[Configuration]
BasedOn=..\Engine\Config\BaseEngine.ini

[URL]
MapExt=umap
Map=Adrift.umap
LocalMap=Adrift.umap
TransitionMap=Adrift.umap
EXEName=RememberMe.exe
DebugEXEName=DEBUG-RememberMe.exe
GameName=Remember Me
GameNameShort=RM

[Engine.ScriptPackages]
;+NativePackages=UnFluidz
+NativePackages=ExampleGame

[Core.System]
+Paths=..\..\ExampleGame\Content
+Paths=..\..\ExampleGame\__Trashcan
+Paths=..\..\ExampleGame\ContentPreprod
+LocalizationPaths=..\..\ExampleGame\Localization
SavePath=..\..\ExampleGame\Save
+Extensions=umap
SeekFreePCPaths=..\..\ExampleGame\CookedPC
SeekFreePCExtensions=xxx
MaxObjectsNotConsideredByGC=33476
SizeOfPermanentObjectPool=0
;DNE BEGIN - Enabled shader compiler message
-Suppress=DevShaders
;-Suppress=DevShadersDetailed
;DNE END
+Suppress=DevFSM
+Suppress=DevScaleformOnly
;DNE Begin
VertexCompressionThreshold=0.5
NoVertexCompressionWhenBiggerThan=500
AggressiveVertexCompressionWhenSmallerThan=200
;DNE End

;DNE Begin
[Engine.DNEComponents]
bCookDNEComponents=TRUE
bCookPlayerDNEComponentsInPersistent=TRUE
bForceFullySpawn=FALSE
bUseFullStateSpawn=TRUE
;DNE End

[UnrealEd.UnrealEdEngine]
ThumbnailManagerClassName=ExampleEditor.DNEThumbnailManager
PackagesToBeFullyLoadedAtStartup=DNEEditorResources
PackagesToBeFullyLoadedAtStartup=DNE_EditorResources

[ExampleEditor.AdriftUnrealEdEngine]
ThumbnailManagerClassName=ExampleEditor.DNEThumbnailManager

[Engine.Engine]
ConsoleClassName=ExampleGame.ExampleConsole
GameViewportClientClassName=ExampleGame.ExampleGameViewportClient
LocalPlayerClassName=ExampleGame.AdriftLocalPlayer
bEnableColorClear=TRUE
bEnableKismetLogging=TRUE
;DNE BEGIN - Remove support of SM2 to gain compile time
AllowTargetingSM2=FALSE
;DNE END
;DNE BEGIN - Enable screen door fade
AllowScreenDoorFade=True
;DNE END
;DNE BEGIN
bNoIntendedDNECrash=FALSE
;DNE END

;Use our own AkAudioDevice implementation
UnrealEdEngine=ExampleEditor.AdriftUnrealEdEngine
EditorEngine=ExampleEditor.AdriftEditorEngine
GameEngine=ExampleGame.AdriftEngine
AkAudioDevice=ExampleGame.DNEAkAudioDevice

; DNE BEGIN - Add a default cubemap to be used in editor windows
DefaultCubemapName=DNEEngineEditorResources.LightProbes.MT_ADR_GenCubemap
; DNE END

