c a_CustomColorEquip1
ca_CustomColorEquip2
ca_CustomColorHair
ca_CustomColorSkin
ca_UseCustomColor
e_active_shadow_maps_receving
e_allow_cvars_serialization
e_area_merging_distance
e_area_merging_draw_merged_geometry_only
e_area_merging_max_tris_in_input_brush
e_artifact_debug_string
e_artifactfx_enable
e_artifactfx_info
e_beach
e_bboxes
e_bflyes
e_brushes
e_brushes_merging
e_brushes_merging_debug
e_brushes_onlymerged
e_brushevents
e_capture_file_format
e_capture_folder
e_capture_frames
e_cbuffer
e_ccgf_load
e_ccgf_make_if_not_found
e_cgf_cache
e_cgf_load_lods
e_check_number_of_physicalized_polygons
e_commands
e_control_ambientAmplify
e_control_gammaDestMax
e_control_gammaDestMin
e_control_gammaSrcMax
e_control_gammaSrcMin
e_control_sunAmplify
e_control_sunShaftDisplayRatio
e_copy_leveldata
e_cutscene_mode
e_debug_pathfind
e_debug_rndenv
e_debug_shaders
e_debug_shaders_offset
e_debug_visarea_octree
e_decals
e_decals_life_time_scale
e_decals_neighbor_max_life_time
e_decals_offset
e_decals_test
e_deferred_light
e_deferred_light_debug
e_deferred_light_draw_range
e_deferred_light_project
e_deferred_light_scissor
e_deformable_terrain
e_detail_objects
e_detail_texture
e_detail_texture_min_fov
e_detail_texture_quality
e_directportal_state
e_disable_fx_preprocess
e_disable_fx_process
e_disable_watercubemap
e_display_musiczone_info
e_draw_fx_bone
e_draw_physic_id
e_dynamic_ambient_ratio
e_dynamic_light
e_dynamic_light_debug
e_dynamic_light_exact_vis_test
e_dynamic_light_load_gamemode
e_editor_time_ratio
e_effect_quality
e_enable_sync
e_ent_view_dist_ratio
e_entities
e_entities_debug
e_entitycontext_enable
e_entitycontext_unload
e_env_color_ratio
e_envLightGenOption
e_envLightGenStep
e_envLighting
e_envLighting_debug
e_envLighting_export_splitfile
e_envLighting_generate
e_envLighting_generate_type
e_envLighting_ratio
e_explosion_scale
e_fix_projratio
e_flocks
e_fx_light_test
e_fx_mat_use_bump
e_fx_option_nolighting
e_fx_option_softparticle
e_fx_scale
e_fx_unload
e_fxcontainer_debug
e_game_slopeview
e_gametime_control_manual
e_geomorph_enable
e_geomorph_enable_test
e_geomorph_renderer
e_hires_screenshoot
e_housing_envIndoor
e_hw_occlusion_culling_objects
e_hw_occlusion_culling_water
e_layer_fog_enable
e_light_maps
e_light_maps_occlusion
e_light_maps_quality
e_LoadOnDemandOption
e_materials
e_max_entity_lights
e_max_shadow_map_size
e_maxdistance_enable
e_maxdistance_entities
e_maxdistance_terrain
e_mrt_shadow_force
e_new_object_xml
e_nodraw_terrain_shadow
e_obj_ignore_view_dist
e_obj_load_dist_ratio
e_obj_lod_ratio
e_obj_min_view_dist
e_obj_view_dist_ratio
e_objects
e_objects_draw_range
e_objects_fade_on_distance
e_occlusion_volumes
e_on_demand_physics
e_optimized_render_object
e_out_space
e_overlay_geometry
e_particles
e_particles_cull
e_particles_debug
e_particles_debug_spawntest
e_particles_debug_string
e_particles_dist
e_particles_freeze
e_particles_info
e_particles_lod
e_particles_receive_shadows
e_particles_rotate_geom
e_particles_showemitter_name
e_particles_showonly
e_particles_spawn_distance_ratio
