KJEarl
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Posts posted by KJEarl
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Yeah I am using the launcher. I get stuck here when trying to join a server or just launch the game. I just installed it I have never played before.
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I'm having the same issue. But I get the Renegade X splash screen and nothing happens after that.
Not Responding
in Technical Support
Posted
I have 4GB of RAM so that should be plenty. Here is the log. Launch.log was empty but launch-backup had stuff in it.
Log: Log file open, 09/19/16 15:30:47
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini
Init: Version: 12791
Init: Epic Internal: 0
Init: Compiled (32-bit): Jan 29 2015 19:31:11
Init: Changelist: 2424394
Init: Command line: 70.188.124.114:7777 -ini:UDKGame:DefaultPlayer.Name=hog654321
Init: Base directory: C:\Program Files\Renegade X\Binaries\Win32\
[0000.18] Init: Computer: KEVIN-DESKTOP
[0000.18] Init: User: Kevin
[0000.18] Init: CPU Page size=4096, Processors=2
[0000.18] Init: High frequency timer resolution =25.000000 MHz
[0000.18] Init: Memory total: Physical=3.2GB (3GB approx) Pagefile=6.5GB Virtual=2.0GB
[0000.18] Log: Steam Client API initialized 0
[0000.18] Log: Steam Game Server API initialized 0
[0000.21] Init: WinSock: I am Kevin-Desktop (192.168.1.172:0)
[0000.21] Init: Presizing for 83221 objects not considered by GC, pre-allocating 0 bytes.
[0000.21] Init: Object subsystem initialized
[0000.34] Log: Shader platform (RHI): PC-D3D-SM3
[0000.35] Error: Error, Manifest doesn't exist: ..\..\UDKGame\Script\Manifest.txt
[0000.37] Log: PhysX GPU Support: DISABLED
[0000.38] Init: Initializing FaceFX...
[0000.38] Init: FaceFX 1.7.4 initialized.
[0000.39] Init: XAudio2 using 'SPDIF Interface (2- Vanatoo USB AUDIO)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
[0008.08] Init: Finished loading startup packages in 7.48 seconds
[0008.09] Log: 75633 objects as part of root set at end of initial load.
[0008.09] Log: 0 out of 0 bytes used by permanent object pool.
[0075.41] Log: Missing cached shader map for material M_VH_All_Adaptive, quality 0, compiling.
[0154.78] Log: Missing cached shader map for material M_Cloaking_Adaptive, quality 0, compiling.
[0329.49] Log: Missing cached shader map for material Mat_GlowSphere, quality 0, compiling.
[0329.49] Warning: Warning, Failed to compile Material RX_IonCannonStrike.Materials.Mat_GlowSphere for platform PC-D3D-SM3, Default Material will be used in game.
[0331.59] Log: Initializing Engine...
[0332.46] Init: UEngine initialized
[0334.90] Init: XAudio2Device initialized.
[0337.22] Init: Client initialized
[0350.41] Log: Steam Client API is unavailable
[0353.09] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0353.09] Warning: Warning, Failed to find object 'Class None.'
[0353.09] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0353.09] Warning: Warning, Failed to find object 'Class None.'
[0353.09] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0353.09] Warning: Warning, Failed to find object 'Class None.'
[0353.09] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0353.09] Warning: Warning, Failed to find object 'Class None.'
[0353.18] Init: WinSock: Socket queue 32768 / 32768
[0353.52] Log: LoadMap: RenX-FrontEndMap?Name=hog654321?Team=255
[0355.19] Log: Game class is 'Rx_Game_MainMenu'
[0355.34] Log: Primary PhysX scene will be in software.
[0355.34] Log: Creating Primary PhysX Scene.