;Add our PostProcessChain
DefaultPostProcessName=AdriftMaterials.AdriftScenePostProcess
DNELightProbeActorMaterialName=AdriftMaterials.DNECubemapDisplay
DNELightingCalibrationActorMaterialName=AdriftMaterials.DNELightingCalibration
;DNE END
+StatColorMappings=(StatName="DNE_Budget_Local_memory_ratio",ColorMap=((In=0,Out=(G=255)),(In=75,Out=(G=255)),(In=90,Out=(R=255,G=255)),(In=100.0,Out=(R=255))))
+StatColorMappings=(StatName="DNE_Budget_Main_memory_ratio",ColorMap=((In=0,Out=(G=255)),(In=75,Out=(G=255)),(In=90,Out=(R=255,G=255)),(In=100.0,Out=(R=255))))
+StatColorMappings=(StatName="DNE_Budget_Local_memory_values",ColorMap=((In=0,Out=(R=64,G=128,B=255))))
+StatColorMappings=(StatName="DNE_Budget_Main_memory_values",ColorMap=((In=0,Out=(R=64,G=128,B=255))))
+StatColorMappings=(StatName="DNE_Budget_Main_memory_values",ColorMap=((In=0,Out=(R=64,G=128,B=255))))
; PS3_Memory_Used, Total to define but around 150 MB
; Green		< 120 MB
; Yellow	= 135 MB
; Red		> 150 MB
+StatColorMappings=(StatName="PS3_PPUMemory_Used",ColorMap=((In=1.0,Out=(G=255)),(In=120.0,Out=(G=255)),(In=135.0f,Out=(R=255,G=255)),(In=150.0,Out=(R=255))))
;
; PS3_RSXMemory_Used, Total 249 MB
; Green		< 230 MB
; Yellow	= 236 MB
; Red		> 242 MB
;
+StatColorMappings=(StatName="PS3_RSXMemory_Used",ColorMap=((In=1.0,Out=(G=255)),(In=230.0,Out=(G=255)),(In=236.0f,Out=(R=255,G=255)),(In=242.0,Out=(R=255))))
;
; Xbox_Memory_Used, Total 512 MB
; Green		< 400 MB
; Yellow	= 440 MB
; Red		> 480 MB
+StatColorMappings=(StatName="Xbox_Memory_Used",ColorMap=((In=1.0,Out=(G=255)),(In=400.0,Out=(G=255)),(In=440.0f,Out=(R=255,G=255)),(In=480.0,Out=(R=255))))
+StatColorMappings=(StatName="Game_thread_time",ColorMap=((In=0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
+StatColorMappings=(StatName="Render_thread_time",ColorMap=((In=0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
+StatColorMappings=(StatName="GPU_time",ColorMap=((In=0,Out=(G=255)),(In=25.0,Out=(G=255)),(In=29.0,Out=(R=255,G=255)),(In=33.0,Out=(R=255))))
+StatColorMappings=(StatName="Physical_Memory_Used",ColorMap=((In=0,Out=(G=255)),(In=100000000,Out=(G=255)),(In=110000000,Out=(R=255,G=255)),(In=125000000,Out=(R=255))))
+StatColorMappings=(StatName="DNE_Total_main_memory_(inc._host)",ColorMap=((In=0,Out=(G=255)),(In=110000000,Out=(G=255)),(In=120000000,Out=(R=255,G=255)),(In=128000000,Out=(R=255))))
+StatColorMappings=(StatName="No_Rebuild",ColorMap=((In=0,Out=(G=255)),(In=1,Out=(R=255))))

;DNE BEGIN - Setup texture density for Adfrit.
; Texture density is equal to the ratio of texel?area by world space unreal unit?(uu)
; So to get a ratio use the following formula: density = (X * X) with X == nb_pixel per uu. 
; Unreal in is code do the square of the density, so no need to take in count that.
;(see GEngine->IdealTextureDensity * GEngine->IdealTextureDensity in TextureDensityRendering.cpp)
; Our current uu is 1 cm == 1 uu
; For Gears, Epic use  2 uu equal 1 inch (2.54 cm) => 1uu == 1.27 cm, and default value for ideal texture density for Gear of war is 13.0, 
; this give 13.0p/1.27cm which mean 10.236 p/cm which result to ~1024 p/m
; in our case 13 mean 1300 p/m
; We would like 256 pixel per 128 centimeter (historical definition of our gabarit) which is 2 p/cm => 200 p/m
;(remember that unreal internally will do 2.00 * 2.00 to compare to area / uu?
; And maximun is 512p/128cm which is 400 p/m
MinTextureDensity=0.0
IdealTextureDensity=2.00
MaxTextureDensity=4.00
DefaultPhysMaterialName=EN_PhysicalMaterials.PM_Concrete
;DNE END
;DNE Begin - Shader complexity with PS3 Num Cycles
MaxPixelShaderAdditiveComplexityCount_PS3Cycles=100
ShaderAdditiveComplexityUsePS3Cycles=False
SubtitleFontName=Remember_Me.hanfield.korfont
;DNE End
bUseStreamingPause=true
DefaultOnlineSubsystemName=OnlineSubsystemLive.OnlineSubsystemLive

