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engine.ini

Jan 12th, 2025 (edited)
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INI file 24.86 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. [Audio]
  10. UnfocusedVolumeMultiplier=0.500000
  11.  
  12. ; ===============================
  13. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  14. ; ===============================
  15. [/Script/Engine.RendererSettings]
  16. r.GBufferFormat=3                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  17.  
  18. ;perfect                 ;Normal               ;LIGHTER              ;DARK        
  19. r.Color.Max=1.00     ;  1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  20. r.Color.Mid=0.54     ;  0.50 = default     ;r.Color.Mid=0.60     ;r.Color.Mid=0.4    
  21. r.Color.Min=-0.0001     ;  0.00 = default     ;r.Color.Min=0.01     ;r.Color.Min=0.001  
  22.  
  23. r.SceneColorFringeQuality=0               ; 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
  24. r.SceneColorFringe.Max=0.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  25. r.SceneColorFormat=4                      ; high-precision RGBA color format.
  26.  
  27. [/Script/Engine.RendererOverrideSettings]
  28. r.DefaultFeature.ColorGrading=1                 ; Disable color grading for improved performance
  29. r.ColorGrading.LUTSize=32                       ; Size of the color grading LUT (16, 32, or 64)
  30. r.ColorGrading.Quality=1                        ; Quality of color grading (0=low, 1=high)
  31. r.Color.MaxEditingLUTs=8                        ; Maximum number of color lookup tables (LUTs) used for color correction
  32. r.Color.MidTones.Sharpen=0.5                    ; Increases sharpness of mid-tone colors DEF 0
  33. r.Color.MidTones.Saturation=1.1                 ; Enhances the saturation of mid-tone colors
  34. r.Color.Contrast=1.05                           ; Improve contrast in light and dark areas Increases overall contrast of the scene
  35. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  36. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  37. r.Color.Saturation=0.88                         ; Slight desaturation for natural colors
  38. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  39. r.TonemapperGamma=2.6                           ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
  40. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
  41. r.TonemapperFilm.Toe=0.75
  42. r.TonemapperFilm.Shoulder=0.26
  43. r.Tonemapper.Quality=0                          ; Controls the tonemapping quality. Values: 0 Performance (low), 1 (medium), 2 (high) (1 to 5, higher values provide better quality but may impact performance)
  44. r.ToneCurveAmount=0.65                          ; Enable tone curve for natural light transitions
  45. r.Tonemapper.Sharpen=0.5
  46. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  47. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  48. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  49. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  50. r.Tonemapper.GrainQuantization=0                ;Disables film grain
  51.  
  52. [/Script/Engine.Engine]
  53. ; Default color space used for rendering
  54. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  55.  
  56. ; Gamma correction settings
  57. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  58. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  59. r.Exposure=1.0                      ; Set the overall exposure for the scene
  60. r.Contrast=1.0                      ; Set the overall contrast for the scene
  61. r.Saturation=1.05                   ; Set the overall saturation for the scene
  62. r.Gamma=1.02                        ; Set the overall gamma for the scene
  63. r.Temperature=6500.0                ; Set the overall temperature for the scene
  64. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  65.  
  66. [/Script/Engine.PostProcessSettings]
  67. ; Remove Film grain effect
  68. 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)
  69. 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).
  70. [SystemSettings]
  71. r.TonemapperExposure=0.72        ; Slightly reduce overall exposure (default is usually 1.0)
  72.  
  73. ; ===================================================
  74. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  75. ; ===================================================
  76. [/Script/Engine.RendererSettings]
  77. ; Disable Eye Adaptation or Limit its Effect
  78. r.EyeAdaptation.ExponentialTransitionDistance=0.6                 ; Smooth light adaptation transitions
  79. r.EyeAdaptation.LensAttenuation=0.9                               ; Default .65 lower is darker, Smooth light transitions
  80. r.EyeAdaptationQuality=1                                        ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  81. r.EyeAdaptation.MinExposure=0.9                                ; Minimum brightness at night (Adjust as needed)
  82. r.EyeAdaptation.MaxExposure=1.15                                ; Maximum brightness during the day (Adjust as needed)
  83. r.EyeAdaptation.Bias=0.12                                       ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
  84. r.EyeAdaptation.EditorOnly=0
  85.  
  86. 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
  87. r.DefaultFeature.AutoExposure.Method=1                          ; Auto exposure method set to 0, disabling it for performance.
  88. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  89. r.DefaultFeature.AutoExposure.Bias=0.015                        ; Minor bias adjustment for consistency
  90.  
  91. [TimeOfDaySystem]
  92. ; Day/Night Cycle exposure compensation
  93. TimeOfDay.AutoExposureCompensation.Day=0.0
  94. TimeOfDay.AutoExposureCompensation.Night=-1.0
  95. TimeOfDay.AutoExposureCompensation.Transition=0.5
  96.  
