View difference between Paste ID: EXLnqNsU and xN02ZJ9E
SHOW: | | - or go back to the newest paste.
1-
; Engine.ini located C:\Users\%username%\AppData\Local\NINJAGAIDEN2BLACK\Saved\Config\Windows
1+
; Engine.ini located C:\Users\%username%\AppData\Local\M1\Saved\Config\Windows
2
; Remember to set the file as read-only in file properties
3
 
4
[Audio]
5
UnfocusedVolumeMultiplier=0.500000
6
 
7
; ===============================
8
; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
9
; ===============================
10
[/Script/Engine.RendererSettings]
11
r.GBufferFormat=3                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
12
 
13
;perfect                 ;Normal               ;LIGHTER              ;DARK         
14
r.Color.Max=1.00     ;  1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
15
r.Color.Mid=0.54     ;  0.50 = default     ;r.Color.Mid=0.60     ;r.Color.Mid=0.4     
16
r.Color.Min=-0.0001     ;  0.00 = default     ;r.Color.Min=0.01     ;r.Color.Min=0.001   
17
 
18
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
19
r.SceneColorFringe.Max=0.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
20
r.SceneColorFormat=4                      ; high-precision RGBA color format.
21
 
22
[/Script/Engine.RendererOverrideSettings]
23
r.DefaultFeature.ColorGrading=1                 ; Disable color grading for improved performance
24
r.ColorGrading.LUTSize=32                       ; Size of the color grading LUT (16, 32, or 64)
25
r.ColorGrading.Quality=1                        ; Quality of color grading (0=low, 1=high)
26
r.Color.MaxEditingLUTs=8                        ; Maximum number of color lookup tables (LUTs) used for color correction
27
r.Color.MidTones.Sharpen=0.5                    ; Increases sharpness of mid-tone colors DEF 0
28
r.Color.MidTones.Saturation=1.1                 ; Enhances the saturation of mid-tone colors
29
r.Color.Contrast=1.05                           ; Improve contrast in light and dark areas Increases overall contrast of the scene
30
r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
31
r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
32
r.Color.Saturation=0.88                         ; Slight desaturation for natural colors
33
r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
34
r.TonemapperGamma=2.6                           ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
35
r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
36
r.TonemapperFilm.Toe=0.75
37
r.TonemapperFilm.Shoulder=0.26
38
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)
39
r.ToneCurveAmount=0.65                          ; Enable tone curve for natural light transitions
40
r.Tonemapper.Sharpen=0.5
41
r.Tonemapper.EmulateHDR=0                       ; DEF 0
42
r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
43
r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
44
r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
45
r.Tonemapper.GrainQuantization=0                ;Disables film grain
46
47
[/Script/Engine.Engine]
48
; Default color space used for rendering
49
r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
50
 
51
; Gamma correction settings
52
r.GammaCorrection=1                 ; Enables gamma correction for rendering
53
r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
54
r.Exposure=1.0                      ; Set the overall exposure for the scene
55
r.Contrast=1.0                      ; Set the overall contrast for the scene
56
r.Saturation=1.05                   ; Set the overall saturation for the scene
57
r.Gamma=1.02                        ; Set the overall gamma for the scene
58
r.Temperature=6500.0                ; Set the overall temperature for the scene
59
r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
60
 
