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Sticky2000

Engine.ini

Dec 31st, 2024 (edited)
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INI file 84.56 KB | Gaming | 0 0
  1. ; Engine.ini located C:\Users\%username%\AppData\Local\TEKKEN 8\Saved\Config\Windows
  2. ; Remember to set the file as read-only in file properties
  3.  
  4. [Core.System]
  5. Paths=../../../Engine/Content
  6. Paths=%GAMEDIR%Content
  7. Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
  8. Paths=../../../Engine/Plugins/Animation/ControlRig/Content
  9. Paths=../../../Engine/Plugins/Animation/DeformerGraph/Content
  10. Paths=../../../Engine/Plugins/Animation/IKRig/Content
  11. Paths=../../../Engine/Plugins/Bridge/Content
  12. Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
  13. Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
  14. Paths=../../../Engine/Plugins/Developer/Concert/ConcertSync/ConcertSyncClient/Content
  15. Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content
  16. Paths=../../../Engine/Plugins/Editor/ConsoleVariablesEditor/Content
  17. Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
  18. Paths=../../../Engine/Plugins/Editor/ModelingToolsEditorMode/Content
  19. Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content
  20. Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content
  21. Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
  22. Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
  23. Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content
  24. Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
  25. Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
  26. Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
  27. Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
  28. Paths=../../../Engine/Plugins/Experimental/ColorCorrectRegions/Content
  29. Paths=../../../Engine/Plugins/Experimental/Dataflow/Content
  30. Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
  31. Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
  32. Paths=../../../Engine/Plugins/Experimental/GeometryScripting/Content
  33. Paths=../../../Engine/Plugins/Experimental/Landmass/Content
  34. Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
  35. Paths=../../../Engine/Plugins/Experimental/UVEditor/Content
  36. Paths=../../../Engine/Plugins/Experimental/Volumetrics/Content
  37. Paths=../../../Engine/Plugins/FX/CascadeToNiagaraConverter/Content
  38. Paths=../../../Engine/Plugins/FX/HoudiniNiagara/Content
  39. Paths=../../../Engine/Plugins/FX/NiagaraFluids/Content
  40. Paths=../../../Engine/Plugins/FX/Niagara/Content
  41. Paths=../../../Engine/Plugins/JsonBlueprintUtilities/Content
  42. Paths=../../../Engine/Plugins/Marketplace/DLSS/Content
  43. Paths=../../../Engine/Plugins/Marketplace/FSR2/Content
  44. Paths=../../../Engine/Plugins/Marketplace/NiagaraUIRenderer/Content
  45. Paths=../../../Engine/Plugins/Marketplace/VertexAnimToolset/Content
  46. Paths=../../../Engine/Plugins/Marketplace/XeSS/Content
  47. Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
  48. Paths=../../../Engine/Plugins/Media/MediaPlate/Content
  49. Paths=../../../Engine/Plugins/MovieScene/MoviePipelineMaskRenderPass/Content
  50. Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
  51. Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
  52. Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
  53. Paths=../../../Engine/Plugins/Runtime/AudioWidgets/Content
  54. Paths=../../../Engine/Plugins/Runtime/CriWare/CriWareCinematics/Content
  55. Paths=../../../Engine/Plugins/Runtime/CriWare/CriWare/Content
  56. Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content
  57. Paths=../../../Engine/Plugins/Runtime/HDRIBackdrop/Content
  58. Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
  59. Paths=../../../Engine/Plugins/Runtime/MeshModelingToolset/Content
  60. Paths=../../../Engine/Plugins/Runtime/Metasound/Content
  61. Paths=../../../Engine/Plugins/Runtime/ResonanceAudio/Content
  62. Paths=../../../Engine/Plugins/Runtime/SunPosition/Content
  63. Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
  64. Paths=../../../Engine/Plugins/Runtime/WaveTable/Content
  65. Paths=../../../Engine/Plugins/Runtime/nDisplayModularFeatures/Content
  66. Paths=../../../Engine/Plugins/SkinHook/CatwalkCloth/Content
  67. Paths=../../../Engine/Plugins/TraceUtilities/Content
  68. Paths=../../../Engine/Plugins/VirtualProduction/LevelSnapshots/Content
  69. Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
  70. Paths=../../../Engine/Plugins/Wwise/Content
  71. Paths=../../../Polaris/Plugins/AnimToTexture/Content
  72. Paths=../../../Polaris/Plugins/Avatar/Content
  73. Paths=../../../Polaris/Plugins/KamuiCore/Content
  74. Paths=../../../Polaris/Plugins/KamuiNetworkPlugin/Content
  75. Paths=../../../Polaris/Plugins/LightingReferenceUtility/Content
  76. Paths=../../../Polaris/Plugins/Marketplace/GFurPRO/Content
  77. Paths=../../../Polaris/Plugins/MotHeadAnimation/Content
  78. Paths=../../../Polaris/Plugins/MotHeadUE/Content
  79. Paths=../../../Polaris/Plugins/MotHead/Content
  80. Paths=../../../Polaris/Plugins/Phoenix/Content
  81. Paths=../../../Polaris/Plugins/PolarisDevelop/Content
  82. Paths=../../../Polaris/Plugins/PolarisEditor/Content
  83. Paths=../../../Polaris/Plugins/PolarisShader/Content
  84. Paths=../../../Polaris/Plugins/PolarisSteam/Content
  85. Paths=../../../Polaris/Plugins/PolarisUpscalingBridge/Content
  86. Paths=../../../Polaris/Plugins/PolarisUpscaling/Content
  87. Paths=../../../Polaris/Plugins/SideFX_Labs/Content
  88. Paths=../../../Polaris/Plugins/UMGViewer/Content
  89.  
  90. ;----------------------------------------------------------------
  91. ; Note: I have optimized every setting I could find on this game.
  92. ; ---------------------------------------------------------------
  93. ;       Raytracing on,
  94. ;       TXAA on and optimized
  95. ;       AO options set to GTAO. SSAO and normal AO are disabled.
  96. ;       Colour tweaked.
  97. ;       Optimized for systems with 16GIG RAM and an 8 GIG Graphics card
  98. ;       DOF, Bloom, image grain, ChromaticAberration Off.
  99. ;       EYEADAPTION / AUTOEXPOSURE settings Optimized.
  100. ;       Texture Groups and streaming options are all Optimized.
  101. ;       Audio Optimized.
  102. ;       Internet Optimized.
  103. ;       other optimizations Shadows gras sky lighting foliage etc.
  104. ; ----------------------------------------------------------------
  105.  
  106. [Audio]
  107. UnfocusedVolumeMultiplier=0.500000
  108.  
  109. ; ===============================
  110. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  111. ; ===============================
  112. [/Script/Engine.RendererSettings]
  113. r.GBufferFormat=3                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  114.  
  115. ;perfect                 ;Normal               ;LIGHTER              ;DARK        
  116. r.Color.Max=1.00     ;  1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  117. r.Color.Mid=0.54     ;  0.50 = default     ;r.Color.Mid=0.60     ;r.Color.Mid=0.4    
  118. r.Color.Min=-0.0001     ;  0.00 = default     ;r.Color.Min=0.01     ;r.Color.Min=0.001  
  119.  
  120. r.SceneColorFringeQuality=1               ; Quality of the scene color fringe effect . 0=disables chromatic aberration.(0 to 4, higher values provide better quality but may impact performance) Disable scene color fringe for improved color accuracy
  121. r.SceneColorFringe.Max=0.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  122. r.SceneColorFormat=4                      ; high-precision RGBA color format.
  123.  
  124. [/Script/Engine.RendererOverrideSettings]
  125. r.DefaultFeature.ColorGrading=1                 ; Disable color grading for improved performance
  126. r.ColorGrading.LUTSize=32                       ; Size of the color grading LUT (16, 32, or 64)
  127. r.ColorGrading.Quality=1                        ; Quality of color grading (0=low, 1=high)
  128. r.Color.MaxEditingLUTs=8                        ; Maximum number of color lookup tables (LUTs) used for color correction
  129. r.Color.MidTones.Sharpen=0.5                    ; Increases sharpness of mid-tone colors DEF 0
  130. r.Color.MidTones.Saturation=1.1                 ; Enhances the saturation of mid-tone colors
  131. r.Color.Contrast=1.05                           ; Improve contrast in light and dark areas Increases overall contrast of the scene
  132. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  133. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  134. r.Color.Saturation=0.88          ; Slight desaturation for natural colors
  135. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  136. r.TonemapperGamma=2.6                           ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
  137. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
  138. r.TonemapperFilm.Toe=0.75
  139. r.TonemapperFilm.Shoulder=0.26
  140. r.Tonemapper.Quality=5                    ; Controls the tonemapping quality. Values: 0 Performance (low), 1 (medium), 2 (high) (1 to 5, higher values provide better quality but may impact performance)
  141. r.ToneCurveAmount=0.65                           ; Enable tone curve for natural light transitions
  142. r.Tonemapper.Sharpen=0.2
  143. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  144. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  145. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  146. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  147. r.Tonemapper.GrainQuantization=1                ; Disable grain doubled bellow not sure on wich section it is in.
  148.  
  149. [/Script/Engine.Engine]
  150. ; Default color space used for rendering
  151. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  152.  
  153. ; Gamma correction settings
  154. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  155. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  156. r.Exposure=1.0                      ; Set the overall exposure for the scene
  157. r.Contrast=1.0                      ; Set the overall contrast for the scene
  158. r.Saturation=1.05                   ; Set the overall saturation for the scene
  159. r.Gamma=1.02                        ; Set the overall gamma for the scene
  160. r.Temperature=6500.0                ; Set the overall temperature for the scene
  161. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  162.  