[Engine.StreamingMovies]
RenderPriorityPS3=1001
SuspendGameIO=False

;DNE Begin - DLC
[Engine.GameEngine]
DownloadableContentEnumeratorClassName="Engine.DownloadableContentEnumerator"
DownloadableContentManagerClassName="ExampleGame.DNEDownloadableContentManager"
;DNE End

[Engine.DataStoreClient]
+PlayerDataStoreClassNames=Engine.UIDataStore_OnlinePlayerData
+PlayerDataStoreClassNames=Engine.UIDataStore_DynamicResource

[Engine.UIDataStore_OnlinePlayerData]
ProfileSettingsClassName=ExampleGame.AdriftProfileSettings
PlayerStorageClassName=ExampleGame.AdriftPlayerPersistentData
StorageProviderClassName=ExampleGame.AdriftDataProvider_PlayerStorage

[Engine.PackagesToForceCookPerMap]
.Map=Loft
.Package=Loft_DLO

[Engine.SubMapToForceCookPerMap]
.Map=Adrift.umap
.SubMap=MainMenu
.SubMap=Episode0
.SubMap=Episode1
.SubMap=Episode2
.SubMap=Episode3
.SubMap=Episode4
.SubMap=Episode5
.SubMap=Episode6
.SubMap=Episode7
.SubMap=Episode8
.SubMap=EgoRoom1
.SubMap=EgoRoom2
.SubMap=MR_01
.SubMap=MR_GL
.SubMap=MR_03
.SubMap=MR_04
.SubMap=BenchmarkFSM
.Map=Adrift
.SubMap=MainMenu
.SubMap=Episode0
.SubMap=Episode1
.SubMap=Episode2
.SubMap=Episode3
.SubMap=Episode4
.SubMap=Episode5
.SubMap=Episode6
.SubMap=Episode7
.SubMap=Episode8
.SubMap=EgoRoom1
.SubMap=EgoRoom2
.SubMap=MR_01
.SubMap=MR_GL
.SubMap=MR_03
.SubMap=MR_04
.SubMap=BenchmarkFSM

[Engine.MapPerWWiseProject]
.Project=MR
.Map=Loft
.Project=FPP
.Map=ProtoRain
.Map=Wake01
.Map=ProtoFight
.Map=Fight

[Engine.StartupPackages]
;DNE BEGIN - Add our PostProcessChain
+Package=AdriftMaterials
+Package=EN_PhysicalMaterials
+Package=DNE_Fonts
+Package=EngineResources
+Package=SD_Gen_UI
;DNE END

