Set maximum verbosity to 3dengine.dll log messages 
pool size for temporary allocations in kb, requires app restart 
When not 0 - Force full pre-cache of textures, procedural vegetation and shaders if camera moved for more than X meters in one frame or on new cut scene start 
Force auto pre-cache of CGF render meshes. 1=pre-cache all mehes around camera. 2=pre-cache only important ones (twice faster) 
Maximum number of parallel streaming tasks during pre-caching 
Force auto pre-cache of terrain textures and procedural vegetation 
Force auto pre-cache of general textures and shaders 
Activates drawing of bounding boxes 
Draw brushes 
Allow blend with terrain color for brushes 
Enable caching nearest cube maps probe picking for alpha blended geometry 
Freeze 3dengine camera (good to debug object culling and LOD). The view frustum is drawn in write frame. 0 = off 1 = activated 
Move cameras to a certain pos/angle 
Rotate camera around Z axis for debugging 
will refuse to load any cgf larger than the given filesize (in kb) -1 - 1024 (<0 off (default), >0 filesize limit) 
Min LOD for character objects 
Perform a visible check in check occlusion job 
Size of queue for data send from check occlusion job 
Size of queue for data send to check occlusion job 
CryWarning for crazy sized COctreeNode m_objectsBoxes 
Test COctreeNode visibility 
Enable clouds rendering 
Activates usage of software coverage buffer. 1 - camera culling only 2 - camera culling and light-to-object check 
expanding the AABB's of the objects to test to avoid z-fighting issues in the Coverage buffer 
Checking of OBB boxes instead of AABB or bounding rects 
Coverage buffer z-biasing 
128 - cull only nodes of scene tree and very big brushes 0 - cull all brushes individually 
Display content of main camera coverage buffer 
Debug 
Freezes view matrix/-frustum 
Debug draw of occluders for coverage buffer 
preempting occluder rasterization to avoid stalling in the main thread if rendering is faster 
Debug 
Max time for unlimited AddRenderMesh 
Debug 
Debug 
Debug 
maximum amount of polys to rasterize cap, 0 means no limit default is 100000 
Use re-projection technique on CBuffer, 1 simple reproject, 2 additional hole filling, 4 using ocm mesh for occlusion checking 
Resolution of software coverage buffer 
Coverage buffer safe checking for rotation 0=disabled 1=enabled 2=enabled for out of frustum object 
1 show only meshes used as occluder, 2 show only meshes not used as occluder 
Activates usage of coverage buffer for terrain 
expanding the AABB Z axis of terrain to avoid flat terrain flickering 
Controls tessellation of terrain mesh 
Debug 
amount of visible pixel that will still identify the object as covered 
Debug 
1 Vladimir's, 2MichaelK's 
Shows the cover setups on cfg files 
The hw thread number on XENON that the culler will run on, only read at startup 
Vegetation activation distance limit; 0 disables visibility-based culling (= unconditional activation) 
Draw helpers with information for each object (same number negative hides the text) 1: Name of the used cgf, polycount, used LOD 2: Color coded polygon count 3: Show color coded LODs count, flashing color indicates no Lod 4: Display object texture memory usage 5: Display color coded number of render materials 6: Display ambient color 7: Display tri count, number of render materials, texture memory 8: Free slot 9: Free slot 10: Render geometry with simple lines and triangles 11: Free slot 12: Free slot 13: Display occlusion amount (used during AO computations). Warning: can take a long time to calculate, depending on level size! 15: Display helpers 16: Display debug gun 17: Streaming info (buffer sizes) 18: Free slot 19: Physics proxy triangle count 20: Display object instant texture memory usage 21: Display animated object distance to camera 22: Display object's current LOD vertex count 23: Display shadow casters in red 
e_DebugDraw shows only Compound (less efficient) static meshes 
e_DebugDraw shows only objects showing lod X 
enable logging of Geom preparation 
Use different colors for objects affected by different number of lights black:0, blue:1, green:2, red:3 or more, blinking yellow: more then the maximum enabled Obsolete for deferred lights. Use r_DeferredShadingDebug. 