  163. [/Script/Engine.PostProcessSettings]
  164. ; Remove Film grain effect
  165. r.Tonemapper.GrainQuantization=0          ; Controls the grain amount in the tonemapper, disabled for improved performance. ; Controls the graininess of the image. Values: 0 (off) to 1 (max)
  166. r.Tonemapper.Sharpen=0.0                  ; Use with FXAA, TXAA use r.TemporalAASharpen. 0.5 is subtle, 1.5 is good, and 2.0 is sharper (if you use High or Ultra AA)... Typical Ranges: 0.5 - 2.0 (more then 2.0 will start to look pixelated).
  167. [SystemSettings]
  168. r.TonemapperExposure=0.72        ; Slightly reduce overall exposure (default is usually 1.0)
  169.  
  170. ; ===================================================
  171. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  172. ; ===================================================
  173. [/Script/Engine.RendererSettings]
  174. ; Disable Eye Adaptation or Limit its Effect
  175. r.EyeAdaptation.ExponentialTransitionDistance=0.6                 ; Smooth light adaptation transitions
  176. r.EyeAdaptation.LensAttenuation=0.9                               ; Default .65 lower is darker, Smooth light transitions
  177. r.EyeAdaptationQuality=1                                        ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  178. r.EyeAdaptation.MinExposure=0.9                                ; Minimum brightness at night (Adjust as needed)
  179. r.EyeAdaptation.MaxExposure=1.15                                ; Maximum brightness during the day (Adjust as needed)
  180. r.EyeAdaptation.Bias=0.12                                       ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
  181. r.EyeAdaptation.EditorOnly=0
  182.  
  183. r.DefaultFeature.AutoExposure=1                                 ; Auto exposure disabled for improved performance. Enable auto-exposure for smooth day/night transitions. 1 is histogram-based, better for natural lighting
  184. r.DefaultFeature.AutoExposure.Method=1                          ; Auto exposure method set to 0, disabling it for performance.
  185. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  186. r.DefaultFeature.AutoExposure.Bias=0.015                        ; Minor bias adjustment for consistency
  187.  
  188. [TimeOfDaySystem]
  189. ; Day/Night Cycle exposure compensation
  190. TimeOfDay.AutoExposureCompensation.Day=0.0
  191. TimeOfDay.AutoExposureCompensation.Night=-1.0
  192. TimeOfDay.AutoExposureCompensation.Transition=0.5
  193.  
  194. ; Light intensity transitions
  195. TimeOfDay.SunIntensity.Day=10.0
  196. TimeOfDay.SunIntensity.Night=0.0
  197. TimeOfDay.MoonIntensity.Night=0.5
  198.  
  199. ; Sky/Atmosphere settings
  200. TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
  201. TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
  202. TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
  203. TimeOfDaySystem.AutoExposure.MinBrightness=3.6
  204. TimeOfDaySystem.SkyLightPollutionLuminance=0.2
  205. TimeOfDaySystem.BloomIntensity=0.01
  206. TimeOfDaySystem.SunIntensity=60000
  207. TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
  208. TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
  209. TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
  210. TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
  211. TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
  212. TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
  213. TimeOfDaySystem.StarIntensity=20
  214. TimeOfDaySystem.MoonIntensity=0.7
  215. TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
  216. TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
  217. TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
  218. TimeOfDaySystem.AutoExposure.SpeedUp=10
  219. TimeOfDaySystem.AutoExposure.SpeedDown=5
  220. TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
  221. TimeOfDaySystem.MinimumCloudSpeed=0.375
  222.  
  223.  
  224.  
  225.  
  226. [SystemSettings]
  227. ; Auto exposure settings
  228. r.AutoExposure.Method=2
  229. r.AutoExposure.MinBrightness=-10
  230. r.AutoExposure.MaxBrightness=20
  231. r.AutoExposure.SpeedUp=3
  232. r.AutoExposure.SpeedDown=1
  233. r.AutoExposure.ExtendDefaultLuminanceRange=0
  234. ;AutoExposure.Bias=0.05       ; Small bias to prevent overly dark nights
  235.  
  236. [Engine.RendererSettings]
  237. r.DFDistanceScale=8
  238. r.DistanceFieldAO=1
  239. r.DFFullResolution=0
  240. r.DFFarTransitionScale=0.1
  241.  
  242. ; =====================================================
  243. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  244. ; =====================================================
  245. ; Sky, Sun, and Clouds related settings
  246. [/Script/Engine.RendererSettings]
  247. r.SkyLight=1                        ; Enable or disable dynamic skies
  248. r.SkylightIntensityMultiplier=0.4
  249.  
  250. r.Atmosphere=1                      ; Enable or disable atmospheric fog
  251. r.Sun=0.32                           ; Set the intensity of the sun
  252. r.SunColor=(0.98, 0.82, 0.75)       ; Set the color of the sun
  253. r.VolumetricClouds=1                ; Enable or disable volumetric clouds
  254. r.VolumetricCloudDensity=0.7        ; Set the density of volumetric clouds
  255. r.VolumetricCloudHeight=950.0      ; Set the height of volumetric clouds
  256. r.VolumetricCloudCoverage=0.45       ; Set the coverage of volumetric clouds
  257. r.VolumetricCloudScale=1.0          ; Set the scale of volumetric clouds
  258. VolumetricCloud.Force2LayerMaterial=1
  259. VolumetricCloud.RayMarchedShadows=1
  260. VolumetricCloud.GroundContribution=0.6
  261. r.VolumetricCloud.GroundContribution=0.75
  262. r.SkyQuality=3.5                    ; Set the quality of the overall sky
  263. [SystemSettings]
  264. r.SkyAtmosphereQuality=4        ; Improve sky lighting interactions
  265. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  266. r.RayTracingClouds=1                ; Enable or disable ray-traced clouds
  267. r.RayTracingCloudQuality=2          ; Set the quality of ray-traced clouds
  268. r.RayTracingCloudResolution=512     ; Set the resolution of ray-traced clouds
  269.  
  270. [/Script/Engine.RendererSettings.CloudShadows]
  271. r.CloudShadows=1                    ; Enable or disable cloud shadows
  272. r.CloudShadowIntensity=0.8          ; Set the intensity of cloud shadows
  273. r.CloudShadowColor=(0.2, 0.2, 0.2)  ; Set the color of cloud shadows
  274.  
  275. [/Script/Engine.RendererSettings.Godrays]
  276. r.Godrays=1                         ; Enable or disable Godrays
  277. r.GodrayIntensity=0.3               ; Set the intensity of Godrays
  278. r.GodrayColor=(1.0, 1.0, 0.8)       ; Set the color of Godrays
  279. r.GodrayDensity=0.2                 ; Set the density of Godrays
  280. r.GodraySize=0.1                    ; Set the size of Godrays
  281. r.GodrayFalloff=0.5                 ; Set the falloff of Godrays
  282.  
  283. [/Script/Engine.RendererSettings.SkyQuality]
  284. r.SkyQuality=3.0                    ; Set the quality of the overall sky
  285.  
  286. [/Script/Engine.RendererSettings.DynamicWeather]
  287. r.DynamicWeather=1                  ; Enable or disable dynamic weather
  288. r.WindSpeed=5.0                    ; Set the wind speed for dynamic weather
  289. r.WindDirection=(0.5, 0.0, 0.5)     ; Set the direction of the wind for dynamic weather
  290. r.CloudCoverage=0.5                 ; Set the overall cloud coverage for dynamic weather
  291. r.CloudDensity=0.4                  ; Set the cloud density for dynamic weather
  292. r.RainIntensity=0.1                 ; Set the rain intensity for dynamic weather
  293. r.SnowIntensity=0.1                 ; Set the snow intensity for dynamic weather
  294.  
  295.  
  296. [/Script/Engine.RendererSettings]
  297. ; Bloom related settings - Bloom Off
  298. r.DefaultFeature.Bloom=True
  299. r.Bloom.Cross=0                     ; DEF 0, 0.7777 for anamorphic
  300. r.Bloom.HalfResolutionFFT=0         ; DEF 0
  301. r.BloomQuality=3                    ; Determines the quality of the bloom effect. Values range from 0 to 4, where 0 is the lowest quality and 4 is the highest.
  302. r.BloomMaxSize=1.0                  ; Controls the maximum size of the bloom effect. Adjust this value to increase or decrease the size of the bloom effect.
  303. r.BloomIntensity=0.45                ; Lower bloom brightness
  304. r.BloomThreshold=0.45               ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  305.  
  306. r.Bloom1Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the first level of bloom. Use RGB values between 0 and 1 to adjust the color.
  307. r.Bloom1Size=1.0                    ; Specifies the size of the first level of bloom. Adjust this value to increase or decrease the size of the first bloom level.
  308. r.Bloom2Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the second level of bloom. Use RGB values between 0 and 1 to adjust the color.
  309. r.Bloom2Size=0.5                    ; Specifies the size of the second level of bloom. Adjust this value to increase or decrease the size of the second bloom level.
  310. r.Bloom3Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the third level of bloom. Use RGB values between 0 and 1 to adjust the color.
  311. r.Bloom3Size=0.25                   ; Specifies the size of the third level of bloom. Adjust this value to increase or decrease the size of the third bloom level.
  312. r.Bloom4Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the fourth level of bloom. Use RGB values between 0 and 1 to adjust the color.
  313. r.Bloom4Size=0.125                  ; Specifies the size of the fourth level of bloom. Adjust this value to increase or decrease the size of the fourth bloom level.
  314. r.Bloom5Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the fifth level of bloom. Use RGB values between 0 and 1 to adjust the color.
  315. r.Bloom5Size=0.0625                 ; Specifies the size of the fifth level of bloom. Adjust this value to increase or decrease the size of the fifth bloom level.
  316. r.Bloom6Tint=(R=1.0,G=1.0,B=1.0)    ; Sets the tint color for the sixth level of bloom. Use RGB values between 0 and 1 to adjust the color.
  317. r.Bloom6Size=0.03125                ; Specifies the size of the sixth level of bloom. Adjust this value to increase or decrease the size of the sixth bloom level.
  318. r.BloomIntensity=0.3                ; Set the bloom intensity for the overall scene
  319. r.BloomSize=0.1                     ; Set the bloom size for the overall scene
  320.  