61
[/Script/Engine.PostProcessSettings]
62
; Remove Film grain effect
63
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)
64
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).
65
[SystemSettings]
66
r.TonemapperExposure=0.72        ; Slightly reduce overall exposure (default is usually 1.0)
67
68
; ===================================================
69
; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
70
; ===================================================
71
[/Script/Engine.RendererSettings]
72
; Disable Eye Adaptation or Limit its Effect
73
r.EyeAdaptation.ExponentialTransitionDistance=0.6                 ; Smooth light adaptation transitions
74
r.EyeAdaptation.LensAttenuation=0.9                               ; Default .65 lower is darker, Smooth light transitions
75
r.EyeAdaptationQuality=1                                        ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
76
r.EyeAdaptation.MinExposure=0.9                                ; Minimum brightness at night (Adjust as needed)
77
r.EyeAdaptation.MaxExposure=1.15                                ; Maximum brightness during the day (Adjust as needed)
78
r.EyeAdaptation.Bias=0.12                                       ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
79
r.EyeAdaptation.EditorOnly=0
80
81
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
82
r.DefaultFeature.AutoExposure.Method=1                          ; Auto exposure method set to 0, disabling it for performance.
83
r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
84
r.DefaultFeature.AutoExposure.Bias=0.015                        ; Minor bias adjustment for consistency
85
86
[TimeOfDaySystem]
87
; Day/Night Cycle exposure compensation
88
TimeOfDay.AutoExposureCompensation.Day=0.0
89
TimeOfDay.AutoExposureCompensation.Night=-1.0
90
TimeOfDay.AutoExposureCompensation.Transition=0.5
91
92
; Light intensity transitions
93
TimeOfDay.SunIntensity.Day=10.0
94
TimeOfDay.SunIntensity.Night=0.0
95
TimeOfDay.MoonIntensity.Night=0.5
96
97
; Sky/Atmosphere settings
98
TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
99
TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
100
TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
101
TimeOfDaySystem.AutoExposure.MinBrightness=3.6
102
TimeOfDaySystem.SkyLightPollutionLuminance=0.2
103
TimeOfDaySystem.BloomIntensity=0.01
104
TimeOfDaySystem.SunIntensity=60000
105
TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
106
TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
107
TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
108
TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
109
TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
110
TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
111
TimeOfDaySystem.StarIntensity=20
112
TimeOfDaySystem.MoonIntensity=0.7
113
TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
114
TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
115
TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
116
TimeOfDaySystem.AutoExposure.SpeedUp=10
117
TimeOfDaySystem.AutoExposure.SpeedDown=5
118
TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
119
TimeOfDaySystem.MinimumCloudSpeed=0.375
120
121
[SystemSettings]
122
; Auto exposure settings
123
r.AutoExposure.Method=2
124
r.AutoExposure.MinBrightness=-10
125
r.AutoExposure.MaxBrightness=20
126
r.AutoExposure.SpeedUp=3
127
r.AutoExposure.SpeedDown=1
128
r.AutoExposure.ExtendDefaultLuminanceRange=0
129
AutoExposure.Bias=0.05       ; Small bias to prevent overly dark nights
130
131
[Engine.RendererSettings]
132
r.DFDistanceScale=8
133
r.DistanceFieldAO=1
134
r.DFFullResolution=0
135
r.DFFarTransitionScale=0.1
136
137
; ============================================
138
; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
139
; ============================================
140
;[/Script/Engine.RendererSettings]
141
r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
142
143
; =========================================
144
; ✩░▒▓▆▅▃▂▁ MOTION BLUR OFF ▁▂▃▅▆▓▒░✩
145
; =========================================
146
[SystemSettings]
147
r.DefaultFeature.MotionBlur=0
148
r.MotionBlurQuality=0
149
r.MotionBlur.Scale=0
150
r.FastBlurThreshold=0
151
r.TranslucencyVolumeBlur=0
152
r.MotionBlur.Amount=0
153
r.MotionBlurSeparable=0
154
r.MotionBlur.Max=0
155
156
; ============================================
157
; ✩░▒▓▆▅▃▂▁ DEPTH OF FIELD OFF ▁▂▃▅▆▓▒░✩
158
; ============================================
159
[/Script/Engine.Engine]
160
r.DefaultFeature.DepthOfField=0
161
r.DepthofFieldQuality=0
162
r.GaussianDOF=0
163
r.DepthOfField.FarBlur=0
164
r.DOF.Kernel.MaxBackgroundRadius=0.0
165
r.DepthOfField.MaxBokehSize=0
166
r.DepthOfField.MaxNearBlurSize=0
167
r.DepthOfField.MaxFarBlurSize=0
168
r.DepthOfField.FarBlurKernelSize=0
169
r.DepthOfField.NearBlurKernelSize=0
170
r.DepthOfField.DepthBlurRadius=0
171
r.DepthOfField.DepthBlurAmount=0
172
r.DepthOfField.MotionBlurAmount=0
173
174
175
; ==================================
176
; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
177
; ==================================
178
[/Script/Engine.RendererSettings]
179
; Light functions settings
180
r.DefaultFeature.LightFunctions=1               ; Enables light functions
181
r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
182
r.LightShaftDownSampleFactor=4                  ; Helps with light shaft quality
183
r.Light.UseClusteredDeferredShading=1
184
r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
185
r.LightMaxDrawDistanceScale=10                  ; Maximum draw distance of lights.
186
r.MinScreenRadiusForLights=0.001
187
r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
188
r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
189
 
190
; Light shafts settings (also known as God rays)
191
r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
192
 
193
; Particle system settings
194
r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
195
 
196
; Miscellaneous settings
197
r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
198
 
199
; LensFlare
200
r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
201
r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
202
r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
203
r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
204
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.
205
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.
206
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.
207
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.
208
r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
209
210
; =======================================
211
; ✩░▒▓▆▅▃▂▁ FOG OPTIMIZED ▁▂▃▅▆▓▒░✩
212
; =======================================
213
[/Script/Engine.RendererSettings]
214
r.Fog=1
215
r.FogDensity=0.01
216
r.FogHeightFalloff=0.2
217
r.FogMaxOpacity=0.85
218
r.FogStartDistance=600.0
219
r.FogEndDistance=4500.0
220
r.FogStartDistanceForOpaque=1500.0
221
r.FogDistanceScale=1.2
222
223
; ✅ Improve Fog Color for Realism
224
r.FogColor=0.65, 0.65, 0.75
225
r.FogInscatteringColor=0.6, 0.6, 0.65
226
r.FogInscatteringTextureTint=0.9, 0.9, 1.0
227
228
; ✅ Fully Disable Volumetric Fog (For Forward Rendering)
229
r.VolumetricFog=0
230
r.VolumetricRenderTarget=0
231
r.VolumetricFogGridSize=0
232
r.VolumetricFog.HistoryMissSupersampleCount=0
233
r.VolumetricFog.TemporalReprojection=0
234
235
; =========================================
236
; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
237
; =========================================
238
[/Script/Engine.RendererSettings]
239
r.TextureStreaming=True
240
[/Script/Engine.Engine]
241
bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
242
 