[0356.12] Log: Bringing World RenX-FrontEndMap.TheWorld up for play (0) at 2016.09.19-15.36.43
[0356.19] ScriptLog: ----YOSH'S LOG------ GDI Bots given to RX_Game---- 0
[0356.19] ScriptLog: ----YOSH'S LOG------ Credits given to RX_Game---- 30
[0356.23] ScriptWarning: Accessed array 'Rx_MapListManager_0.AvailableGameProfiles' out of bounds (0/0)
Rx_MapListManager RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_MapListManager_0
Function RenX_Game.Rx_MapListManager:GetCurrentGameProfileIndex:00D3
[0356.26] ScriptLog: INITIAL: -1 -1
[0356.31] ScriptLog: Game profile Index was NONE
[0356.35] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo
[0356.35] Log: MIC::SetTextureParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo
[0356.35] Log: MIC::SetTextureParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo
[0356.35] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_GDI_Adaptive' during gameplay. ParamName: Camo_Colour
[0356.35] Log: MIC::SetVectorParameterValue : Modifying 'MI_VH_Nod_Adaptive' during gameplay. ParamName: Camo_Colour
[0356.35] Log: MIC::SetVectorParameterValue : Modifying 'MI_Cloak_Enemy_Adaptive' during gameplay. ParamName: Camo_Colour
[0356.35] ScriptLog: GDI:0.0000
[0356.35] ScriptLog: Nod:0.0000
[0357.37] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20)
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game:SetupMapDataList:0074
[0357.37] ScriptWarning: Accessed array 'ProviderList' out of bounds (20/20)
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game:SetupMapDataList:00AF
[0357.37] ScriptWarning: Accessed None 'ProviderList'
Rx_Game_MainMenu RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Game_MainMenu_0
Function RenX_Game.Rx_Game:SetupMapDataList:00AF
[0357.37] ScriptLog: NONE - ProviderList?
[0357.37] ScriptLog: ------YOSH---------- CNC-Xmountain ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Whiteout ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Walls_Flying ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Volcano ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Valley ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Under ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-TombRedux ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Snow ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Mesa ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-LakeSide ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Islands ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-GoldRush ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Gobi ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Fort ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Field ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Eyes ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Crash_Site ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Complex ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Canyon ---------YOSH----------
[0357.37] ScriptLog: ------YOSH---------- CNC-Arctic_Stronghold ---------YOSH----------
[0357.42] Rx: MAPLoaded;RenX-FrontEndMap
[0357.43] Log: Bringing up level for play took: 2.225725
[0357.45] ScriptWarning: Accessed None 'Pawn'
Rx_Controller RenX-FrontEndMap.TheWorld:PersistentLevel.Rx_Controller_0
Function RenX_Game.Rx_Controller:SetOurCameraMode:0018
[0357.45] ScriptWarning: Accessed None 'Profile'
UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0
Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0134
[0357.45] ScriptWarning: Accessed None 'Profile'
UIDataStore_OnlinePlayerData Transient.DataStoreClient_0:UIDataStore_OnlinePlayerData_0
Function Engine.UIDataStore_OnlinePlayerData:OnLoginChange:0168
[0357.46] Rx: PLAYEREnter;GDI,256,hog654321fromhwidnosteam
[0357.46] Rx: PLAYERTeamJoin;GDI,256,hog654321joinedGDI
[0357.56] Log: Current scalability system settings:
[0357.56] Log: StaticDecals = FALSE (Whether to allow static decals.)
[0357.56] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0357.56] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0357.56] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0357.56] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0357.56] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0357.56] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0357.56] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0357.56] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0357.56] Log: Bloom = TRUE (Whether to allow bloom.)
[0357.56] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0357.56] Log: Distortion = TRUE (Whether to allow distortion.)
[0357.56] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0357.56] Log: AllowDistortionAndColorInSameMaterial = TRUE (Disabling this is an optimization, and only renders distortion during the distortion pass.)
[0357.56] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0357.56] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0357.56] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0357.56] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0357.56] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0357.56] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0357.56] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0357.56] Log: DetailMode = 3 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0357.56] Log: MemoryDetailMode = 2 (Current detail mode; determines which detail level of assets to load (e.g. cut out variety from sound cues).)
[0357.56] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0357.56] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.)
[0357.56] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0357.56] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0357.56] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0357.56] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0357.56] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0357.56] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0357.56] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0357.56] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0357.56] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0357.56] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0357.56] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0357.56] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0357.57] Log: Current preference system settings:
[0357.57] Log: UseVsync = TRUE (Whether to use VSync or not.)
[0357.57] Log: Fullscreen = TRUE (Fullscreen.)
[0357.57] Log: ResX = 1280 (Screen X resolution.)
[0357.57] Log: ResY = 720 (Screen Y resolution.)
[0357.57] Log: Current debug system settings:
[0357.57] Log: DynamicLights = TRUE (Whether to allow dynamic lights.)
[0357.57] Log: CompositeDynamicLights = TRUE (Whether to composte dynamic lights into light environments.)
[0357.57] Log: DirectionalLightmaps = TRUE (Whether to allow directional lightmaps, which use the material's normal and specular.)