Activates drawing of decals (game decals and hand-placed) 
Allows creation of decals by game (like weapon bullets marks) 
Clip decal geometry by decal bbox 
1 - make all game play decals deferred, 2 - make all game play decals non deferred 
Scale decal projection depth 
Convert only dynamic decals bigger than X into deferred 
1 - switch all non-planar decals placed by level designer to deferred 
1 - force to convert all decals to use deferred ones 
Use smart hit caching for bullet hits (may cause no decals in some cases) 
Allows to increase or reduce decals life time for different specs 
Do not create decals on objects having more than X triangles 
Maximum number of static decal render mesh updates per frame 
Number of frames after which not visible static decals are removed 
Combine pieces of decals into one render call 
If not zero - new decals will force old decals to fade in X seconds 
If zero - new decals will not be spawned if the distance to nearest decals less than X 
Avoid spawning decals on the corners or edges of entity geometry 
Avoid spawning decals on the corners or edges of entity geometry 
Pre-create decals at load time 
Less precision for decals outside this range 
Enable decal rendering optimization by using scissor 
use gray illumination as default 
Enable to Perform some physics events deferred as a task/spu job 
Enable / Disable morph based deformable objects 
Turns On/Off the memory usage icon rendering: 1 on, 0 off. 
Objects alphatest_noise_fading out on distance and between lods 
Over how many metres transition takes place 
At most how near to object MVD dissolve effect triggers (10% of MVD, clamped to this) 
At least how near to object MVD dissolve effect triggers (10% of MVD, clamped to this) 
[DEPRECATED] The fraction of vegetation sprite draw distance over which to dissolve 
[DEPRECATED] The min dist over which vegetation sprites dissolve 
Activates dynamic light sources 
Debug 
Convert all lights to deferred (except sun) 
Use based on last draw frame visibility test 
Sets maximum amount of dynamic light sources 
Set maximum number of lights affecting object 
Activates drawing of entities and brushes 
Defines the level at which entities are spawned. Entities marked with lower level will not be spawned - 0 means no level. Usage: e_EntitySuppressionLevel [0-infinity] Default is 0 (off) 
Activates global height/distance based fog 
Activates local height/distance based fog volumes 
Damping of branch ropes 
Stiffness of branch ropes 
Maximum lifetime of branch ropes (if there are no collisions) 
Damping of branch ropes of broken vegetation 
Stiffness of the spongy obstruct geometry 
If the wind is sufficiently strong, visible foliage in this view dist will be forcefully activated 
[DEPRECATED] Force sprite distance and other values used for some specific screen resolution, 0 means current 
Geometry cache stream buffer upper limit size in MB. Default: 128 
Show geometry cache debug overlay. Default: 0 
Geometry cache debug draw mode 0 = normal 1 = only animated meshes 2 = only static meshes 3 = debug instancing 
Set name filter for e_geomCacheDebug 
Time in seconds that data will be decoded ahead for geom cache streaming. Default: 0.5 
Interpolate between geometry cache frames. Default: 1 
Time in seconds maximum that data will be buffered ahead for geom cache streaming. Default: 5.0 
Maximum size of geometry cache animated data in MB before always streaming from disk ignoring the memory playback flag. Default: 16 
Time in seconds minimum that data will be buffered ahead for geom cache streaming. Default: 2.0 
Preferred disk request size for geometry cache streaming in KB. Default: 1024 
Activates drawing of geometry caches 
Enable/disable global illumination. Default: 1 - enabled 
