libER 0.1.4.2
ELDEN RING API library
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This struct was automatically generated from XML paramdefs. More...
#include <LOAD_BALANCER_PARAM_ST.hpp>
Public Attributes | |
float | lowerFpsThreshold { 23.f } |
lowerFpsThreshold | |
float | upperFpsThreshold { 27.f } |
upperFpsThreshold | |
unsigned int | lowerFpsContinousCount { 5 } |
lowerFpsContinousCount | |
unsigned int | upperFpsContinousCount { 20 } |
upperFpsContinousCount | |
unsigned int | downAfterChangeSleep { 30 } |
downAfterChangeSleep | |
unsigned int | upAfterChangeSleep { 10 } |
upAfterChangeSleep | |
unsigned char | postProcessLightShaft { 20 } |
Light shaft. | |
unsigned char | postProcessBloom { 20 } |
Bloom. | |
unsigned char | postProcessGlow { 20 } |
Glow. | |
unsigned char | postProcessAA { 20 } |
AA. | |
unsigned char | postProcessSSAO { 20 } |
SSAO. | |
unsigned char | postProcessDOF { 20 } |
DOF. | |
unsigned char | postProcessMotionBlur { 20 } |
Motion Blur. | |
unsigned char | postProcessMotionBlurIteration { 20 } |
MotionBlurIteration. | |
unsigned char | shadowBlur { 20 } |
Shadow Blur. | |
unsigned char | sfxParticleHalf { 20 } |
Around the SFX Emit. | |
unsigned char | sfxReflection { 20 } |
SFX reflection. | |
unsigned char | sfxWaterInteraction { 20 } |
Water interaction. | |
unsigned char | sfxGlow { 20 } |
SFX glow. | |
unsigned char | sfxDistortion { 20 } |
SFX distortion. | |
unsigned char | sftSoftSprite { 20 } |
Soft sprite. | |
unsigned char | sfxLightShaft { 20 } |
Light shaft. | |
unsigned char | sfxScaleRenderDistanceScale { 20 } |
Scale to the distance judgment of the effect dynamically registered in the reduction buffer. | |
unsigned char | dynamicResolution { 1 } |
Dynamic resolution. | |
unsigned char | shadowCascade0ResolutionHalf { 0 } |
Shadow Cascade0 Resolution Half. | |
unsigned char | shadowCascade1ResolutionHalf { 13 } |
Shadow Cascade1 Resolution Half. | |
unsigned char | chrWetDisablePlayer { 21 } |
Local player. | |
unsigned char | chrWetDisableRemotePlayer { 21 } |
Remote player. | |
unsigned char | chrWetDisableEnemy { 21 } |
Enemy character. | |
unsigned char | dynamicResolutionPercentageMin { 100 } |
Resolution reduction lower limit (%) | |
unsigned char | dynamicResolutionPercentageMax { 100 } |
Resolution reduction upper limit (%) | |
This struct was automatically generated from XML paramdefs.
Enemy character.
Turn off the water wetting process of enemy characters
Local player.
Turn off the water wetting process for local players
Remote player.
Turn off the water wetting process of the remote player
downAfterChangeSleep
Sleep frame count after level down
lowerFpsContinousCount
If this frame continues below the threshold, level up
lowerFpsThreshold
If it falls below this FPS, increase the load balance level by 1.
Light shaft.
Light shaft of filter
MotionBlurIteration.
Reduce the number of Motion Blur iterations
Soft sprite.
Soft sprite omit with SFX
SFX distortion.
Omit of distortion applied by SFX
SFX glow.
Omit Glow playing with SFX
Light shaft.
SFX Light Shaft Omit
Around the SFX Emit.
Emit interval, number of emits, LOD distance halved in graphics config
SFX reflection.
Omit the reflection scene SFX
Scale to the distance judgment of the effect dynamically registered in the reduction buffer.
Scale to the distance judgment of the effect dynamically registered in the reduction buffer by the distance of SFX
Water interaction.
Omit water surface interact SFX
Shadow Blur.
Cut the shadow blur
Shadow Cascade0 Resolution Half.
Cut the shadow (cascade 0) resolution in half
Shadow Cascade1 Resolution Half.
Cut the shadow (cascade 1) resolution in half
upAfterChangeSleep
Sleep frame count after leveling up
upperFpsContinousCount
If the threshold is exceeded continuously for this frame, level down
upperFpsThreshold
If you exceed this FPS, lower the load balance level by 1.