| Field | Type | Offset | Description | Notes |
|---|---|---|---|---|
| lowerFpsThreshold | f32 | 0x0 | If the FPS falls below this amount, then the load balancer level increases by 1. | |
| upperFpsThreshold | f32 | 0x4 | If the FPS exceeds this amount, then the load balancer level reduces by 1. | |
| lowerFpsContinousCount | u32 | 0x8 | If the FPS falls below this amount for the specified number of consecutive frames, the load balancer level increases by 1. | |
| upperFpsContinousCount | u32 | 0xc | If the FPS exceeds this amount for the specified number of consecutive frames, the load balancer level reduces by 1. | |
| downAfterChangeSleep | u32 | 0x10 | The number of frames to ignore monitoring for after a load balancer level reduction. | |
| upAfterChangeSleep | u32 | 0x14 | The number of frames to ignore monitoring for after a load balancer level increment. | |
| postProcessLightShaft | u8 | 0x18 | The filter level to use for this post process effect. | |
| postProcessBloom | u8 | 0x19 | The filter level to use for this post process effect. | |
| postProcessGlow | u8 | 0x1a | The filter level to use for this post process effect. | |
| postProcessAA | u8 | 0x1b | The filter level to use for this post process effect. | |
| postProcessSSAO | u8 | 0x1c | The filter level to use for this post process effect. | |
| postProcessDOF | u8 | 0x1d | The filter level to use for this post process effect. | |
| postProcessMotionBlur | u8 | 0x1e | The filter level to use for this post process effect. | |
| postProcessMotionBlurIteration | u8 | 0x1f | The reduction amount to apply to motion blur iterations. | |
| reserve0 | dummy8 | 0x20 | This field is padding. | |
| shadowBlur | u8 | 0x21 | The blur level to use for shadows. | |
| sfxParticleHalf | u8 | 0x22 | The reduction amount to apply to SFX emitter count. | |
| sfxReflection | u8 | 0x23 | The reduction amount to apply to SFX reflection. | |
| sfxWaterInteraction | u8 | 0x24 | The reduction amount to apply to SFX water interaction. | |
| sfxGlow | u8 | 0x25 | The reduction amount to apply to SFX glow. | |
| sfxDistortion | u8 | 0x26 | The reduction amount to apply to SFX distortion. | |
| sftSoftSprite | u8 | 0x27 | The reduction amount to apply to SFX soft sprites. | |
| sfxLightShaft | u8 | 0x28 | The reduction amount to apply to SFX light shafts. | |
| sfxScaleRenderDistanceScale | u8 | 0x29 | Adjust the render distance of SFX in the reduced buffer based on SFX distance. | |
| dynamicResolution | u8 | 0x2a | The level of dynamic resolution to use. | |
| shadowCascade0ResolutionHalf | u8 | 0x2b | Reduce the resolution of shadows (cascade 0) by half. | |
| shadowCascade1ResolutionHalf | u8 | 0x2c | Reduce the resolution of shadows (cascade 1) by half. | |
| chrWetDisablePlayer | u8 | 0x2d | Disable wetness for the host player. | |
| chrWetDisableRemotePlayer | u8 | 0x2e | Disable wetness for the client players. | |
| chrWetDisableEnemy | u8 | 0x2f | Disable wetness for enemies. | |
| dynamicResolutionPercentageMin | u8 | 0x30 | The minimum limit for dynamic resolution. | |
| dynamicResolutionPercentageMax | u8 | 0x31 | The maximum limit for dynamic resolution. | |
| sfxBulletCartridgeParticleEnableDist | u16 | 0x32 | The distance at which cartridges will be generated, if the distance between the generation location and the camera is within this value. In metres. | |
| sfxLowerFpsThreshold | f32 | 0x34 | If the FPS falls below this amount due to SFX, then the load balancer level increases by 1. | |
| dynamicResolutionMinChangePeriod | u16 | 0x38 | The minimum change duration for each reduction step when reducing the resolution due to poor performance. | |
| dynamicResolutionStartResolution | u16 | 0x3a | The initial resolution percentage for dynamic resolution (based on the the used resolution). | |
| reserve1 | dummy8 | 0x3c | This field is padding. |