Multiplier for brightness of the global illumination. Default: 25.0 times brighter (temporary) 
Ratio of overlapped region between nested cascades. 0.25 means 25% overlapping. Default: 0.25 Min: .1 Max: 2 
Sparse temporal caching for RSM rendering. Measured in framed per generation. Default: 7 Min: 0 (disabled) 
Sets slope of cascades for global illumination. Default: 2.f 
Enable/disable reflective mode for global illumination. Default: 0 - disabled 
Maximum number of propagation iterations global illumination The less number of propagation iterations the shorter the light propagation distance. Default: 6. Max: 32 
Maximum distance of global illumination in meters. The less the distance the better the quality. Default: 50. Max: 150 
Sets number of cascades for global illumination. Default: 1 
Offset of GI in front of camera in percents[0;1]. Default: 0.4 Min: 0 Max: 1 
Light amplification during each propagation iteration. Default: 3.3 Min: 1 Max: 5 
Set the default reflective shadow map size. Default: 256 pixels for PC/128 for consoles, minimum: 64, maximum: 512 
Enable/disable secondary occlusion for global illumination. Default: 0 - disabled 
Cache sun shadows maps over several frames 0=off, 1=on if MultiGPU is deactivated 
Makes first X GSM lods not cached 
How fast to update terrain GSM lod 
Cast shadows from terrain 
Debug GSM bounds regions calculation 
Make last cascade bigger and use less frequent updates 
Includes object shadows into last very big shadow frustum 
Enable Additive Blending on shadows from terrain 
Enable Variance Shadow mapping on shadows from terrain 
Number of GSM lods (0..5) 
Size of LOD 0 GSM area (in meters) 
Range of next GSM lod is previous range multiplied by step 
gsm_range_step for last gsm lod containing terrain 
Size of Scattering LOD GSM in meters 
Show GSM statistics 0=off, 1=enable debug to the screens 
0=world axis aligned GSM layout, 1=Rotate GSM frustums depending on view camera 
Activates usage of HW occlusion test for objects 
Activates usage of HW occlusion test for ocean 
Scales the strength of prebroken objects' joints (for tweaking) 
Set to number of frames to wait after level load before beginning fps measuring 
Set to number of frames to capture for avg fps computation 
Allows deferred lighting for registered alpha blended geometry 0 = Off 1 = Enabled 2 = Enabled just for sun light 
Display light volumes debug info 0 = Off 1 = Enabled 
Affects LOD selection for big objects, small number will switch more objects into lower LOD 
Max LOD for objects 
Min LOD for objects 
LODs with less triangles will not be used 
LOD distance ratio for objects 
Load and use LOD models for static geometry 
Force using LODs even if triangle count do not suit 
Will not render CGFs past the given amount of drawcalls (<=0 off (default), >0 draw calls limit) 
Far clipping plane distance 
Debug 
1 - use max view distance set by designer for very high spec 0 - for very low spec Values between 0 and 1 - will lerp between high and low spec max view distances 
Show runtime merged meshes 
Active distance up until merged mesh patches will be streamed in 
MergedMesh Bullet approximations lifetime 
MergedMesh Bullet approximations size scale 
MergedMesh Bullet approximations speed factor 
enable debug drawing of runtime merged meshes 
distance modifier applied to view dist ratios after which deformables stop updating 
Distance fudge factor at which merged meshes turn off animation 
merged meshes lod ratio 
amount of mainmeory (in kb) that merged meshes are allowed to sustain 
percentage of the pool for spines 
Enable or disable support for tesselation on mergedmeshes 
MergedMeshes use touchbending 
merged meshes view dist ratio 
Allow game to activate/deactivate object layers 
Allow game to create/free physics of objects: 0: Disable; 1: All; 2: Water only. 
