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(This file as well as the default display profiles used in ProfitUI are 
 near 1:1 copies from Milquetowst InfoCenter (which is included as well)
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CUSTOMIZING DISPLAY SETTINGS PROFILES

Customizing the display settings profiles called up by the buttons in the Video Controls Window  isn't difficult, but unfortunately, it isn't exactly easy, either.

First, of course, you need to tweak all the display settings in the game so that they are what you want them to be. Then exit the game.

Second, load into your favorite text editor the XML file from the ProfitUI folder which corresponds to the button you wish to customize.  Also load into the editor the "eq2_recent.ini" file from your main EQ2 directory.

Third, carefully go through the XML file and alter the settings definitions to match the definitions you find in your configuration file. Note that each definition appears twice.

(The list below details which settings definition in the files corresponds to each setting in the game. So if you only tweaked one or two settings, you'll be able to tell exactly what you should look for and change!)

Finally, make a backup copy of your revised button file. The next time you update ProfitUI, the default version of the file will overwrite your modified version, and without a backup copy, you'll have to start all over again from scratch!

-- Darryl


PERFORMANCE

Graphics Resolution ......................... r_frame_buffer_scale
Lighting Resolution ......................... r_light_buffer_scale
Rendering Distance .......................... o_max_farplane
Complex Shader Distance ..................... r_fast_layer_min_distance

TEXTURE RESOLUTION

Texture Resolution .......................... cl_textureshrink
Character Texture Resolution ................ cl_charactertextureshrink
Character LOD Texture Resolution ............ r_texture_lodding_shrink

ATMOSPHERIC EFFECTS

Enable Bloom Effect ......................... r_bloom
Atmospheric Bloom ........................... r_bloom_atmospheric
Heat Shimmer ................................ r_heatshimmer

WATER

Underwater Distortion ....................... r_underwaterdistortion
Water Interaction ........................... r_splashes
Splash Particles ............................ splash_particles_enabled
Animate Procedural Textures ................. r_update_procedural_textures
Ocean ....................................... r_drawocean_quality
Environment Cube Map Updates ................ r_envcube_updates
Reflections ................................. r_reflections
Reflections Inside a House .................. r_reflectionsinhouse

PARTICLE EFFECTS

Particle Quality ............................ r_particle_priority
Max Spell Results Per Character ............. num_active_spell_results
Show Particles in Reflections ............... r_particlesinreflections
Show Particles in Reflections Inside Houses . r_particlesinreflectionsinhouse
Particle Level of Detail (Far) .............. r_particle_lod_scale
Particle Level of Detail (Near) ............. r_point_particle_near_plane
Maximum Particle Size ....................... r_point_particle_max_size

LIGHTING

Light Quality ............................... r_light_priority
Max Player Torches .......................... r_max_torches
Max Torch Intensity ......................... r_torch_intensity
Max Lights .................................. r_max_lights
Specular Lighting ........................... r_light_spec
Additional Specular While Raining ........... r_rain_spec
Max Spec Lights ............................. r_max_spec_lights
Max Bumpy Point Distance .................... r_light_bump_max_distance
Minimum Ambient Light ....................... r_min_dir_ambient_intensity

SHADOWS

Shadow Quantity ............................. r_shadow_priority
Shadows ..................................... r_shadows
Torch Shadows ............................... r_shadows_torch
Character Shadows ........................... r_shadows_characters
Environment Shadows ......................... r_shadows_other
Shadows From Off-Screen ..................... r_shadows_keep
Specular Shadows ............................ r_shadows_spec
											  
MODEL DETAIL

Level of Detail Bias ........................ cl_lod_scale
Maximum Triangle Density .................... cl_lod_tridensity
High Detail Characters ...................... r_ec_max_lod0
Low Detail Characters ....................... r_ec_max_lod1

ANIMATION

Minimum Animation Rate ...................... r_min_anim_update_rate
Fast Animation Distance ..................... r_anim_update_start
Animation Weighting Quality ................. r_initial_point_weight
Cloth Simulation ............................ r_particle_cloth

FLORA

Flora ....................................... r_flora
Flora Displacement .......................... r_flora_displacement
Flora Radius ................................ r_flora_radius_scale
Flora Density ............................... r_flora_density_scale
