# Spends the headroom this phone has over the ones the defaults were tuned on.
# Everything here was switched off for a 4 GB device with a much smaller GPU,
# not because it looks bad.
#
# Turn these on ONE AT A TIME against diagnostics.txt. Shadows and ambient
# occlusion each carry their own full-screen target, and 2x MSAA doubles every
# multisampled attachment - on a tile GPU that is bandwidth, which is the thing
# a phone has least of.
#
# The one that is not free in memory: the shadow atlas at 2048 is 16 MB against
# 4 MB at 1024.

skate3_guest_fps_cap=60
skate3_guest_fps_cap_auto=false
vsync=true
native_render_suppress_mode=1

skate3_native_render_scene_ssao=true
skate3_native_render_scene_bloom=true
skate3_native_render_scene_shadow_static_size=2048
skate3_native_render_scene_msaa=2

skate3_draw_distance_scale=1.0
skate3_lod_distance_scale=1.0
skate3_native_render_scene_tex_store_mb=384
skate3_native_render_scene_mesh_store_mb=256
texture_cache_memory_limit_soft=384
texture_cache_memory_limit_hard=512
gpu_wait_reg_mem_timeout_ms=20
