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engine.ini

Jan 12th, 2025 (edited)
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INI file 79.71 KB | Gaming | 0 0
  1. ; engine.ini located C:\Users\%username%\AppData\Local\StreetFighterV\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=../../../StreetFighterV/Content
  7. Paths=../../../Engine/Plugins/Runtime/CriWare/Content
  8.  
  9. ;----------------------------------------------------------------
  10. ; Note: I have optimized every setting I could find on this game.
  11. ; ---------------------------------------------------------------
  12.        Raytracing on,
  13. ;       TXAA on and optimized
  14. ;       AO options set to GTAO. SSAO and normal AO are disabled.
  15. ;       Colour tweaked.
  16. ;       Optimized for systems with 16GIG RAM and an 8 GIG Graphics card
  17. ;       DOF, Bloom, image grain, ChromaticAberration Off.
  18. ;       EYEADAPTION / AUTOEXPOSURE settings Optimized.
  19. ;       Texture Groups and streaming options are all Optimized.
  20. ;       Audio Optimized.
  21. ;       Internet Optimized.
  22. ;       other optimizations Shadows gras sky lighting foliage etc.
  23. ; ----------------------------------------------------------------
  24.  
  25. [Audio]
  26. UnfocusedVolumeMultiplier=0.500000
  27.  
  28. ; ===============================
  29. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  30. ; ===============================
  31. [/Script/Engine.RendererSettings]
  32. r.GBufferFormat=3                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  33.  
  34. ;perfect                 ;Normal               ;LIGHTER              ;DARK        
  35. r.Color.Max=1.00     ;  1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  36. r.Color.Mid=0.54     ;  0.50 = default     ;r.Color.Mid=0.60     ;r.Color.Mid=0.4    
  37. r.Color.Min=-0.0001     ;  0.00 = default     ;r.Color.Min=0.01     ;r.Color.Min=0.001  
  38.  
  39. 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
  40. r.SceneColorFringe.Max=0.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  41. r.SceneColorFormat=4                      ; high-precision RGBA color format.
  42.  
  43. [/Script/Engine.RendererOverrideSettings]
  44. r.DefaultFeature.ColorGrading=1                 ; Disable color grading for improved performance
  45. r.ColorGrading.LUTSize=32                       ; Size of the color grading LUT (16, 32, or 64)
  46. r.ColorGrading.Quality=1                        ; Quality of color grading (0=low, 1=high)
  47. r.Color.MaxEditingLUTs=8                        ; Maximum number of color lookup tables (LUTs) used for color correction
  48. r.Color.MidTones.Sharpen=0.5                    ; Increases sharpness of mid-tone colors DEF 0
  49. r.Color.MidTones.Saturation=1.1                 ; Enhances the saturation of mid-tone colors
  50. r.Color.Contrast=1.05                           ; Improve contrast in light and dark areas Increases overall contrast of the scene
  51. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  52. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  53. r.Color.Saturation=0.88          ; Slight desaturation for natural colors
  54. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  55. r.TonemapperGamma=2.6                           ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
  56. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
  57. r.TonemapperFilm.Toe=0.75
  58. r.TonemapperFilm.Shoulder=0.26
  59. 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)
  60. r.ToneCurveAmount=0.65                           ; Enable tone curve for natural light transitions
  61. r.Tonemapper.Sharpen=0.2
  62. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  63. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  64. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  65. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  66. r.Tonemapper.GrainQuantization=1                ; Disable grain doubled bellow not sure on wich section it is in.
  67.  
  68. [/Script/Engine.Engine]
  69. ; Default color space used for rendering
  70. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  71.  
  72. ; Gamma correction settings
  73. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  74. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  75. r.Exposure=1.0                      ; Set the overall exposure for the scene
  76. r.Contrast=1.0                      ; Set the overall contrast for the scene
  77. r.Saturation=1.05                   ; Set the overall saturation for the scene
  78. r.Gamma=1.02                        ; Set the overall gamma for the scene
  79. r.Temperature=6500.0                ; Set the overall temperature for the scene
  80. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  81.  
  82. [/Script/Engine.PostProcessSettings]
  83. ; Remove Film grain effect
  84. 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)
  85. 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).
  86. [SystemSettings]
  87. r.TonemapperExposure=0.72        ; Slightly reduce overall exposure (default is usually 1.0)
  88.  
  89. ; ===================================================
  90. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  91. ; ===================================================
  92. [/Script/Engine.RendererSettings]
  93. ; Disable Eye Adaptation or Limit its Effect
  94. r.EyeAdaptation.ExponentialTransitionDistance=0.6                 ; Smooth light adaptation transitions
  95. r.EyeAdaptation.LensAttenuation=0.9                               ; Default .65 lower is darker, Smooth light transitions
  96. r.EyeAdaptationQuality=1                                        ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  97. r.EyeAdaptation.MinExposure=0.9                                ; Minimum brightness at night (Adjust as needed)
  98. r.EyeAdaptation.MaxExposure=1.15                                ; Maximum brightness during the day (Adjust as needed)
  99. r.EyeAdaptation.Bias=0.12                                       ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
  100. r.EyeAdaptation.EditorOnly=0
  101.  
  102. 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
  103. r.DefaultFeature.AutoExposure.Method=1                          ; Auto exposure method set to 0, disabling it for performance.
  104. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  105. r.DefaultFeature.AutoExposure.Bias=0.015                        ; Minor bias adjustment for consistency
  106.  
  107. [TimeOfDaySystem]
  108. ; Day/Night Cycle exposure compensation
  109. TimeOfDay.AutoExposureCompensation.Day=0.0
  110. TimeOfDay.AutoExposureCompensation.Night=-1.0
  111. TimeOfDay.AutoExposureCompensation.Transition=0.5
  112.  
  113. ; Light intensity transitions
  114. TimeOfDay.SunIntensity.Day=10.0
  115. TimeOfDay.SunIntensity.Night=0.0
  116. TimeOfDay.MoonIntensity.Night=0.5
  117.  
  118. ; Sky/Atmosphere settings
  119. TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
  120. TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
  121. TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
  122. TimeOfDaySystem.AutoExposure.MinBrightness=3.6
  123. TimeOfDaySystem.SkyLightPollutionLuminance=0.2
  124. TimeOfDaySystem.BloomIntensity=0.01
  125. TimeOfDaySystem.SunIntensity=60000
  126. TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
  127. TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
  128. TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
  129. TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
  130. TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
  131. TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
  132. TimeOfDaySystem.StarIntensity=20
  133. TimeOfDaySystem.MoonIntensity=0.7
  134. TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
  135. TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
  136. TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
  137. TimeOfDaySystem.AutoExposure.SpeedUp=10
  138. TimeOfDaySystem.AutoExposure.SpeedDown=5
  139. TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
  140. TimeOfDaySystem.MinimumCloudSpeed=0.375
  141.  
  142.  
  143.  
  144.  
  145. [SystemSettings]
  146. ; Auto exposure settings
  147. r.AutoExposure.Method=2
  148. r.AutoExposure.MinBrightness=-10
  149. r.AutoExposure.MaxBrightness=20
  150. r.AutoExposure.SpeedUp=3
  151. r.AutoExposure.SpeedDown=1
  152. r.AutoExposure.ExtendDefaultLuminanceRange=0
  153. ;AutoExposure.Bias=0.05       ; Small bias to prevent overly dark nights
  154.  
  155. [Engine.RendererSettings]
  156. r.DFDistanceScale=8
  157. r.DistanceFieldAO=1
  158. r.DFFullResolution=0
  159. r.DFFarTransitionScale=0.1
  160.  
  161. ; =====================================================
  162. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  163. ; =====================================================
  164. ; Sky, Sun, and Clouds related settings
  165. [/Script/Engine.RendererSettings]
  166. r.SkyLight=1                        ; Enable or disable dynamic skies
  167. r.SkylightIntensityMultiplier=0.4
  168.  
