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Sticky2000

Engine.ini

May 27th, 2023 (edited)
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INI file 81.48 KB | Gaming | 0 0
  1. ;Engine.ini located C:\Users\%username%\AppData\Local
  2. ; Remember to set file as read only in file properties
  3.  
  4. [Core.System]
  5. Paths=../../../Engine/Content
  6. Paths=%GAMEDIR%Content
  7. Paths=../../../Engine/Plugins/Experimental/Landmass/Content
  8. Paths=../../../Yakisoba/Plugins/ThirdParty/DaedalicTestAutomationPlugin/Content
  9. Paths=../../../Yakisoba/Plugins/LandscapeRenderV2/Content
  10. Paths=../../../Engine/Plugins/FX/Niagara/Content
  11. Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
  12. Paths=../../../Engine/Plugins/FX/CascadeToNiagaraConverter/Content
  13. Paths=../../../Engine/Plugins/FX/NiagaraExtras/Content
  14. Paths=../../../Yakisoba/Plugins/ThirdParty/Prefabricator/Content
  15. Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
  16. Paths=../../../Yakisoba/Plugins/ThirdParty/MeshTool/Content
  17. Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
  18. Paths=../../../Yakisoba/Plugins/OnlineSubsystemRedpointEOS/Content
  19. Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
  20. Paths=../../../Engine/Plugins/Experimental/VirtualHeightfieldMesh/Content
  21. Paths=../../../Engine/Plugins/Experimental/ControlRig/Content
  22. Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
  23. Paths=../../../Yakisoba/Plugins/ThirdParty/XeSS/Content
  24. Paths=../../../Yakisoba/Plugins/ThirdParty/VertexAnimToolset/Content
  25. Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
  26. Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
  27. Paths=../../../Engine/Plugins/Enterprise/DatasmithContent/Content
  28. Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
  29. Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
  30. Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
  31. Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
  32. Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
  33. Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
  34. Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
  35.  
  36. [Audio]
  37. UnfocusedVolumeMultiplier=0.500000
  38.  
  39. [/Script/Engine.RendererSettings]
  40. r.GraphicsAdapter=-1
  41.  
  42. ;----------------------------------------------------------------
  43. ; Note: I have optimized every setting I could find on this game.
  44. ; ---------------------------------------------------------------
  45. ;       Raytracing on,
  46. ;       TXAA on and optimized
  47. ;       AO options set to GTAO. SSAO and normal AO are disabled.
  48. ;       Colour tweaked.
  49. ;       Optimized for systems with 16GIG RAM and an 8 GIG Graphics card
  50. ;       DOF, Bloom, image grain, ChromaticAberration Off.
  51. ;       EYEADAPTION / AUTOEXPOSURE settings Optimized.
  52. ;       Texture Groups and streaming options are all Optimized.
  53. ;       Audio Optimized.
  54. ;       Internet Optimized.
  55. ;       other optimizations Shadows gras sky lighting foliage etc.
  56. ; ----------------------------------------------------------------
  57.  
  58. [Audio]
  59. UnfocusedVolumeMultiplier=0.500000
  60.  
  61. ; ===============================
  62. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  63. ; ===============================
  64. [/Script/Engine.RendererSettings]
  65. r.GBufferFormat=3                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  66.  
  67. ;perfect                 ;Normal               ;LIGHTER              ;DARK        
  68. r.Color.Max=1.00     ;  1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  69. r.Color.Mid=0.54     ;  0.50 = default     ;r.Color.Mid=0.60     ;r.Color.Mid=0.4    
  70. r.Color.Min=-0.0001     ;  0.00 = default     ;r.Color.Min=0.01     ;r.Color.Min=0.001  
  71.  
  72. 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
  73. r.SceneColorFringe.Max=0.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  74. r.SceneColorFormat=4                      ; high-precision RGBA color format.
  75.  
