ACE3/addons/frag/stringtable.xml
jaynus 58a55313cd Changed: Entire frag system re-optimized to a single tracking/GC index-based PFH.
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.
2015-05-13 17:06:10 -07:00

36 lines
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XML

<?xml version="1.0" encoding="utf-8"?>
<Project name="ACE">
<Package name="Frag">
<Key ID="STR_ACE_frag_EnableFrag">
<English>Fragmentation Simulation</English>
</Key>
<Key ID="STR_ACE_frag_EnableFrag_Desc">
<English>Enable the ACE Fragmentation Simulation</English>
</Key>
<Key ID="STR_ACE_frag_EnableSpall">
<English>Spalling Simulation</English>
</Key>
<Key ID="STR_ACE_frag_EnableSpall_Desc">
<English>Enable the ACE Spalling Simulation</English>
</Key>
<Key ID="STR_ACE_frag_MaxTrack">
<English>Maximum Projectiles Tracked</English>
</Key>
<Key ID="STR_ACE_frag_MaxTrack_Desc">
<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>
</Key>
<Key ID="STR_ACE_frag_MaxTrackPerFrame">
<English>Maximum Projectiles Per Frame</English>
</Key>
<Key ID="STR_ACE_frag_MaxTrackPerFrame_Desc">
<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>
</Key>
<Key ID="STR_ACE_frag_EnableDebugTrace">
<English>(SP Only) Frag/Spall Debug Tracing</English>
</Key>
<Key ID="STR_ACE_frag_EnableDebugTrace_Desc">
<English>(SP Only) Requires a mission/editor restart. Enables visual tracing of fragmentation and spalling rounds in SP game mode only.</English>
</Key>
</Package>
</Project>