Graphics parameters
- Last UpdatedJul 16, 2025
- 10 minute read
This topic describes Graphics parameters for the config.xml application configuration file.
Graphics
The Graphics section contains the configuration for many engine rendering related functionalities.
Render Path
By setting the Graphics.renderSetupFilePath, you can define:
-
The type of rendering pipeline to use: Specify between HDR (default) and FGI.
-
The output type to use: Select from the various options supported by the framework, such as screen, stereo modes, and VR devices.
Default value
./GameData/Viewport/rendersetup_default.xml
Details
The Render Setup configuration file path.
Possible values are:
-
default=./GameData/Viewport/rendersetup_default.xml
-
FGI=./GameData/Viewport/rendersetup_fgi.xml
-
oculus rift=./GameData/Viewport/rendersetup_oculus.xml
-
oculus rift FGI=./GameData/Viewport/rendersetup_oculus_fgi.xml
-
VIVE (openvr)=./GameData/Viewport/rendersetup_openvr.xml
-
VIVE (openvr) FGI=./GameData/Viewport/rendersetup_openvr_fgi.xml
-
openxr=./GameData/Viewport/rendersetup_openxr.xml
-
openxr FGI=./GameData/Viewport/rendersetup_openxr_fgi.xml
-
dualhead=./GameData/Viewport/rendersetup_dualhead.xml
-
dualhead FGI=./GameData/Viewport/rendersetup_fgi_dualhead.xml
-
side by side=./GameData/Viewport/rendersetup_dualhead_sidebyside.xml
-
side by side FGI=./GameData/Viewport/rendersetup_fgi_dualhead_sidebyside.xml
For more information, see Supported render paths.
Fullscreen and windowed modes
The AVEVA™ XR engine can be started in two modes, Windowed and Fullscreen. These modes can be switched using the Graphics.window.fullscreen parameter.
When the engine is started in Windowed mode, it is possible to access both debug and profiling functionalities that are not accessible in Fullscreen mode (if these have been enabled in the Scene section). Therefore, Windowed mode is generally used to debug the application.
Default fullscreen is hardware fullscreen, so the rendered image is directly shown on the video output. In some cases, it can be necessary to disable this behavior. By setting to True, the Graphics.window.skipHWFullscreen parameter the image is shown inside a borderless fullscreen window.
VR mirroring
Both Oculus and OpenVR devices offer options to show a mirrored image on the application screen that represents what the user sees inside the device.
Clipping planes
There is a specific flag for enabling the use of clipping planes inside the application.
Graphics parameters
This is a list of Graphics parameters for the config.xml application configuration file.

|
Parameter |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
renderSetupFilePath |
senum |
Yes |
Yes |
The render setup configuration file path. This configuration determines both which rendering pipeline to use (HDR or FGI) and which output mode or device to use (screen, stereo modes, oculus, or openvr). |
Window properties
The windows properties contain the configuration related to the aspect and behavior of the window hosting the application.

