Repository URL to install this package:
|
Version:
7.1.8.3036-r0 ▾
|
;;; Default blend efficiencies.
;;; Heavily favor GPU skinning for unknown hardware.
SETTINGS {
CPUVertexBlendEfficiency = 1.0
GPUVertexShaderPerfRating = 4.0
GPUTLPerfRating = 1.0
; This tells Alchemy to release its references to images
; once they are loaded into texture memory. The only draw-back
; to doing this is that igVisualContext::getTextureSource() no longer
; works.
discardOriginalTextureImages = true
; Enable texture pooling in the visual context. Configure the pool to hold
; at most 128 textures and accept textures no smaller than 32x32 and no
; larger than 256x256.
enableTexturePooling = true
texturePoolCapacity = 128
texturePoolMinDimension = 32
texturePoolMaxDimension = 256
; Enable hardware compression for images.
Render/hardwareTextureCompression = true
; Use un-simplified water shader for desktop
Render/useSimplifiedWaterShader=false
useSoftwareVertexBlendingForCustomShaders = false
; This controls the building parameters if performance quality
; is enabled. It is disabled by default.
PerformanceQuality/minNumBuildings = 50
PerformanceQuality/minBuildingPerfScore = 0.5
PerformanceQuality/maxNumBuildings = 150
PerformanceQuality/maxBuildingPerfScore = 2.0
PerformanceQuality/buildingScalingPower = 1
Maps/docsAutoUploadEnabled = true
}
CPU_VENDOR = amd {
CPU_TYPE >= athlon {
SETTINGS {
CPUVertexBlendEfficiency = 1.0
}}
}
CPU_VENDOR = intel {
CPU_TYPE >= pentium_3 {
SETTINGS {
CPUVertexBlendEfficiency = 1.0
}}
CPU_TYPE >= pentium_4 {
SETTINGS {
CPUVertexBlendEfficiency = 1.2
}}
}
;;;;;;;;;
; Turn on line and point smoothing for workstation OGL cards.
VENDOR >= ATI {
CHIPSET >= ATI Fire {
SETTINGS {
Render/pointAndLineSmoothEnable = true
}}
CHIPSET >= Fire {
SETTINGS {
Render/pointAndLineSmoothEnable = true
}}
CHIPSET >= ATI MOBILITY FIRE {
SETTINGS {
Render/pointAndLineSmoothEnable = true
}}
CHIPSET >= MOBILITY Fire {
SETTINGS {
Render/pointAndLineSmoothEnable = true
}}
}
VENDOR >= NVIDIA {
CHIPSET >= Quadro {
SETTINGS {
Render/pointAndLineSmoothEnable = true
}}
CHIPSET >= NVIDIA Quadro {
SETTINGS {
Render/pointAndLineSmoothEnable = true
}}
}
OS = linux {
SETTINGS {
onlyOGL = true
; Use GLSL shaders and fixed-function in Alchemy emulation.
; Platforms that don't support GLSL will fall back to ARB shaders
; and/or normal OGL fixed-function.
emulateFixedFunctionWithGL2Shaders = true
Render/enableGLSLShaders = true
}
; OpenGl version 2.0 or newer is needed for GLSL shaders, so display an
; error message if only version 1.x is available.
; NOTE: PLATFORM_VERSION is checked using a string compare (as opposed
; to a numerical compare). The >= operator checks that the version
; string begins with "1.".
PLATFORM_VERSION >= 1. {
SETTINGS {
cantRun = true
}
}
; Check for Software Mesa...
VENDOR >= Mesa {
SETTINGS {
OGLsoftwareEmulated = true
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
; Turn off VBO support for OGL for Mesa.
enableVertexBufferObjects = false
}
}
; Brian Paul wrote Mesa, some versions have him as the GL_VENDOR string.