  321. [SystemSettings]
  322. r.VignetteIntensity=0.0             ; Set the vignette intensity for the overall scene
  323. r.VignetteSize=0.9                  ; Set the vignette size for the overall scene
  324.  
  325. [WeatherSettings]
  326. ;r.WeatherType Clear                  ; Set the weather type for the scene
  327. r.CloudType=Cumulus                   ; Set the cloud type for the scene
  328. r.CloudShape=Puffy                    ; Set the cloud shape for the scene
  329. r.CloudWindSpeed=10.0                 ; Set the wind speed for the clouds
  330. r.CloudWindDirection=(0.5, 0.0, 0.5)  ; Set the wind direction for the clouds
  331. r.CloudWindCoverage=0.6               ; Set the cloud coverage for the clouds
  332. r.CloudWindDensity=0.4                ; Set the cloud density for the clouds
  333. r.CloudRainIntensity=0.2              ; Set the rain intensity for the clouds
  334. r.CloudSnowIntensity=0.1              ; Set the snow intensity for the clouds
  335. r.CloudFogDensity=0.3                 ; Set the fog density for the clouds
  336. r.CloudFogColor=(0.8, 0.8, 0.8)       ; Set the fog color for the clouds
  337.  
  338. ; ===============================
  339. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  340. ; ===============================
  341. [/Script/Engine.Engine]
  342. ; Foliage related settings
  343. r.Foliage.DynamicallyShadowFarLod=1    ; Enable or disable dynamic foliage shadows
  344.  
  345. ; Foliage draw distance settings
  346. foliage.LODDistanceScale=8             ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  347. foliage.MinLODDistanceScale=0.1        ; Adjust the distance at which the highest quality foliage is rendered
  348.  
  349. ; Foliage density settings
  350. foliage.DensityScale=1.5               ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  351. foliage.GrassDensityScale=1.0          ; Adjust the density of the grass
  352. grass.CullDistanceScale=3
  353. foliage.TreeDensityScale=1.0           ; Adjust the density of the trees
  354.  
  355. ; Foliage lighting settings
  356. foliage.EnableStaticLighting=1         ; Enable or disable dynamic lighting for foliage
  357. foliage.EnableGrassLighting=1          ; Enable or disable dynamic lighting for grass
  358.  
  359. ; Foliage shadow settings
  360. foliage.MaxShadowResolution=1024       ; Adjust the resolution of the foliage shadows
  361. foliage.ShadowDistanceScale=1.0        ; Adjust the distance at which foliage shadows are cast
  362.  
  363. ; Foliage collision settings
  364. foliage.DisableCollision=0             ; Enable or disable collision for foliage
  365. foliage.SelfShadowing=1                ; Enable or disable self-shadowing for foliage
  366.  
  367. ; Foliage wind settings
  368. foliage.bAllowWind=1                   ; Enable or disable wind for foliage
  369. foliage.WindStrength=1.0               ; Adjust the strength of the wind affecting foliage
  370. foliage.WindSpeed=1.0                  ; Adjust the speed of the wind affecting foliage
  371.  
  372. [/Script/Foliage.FoliageConfig]
  373. foliage.DitheredLOD=6                  ; DEF 1, quality 5
  374. foliage.MinimumScreenSize=0.009        ; DEF 0.0001
  375. foliage.MinLOD=1                       ; DEF 0, 1 for PERFORMANCE
  376. foliage.MinVertsToSplitNode=8192       ; DEF 8192
  377. foliage.OverestimateLOD=0              ; DEF 0
  378.  
  379. ; ===============================
  380. ; ✩░▒▓▆▅▃▂▁ Water ▁▂▃▅▆▓▒░✩
  381. ; ===============================
  382. r.Water.SingleLayer.DepthPrepass=1
  383. r.Water.SingleLayer.LumenReflections=1
  384. r.Water.SingleLayer.Reflection=1
  385. r.Water.SingleLayer.SSR=1
  386. r.Water.SingleLayer.SSRTAA=1
  387. r.Water.SingleLayer=1
  388.  
  389. ; =====================================
  390. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  391. ; =====================================
  392. ;Disables to use  Ground Truth Ambient Occlusion (GTAO) feature
  393. [/Script/Engine.RendererSettings]
  394. r.SSAO.Method=0                       ; Disable SSAO (0)
  395. r.SSAO.Quality=0                      ; Set SSAO quality to low (0)
  396. r.SSAO.SampleSet=0                    ; Use the default sample set for SSAO (0)
  397. r.SSAO.MaxViewDistance=10000.0        ; Limit the maximum distance over which SSAO is applied
  398. r.SSAO.HalfResolution=0               ; Disable half-resolution SSAO
  399. r.SSAO.BlurRadius=0                   ; Disable SSAO blur
  400. r.SSAO.BlurSharpness=0.0              ; Set SSAO blur sharpness to 0 (no blur)
  401. r.SSAO.BlurPasses=1                   ; Use a single pass for SSAO blur
  402. r.SSAO.DepthBias=0.0                  ; Set SSAO depth bias to 0 (no bias)
  403. r.SSAO.DirtyTranslucencySupport=1     ; Enable SSAO for dirty (unshadowed) translucent surfaces
  404. r.SSAO.Downsampling=1                 ; Enable SSAO downsampling for performance (1)
  405. r.SSAO.ScreenSpaceRadius=0.5          ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  406. r.SSAO.MinRadius=0.02                 ; Set SSAO minimum radius (adjust to your liking)
  407. r.SSAO.SampleRadiusScale=0.3          ; Scale the SSAO sample radius (adjust to your liking)
  408. r.SSAO.Intensity=1.0                  ; Set SSAO intensity to 1 (adjust to your liking)
  409. r.SSAO.AutoCompute=0                  ; Disable automatic computation of SSAO (for manual tweaking)
  410.  
  411. [/Script/Engine.RendererOverrideSettings]
  412. r.SSAO.Enable=False                        ; Enable SSAO effect
  413.  
  414. [/Script/Engine.RendererSettings]
  415. r.SSAO.Enable=False                        ; Enable SSAO effect (added for clarity, can be removed if desired)
  416.  
  417. ; =======================================================
  418. ; ✩░▒▓▆▅▃▂▁ Global Illumination settings. ▁▂▃▅▆▓▒░✩
  419. ; =======================================================
  420. [SystemSettings]
  421. r.DefaultFeature.AmbientOcclusion=True     ; Disables default ambient occlusion
  422. r.Lumen.Reflections=1               ; Enable Lumen reflections for realistic lighting
  423. r.Lumen.Radiosity=1                 ; Enable dynamic GI using Lumen
  424. r.GlobalIlluminationQuality=3       ; Adjust GI quality (1=Low, 2=Medium, 3=High, 4=Epic)
  425. r.GI.SkyLightingQuality=3           ; Enhance sky lighting effects for GI
  426. r.GI.ReflectionOcclusion=1          ; Enable reflection occlusion for better realism
  427. r.GI.EnableSecondBounce=1           ; Enable secondary light bounce for more natural illumination
  428. r.Lumen.GlobalIllumination=1
  429. r.Lumen.DiffuseIndirect.AsyncCompute=1
  430. r.Lumen.HardwareRayTracing.Inline=1
  431. r.Lumen.HardwareRayTracing.LightingMode=3
  432. r.Lumen.HardwareRayTracing=1
  433. r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField=1
  434. r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor=0
  435. r.Lumen.Reflections.AsyncCompute=1
  436. r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold=0.9
  437. r.Lumen.Reflections.DownsampleFactor=0
  438. r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField=1
  439. r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting=1
  440. r.Lumen.Reflections.MaxRoughnessToTrace=0.4
  441. r.Lumen.Reflections.ScreenSpaceReconstruction=0
  442. r.Lumen.Reflections.ScreenTraces=1
  443. r.Lumen.Reflections.SmoothBias=1
  444. r.Lumen.Reflections.TraceMeshSDFs=1
  445. r.Lumen.ScreenProbeGather.DownsampleFactor=16
  446. r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField=1
  447. r.Lumen.ScreenProbeGather.HardwareRayTracing=1
  448. r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
  449. r.Lumen.ScreenProbeGather.Temporal=1
  450. r.Lumen.SkylightLeaking.Roughness=0.1
  451. r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
  452. r.Lumen.TranslucencyReflections.RadianceCache=0
  453. r.LumenScene.FarField=1
  454. r.LumenScene.FarField.FarFieldDitherScale=100000
  455. r.LumenScene.Lighting.AsyncCompute=1
  456. r.Lumen.TranslucencyReflections.MarkDownsampleFactor=0
  457. r.Lumen.TranslucencyReflections.FrontLayer.RelativeDepthThreshold=1.5
  458.  
  459.  
  460. ; ========================================================================================
  461. ; ✩░▒▓▆▅▃▂▁ Ambient Occlusion and Ground Truth Ambient Occlusion settings. ▁▂▃▅▆▓▒░✩
  462. ; ========================================================================================
  463. [/Script/Engine.RendererSettings]
  464. r.AmbientOcclusion=0                        ; Enables screen-space ambient occlusion
  465. r.AmbientOcclusionLevels=3                  ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  466. r.AmbientOcclusion.Intensity=1.5            ; Increase AO intensity for better shadow definition
  467. r.AmbientOcclusion.RadiusScale=1.15         ; Widen AO radius for smoother results
  468. r.AmbientOcclusionStaticFraction=0.0        ; Sets the fraction of static occlusion
  469. r.AmbientOcclusion.FadeDistance=9000.0      ; Extend fade-out distance for AO
  470. r.AllowOcclusionQueries=1                   ; Enables occlusion queries for performance improvement
  471. r.AmbientOcclusionRadiusScale=1.0 ; Increase shadow spread radius
  472.  
