x_res 2560; # x_res <int>, Fixed window width #
y_res 1440; # y_res <int>, Fixed window height #
x_pos 0; # x_pos <int>, Window position #
y_pos 0; # y_pos <int>, Window position #
roomlist_window_pos_x -1; # roomlist_window_pos_x <int>, roomlist windows position on screen #
roomlist_window_pos_y -1; # roomlist_window_pos_y <int>, roomlist windows position on screen #
chat_window_pos_x -1; # chat_window_pos_x <int>, chat windows position on screen #
chat_window_pos_y -1; # chat_window_pos_y <int>, chat windows position on screen #
browser_window_pos_x -1; # browser_window_pos_x <int>, browser windows position on screen #
browser_window_pos_y -1; # browser_window_pos_y <int>, browser windows position on screen #
number_of_threads 0; # number_of_threads <int>, Set the number of threads <= 0 - automatic, >0 = explicit number  #
gfx_device_type 1; # gfx_device_type <int>, Set device type, 0-D3D9, 1-D3D11, 2-GL3 #
gfx_shadermodel 3; # gfx_shadermodel <int>, Set shader model, 0-SM3, 1-SM4, 2=SM4.1, 3=SM5 #
gfx_video_memory 0; # gfx_video_memory <int>, Override available video memory (bytes) #
gfx_aa 0; # gfx_aa <int>, Set antialiasing, 0-no, 1 = MLAA #
gfx_texture_quality 1; # gfx_texture_quality <int>, Set the quality of textures. 0 - lowest, 3 - ultra #
gfx_texture_filtering 1; # gfx_texture_filtering <int>, Set texture filtering, 0-trilinear, 4- anisotropic 16x #
gfx_sky_quality 1; # gfx_sky_quality <int>, Set the quality of sky. 0 - low, 5 - extreme #
gfx_unit_quality 1; # gfx_unit_quality <int>, Set the quality of units. 0 - low, 5 - extreme #
gfx_building_quality 1; # gfx_building_quality <int>, Set the quality of buildings. 0 - low, 5 - extreme #
gfx_shadow_quality 0; # gfx_shadow_quality <int>, Set shadow quality. 0 - off, 5 - extreme #
gfx_tree_quality 1; # gfx_tree_quality <int>, Set tree quality. 0 - low, 5 - extreme #
gfx_grass_quality 1; # gfx_grass_quality <int>, Set grass quality. 0 - low, 5 - extreme #
gfx_terrain_quality 1; # gfx_terrain_quality <int>, Set terrain quality. 0 - low, 5 - extreme #
gfx_water_quality 1; # gfx_water_quality <int>, Set the quality of water. 0 - low, 5 - extreme #
gfx_effects_quality 1; # gfx_effects_quality <int>, Set effects quality. 0 - low, 5 - extreme #
gfx_depth_of_field 0; # gfx_depth_of_field <int>, Set depth of field quality 0 - off, 2 - high #
gfx_hdr 0; # gfx_hdr <int>, Set high dynamic range rendering quality #
gfx_alpha_blend 0; # gfx_alpha_blend <int>, Set the alpha blending quality, 0 - alpha test, 1 - standard OIT, 2 - Intel accelerated AOIT #
gfx_gpu_select 0; # gfx_gpu_select <int>, Select gpu on a multi-gpu config, 0 = default, 1 = first gpu, 2 = second gpu #
gfx_auto_resolution_scale_target_fps 30; # gfx_auto_resolution_scale_target_fps <int>, Set Auto 3D render buffer scaling target FPS #
battle_advice_level 2; # battle_advice_level <int>, Sets advice level in the battle game #
advisor_mode 2; # advisor_mode <int>, Sets Advisor options. 0 - text only, 1 - audio only, 2 - text and audio both #
sound_setting_version 2; # sound_setting_version <int>, Version of current audio settings to handle reseting some default values between updates #
sound_master_volume 100; # sound_master_volume <int>, master sound volume 0-100 #
sound_music_volume 100; # sound_music_volume <int>, music sound volume 0-100 #
sound_speech_volume 100; # sound_speech_volume <int>, speech sound volume 0-100 #
sound_sfx_volume 100; # sound_sfx_volume <int>, sfx sound volume 0-100 #
sound_previous_master_volume 100; # sound_previous_master_volume <int>, Last modified sound value #
sound_previous_music_volume 100; # sound_previous_music_volume <int>, Last modified sound value #
sound_previous_speech_volume 100; # sound_previous_speech_volume <int>, Last modified sound value #
sound_previous_sfx_volume 100; # sound_previous_sfx_volume <int>, Last modified sound value #
audio_speaker_configuration 0; # audio_speaker_configuration <int>, 0 = 2.0 Speakers, 1 = 2.0 Headphones, 2 = 5.1, 2 = 7.1 #
audio_quality 0; # audio_quality <int>, 0 = high(default), 1 = low #
audio_sink_type 0; # audio_sink_type <int>, 0 = detect, 1 = XAudio2, 2 = DirectSound #
