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58a55313cd
Changed: Spalling calculations now throttled across frames and limited; accurate but performant Changed: All lookups are now index-based on a global projectiles array. This reduced runtime dramatically for all fragmentation.
36 lines
1.8 KiB
XML
36 lines
1.8 KiB
XML
<?xml version="1.0" encoding="utf-8"?>
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<Project name="ACE">
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<Package name="Frag">
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<Key ID="STR_ACE_frag_EnableFrag">
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<English>Fragmentation Simulation</English>
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</Key>
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<Key ID="STR_ACE_frag_EnableFrag_Desc">
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<English>Enable the ACE Fragmentation Simulation</English>
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</Key>
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<Key ID="STR_ACE_frag_EnableSpall">
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<English>Spalling Simulation</English>
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</Key>
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<Key ID="STR_ACE_frag_EnableSpall_Desc">
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<English>Enable the ACE Spalling Simulation</English>
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</Key>
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<Key ID="STR_ACE_frag_MaxTrack">
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<English>Maximum Projectiles Tracked</English>
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</Key>
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<Key ID="STR_ACE_frag_MaxTrack_Desc">
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<English>This setting controls the maximum amount of projectiles the fragmentation & spalling system will track at any given time. If more projectiles are fired, they will not be tracked. Lower this setting if you do not want FPS drops at high-count projectile scenarios ( >200 rounds in the air at once)</English>
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</Key>
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<Key ID="STR_ACE_frag_MaxTrackPerFrame">
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<English>Maximum Projectiles Per Frame</English>
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</Key>
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<Key ID="STR_ACE_frag_MaxTrackPerFrame_Desc">
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<English>The number of spall track calculations to perform in any given frame. This helps spread the FPS impact of tracking spall rounds across multiple frames, limiting its impact even further.</English>
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</Key>
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<Key ID="STR_ACE_frag_EnableDebugTrace">
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<English>(SP Only) Frag/Spall Debug Tracing</English>
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</Key>
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<Key ID="STR_ACE_frag_EnableDebugTrace_Desc">
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<English>(SP Only) Requires a mission/editor restart. Enables visual tracing of fragmentation and spalling rounds in SP game mode only.</English>
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</Key>
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</Package>
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</Project>
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