  473. r.GTAO=1                ; Enables Ground Truth Ambient Occlusion (GTAO)
  474. r.GTAO.Enable=True              ; Enables GTAO for Ground Truth Ambient Occlusion
  475. r.AmbientOcclusion.Method=1     ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  476. r.GTAO.FalloffEnd=200           ; Distance at which the occlusion completes the fall-off
  477. r.GTAO.SpatialFilter=0          ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  478. r.GTAO.NumAngles=2              ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  479. r.GTAO.UseNormals=0             ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  480. r.GTAO.ThicknessBlend=0         ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  481. r.GTAO.Combined=1               ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  482. r.GTAO.Downsample=0             ; Perform GTAO at half resolution (0: Off, 1: On)
  483. r.GTAO.FalloffStartRatio=0      ; Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off (must be between 0 and 1)
  484. r.GTAO.TemporalFilter=1         ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  485. r.GTAO.Upsample=1               ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  486. r.GTAO.PauseJitter=0            ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  487. r.GTAO.FilterWidth=4            ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  488. r.GTAO.Intensity=1.2
  489.  
  490. [/Script/Engine.GTAOSettings]
  491. r.GTAO.Resolution=50                   ; Resolution factor for GTAO (lower values improve performance)
  492. r.GTAO.SampleSet=1                     ; Sample set index for GTAO (1 is the default)
  493. r.GTAO.Bias=0.4                        ; Bias factor for GTAO (higher values increase occlusion)
  494. r.GTAO.Power=1.0                       ; Power factor for GTAO (higher values increase occlusion)
  495. r.GTAO.MaxDistance=1000.0              ; Maximum distance for GTAO (higher values increase occlusion range)
  496. r.GTAO.HorizonAngle=1.5                ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  497. r.GTAO.NumSteps=8                      ; Number of occlusion steps for GTAO (higher values increase quality)
  498. r.GTAO.NumDirections=4                 ; Number of directions for GTAO (higher values increase quality)
  499. r.GTAO.NumCutoutSamples=4              ; Number of cutout samples for GTAO (higher values increase quality)
  500. r.GTAO.NumCutoutSampleIterations=2     ; Number of cutout sample iterations for GTAO (higher values increase quality)
  501. r.GTAO.NumRandomRotations=8            ; Number of random rotations for GTAO (higher values increase quality)
  502.  
  503. ; ========================================
  504. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  505. ; ========================================
  506. [/Script/Engine.RendererSettings]
  507. r.Shadow.MaxResolution=8192                         ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high                
  508. r.Shadow.MinResolution=32                           ; Minimum resolution for shadows
  509. r.Shadow.MaxCSMResolution=3072                     ; Maximum cascaded shadow map resolution 512 performance
  510. r.Shadow.MaxCascades=4                             ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  511. r.Shadow.CSM.MaxCascades=4
  512. r.Shadow.CSM.TransitionScale=2.0                   ; Sets the transition scale for cascaded shadow maps DEF 0.8
  513. r.Shadow.DistanceScale=2                         ; Distance scale for shadow rendering DEF 0.85, 7=Very high, also Controls the distance at which grass shadows will begin to fade out from the camera
  514. r.Shadow.RadiusThreshold=0.005                     ; DEF 0.04, Threshold for shadow rendering
  515. r.Shadow.CSM.FadeResolution=128                     ; Fade resolution for cascaded shadow maps
  516. r.Shadow.CSM.SplitPenumbraScale=0.1                ; Scale factor for split penumbra
  517. r.Shadow.CSM.SplitDepthBiasScale=0.01              ; Scale factor for split depth bias
  518. r.Shadow.TexelsPerPixel=4                          ; Number of texels per screen pixel for shadow rendering
  519. r.Shadow.NumDynamicShadowCascades=4                ; Number of dynamic shadow cascades
  520. r.Shadow.CSM.NumCascades=4                         ; Number of cascades for cascaded shadow maps
  521. r.Shadow.CSM.DepthRange=3000                       ; Depth range for cascaded shadow maps
  522. r.Shadow.CSM.CascadeDistributionExponent=3.0       ; Distribution exponent for cascades
  523. r.Shadow.CSM.CascadeTransitionFraction=0.1         ; Transition fraction for cascades
  524. r.Shadow.FadeResolution=1                          ; Fade resolution for shadow rendering
  525. r.Shadow.MaxFadeDistance=6000                      ; Maximum fade distance for shadow rendering
  526. r.Shadow.MinPreShadowResolution=8                  ; Minimum resolution for pre-shadow rendering
  527. r.Shadow.PreShadowResolutionFactor=0.5             ; Sets the pre-shadow resolution factor
  528. r.Shadow.CSM.DepthBias=0                           ; Depth bias for cascaded shadow maps
  529. r.Shadow.RadiusThresholdMultiplier=1.0             ; Radius threshold multiplier for shadow rendering
  530. r.Mobile.EnableStaticAndCSMShadowReceivers=0       ; Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  531. r.Shadow.CachedShadowsCastFromMovablePrimitives=1  ; DEF 1, 0 for PERFORMANCE
  532. r.Shadow.CacheWholeSceneShadows=1                  ; DEF 1
  533. r.Shadow.CacheWPOPrimitives=0                      ; DEF 0
  534. r.Shadow.CSMDepthBias=8                            ; DEF 10
  535. r.Shadow.FilterMethod=1                            ; DEF 0, 1=on. uses Nvidia's PCSS shadow technology, which makes shadows diffuse and get softer the further they are from the source object.
  536. r.Shadow.Virtual.ResolutionLodBiasLocal=1
  537. r.Shadow.MaxCSMResolution=8192                     ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  538. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1  ; DEF -1
  539. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1   ; DEF -1
  540. r.Shadow.OcclusionCullCascadedShadowMaps=0         ; DEF 0
  541. r.Shadow.PointLightDepthBias=0.02                  ; DEF 0.02
  542. r.Shadow.PointLightSlopeScaleDepthBias=3           ; DEF 3
  543. r.Shadow.SpotLightTransitionScale=2048               ; DEF 60-120
  544. r.Shadow.TransitionScale=2                         ; Smooth shadow transition
  545. r.ShadowQuality=5                                  ; DEF 4, 3 for PERFORMANCE
  546. r.Shadow.CSMResolution=256                         ; Controls the resolution of grass shadows
  547. r.Shadow.CSMSplitCount=4                           ; Determines the number of cascades for grass shadow maps
  548. r.Shadow.WholeSceneShadowCacheMb=4096
  549. r.ContactShadows=1
  550. r.Shadow.Virtual.Enable=1
  551. r.Shadow.Virtual.MaxPhysicalPages=8192
  552. r.Shadow.Virtual.SMRT.RayCountScale=1      ; Better ray sampling
  553. r.Shadow.Virtual.SMRT.SamplesPerRay=8      ; More samples to reduce patterns
  554. r.Shadow.Virtual.SMRT.RejectionThreshold=0.01  ; Lower threshold for better quality
  555.  
  556. ; Contact shadows for better detail
  557. r.ContactShadows.Quality=3                 ; Higher quality contact shadows
  558. r.ContactShadows.HairShadows=1            ; Better hair shadow quality
  559.  
  560.  
  561. ; ==================================
  562. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  563. ; ==================================
  564. [Script/Engine.RendererSettings]
  565. r.DefaultFeature.RayTracing=1             ; Enable ray tracing
  566. r.RayTracing=1                            ; Enable global ray tracing
  567.  
  568. ; Performance settings
  569. r.RayTracing.Reflections.MaxRoughness=1.0 ; Limit reflection roughness
  570. r.RayTracing.Shadows.MaxCSMRadius=0       ; Disable cascaded shadow map radius for ray tracing
  571. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=4 ; Lower samples for AO
  572. r.RayTracing.GlobalIllumination.SamplesPerPixel=2 ; Minimum GI samples for balance
  573. r.RayTracing.TranslucencyLightingVolumeDim=4 ; Lower translucency resolution
  574. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Keep skylight samples minimal
  575.  
  576. ; Additional settings
  577. r.RayTracing.UseTextureLod=1             ; Use Texture LOD for better performance
  578. r.RayTracing.ForceAllRayTracingEffects=0 ; Disable forcing all effects
  579.  
  580. ; Quality settings
  581. r.RayTracing.Quality=1                   ; Balanced quality
  582. r.RayTracing.Reflections.MaxBounces=1    ; One reflection bounce
  583. r.RayTracing.Shadows.MaxRayDistance=2000 ; Shorter ray distance for shadows
  584. r.RayTracing.AmbientOcclusion.MaxRayDistance=350 ; Shorter AO ray distance
  585.  
  586. ; Memory and Cache
  587. r.RayTracing.Cache.NumGB=6               ; Limit cache to 6GB
  588. r.RayTracing.Cache.SampleFactor=1        ; Minimal caching for stability
  589.  
  590. ; Debugging
  591. r.RayTracing.Debug.VisualizeMeshBVH=0    ; Disable debug visualization
  592. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Disable debug visualization
  593.  
  594. ; ===============================================
  595. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  596. ; ===============================================
  597. ;r.TemporalAA.Upsampling=1 needed below in AA section
  598. [/Script/Engine.RendererSettings]
  599. r.IntelXeSS.Enabled=0              ; Main XeSS toggle
  600. r.IntelXeSS.Enable=0               ; Alternative XeSS toggle
  601. r.XeSS.Enable=0                    ; Another XeSS variant
  602. r.IntelXeSS.TemporalUpscaling=0    ; Disables temporal upscaling for XeSS
  603. r.IntelXeSS.AutoExposure=0         ; Disables XeSS auto exposure
  604. r.IntelXeSS.Quality=0                   ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  605. r.IntelXeSS.Sharpening=0.0              ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  606.  
  607. ; Optional Settings
  608. r.IntelXeSS.Denoising=0                 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  609. r.IntelXeSS.DenoisingStrength=0.75      ; Set Intel XeSS denoising strength (0.0 to 1.0)
  610. r.IntelXeSS.Smoothness=0.5              ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  611.  