VENDOR >= Brian Paul {
SETTINGS {
OGLsoftwareEmulated = true
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
; Turn off VBO support for OGL for Mesa.
enableVertexBufferObjects = false
}
}
VENDOR >= ATI {
SETTINGS {
; P.S. 2/20/07
; Enable mipmaps by default on all ATI cards.
enableMipmaps = true
; Turn on VBO support for OGL for ati and nvidia.
enableVertexBufferObjects = true
; Only use VBOs for some of the vertex arrays.
geometryUsesVBOByDefault = false
}
}
VENDOR >= NVIDIA {
SETTINGS {
; P.S. 2/20/07
; Enable mipmaps by default on all nVidia cards.
enableMipmaps = true
; Turn on VBO support for OGL for ati and nvidia.
enableVertexBufferObjects = true
; Only use VBOs for some of the vertex arrays.
geometryUsesVBOByDefault = false
}
}
VENDOR >= Intel {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
; Turn off VBO support for OGL for intel.. roads/labels do not showup.
enableVertexBufferObjects = false
}
}
; Intel drivers show a 3rd party for the vendor string, but
; can be identified by "Mesa DRI Intel" in the chipset (at least
; for GM965 driver that was tested).
CHIPSET >= Mesa DRI Intel {
SETTINGS {
; B.A. 4/3/08
; Filled polygons are confirmed broken on an Intel GM965.
; This setting disables filled polygons for all Intel cards, which
; seems reasonable since most Intel cards also have problems
; drawing filled polygons on OGL Windows. See bug #1096613.
Render/fillPolysEnable = false
; Turn off VBO support for OGL.
enableVertexBufferObjects = false
}
}
}
OS = macos {
SETTINGS {
onlyOGL = true
enableMipmaps = true
; Turn off VBO support for OGL on Mac.
enableVertexBufferObjects = false
; Use GLSL shaders and fixed-function in Alchemy emulation.
; Platforms that don't support GLSL will fall back to ARB shaders
; and/or normal OGL fixed-function.
emulateFixedFunctionWithGL2Shaders = true
Render/enableGLSLShaders = true
}
SETTINGS {
; The plugin on Mac is slower than on windows because it needs
; to do extra work (buffer copies, etc.). Reduce the computed
; performance score by 40% to account for this.
PerformanceQuality/systemPerfScoreScale = 0.6
}
VENDOR >= ATI {
CHIPSET >= ATI Rage 128 Pro {
SETTINGS {
; B.B. - 1/29/06
; economize as much as possible
enableMipmaps = false
; B.B. - 1/29/06
; reduce VRAM strain
Render/detailAreaMax = 256
; B.B. - 2/2/06
; based on the "Rage 128 OpenGL" failing
Render/fillPolysEnable = false
; B.B. - 2/2/06
; based on Radeon 7000 failing
Render/maxTextureSize = 1024
; B.B. - 2/6/06
; all text appears as white - labels, status bar and copyrights
cantRun = true
}}
CHIPSET >= ATI Rage 128 OpenGL Engine {
SETTINGS {
; B.B. - 2/2/06
; increase framerate - untested
Render/detailAreaRec = 256
; B.B. - 2/4/06
; fill polys swaps channels in lower left corner - external testing
; reducing fillPolysMaxTex to 256 swapped channels across all tiles
Render/fillPolysEnable = false
}}
CHIPSET >= ATI Radeon OpenGL Engine {
SETTINGS {
; B.B. - 2/2/06
; copied from Radeon 7000 settings - untested
Render/detailAreaRec = 256
; B.B. - 2/2/06
; based on external testing
Render/maxTextureSize = 1024
}}
CHIPSET >= ATI Radeon 7000 {
SETTINGS {
; B.B. - 1/31/06
; +40% on framerate, 1k works ok
Render/detailAreaRec = 256
; B.B. - 1/31/06
; 2k textures fail, overlaps frame buffer
; remove the following line and load a 2k x 2k
; texture for really cool effects
Render/maxTextureSize = 1024
}}
CHIPSET >= ATI Mobility Radeon 7500 {
}
CHIPSET >= ATI Radeon 8500 { ; 64MB
SETTINGS {
; B.B. - 2/8/06
; Occasionally locks computer on tilted views
cantRun = true
}}
CHIPSET >= ATI Radeon 9200 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= ATI Radeon 9600 XT OpenGL Engine {
SETTINGS {
; B.B. - 2/22/06
; 2k textures fail - reported by user
Render/maxTextureSize = 1024
}}
CHIPSET >= ATI Radeon 9700 {
SETTINGS {
; enable mipmaps on ATI Radeon cards
enableMipmaps = true
}}
CHIPSET >= ATI Radeon 9800 {
SETTINGS {
}}
CHIPSET >= ATI Radeon X1600 {
SETTINGS {
; C.D. - 4/18/13
; stars are not textured properly
Planet/starsStarSpritesEnable = false
}}
}
VENDOR >= NVIDIA {
CHIPSET >= NVIDIA GeForce 2 MX { ; 32MB
SETTINGS {
; B.B. - 2/2/06
; based on external testing - no overlay is shown
Render/maxTextureSize = 1024
; 'thick' lines limited to ~2 pixel width
}}
CHIPSET >= NVIDIA GeForce4 MX {
SETTINGS {
; b/1636265
enableMipmaps = false
Render/maxTextureSize = 1024
}}
CHIPSET >= NVIDIA GeForce FX 5200 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
}
}
OS = win_nt { ; win_nt, win_2k, win_xp...
