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default.ini
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179 lines (144 loc) · 8.45 KB
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# This is the default profile that gets used when no other profile is specified. This is meant as a
# general case profile and may not match your needs exactly. This does not have the perfect quality but aims for
# a good balance of quality and speed and compatibility. You can create a new INI file in this directory
# and override individual settings to create your own profiles. You can then use it when starting the movie like this:
#
# startmovie a.mov profile=my_profile
#
# The above command will select the my_profile.ini file in this directory. New profiles can selectively override individual
# settings inside the default profile.
#################################################################
# Movie encoding
#################################################################
# The constant frame rate to use for the movie. Whole numbers only.
video_fps=60
# The video encoder to use for the movie. Available options are: libx264, libx264_444, dnxhr.
# libx264 is used with the NV12 pixel format (12 bits per pixel).
# libx264_444 is used with the YUV444 pixel format (24 bits per pixel).
# dnxhr is used with the YUV422 pixel format (16 bits per pixel).
#
# The libx264 encoder does not work well in video editors and is slower to encode. It is a good format if you intend
# to directly distribute the output with no processing. Files using this codec will be small.
# Using libx264_444 holds more color information, but may lead to compatibility issues and may not work properly in some media players.
#
# The dnxhr encoder works best if you intend to use the output in a video editor, and not directly distribute the resulting video.
# Files using this codec will be large, but it will produce the best result if you intend to delete the files after.
# Videos using dnxhr can be compressed well if you intend to archive the output later.
#
# You cannot use the mp4 container with dnxhr. You must instead use mov or mkv.
# Note that not all video and audio encoders and containers are compatible with each other.
video_encoder=dnxhr
# The constant rate factor to use for the movie. This is the direct link between quality and file size.
# Using 0 here produces lossless video, but may cause the video stream to not be supported in some media players.
# This should be between 0 and 52. A lower value means better quality but larger file size.
video_x264_crf=15
# The quality vs speed to use for encoding the movie. Basically how much time to spend on quality for each frame.
# This can be one of ultrafast, superfast, veryfast, faster, fast, medium, slow, slower, veryslow.
# A slower preset may decrease the file size, and will produce slightly better quality but will significantly slow down
# the processing speed.
# A faster preset can create worse quality and will create larger files but will be much faster.
video_x264_preset=ultrafast
# This decides whether or not the video stream will consist only of keyframes.
# This essentially disables any compression and will very *greatly* increase the file size, but makes video editing
# very fast.
video_x264_intra=0
# What quality to use for dnxhr.
# Available options are lb, sq, hq.
# The options meaning low bitrate (lb), standard quality (sq), high quality (hq).
# Typically you will leave this on hq, but you can use lb and sq for fast low quality tests.
video_dnxhr_profile=hq
# Enable if you want audio.
audio_enabled=0
# The audio encoder to use for the movie. Available options are: aac.
# Note that not all video and audio encoders and containers are compatible with each other.
audio_encoder=aac
#################################################################
# Interpolation latency compensation
#################################################################
# Lag compensation delay.
# This will shift the velocity and input display back by this many seconds.
#
# The default value is configured for 60 fps 66.67 tick rate (1/0.015) setups, resulting in 0.1 seconds of visual latency in the resulting movie.
# This value is not trivial to calculate, so if you know the value to compensate with for your configuration you can insert that here.
#
# To calculate this value you need to know the following:
# - The server network update rate, in hertz.
# - The server operating tick rate, in hertz.
# - The final resulting client rendering interpolation time (not cl_interp) aligned to the server operating tick rate, in seconds.
# - The output movie frame rate, in hertz.
#
# For now the easiest method is to manually count the the number of offset frames from the resulting movie.
#
# If you are recording a demo, and you know the tick rate and the network update rate of the demo is greater than the movie frame rate, you can set this to zero and then set cl_interpolate to zero as well.
# This will give the lowest server -> display latency. This works because there is a guarantee that every frame will have a new tick, which means there is nothing to interpolate.
lagcomp_override=0.1
#################################################################
# Motion blur
#################################################################
# Whether or not motion blur is enabled.
motion_blur_enabled=0
# How much to multiply the movie frame rate with. The product of this is how many samples per second
# that will be processed. For example, a 60 fps movie with 60 motion blur mult becomes 3600 samples per second.
# This must be greater than 1.
motion_blur_fps_mult=60
# Fraction of how much time per movie frame (video_fps above) that should be exposed for sampling.
# This should be between 0.0 and 1.0.
motion_blur_exposure=0.5
#################################################################
# Velocity overlay
#################################################################
# The velocity overlay will show the velocity of the current player. In case of multiplayer games with spectating,
# it will use the spectated player.
# Whether or not the velocity overlay is enabled.
velo_enabled=0
# The font family name to use.
# This should be the name of a font family that is installed on the system (such as Arial. You can see the
# installed fonts by searching Fonts in Start).
velo_font=Segoe UI
# The size of the font in points.
velo_font_size=48
# The RGBA color components between 0 and 255.
# This is the color of the text.
velo_color=200 200 200 255
# The RGBA color components between 0 and 255.
# This is the color of the text border.
velo_border_color=0 0 0 255
# Border size of velocity overlay. Set to 0 to disable. The border is expanded inwards from the outer edges.
velo_border_size=0
# This is how tilted the text should be.
# This can be one of normal, italic, extraitalic.
velo_font_style=normal
# This is how bold or thin the font should be.
# It can be one of thin, extralight, light, semilight, normal, medium, semibold, bold, extrabold, black, extrablack.
velo_font_weight=bold
# Percentage alignments based from the center of the screen. First value is horizontal and second is vertical.
# 0 in both axes mean the center of the screen. A positive value will increase to the right and down.
# A negative value will increase to the left and up.
velo_align=0 90
# Direction of text expansion. Possible values are: left, center, right.
# If you intend to show the text on the left side, you would want to use left here, and so on.
# A value of center means that the text will expand outwards both left and right.
# A value of left means that the text will expand to the right.
velo_anchor=center
# Length of which velocity to show. Possible values are: xy, xyz, z.
velo_length=xy
#################################################################
# Input overlay
#################################################################
# The input overlay will show the inputs of the current player. In case of multiplayer games with spectating,
# it will use the spectated player.
# This only works for demos recorded on servers using the SVR Source TV addon.
# Whether or not the input overlay is enabled.
input_enabled=0
# Percentage alignments based from the center of the screen. First value is horizontal and second is vertical.
# 0 in both axes mean the center of the screen. A positive value will increase to the right and down.
# A negative value will increase to the left and up.
input_align=0 50
# Percentage based scale of the input display.
input_scale=100
# The RGBA color components between 0 and 255.
# This is the color of a pressed input.
input_active_color=200 200 200 255
# The RGBA color components between 0 and 255.
# This is the color of an unpressed input.
input_inactive_color=50 50 50 255