[0357.57] Log: SpeedTreeLeaves = FALSE (Whether to allow rendering of SpeedTree leaves.)
[0357.57] Log: SpeedTreeFronds = FALSE (Whether to allow rendering of SpeedTree fronds.)
[0357.57] Log: OnlyStreamInTextures = FALSE (If enabled, texture will only be streamed in, not out.)
[0357.57] Log: OneFrameThreadLag = TRUE (Whether to allow the rendering thread to lag one frame behind the game thread.)
[0357.57] Log: UpscaleScreenPercentage = TRUE (Whether to upscale the screen to take up the full front buffer.)
[0357.57] Log: AllowOpenGL = FALSE (Whether to use OpenGL when it's available.)
[0357.57] Log: AllowSubsurfaceScattering = TRUE (Whether to allow sub-surface scattering to render.)
[0357.57] Log: AllowImageReflections = TRUE (Whether to allow image reflections to render.)
[0357.57] Log: AllowImageReflectionShadowing = TRUE (Whether to allow image reflections to be shadowed.)
[0357.57] Log: ParticleLODBias = 0 (LOD bias for particle systems.)
[0357.57] Log: MaxMultiSamples = 8 (The maximum number of MSAA samples to use.)
[0357.57] Log: bAllowTemporalAA = FALSE (UKNOWN)
[0357.57] Log: TemporalAA_MinDepth = 500 (UKNOWN)
[0357.57] Log: TemporalAA_StartDepthVelocityScale = 100 (UKNOWN)
[0357.57] Log: ScreenPercentage = 100 (Percentage of screen main view should take up.)
[0357.57] Log: MobileOcclusionQueries = FALSE (Whether to allow occlusion queries on mobile.)
[0357.57] Log: MobileGlobalGammaCorrection = FALSE (UNKNOWN.)
[0357.57] Log: MobileAllowGammaCorrectionWorldOverride = FALSE (UNKNOWN.)
[0357.57] Log: MobileAllowDepthPrePass = FALSE (Whether to enable a rendering depth pre-pass on mobile.)
[0357.57] Log: MobileGfxGammaCorrection = FALSE (Whether to include gamma correction in the scaleform shaders.)
[0357.57] Log: MobileSceneDepthResolveForShadows = TRUE (UNKNOWN.)
[0357.57] Log: MobileUsePreprocessedShaders = TRUE (Whether to use preprocessed shaders on mobile.)
[0357.57] Log: MobileFlashRedForUncachedShaders = FALSE (Whether to flash the screen red (non-final release only) when a cached shader is not found at runtime.)
[0357.57] Log: MobileWarmUpPreprocessedShaders = TRUE (Whether to issue a 'warm-up' draw call for mobile shaders as they are compiled.)
[0357.57] Log: MobileCachePreprocessedShaders = FALSE (Whether to dump out preprocessed shaders for mobile as they are encountered/compiled.)
[0357.57] Log: MobileProfilePreprocessedShaders = FALSE (Whether to run dumped out preprocessed shaders through the shader profiler.)
[0357.57] Log: MobileUseCPreprocessorOnShaders = TRUE (Whether to run the C preprocessor on shaders.)
[0357.57] Log: MobileLoadCPreprocessedShaders = TRUE ( Whether to load the C preprocessed source.)
[0357.57] Log: MobileSharePixelShaders = TRUE (Whether to share pixel shaders across multiple unreal shaders.)
[0357.57] Log: MobileShareVertexShaders = TRUE (Whether to share vertex shaders across multiple unreal shaders.)
[0357.57] Log: MobileShareShaderPrograms = TRUE (Whether to share shaders program across multiple unreal shaders.)
[0357.57] Log: MobileMaxMemory = 300 (Value (in MB) to declare for maximum mobile memory on this device.)
[0357.57] Log: MobileClearDepthBetweenDPG = FALSE (Whether to clear the depth buffer between DPGs.)
[0357.57] Log: MobileBoneCount = 75 (The maximum number of bones supported for skinning.)
[0357.57] Log: MobileBoneWeightCount = 2 (The maximum number of bones influences per vertex supported for skinning.)
[0357.57] Warning: Warning, The System Setting TemporalAA_MinDepth could not be found.
[0357.57] Log: Current unknown system settings:
[0357.57] Log: SHSecondaryLighting = TRUE (Whether to allow light environments to use SH lights for secondary lighting.)