  76. [/Script/Engine.RendererOverrideSettings]
  77. r.DefaultFeature.ColorGrading=1                 ; Disable color grading for improved performance
  78. r.ColorGrading.LUTSize=32                       ; Size of the color grading LUT (16, 32, or 64)
  79. r.ColorGrading.Quality=1                        ; Quality of color grading (0=low, 1=high)
  80. r.Color.MaxEditingLUTs=8                        ; Maximum number of color lookup tables (LUTs) used for color correction
  81. r.Color.MidTones.Sharpen=0.5                    ; Increases sharpness of mid-tone colors DEF 0
  82. r.Color.MidTones.Saturation=1.1                 ; Enhances the saturation of mid-tone colors
  83. r.Color.Contrast=1.05                           ; Improve contrast in light and dark areas Increases overall contrast of the scene
  84. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  85. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  86. r.Color.Saturation=0.88          ; Slight desaturation for natural colors
  87. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  88. r.TonemapperGamma=2.6                           ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
  89. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
  90. r.TonemapperFilm.Toe=0.75
  91. r.TonemapperFilm.Shoulder=0.26
  92. 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)
  93. r.ToneCurveAmount=0.65                           ; Enable tone curve for natural light transitions
  94. r.Tonemapper.Sharpen=0.2
  95. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  96. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  97. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  98. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  99. r.Tonemapper.GrainQuantization=1                ; Disable grain doubled bellow not sure on wich section it is in.
  100.  
  101. [/Script/Engine.Engine]
  102. ; Default color space used for rendering
  103. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  104.  
  105. ; Gamma correction settings
  106. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  107. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  108. r.Exposure=1.0                      ; Set the overall exposure for the scene
  109. r.Contrast=1.0                      ; Set the overall contrast for the scene
  110. r.Saturation=1.05                   ; Set the overall saturation for the scene
  111. r.Gamma=1.02                        ; Set the overall gamma for the scene
  112. r.Temperature=6500.0                ; Set the overall temperature for the scene
  113. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  114.  
  115. [/Script/Engine.PostProcessSettings]
  116. ; Remove Film grain effect
  117. 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)
  118. 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).
  119. [SystemSettings]
  120. r.TonemapperExposure=0.72        ; Slightly reduce overall exposure (default is usually 1.0)
  121.  
  122. ; ===================================================
  123. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  124. ; ===================================================
  125. [/Script/Engine.RendererSettings]
  126. ; Disable Eye Adaptation or Limit its Effect
  127. r.EyeAdaptation.ExponentialTransitionDistance=0.6                 ; Smooth light adaptation transitions
  128. r.EyeAdaptation.LensAttenuation=0.9                               ; Default .65 lower is darker, Smooth light transitions
  129. r.EyeAdaptationQuality=1                                        ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  130. r.EyeAdaptation.MinExposure=0.9                                ; Minimum brightness at night (Adjust as needed)
  131. r.EyeAdaptation.MaxExposure=1.15                                ; Maximum brightness during the day (Adjust as needed)
  132. r.EyeAdaptation.Bias=0.12                                       ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
  133. r.EyeAdaptation.EditorOnly=0
  134.  
  135. 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
  136. r.DefaultFeature.AutoExposure.Method=1                          ; Auto exposure method set to 0, disabling it for performance.
  137. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  138. r.DefaultFeature.AutoExposure.Bias=0.015                        ; Minor bias adjustment for consistency
  139.  
  140. [TimeOfDaySystem]
  141. ; Day/Night Cycle exposure compensation
  142. TimeOfDay.AutoExposureCompensation.Day=0.0
  143. TimeOfDay.AutoExposureCompensation.Night=-1.0
  144. TimeOfDay.AutoExposureCompensation.Transition=0.5
  145.  
  146. ; Light intensity transitions
  147. TimeOfDay.SunIntensity.Day=10.0
  148. TimeOfDay.SunIntensity.Night=0.0
  149. TimeOfDay.MoonIntensity.Night=0.5
  150.  