  612. ; Advanced Settings
  613. r.IntelXeSS.RayTracingResolution=1.0    ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  614. r.IntelXeSS.RayTracingUpsample=0        ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  615.  
  616. ; ====================================
  617. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  618. ; ====================================
  619. [/Script/Engine.RendererSettings]
  620. r.PostProcessAAQuality=3                       ; Adjusts the quality of post-process anti-aliasing, including FXAA, 6=Activates TAA on unsuported games, 1 or 2 FXAA, 3 or 4 5 6 TAA 0 OFF, 0 = Low.
  621. r.DefaultFeature.AntiAliasing=0                ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  622. r.TemporalAACurrentFrameWeight=0.1             ; Controls the blend weight of the current frame for TemporalAA (;0.4 gives a lot of clarity but more shimmering; 0.05 would be my lower maximum to reduce flickering in exchange for blur in motion)
  623. r.TemporalAASamples=2.5                        ; Number of samples per pixel for TemporalAA. Higher values may result in better quality but increased performance cost (4 or 8 gives more shimmering but better AA) =4, DEF 8, 16, 32, 64
  624.  
  625. ; TXAA settings
  626. r.TemporalAA.Upsampling=4                      ; Enable upsampling for better quality. Enable Intel XeSS =1, 0=Disable default Unreal Engine 4 upsamplingEnable Intel XeSS for upsampling 0 disable default Unreal Engine 4 upsampling
  627.  
  628. r.TemporalAA.Upsampling.NumMips=3              ; Number of MIP levels to use for upsampling
  629. r.TemporalAA.Upsampling.MinMipCount=1          ; Minimum MIP level to use for upsampling
  630. r.TemporalAA.Upsampling.MaxFilterWidth=16      ; Maximum filter width for upsampling
  631. r.TemporalAA.Upsampling.Sharpen=0.0            ; Adjust the sharpness of the upsampling filter
  632. r.TemporalAA.Upsampling.ViewDistanceScale=1.0  ; Scale the upsampling effect based on view distance
  633.  
  634. ; Additional settings for fine-tuning TXAA
  635. r.TemporalAA.HistoryConvolution.BoxSigma=0.1    ; Sigma value for the box filter used in the history convolution
  636. r.TemporalAA.HistoryConvolution.Sharpen=0.0     ; Adjust the sharpness of the history convolution filter
  637. r.TemporalAA.HistoryConvolution.FastFilter=0    ; Enable fast filtering for history convolution
  638. r.TemporalAA.Upsampling.DepthJitter=0           ; Amount of depth jittering for upsampling
  639. r.TemporalAA.Upsampling.PatternJitter=0         ; Amount of pattern jittering for upsampling
  640. r.TemporalACCatmullRom=1
  641. r.TemporalAAPauseCorrect=1                      ; DEF 1
  642. r.TemporalAASharpen=0.5                         ;To change the level of sharpening for "r.TemporalAASharpen=", (0.1 , 0.2 , 0.3 , 0.4 = Lower to Higher TAA Sharpening).
  643. r.TemporalAADynamicSharpen=0.0
  644. r.TemporalAAFilterSize=0.8                      ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  645. r.TemporalAASharpness=0.0                       ; DEF 1
  646. r.TemporalAACatmullRom=1                        ; DEF 0
  647. r.TemporalAA.Algorithm=1
  648.  
  649. ; FXAA settings
  650. ; FXAA quality settings
  651. r.FXAA.Quality=0
  652. r.TonemapperQuality=0            ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  653.  
  654. ; FXAA performance settings
  655. r.ForcePrecomputedVisibility=0   ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  656. r.AllowLandscapeShadows=1        ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  657. r.DistanceFieldShadowing=1
  658. r.AllowStaticLighting=1         ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  659.  
  660. ; FXAA optimizations
  661. r.AllowHMDWarp=1                 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  662. r.OneFrameThreadLag=0            ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  663.  
  664. r.Upscale.Quality=4              ; 0-5, 3 = default
  665.  
  666. ; ====================================
  667. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  668. ; ====================================
  669. [/Script/Engine.RendererOverrideSettings]
  670. r.SSR.Quality=3                                    ; Disable screen space reflections for improved performance.
  671. r.SSR.MaxRoughness=0.8                             ; Adjusts the maximum roughness for screen space reflections.
  672. r.SSR.RayMaxRoughness=0.2                          ; Adjusts the maximum roughness for ray traced reflections.
  673. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  674. r.SSR.HalfRes=False                                ; Disables half-resolution reflections for improved quality.
  675. r.SSR.Temporal=1                                   ; Temporal screen space reflections (SSR) disabled for improved performance.
  676. r.SSR.Stencil=0                                    ; Stencil for screen space reflections (SSR) disabled for improved performance.
  677. r.SSR.HalfResSceneColor=1                          ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  678.  
  679. [/Script/Engine.RendererSettings]
  680. r.ReflectionEnvironment=1                                ; Enables reflection environment
  681. r.ReflectionCaptureResolution=2048                       ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  682. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1     ; Enables roughness-based mix of reflection environment lightmap.
  683. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0      ; Sets the weight for the largest mip of the reflection environment lightmap.
  684. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5     ; Sets the weighting for the final calculation of the reflection environment lightmap.
  685. r.ReflectionCaptureResolutionSkylight=128                ; Sets the resolution for skylight reflection captures
  686. r.ReflectionEnvironmentResolution=128                    ; Sets the resolution for the reflection environment
  687. r.ForceLQReflections=1                                   ; Low-quality reflections forced for improved performance.
  688. r.ReflectionsQuality=3                                   ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  689. r.ReflectionsMaxRoughness=0.8                            ; Maximum roughness value for reflections
  690. r.ReflectionsSamplesPerPixel=4                           ; Number of reflection samples per pixel
  691. r.RefractionQuality=0                                    ; Refraction quality set to 0, disabling it for performance.
  692.  
  693. ; ============================================
  694. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  695. ; ============================================
  696. [/Script/Engine.RendererOverrideSettings]
  697. ; ChromaticAberration Off
  698. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  699.  
  700. [/Script/Engine.RendererSettings]
  701. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  702.  
  703. ; ====================================
  704. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  705. ; ====================================
  706. [SystemSettings]
  707. ; MotionBlur Off
  708. r.DefaultFeature.MotionBlur=false
  709. r.MotionBlurQuality=0                           ; This setting controls the quality level of motion blur
  710. r.MotionBlur.Scale=2.0                          ; This setting determines the scale or intensity of motion blur
  711. r.FastBlurThreshold=0                           ; This setting controls the threshold for fast blur
  712. r.TranslucencyVolumeBlur=0                      ; This setting controls the volume blur for translucency
  713. r.MotionBlur.Amount=0
  714. r.MotionBlurSeparable=0
  715. r.MotionBlur.Max=0
  716.  
  717. ; ===========================
  718. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  719. ; ===========================
  720. [/Script/Engine.Engine]
  721. ; DepthOfField Off
  722. r.DefaultFeature.DepthOfField=False
  723. r.DepthofFieldQuality=0                  ; disabling it for performance Sets the quality level for Depth of Field in the post-process settings. Adjust as needed (0-3). Higher values provide better quality at the expense of performance.
  724. r.GaussianDOF=0
  725. r.DepthOfField.FarBlur=0
  726. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  727.  
  728. [/Script/Engine.RendererSettings]
  729. r.DepthOfFieldQuality=0                  ; Disabling it for performance. Sets the quality level for Depth of Field in the post-process settings. Adjust as needed (0-3). Higher values provide better quality at the expense of performance.
  730. r.DepthOfField.MaxBokehSize=64           ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  731. r.DepthOfField.MaxNearBlurSize=32        ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  732. r.DepthOfField.MaxFarBlurSize=256        ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  733. r.DepthOfField.FarBlurKernelSize=32      ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  734. r.DepthOfField.NearBlurKernelSize=16     ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  735. r.DepthOfField.DepthBlurRadius=0.5       ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  736. r.DepthOfField.DepthBlurAmount=1.0       ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  737. r.DepthOfField.FocalDistanceScale=1.0    ; Adjusts the scale of the focal distance. Increase this value to make the depth of field effect focus on objects closer to the camera.
  738. r.DepthOfFieldFocalRegion=0.3            ; Controls the region around the focal distance that will be in focus. A higher value means a larger region in focus.
  739. r.DepthOfFieldNearTransitionRegion=0.15  ; Controls the transition region between the focused and unfocused areas near the camera.
  740. r.DepthOfFieldFarTransitionRegion=0.15   ; Controls the transition region between the focused and unfocused areas far from the camera.
  741. r.DepthOfFieldQualityThreshold=16        ; Sets the quality threshold for depth of field. Increase this value for a higher threshold, resulting in more objects being considered for depth of field calculations.
  742. r.DepthOfField.MotionBlurAmount=0.5      ; Controls the amount of motion blur applied in the depth of field effect. Increase this value for a stronger motion blur effect.
  743. r.DepthOfField.MaxBokehBlurRadius=64     ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  744. r.DepthOfField.BokehRadiusScale=2.0      ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  745. r.DepthOfField.BokehShape=0.5            ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  746. r.DepthOfField.FarTransitionOffset=500.0 ; Adjusts the offset for the far transition region. Increase this value to shift the transition region further away from the camera.
  747. r.DepthOfField.NearTransitionOffset=0.0  ; Adjusts the offset for the near transition region. Increase this value to shift the transition region closer to the camera.
  748.  
  749. ; ================================
  750. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  751. ; ================================
  752. [/Script/Engine.RendererSettings]
  753. ; Light functions settings
  754. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  755. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  756. r.LightShaftDownSampleFactor=4                  ; Helps with light shaft quality
  757. r.Light.UseClusteredDeferredShading=1
  758. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  759. r.LightMaxDrawDistanceScale=10                  ; Maximum draw distance of lights.
  760. r.MinScreenRadiusForLights=0.001
  761. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  762. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  763.  
  764. ; Light shafts settings (also known as God rays)
  765. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  766.  