[Engine.PackagesToAlwaysCook]
+SeekFreePackage=CH_Ni_Nilin_Platform
+SeekFreePackage=CH_Ni_Nilin_Cornice
+SeekFreePackage=CH_Ni_Nilin_Hack
+SeekFreePackage=CH_Ni_Nilin_Fight_Moves
+SeekFreePackage=CH_Ni_Nilin_Fight_Dodges
+SeekFreePackage=CH_Ni_Nilin_Fight_Hacking
+SeekFreePackage=CH_Ni_Nilin_Fight_Attacks
+SeekFreePackage=CH_Ni_Nilin_Ladder
+SeekFreePackage=SN_SensenMenu
+SeekFreePackage=SN_OutGameSensenMenu
+SeekFreePackage=SN_PauseMenu
+SeekFreePackage=SN_Font_EN
+SeekFreePackage=SN_Font_RUS
+SeekFreePackage=SN_Font_CHN
+SeekFreePackage=SN_Font_CHT
+SeekFreePackage=SN_Artworks_1
+SeekFreePackage=SN_Artworks_2
+SeekFreePackage=SN_Artworks_3
+SeekFreePackage=SN_Artworks_4
+SeekFreePackage=SN_Artworks_5
+SeekFreePackage=SN_Artworks_6
+SeekFreePackage=SN_Artworks_7
+SeekFreePackage=SN_Artworks_8
+SeekFreePackage=SN_3DGallery_1
+SeekFreePackage=SN_3DGallery_2
+SeekFreePackage=SN_3DGallery_3
+SeekFreePackage=SN_3DGallery_4
+SeekFreePackage=SN_3DGallery_5
+SeekFreePackage=SN_Achievements_1
+SeekFreePackage=SN_Achievements_2
+SeekFreePackage=SN_Achievements_3
+SeekFreePackage=SN_Achievements_4
+SeekFreePackage=SN_Achievements_5
+SeekFreePackage=SN_Journal
+SeekFreePackage=SN_Credits

[FullScreenMovie]
bForceNoMovies=FALSE
+StartupMovies=BIK_Boot_Legal
; +StartupMovies=BIK_Market_E3_Intro_Carton
; +StartupMovies=BIK_E08_H3O_End
; The final movie in the list is reserved for a looping movie that can play as long as needed for the engine to boot up. 
; If the engine boots before the movie before the final looping movie is done, then the looping movie is never played.
; +StartupMovies=BIK_E00_0_Intermission0_Infomercial
; +SkippableMovies=BIK_E08_H3O_End

; bShouldStopMovieAtEndOfLoadMap=false
; +LoadMapMovies=BIK_Market_E3_outro_Remember_me

[Editor.EditorEngine]
+EditPackages=OnlineSubsystemLive
+EditPackages=OnlineSubsystemPS3

[UnrealEd.EditorEngine]
EditPackagesOutPath=..\..\ExampleGame\Script
FRScriptOutputPath=..\..\ExampleGame\ScriptFinalRelease
+EditPackages=ExampleGame
+EditPackages=ExampleEditor
AutoSaveDir=..\..\ExampleGame\Autosaves
InEditorGameURLOptions=
EditorOnlyContentPackages=DNEEditorResources
EditorOnlyContentPackages=DNE_EditorResources

[SystemSettings]
;DNE BEGIN - As we target only PS3, remove all LODBias but let MaxLODSize
; Think to update settings for editor too!
TEXTUREGROUP_Character=				(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_CharacterNormalMap=	(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_CharacterSpecular=		(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_Cinematic=				(MinLODSize=1,MaxLODSize=4096,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_Effects=				(MinLODSize=1,MaxLODSize=512,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen3)
TEXTUREGROUP_EffectsNotFiltered=	(MinLODSize=1,MaxLODSize=512,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen3)
TEXTUREGROUP_Lightmap=				(MinLODSize=1,MaxLODSize=4096,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen1)
TEXTUREGROUP_Shadowmap=				(MinLODSize=1,MaxLODSize=4096,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen1,	NumStreamedMips=3)
TEXTUREGROUP_RenderTarget=			(MinLODSize=1,MaxLODSize=4096,	LODBias=0,MinMagFilter=aniso,	MipFilter=point)
TEXTUREGROUP_Skybox=				(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_NoMipmaps)
TEXTUREGROUP_UI=					(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=linear,	MipFilter=point);QLOC
TEXTUREGROUP_Vehicle=				(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_VehicleNormalMap=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_VehicleSpecular=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_Weapon=				(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_WeaponNormalMap=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_WeaponSpecular=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_World=					(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
TEXTUREGROUP_WorldNormalMap=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_WorldSpecular=			(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
TEXTUREGROUP_MobileFlattened=		(MinLODSize=1,MaxLODSize=256,	LODBias=0,MinMagFilter=aniso,	MipFilter=point)
;DNE END
;DNE BEGIN - Disable filtered distortion on PC to match the one on PS3 (on PS3, with the optimisation of fog and distortion, we can't have filtered distortion)
FilteredDistortion=False
;DNE END
;DNE BEGIN - Allow downsampled transparency
bAllowDownsampledTranslucency=True
;DNE END
ResX=1280
ResY=720
;DNE BEGIN - Disable bone motion blur
;This is not implemented on PS3. If you enabled it, think that with PER_BONE_BUFFER_COUNT set to 2, you have stall on XBOX360.
MotionBlurSkinning=0
UseVsync=True
UpscaleScreenPercentage=False
;DNE END