[0357.57] Log: MotionBlurPause = TRUE (Whether to allow motion blur to be paused.)
[0357.57] Log: MotionBlurSkinning = 1 (State of the console variable MotionBlurSkinning.)
[0357.57] Log: FilteredDistortion = TRUE (Whether to allow distortion to use bilinear filtering when sampling the scene color during its apply pass.)
[0357.57] Log: bAllowDownsampledTranslucency = FALSE (Whether to allow downsampled transluency.)
[0357.57] Log: FogVolumes = TRUE (Whether to allow fog volumes.)
[0357.57] Log: FloatingPointRenderTargets = TRUE (Whether to allow floating point render targets to be used.)
[0357.57] Log: ShadowFilterQualityBias = 0 (Quality bias for projected shadow buffer filtering. Higher values use better quality filtering.)
[0357.57] Log: ShadowFadeResolution = 128 (Resolution in texel below which shadows are faded out.)
[0357.57] Log: PreShadowFadeResolution = 16 (Resolution in texel below which preshadows are faded out.)
[0357.57] Log: ShadowFadeExponent = 0.25 (Controls the rate at which shadows are faded out.)
[0357.57] Log: SceneCaptureStreamingMultiplier = 1 (Scene capture streaming texture update distance scalar.)
[0357.57] Log: PreShadowResolutionFactor = 0.5 (UKNOWN)
[0357.57] Log: bAllowHardwareShadowFiltering = FALSE (Whether to allow hardware filtering optimizations like hardware PCF and Fetch4.)
[0357.57] Log: TessellationAdaptivePixelsPerTriangle = 48 (Global tessellation factor multiplier.)
[0357.57] Log: bEnableForegroundShadowsOnWorld = FALSE (hack to allow for foreground DPG objects to cast shadows on the world DPG.)
[0357.57] Log: bEnableForegroundSelfShadowing = FALSE (Whether to allow foreground DPG self-shadowing.)
[0357.57] Log: ShadowFilterRadius = 2 (Radius, in shadowmap texels, of the filter disk.)
[0357.57] Log: ShadowDepthBias = 0.012 (Depth bias that is applied in the depth pass for all types of projected shadows except VSM.)
[0357.57] Log: PerObjectShadowTransition = 60 (Higher values make the per object soft shadow comparison sharper, lower values make the transition softer.)
[0357.57] Log: PerSceneShadowTransition = 600 (Higher values make the per scene soft shadow comparison sharper, lower values make the transition softer.)
[0357.57] Log: CSMSplitPenumbraScale = 0.5 (Scale applied to the penumbra size of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0357.57] Log: CSMSplitSoftTransitionDistanceScale = 4 (Scale applied to the soft comparison transition distance of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0357.57] Log: CSMSplitDepthBiasScale = 0.5 (Scale applied to the depth bias of Cascaded Shadow Map splits, useful for minimizing the transition between splits.)
[0357.57] Log: CSMMinimumFOV = 40 (Minimum camera FOV for CSM, this is used to prevent shadow shimmering when animating the FOV lower than the min, for example when zooming.)
[0357.57] Log: CSMFOVRoundFactor = 4 (The FOV will be rounded by this factor for the purposes of CSM, which turns shadow shimmering into discrete jumps.)
[0357.57] Log: UnbuiltWholeSceneDynamicShadowRadius = 20000 (WholeSceneDynamicShadowRadius to use when using CSM to preview unbuilt lighting from a directional light.)
[0357.57] Log: UnbuiltNumWholeSceneDynamicShadowCascades = 3 (NumWholeSceneDynamicShadowCascades to use when using CSM to preview unbuilt lighting from a directional light.)
[0357.57] Log: WholeSceneShadowUnbuiltInteractionThreshold = 50 (How many unbuilt light-primitive interactions there can be for a light before the light switches to whole scene shadows.)
[0357.57] Log: NumFracturedPartsScale = 1 (Scales the game-specific number of fractured physics objects allowed.)
[0357.57] Log: FractureDirectSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged directly. [0-1])
[0357.57] Log: FractureRadialSpawnChanceScale = 1 (Percent chance of a rigid body spawning after a fractured static mesh is damaged by radial blast. [0-1])
[0357.57] Log: bForceCPUAccessToGPUSkinVerts = FALSE (Whether to force CPU access to GPU skinned vertex data.)
[0357.57] Log: bDisableSkeletalInstanceWeights = FALSE (Whether to disable instanced skeletal weights.)
