger on the shutter in photo mode, it uses the entire senzor downscaled to FHD+ resolution with 4:3 aspect ratio.
(16:9 -> 1920:1080)
(4:3 -> 1920:1440)
This is how also camera makers are "cheating" sometimes as well ...
For example, Canon's 4k has the same issue .. it is having a crop, compared with FullHD.
You can try the following tests on your device:
1. Put it in exactly the same place for all the tests.
2. Switch in settings to FullHD resolution for back cameras
3. Do a :
- photo in ultrawide
- keep on shutter button in photo mode in ultra wide
- go to video ultrawide (FHD) and record a video
4. Do the same, but in 4k for back video
5. Compare the videos, and you will see the crop in 4k, but not that big in FullHD.
All 3 video from step 3 will have the same width of the frame .. only the video done in video mode will be missing some parts on the lower and top side, as it is cropped to 16:9.
4k video from step 4 will be cropped as it is doing a real 4k readout in the center of the sensor.
I hope this helps you.
rhadoo_ds said:
Welll .. in video mode it is croping in the center for 4k resolution (about 8MP of 12MP of the sensor) and for 16:9 aspect ratio.
When you keep your finger on the shutter in photo mode, it uses the entire senzor downscaled to FHD+ resolution with 4:3 aspect ratio.
(16:9 -> 1920:1080)
(4:3 -> 1920:1440)
This is how also camera makers are "cheating" sometimes as well ...
For example, Canon's 4k has the same issue .. it is having a crop, compared with FullHD.
You can try the following tests on your device:
1. Put it in exactly the same place for all the tests.
2. Switch in settings to FullHD resolution for back cameras
3. Do a :
- photo in ultrawide
- keep on shutter button in photo mode in ultra wide
- go to video ultrawide (FHD) and record a video
4. Do the same, but in 4k for back video
5. Compare the videos, and you will see the crop in 4k, but not that big in FullHD.
All 3 video from step 3 will have the same width of the frame .. only the video done in video mode will be missing some parts on the lower and top side, as it is cropped to 16:9.
4k video from step 4 will be cropped as it is doing a real 4k readout in the center of the sensor.
I hope this helps you.
Click to expand...
Click to collapse
Yes! Sure helps and makes sense. Thank you for a simple and detailed explanation.

Categories

Resources