[SystemSettingsEditor]
ResX=1280
ResY=720
+TEXTUREGROUP_Character=			(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
+TEXTUREGROUP_CharacterNormalMap=	(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
+TEXTUREGROUP_CharacterSpecular=	(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
+TEXTUREGROUP_Cinematic=			(MinLODSize=1,MaxLODSize=4096,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
+TEXTUREGROUP_Effects=				(MinLODSize=1,MaxLODSize=512,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen3)
+TEXTUREGROUP_EffectsNotFiltered=	(MinLODSize=1,MaxLODSize=512,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen3)
+TEXTUREGROUP_Lightmap=				(MinLODSize=1,MaxLODSize=4096,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen1)
+TEXTUREGROUP_Shadowmap=			(MinLODSize=1,MaxLODSize=4096,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen1,	NumStreamedMips=3)
+TEXTUREGROUP_RenderTarget=			(MinLODSize=1,MaxLODSize=4096,	LODBias=0,MinMagFilter=aniso,	MipFilter=point)
+TEXTUREGROUP_Skybox=				(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_NoMipmaps)
+TEXTUREGROUP_UI=					(MinLODSize=1,MaxLODSize=2048,	LODBias=0,MinMagFilter=linear,	MipFilter=point);QLOC
+TEXTUREGROUP_Vehicle=				(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
+TEXTUREGROUP_VehicleNormalMap=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
+TEXTUREGROUP_VehicleSpecular=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
+TEXTUREGROUP_Weapon=				(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
+TEXTUREGROUP_WeaponNormalMap=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
+TEXTUREGROUP_WeaponSpecular=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
+TEXTUREGROUP_World=				(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen5)
+TEXTUREGROUP_WorldNormalMap=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=aniso,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
+TEXTUREGROUP_WorldSpecular=		(MinLODSize=1,MaxLODSize=1024,	LODBias=0,MinMagFilter=linear,	MipFilter=point,	MipGenSettings=TMGS_Sharpen0)
+TEXTUREGROUP_MobileFlattened=		(MinLODSize=1,MaxLODSize=256,	LODBias=0,MinMagFilter=aniso,	MipFilter=point)


[Windows.StandardUser]
MyDocumentsSubDirName=UnrealEngine3

[MobileSupport]
bShouldCachePVRTCTextures=False
bShouldFlattenMaterials=False

[DevOptions.Shaders]
;DNE BEGIN - Allow shader debugging
;bDumpShaderPDBs=True
;DNE END
;DNE BEGIN - Allow XGE compilation of shader
; you must have bDumpShaderPDBs to False and bAllowMultiThreadedShaderCompile to true for this work...
; bAllowDistributedShaderCompile is for any shader compile, bAllowDistributedShaderCompileForBuildPCS is ONLY for build machine generating ref shader cache
;bAllowDistributedShaderCompileForBuildPCS=True
;bAllowDistributedShaderCompile=True
; DNE END
bAllowMultiThreadedShaderCompile=False

[TextureStreaming]
PoolSize=140
MemoryMargin=12; Amount of memory to keep free, to be used as temp memory when streaming in new data, in MB (Gears Of War uses 10 MB)

; DNE BEGIN - Add more control on DLE
[SystemSettings]
CompositeDynamicLights=True
; DNE END