;=============================================================================
; OPENGL
;=============================================================================
PLATFORM = ogl {
SETTINGS {
; Turn on VBO support for OGL.
enableVertexBufferObjects = true
; Only use VBOs for some of the vertex arrays.
geometryUsesVBOByDefault = false
; Use GLSL shaders and fixed-function in Alchemy emulation.
; Platforms that don't support GLSL will fall back to ARB shaders
; and/or normal OGL fixed-function.
emulateFixedFunctionWithGL2Shaders = true
Render/enableGLSLShaders = true
}
; OpenGl version 2.0 or newer is needed for GLSL shaders, so force
; 1.X versions of OGL into DX mode.
; NOTE: PLATFORM_VERSION is checked using a string compare (as opposed
; to a numerical compare). The >= operator checks that the version
; string begins with "1.".
PLATFORM_VERSION >= 1. {
SETTINGS {
forceDX = true
}
}
; Cards that expose an OGL version less than 3.0 tend to be older, and
; will likely run better in DX mode.
PLATFORM_VERSION >= 2. {
SETTINGS {
recommendDX = true
}
}
GFX_CAPABILITY(IG_GFX_CAPABILITY_GL2_SHADERS_SUPPORTED) = 0 {
SETTINGS {
cantRun = true
recommendDX = true
}
}
VENDOR >= 3Dfx {
SETTINGS {
manufacturerUrl = www.3dfx.com
manufacturerDriverUrl = www.voodoofiles.com/3dfxhelp.asp
;
; imported from 3.0
;
; avoid
noVAcolor = true
; never use 3dfx multitextures (broken in too many cases)
maxTexStages = 1
}
}
VENDOR >= 3Dlabs {
SETTINGS {
manufacturerUrl = www.3dlabs.com
manufacturerDriverUrl = www.3dlabs.com/support/drivers
}
CHIPSET = PERMIDIA2 {
; ** not mentioned in 3.0 - inherit defaults **
SETTINGS {
; avoid
noVAcolor = true
}}
CHIPSET >= WildCat {
SETTINGS {
; B.M. - 7/15/04
; textures -> white with mipmaps on
}}
CHIPSET >= GLINT { ; Oxygen VX1
SETTINGS {
; A.P. - 6/10/06
; OpenGL has vast issues
forceDX = true
}}
}
VENDOR >= ATI {
SETTINGS {
manufacturerUrl = www.ati.com
manufacturerDriverUrl = www.ati.com/support
;
; imported from 3.0
;
; Radeon cards starting beginning with the 8500 fall into a slow path
; when putting vertex arrays in display lists
noVertexArraysInDLists = true
; B.A. 2/23/07
; enable mipmaps on ATI cards
enableMipmaps = true
}
; B.B. 7/30/04 - device name not confirmed
CHIPSET >= 340 { ; IGP (Pentium IV northBridge)
SETTINGS {
recommendDX = true
}}
CHIPSET >= ATI MOBILITY FIREGL V5 {
SETTINGS {
; B.A. Rendering filled polys on OGL causes BSOD
; on T60P laptop with Mobility FireGL v5200
; (see bug #13601).