  97. ; Light intensity transitions
  98. TimeOfDay.SunIntensity.Day=10.0
  99. TimeOfDay.SunIntensity.Night=0.0
  100. TimeOfDay.MoonIntensity.Night=0.5
  101.  
  102. ; Sky/Atmosphere settings
  103. TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
  104. TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
  105. TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
  106. TimeOfDaySystem.AutoExposure.MinBrightness=3.6
  107. TimeOfDaySystem.SkyLightPollutionLuminance=0.2
  108. TimeOfDaySystem.BloomIntensity=0.01
  109. TimeOfDaySystem.SunIntensity=60000
  110. TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
  111. TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
  112. TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
  113. TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
  114. TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
  115. TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
  116. TimeOfDaySystem.StarIntensity=20
  117. TimeOfDaySystem.MoonIntensity=0.7
  118. TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
  119. TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
  120. TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
  121. TimeOfDaySystem.AutoExposure.SpeedUp=10
  122. TimeOfDaySystem.AutoExposure.SpeedDown=5
  123. TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
  124. TimeOfDaySystem.MinimumCloudSpeed=0.375
  125.  
  126. [SystemSettings]
  127. ; Auto exposure settings
  128. r.AutoExposure.Method=2
  129. r.AutoExposure.MinBrightness=-10
  130. r.AutoExposure.MaxBrightness=20
  131. r.AutoExposure.SpeedUp=3
  132. r.AutoExposure.SpeedDown=1
  133. r.AutoExposure.ExtendDefaultLuminanceRange=0
  134. AutoExposure.Bias=0.05       ; Small bias to prevent overly dark nights
  135.  
  136. [Engine.RendererSettings]
  137. r.DFDistanceScale=8
  138. r.DistanceFieldAO=1
  139. r.DFFullResolution=0
  140. r.DFFarTransitionScale=0.1
  141.  
  142. ; ============================================
  143. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  144. ; ============================================
  145. ;[/Script/Engine.RendererSettings]
  146. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  147.  
  148. ; =========================================
  149. ; ✩░▒▓▆▅▃▂▁ MOTION BLUR OFF ▁▂▃▅▆▓▒░✩
  150. ; =========================================
  151. [SystemSettings]
  152. r.DefaultFeature.MotionBlur=0
  153. r.MotionBlurQuality=0
  154. r.MotionBlur.Scale=0
  155. r.FastBlurThreshold=0
  156. r.TranslucencyVolumeBlur=0
  157. r.MotionBlur.Amount=0
  158. r.MotionBlurSeparable=0
  159. r.MotionBlur.Max=0
  160.  
  161. ; ============================================
  162. ; ✩░▒▓▆▅▃▂▁ DEPTH OF FIELD OFF ▁▂▃▅▆▓▒░✩
  163. ; ============================================
  164. [/Script/Engine.Engine]
  165. r.DefaultFeature.DepthOfField=0
  166. r.DepthofFieldQuality=0
  167. r.GaussianDOF=0
  168. r.DepthOfField.FarBlur=0
  169. r.DOF.Kernel.MaxBackgroundRadius=0.0
  170. r.DepthOfField.MaxBokehSize=0
  171. r.DepthOfField.MaxNearBlurSize=0
  172. r.DepthOfField.MaxFarBlurSize=0
  173. r.DepthOfField.FarBlurKernelSize=0
  174. r.DepthOfField.NearBlurKernelSize=0
  175. r.DepthOfField.DepthBlurRadius=0
  176. r.DepthOfField.DepthBlurAmount=0
  177. r.DepthOfField.MotionBlurAmount=0
  178.  
  179.  
  180. ; ==================================
  181. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  182. ; ==================================
  183. [/Script/Engine.RendererSettings]
  184. ; Light functions settings
  185. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  186. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  187. r.LightShaftDownSampleFactor=4                  ; Helps with light shaft quality
  188. r.Light.UseClusteredDeferredShading=1
  189. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  190. r.LightMaxDrawDistanceScale=10                  ; Maximum draw distance of lights.
  191. r.MinScreenRadiusForLights=0.001
  192. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  193. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  194.  
  195. ; Light shafts settings (also known as God rays)
  196. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  197.  
  198. ; Particle system settings
  199. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  200.  
  201. ; Miscellaneous settings
  202. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  203.  
  204. ; LensFlare
  205. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  206. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  207. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  208. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  209. 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.
  210. 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.
  211. 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.
  212. 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.
  213. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  214.  
  215. ; =======================================
  216. ; ✩░▒▓▆▅▃▂▁ FOG OPTIMIZED ▁▂▃▅▆▓▒░✩
  217. ; =======================================
  218. [/Script/Engine.RendererSettings]
  219. r.Fog=1
  220. r.FogDensity=0.01
  221. r.FogHeightFalloff=0.2
  222. r.FogMaxOpacity=0.85
  223. r.FogStartDistance=600.0
  224. r.FogEndDistance=4500.0
  225. r.FogStartDistanceForOpaque=1500.0
  226. r.FogDistanceScale=1.2
  227.  
