[Public]
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseVSync,Title="V-Sync",Description="Enables or disables vertical synchronization.",Value("On"),Value("Off"),Value("Adaptive"))
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=RefreshRate,Title="Refresh Rate",Description="If set to a non-zero value, XOpenGL will attempt to set the monitor refresh rate to the configured value when switching to fullscreen mode. This setting only works on Windows.")

Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=OpenGLVersion,Title="OpenGL profile",Description="Selects the OpenGL profile. GPUs for embedded and mobile devices generally only support the ES profile, whereas desktop GPUs can often use both.",Value("Core"),Value("ES"))
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=ShareLists,Title="Share Lists",Description="Setting this to true allows different instances of XOpenGL to share texture resources. This leads to lower overall resource consumption in Unreal Editor, but has no effect in-game.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseBufferInvalidation,Title="Buffer Invalidation",Description="If set to true, XOpenGL will tell the GPU (driver) when it can safely discard the contents of a rendering buffer. Setting this option to true can improve rendering performance for certain GPUs and GPU drivers.")

Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=GammaMultiplier,Title="Gamma Multiplier",Description="Applies gamma correction to game viewport. We currently do this by multiplying the game's brightness. Setting GammaMultiplier to values larger than 1.0 increases overall brightness. Values below 1.0 reduce overall brightness.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=GammaMultiplierUED,Title="Gamma Multiplier UEd",Description="Applies gamma correction to editor viewport. We currently do this by multiplying the game's brightness. Setting GammaMultiplierUED to values larger than 1.0 increases overall brightness. Values below 1.0 reduce overall brightness.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=GammaOffsetScreenshots,Title="Gamma Offset Screenshots",Description="Applies gamma correction to in-game screenshots. Contrary to the aforementioned viewport gamma correction, our screenshot gamma correction applies a non-linear correction to the image. Higher values lead to stronger corrections.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=GammaCorrectScreenshots,Title="Gamma Correct Screenshots",Description="Gamma Correct Screenshots")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=AlwaysMipmap,Title="Always Mipmap",Description="If set to true, XOpenGL will automatically create mipmaps for high-resolution textures that were saved as single images (without lower-resolution mips). Enabling this option can improve the game frame rate, but cause some minor stuttering.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=GenerateMipMaps,Title="Generate MipMaps",Description="If set to true, XOpenGL will only upload the highest-resolution image of each mipmap to the GPU, and it will use the GPU to generate the lower-resolution mips. Enabling this option can be useful when you're rendering textures that were saved with bad mipmap filters.")

Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=LODBias,Title="LODBias",Description="Changes the level of detail for textures applied to distant surfaces and objects. Higher values increase the level of detail. Lower values decrease it. We recommend keeping the default setting.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=DetailMax,Title="Detail Max",Description="Sets the number of detail textures. If set to a non-zero value, this setting can increase the level of detail on certain meshes and surfaces. Detail texturing does, however, reduce the game frame rate.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=MacroTextures,Title="Macro Textures",Description="If set to true, XOpenGL will apply macro textures to applicable surfaces and meshes. Macro textures can improve the level of rendering detail for large surfaces (such as terrain). Disabling macro textures can (slightly) improve rendering performance.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=BumpMaps,Title="Bump Maps",Description="If set to true, XOpenGL will apply bump map textures to applicable surfaces and meshes. Bump maps create an illusion of depth on object surfaces, but were not widely used in vanilla content for Unreal and Unreal Tournament. Disabling this option can (slightly) improve rendering performance.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=ParallaxVersion,Title="Parallax Version",Description=" If enabled, XOpenGL will apply parallax height maps to applicable surfaces. Parallax mapping gives surfaces more apparent depth and looks vastly more realistic than bump mapping. None of the vanilla content for Unreal and Unreal Tournament used parallax mapping.",Value("Disabled"),Value("Basic"),Value("Occlusion"),Value("Relief"))

Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseAA,Title="Enable MSAA",Description="If enabled, XOpenGL will use Multisampling Anti Aliasing (MSAA). MSAA improves image quality by smoothing jagged edges. It does, however, reduce the game's frame rate. We recommend disabling this option on lower-end GPUs.",RequireRestart)
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=NumAASamples,Title="MSAA Samples",Description="Sets the number of MSAA samples. Higher values lead to stronger smoothing and, therefore, better image quality. Lower values lead to worse image quality but better frame rates. This setting has no effect if UseAA is set to False. NumAASamples is subject to hardware limitations. The typical minimum value is 2. The typical maximum value is 16.",Value(2),Value(4),Value(8),Value(16),RequireRestart)
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=NoAATiles,Title="No AA Tiles",Description="If set to true, XOpenGL will not apply MSAA to 2D tiles such as HUD elements. You will probably want to keep this option enabled!")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=NoFiltering,Title="No Filtering",Description="If set to true, XOpenGL will disable texture filtering. Texture filtering makes distant objects appear sharper, but also decreases the game's frame rate.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseTrilinear,Title="Trilinear",Description="If set to true, XOpenGL will use trilinear texture filtering. If set to false, XOpenGL will use bilinear filtering. Trilinear filtering improves image quality, but (slightly) reduces the game frame rate.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=MaxAnisotropy,Title="Max Anisotropy",Description="Sets the number of anisotropic filtering samples. If set to values higher than 0.0, XOpenGL will use anisotropic texture filtering. Anisotropic filtering produces even sharper images than trilinear filtering by accounting for the camera viewing angle. Higher values will increase the number of anisotropic samples and will lead to sharper images. Lower values decrease sharpness but improve frame rates. As with MSAA, anisotropic filtering is subject to hardware limitations. Typical GPUs support 2, 4, 8, or 16 anisotropic samples.",Value("0=Disabled"),Value("2=2x"),Value("4=4x"),Value("8=8x"),Value("16=16x"))

Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseOpenGLDebug,Title="OpenGL Debug",Description="If set to true, XOpenGL enables the OpenGL driver's debug extension. This makes the driver run sanity checks on all OpenGL commands and report errors in the game if necessary.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=DebugLevel,Title="Debug Level",Description="Sets the verbosity level for the OpenGL debug extension. If you set this option to 3, XOpenGL will report all warnings and errors. This option has no effect if OpenGL Debug is set to false.",Value(0),Value(1),Value(2),Value(3))
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=NoBuffering,Title="No Buffering",Description="If set to true, XOpenGL will immediately flush all rendering buffers and issue rendering calls after processing a call by the game's rendering subsystem.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=NoDrawComplexSurface,Title="No Draw Complex Surface",Description="If set to true, XOpenGL will not render BSP surfaces.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=NoDrawGouraud,Title="No Draw Gouraud",Description="If set to true, XOpenGL will not render any of the gouraud meshes that are rendered via the DrawGouraudPolygon API.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=NoDrawGouraudList,Title="No Draw Gouraud List",Description="If set to true, XOpenGL will not render any of the gouraud meshes that are rendered via Unreal 227's DrawGouraudPolyList or Unreal Tournament 469's DrawGouraudTriangles APIs.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=NoDrawTile,Title="No Draw Tile",Description="If set to true, XOpenGL will not render any tiles through the DrawTile API.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=NoDrawSimple,Title="No Draw Simple",Description="If set to true, XOpenGL will not render any lines and shapes through APIs such as Draw2DLine.")

Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseHWClipping,Title="HW Clipping",Description="If set to true, XOpenGL will ask the rendering subsystem not to pre-clip mesh faces on the CPU. This setting improves rendering performance, and should be supported on all GPUs XOpenGL can feasibly run on.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseBindlessTextures,Title="Bindless Textures",Description=" If set to true, XOpenGL will attempt to render textures without binding them to a texture unit. This increases rendering throughput and performance, but requires a somewhat modern GPU. If the GPU does not support bindless textures, XOpenGL will automatically disable this option while the game/editor is running.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseBindlessLightmaps,Title="Bindless Lightmaps",Description="This setting determines whether lightmaps should be bound to texture units while rendering. Setting this option to false can increase rendering performance on older GPUs that only support a limited number of bindless textures. For any reasonably modern GPU, we recommend keeping this option enabled. This setting has no effect if UseBindlessTextures is set to false.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=MaxBindlessTextures,Title="Max Bindless Textures",Description="Sets the maximum number of bindless textures XOpenGL is allowed to store in GPU memory at any given time. If set to 0, XOpenGL automatically determines how many bindless textures it can store on the GPU based on the GPU's capabilities (i.e., based on its support for SSBOs, int64 type support in GLSL, and the maximum uniform buffer size).")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseShaderDrawParameters,Title="Shader Draw Parameters",Description="If set to true, XOpenGL will attempt to pass the parameters for every draw call in a shader storage buffer object (SSBO). This allows XOpenGL to issue multiple rendering commands without having to synchronize with the GPU. UseShaderDrawParameters typically increases rendering throughput and performance, but requires a modern GPU. If the GPU does not support SSBOs, XOpenGL will automatically disable this option while the game/editor is running.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseLightmapAtlas,Title="Lightmap Atlas",Description="If set to true, XOpenGL will ask the rendering subsystem to merge all lightmaps into a single atlas texture. This option can massively increase rendering performance and lower overall resource consumption. It also makes XOpenGL use far fewer bindless textures.")

Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseSRGBTextures,Title="sRGB Textures",Description="If set to true, XOpenGL will use an sRGB frame buffer to render to.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=SimulateMultiPass,Title="Simulate Multi Pass",Description="Enables multipass rendering.")

Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UsePrecache,Title="Precaching",Description="If checked, all textures will be precached onto video memory.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=DetailTextures,Title="Detail Texturing",Description="If checked, enables Detail Texturing.")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=DescFlags,Title="DescFlags",Description="DescFlags")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=Description,Title="Description",Description="Description")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=HighDetailActors,Title="HighDetailActors",Description="HighDetailActors")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=Coronas,Title="Coronas",Description="Coronas")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=ShinySurfaces,Title="ShinySurfaces",Description="ShinySurfaces")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=VolumetricLighting,Title="VolumetricLighting",Description="VolumetricLighting")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UseHWLighting,Title="UseHWLighting",Description="UseHWLighting")
Property=(Config,Class=XOpenGLDrv.XOpenGLRenderDevice,Name=UsePersistentBuffers,Title="UsePersistentBuffers",Description="UsePersistentBuffers")