Render/fillPolysEnable = false
recommendDX = true
}}
CHIPSET >= MOBILITY FireGL V3200 {
DRIVER = 00006.00014.00010.06497 {
SETTINGS {
; These drivers have a hard time with shaders.
recommendDX = true
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}}
CHIPSET >= RAGE 128 { ; {Pro,M3,A21}
SETTINGS {
enableMipmaps = false
recommendDX = true
}}
CHIPSET >= FireMV 2400 {
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= MOBILITY MOBILITY FIRE GL 7800 {
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= ATI MOBILITY RADEON XPRESS { ; Radeon xpress series
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= MOBILITY RADEON Xpress { ; Radeon xpress series
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= MOBILITY RADEON 7500 {
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= MOBILITY RADEON 9 { ; Radeon 9xxx series
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= MOBILITY/RADEON 9 { ; Radeon 9xxx series
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
;
; fifth generation
;
CHIPSET >= RAGE Pro {
SETTINGS {
; imported from 3.0: disable feature for this chipset only,
; instead of all ATI cards as was done before
disableVertexArrays = true
enableMipmaps = false
forceDX = true
}}
CHIPSET >= XPERT { ; {98, 99, @PLAY, @WORK, LCD, XL} (8MB, XL is 4MB)
; also XPERT 2000 & XPERT 2000 Pro
SETTINGS {
; B.B. 7/22/05 - just a reminder of the setting
Render/detailAreaMax = 256
cantrun = true
}}
CHIPSET >= XPERT 128 {
SETTINGS {
; imported from 3.0: disable feature for this chipset only,
; instead of all ATI cards as was done before
disableVertexArrays = true
enableMipmaps = false
forceDX = true
cantrun = false
}}
CHIPSET >= Rage Mobility { ; (8MB)
SETTINGS {
cantRun = true
}}
CHIPSET >= Radeon 7 { ; 7xxx series (7000:32MB, 7200:)
SETTINGS {
; B.B. 7/7/05 - need glBlend crash fix in Alchemy
recommendDX = true
Render/fillPolysEnable = false
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on this card.
enableVertexBufferObjects = false
}}
CHIPSET >= RADEON XPRESS { ; Xpress series (200, 1250, ...)
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= ATI RADEON XPRESS { ; Xpress series (200, 1250, ...)
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= RADEON X300 { ; RADEON X300 Series
SETTINGS {
; B.A. 5/4/09 - Crash when using VBOs to render filled polygons.
enableVertexBufferObjects = false
}}
CHIPSET >= RADEON X550 { ; RADEON X550 Series
SETTINGS {
; B.A. 5/4/09 - Crash when using VBOs to render filled polygons.
enableVertexBufferObjects = false
}}
CHIPSET >= RADEON X600 { ; RADEON X600 Series
SETTINGS {
; B.A. 5/4/09 - Crash when using VBOs to render filled polygons.
enableVertexBufferObjects = false
}}
CHIPSET >= ATI RADEON X1200 { ; Xpress 1200
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= ATI RADEON X1250 { ; Xpress 1250
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= ATI RADEON X1270 { ; Xpress 1270
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= RADEON XPRESS 200 { ; Integrated chipset
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= RADEON 8500 {
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= RADEON 9 { ; 9000, 9100, 9200, 9250, 9600, 9700, 9800
SETTINGS {
; B.A. 5/4/09 - Old ATI drivers crash when using VBOs on these cards.
enableVertexBufferObjects = false
}}
CHIPSET >= RADEON 9200 { ; 9200
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
}
VENDOR >= Intel {
SETTINGS {
manufacturerUrl = www.intel.com
manufacturerDriverUrl = support.intel.com/support/graphics
enableMipmaps = true
; DX mode has fewer problems on Intel cards than OGL mode.
recommendDX = true
}
; NOTE: PLATFORM_VERSION is checked using a string compare (as
; opposed to a numerical compare). The >= operator checks that
; the version string begins with "2.". Cards with OGL 1.X
; are already handled above.
