the cutting room mirror

Developer Comments

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This is a sub-page of Sonic Boom: Rise of Lyric.

The following comments can be found in system.cfg in the game's root. Many of the comments have mentions of various consoles such as the Xbox 360 and PlayStation 3, suggesting that these comments were written during the game's original period of development on PC, before Sega agreed to make it a Wii U exclusive.

-- *************************************************************************************************
-- Default system.cfg configuration for development
--
-- Your personal settings can be stored in 'systemcfgoverride.cfg' so that they don't create
-- any conflicts for version control
-- *************************************************************************************************

-- Disable fullscreen mode
r_Fullscreen = 0

-- Shaders are compiled in parallel in precache mode
r_ShadersAsyncCompiling = 3 

-- Disables Remote Shader Compilation 
r_ShaderCompilerServer=192.168.1.21

...

-- disable road rendering
e_Roads = 0

-- Store the shader cache in local Game directory instead of User folder (MyDocuments\MyGames)
r_ShadersUserFolder = 1

-- Defaults System Spec to "PS3" / medium and enforcing DX9 on DX11 hardware (more closely emulates WiiU console)
r_Driver = "DX9"

...

-- Disables Geometery Highlighting in SandBox
ed_highlightGeometry = 0

-- Sets Current Game Folder
sys_game_folder = Sonic_Crytek

...

-- for development, disable loading of IMG files, load the cafs instead 
-- if no IMG files were created, this will also disable the warning spam messages
ca_UseIMG_AIM = 0
ca_UseIMG_CAF = 0

...

-- For development only, on pc and when no dbas used, disabling unloading of on demand animations
ca_UnloadAnimationCAF = 0

...

pl_fallDamage_Normal_SpeedSafe = 100 -- fall damage
pl_fallDamage_Normal_SpeedFatal = 200 -- fall damage

...

--Point light shafts!
--r_pointlightshafts = 1

...

-- EI settings for more aggressive SSAO on console (should only tweak values in time of day if necessary for a very specific variation)
r_SSAO = 1
r_SSAOAmount = 2 -- now matches setting on PC
r_SSAORadius = 1.5 -- now matches setting on PC
r_SSAOTemporalConvergence = 0 -- this seems to fix the flicker

...

-- Reduced motion blur
r_MotionBlur = 0
r_MotionBlurFrameTimeScale = 1
r_MotionBlurShutterSpeed = 0.0033

...

e_VegetationMinSize = 0.25 -- this guarantees we see the smaller flowers
e_Dissolve = 0 -- doesn't appear to work, plus it appears to be slow on WiiU

...

--ai_useMNM = 1 -- enable pathfinding
-- Disabling PostMSAA to eliminate ghost frames
r_PostMSAA = 0

...

--Disabled Screen Space Reflections:
--r_SSReflections = 0

...

--Enabled precaching of all sounds (for now):
--s_PrecacheData = 1

...

--Fix the crash with breakables in Win32:
g_glassSystemEnable = 0

...

-- Allow Backround Generation of Navigation Mesh in Editor only
ai_MNMEditorBackgroundUpdate = 1

...

-- those cvars are also set in singleplayer.cfg, multiplayer.cfg, console.cfg, x360.cfg, ps3.cfg (please check)
r_TexturesStreamPoolSize = 512

...

r_TexturesStreaming = 0 -- currently breaking cube maps on WiiU

...

--e_ViewDistRatioVegetation = 25 -- too aggressive (50 is console default)

The following comments can be found in first_load.wiiu.stream\cafe.cfg;

--r_ShaderCompilerServer = 192.168.1.21 -- this doesn't work yet
r_ShadersRemoteCompiler = 0 -- enabling this will cause every shader cache miss to crash

...

pl_fallDamage_Normal_SpeedSafe = 100 -- fall damage
pl_fallDamage_Normal_SpeedFatal = 200 -- fall damage

...

r_SSAOAmount = 2 -- now matches setting on PC
r_SSAORadius = 1.5 -- now matches setting on PC
r_SSAOTemporalConvergence = 0 -- this seems to fix the flicker

...

e_VegetationMinSize = 0.25 -- this guarantees we see the smaller flowers
e_Dissolve = 0 -- doesn't appear to work, plus it appears to be slow on WiiU

...

r_PostAA = 2 -- new BRB technique (doesn't rely upon back buffer blending or frame jittering...other PostAA settings do NOT apply)

...

r_DepthOfField = 0 -- no longer a necessary step in HDR Post Process...blooms and tonemapping should work without dof or blur (auto-disabled in split screen)
r_WaterReflectionsQuality = 3 -- this is slow, but not slower than rendering to DRC (so reflections now get disabled in split mode)

...

r_TexturesStreaming = 0 -- currently breaking cube maps on WiiU

...

e_ShadowsCastViewDistRatio = 1 -- fixes some of the popping shadows seen on objects like the rings

...

e_ShadowsMaxTexRes = 256 -- modified shadow shader to look good despite lower res buffer

...

r_ColorGrading = 0 -- we have not been using this, so this should remove the need for the color grading chart

...

e_ViewDistRatioLights = 25 -- this value is lower than PS3 spec
e_ViewDistRatioVegetation = 30 -- this value is lower than PS3 spec
r_MotionBlurMaxViewDist = 16 -- this value is lower than PS3 spec
r_UseShadowsPool = 0 -- shadowmap pool has issues on WiiU

...

e_WaterOceanBottom = 0 -- saves up to 1.259ms per frame ( and I don't think we often have opaque objects intersecting z = 0 when we use the ocean )

...

e_WaterTessellationAmountY = 6 -- reducing the tessellation since noticing that ocean rendering errors only seem to occur in higher vertex indices...plus there's something nice about nearly square grids

(Source: Original TCRF research)