  767. ; Particle system settings
  768. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  769.  
  770. ; Miscellaneous settings
  771. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  772.  
  773. ; LensFlare
  774. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  775. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  776. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  777. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  778. r.LensFlareBokehShape=0                   ;r.LensFlareBokehShape determines the shape of the bokeh used in lens flares.0 for circular bokeh, 1 for hexagonal bokeh, and 2 for octagonal bokeh.
  779. r.LensFlareOcclusion=1                    ;r.LensFlareOcclusion determines whether lens flares can be occluded by other objects in the scene. 0 disables occlusion, while 1 enables occlusion.
  780. r.LensFlareOcclusionQueries=1             ;r.LensFlareOcclusionQueries determines the method used for occlusion queries with lens flares.0 for software occlusion queries, 1 for hardware occlusion queries.
  781. r.LensFlareOcclusionMaskDarkening=0.2     ;r.LensFlareOcclusionMaskDarkening determines the amount of darkening applied to occluded lens flares. 0 disables darkening, while higher values increase the effect.
  782. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  783.  
  784. ; ===========================
  785. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  786. ; ===========================
  787. [/Script/Engine.RendererSettings]
  788. ; Fog related settings some in sky weather settings section to.
  789. r.Fog=1                                                                      ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  790. r.FogDensity=0.013                                                             ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  791. r.FogHeightFalloff=0.2                                                       ; Specifies how quickly the fog density changes with altitude. Higher values result in a steeper falloff, while lower values create a more gradual transition.
  792. r.FogMaxOpacity=1.0                                                          ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  793. r.FogStartDistance=400.0                                                    ; Specifies the distance from the camera at which the fog begins. Objects beyond this distance will be affected by the fog.
  794. r.FogEndDistance=5000.0                                                      ; Specifies the distance from the camera at which the fog completely obscures objects. Objects beyond this distance will be completely hidden by the fog.
  795. r.FogColor=0.7, 0.7, 0.8                                                     ; Sets the color of the fog. This value represents RGB values, where 0.0 is black and 1.0 is white. Adjust the values to achieve the desired fog color.
  796. r.FogInscatteringColor=0.5, 0.5, 0.5                                         ; Sets the color of the light that is scattered by the fog. This value represents RGB values, where 0.0 is black and 1.0 is white. Adjust the values to achieve the desired inscattering color.
  797. ; r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture'       ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  798. r.FogInscatteringTextureTint=1.0, 1.0, 1.0                                   ; Sets the tint color for the fog inscattering texture. This value represents RGB values, where 0.0 is black and 1.0 is white. Adjust the values to achieve the desired tint color.
  799. r.FogStartDistanceForOpaque=1000.0                                           ; Specifies the distance from the camera at which the fog starts to become fully opaque. Objects beyond this distance will be fully obscured by the fog.
  800. r.FogDistanceScale=1.0                                                       ; Adjusts the overall scale of the fog distance. Higher values increase the distance at which fog begins and ends, while lower values decrease it.
  801. r.VolumetricFog=1                                                            ; Enable volumetric fog for depth
  802.  
  803. ; =============================
  804. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  805. ; =============================
  806. [/Script/Engine.Engine]
  807. ; Grass settings (3 option in shadows section that effect grass)
  808. r.Grass.FadeRange=5000                         ; Controls the distance at which grass will begin to fade out from the camera
  809. r.Grass.MaxDrawDistance=10000                  ; Controls the maximum draw distance for grass
  810. r.Grass.MinScreenSize=0.1                      ; Determines the minimum screen size a grass blade must occupy to be drawn
  811. r.Grass.DensityScale=2                       ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  812. r.Grass.WidthScale=1.0                         ; Controls the thickness of grass blades
  813. r.Grass.EnableShadows=1                        ; Enables or disables grass shadows
  814. r.Shadow.CSMResolution=256                     ; Controls the resolution of grass shadows
  815. r.Shadow.CSMSplitCount=4                       ; Determines the number of cascades for grass shadow maps
  816. r.Grass.UseVertexColor=1                       ; Enables or disables grass vertex coloring
  817. r.Grass.MaxClusterInstances=8                  ; Controls the maximum number of grass blades per cluster
  818. r.Grass.MaxClusterComponents=32                ; Controls the maximum number of grass clusters per componen
  819. r.Landscape.EnableGrassVisibilityCulling=1     ; Enables or disables culling of grass based on landscape visibility
  820. r.Landscape.GrassVisibilitySampleCount=16      ; Controls the number of grass samples used for visibility culling
  821. r.Grass.Collision=1                            ; Enables or disables collision of grass with other objects
  822. r.Grass.MaxCollisionPerBlade=4                 ; Controls the maximum number of collisions per grass blade
  823.  
  824. [/Script/Engine.GameUserSettings]
  825. grass.DisableDynamicShadows=0                  ; DEF 0, 1 for PERFORMANCE
  826. grass.TickInterval=10                          ; DEF 1, 10 for PERFORMANCE
  827. grass.MaxUpdateFrequency=60
  828.  
  829. ; ============================
  830. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  831. ; ============================
  832. ; Disabled to use  Ground Truth Ambient Occlusion (GTAO) feature
  833. [/Script/Engine.RendererSettings]
  834. r.SSGI.Enable=0                         ; Enable Screen Space Global Illumination (SSGI)
  835. r.SSGI.SampleCount=16                   ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  836. r.SSGI.Integration.Quality=2            ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  837. r.SSGI.HalfResSceneColor=1              ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  838.  
  839. ; Resolution settings
  840. r.SSGI.HalfResSceneDepth=1              ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  841. r.SSGI.HalfResSceneDepthTemporalAA=1    ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  842.  
  843. ; Performance optimizations
  844. r.SSGI.TemporalAccumulation=1           ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  845. r.SSGI.HistoryConvolutionRadius=2       ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  846. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  847. ; r.SSGI.Quality=0                        ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  848.  
  849. ; ==============================================
  850. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  851. ; ==============================================
  852. [/Script/Engine.RendererSettings]
  853. r.SubsurfaceScattering=1                             ;# Enables subsurface scattering
  854. r.SSS.Scale=2.5                                      ;# Scale factor for subsurface scattering
  855. r.SSS.Filter=2                                       ;# Subsurface scattering filter mode
  856. r.SSS.Quality=0                                      ;# Subsurface scattering quality level
  857. r.SSS.SampleSet=2                                    ;# Subsurface scattering sample set
  858. r.SSS.Checkerboard=0                                 ;# Disables subsurface scattering checkerboard pattern
  859. r.SSS.HalfRes=0                                      ;# Disables subsurface scattering half resolution
  860. r.SubsurfaceQuality=1                                ;# Subsurface quality level (possibly deprecated)
  861. r.SSS.Burley.NumSamplesOverride=0                    ;# Overrides the number of samples used in Burley subsurface scattering
  862. r.SSS.Burley.Quality=0                               ;# Quality level for Burley subsurface scattering (N/A)
  863. r.SSS.Burley.BilateralFilterKernelFunctionType=1     ;# Burley subsurface scattering bilateral filter kernel function type
  864. r.SSS.Burley.EnableProfileIdCache=1                            
  865.  
  866. [/Script/Engine.RendererOverrideSettings]
  867. r.SubsurfaceScattering=0                              ;# Disables overriding subsurface scattering.
  868.  
  869. ; =========================================
  870. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  871. ; =========================================
  872. [/Script/Engine.RendererSettings]
  873. r.TextureStreaming=True
  874. [/Script/Engine.Engine]
  875. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  876.  
  877. ;TEXTUREGROUPS
  878. [/Script/Engine.TextureLODSettings]
  879. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  880. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  881. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  882. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  883. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  884. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  885. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  886. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  887. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  888. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  889. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  890. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  891. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  892. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=LeaveExistingMips=-1)
  893. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  894. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  895. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  896. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  897. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  898. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  899. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  900. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  901. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  902. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
  903. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
  904. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  905. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  906. MinLODSize=2048
  907. MaxLODSize=8192
  908.  
  909. [/Script/Engine.RendererSettings]
  910. r.Streaming.FullyLoadUsedTextures=1       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  911. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  912. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  913. r.Streaming.HLODStrategy=2                ; Configured for performance. It disables Hierarchical Level of Detail (HLOD) strategy, which can improve performance at the cost of some visual quality.
  914. r.Streaming.MipBias=-0.5                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  915. r.Streaming.UseAllMips=1                  ; Configured for performance. It disables the use of all mips, meaning only the highest mip level will be used for rendering, reducing memory usage and potentially improving performance.
  916. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  917. r.Streaming.LimitPoolSizeToVRAM=0         ; Configured for performance. It disables the limitation of the streaming pool size based on available VRAM, allowing the pool size to be set manually.
  918. r.Streaming.PoolSize=10000                ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
  919. r.Streaming.MaxTempMemoryAllowed=8192     ; It sets the maximum temporary memory allowed for streaming recomended 16gig RAM/4=4096 MB or 0 MB effectively disabling the use of temporary memory.
  920. r.RenderTargetPoolMin=400                ; Configured for performance. It sets the minimum size of the render target pool to 2048 MB, which affects the memory allocation for render targets.
  921.  
  922. [TextureStreaming]
  923. r.Streaming.MaxTextureLoadTime=0.1             ; Configured for performance. It sets the maximum texture load time per update to 0.1 milliseconds, controlling the time spent on loading textures.
  924. r.Streaming.MaxTextureRequestTime=0.01         ; Configured for performance. It sets the maximum texture request time per update to 0.01 milliseconds, controlling the time spent on requesting textures.
  925. r.Streaming.NumStreamedMips=1                  ; Configured for performance. It sets the number of streamed mip levels to 1, which reduces memory usage by loading fewer mip levels.
  926. r.Streaming.DistanceScale=0.25                 ; Configured for performance. It scales down the distance at which texture streaming is performed, reducing the memory usage for textures further from the camera.