PLATFORM_VERSION >= 2. {
; B.A. - 9/19/12 (bug #7045999)
; Several older Intel cards expose a buggy version of OGL 2.X
; which causes crashes in GE. This setting will force all of
; those older cards into the DX path. The newer cards
; (e.g. Intel HD) expose OGL 3.0 or higher, so they shouldn't
; fall into this path.
SETTINGS {
forceDX = true
}}
CHIPSET >= Intel(R) HD { ; All HD Graphics chipsets are fairly new
SETTINGS {
}}
}
VENDOR >= Matrox {
SETTINGS {
manufacturerUrl = www.matrox.com
manufacturerDriverUrl = www.matrox.com/mga/support/drivers/latest/home.cfm
; Apparently, Matrox cards don't like vertex arrays
; 3.0: vertex arrays only disabled on G400 cards, not G200
disableVertexArrays = true
; B.B. - 7/19/04, Matrox G450
; G400/G450: copying backbuffer takes ~500ms for 1k by 1k
Render/fillPolysMaxTex = 512
; B.B. - 9/21/04, Matrox G450
; G450HD: driver clamps 2k by 256 textures halfway
Render/forceSquareTextures = true
; B.B. - 7/1/2005
; based on BA's advice on Matrox's historical OpenGL drivers
recommendDX = true
}
CHIPSET >= Matrox G550 { ; G.K. - 6/03/06 - G550 reports itself as G400
SETTINGS {
}}
CHIPSET >= Matrox G450 { ; G450HD reports itself as a G400 card
SETTINGS {
}}
CHIPSET >= Matrox G400 {
SETTINGS {
; G.K. - 6/03/06 - G450 and above report as G400
forceDX = true
}}
CHIPSET >= Matrox G200 {
}
CHIPSET >= Parhelia { ; 512 (128MB)
SETTINGS {
enableMipMaps = false
disableAnisotropicFiltering = true
Render/fillPolysEnable = false
}}
}
;
; Detection of non HW accelerated OGL cards
;
VENDOR >= Microsoft {
SETTINGS {
; B.B. 8/19/04
; note this means a software renderer is being used, it's not a Keyhole setting
OGLsoftwareEmulated = true
; B.B. 3/30/05
; fill polys disable anyway, no chance for anisotropic filtering
disableAnisotropicFiltering = true
Render/fillPolysEnable = false
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}
}
VENDOR >= NVIDIA {
SETTINGS {
manufacturerUrl = www.nvidia.com
manufacturerDriverUrl = www.nvidia.com/content/drivers/drivers.asp
; enable mipmaps on nVidia cards
enableMipmaps = true
}
; nVidia's OGL 2.x cards seem to run OK in OGL mode.
PLATFORM_VERSION >= 2. {
SETTINGS {
recommendDX = false
}
}
CHIPSET >= GeForce 256 {
SETTINGS {
; B.B. - 10/8/04
; 2kx2k and higher textures fail in OGL
Render/maxTextureSize = 1024
; B.B. - 4/6/2005, on the basis of DX performance
Render/fillPolysEnable = true
Render/fillPolysMaxTex = 512
; B.A. - 4/1/09 - bug #1749137
enableVertexBufferObjects = false
}}
CHIPSET >= RIVA TNT {
SETTINGS {
; D.K. - 6/13/2001
; disable mipmaps for lower-end TNT cards
enableMipmaps = false
; B.B. - 4/7/2005, on the basis of GeForce 256
Render/maxTextureSize = 1024
Render/fillPolysEnable = true
Render/fillPolysMaxTex = 512
; A.P. - 6/6/06, fix for artifacts
Render/detailAreaMax = 256
Render/maxTextureSize = 512
; B.A. - 4/1/09 - bug #1749137
enableVertexBufferObjects = false
}}
CHIPSET >= GeForce2 {
SETTINGS {
; B.A. - 4/1/09 - bug #1749137
enableVertexBufferObjects = false
}}
CHIPSET >= GeForce3 {
SETTINGS {
; B.A. - 4/1/09 - bug #1749137
enableVertexBufferObjects = false
}}
CHIPSET >= GeForce4 {
SETTINGS {
; B.A. - 4/1/09 - bug #1749137
enableVertexBufferObjects = false
}}
CHIPSET >= GeForce4 420 Go { ; (16MB)
DRIVER = 00006.00013.00010.02846 {
SETTINGS {
; B.B. - 7/8/05
; laptop forced to use old driver from laptop manufacturer
; problem may still exist on other driver versions