|
window |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
orientation |
senum |
No |
iOS and Android |
The preferred UI orientation of the app. Accepts the following values.
|
|
width |
sint |
Yes |
No |
Window width in windowed mode. |
|
height |
sint |
Yes |
No |
Window height in windowed mode. |
|
fullScreenWidth |
sint |
Yes |
No |
FullScreen display width. |
|
fullScreenHeight |
sint |
Yes |
No |
FullScreen display height. |
|
posx |
sint |
Yes |
No |
Window position x (-1 to centre on desktop). Used only in windowed mode. |
|
posy |
sint |
Yes |
No |
Window position y (-1 to centre on desktop). Used only in windowed mode. |
|
useCustomRenderResolution |
sbool |
Yes |
No |
When set to true, the application is rendered using the resolution provided in the fields Graphics.window.customRenderWidth and Graphics.window.customRenderHeight. |
|
customRenderWidth |
sint |
Yes |
No |
Rendering width when setting useCustomRenderResolution to true. |
|
customRenderHeight |
sint |
Yes |
No |
Rendering height when setting useCustomRenderResolution to true. |
|
fullScreen |
sbool |
Yes |
No |
When set to true, the application starts in full screen. When set to false, the application starts in Windowed mode. |
|
hideControls |
sbool |
Yes |
No |
When set to true, the application is started in a window with no close, maximize, and minimize buttons. |
|
backgroundColor |
scolor3 |
Yes |
No |
Background color (R,G,B). This color displays as the window background color and is visible where nothing is drawn. |
|
showCursor |
sbool |
Yes |
No |
When enabled, the mouse cursor displays over the rendered screen. |
|
interactive |
sbool |
Yes |
No |
Enables or disables interaction with mouse and keyboard. |
|
skipHWFullscreen |
sbool |
Yes |
No |
This setting is used only when the application is in fullscreen mode. If set to true, the application renders to a borderless fullscreen window, instead of rendering in hardware fullscreen |
|
windowResizeMode |
senum |
Yes |
No |
Provides available options for window resize mode. The available options are:
|
|
renderWhenIconified |
sbool |
Yes |
No |
When set to true, this parameter forces the XR engine to render even when the container is iconified. |
|
adapterOutputName |
sstring |
Yes |
Yes |
Determines the Monitor to use to render the app in Fullscreen mode. |
adapterOutputName
The adapterOutputName field enables you to select a specific monitor to be used to render the application in Fullscreen mode.
This field is set to auto by default. When set to auto, the first monitor associated with the graphics adapter used by XR engine will be automatically selected.
fullScreenWidth, fullScreenHeight
The fullScreenWidth and fullScreenHeight fields enable you to select a specific screen resolution to use in fullscreen mode.
These fields are set to 0 (Auto-select) by default. When set to 0 (Auto-select), the native resolution of the monitor used by XR engine to render the application will be automatically applied.
Display properties
These properties determine the display related configurations.

|
display |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
adapterSetup |
sstring |
Yes |
Yes |
Determines the graphics card to be used by the engine. |
|
refreshRate |
sint |
Yes |
No |
Fullscreen refresh rate. |
|
backBuffers |
sint |
Yes |
No |
Number of back buffers. |
|
vsynch |
sbool |
Yes |
No |
Enables vsynch. |
|
debug |
Yes |
No |
||
|
d3dDebugMode |
sbool |
Yes |
No |
Enables D3D debugging information. |
|
headless |
sbool |
Yes |
No |
When this parameter is enabled, all popup message boxes will be suppressed and their information written to the log. The debug panel, 3D view, and log view will no longer display and fatal errors will cause the process to terminate rather than block. |
adapterSetup
The adapterSetup field enables you to select a specific graphics adapter to be used by XR engine.
This field is set to auto by default. When set to auto, the graphics card with the highest available memory will be automatically selected.
refreshRate
The refreshRate field enables you to select a specific refresh rate to use in fullscreen mode.
This field is set to 0 (Auto-select) by default. When set to 0 (Auto-select), the native refresh rate of the monitor used by XR engine to render the application will be automatically applied.
Detail properties
These parameters adapt the visual quality in order to maximize performance.

|
detail |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
textureRes |
sstring |
Yes |
No |
Texture Resolution. Values are: High=High, Medium=Medium, Low=Low, VeryLow=VeryLow, 2×2=2×2, OneForAll=OneForAll. |
|
maxLightsPerMesh |
sint |
Yes |
Yes |
Maximum lights that a mesh can use inside a shader. |
|
maxLightProbesPerMesh |
sint |
Yes |
Yes |
Maximum light probes that a mesh can use inside a shader. |
|
maxLightsPerMeshForProbesGeneration |
sint |
Yes |
Yes |
Maximum lights that a mesh can use inside a shader (during LightProbes generation). The range is 1 to 64. |
|
maxSpecialSilhouetteObjects |
sint |
Yes |
No |
Maximum concurrent RVM/RFC objects that can have a silhouette active at the same time (n for RVM, n for RFC). |
Mipmaps properties
These properties relate to automatic Mipmap generation and caching.

|
mipmaps |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
generate |
sbool |
Yes |
Yes |
Automatically generates mipmaps for textures that do not have them. DDS files are excluded. |
|
enableCache |
sbool |
Yes |
Yes |
Enables a cache system to save the generated textures |
Geometry properties
The geometry property is related to geometry caching.

|
geometry |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
enableCache |
sbool |
Yes |
No |
Enables a cache system to speed up loading times. |
Lod properties
These parameters are used to customize engine LOD behavior.