  151. ; Sky/Atmosphere settings
  152. TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
  153. TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
  154. TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
  155. TimeOfDaySystem.AutoExposure.MinBrightness=3.6
  156. TimeOfDaySystem.SkyLightPollutionLuminance=0.2
  157. TimeOfDaySystem.BloomIntensity=0.01
  158. TimeOfDaySystem.SunIntensity=60000
  159. TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
  160. TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
  161. TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
  162. TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
  163. TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
  164. TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
  165. TimeOfDaySystem.StarIntensity=20
  166. TimeOfDaySystem.MoonIntensity=0.7
  167. TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
  168. TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
  169. TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
  170. TimeOfDaySystem.AutoExposure.SpeedUp=10
  171. TimeOfDaySystem.AutoExposure.SpeedDown=5
  172. TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
  173. TimeOfDaySystem.MinimumCloudSpeed=0.375
  174.  
  175.  
  176.  
  177.  
  178. [SystemSettings]
  179. ; Auto exposure settings
  180. r.AutoExposure.Method=2
  181. r.AutoExposure.MinBrightness=-10
  182. r.AutoExposure.MaxBrightness=20
  183. r.AutoExposure.SpeedUp=3
  184. r.AutoExposure.SpeedDown=1
  185. r.AutoExposure.ExtendDefaultLuminanceRange=0
  186. ;AutoExposure.Bias=0.05       ; Small bias to prevent overly dark nights
  187.  
  188. [Engine.RendererSettings]
  189. r.DFDistanceScale=8
  190. r.DistanceFieldAO=1
  191. r.DFFullResolution=0
  192. r.DFFarTransitionScale=0.1
  193.  
  194. ; =====================================================
  195. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  196. ; =====================================================
  197. ; Sky, Sun, and Clouds related settings
  198. [/Script/Engine.RendererSettings]
  199. r.SkyLight=1                        ; Enable or disable dynamic skies
  200. r.SkylightIntensityMultiplier=0.4
  201.  
  202. r.Atmosphere=1                      ; Enable or disable atmospheric fog
  203. r.Sun=0.32                           ; Set the intensity of the sun
  204. r.SunColor=(0.98, 0.82, 0.75)       ; Set the color of the sun
  205. r.VolumetricClouds=1                ; Enable or disable volumetric clouds
  206. r.VolumetricCloudDensity=0.7        ; Set the density of volumetric clouds
  207. r.VolumetricCloudHeight=950.0      ; Set the height of volumetric clouds
  208. r.VolumetricCloudCoverage=0.45       ; Set the coverage of volumetric clouds
  209. r.VolumetricCloudScale=1.0          ; Set the scale of volumetric clouds
  210. VolumetricCloud.Force2LayerMaterial=1
  211. VolumetricCloud.RayMarchedShadows=1
  212. VolumetricCloud.GroundContribution=0.6
  213. r.VolumetricCloud.GroundContribution=0.75
  214. r.SkyQuality=3.5                    ; Set the quality of the overall sky
  215. [SystemSettings]
  216. r.SkyAtmosphereQuality=4        ; Improve sky lighting interactions
  217. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  218. r.RayTracingClouds=1                ; Enable or disable ray-traced clouds
  219. r.RayTracingCloudQuality=2          ; Set the quality of ray-traced clouds
  220. r.RayTracingCloudResolution=512     ; Set the resolution of ray-traced clouds
  221.  
  222. [/Script/Engine.RendererSettings.CloudShadows]
  223. r.CloudShadows=1                    ; Enable or disable cloud shadows
  224. r.CloudShadowIntensity=0.8          ; Set the intensity of cloud shadows
  225. r.CloudShadowColor=(0.2, 0.2, 0.2)  ; Set the color of cloud shadows
  226.  