  927. r.Streaming.MipBias=-0.5                       ; Configured for performance. It applies a negative mip bias, biasing towards higher mip levels, which can improve performance by reducing the rendering cost of high-resolution textures.
  928. r.Streaming.MinTexturePoolSize=1024            ; Configured for performance. It sets the minimum texture pool size to 1024 MB, controlling the amount of memory reserved for textures.
  929. r.Streaming.TargetTexturePoolSize=2048         ; Configured for performance. It sets the target texture pool size to 2048 MB, determining the desired size of the texture pool.
  930. r.Streaming.MaxTempMemoryAllowed=200          ; Configured for performance. It sets the maximum temporary memory allowed for streaming recomended 16gig RAM/4=4096 MB or 0 MB effectively disabling the use of temporary memory.
  931. r.Streaming.MaxEffectiveScreenSizeForDBM=0     ; Configured for performance. It sets the maximum effective screen size for dropped mips (player) to 0, effectively disabling the use of dropped mips for the player.
  932.  
  933. [SystemSettings]
  934. r.LOD.UseObjectScaleOverride=true     ; Configured for performance. It enables the use of object scale override for LOD (Level of Detail), allowing more control over LOD distances.
  935. r.LOD.ObjectScaleOverride=3.0        ; Configured for performance. It sets the object scale override value to 3.0, which affects LOD distances and can improve performance by reducing the level of detail for objects.
  936. r.HLODDistanceFactor=3.0             ; Configured for performance. It sets the HLOD (Hierarchy Level of Detail) distance factor to 3.0, controlling the distance at which HLOD is used, potentially improving performance by reducing the rendering cost of complex objects.
  937. r.HLOD.DistanceOverrideScale=8
  938.  
  939. [AsyncLoading]
  940. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  941.  
  942. [Engine.Engine]
  943. ;old Unreal 3 settings probably dont work
  944. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  945. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  946. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  947.  
  948. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  949. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  950. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  951.  
  952. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  953. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  954. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  955. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  956.  
  957. ; ===========================================
  958. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  959. ; ===========================================
  960. [SystemSettings]
  961. r.LODDistanceScale=1.0                ; Controls overall LOD distances
  962. r.ForceLOD=0                          ; Prevents unwanted LOD changes when stationary
  963. r.MinLODToRender=0                    ; Ensures closest LOD is always used when near
  964. r.ViewDistanceScale=4                 ; Adjusts the distance at which objects are rendered
  965. r.ViewDistanceQuality=4               ; Sets the quality level for view distance, 4 epic
  966. r.MaterialQualityLevel=2              ; Controls the quality level for materials
  967. r.FinishCurrentFrame=0                ; Disables waiting for the GPU to finish rendering the current frame
  968. r.CreateShadersOnLoad=1               ; Enables shader compilation on load to reduce stuttering during gameplay
  969. r.Streaming.UseFixedPoolSize=1        ; Disables the use of a fixed pool size for streaming
  970. r.Streaming.PoolSize=12288            ; Total GPU VRAM in MB * 0.75, (8GB VRAM = 6144, 12GB VRAM = 9216, 16GB VRAM = 12288, 24GB VRAM = 18432)
  971. r.Streaming.FullyLoadUsedTextures=0   ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  972. r.Streaming.LimitPoolSizeToVRAM=0     ; Disables limiting the streaming pool size to VRAM
  973. r.Streaming.AmortizeCPUToGPUCopy=1    ; Enables amortization of CPU to GPU texture copies
  974. r.Streaming.MaxTempMemoryAllowed=8192 ; 8GB based on 25% of system RAM (32GB * 0.25 = 8GB)
  975. r.MaxAnisotropy=16                    ; Sets the maximum level of anisotropic filtering
  976. r.MipMapLODBias=0.5                   ; Sets the level of detail bias for mipmaps
  977. r.Shaders.Optimize=1                  ; Enables shader optimization
  978. r.Shaders.FastMath=0                  ; Enables fast math optimizations for shaders
  979. r.HZBOcclusion=1                      ; Disable hardware occlusion queries for hidden zone removal
  980. r.RenderTargetPoolMin=1000            ; Sets the minimum number of render targets in the pool
  981. r.D3D11.Depth24Bit=0                  ; Disables 24-bit depth buffer for D3D11
  982. r.SkeletalMeshLODBias=0               ; Controls LOD transitions for skeletal meshes. Negative values can cause "z-fighting" where skeleton meshes clip through their textures. Keep at 0 or positive values to prevent mesh clipping artifacts
  983. r.SkinCache.CompileShaders=1          ; Animation and skeletal mesh quality settings
  984. a.URO.DisableInterpolation=0          ; Animation and skeletal mesh quality settings
  985. r.MSAA.CompositingSampleCount=2
  986. r.ParticleLightQuality=3
  987. r.RefractionQuality=3 (you have r.RefractionQuality=0)
  988. r.ShaderPipelineCache.PreOptimizeEnabled=1
  989. r.ShaderPipelineCache.SaveUserCache=1
  990. r.ShaderPipelineCache.StartupMode=3
  991. r.ShaderPipelineCache.LogPSO=1
  992. r.ShaderPipelineCache.SaveBoundPSOLog=1
  993. r.ShaderPipelineCache.ReportPSO=1
  994. r.ShaderPipelineCache.GameFileMaskEnabled=1
  995. r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
  996. r.ShaderPipelineCache.BatchSize=10
  997. r.Vulkan.PipelineCacheFromShaderPipelineCache=1
  998. r.D3D.ForceDXC=1
  999. r.XGEShaderCompile=1
  1000. r.XGEShaderCompile.Mode=1
  1001. r.XGEShaderCompile.Xml.BatchGroupSize=256
  1002. r.XGEShaderCompile.Xml.BatchSize=16
  1003. r.XGEShaderCompile.Xml.JobTimeout=0.500000
  1004. r.RHICmdUseParallelAlgorithms=1
  1005. r.RHICmdVelocityPassDeferredContexts=1
  1006. r.UseAsyncShaderPrecompilation=1
  1007. s.AsyncLoadingTimeLimit=2.0
  1008. s.LevelStreamingActorsUpdateTimeLimit=1.00
  1009. s.UnregisterComponentsTimeLimit=0.00
  1010. s.AsyncLoadingUseFullTimeLimit=0
  1011. s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
  1012. s.PriorityAsyncLoadingExtraTime=10.00
  1013. s.IoDispatcherCacheSizeMB=2048
  1014. s.LevelStreamingComponentsRegistrationGranularity=1
  1015. s.LevelStreamingComponentsUnregistrationGranularity=1
  1016. s.MaxIncomingRequestsToStall=100
  1017. s.MaxReadyRequestsToStallMB=0
  1018. s.MinBulkDataSizeForAsyncLoading=1000
  1019. ActorSequence.DefaultDisplayRate=120 fps
  1020. ActorSequence.DefaultEvaluationType=1
  1021. ActorSequence.DefaultTickResolution=120 fps
  1022. ControlRigSequence.DefaultDisplayRate=120 fps
  1023. ControlRigSequence.DefaultEvaluationType=1
  1024. ControlRigSequence.DefaultTickResolution=120 fps
  1025. LevelSequence.DefaultDisplayRate=120 fps
  1026. LevelSequence.DefaultLockEngineToDisplayRate=1
  1027. LevelSequence.DefaultTickResolution=120 fps
  1028. MovieScene.LegacyConversionFrameRate=120 fps
  1029. r.VolumetricCloud.SkyAO.MaxResolution=256
  1030. r.VolumetricFog.LightFunction.Resolution=256
  1031. r.ReflectionCapture.EnableLightFunctions=1
  1032. r.TSR.History.R11G11B10=1
  1033. r.TSR.History.ScreenPercentage=200
  1034. r.TSR.History.UpdateQuality=3
  1035. r.TSR.ShadingRejection.Flickering=1
  1036. r.TSR.ShadingRejection.SpatialFilter=2
  1037. r.TSR.RejectionAntiAliasingQuality=2
  1038. r.TSR.Resurrection=1
  1039. r.TSR.Translucency.EnableResponiveAA=1
  1040. r.TSR.TSR1spp=13.3
  1041. ai.Human.FlankingAlone=1
  1042. ai.SwitchWeaponIfNoAmmo=1
  1043. ai.UseBlindActions=1
  1044. D3D12.PSOPrecache.KeepLowLevel=1
  1045. D3D12.TexturePoolOnlyAccountStreamableTexture=1
  1046. D3D12.ZeroBufferSizeInMB=12
  1047. mg.CharacterQuality=2
  1048. ; Hair specific settings
  1049. r.Hair.StrandsLODBias=0        ; Prevents aggressive LOD changes for hair strands
  1050. r.Hair.StrandsTextures=1       ; Forces high quality hair textures
  1051. r.Hair.BindingOffset=0         ; Reduces hair LOD transitions
  1052. mg.HairQuality=2              ; Forces highest quality hair rendering
  1053. r.Hair.Strands.Shadow=1       ; Enables high quality hair shadows
  1054. r.Hair.Strands.ShadowQuality=1  ; Higher quality shadows for hair
  1055. r.Hair.Strands.ShadowRayCasting=1      ; Better shadow ray precision
  1056. r.Hair.Strands.ShadowSuperSampling=1   ; Improves shadow quality in low light
  1057. niagara.CreateShadersOnLoad=1
  1058. r.AllowGlobalClipPlane=1
  1059. r.CapsuleIndirectConeAngle=0.2
  1060. r.DisableLandscapeNaniteGI=0
  1061. r.DoTiledReflections=0
  1062. r.FastVRam.GBufferVelocity=1
  1063. r.FastVRam.SceneDepth=1
  1064. r.FastVRam.ShadowCSM=1
  1065. r.FastVRam.ShadowPerObject=1
  1066. r.FastVRam.ShadowPointLight=1
  1067. r.FastVRam.SSR=1
  1068. r.FilmGrain=0
  1069. r.Nanite.Streaming.StreamingPoolSize=1024
  1070. r.NGX.DLSS.DenoiserMode=2     ; Quality mode instead of performance
  1071. r.NGX.DLSS.Quality=2          ; Higher quality reconstruction
  1072. r.NGX.DLSS.Sharpness=0.5      ; Reduced sharpness can help with hair artifacts
  1073. r.ScreenPercentage=100        ; Base resolution scale
  1074. r.DynamicRes.OperationMode=0  ; Disables dynamic resolution