Render or not all objects 
Debug draw of object tree bboxes 
Debug 
Object detail quality 
Show instances count 
Skip per object occlusion test for very far objects - culling on tree level will handle it 
Makes less occluson tests, but it takes more frames to detect invisible objects 
Enable occlusion volumes(antiportals) 
Controls how far occlusion volumes starts to occlude objects 
Specifies the maximum size of vegetation objects that are physicalized on-demand 
Turns on on-demand physicalization (0=off, 1=vegetation only[default], 2=brushes only, 3=brushes&vegetation 
Writes all effects used and counts to log 
Writes all emitters to log 
Displays current particle memory usage 
Activates drawing of particles 
Blend between animated texture frames Usage: e_ParticlesAnimBlend [0/1/2] 0 = Off 1 = On 2 = Force 
Cull Particles against the Occlusion Buffer 
Cull Particles against the view-frustum 
Particle debug flags: to set, + to add, - to remove 1 = show basic stats m = show memory usage r = show reiteration, rejection, and collision stats b = draw bounding boxes and labels, show bounding box stats x = show bounding box stats d = force dynamic bounds and update for all emitters c = disable clipping against water and vis area bounds z = freeze particle system 
Set to 1 to dump particle memory informations after map load 
Apply global illumination to appropriate particle effects Usage: e_ParticlesGI [0/1/2] 0 = Off 1 = On 2 = Force 
Memory Size of Index Pool between Particle and Render Thread 
Threshold for minumum particle light color 
Threshold for minimum particle light radius 
Allows to have light source attached to every particle 0 = Off 1 = Deferred lights 
Set particles lights view distance ratio 
Multiplier to particle count 
Screen size max per particle -- fade out earlier 
Screen size max of total particles to draw 
Alpha cutoff for rendering particles 
Pixel size min per particle -- fade out earlier 
Motion blur for particles Usage: e_ParticlesMotionBlur [0/1/2] 0 = Off 1 = On 2 = Force 
Enable particle/object collisions for SimpleCollision: 1 = against static objects only, 2 = dynamic also 
Particle system pool memory size in KB 
Enable preloading of all particle effects at the beginning 
1 - always show statistics about particle pools usage 2 - disable the warning message when running out of pool memory 
Particles detail quality 
Save effects libraries with named fields for future compatibility (compatible with versions >= 24) 
Shadows on particles Usage: e_ParticlesShadows [0/1/2] 0 = Off 1 = On 2 = Force 
Render a list of Containers not updated by SPU and why 
Render appropriate particles with soft intersection Usage: e_ParticlesSoftIntersect [0/1/2] 0 = Off 1 = On 2 = Force 
Minimum sort quality for new particle insertion: 0 = basic, 1 = better, 2 = best 
Enable particle threading 
Allows searching for level-specific version of effects files 0 = Off 1 = Enabled 
Memory Size of Vertex Pool between Particle and Render Thread 
Enables physicalized foliage 1 - only for dynamic objects 2 - for static and dynamic) 
Min size of cell in physical entity grid 
Cell size for ocean approximation in physics, 0 assumes flat plane 
Maximum allowed triangle count for phys proxies 
Activates drawing of visareas content (indoors), values 2,3,4 used for debugging 
Enables special processing of big entities like vehicles intersecting portals 
Pre-render objects right after level loading 
Preload all materials for decals 
Preload level materials from level cache pak and resources list 
Enable to Prepare deformable objects at load time instead on demand, prevents peaks but increases memory usage 
Show procedurally distributed vegetation 
Maximum number of instances per chunk 
Maximum number of 64x64 meter sectors cached in memory 
Maximum distance where procedural objects may be spawn 
If 0 - will skip recursive render calls like render into texture 
If 0 - will disable occlusion tests for recursive render calls like render into texture 
Set all view distances shorter by factor of X 
Reload physical properties of all materials 
Enable engine rendering 
Min distance between physics-proxy and rendermesh before collision is considered a hole 