  169. r.Atmosphere=1                      ; Enable or disable atmospheric fog
  170. r.Sun=0.32                           ; Set the intensity of the sun
  171. r.SunColor=(0.98, 0.82, 0.75)       ; Set the color of the sun
  172. r.VolumetricClouds=1                ; Enable or disable volumetric clouds
  173. r.VolumetricCloudDensity=0.7        ; Set the density of volumetric clouds
  174. r.VolumetricCloudHeight=950.0      ; Set the height of volumetric clouds
  175. r.VolumetricCloudCoverage=0.45       ; Set the coverage of volumetric clouds
  176. r.VolumetricCloudScale=1.0          ; Set the scale of volumetric clouds
  177. VolumetricCloud.Force2LayerMaterial=1
  178. VolumetricCloud.RayMarchedShadows=1
  179. VolumetricCloud.GroundContribution=0.6
  180. r.VolumetricCloud.GroundContribution=0.75
  181. r.SkyQuality=3.5                    ; Set the quality of the overall sky
  182. [SystemSettings]
  183. r.SkyAtmosphereQuality=4        ; Improve sky lighting interactions
  184. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  185. r.RayTracingClouds=1                ; Enable or disable ray-traced clouds
  186. r.RayTracingCloudQuality=2          ; Set the quality of ray-traced clouds
  187. r.RayTracingCloudResolution=512     ; Set the resolution of ray-traced clouds
  188.  
  189. [/Script/Engine.RendererSettings.CloudShadows]
  190. r.CloudShadows=1                    ; Enable or disable cloud shadows
  191. r.CloudShadowIntensity=0.8          ; Set the intensity of cloud shadows
  192. r.CloudShadowColor=(0.2, 0.2, 0.2)  ; Set the color of cloud shadows
  193.  
  194. [/Script/Engine.RendererSettings.Godrays]
  195. r.Godrays=1                         ; Enable or disable Godrays
  196. r.GodrayIntensity=0.3               ; Set the intensity of Godrays
  197. r.GodrayColor=(1.0, 1.0, 0.8)       ; Set the color of Godrays
  198. r.GodrayDensity=0.2                 ; Set the density of Godrays
  199. r.GodraySize=0.1                    ; Set the size of Godrays
  200. r.GodrayFalloff=0.5                 ; Set the falloff of Godrays
  201.  
  202. [/Script/Engine.RendererSettings.SkyQuality]
  203. r.SkyQuality=3.0                    ; Set the quality of the overall sky
  204.  
  205. [/Script/Engine.RendererSettings.DynamicWeather]
  206. r.DynamicWeather=1                  ; Enable or disable dynamic weather
  207. r.WindSpeed=5.0                    ; Set the wind speed for dynamic weather
  208. r.WindDirection=(0.5, 0.0, 0.5)     ; Set the direction of the wind for dynamic weather
  209. r.CloudCoverage=0.5                 ; Set the overall cloud coverage for dynamic weather
  210. r.CloudDensity=0.4                  ; Set the cloud density for dynamic weather
  211. r.RainIntensity=0.1                 ; Set the rain intensity for dynamic weather
  212. r.SnowIntensity=0.1                 ; Set the snow intensity for dynamic weather
  213.  
  214.  
  215. [/Script/Engine.RendererSettings]
  216. ; Bloom related settings - Bloom Off
  217. r.DefaultFeature.Bloom=True
  218. r.Bloom.Cross=0                     ; DEF 0, 0.7777 for anamorphic
  219. r.Bloom.HalfResolutionFFT=0         ; DEF 0
  220. 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.
  221. 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.
  222. r.BloomIntensity=0.45                ; Lower bloom brightness
  223. r.BloomThreshold=0.45               ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  224.  
  225. 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.
  226. 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.
  227. 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.
  228. 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.
  229. 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.
  230. 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.
  231. 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.
  232. 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.
  233. 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.
  234. 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.
  235. 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.
  236. 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.
  237. r.BloomIntensity=0.3                ; Set the bloom intensity for the overall scene
  238. r.BloomSize=0.1                     ; Set the bloom size for the overall scene
  239.  
  240. [SystemSettings]
  241. r.VignetteIntensity=0.0             ; Set the vignette intensity for the overall scene
  242. r.VignetteSize=0.9                  ; Set the vignette size for the overall scene
  243.  
  244. [WeatherSettings]
  245. ;r.WeatherType Clear                  ; Set the weather type for the scene
  246. r.CloudType=Cumulus                   ; Set the cloud type for the scene
  247. r.CloudShape=Puffy                    ; Set the cloud shape for the scene
  248. r.CloudWindSpeed=10.0                 ; Set the wind speed for the clouds
  249. r.CloudWindDirection=(0.5, 0.0, 0.5)  ; Set the wind direction for the clouds
  250. r.CloudWindCoverage=0.6               ; Set the cloud coverage for the clouds
  251. r.CloudWindDensity=0.4                ; Set the cloud density for the clouds
  252. r.CloudRainIntensity=0.2              ; Set the rain intensity for the clouds
  253. r.CloudSnowIntensity=0.1              ; Set the snow intensity for the clouds
  254. r.CloudFogDensity=0.3                 ; Set the fog density for the clouds
  255. r.CloudFogColor=(0.8, 0.8, 0.8)       ; Set the fog color for the clouds
  256.  
  257. ; ===============================
  258. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  259. ; ===============================
  260. [/Script/Engine.Engine]
  261. ; Foliage related settings
  262. r.Foliage.DynamicallyShadowFarLod=1    ; Enable or disable dynamic foliage shadows
  263.  
  264. ; Foliage draw distance settings
  265. foliage.LODDistanceScale=8             ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  266. foliage.MinLODDistanceScale=0.1        ; Adjust the distance at which the highest quality foliage is rendered
  267.  
  268. ; Foliage density settings
  269. foliage.DensityScale=1.5               ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  270. foliage.GrassDensityScale=1.0          ; Adjust the density of the grass
  271. grass.CullDistanceScale=3
  272. foliage.TreeDensityScale=1.0           ; Adjust the density of the trees
  273.  
  274. ; Foliage lighting settings
  275. foliage.EnableStaticLighting=1         ; Enable or disable dynamic lighting for foliage
  276. foliage.EnableGrassLighting=1          ; Enable or disable dynamic lighting for grass
  277.  
  278. ; Foliage shadow settings
  279. foliage.MaxShadowResolution=1024       ; Adjust the resolution of the foliage shadows
  280. foliage.ShadowDistanceScale=1.0        ; Adjust the distance at which foliage shadows are cast
  281.  
  282. ; Foliage collision settings
  283. foliage.DisableCollision=0             ; Enable or disable collision for foliage
  284. foliage.SelfShadowing=1                ; Enable or disable self-shadowing for foliage
  285.  
  286. ; Foliage wind settings
  287. foliage.bAllowWind=1                   ; Enable or disable wind for foliage
  288. foliage.WindStrength=1.0               ; Adjust the strength of the wind affecting foliage
  289. foliage.WindSpeed=1.0                  ; Adjust the speed of the wind affecting foliage
  290.  
  291. [/Script/Foliage.FoliageConfig]
  292. foliage.DitheredLOD=6                  ; DEF 1, quality 5
  293. foliage.MinimumScreenSize=0.009        ; DEF 0.0001
  294. foliage.MinLOD=1                       ; DEF 0, 1 for PERFORMANCE
  295. foliage.MinVertsToSplitNode=8192       ; DEF 8192
  296. foliage.OverestimateLOD=0              ; DEF 0
  297.  
  298. ; ===============================
  299. ; ✩░▒▓▆▅▃▂▁ Water ▁▂▃▅▆▓▒░✩
  300. ; ===============================
  301. r.Water.SingleLayer.DepthPrepass=1
  302. r.Water.SingleLayer.LumenReflections=1
  303. r.Water.SingleLayer.Reflection=1
  304. r.Water.SingleLayer.SSR=1
  305. r.Water.SingleLayer.SSRTAA=1
  306. r.Water.SingleLayer=1
  307.  