gfx_gamma_setting 2; # gfx_gamma_setting <float>, Set gamma correction #
gfx_brightness_setting 1.2; # gfx_brightness_setting <float>, Set brightness #
gfx_fixed_resolution_scale 1; # gfx_fixed_resolution_scale <float>, Set Fixed 3D render buffer scaling #
chat_window_width_scale -1; # chat_window_width_scale <float>, chat windows dimensions on screen #
chat_window_height_scale -1; # chat_window_height_scale <float>, chat windows dimensions on screen #
browser_window_width_scale -1; # browser_window_width_scale <float>, browser windows dimensions on screen #
browser_window_height_scale -1; # browser_window_height_scale <float>, browser windows dimensions on screen #
gfx_fullscreen true; # gfx_fullscreen <bool>, Run the application in fullscreen or not #
gfx_first_run false; # gfx_first_run <bool>, First time application run #
gfx_vsync true; # gfx_vsync <bool>, vertical synchronization #
explicit_thread_affinity true; # explicit_thread_affinity <bool>, Enable thread affinity #
gfx_ssao false; # gfx_ssao <bool>, Enable Screen Space Ambient Occlusion buffer #
gfx_distortion false; # gfx_distortion <bool>, Enable Distortion Effect buffer #
gfx_ssr false; # gfx_ssr <bool>, Enable Screen Space Reflections #
gfx_automatic_assets_downgrade true; # gfx_automatic_assets_downgrade <bool>, Automatically downgrade assets to fit in video memory #
gfx_tesselation false; # gfx_tesselation <bool>, Enable tesselation #
gfx_vignette false; # gfx_vignette <bool>, Enable vignette #
gfx_blood_effects true; # gfx_blood_effects <bool>, Enable Blood effects #
gfx_direct_resource_access false; # gfx_direct_resource_access <bool>, Enable Direct Resource Access #
gfx_auto_resolution_scale false; # gfx_auto_resolution_scale <bool>, Set Auto 3D render buffer scaling enabled #
gfx_show_pre_launch_window false; # gfx_show_pre_launch_window <bool>, Show pre-launch window for configuring graphics options #
battery_meter false; # battery_meter <bool>, Show battery status #
multithreaded_model_enabled true; # multithreaded_model_enabled <bool>, Run the battle model on a separate thread #
write_preferences_at_exit false; # write_preferences_at_exit <bool>, Write preferences at exit #
unit_test false; # unit_test <bool>, unit test (for daily build) #
fix_res true; # fix_res <bool>, Forbid window resizing #
fix_window_pos true; # fix_window_pos <bool>, Forbid window repositioning #
user_selected_power_plan_enabled true; # user_selected_power_plan_enabled <bool>, Enables the user-selected power plan. (default = true) #
sound_master_enabled true; # sound_master_enabled <bool>, master sound enabled #
sound_music_enabled true; # sound_music_enabled <bool>, music sound enabled #
sound_speech_enabled true; # sound_speech_enabled <bool>, speech sound enabled #
sound_sfx_enabled true; # sound_sfx_enabled <bool>, sfx sound volume enabled #
audio_mute_in_background true; # audio_mute_in_background <bool>, Mute game audio when not in focus #
enable_sound true; # enable_sound <bool>, enables all audio content (default = true). If disabled none of the database or sound pack files are loaded. #
adc_enabled false; # adc_enabled <bool>, Determines if aide de camp is enabled #
autosave_to_disk_and_cloud false; # autosave_to_disk_and_cloud <bool>, Save a copy of autosaves to the cloud #
showed_mp_results false; # showed_mp_results <bool>, showed_mp_results #
gfx_screenshot_folder ./screenshots; # gfx_screenshot_folder <string>, Folder to where save screenshots #
gfx_gpu ""; # gfx_gpu <string>, The GPU description #
user_selected_power_plan ""; # user_selected_power_plan <string>, User's selected power plan for use in-game #
FRONTEND_SCENE_ENABLED true; # FRONTEND_SCENE_ENABLED <bool>, If true, frontend shows 3d scene #
PERMANENTLY_SKIP_TUTORIAL true; # PERMANENTLY_SKIP_TUTORIAL <bool>, Skip hangar tutorial #
show_frontend_movies false; # show_frontend_movies <bool>, Skip frontend movies #
ONLINE_PLATFORM fake; # ONLINE_PLATFORM <string>, Use built-in fake platform #
fake_auth_token revival-token; # fake_auth_token <string>, Offline CA auth token #
display_name_override player; # display_name_override <string>, Hangar display name #