Enables async updating of dynamically updated rendermeshes 0 - performs a synchronous update 1 - performs the update in an async job (default)) 
Cache RNTmpData at least for X framres 
Activates drawing of road objects 
Turn Rendering of Ropes on/off 
Debug 
Make screenshot combined up of multiple rendered frames (negative values for multiple frames, positive for a a single frame) 1 highres 2 360 degree panorama 3 Map top-down view see: e_ScreenShotWidth, e_ScreenShotHeight, e_ScreenShotQuality, e_ScreenShotMapCenterX, e_ScreenShotMapCenterY, e_ScreenShotMapSize, e_ScreenShotMinSlices, e_ScreenShotDebug 
0 off 1 show stitching borders 2 show overlapping areas 
Set output image file format for hires screen shots. Can be JPG or TGA 
used for all type highres screenshots made by e_ScreenShot to define the height of the destination image, 1500 default 
param for top-down-view screenshot creation, defining the camera height for screenshots, see e_ScreenShotMap defines the y position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default) 
param for the centerX position of the camera, see e_ScreenShotMap defines the x position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default) 
param for the centerX position of the camera, see e_ScreenShotMap defines the y position of the top left corner of the screenshot-area on the terrain, 0.0 - 1.0 (0.0 is default) 
param for rotating the orientation through 90 degrees so the screen shot width is along the X axis see e_ScreenShotMap 0 - 1 (0 is default) 
param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default) 
param for the size in worldunits of area to make map screenshot, see e_ScreenShotMap defines the x position of the bottom right corner of the screenshot-area on the terrain, 0.0 - 1.0 (1.0 is default) 
used for all type highres screenshots made by e_ScreenShot to define the amount of sub-screenshots for the width and height to generate the image, the min count will be automatically raised if not sufficient (per screenshot-based) 
used for all type highres screenshots made by e_ScreenShot to define the quality 0=fast, 10 .. 30 .. 100 = extra border in percent (soften seams), negative value to debug 
used for all type highres screenshots made by e_ScreenShot to define the width of the destination image, 2000 default 
Activates drawing of shadows 
Shadows slope bias for shadowgen 
0=off, 1=visualize sun shadow cascades on screen 
View dist ratio for shadow maps casting from objects 
View dist ratio for shadow maps casting for light sources 
Cloud shadows 
Shadows slope bias for shadowgen 
Shadows slope bias for shadowgen (high quality mode) 
0=off, 2=visualize shadow maps on the screen 
Debug 
Simplifies mesh for shadow map generation by X LOD levels 
Simplifies mesh for shadow map generation by X LOD levels, if object is not visible in main frame 
Maximum amount of allocated shadow mask textures This limits the number of shadow casting lights overlapping 0=disable limit(unpredictable memory requirements) 1=one texture (4 channels for 4 lights) 2=two textures (8 channels for 8 lights), ... 
Set maximum resolution of shadow map 256(faster), 512(medium), 1024(better quality) 
Enable/disable shadow-caster test against the occlusion buffer 
Clips the caster extrusion to the zero height. 
Enable shadows on alphablended 
Enable/disable shadows on water 
Set size of shadow pool (e_ShadowsPoolSize*e_ShadowsPoolSize) 
Shadows slope bias for shadowgen 
Shadows slope bias for shadowgen 
Shadows slope bias for shadowgen (for high quality mode) 
Trigger updates of static shadow map: 0=no update, 1=one update, 2=continuous updates 
The lod used for rendering objects into the static shadow map. Set to -1 to disable 
Maximum cascade number to render tessellated shadows (0 = no tessellation for sun shadows) 
Disable/enable tessellation for local lights shadows 
View dist ratio for shadow maps updating for shadowpool 
Enables Sketch mode drawing 
Activates drawing of skybox and moving cloud layers 
Quality of dynamic sky: 1 (very high), 2 (high). 
Type of sky used: 0 (static), 1 (dynamic). 
Percentage of a full dynamic sky update calculated per frame (0..100]. 