  308. ; =====================================
  309. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  310. ; =====================================
  311. ;Disables to use  Ground Truth Ambient Occlusion (GTAO) feature
  312. [/Script/Engine.RendererSettings]
  313. r.SSAO.Method=0                       ; Disable SSAO (0)
  314. r.SSAO.Quality=0                      ; Set SSAO quality to low (0)
  315. r.SSAO.SampleSet=0                    ; Use the default sample set for SSAO (0)
  316. r.SSAO.MaxViewDistance=10000.0        ; Limit the maximum distance over which SSAO is applied
  317. r.SSAO.HalfResolution=0               ; Disable half-resolution SSAO
  318. r.SSAO.BlurRadius=0                   ; Disable SSAO blur
  319. r.SSAO.BlurSharpness=0.0              ; Set SSAO blur sharpness to 0 (no blur)
  320. r.SSAO.BlurPasses=1                   ; Use a single pass for SSAO blur
  321. r.SSAO.DepthBias=0.0                  ; Set SSAO depth bias to 0 (no bias)
  322. r.SSAO.DirtyTranslucencySupport=1     ; Enable SSAO for dirty (unshadowed) translucent surfaces
  323. r.SSAO.Downsampling=1                 ; Enable SSAO downsampling for performance (1)
  324. r.SSAO.ScreenSpaceRadius=0.5          ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  325. r.SSAO.MinRadius=0.02                 ; Set SSAO minimum radius (adjust to your liking)
  326. r.SSAO.SampleRadiusScale=0.3          ; Scale the SSAO sample radius (adjust to your liking)
  327. r.SSAO.Intensity=1.0                  ; Set SSAO intensity to 1 (adjust to your liking)
  328. r.SSAO.AutoCompute=0                  ; Disable automatic computation of SSAO (for manual tweaking)
  329.  
  330. [/Script/Engine.RendererOverrideSettings]
  331. r.SSAO.Enable=False                        ; Enable SSAO effect
  332.  
  333. [/Script/Engine.RendererSettings]
  334. r.SSAO.Enable=False                        ; Enable SSAO effect (added for clarity, can be removed if desired)
  335.  
  336. ; =======================================================
  337. ; ✩░▒▓▆▅▃▂▁ Global Illumination settings. ▁▂▃▅▆▓▒░✩
  338. ; =======================================================
  339. [SystemSettings]
  340. r.DefaultFeature.AmbientOcclusion=True     ; Disables default ambient occlusion
  341. r.Lumen.Reflections=1               ; Enable Lumen reflections for realistic lighting
  342. r.Lumen.Radiosity=1                 ; Enable dynamic GI using Lumen
  343. r.GlobalIlluminationQuality=3       ; Adjust GI quality (1=Low, 2=Medium, 3=High, 4=Epic)
  344. r.GI.SkyLightingQuality=3           ; Enhance sky lighting effects for GI
  345. r.GI.ReflectionOcclusion=1          ; Enable reflection occlusion for better realism
  346. r.GI.EnableSecondBounce=1           ; Enable secondary light bounce for more natural illumination
  347. r.Lumen.GlobalIllumination=1
  348. r.Lumen.DiffuseIndirect.AsyncCompute=1
  349. r.Lumen.HardwareRayTracing.Inline=1
  350. r.Lumen.HardwareRayTracing.LightingMode=3
  351. r.Lumen.HardwareRayTracing=1
  352. r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField=1
  353. r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor=0
  354. r.Lumen.Reflections.AsyncCompute=1
  355. r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold=0.9
  356. r.Lumen.Reflections.DownsampleFactor=0
  357. r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField=1
  358. r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting=1
  359. r.Lumen.Reflections.MaxRoughnessToTrace=0.4
  360. r.Lumen.Reflections.ScreenSpaceReconstruction=0
  361. r.Lumen.Reflections.ScreenTraces=1
  362. r.Lumen.Reflections.SmoothBias=1
  363. r.Lumen.Reflections.TraceMeshSDFs=1
  364. r.Lumen.ScreenProbeGather.DownsampleFactor=16
  365. r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField=1
  366. r.Lumen.ScreenProbeGather.HardwareRayTracing=1
  367. r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
  368. r.Lumen.ScreenProbeGather.Temporal=1
  369. r.Lumen.SkylightLeaking.Roughness=0.1
  370. r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
  371. r.Lumen.TranslucencyReflections.RadianceCache=0
  372. r.LumenScene.FarField=1
  373. r.LumenScene.FarField.FarFieldDitherScale=100000
  374. r.LumenScene.Lighting.AsyncCompute=1
  375. r.Lumen.TranslucencyReflections.MarkDownsampleFactor=0
  376. r.Lumen.TranslucencyReflections.FrontLayer.RelativeDepthThreshold=1.5
  377.  
  378.  
  379. ; ========================================================================================
  380. ; ✩░▒▓▆▅▃▂▁ Ambient Occlusion and Ground Truth Ambient Occlusion settings. ▁▂▃▅▆▓▒░✩
  381. ; ========================================================================================
  382. [/Script/Engine.RendererSettings]
  383. r.AmbientOcclusion=0                        ; Enables screen-space ambient occlusion
  384. r.AmbientOcclusionLevels=3                  ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  385. r.AmbientOcclusion.Intensity=1.5            ; Increase AO intensity for better shadow definition
  386. r.AmbientOcclusion.RadiusScale=1.15         ; Widen AO radius for smoother results
  387. r.AmbientOcclusionStaticFraction=0.0        ; Sets the fraction of static occlusion
  388. r.AmbientOcclusion.FadeDistance=9000.0      ; Extend fade-out distance for AO
  389. r.AllowOcclusionQueries=1                   ; Enables occlusion queries for performance improvement
  390. r.AmbientOcclusionRadiusScale=1.0 ; Increase shadow spread radius
  391.  
  392. r.GTAO=1                ; Enables Ground Truth Ambient Occlusion (GTAO)
  393. r.GTAO.Enable=True              ; Enables GTAO for Ground Truth Ambient Occlusion
  394. r.AmbientOcclusion.Method=1     ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  395. r.GTAO.FalloffEnd=200           ; Distance at which the occlusion completes the fall-off
  396. r.GTAO.SpatialFilter=0          ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  397. r.GTAO.NumAngles=2              ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  398. r.GTAO.UseNormals=0             ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  399. r.GTAO.ThicknessBlend=0         ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  400. r.GTAO.Combined=1               ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  401. r.GTAO.Downsample=0             ; Perform GTAO at half resolution (0: Off, 1: On)
  402. r.GTAO.FalloffStartRatio=0      ; Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off (must be between 0 and 1)
  403. r.GTAO.TemporalFilter=1         ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  404. r.GTAO.Upsample=1               ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  405. r.GTAO.PauseJitter=0            ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  406. r.GTAO.FilterWidth=4            ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  407. r.GTAO.Intensity=1.2
  408.  
  409. [/Script/Engine.GTAOSettings]
  410. r.GTAO.Resolution=50                   ; Resolution factor for GTAO (lower values improve performance)
  411. r.GTAO.SampleSet=1                     ; Sample set index for GTAO (1 is the default)
  412. r.GTAO.Bias=0.4                        ; Bias factor for GTAO (higher values increase occlusion)
  413. r.GTAO.Power=1.0                       ; Power factor for GTAO (higher values increase occlusion)
  414. r.GTAO.MaxDistance=1000.0              ; Maximum distance for GTAO (higher values increase occlusion range)
  415. r.GTAO.HorizonAngle=1.5                ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  416. r.GTAO.NumSteps=8                      ; Number of occlusion steps for GTAO (higher values increase quality)
  417. r.GTAO.NumDirections=4                 ; Number of directions for GTAO (higher values increase quality)
  418. r.GTAO.NumCutoutSamples=4              ; Number of cutout samples for GTAO (higher values increase quality)
  419. r.GTAO.NumCutoutSampleIterations=2     ; Number of cutout sample iterations for GTAO (higher values increase quality)
  420. r.GTAO.NumRandomRotations=8            ; Number of random rotations for GTAO (higher values increase quality)
  421.  