243
;TEXTUREGROUPS
244
[/Script/Engine.TextureLODSettings]
245
TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
246
TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
247
TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
248
TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
249
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
250
TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
251
TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
252
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
253
TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
254
TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
255
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
256
TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
257
TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
258
TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
259
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
260
TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
261
TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
262
TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
263
TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
264
TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
265
TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
266
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
267
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
268
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
269
TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
270
TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
271
TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
272
273
[/Script/Engine.RendererSettings]
274
r.Streaming.FullyLoadUsedTextures=1       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
275
r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
276
r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
277
; 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.
278
r.Streaming.MipBias=0.0                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
279
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.
280
r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
281
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.
282
r.Streaming.PoolSize=10000                ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
283
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.
284
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.
285
 
286
[TextureStreaming]
287
r.Streaming.MaxTextureLoadTime=1.0             ; Allows more time per frame for texture loading (prevents crashes)
288
r.Streaming.MaxTextureRequestTime=0.05         ; Slightly relaxed texture request time for better stability
289
r.Streaming.NumStreamedMips=2                  ; Loads 2 mips instead of 1 for smoother transitions
290
r.Streaming.DistanceScale=0.5                  ; Increases streaming distance slightly for less pop-in
291
r.Streaming.MipBias=-0.25                      ; Mild negative bias to balance texture sharpness and performance
292
r.Streaming.MinTexturePoolSize=1024            ; Increased minimum pool size to prevent texture loss 2048 will crash some games could have exceeded available VRAM
293
r.Streaming.TargetTexturePoolSize=3072         ; Keeps a reasonable VRAM limit for textures (adjust based on GPU)
294
r.Streaming.MaxTempMemoryAllowed=512           ; Limits temp memory usage (higher values help with streaming stutters)
295
r.Streaming.MaxEffectiveScreenSizeForDBM=0     ; Keeps dropped mip screen size at 0 (prevents texture flickering)
296
r.Streaming.FlushAsyncLoadin=1
297
r.TextureStreaming.ForceFullyLoadVisible=1
298
299
[SystemSettings]
300
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.
301
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.
302
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.
303
r.HLOD.DistanceOverrideScale=8
304
 
305
[AsyncLoading]
306
r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
307
 
308
[Engine.Engine]
309
;old Unreal 3 settings probably dont work
310
MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
311
IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
312
MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
313
 
314
MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
315
IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
316
MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
317
 
318
MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
319
MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
320
MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
321
MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
322
323
324
; =====================================
325
; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
326
; =====================================
327
;Colour and exposure: 
328
; https://www.youtube.com/watch?v=EvWWMxuUju4
329
 
330
;Sharpening shadows:
331
; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
332
; https://framedsc.com/GeneralGuides/ue4guide.htm
333
 
334
;Texture streaming:
335
; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
336
 
337
;Subsurface post-process
338
; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
339
 
340
;TXAA settings:
341
; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
342
; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
343
 
344
;Shadows:
345
; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
346
; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
347
; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
348
; https://forums.unrealengine.com/t/weird-trace-of-movement-and-banding-in-shadows/1189726/3
349
 
350
;EyeAdaptation & AutoExposure:
351
; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
352
; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
353
; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
354
 
355
 
356
; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
357
; https://forums.pixeltailgames.com/t/ue4-engine-tweaks/46867
358
; https://www.nexusmods.com/persona3reload/mods/5?tab=posts 
359
; https://dev.epicgames.com/community/learning/tutorials/Ya6o/unreal-engine-rendering-hair-fur
360
361
362
363
; SETTINGS TAKEN OUT (glitching issues)
364
; -------------------------------------
365
; r.TemporalAAUpsampling=1
366
; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
367
; r.ScreenPercentage=75                       ; Render resolution before upsampling
368
; r.Jittering=1
369
; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
370
; r.TemporalAA.AllowDownsampling=1            ; DEF 1
371
; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
372
; r.TemporalAA.R11G11B10History=0             ; DEF 0 
373
; r.TemporalAA.Upscaler=1                     ; DEF 1
374
; r.TemporalAAUpsampleFiltered=1              ; DEF 1
375
 
376
; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1