; DNE BEGIN - Database activation and access for Sentinel
[TaskPerfTracking]
bUseTaskPerfTracking=TRUE
RemoteConnectionIP="192.168.1.8"
ConnectionString=Provider=sqloledb;Data Source=serveur\SQLEXPRESS;Initial Catalog=EngineTaskPerf;Trusted_Connection=Yes
RemoteConnectionStringOverride=Data Source=serveur\SQLEXPRESS;Initial Catalog=EngineTaskPerf;Integrated Security=True;Pooling=False;Asynchronous Processing=True;Network Library=dbmssocn

[TaskPerfMemDatabase]
bUseTaskPerfMemDatabase=TRUE
RemoteConnectionIP="192.168.1.8"
ConnectionString=Provider=sqloledb;Data Source=serveur\SQLEXPRESS;Initial Catalog=PerfMem;Trusted_Connection=Yes
RemoteConnectionStringOverride=Data Source=serveur\SQLEXPRESS;Initial Catalog=PerfMem;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn

[TaskAnimStats]
bUseTaskAnimStats=FALSE
RemoteConnectionIP="192.168.1.8"
ConnectionString=Provider=sqloledb;Data Source=serveur\SQLEXPRESS;Initial Catalog=AnimStats;Trusted_Connection=Yes
RemoteConnectionStringOverride=Data Source=serveur\SQLEXPRESS;Initial Catalog=AnimStats;Integrated Security=True;Pooling=True;Asynchronous Processing=True;Network Library=dbmssocn
; DNE END

[OnlineSubsystemPC.OnlineSubsystemPC]
ProfileDataDirectory=../../ExampleGame/SaveData
ProfileDataExtension=.ue3profile

[OnlineSubsystemGameSpy.OnlineSubsystemGameSpy]
bHasGameSpyAccount=true
EncryptedProductKey=NotForShip
ProfileDataDirectory=../ExampleGame/SaveData
ProfileDataExtension=.ue3profile
ProductID=11097
NamespaceID=40
PartnerID=33
GameID=1727
StatsVersion=7
NickStatsKeyId=1
PlaceStatsKeyId=2
+LocationUrlsForInvites="examplepc"
LocationUrl="examplepc"
bShouldUseMcp=true

[OnlineSubsystemSteamworks.OnlineSubsystemSteamworks]
bUseVAC=true
GameDir=unrealtest
GameVersion=1.0.0.0
Region=255
CurrentNotificationPosition=8
ResetStats=0

; DNE BEGIN

[OnlineSubsystemPS3.OnlineSubsystemPS3]

; DNE END

[Engine.UIDataProvider_OnlinePlayerStorage]
; Shoud match (GSaveGameMaxPayloadSize * number of saves) in FFileManagerPS3.cpp
DeviceStorageSizeNeeded=3145728

[VoIP]
VolumeThreshold=0.1
bHasVoiceEnabled=false

; DNE Begin
[CustomStats]
DNEPERF=World Tick Time
+DNEPERF=FrameTime
+DNEPERF=IA Manager tick duration
+DNEPERF=IA stat gathering (for dev)
+DNEPERF=Fight Manager tick duration
+DNEPERF=Kismet Time
+DNEPERF=Morpheme PreController Time
+DNEPERF=Pre AW Actor Tick
+DNEPERF=Post Morpheme Actor Tick
+DNEPERF=Morpheme PrePhysics Time
+DNEPERF=Async Physics Time
+DNEPERF=During AW Actors Tick
+DNEPERF=Morpheme PostPhysics Time
+DNEPERF=Morpheme UpdateRoot Time
+DNEPERF=PostNxCharacterUpdate Time
+DNEPERF=Post AW Actor Tick
+DNEPERF=Post AW Comp Tick
+DNEPERF=Post Tick Component Update
+DNEPERF=Update Particle Data
+DNEPERF=Total Tick UI
+DNEPERF=Total Tick Textures
+DNEPERF=RedrawViewports
+DNEPERF=RenderUI Game
+DNEPERF=Physical Memory Used

[MemorySplitClassesToTrack]
Class=DecalComponent
; DNE End