  422. ; ========================================
  423. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  424. ; ========================================
  425. [/Script/Engine.RendererSettings]
  426. r.Shadow.MaxResolution=8192                         ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high                
  427. r.Shadow.MinResolution=32                           ; Minimum resolution for shadows
  428. r.Shadow.MaxCSMResolution=3072                     ; Maximum cascaded shadow map resolution 512 performance
  429. r.Shadow.MaxCascades=4                             ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  430. r.Shadow.CSM.MaxCascades=4
  431. r.Shadow.CSM.TransitionScale=2.0                   ; Sets the transition scale for cascaded shadow maps DEF 0.8
  432. 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
  433. r.Shadow.RadiusThreshold=0.005                     ; DEF 0.04, Threshold for shadow rendering
  434. r.Shadow.CSM.FadeResolution=128                     ; Fade resolution for cascaded shadow maps
  435. r.Shadow.CSM.SplitPenumbraScale=0.1                ; Scale factor for split penumbra
  436. r.Shadow.CSM.SplitDepthBiasScale=0.01              ; Scale factor for split depth bias
  437. r.Shadow.TexelsPerPixel=4                          ; Number of texels per screen pixel for shadow rendering
  438. r.Shadow.NumDynamicShadowCascades=4                ; Number of dynamic shadow cascades
  439. r.Shadow.CSM.NumCascades=4                         ; Number of cascades for cascaded shadow maps
  440. r.Shadow.CSM.DepthRange=3000                       ; Depth range for cascaded shadow maps
  441. r.Shadow.CSM.CascadeDistributionExponent=3.0       ; Distribution exponent for cascades
  442. r.Shadow.CSM.CascadeTransitionFraction=0.1         ; Transition fraction for cascades
  443. r.Shadow.FadeResolution=1                          ; Fade resolution for shadow rendering
  444. r.Shadow.MaxFadeDistance=6000                      ; Maximum fade distance for shadow rendering
  445. r.Shadow.MinPreShadowResolution=8                  ; Minimum resolution for pre-shadow rendering
  446. r.Shadow.PreShadowResolutionFactor=0.5             ; Sets the pre-shadow resolution factor
  447. r.Shadow.CSM.DepthBias=0                           ; Depth bias for cascaded shadow maps
  448. r.Shadow.RadiusThresholdMultiplier=1.0             ; Radius threshold multiplier for shadow rendering
  449. r.Mobile.EnableStaticAndCSMShadowReceivers=0       ; Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  450. r.Shadow.CachedShadowsCastFromMovablePrimitives=1  ; DEF 1, 0 for PERFORMANCE
  451. r.Shadow.CacheWholeSceneShadows=1                  ; DEF 1
  452. r.Shadow.CacheWPOPrimitives=0                      ; DEF 0
  453. r.Shadow.CSMDepthBias=8                            ; DEF 10
  454. 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.
  455. r.Shadow.Virtual.ResolutionLodBiasLocal=1
  456. r.Shadow.MaxCSMResolution=8192                     ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  457. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1  ; DEF -1
  458. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1   ; DEF -1
  459. r.Shadow.OcclusionCullCascadedShadowMaps=0         ; DEF 0
  460. r.Shadow.PointLightDepthBias=0.02                  ; DEF 0.02
  461. r.Shadow.PointLightSlopeScaleDepthBias=3           ; DEF 3
  462. r.Shadow.SpotLightTransitionScale=2048               ; DEF 60-120
  463. r.Shadow.TransitionScale=2                         ; Smooth shadow transition
  464. r.ShadowQuality=5                                  ; DEF 4, 3 for PERFORMANCE
  465. r.Shadow.CSMResolution=256                         ; Controls the resolution of grass shadows
  466. r.Shadow.CSMSplitCount=4                           ; Determines the number of cascades for grass shadow maps
  467. r.Shadow.WholeSceneShadowCacheMb=4096
  468. r.ContactShadows=1
  469. r.Shadow.Virtual.Enable=1
  470. r.Shadow.Virtual.MaxPhysicalPages=8192
  471. r.Shadow.Virtual.SMRT.RayCountScale=1      ; Better ray sampling
  472. r.Shadow.Virtual.SMRT.SamplesPerRay=8      ; More samples to reduce patterns
  473. r.Shadow.Virtual.SMRT.RejectionThreshold=0.01  ; Lower threshold for better quality
  474.  
  475. ; Contact shadows for better detail
  476. r.ContactShadows.Quality=3                 ; Higher quality contact shadows
  477. r.ContactShadows.HairShadows=1            ; Better hair shadow quality
  478.  
  479.  
  480. ; ==================================
  481. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  482. ; ==================================
  483. [Script/Engine.RendererSettings]
  484. r.DefaultFeature.RayTracing=1             ; Enable ray tracing
  485. r.RayTracing=1                            ; Enable global ray tracing
  486.  
  487. ; Performance settings
  488. r.RayTracing.Reflections.MaxRoughness=1.0 ; Limit reflection roughness
  489. r.RayTracing.Shadows.MaxCSMRadius=0       ; Disable cascaded shadow map radius for ray tracing
  490. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=4 ; Lower samples for AO
  491. r.RayTracing.GlobalIllumination.SamplesPerPixel=2 ; Minimum GI samples for balance
  492. r.RayTracing.TranslucencyLightingVolumeDim=4 ; Lower translucency resolution
  493. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Keep skylight samples minimal
  494.  
  495. ; Additional settings
  496. r.RayTracing.UseTextureLod=1             ; Use Texture LOD for better performance
  497. r.RayTracing.ForceAllRayTracingEffects=0 ; Disable forcing all effects
  498.  
  499. ; Quality settings
  500. r.RayTracing.Quality=1                   ; Balanced quality
  501. r.RayTracing.Reflections.MaxBounces=1    ; One reflection bounce
  502. r.RayTracing.Shadows.MaxRayDistance=2000 ; Shorter ray distance for shadows
  503. r.RayTracing.AmbientOcclusion.MaxRayDistance=350 ; Shorter AO ray distance
  504.  
  505. ; Memory and Cache
  506. r.RayTracing.Cache.NumGB=6               ; Limit cache to 6GB
  507. r.RayTracing.Cache.SampleFactor=1        ; Minimal caching for stability
  508.  
  509. ; Debugging
  510. r.RayTracing.Debug.VisualizeMeshBVH=0    ; Disable debug visualization
  511. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Disable debug visualization
  512.  
  513. ; ===============================================
  514. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  515. ; ===============================================
  516. ;r.TemporalAA.Upsampling=1 needed below in AA section
  517. [/Script/Engine.RendererSettings]
  518. r.IntelXeSS.Enabled=0              ; Main XeSS toggle
  519. r.IntelXeSS.Enable=0               ; Alternative XeSS toggle
  520. r.XeSS.Enable=0                    ; Another XeSS variant
  521. r.IntelXeSS.TemporalUpscaling=0    ; Disables temporal upscaling for XeSS
  522. r.IntelXeSS.AutoExposure=0         ; Disables XeSS auto exposure
  523. r.IntelXeSS.Quality=0                   ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  524. r.IntelXeSS.Sharpening=0.0              ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  525.  
  526. ; Optional Settings
  527. r.IntelXeSS.Denoising=0                 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  528. r.IntelXeSS.DenoisingStrength=0.75      ; Set Intel XeSS denoising strength (0.0 to 1.0)
  529. r.IntelXeSS.Smoothness=0.5              ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  530.  
  531. ; Advanced Settings
  532. r.IntelXeSS.RayTracingResolution=1.0    ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  533. r.IntelXeSS.RayTracingUpsample=0        ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  534.  
  535. ; ====================================
  536. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  537. ; ====================================
  538. [/Script/Engine.RendererSettings]
  539. 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.