|
lod |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
meshValuesModifier |
sfloat |
Yes |
No |
This is a multiplier to LOD ranges. To display the mesh LODs further away use a number above 1; otherwise use below 1. |
Shaders properties
Parameters for customizing the shader compilation.

|
shaders |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
enableCache |
sbool |
Yes |
No |
Enables a cache system to speed up loading times. |
Shadows properties
These parameters set the default shadowcasting behaviors for those meshes whose material does not explicitly define it.

|
shadows |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
defaultCastShadows |
sbool |
Yes |
Yes |
Default value for objects without the cast shadows flag. |
|
defaultReceiveShadows |
sbool |
Yes |
Yes |
Default value for objects without the receive shadows flag. |
Physx properties
PhysX is a realtime physics engine that can be used to simulate physical behaviors like kinematics, collisions, and particles.

|
physx |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
simPerSec |
sint |
Yes |
No |
Simulation cycles per second. The range is 1 to 120. |
|
numCPUThreads |
sint |
Yes |
No |
Number of CPU threads. The range is 1 to 8. |
|
enableGPU |
sbool |
Yes |
No |
Enables GPU for physics computations. |
|
enablePVD |
sbool |
Yes |
No |
Enables PhysX Visual Debugger. |
Culling properties
Culling techniques can be used to improve rendering performances by culling out objects from being rendered.

|
culling |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
screenSpace |
Yes |
No |
Screen space culling can improve rendering performance by avoiding render of objects whose screen space occupation percentage is lower than a threshold. |
|
|
enable |
sbool |
Yes |
No |
Enables/disables automatic screen space culling. |
|
percent |
sfloat |
Yes |
No |
Percent (along the X axis) after which the object is culled. The range is 0 to 100. |
|
noCullingDistance |
sfloat |
Yes |
No |
Objects whose distance is less than value will skip the screen space test. The range is zero (0) to infinity. |
|
occlusion |
Yes |
Yes |
Hardware occlusion culling cuts out geometry from rendering if it is completely occluded by another geometry (POPMesh specific). |
|
|
enable |
sbool |
Yes |
Yes |
Enables hardware occlusion culling |
|
minVerticesForQuery |
sint |
Yes |
Yes |
Required amount of vertices for an object to test it's occlusion |
Oculus properties
These properties are used by the engine when the Graphics.renderSetupPath is set to Oculus. They allow customization of Oculus-related parameters.

|
oculus |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
mirrorScreen |
sbool |
Yes |
No |
If set to True, mirror image will display on the application window shown on the monitor. |
|
mirrorScreenOptions |
senum |
Yes |
No |
Selecting RightEyeAndGuardian instead of Default enables the display of the Oculus guardian and other information that is directly managed by Oculus drivers. |
|
log |
sbool |
Yes |
No |
Log for Oculus messages. |
Openvr properties
These properties are used by the engine when the Graphics.renderSetupPath is set to Openvr. They allow customization of Openvr-related parameters.
|
openvr |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
mirrorScreen |
sbool |
Yes |
No |
If set to True, mirror image will display on the application window shown on the monitor. The mirror image shows a single eye point of view. |
Rfc properties
These parameters customize RFC content visualization.
|
rfc |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
lodAreaMultiplier |
Yes |
No |
Scales the screen area to choose the LOD (increase to make the hi-def LODs appear sooner (inf). |
|
|
minVisiblePercentArea |
Yes |
No |
Below this percent of screen area (x*y), the object will be culled (b.sphere test) (inf). |
|
|
pickingLOD |
Yes |
No |
LOD used when picking. |
clipPlanes properties
These parameters are for customizing clipping functionalities.

|
clipPlanes |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
enable |
sbool |
Yes |
No |
Enables clip planes and clip volumes. |
Debug properties
The debug properties enable debug functionalities to use during development phase.

|
debug |
Type |
Support for Windows platform |
Support for Portable platforms |
Description |
|---|---|---|---|---|
|
saveRTCubeMaps |
sbool |
Yes |
No |
Saves realtime cubemaps when generated for the first time. |
|
saveRTHeightMaps |
sbool |
Yes |
No |
Saves realtime heightmaps when generated for the first time. |