Sleep X in C3DEngine::Draw 
If not zero - start streaming latency unit test 
If not zero - restart test X times 
Time to stabilize the system before camera movements 
Distance to travel 
If not zero - shutdown when finished testing 
Mip to wait during test 
Camera speed during test (meters/sec) 
Reference texture name for streaming latency test 
1 - occlusion test on render node level, 2 - occlusion test on render mesh level 
Enable CGF sub-objects meshes merging 
Skip merging of meshes already having acceptable number of triangles per draw call 
Use a thread to perform sub-objects meshes merging 
Load level CGF's in efficient way 
Debug: Controls which cgfs are rendered, based on input string 
Debug: Controls how e_StatObjRenderFilter is use. 0=disabled 1=include 2=exclude 
Store the mesh if enabled, used for cheat detection purposes (they will be stored by default on the dedi server) 
Split edges longer than X meters 
Set they way pre-tessellated version of meshes is created: 0 = no pre-tessellation, 1 = load from disk, 2 = generate from normal mesh on loading 
Use additinal OBB check for culling 
Enable CGF mesh validation during loading 
Add a user marker to the perf stat logging for this frame 
Allow overriding of cvars in release for fps captures (MP only). 
The number of seconds the data writer will stall while trying connect to the telemetry server. 
Create a new perflog file per level. 
Which data groups are recorded each frame: flags+ enables, flags- disables 0 = none 1 = all f+ = frame lengths e+ = effects m+ = memory s+ = streaming a+ = streaming audio o+ = streaming objects t+ = threading T+ = system threading W+ = Worker Information Individual X+ = Worker Information Summarized Y+ = Job Information Individual Z+ = Job Information Summarized j+ = CPU Times v+ = Vertex data p+ = particles l+ = location c+ = per-cgf gpu profilers y+ = ParticlesColliding w+ = PhysEntities r+ = frame profilers q+ = performance counters u+ = user markers k+ = callstacks n+ = network z+ = channel d+ = network profile 
Controls whether all functions are dumped in a profile log. 
Controls whether all statoscope is enabled. 
Set to include the platform and build number in the log filename. 
Set to include the map name in the log filename. 
Set to include tag in the log file name. 
Set to include the time and date in the log filename. 
Which data groups are recorded each frame: flags+ enables, flags- disables 0 = none 1 = all s+ = streaming o+ = streaming objects t+ = streaming textures 
Where the Statoscope log gets written to: 0 - file 1 - socket 2 - telemetry server (default) 
Max number of funcs to log per frame. 
Min func duration (ms) to be logged by statoscope. 
Statoscope will take a screen capture when we are GPU limited 
How many seconds between Statoscope screenshot captures (-1 to disable). 
The number of seconds the data writer will stall before it gives up trying to write data (currently only applies to the telemetry data writer). 
Debug 
Debug 
Debug 
Debug 
Enable streaming of static render meshes 
Draw helpers and other debug information about CGF streaming 1: Draw color coded boxes for objects taking more than e_StreamCgfDebugMinObjSize, also shows are the LOD's stored in single CGF or were split into several CGF's 2: Trace into console every loading and unloading operation 3: Print list of currently active objects taking more than e_StreamCgfDebugMinObjSize KB 
Show only items containing specified text 
Generate and show mesh streaming heat map 1: Generate heat map for entire level 2: Show last heat map 
Threshold for objects debugging in KB 
Update streaming priorities for near objects every second frame 
Update streaming priorities when camera moves more than this value 
Maximum number of files requested from streaming system per update 
Maximum number of files simultaneously requested from streaming system 
Render mesh cache size in MB 
Use node distance as entity distance for far nodex 
Priority boost for visible objects 0 - visible objects has no priority over invisible objects, camera direction does not affect streaming 1 - visible objects has highest priority, in case of trashing will produce even more trashing 
Use preducted camera position for streaming priority updates 
Draw ball at predicted position 
Always include outside octrees in streaming 
Radius of stream prediction box 
Prediction distance for streaming, affects far objects 
Prediction distance for streaming, affets LOD of objects 
Maximum number visareas and portals to traverse. 