  540. r.DefaultFeature.AntiAliasing=0                ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  541. 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)
  542. 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
  543.  
  544. ; TXAA settings
  545. 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
  546.  
  547. r.TemporalAA.Upsampling.NumMips=3              ; Number of MIP levels to use for upsampling
  548. r.TemporalAA.Upsampling.MinMipCount=1          ; Minimum MIP level to use for upsampling
  549. r.TemporalAA.Upsampling.MaxFilterWidth=16      ; Maximum filter width for upsampling
  550. r.TemporalAA.Upsampling.Sharpen=0.0            ; Adjust the sharpness of the upsampling filter
  551. r.TemporalAA.Upsampling.ViewDistanceScale=1.0  ; Scale the upsampling effect based on view distance
  552.  
  553. ; Additional settings for fine-tuning TXAA
  554. r.TemporalAA.HistoryConvolution.BoxSigma=0.1    ; Sigma value for the box filter used in the history convolution
  555. r.TemporalAA.HistoryConvolution.Sharpen=0.0     ; Adjust the sharpness of the history convolution filter
  556. r.TemporalAA.HistoryConvolution.FastFilter=0    ; Enable fast filtering for history convolution
  557. r.TemporalAA.Upsampling.DepthJitter=0           ; Amount of depth jittering for upsampling
  558. r.TemporalAA.Upsampling.PatternJitter=0         ; Amount of pattern jittering for upsampling
  559. r.TemporalACCatmullRom=1
  560. r.TemporalAAPauseCorrect=1                      ; DEF 1
  561. 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).
  562. r.TemporalAADynamicSharpen=0.0
  563. r.TemporalAAFilterSize=0.8                      ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  564. r.TemporalAASharpness=0.0                       ; DEF 1
  565. r.TemporalAACatmullRom=1                        ; DEF 0
  566. r.TemporalAA.Algorithm=1
  567.  
  568. ; FXAA settings
  569. ; FXAA quality settings
  570. r.FXAA.Quality=0
  571. r.TonemapperQuality=0            ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  572.  
  573. ; FXAA performance settings
  574. r.ForcePrecomputedVisibility=0   ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  575. r.AllowLandscapeShadows=1        ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  576. r.DistanceFieldShadowing=1
  577. r.AllowStaticLighting=1         ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  578.  
  579. ; FXAA optimizations
  580. r.AllowHMDWarp=1                 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  581. r.OneFrameThreadLag=0            ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  582.  
  583. r.Upscale.Quality=4              ; 0-5, 3 = default
  584.  
  585. ; ====================================
  586. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  587. ; ====================================
  588. [/Script/Engine.RendererOverrideSettings]
  589. r.SSR.Quality=3                                    ; Disable screen space reflections for improved performance.
  590. r.SSR.MaxRoughness=0.8                             ; Adjusts the maximum roughness for screen space reflections.
  591. r.SSR.RayMaxRoughness=0.2                          ; Adjusts the maximum roughness for ray traced reflections.
  592. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  593. r.SSR.HalfRes=False                                ; Disables half-resolution reflections for improved quality.
  594. r.SSR.Temporal=1                                   ; Temporal screen space reflections (SSR) disabled for improved performance.
  595. r.SSR.Stencil=0                                    ; Stencil for screen space reflections (SSR) disabled for improved performance.
  596. r.SSR.HalfResSceneColor=1                          ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  597.  
  598. [/Script/Engine.RendererSettings]
  599. r.ReflectionEnvironment=1                                ; Enables reflection environment
  600. r.ReflectionCaptureResolution=2048                       ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  601. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1     ; Enables roughness-based mix of reflection environment lightmap.
  602. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0      ; Sets the weight for the largest mip of the reflection environment lightmap.
  603. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5     ; Sets the weighting for the final calculation of the reflection environment lightmap.
  604. r.ReflectionCaptureResolutionSkylight=128                ; Sets the resolution for skylight reflection captures
  605. r.ReflectionEnvironmentResolution=128                    ; Sets the resolution for the reflection environment
  606. r.ForceLQReflections=1                                   ; Low-quality reflections forced for improved performance.
  607. r.ReflectionsQuality=3                                   ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  608. r.ReflectionsMaxRoughness=0.8                            ; Maximum roughness value for reflections
  609. r.ReflectionsSamplesPerPixel=4                           ; Number of reflection samples per pixel
  610. r.RefractionQuality=0                                    ; Refraction quality set to 0, disabling it for performance.
  611.  
  612. ; ============================================
  613. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  614. ; ============================================
  615. [/Script/Engine.RendererOverrideSettings]
  616. ; ChromaticAberration Off
  617. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  618.  
  619. [/Script/Engine.RendererSettings]
  620. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  621.  
  622. ; ====================================
  623. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  624. ; ====================================
  625. [SystemSettings]
  626. ; MotionBlur Off
  627. r.DefaultFeature.MotionBlur=false
  628. r.MotionBlurQuality=0                           ; This setting controls the quality level of motion blur
  629. r.MotionBlur.Scale=2.0                          ; This setting determines the scale or intensity of motion blur
  630. r.FastBlurThreshold=0                           ; This setting controls the threshold for fast blur
  631. r.TranslucencyVolumeBlur=0                      ; This setting controls the volume blur for translucency
  632. r.MotionBlur.Amount=0
  633. r.MotionBlurSeparable=0
  634. r.MotionBlur.Max=0
  635.  
  636. ; ===========================
  637. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  638. ; ===========================
  639. [/Script/Engine.Engine]
  640. ; DepthOfField Off
  641. r.DefaultFeature.DepthOfField=False
  642. 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.
  643. r.GaussianDOF=0
  644. r.DepthOfField.FarBlur=0
  645. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  646.  
  647. [/Script/Engine.RendererSettings]
  648. 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.
  649. r.DepthOfField.MaxBokehSize=64           ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  650. r.DepthOfField.MaxNearBlurSize=32        ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  651. r.DepthOfField.MaxFarBlurSize=256        ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  652. r.DepthOfField.FarBlurKernelSize=32      ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  653. r.DepthOfField.NearBlurKernelSize=16     ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  654. r.DepthOfField.DepthBlurRadius=0.5       ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  655. r.DepthOfField.DepthBlurAmount=1.0       ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  656. 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.
  657. 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.
  658. r.DepthOfFieldNearTransitionRegion=0.15  ; Controls the transition region between the focused and unfocused areas near the camera.
  659. r.DepthOfFieldFarTransitionRegion=0.15   ; Controls the transition region between the focused and unfocused areas far from the camera.
  660. 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.
  661. 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.
  662. r.DepthOfField.MaxBokehBlurRadius=64     ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  663. r.DepthOfField.BokehRadiusScale=2.0      ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  664. r.DepthOfField.BokehShape=0.5            ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  665. 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.
  666. 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.
  667.  
  668. ; ================================
  669. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  670. ; ================================
  671. [/Script/Engine.RendererSettings]
  672. ; Light functions settings
  673. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  674. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  675. r.LightShaftDownSampleFactor=4                  ; Helps with light shaft quality
  676. r.Light.UseClusteredDeferredShading=1
  677. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  678. r.LightMaxDrawDistanceScale=10                  ; Maximum draw distance of lights.
  679. r.MinScreenRadiusForLights=0.001
  680. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  681. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  682.  
  683. ; Light shafts settings (also known as God rays)
  684. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  685.  
  686. ; Particle system settings
  687. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  688.  
  689. ; Miscellaneous settings
  690. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  691.  
  692. ; LensFlare
  693. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  694. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  695. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  696. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  697. 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.
  698. 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.
  699. 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.
  700. 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.
  701. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  702.  
  703. ; ===========================
  704. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  705. ; ===========================
  706. [/Script/Engine.RendererSettings]
  707. ; Fog related settings some in sky weather settings section to.
  708. r.Fog=1                                                                      ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  709. r.FogDensity=0.013                                                             ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  710. 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.
  711. r.FogMaxOpacity=1.0                                                          ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  712. 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.
