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Message HrzProtocol.ViewerOptions

Defined in hrz/protocol/viewer/options.proto.


worker_count: uint32

Maximum number of workers created. Default: defined based on hardware capacities.


run_actors_on_main_thread: bool

Run actors on the main thread, this helps with debugging. Default: false


log_filter_level: uint32

Logging system verbosity. The higher the value the more messages will be filtered-out. Horizon has four severity levels. A value of 0 keeps all log messages while a maximum value of 3 only keeps error messages. Default: 0


user_agent: string

[DESKTOP ONLY] User-agent given to cURL. Default: “Horizon/VERSION_NUMBER”


graphics_level: HrzProtocol.GraphicsLevel

Sets the graphics level for the application. Default: Auto


graphics_settings_overrides: HrzProtocol.GraphicsSettingsOverrides

Overrides the graphics settings dictated by the graphics level. Default: no setting is overriden.


force_render: bool

Redraw every frame explicitly, even when nothing has changed. Default: false


force_flat_overlay_render: bool

Redraw the flat overlays every frame, even when nothing has changed. This also causes the scene to be drawn every frame, like force_render. Default: false


disable_events_capture: bool

Disables system events captured by the engine. When this is true, use the ViewerService.SendEvents method to send events to the engine. Otherwise nothing will be active. Default: false


internal_integration: bool

For internal use only, please ignore. Enables some basic interactions from the engine itself. Default: false


key_bindings: HrzProtocol.KeyInteractionBindings

Let the user specify keys that map to specific actions.


raster_provider_tile_cache_size: uint32

Default tile cache size for raster providers, in number of tiles. A typical value for desktop environments is 150. A typical value for web environments is 0, as the browser’s cache is present. The value can be overridden for each provider individually, if desired. Default: 0


blob_memory_pool_size: uint64

How much memory is used by the internal blob allocator, in bytes. If the system allocator is used for blobs, a value of 0 means that no limit is explicitly set. Default: 300 MiB


max_wasm_memory_size: uint64

[WEB ONLY] How much memory is allocated for the WASM VM at maximum, in bytes. Up to 4 GiB, as WASM is a 32-bit architecture. Default: 800 MiB


use_system_allocator_for_blobs: bool

Pass all blob allocations and deallocations to the system memory allocator. Only set this option to true on systems with virtual memory, i.e. not on the web.


max_video_memory_size: uint32

How much data can be uploaded to the GPU memory at maximum, in bytes. A value of 0 means that no limit is explicitly set. Default: 0


native_http_cache_size: uint32

[DESKTOP ONLY] Size in bytes of the HTTP cache. Settings this value below 1MB disables caching. This options only affects the native version as the web version uses the browser’s cache.


native_http_referrer: string

[DESKTOP ONLY] Value of the Referer header of HTTP requests made by the native version.


disable_terrain: bool

Disables all systems related to the terrain, including imagery and DTM rasters, and editable shapes. Default: false


disable_terrain_adaptive_resolution: bool

Disables terrain adaptive resolution, which improves terrain geometry at high elevations. Turn off if you encounter issues with terrain geometry when a DTM layer is set up.


disable_flat_overlays: bool

Disables flat overlay representations, whether they are drawn over the terrain or 3D Tiles. Default: false


show_loading_screen: bool

Shows a loading screen while shaders are being created. Default: false


loading_screen_background_color: HrzProtocol.Color

Background color for the loading screen. Default: (0, 0, 0, 1) (i.e. opaque black)


force_shader_compilation: bool

Forces to compile and link all the shaders before the first frame. It results in longer loading times but has the benefit of avoiding stuttering due to shader compilation when using the engine afterwards. Enabling this on desktop may be a good idea. Yet, tests have shown heterogenous results in browsers. Chrome looks to be a good candidate for activating this option while Firefox on the other hand isn’t. Default: false


device_pixel_ratio: float

Web only. Ratio from physical device pixels to logical pixels. Web pages are build with an idealised pixel size, that is roughly constant from one device to another, in order to lessen the differences between devices and their screens. Traditionally, desktop screens have a pixel density of about 96 pixel per inch (2.54 cm), i.e. 96 DPI. (The actual logical pixel size varies from device to device, and is also affected by other parameters such as the page zoom level.) These screens have one actual, device pixel for each logical pixel. Some devices have better screen densities (high DPI values, with smaller pixels) and can fit more than one device (i.e. screen) pixel in one logical pixel. However higher values of the ratio require drawing more pixels, which can affect performance negatively. Hence this setting can be used to artificially lower the ratio and get some performance back on devices with high DPI but low-power GPUs, like tablets and mobile phones.