  227. [/Script/Engine.RendererSettings.Godrays]
  228. r.Godrays=1                         ; Enable or disable Godrays
  229. r.GodrayIntensity=0.3               ; Set the intensity of Godrays
  230. r.GodrayColor=(1.0, 1.0, 0.8)       ; Set the color of Godrays
  231. r.GodrayDensity=0.2                 ; Set the density of Godrays
  232. r.GodraySize=0.1                    ; Set the size of Godrays
  233. r.GodrayFalloff=0.5                 ; Set the falloff of Godrays
  234.  
  235. [/Script/Engine.RendererSettings.SkyQuality]
  236. r.SkyQuality=3.0                    ; Set the quality of the overall sky
  237.  
  238. [/Script/Engine.RendererSettings.DynamicWeather]
  239. r.DynamicWeather=1                  ; Enable or disable dynamic weather
  240. r.WindSpeed=5.0                    ; Set the wind speed for dynamic weather
  241. r.WindDirection=(0.5, 0.0, 0.5)     ; Set the direction of the wind for dynamic weather
  242. r.CloudCoverage=0.5                 ; Set the overall cloud coverage for dynamic weather
  243. r.CloudDensity=0.4                  ; Set the cloud density for dynamic weather
  244. r.RainIntensity=0.1                 ; Set the rain intensity for dynamic weather
  245. r.SnowIntensity=0.1                 ; Set the snow intensity for dynamic weather
  246.  
  247.  
  248. [/Script/Engine.RendererSettings]
  249. ; Bloom related settings - Bloom Off
  250. r.DefaultFeature.Bloom=True
  251. r.Bloom.Cross=0                     ; DEF 0, 0.7777 for anamorphic
  252. r.Bloom.HalfResolutionFFT=0         ; DEF 0
  253. 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.
  254. 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.
  255. r.BloomIntensity=0.45                ; Lower bloom brightness
  256. r.BloomThreshold=0.45               ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  257.  
  258. 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.
  259. 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.
  260. 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.
  261. 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.
  262. 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.
  263. 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.
  264. 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.
  265. 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.
  266. 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.
  267. 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.
  268. 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.
  269. 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.
  270. r.BloomIntensity=0.3                ; Set the bloom intensity for the overall scene
  271. r.BloomSize=0.1                     ; Set the bloom size for the overall scene
  272.  
  273. [SystemSettings]
  274. r.VignetteIntensity=0.0             ; Set the vignette intensity for the overall scene
  275. r.VignetteSize=0.9                  ; Set the vignette size for the overall scene
  276.  
  277. [WeatherSettings]
  278. ;r.WeatherType Clear                  ; Set the weather type for the scene
  279. r.CloudType=Cumulus                   ; Set the cloud type for the scene
  280. r.CloudShape=Puffy                    ; Set the cloud shape for the scene
  281. r.CloudWindSpeed=10.0                 ; Set the wind speed for the clouds
  282. r.CloudWindDirection=(0.5, 0.0, 0.5)  ; Set the wind direction for the clouds
  283. r.CloudWindCoverage=0.6               ; Set the cloud coverage for the clouds
  284. r.CloudWindDensity=0.4                ; Set the cloud density for the clouds
  285. r.CloudRainIntensity=0.2              ; Set the rain intensity for the clouds
  286. r.CloudSnowIntensity=0.1              ; Set the snow intensity for the clouds
  287. r.CloudFogDensity=0.3                 ; Set the fog density for the clouds
  288. r.CloudFogColor=(0.8, 0.8, 0.8)       ; Set the fog color for the clouds
  289.  
  290. ; ===============================
  291. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  292. ; ===============================
  293. [/Script/Engine.Engine]
  294. ; Foliage related settings
  295. r.Foliage.DynamicallyShadowFarLod=1    ; Enable or disable dynamic foliage shadows
  296.  
  297. ; Foliage draw distance settings
  298. foliage.LODDistanceScale=8             ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  299. foliage.MinLODDistanceScale=0.1        ; Adjust the distance at which the highest quality foliage is rendered
  300.  