  713. 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.
  714. 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.
  715. 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.
  716. ; r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture'       ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  717. 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.
  718. 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.
  719. 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.
  720. r.VolumetricFog=1                                                            ; Enable volumetric fog for depth
  721.  
  722. ; =============================
  723. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  724. ; =============================
  725. [/Script/Engine.Engine]
  726. ; Grass settings (3 option in shadows section that effect grass)
  727. r.Grass.FadeRange=5000                         ; Controls the distance at which grass will begin to fade out from the camera
  728. r.Grass.MaxDrawDistance=10000                  ; Controls the maximum draw distance for grass
  729. r.Grass.MinScreenSize=0.1                      ; Determines the minimum screen size a grass blade must occupy to be drawn
  730. r.Grass.DensityScale=2                       ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  731. r.Grass.WidthScale=1.0                         ; Controls the thickness of grass blades
  732. r.Grass.EnableShadows=1                        ; Enables or disables grass shadows
  733. r.Shadow.CSMResolution=256                     ; Controls the resolution of grass shadows
  734. r.Shadow.CSMSplitCount=4                       ; Determines the number of cascades for grass shadow maps
  735. r.Grass.UseVertexColor=1                       ; Enables or disables grass vertex coloring
  736. r.Grass.MaxClusterInstances=8                  ; Controls the maximum number of grass blades per cluster
  737. r.Grass.MaxClusterComponents=32                ; Controls the maximum number of grass clusters per componen
  738. r.Landscape.EnableGrassVisibilityCulling=1     ; Enables or disables culling of grass based on landscape visibility
  739. r.Landscape.GrassVisibilitySampleCount=16      ; Controls the number of grass samples used for visibility culling
  740. r.Grass.Collision=1                            ; Enables or disables collision of grass with other objects
  741. r.Grass.MaxCollisionPerBlade=4                 ; Controls the maximum number of collisions per grass blade
  742.  
  743. [/Script/Engine.GameUserSettings]
  744. grass.DisableDynamicShadows=0                  ; DEF 0, 1 for PERFORMANCE
  745. grass.TickInterval=10                          ; DEF 1, 10 for PERFORMANCE
  746. grass.MaxUpdateFrequency=60
  747.  
  748. ; ============================
  749. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  750. ; ============================
  751. ; Disabled to use  Ground Truth Ambient Occlusion (GTAO) feature
  752. [/Script/Engine.RendererSettings]
  753. r.SSGI.Enable=0                         ; Enable Screen Space Global Illumination (SSGI)
  754. r.SSGI.SampleCount=16                   ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  755. r.SSGI.Integration.Quality=2            ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  756. r.SSGI.HalfResSceneColor=1              ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  757.  
  758. ; Resolution settings
  759. r.SSGI.HalfResSceneDepth=1              ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  760. r.SSGI.HalfResSceneDepthTemporalAA=1    ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  761.  
  762. ; Performance optimizations
  763. r.SSGI.TemporalAccumulation=1           ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  764. r.SSGI.HistoryConvolutionRadius=2       ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  765. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  766. ; r.SSGI.Quality=0                        ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  767.  
  768. ; ==============================================
  769. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  770. ; ==============================================
  771. [/Script/Engine.RendererSettings]
  772. r.SubsurfaceScattering=1                             ;# Enables subsurface scattering
  773. r.SSS.Scale=2.5                                      ;# Scale factor for subsurface scattering
  774. r.SSS.Filter=2                                       ;# Subsurface scattering filter mode
  775. r.SSS.Quality=0                                      ;# Subsurface scattering quality level
  776. r.SSS.SampleSet=2                                    ;# Subsurface scattering sample set
  777. r.SSS.Checkerboard=0                                 ;# Disables subsurface scattering checkerboard pattern
  778. r.SSS.HalfRes=0                                      ;# Disables subsurface scattering half resolution
  779. r.SubsurfaceQuality=1                                ;# Subsurface quality level (possibly deprecated)
  780. r.SSS.Burley.NumSamplesOverride=0                    ;# Overrides the number of samples used in Burley subsurface scattering
  781. r.SSS.Burley.Quality=0                               ;# Quality level for Burley subsurface scattering (N/A)
  782. r.SSS.Burley.BilateralFilterKernelFunctionType=1     ;# Burley subsurface scattering bilateral filter kernel function type
  783. r.SSS.Burley.EnableProfileIdCache=1                            
  784.  
  785. [/Script/Engine.RendererOverrideSettings]
  786. r.SubsurfaceScattering=0                              ;# Disables overriding subsurface scattering.
  787.  
  788. ; =========================================
  789. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  790. ; =========================================
  791. [/Script/Engine.RendererSettings]
  792. r.TextureStreaming=True
  793. [/Script/Engine.Engine]
  794. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  795.  
  796. ;TEXTUREGROUPS
  797. [/Script/Engine.TextureLODSettings]
  798. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  799. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  800. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  801. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  802. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  803. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  804. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  805. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  806. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  807. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  808. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  809. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  810. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  811. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=LeaveExistingMips=-1)
  812. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  813. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  814. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  815. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  816. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  817. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  818. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  819. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  820. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  821. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
  822. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
  823. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  824. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  825. MinLODSize=2048
  826. MaxLODSize=8192
  827.  
  828. [/Script/Engine.RendererSettings]
  829. r.Streaming.FullyLoadUsedTextures=1       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  830. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  831. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  832. 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.
  833. r.Streaming.MipBias=-0.5                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  834. 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.
  835. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  836. 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.
  837. r.Streaming.PoolSize=10000                ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
  838. 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.
  839. 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.
  840.  
  841. [TextureStreaming]
  842. 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.
  843. 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.
  844. 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.
  845. 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.
  846. 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.
  847. 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.
  848. 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.
  849. 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.
  850. 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.
  851.  
  852. [SystemSettings]
  853. 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.
  854. 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.
  855. 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.
  856. r.HLOD.DistanceOverrideScale=8
  857.  
  858. [AsyncLoading]
  859. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  860.  
  861. [Engine.Engine]
  862. ;old Unreal 3 settings probably dont work
  863. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  864. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  865. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  866.  
  867. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  868. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  869. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  870.  
  871. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  872. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  873. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  874. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  875.  