[0357.57] Log: HighPrecisionGBuffers = FALSE (Whether to use high-precision GBuffers.)
[0357.57] Log: AllowSecondaryDisplays = FALSE (Whether to allow independent, external displays.)
[0357.57] Log: SecondaryDisplayMaximumWidth = 1280 (The maximum width of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0357.57] Log: SecondaryDisplayMaximumHeight = 720 (The maximum height of any potentially allowed secondary displays (requires bAllowSecondaryDisplays == TRUE))
[0357.57] Log: StatFontScaleFactor = 1 (The default stat font scale to use)
[0357.57] Log: AudioDecompressionBufferSize = 6144 (Decompression buffer size per sound source.)
[0357.57] Log: AudioCompressionCookCutoff = 49152 (Cutoff in bytes for keeping audio data uncompressed during cook.)
[0357.57] Log: AudioCompressionLoadCutoff = 98304 (Cutoff in bytes for fully decompressing audio data on load.)
[0357.57] Log: MobileVertexScratchBufferSize = 150 (The size of the scratch buffer for vertices (in kB).)
[0357.57] Log: MobileIndexScratchBufferSize = 10 (The size of the scratch buffer for indices (in kB).)
[0357.57] Log: MobileShadowTextureResolution = 1120 (UNKNOWN.)
[0357.57] Log: MobileBloomMultiplier = 1 (MobileBloomMultiplier default 1.)
[0357.57] Log: MobileTiltShiftPosition = 0.5 (Position of the focused center of the tilt shift effect (in percent of the screen height).)
[0357.57] Log: MobileTiltShiftFocusWidth = 0.3 (Width of focused area in the tilt shift effect (in percent of the screen height).)
[0357.57] Log: MobileTiltShiftTransitionWidth = 0.5 (Width of transition area in the tilt shift effect, where it transitions from full focus to full blur (in percent of the screen height).)
[0357.57] Log: MobileLightShaftScale = 1 (UNKNOWN.)
[0357.57] Log: MobileLightShaftFirstPass = 0.5 (UNKNOWN.)
[0357.57] Log: MobileLightShaftSecondPass = 1 (UNKNOWN.)
[0357.57] Log: MobileMaxShadowRange = 500 (UNKNOWN.)
[0357.57] Log: MobileLandscapeLodBias = 0 (LOD bias for mobile landscape rendering on this device (in addition to any per-landscape bias set).)
[0357.57] Log: MobileUseShaderGroupForStartupObjects = FALSE (Whether to automatically put cooked startup objects in the StartupPackages shader group)
[0357.57] Log: MobileMinimizeFogShaders = FALSE (Whether to disable generating both fog shader permutations on mobile. When TRUE, it decreases load times but increases GPU cost for materials/levels with fog enabled)
[0357.57] Log: ShowSpinnerOnLoadScreen = TRUE (Whether to show the Apple loading spinner graphic over load screen images.)
[0357.57] Log: ApexLODResourceBudget = 1e+021 (Resource budget for APEX LOD. Higher values indicate the system can handle more APEX load.)
[0357.57] Log: ApexDestructionMaxChunkIslandCount = 2500 (The maximum number of active PhysX actors which represent dynamic groups of chunks (islands).)
[0357.57] Log: ApexDestructionMaxShapeCount = 0 (The maximum number of PhysX shapes which represent destructible chunks.)
[0357.57] Log: ApexDestructionMaxChunkSeparationLOD = 1 (Every destructible asset defines a min and max lifetime, and maximum separation distance for its chunks.)
[0357.57] Log: ApexDestructionMaxFracturesProcessedPerFrame = -1 (Lets the user throttle the number of fractures processed per frame (per scene) due to destruction, as this can be quite costly. The default is 0xffffffff (unlimited).)
[0357.57] Log: ApexClothingAvgSimFrequencyWindow = 8.40779e-044 (Average Simulation Frequency is estimated with the last n frames. This is used in Clothing when bAllowAdaptiveTargetFrequency is enabled.)
[0357.57] Log: ApexDestructionSortByBenefit = TRUE (If set to true, destructible chunks with the lowest benefit would get removed first instead of the oldest.)
[0357.57] Log: ApexGRBEnable = FALSE (Whether or not to use GPU Rigid Bodies.)
[0357.57] Log: ApexGRBGPUMemSceneSize = 128 (Amount (in MB) of GPU memory to allocate for