Render/fillPolysEnable = false
recommendDX = true
}}}
CHIPSET >= GeForce FX 5200 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= GeForce FX Go5200 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= GeForce 6100 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= GeForce FX 5700 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= Quadro FX 500 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= Quadro FX Go1000 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= Quadro FX 1100 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= GeForce 6150 {
SETTINGS {
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
CHIPSET >= Quadro NVS 280 PCI-E { ; (64MB)
SETTINGS {
; B.B. - 4/29/05
; 4k by 4k textures thrashes VRAM (.35fps), ok with 4kx4k b&w
Render/maxTextureSize = 2048
WaterSurface/waterSurfaceUsingShaders = false
Precipitation/usePrecipitationShader = false
SpeedTree/useBillboardsOnly = true
Terrain/fadeTextureLod = false
}}
}
VENDOR >= S3 {
SETTINGS {
manufacturerUrl = www.s3graphics.com
manufacturerDriverUrl = www.s3graphics.com/drivers.jsp
; ** not mentioned in 3.0 - inherit defaults **
; The S3 chips do not support vertex arrays.
disableVertexArrays = true
; B.B. - 9/24/04, ProSavage, SuperSavage IXC
; card clamps to the average of the outermost two pixels
; when s > 1 or t > 1, clamp to 1 pixel for s < 0, t < 0
Render/olay2EdgeTransparency = true
; B.B. - 9/27/04, ProSavage, SuperSavage IXC
; rec DX because of missing atmosphere and busted fill polys even if it's slightly
; lower performance. Also with OGL it gets slower the more you use the app.
recommendDX = true
; B.B. - 9/30/04, ProSavage, SuperSavage IXC
; borders are frequently obscured by terrain for distant earth
Render/distantDrawOffsetScale = 0.3
}
CHIPSET >= VIA/S3G UniChrome IGP {
SETTINGS {
; JH - 6/06/06 - VIA/S3G cards crash at startup
forceDX = true
}}
CHIPSET >= Savage2000 {
SETTINGS {
cantTexSubImage = true
}}
CHIPSET >= ProSavage {
SETTINGS {
; B.B. - 10/5/04
; reduces client to 1fps, fixes atmosphere when visible
Render/fillPolysMaxTex = 256
; B.B. - 10/5/04
; fill polys include scattered vertical gaps
Render/fillPolysEnable = true
}}
CHIPSET >= SuperSavage { ; IXC (laptop), IX, w/MV
SETTINGS {
; B.B. - 10/4/04, IXC
; missing atmosphere
; B.B. - 10/5/04, IXC
; reduces client to 1fps, fixes atmosphere when visible
Render/fillPolysMaxTex = 256
; B.B. - 10/5/04, IXC
; fill polys include scattered transparent vertical lines
Render/fillPolysEnable = false
}}
}
VENDOR >= SIS {
SETTINGS {
; B.B. 4/7/05
manufacturerUrl = www.sis.com
manufacturerDriverUrl = www.sis.com/support/support_prodid.htm
; ** not mentioned in 3.0 - inherit defaults **
; B.B. - 6/24/04, ProSavage DDR
; forceSquareTextures not required
; OGL drivers do not edge_clamp textures, may crash
forceDX = true
}
}
VENDOR >= Trident {
CHIPSET >= Trident Video Accelerator Blade 3D {
SETTINGS {
; B.B. - 10/3/05
; bbs users reported green screens in OGL
recommendDX = true
}}
}
VENDOR >= XGI {
CHIPSET >= XGI Volari { ; XGI V3XT
SETTINGS {
; A.P. - 6/12/06
; Clamp Filled polygons are broken in OGL. When enabled,
; they fill the 3dview completely with a solid color, which
; does NOT go away even when the polygon is disabled. Only
; by restarting the client will the issue clear up. Same
; thing happens in the 3.0 client as well. Suggested fix
; is to recommend DirectX, in which polygons seem to work fine.