e_particles_system_only
e_particles_use_partice_table
e_player
e_portals
e_precache_level
e_projector_exact_test
e_rain_amount
e_rain_particle
e_register_in_sectors
e_scissor_debug
e_sequence_debug_playtime
e_sequence_debug_spawntime
e_sequence_debug_string
e_sequence_info
e_shadow_maps
e_shadow_maps_color_ratio
e_shadow_maps_debug
e_shadow_maps_fade_from_light_bit
e_shadow_maps_from_static_objects
e_shadow_maps_frustums
e_shadow_maps_max_casters_per_object
e_shadow_maps_receiving
e_shadow_maps_self_shadowing
e_shadow_maps_size_ratio
e_shadow_maps_view_dist_ratio
e_shadow_spots
e_showsensorarea_foreditor
e_showvisualobject_foreditor
e_simple_shadow_maps
e_skip_terrain_culling
e_sky_box
e_sleep
e_stream_areas
e_stream_cgf
e_stream_for_physics
e_stream_for_visuals
e_stream_preload_textures
e_sun_env_animation
e_sun_env_cloud_ratio
e_sun_env_ratio
e_sun_env_weather_ratio
e_sun_env_weather_type
e_sun_stencil
e_sun_terrain_animation
e_terrain
e_terrain_bump
e_terrain_bump_dist
e_terrain_debug
e_terrain_draw_this_sector_adjacency
e_terrain_draw_this_sector_only
e_terrain_log
e_terrain_merge_far_sectors
e_terrain_occlusion_culling
e_terrain_occlusion_culling_precision
e_terrain_sector_grid
e_terrain_shadow_index
e_terrain_single_pass
e_terrain_single_pass_vol_fog
e_terrain_specular
e_terrain_texture_bind
e_terrain_texture_mip_offset
e_terrain_texture_mipmaps
e_terrain_texture_pool
e_TerrainSectorsInfo
e_time_env_enable
e_timedemo_frames
e_timedemo_milliseconds
e_timeofday
e_timeofday_debug
e_timeofday_debug_InterpolateTime
e_timeofday_force_apply
e_timeofday_use_sunposition
e_use_backup_shader
e_use_global_fog_in_fog_volumes
e_use_terrain_shadow_light
e_vegetation
e_vegetation_3donly
e_vegetation_bending
e_vegetation_debug
e_vegetation_min_size
e_vegetation_plants1_distance
e_vegetation_sprites
e_vegetation_sprites_distance_ratio
e_vegetation_sprites_min_distance
e_vegetation_sprites_slow_switch
e_vegetation_sprites_texres
e_vegetation_update_shadow_every_frame
e_voxel_build
e_voxel_debug
e_voxel_realtime_light_update
e_water_ocean
e_water_ocean_adaptive
e_water_ocean_quality
e_water_ocean_sun_reflection
e_water_ocean_tesselation
e_water_ocean_tesselationadd
e_water_render_cull_terrain
e_water_render_distance
e_water_volumes
e_weather_change_immediate
e_weather_change_speed
e_weather_cutscene
e_weather_enable
e_weather_fx_enable
e_weather_interp_speed
e_widescreen
e_world_env_info
r_check_texture
r_depth_buffer
r_DisplayInfo
r_fx_draw
r_mrt_glow
r_mrt_lightmaps
r_NoPS20
r_NoPS20_Hardware_Level
r_OrthogonalCamera
r_OrthogonalCameraZmin
r_plsm_object
r_plsm_terrain
r_plsm_vegetation
r_pssm_object
r_pssm_terrain
r_pssm_vegetation
r_Quality_BumpMapping
r_ShaderModel
r_VolumetricFog
r_water_distance_far
r_WaterReflections
r_WaterRefractions
r_WaterUpdateDeltaAngle
r_WaterUpdateDistance
r_WaterUpdateFactor
r_waterupdateFactorLimit
globaly :
E_ - 효과
es_ I-실재물 시스템
R_ - 렌더링
CA_ - 애니메이션
SYS_ - 시스템 거즈
G_ - GPU 거즈
S_ - 소리
F_ - 글꼴
pe_ - 입자의 실체
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