// For iGPUs and weak GPUs

r_glint_procedural 1 // Use CPU eye glinting for iGPUs
r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and then has the GPU
                // quickly render the scene in a second pass, with the visible parts of the scene already
                // calculated
mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for iGPUs

echo "iGPU preset applied"

// For iGPUs and weak GPUs

r_glint_procedural 1 // Use CPU eye glinting for weak GPUs
r_fastzreject 1 // Renders first pass of a scene with a z-buffer on the CPU and then has the GPU
                // quickly render the scene in a second pass, with the visible parts of the scene already
                // calculated
mat_tonemapping_occlusion_use_stencil 1 // Use stencil buffer for weak GPUs
rope_averagelight 0 // Simplify rope lighting for weak GPUs, at the cost of a bit of CPU time

echo "iGPU preset applied"

Comment updates, add rope optimization
Comment updates, add rope optimization