recommendDX = true
}}
}
} ; END of OpenGL
;=============================================================================
; OPENGL ES 2.0
;=============================================================================
PLATFORM = ogles20 {
SETTINGS {
; Turn on VBO support for OGL.
enableVertexBufferObjects = true
; Only use VBOs for some of the vertex arrays.
geometryUsesVBOByDefault = false
enableMipmaps = true
}
GFX_CAPABILITY(IG_GFX_CAPABILITY_GL2_SHADERS_SUPPORTED) = 0 {
SETTINGS {
cantRun = true
recommendOGL = true
}
}
; GeForce 6xxx and 7xxx cards with older drivers (prior to 300 series)
; crash when a vertex buffer uses a stride of zero.
; allShaderAttrsRequired tells Alchemy to allocate colors, normals, and
; at least one set of UVs for every vertex. This avoids the case where
; ANGLE uses zero-stride vertex buffers to handle missing vertex
; components.
; Terrain/alwaysComputeNormals is needed to force GE to fill in values
; for the normals, even when sun mode is off (by default, normals are
; only calculated when sun mode is on and the vertices don't already
; contain normals).
; (see bug #7883959)
CHIPSET >= ANGLE (NVIDIA GeForce 6800 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 3400 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 4000 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7800 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 4500 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 3450 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 1400 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 6600 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 6200 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 6610 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 6700 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro NVS 440 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro NVS 285 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro NVS 440 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro NVS 120 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 540 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 550 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 6500 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 6250 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7100 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7500 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7300 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7550 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7350 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 350 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 6150 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 6100 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7900 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7950 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7600 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7650 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 1500 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA Quadro FX 560 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7025 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7050 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
CHIPSET >= ANGLE (NVIDIA GeForce 7150 { SETTINGS {
allShaderAttrsRequired = true
Terrain/alwaysComputeNormals = true
}}
}
; G.V. - 4/3/07
; Switch to DX on startup for ATI cards running certain old drivers (6.14.10.6404 - 6.14.10.6483)
; as the client crashes for these configurations in OpenGL (see Bug 11866)
; Do this outside of "PLATFORM {..}" as PLATFORM has not been set yet
VENDOR >= 00001002 { ; ATI
DRIVER = 00006.00014.00010.06404 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06414 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06422 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06430 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06436 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06444 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06451 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06458 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06462 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06467 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06476 {
SETTINGS {
switchToDXOnStartup = true
}
}
DRIVER = 00006.00014.00010.06483 {
SETTINGS {
switchToDXOnStartup = true
}
}
; B.A. 6/3/10
; The latest ATI drivers (10.5) cause BSOD on WinXP for X2 cards in OGL mode
; (bug #2732507). These cards also have problems in OGL mode under
; Vista and Win7 (bug #2793850).
CHIPSET >= 00009441 { ;ATI Radeon HD 4870 X2
SETTINGS {
forceDX = true
}}
CHIPSET >= 00009443 { ;ATI Radeon HD 4850 X2
SETTINGS {
forceDX = true
}}
CHIPSET >= 00009506 { ;ATI Mobility Radeon HD 3850 X2
SETTINGS {
forceDX = true
}}
CHIPSET >= 00009509 { ;ATI Mobility Radeon HD 3870 X2
SETTINGS {
forceDX = true
}}
CHIPSET >= 0000950F { ;ATI RADEON HD 3870 X2
SETTINGS {
forceDX = true
}}
CHIPSET >= 00009513 { ;ATI Radeon HD 3850 X2
SETTINGS {
forceDX = true
}}
CHIPSET >= 0000958A { ;ATI Radeon HD 2600 X2 Series
SETTINGS {
forceDX = true
}}
} ; END ATI
VENDOR >= 000010DE { ; nVidia
CHIPSET >= 00000020 { ; RIVA TNT
; B.B. - 4/17/2007
; crash viewing denver, works fine in DX
SETTINGS {
switchToDXOnStartup = true
}
}
} ; END nVidia
} ; END of win_nt