  1075. r.NGX.DLSS.Enable=0          ; Disables DLSS
  1076. r.TSR.Enable=0               ; Disables TSR (Temporal Super Resolution)
  1077. r.Upscale.Enable=0           ; Disables general upscaling
  1078. r.PSOPrecache.GlobalComputeShaders=1
  1079. r.ReflectionCaptureSupersampleFactor=2
  1080. r.Shadow.CachePreshadow=1
  1081. r.Shadow.OcclusionCullPlanarReflections=0
  1082. r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=6
  1083. r.Shadow.Virtual.SMRT.TexelDitherScaleLocal=6
  1084. r.Streaming.Boost=3
  1085. rhi.SyncAllowVariable=1
  1086. RHI.TargetRefreshRate=120
  1087. t.HitchFrameTimeThreshold=33.32
  1088. fg.CullDistanceScale.Bushes=1.25
  1089. fg.CullDistanceScale.DistantBushes=1.25
  1090. fg.CullDistanceScale.DistantFoliage=1.2
  1091. fg.CullDistanceScale.DistantGrass=1.15
  1092. fg.CullDistanceScale.DistantTrees=1.3
  1093. fg.DensityScale.Bushes=1.5
  1094. fg.DensityScale.DistantBushes=1.15
  1095. fg.DensityScale.DistantFoliage=1.15
  1096. fg.DensityScale.DistantGrass=1.15
  1097. fg.DensityScale.DistantTrees=1.25
  1098. fg.DensityScale.Grass=1.5
  1099. fg.DensityScale.Trees=1.3
  1100. r.LevelStreamingDistanceScale=10           ; Controls streaming distance of level assets
  1101. r.UITextureLODBias=-1
  1102. r.HeightFieldShadowing=0
  1103. r.AOHeightfieldOcclusion=0
  1104. r.LODFadeTime=2
  1105. r.LandscapeLODBias=-1
  1106. r.LandscapeLODDistributionScale=3
  1107. r.LandscapeLOD0DistributionScale=3
  1108. r.StaticMeshLODDistanceScale=0.1
  1109. r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
  1110. r.VolumetricLightmap.VisualizationRadiusScale=0.010000
  1111. r.VolumetricFog.DepthDistributionScale=32.000000
  1112. r.VolumetricFog.GridDivisor=120
  1113. r.VolumetricFog.GridPixelSize=4
  1114. r.VolumetricFog.GridSizeZ=128
  1115. r.VolumetricFog.HistoryMissSupersampleCount=16
  1116. r.VolumetricFog.HistoryWeight=0.900000
  1117. r.VolumetricFog.InjectShadowedLightsSeparately=1
  1118. r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
  1119. r.VolumetricFog.Jitter=1
  1120. r.VolumetricFog.LightFunctionSupersampleScale=2.000000
  1121. r.VolumetricFog.TemporalReprojection=1
  1122. r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
  1123. r.VolumetricFog.VoxelizationSlicesPerGSPass=8
  1124. r.Nanite.PrimitivesAlwaysVisible=1
  1125. r.Decal.FadeDurationScale=2
  1126. r.FSR.Enable=0                          ; Disables FSR 1.0
  1127. r.FidelityFX.FSR.Enable=0              ; Disables FSR 2.0
  1128. r.FidelityFX.FSR.Enabled=0             ; Alternative FSR disable
  1129. r.FidelityFX.FSR.Quality=0             ; Sets FSR quality level
  1130. r.FidelityFX.FSR.HistoryFormat=0       ; Controls history buffer format
  1131. r.FidelityFX.FSR.Sharpness=0           ; Controls FSR sharpening
  1132. r.FidelityFX.FSR.AutoExposure=0        ; Disables FSR auto exposure
  1133. r.FidelityFX.FSR.Filter=0              ; Disables FSR filtering
  1134. r.FidelityFX.FSR.TemporalUpscaler=0    ; Disables temporal upscaling for FSR
  1135. r.BlurGBuffer=-1
  1136. gm.AutumnTreeMuliplier=0.75
  1137.  
  1138.  
  1139. ;AUDIO OPTIMIZATIONS
  1140. [Audio]
  1141. AudioThread.BatchAsyncBatchSize=512     ; Sets the audio thread batch size for async processing
  1142. AudioThread.UseBackgroundThreadPool=1       ; Enables the use of a background thread pool for audio
  1143. AudioThread.EnableBatchProcessing=1         ; Enables batch processing for audio
  1144.  
  1145. [GPULightmass]
  1146. ; Add any specific GPULightmass settings here if applicable
  1147.  
  1148. [FXSystem]
  1149. FX.AllowAsyncTick=1            ; Enables async ticking for the FX system
  1150. FX.BatchAsync=1                ; Enables async batch processing for the FX system
  1151. FX.BatchAsyncBatchSize=512 ; Sets the FX system async batch size
  1152. FX.MaxCPUParticlesPerEmitter=25          ; Sets the maximum number of CPU particles per emitter
  1153. FX.MaxGPUParticlesSpawnedPerFrame=1024  ; Sets the maximum number of GPU particles spawned per frame
  1154.  
  1155. [Rendering]
  1156. AllowAsyncRenderThreadUpdates=1                      ; Allows async updates of the render thread
  1157. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0  ; Allows async updates of the render thread during game thread updates
  1158. r.bForceCPUAccessToGPUSkinVerts=0         ; Forces CPU access to GPU skin vertices
  1159. r.SupportDepthOnlyIndexBuffers=1         ; Supports depth-only index buffers
  1160. r.SupportReversedIndexBuffers=1          ; Supports reversed index buffers
  1161. r.DBuffer=0                              ; Disables DBuffer
  1162. r.GPUCrashDebugging=0                    ; Disables GPU crash debugging
  1163. r.CompileShadersForDevelopment=0         ; Disables shader compilation for development
  1164.  
  1165. ;GARBAGE COLLECTION OPTIMIZATIONS
  1166. [/Script/Engine.GarbageCollectionSettings]
  1167. gc.MaxObjectsNotConsideredByGC=100000 ; Increased the value slightly for better performance
  1168. gc.SizeOfPermanentObjectPool=50000000 ; Increased the value for a larger pool size
  1169. gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
  1170. gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
  1171.  
  1172. ; LOG WRITE OPTIMIZATIONS
  1173. [Core.System]
  1174. Suppress=ScriptWarning
  1175. Suppress=Error
  1176. Suppress=ScriptLog
  1177. Suppress=Warning
  1178.  
  1179. [Core.Log]
  1180. ; Disable unnecessary logging categories for improved performance
  1181. LogPluginManager=off
  1182. LogOnlineIdentity=off
  1183. LogOnlineSession=off
  1184. LogMemory=off
  1185. LogPakFile=off
  1186. LogTemp=off
  1187. LogLinker=off
  1188. LogOnline=off
  1189. LogOnlineGame=off
  1190. LogAnalytics=off
  1191. LogConfig=off
  1192. LogInteractiveProcess=off
  1193. LogInput=off
  1194. LogOnlineEntitlement=off
  1195. LogOnlineEvents=off
  1196. LogOnlineFriend=off
  1197. LogOnlinePresence=off
  1198. LogOnlineTitleFile=off
  1199. LogOnlineUser=off
  1200. Global=off    ; Disable all global logging for improved performance
  1201.  
  1202. ; NETWORK OPTIMIZATIONS
  1203. [Core.System]
  1204. ConfiguredInternetSpeed=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  1205. ConfiguredLanSpeed=78643200       ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  1206.  
  1207. [/script/onlinesubsystemutils.ipnetdriver]
  1208. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1209. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1210. NetServerMaxTickRate=120        ; Set the maximum tick rate for the server on the internet
  1211. LanServerMaxTickRate=120        ; Set the maximum tick rate for the server on LAN
  1212. MaxNetTickRate=400              ; Set the maximum net tick rate
  1213. InitialConnectTimeout=300.0     ; Set the initial connect timeout (in seconds)
  1214. ConnectionTimeout=300.0         ; Set the connection timeout (in seconds)
  1215.  
  1216. [/script/engine.gamenetworkmanager]
  1217. TotalNetBandwidth=78643200      ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  1218. MaxDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  1219. MinDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  1220.  
  1221. [/script/socketsubsystemepic.epicnetdriver]
  1222. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1223. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1224.  
  1225. [/script/engine.engine]
  1226. NetClientTicksPerSecond=120     ; Set the number of client ticks per second
  1227.  
  1228.  
  1229.  
  1230. ; =====================================
  1231. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  1232. ; =====================================
  1233. ;Colour and exposure:
  1234. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  1235.  
  1236. ;Sharpening shadows:
  1237. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  1238. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  1239.  
  1240. ;Texture streaming:
  1241. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  1242.  
  1243. ;Subsurface post-process
  1244. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  1245.  
  1246. ;TXAA settings:
  1247. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  1248. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  1249.  
  1250. ;Shadows:
  1251. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  1252. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  1253. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  1254.  
  1255. ;EyeAdaptation & AutoExposure:
  1256. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  1257. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  1258. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  1259.  
  1260.  
  1261. ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
  1262.  
  1263.  
  1264. ; SETTINGS TAKEN OUT (glitching issues)
  1265. ; -------------------------------------
  1266. ; r.TemporalAAUpsampling=1
  1267. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  1268. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  1269. ; r.Jittering=1
  1270. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  1271. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  1272. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  1273. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  1274. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  1275. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  1276.  
  1277. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
Tags: Engine.ini
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