  228. ; ✅ Improve Fog Color for Realism
  229. r.FogColor=0.65, 0.65, 0.75
  230. r.FogInscatteringColor=0.6, 0.6, 0.65
  231. r.FogInscatteringTextureTint=0.9, 0.9, 1.0
  232.  
  233. ; ✅ Fully Disable Volumetric Fog (For Forward Rendering)
  234. r.VolumetricFog=0
  235. r.VolumetricRenderTarget=0
  236. r.VolumetricFogGridSize=0
  237. r.VolumetricFog.HistoryMissSupersampleCount=0
  238. r.VolumetricFog.TemporalReprojection=0
  239.  
  240. ; =========================================
  241. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  242. ; =========================================
  243. [/Script/Engine.RendererSettings]
  244. r.TextureStreaming=True
  245. [/Script/Engine.Engine]
  246. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  247.  
  248. ;TEXTUREGROUPS
  249. [/Script/Engine.TextureLODSettings]
  250. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  251. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  252. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
  253. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  254. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  255. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
  256. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  257. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  258. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
  259. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  260. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  261. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
  262. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  263. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  264. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  265. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  266. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  267. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  268. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  269. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  270. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  271. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  272. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
  273. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
  274. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
  275. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  276. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  277.  
  278. [/Script/Engine.RendererSettings]
  279. r.Streaming.FullyLoadUsedTextures=1       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  280. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  281. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  282. ; 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.
  283. r.Streaming.MipBias=0.0                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  284. 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.
  285. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  286. 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.
  287. r.Streaming.PoolSize=10000                ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
  288. 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.
  289. 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.
  290.  
  291. [TextureStreaming]
  292. r.Streaming.MaxTextureLoadTime=1.0             ; Allows more time per frame for texture loading (prevents crashes)
  293. r.Streaming.MaxTextureRequestTime=0.05         ; Slightly relaxed texture request time for better stability
  294. r.Streaming.NumStreamedMips=2                  ; Loads 2 mips instead of 1 for smoother transitions
  295. r.Streaming.DistanceScale=0.5                  ; Increases streaming distance slightly for less pop-in
  296. r.Streaming.MipBias=-0.25                      ; Mild negative bias to balance texture sharpness and performance
  297. r.Streaming.MinTexturePoolSize=1024            ; Increased minimum pool size to prevent texture loss 2048 will crash some games could have exceeded available VRAM
  298. r.Streaming.TargetTexturePoolSize=3072         ; Keeps a reasonable VRAM limit for textures (adjust based on GPU)
  299. r.Streaming.MaxTempMemoryAllowed=512           ; Limits temp memory usage (higher values help with streaming stutters)
  300. r.Streaming.MaxEffectiveScreenSizeForDBM=0     ; Keeps dropped mip screen size at 0 (prevents texture flickering)
  301. r.Streaming.FlushAsyncLoadin=1
  302. r.TextureStreaming.ForceFullyLoadVisible=1
  303.  
  304. [SystemSettings]
  305. 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.
  306. 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.
  307. 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.
  308. r.HLOD.DistanceOverrideScale=8
  309.  
  310. [AsyncLoading]
  311. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  312.  
  313. [Engine.Engine]
  314. ;old Unreal 3 settings probably dont work
  315. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  316. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  317. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  318.  
  319. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  320. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  321. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  322.  
  323. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  324. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  325. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  326. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  327.  
  328.  
  329. ; =====================================
  330. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  331. ; =====================================
  332. ;Colour and exposure:
  333. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  334.  
  335. ;Sharpening shadows:
  336. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  337. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  338.  
  339. ;Texture streaming:
  340. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  341.  
  342. ;Subsurface post-process
  343. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  344.  
  345. ;TXAA settings:
  346. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  347. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  348.  
  349. ;Shadows:
  350. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  351. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  352. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  353. ; https://forums.unrealengine.com/t/weird-trace-of-movement-and-banding-in-shadows/1189726/3
  354.  
  355. ;EyeAdaptation & AutoExposure:
  356. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  357. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  358. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  359.  
  360.  
  361. ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
  362. ; https://forums.pixeltailgames.com/t/ue4-engine-tweaks/46867
  363. ; https://www.nexusmods.com/persona3reload/mods/5?tab=posts
  364. ; https://dev.epicgames.com/community/learning/tutorials/Ya6o/unreal-engine-rendering-hair-fur
  365.  
  366.  
  367.  
  368. ; SETTINGS TAKEN OUT (glitching issues)
  369. ; -------------------------------------
  370. ; r.TemporalAAUpsampling=1
  371. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  372. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  373. ; r.Jittering=1
  374. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  375. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  376. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  377. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  378. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  379. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  380.  
  381. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
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