  876. ; ===========================================
  877. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  878. ; ===========================================
  879. [SystemSettings]
  880. r.LODDistanceScale=1.0                ; Controls overall LOD distances
  881. r.ForceLOD=0                          ; Prevents unwanted LOD changes when stationary
  882. r.MinLODToRender=0                    ; Ensures closest LOD is always used when near
  883. r.ViewDistanceScale=4                 ; Adjusts the distance at which objects are rendered
  884. r.ViewDistanceQuality=4               ; Sets the quality level for view distance, 4 epic
  885. r.MaterialQualityLevel=2              ; Controls the quality level for materials
  886. r.FinishCurrentFrame=0                ; Disables waiting for the GPU to finish rendering the current frame
  887. r.CreateShadersOnLoad=1               ; Enables shader compilation on load to reduce stuttering during gameplay
  888. r.Streaming.UseFixedPoolSize=1        ; Disables the use of a fixed pool size for streaming
  889. r.Streaming.PoolSize=12288            ; Total GPU VRAM in MB * 0.75, (8GB VRAM = 6144, 12GB VRAM = 9216, 16GB VRAM = 12288, 24GB VRAM = 18432)
  890. r.Streaming.FullyLoadUsedTextures=0   ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  891. r.Streaming.LimitPoolSizeToVRAM=0     ; Disables limiting the streaming pool size to VRAM
  892. r.Streaming.AmortizeCPUToGPUCopy=1    ; Enables amortization of CPU to GPU texture copies
  893. r.Streaming.MaxTempMemoryAllowed=8192 ; 8GB based on 25% of system RAM (32GB * 0.25 = 8GB)
  894. r.MaxAnisotropy=16                    ; Sets the maximum level of anisotropic filtering
  895. r.MipMapLODBias=0.5                   ; Sets the level of detail bias for mipmaps
  896. r.Shaders.Optimize=1                  ; Enables shader optimization
  897. r.Shaders.FastMath=0                  ; Enables fast math optimizations for shaders
  898. r.HZBOcclusion=1                      ; Disable hardware occlusion queries for hidden zone removal
  899. r.RenderTargetPoolMin=1000            ; Sets the minimum number of render targets in the pool
  900. r.D3D11.Depth24Bit=0                  ; Disables 24-bit depth buffer for D3D11
  901. 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
  902. r.SkinCache.CompileShaders=1          ; Animation and skeletal mesh quality settings
  903. a.URO.DisableInterpolation=0          ; Animation and skeletal mesh quality settings
  904. r.MSAA.CompositingSampleCount=2
  905. r.ParticleLightQuality=3
  906. r.RefractionQuality=3 (you have r.RefractionQuality=0)
  907. r.ShaderPipelineCache.PreOptimizeEnabled=1
  908. r.ShaderPipelineCache.SaveUserCache=1
  909. r.ShaderPipelineCache.StartupMode=3
  910. r.ShaderPipelineCache.LogPSO=1
  911. r.ShaderPipelineCache.SaveBoundPSOLog=1
  912. r.ShaderPipelineCache.ReportPSO=1
  913. r.ShaderPipelineCache.GameFileMaskEnabled=1
  914. r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
  915. r.ShaderPipelineCache.BatchSize=10
  916. r.Vulkan.PipelineCacheFromShaderPipelineCache=1
  917. r.D3D.ForceDXC=1
  918. r.XGEShaderCompile=1
  919. r.XGEShaderCompile.Mode=1
  920. r.XGEShaderCompile.Xml.BatchGroupSize=256
  921. r.XGEShaderCompile.Xml.BatchSize=16
  922. r.XGEShaderCompile.Xml.JobTimeout=0.500000
  923. r.RHICmdUseParallelAlgorithms=1
  924. r.RHICmdVelocityPassDeferredContexts=1
  925. r.UseAsyncShaderPrecompilation=1
  926. s.AsyncLoadingTimeLimit=2.0
  927. s.LevelStreamingActorsUpdateTimeLimit=1.00
  928. s.UnregisterComponentsTimeLimit=0.00
  929. s.AsyncLoadingUseFullTimeLimit=0
  930. s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
  931. s.PriorityAsyncLoadingExtraTime=10.00
  932. s.IoDispatcherCacheSizeMB=2048
  933. s.LevelStreamingComponentsRegistrationGranularity=1
  934. s.LevelStreamingComponentsUnregistrationGranularity=1
  935. s.MaxIncomingRequestsToStall=100
  936. s.MaxReadyRequestsToStallMB=0
  937. s.MinBulkDataSizeForAsyncLoading=1000
  938. ActorSequence.DefaultDisplayRate=120 fps
  939. ActorSequence.DefaultEvaluationType=1
  940. ActorSequence.DefaultTickResolution=120 fps
  941. ControlRigSequence.DefaultDisplayRate=120 fps
  942. ControlRigSequence.DefaultEvaluationType=1
  943. ControlRigSequence.DefaultTickResolution=120 fps
  944. LevelSequence.DefaultDisplayRate=120 fps
  945. LevelSequence.DefaultLockEngineToDisplayRate=1
  946. LevelSequence.DefaultTickResolution=120 fps
  947. MovieScene.LegacyConversionFrameRate=120 fps
  948. r.VolumetricCloud.SkyAO.MaxResolution=256
  949. r.VolumetricFog.LightFunction.Resolution=256
  950. r.ReflectionCapture.EnableLightFunctions=1
  951. r.TSR.History.R11G11B10=1
  952. r.TSR.History.ScreenPercentage=200
  953. r.TSR.History.UpdateQuality=3
  954. r.TSR.ShadingRejection.Flickering=1
  955. r.TSR.ShadingRejection.SpatialFilter=2
  956. r.TSR.RejectionAntiAliasingQuality=2
  957. r.TSR.Resurrection=1
  958. r.TSR.Translucency.EnableResponiveAA=1
  959. r.TSR.TSR1spp=13.3
  960. ai.Human.FlankingAlone=1
  961. ai.SwitchWeaponIfNoAmmo=1
  962. ai.UseBlindActions=1
  963. D3D12.PSOPrecache.KeepLowLevel=1
  964. D3D12.TexturePoolOnlyAccountStreamableTexture=1
  965. D3D12.ZeroBufferSizeInMB=12
  966. mg.CharacterQuality=2
  967. ; Hair specific settings
  968. r.Hair.StrandsLODBias=0        ; Prevents aggressive LOD changes for hair strands
  969. r.Hair.StrandsTextures=1       ; Forces high quality hair textures
  970. r.Hair.BindingOffset=0         ; Reduces hair LOD transitions
  971. mg.HairQuality=2              ; Forces highest quality hair rendering
  972. r.Hair.Strands.Shadow=1       ; Enables high quality hair shadows
  973. r.Hair.Strands.ShadowQuality=1  ; Higher quality shadows for hair
  974. r.Hair.Strands.ShadowRayCasting=1      ; Better shadow ray precision
  975. r.Hair.Strands.ShadowSuperSampling=1   ; Improves shadow quality in low light
  976. niagara.CreateShadersOnLoad=1
  977. r.AllowGlobalClipPlane=1
  978. r.CapsuleIndirectConeAngle=0.2
  979. r.DisableLandscapeNaniteGI=0
  980. r.DoTiledReflections=0
  981. r.FastVRam.GBufferVelocity=1
  982. r.FastVRam.SceneDepth=1
  983. r.FastVRam.ShadowCSM=1
  984. r.FastVRam.ShadowPerObject=1
  985. r.FastVRam.ShadowPointLight=1
  986. r.FastVRam.SSR=1
  987. r.FilmGrain=0
  988. r.Nanite.Streaming.StreamingPoolSize=1024
  989. r.NGX.DLSS.DenoiserMode=2     ; Quality mode instead of performance
  990. r.NGX.DLSS.Quality=2          ; Higher quality reconstruction
  991. r.NGX.DLSS.Sharpness=0.5      ; Reduced sharpness can help with hair artifacts
  992. r.ScreenPercentage=100        ; Base resolution scale
  993. r.DynamicRes.OperationMode=0  ; Disables dynamic resolution
  994. r.NGX.DLSS.Enable=0          ; Disables DLSS
  995. r.TSR.Enable=0               ; Disables TSR (Temporal Super Resolution)
  996. r.Upscale.Enable=0           ; Disables general upscaling
  997. r.PSOPrecache.GlobalComputeShaders=1
  998. r.ReflectionCaptureSupersampleFactor=2
  999. r.Shadow.CachePreshadow=1
  1000. r.Shadow.OcclusionCullPlanarReflections=0
  1001. r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=6
  1002. r.Shadow.Virtual.SMRT.TexelDitherScaleLocal=6
  1003. r.Streaming.Boost=3
  1004. rhi.SyncAllowVariable=1
  1005. RHI.TargetRefreshRate=120
  1006. t.HitchFrameTimeThreshold=33.32
  1007. fg.CullDistanceScale.Bushes=1.25
  1008. fg.CullDistanceScale.DistantBushes=1.25
  1009. fg.CullDistanceScale.DistantFoliage=1.2
  1010. fg.CullDistanceScale.DistantGrass=1.15
  1011. fg.CullDistanceScale.DistantTrees=1.3
  1012. fg.DensityScale.Bushes=1.5
  1013. fg.DensityScale.DistantBushes=1.15
  1014. fg.DensityScale.DistantFoliage=1.15
  1015. fg.DensityScale.DistantGrass=1.15
  1016. fg.DensityScale.DistantTrees=1.25
  1017. fg.DensityScale.Grass=1.5
  1018. fg.DensityScale.Trees=1.3
  1019. r.LevelStreamingDistanceScale=10           ; Controls streaming distance of level assets
  1020. r.UITextureLODBias=-1
  1021. r.HeightFieldShadowing=0
  1022. r.AOHeightfieldOcclusion=0
  1023. r.LODFadeTime=2
  1024. r.LandscapeLODBias=-1
  1025. r.LandscapeLODDistributionScale=3
  1026. r.LandscapeLOD0DistributionScale=3