Debug 
Debug 
Use mesh texture mapping density info for textures streaming 
Maximum amount of time to spend for scene streaming priority update in milliseconds 
Save basic information about streaming performance on level start into XML 
Activates sun light source 
Sun dir snap control 
Sun dir snap control 
Activates drawing of terrain ground 
Activate deferred terrain ambient occlusion 
Show terrain nodes bboxes 
Allows in-game terrain surface deformations 
Activates drawing of detail materials on terrain ground 
Shows number of materials in use per terrain sector 
Max view distance of terrain XY materials 
Max view distance of terrain Z materials 
1 - render only sector where camera is and objects registered in sector 00 2 - render only sector where camera is 
Set heightmap LOD 
Rises LOD for distant terrain sectors with holes, prevents too strong distortions of holes on distance 
Debug 
Use terrain normal map for base pass if available 
heightmap occlusion culling with time coherency 0=off, 1=on 
Draw sphere on every terrain height sample 
Max length of ray (for version 1) 
Max number of tests per ray (for version 0) 
Density of rays 
Controls density of rays depending on distance to the object 
Initial size of single step (in heightmap units) 
Step size scale on every next step (for version 1) 
0 - old, 1 - new 
Debug 
Adjust terrain base texture resolution on distance 
Debug 
Specifies number of textures in terrain base texture streaming pool 
HW geometry tessellation 0 = not allowed, 1 = allowed 
Maximum distance from camera in meters to allow tessellation, also affects distance-based displacement fadeout 
Enables texel density debug 1: Objects texel density 2: Objects texel density with colored mipmaps 3: Terrain texel density 4: Terrain texel density with colored mipmaps 
Specifies budget, in MB, at which point 360 texture streaming warning is displayed. 
Specifies budget, in MB, at which point PS3 texture streaming warning is displayed. 
Current Time of Day 
Display time of day current values on screen 
Time of Day change speed 
Console material visualization mode. Enable before level loading to be in effect. -1 = fully disabled (default) 0 = enabled but renders regular materials only 1 = enabled and renders console materials where available 
Activates drawing of distributed objects like trees 
0 - no align, 1 - full align 
Allow alpha blending for vegetations 
Debug 
Logs information about number of bones in each vegetation object loaded 
Minimal size of static object, smaller objects will be not rendered 
Activates vegetation spherical skinning support 
[DEPRECATED] Activates drawing of sprites instead of distributed objects at far distance 
[DEPRECATED] Activates batch processing for sprites, optimizes CPU usage in case of dense vegetation 
[DEPRECATED] Clamps SpriteDistRatio setting in vegetation properties 
[DEPRECATED] Allows changing distance on what vegetation switch into sprite 
[DEPRECATED] Sets minimal distance when distributed object can be replaced with sprite 
[DEPRECATED] [0-1] amount to factor in scale of sprites in sprite switch distance. 
Allow blend with terrain color for vegetations 
Affects max view distance for big objects, small number will render less objects 
Min distance on what far objects will be culled out 
View distance ratio for objects 
View distance ratio for special marked objects (Players,AI,Vehicles) 
View distance ratio for detail objects 
View distance ratio for light sources 
View distance ratio for portals 
View distance ratio for vegetation 
Self shadow intensity of volume objects [0..1]. 
Activates drawing of ocean. 1: use usual rendering path 2: use fast rendering path with merged fog 
Activates drawing bottom of ocean 
Activates fft based ocean 
Set tessellation amount 
Set tessellation on x axis - 0 means not used 
Set tessellation on y axis - 0 means not used 
Set the swath width for the boustrophedonic mesh stripping 
Activates drawing of water volumes 1: use usual rendering path 2: use fast rendering path with merged fog 
Activates drawing of water waves 
Sets water waves tessellation amount 
Debug 
Debug 
Wind cutoff distance for bending (linearly attentuated to that distance) 
Debug only: simulates multi-segment behavior in the editor