67 lines
No EOL
2.7 KiB
INI
67 lines
No EOL
2.7 KiB
INI
[/Script/OnlineSubsystemUtils.IpNetDriver]
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MaxInternetClientRate=100000
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MaxClientRate=100000
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NetServerMaxTickRate=120
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LanServerMaxTickRate=120
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ConnectionTimeout=10.0
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InitialConnectTimeout=20.0
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[DDoSDetection]
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bDDoSDetection=True
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bDDoSAnalytics=True
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DDoSLogSpamLimit=64
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HitchTimeQuotaMS=500
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HitchFrameTolerance=3
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[/Script/Engine.Engine]
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bAllowMatureLanguage=True
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bSmoothFrameRate=True
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bUseFixedFrameRate=False
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SmoothedFrameRateRange=(LowerBound=(Type=Inclusive,Value=30.000000),UpperBound=(Type=Exclusive,Value=120.000000))
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;NetClientTicksPerSecond=120
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;FixedFrameRate=999.000000
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;https://docs.unrealengine.com/en-US/API/Runtime/AIModule/Navigation/UCrowdManager/index.html
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;;make AI into squad/group (Need testing)
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[/Script/AIModule.CrowdManager]
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bResolveCollisions=True
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;;Radius to gather agents
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MaxAgentRadius=2000.0
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;;Max number of agents in a group
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MaxAgents=4
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MaxAvoidedAgents=2
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[OnlineSubsystemSteamNWI]
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bVACEnabled=1
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[/Script/Insurgency.INSWorldSettings]
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bShowBreath=True
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bAlwaysNight=False
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bRandomLightingScenario=True
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[SystemSettings]
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;If true, and if running on a Unix/Linux platform, multiple packets will be retrieved from the socket with one syscall, improving performance and also allowing retrieval of timestamp information.
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net.UseRecvMulti=1
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;When RecvMulti is enabled, this is the number of packets it is allocated to handle per call - bigger is better, but keep an eye on memory cost.
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net.RecvMultiCapacity=8192
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;Support for the IP net driver to optionally use a separate thread to receive packets.This is a useful optimization for platforms where the socket system calls can take a while.
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;These, in theory, can reduce the CPU consumption of the servers
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net.IpNetDriverUseReceiveThread=1
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;IP connections to optionally make the socket send call on a background thread. It helps platforms where the socket send system calls can take a while
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;These, in theory, can reduce the CPU consumption of the servers
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net.IpConnectionUseSendTasks=1
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;If net.IpNetDriverUseReceiveThread is true, the maximum number of packets that can be waiting in the queue. Additional packets received will be dropped.
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net.IpNetDriverReceiveThreadQueueMaxPackets=8192
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;Maximum allowed size for strings sent/received by the netcode (in bytes).
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net.MaxNetStringSize=67108864
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;Maximum number of RPCs allowed per net update
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net.MaxRPCPerNetUpdate=8
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;If true, ticks are dispatched in a task thread.
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tick.AllowAsyncTickDispatch=1
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;If true, ticks are cleaned up in a task thread.
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tick.AllowAsyncTickCleanup=1
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;End of frame updates now optionally can do the gamethread updates while we are doing parallel updates.
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;The relevant cvars are AllowAsyncRenderThreadUpdates and AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates.
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AllowAsyncRenderThreadUpdates=1
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AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=1 |