  1027. r.StaticMeshLODDistanceScale=0.1
  1028. r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
  1029. r.VolumetricLightmap.VisualizationRadiusScale=0.010000
  1030. r.VolumetricFog.DepthDistributionScale=32.000000
  1031. r.VolumetricFog.GridDivisor=120
  1032. r.VolumetricFog.GridPixelSize=4
  1033. r.VolumetricFog.GridSizeZ=128
  1034. r.VolumetricFog.HistoryMissSupersampleCount=16
  1035. r.VolumetricFog.HistoryWeight=0.900000
  1036. r.VolumetricFog.InjectShadowedLightsSeparately=1
  1037. r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
  1038. r.VolumetricFog.Jitter=1
  1039. r.VolumetricFog.LightFunctionSupersampleScale=2.000000
  1040. r.VolumetricFog.TemporalReprojection=1
  1041. r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
  1042. r.VolumetricFog.VoxelizationSlicesPerGSPass=8
  1043. r.Nanite.PrimitivesAlwaysVisible=1
  1044. r.Decal.FadeDurationScale=2
  1045. r.FSR.Enable=0                          ; Disables FSR 1.0
  1046. r.FidelityFX.FSR.Enable=0              ; Disables FSR 2.0
  1047. r.FidelityFX.FSR.Enabled=0             ; Alternative FSR disable
  1048. r.FidelityFX.FSR.Quality=0             ; Sets FSR quality level
  1049. r.FidelityFX.FSR.HistoryFormat=0       ; Controls history buffer format
  1050. r.FidelityFX.FSR.Sharpness=0           ; Controls FSR sharpening
  1051. r.FidelityFX.FSR.AutoExposure=0        ; Disables FSR auto exposure
  1052. r.FidelityFX.FSR.Filter=0              ; Disables FSR filtering
  1053. r.FidelityFX.FSR.TemporalUpscaler=0    ; Disables temporal upscaling for FSR
  1054. r.BlurGBuffer=-1
  1055. gm.AutumnTreeMuliplier=0.75
  1056.  
  1057.  
  1058. ;AUDIO OPTIMIZATIONS
  1059. [Audio]
  1060. AudioThread.BatchAsyncBatchSize=512     ; Sets the audio thread batch size for async processing
  1061. AudioThread.UseBackgroundThreadPool=1       ; Enables the use of a background thread pool for audio
  1062. AudioThread.EnableBatchProcessing=1         ; Enables batch processing for audio
  1063.  
  1064. [GPULightmass]
  1065. ; Add any specific GPULightmass settings here if applicable
  1066.  
  1067. [FXSystem]
  1068. FX.AllowAsyncTick=1            ; Enables async ticking for the FX system
  1069. FX.BatchAsync=1                ; Enables async batch processing for the FX system
  1070. FX.BatchAsyncBatchSize=512 ; Sets the FX system async batch size
  1071. FX.MaxCPUParticlesPerEmitter=25          ; Sets the maximum number of CPU particles per emitter
  1072. FX.MaxGPUParticlesSpawnedPerFrame=1024  ; Sets the maximum number of GPU particles spawned per frame
  1073.  
  1074. [Rendering]
  1075. AllowAsyncRenderThreadUpdates=1                      ; Allows async updates of the render thread
  1076. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0  ; Allows async updates of the render thread during game thread updates
  1077. r.bForceCPUAccessToGPUSkinVerts=0         ; Forces CPU access to GPU skin vertices
  1078. r.SupportDepthOnlyIndexBuffers=1         ; Supports depth-only index buffers
  1079. r.SupportReversedIndexBuffers=1          ; Supports reversed index buffers
  1080. r.DBuffer=0                              ; Disables DBuffer
  1081. r.GPUCrashDebugging=0                    ; Disables GPU crash debugging
  1082. r.CompileShadersForDevelopment=0         ; Disables shader compilation for development
  1083.  
  1084. ;GARBAGE COLLECTION OPTIMIZATIONS
  1085. [/Script/Engine.GarbageCollectionSettings]
  1086. gc.MaxObjectsNotConsideredByGC=100000 ; Increased the value slightly for better performance
  1087. gc.SizeOfPermanentObjectPool=50000000 ; Increased the value for a larger pool size
  1088. gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
  1089. gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
  1090.  
  1091. ; LOG WRITE OPTIMIZATIONS
  1092. [Core.System]
  1093. Suppress=ScriptWarning
  1094. Suppress=Error
  1095. Suppress=ScriptLog
  1096. Suppress=Warning
  1097.  
  1098. [Core.Log]
  1099. ; Disable unnecessary logging categories for improved performance
  1100. LogPluginManager=off
  1101. LogOnlineIdentity=off
  1102. LogOnlineSession=off
  1103. LogMemory=off
  1104. LogPakFile=off
  1105. LogTemp=off
  1106. LogLinker=off
  1107. LogOnline=off
  1108. LogOnlineGame=off
  1109. LogAnalytics=off
  1110. LogConfig=off
  1111. LogInteractiveProcess=off
  1112. LogInput=off
  1113. LogOnlineEntitlement=off
  1114. LogOnlineEvents=off
  1115. LogOnlineFriend=off
  1116. LogOnlinePresence=off
  1117. LogOnlineTitleFile=off
  1118. LogOnlineUser=off
  1119. Global=off    ; Disable all global logging for improved performance
  1120.  
  1121. ; NETWORK OPTIMIZATIONS
  1122. [Core.System]
  1123. ConfiguredInternetSpeed=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  1124. ConfiguredLanSpeed=78643200       ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  1125.  
  1126. [/script/onlinesubsystemutils.ipnetdriver]
  1127. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1128. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1129. NetServerMaxTickRate=120        ; Set the maximum tick rate for the server on the internet
  1130. LanServerMaxTickRate=120        ; Set the maximum tick rate for the server on LAN
  1131. MaxNetTickRate=400              ; Set the maximum net tick rate
  1132. InitialConnectTimeout=300.0     ; Set the initial connect timeout (in seconds)
  1133. ConnectionTimeout=300.0         ; Set the connection timeout (in seconds)
  1134.  
  1135. [/script/engine.gamenetworkmanager]
  1136. TotalNetBandwidth=78643200      ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  1137. MaxDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  1138. MinDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  1139.  
  1140. [/script/socketsubsystemepic.epicnetdriver]
  1141. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1142. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1143.  
  1144. [/script/engine.engine]
  1145. NetClientTicksPerSecond=120     ; Set the number of client ticks per second
  1146.  
  1147.  
  1148.  
  1149. ; =====================================
  1150. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  1151. ; =====================================
  1152. ;Colour and exposure:
  1153. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  1154.  
  1155. ;Sharpening shadows:
  1156. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  1157. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  1158.  
  1159. ;Texture streaming:
  1160. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  1161.  
  1162. ;Subsurface post-process
  1163. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  1164.  
  1165. ;TXAA settings:
  1166. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  1167. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  1168.  
  1169. ;Shadows:
  1170. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  1171. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  1172. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  1173.  
  1174. ;EyeAdaptation & AutoExposure:
  1175. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  1176. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  1177. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  1178.  
  1179.  
  1180. ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
  1181.  
  1182.  
  1183. ; SETTINGS TAKEN OUT (glitching issues)
  1184. ; -------------------------------------
  1185. ; r.TemporalAAUpsampling=1
  1186. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  1187. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  1188. ; r.Jittering=1
  1189. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  1190. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  1191. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  1192. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  1193. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  1194. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  1195.  
  1196. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
  1197.  
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