  301. ; Foliage density settings
  302. foliage.DensityScale=1.5               ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  303. foliage.GrassDensityScale=1.0          ; Adjust the density of the grass
  304. grass.CullDistanceScale=3
  305. foliage.TreeDensityScale=1.0           ; Adjust the density of the trees
  306.  
  307. ; Foliage lighting settings
  308. foliage.EnableStaticLighting=1         ; Enable or disable dynamic lighting for foliage
  309. foliage.EnableGrassLighting=1          ; Enable or disable dynamic lighting for grass
  310.  
  311. ; Foliage shadow settings
  312. foliage.MaxShadowResolution=1024       ; Adjust the resolution of the foliage shadows
  313. foliage.ShadowDistanceScale=1.0        ; Adjust the distance at which foliage shadows are cast
  314.  
  315. ; Foliage collision settings
  316. foliage.DisableCollision=0             ; Enable or disable collision for foliage
  317. foliage.SelfShadowing=1                ; Enable or disable self-shadowing for foliage
  318.  
  319. ; Foliage wind settings
  320. foliage.bAllowWind=1                   ; Enable or disable wind for foliage
  321. foliage.WindStrength=1.0               ; Adjust the strength of the wind affecting foliage
  322. foliage.WindSpeed=1.0                  ; Adjust the speed of the wind affecting foliage
  323.  
  324. [/Script/Foliage.FoliageConfig]
  325. foliage.DitheredLOD=6                  ; DEF 1, quality 5
  326. foliage.MinimumScreenSize=0.009        ; DEF 0.0001
  327. foliage.MinLOD=1                       ; DEF 0, 1 for PERFORMANCE
  328. foliage.MinVertsToSplitNode=8192       ; DEF 8192
  329. foliage.OverestimateLOD=0              ; DEF 0
  330.  
  331. ; ===============================
  332. ; ✩░▒▓▆▅▃▂▁ Water ▁▂▃▅▆▓▒░✩
  333. ; ===============================
  334. r.Water.SingleLayer.DepthPrepass=1
  335. r.Water.SingleLayer.LumenReflections=1
  336. r.Water.SingleLayer.Reflection=1
  337. r.Water.SingleLayer.SSR=1
  338. r.Water.SingleLayer.SSRTAA=1
  339. r.Water.SingleLayer=1
  340.  
  341. ; =====================================
  342. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  343. ; =====================================
  344. ;Disables to use  Ground Truth Ambient Occlusion (GTAO) feature
  345. [/Script/Engine.RendererSettings]
  346. r.SSAO.Method=0                       ; Disable SSAO (0)
  347. r.SSAO.Quality=0                      ; Set SSAO quality to low (0)
  348. r.SSAO.SampleSet=0                    ; Use the default sample set for SSAO (0)
  349. r.SSAO.MaxViewDistance=10000.0        ; Limit the maximum distance over which SSAO is applied
  350. r.SSAO.HalfResolution=0               ; Disable half-resolution SSAO
  351. r.SSAO.BlurRadius=0                   ; Disable SSAO blur
  352. r.SSAO.BlurSharpness=0.0              ; Set SSAO blur sharpness to 0 (no blur)
  353. r.SSAO.BlurPasses=1                   ; Use a single pass for SSAO blur
  354. r.SSAO.DepthBias=0.0                  ; Set SSAO depth bias to 0 (no bias)
  355. r.SSAO.DirtyTranslucencySupport=1     ; Enable SSAO for dirty (unshadowed) translucent surfaces
  356. r.SSAO.Downsampling=1                 ; Enable SSAO downsampling for performance (1)
  357. r.SSAO.ScreenSpaceRadius=0.5          ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  358. r.SSAO.MinRadius=0.02                 ; Set SSAO minimum radius (adjust to your liking)
  359. r.SSAO.SampleRadiusScale=0.3          ; Scale the SSAO sample radius (adjust to your liking)
  360. r.SSAO.Intensity=1.0                  ; Set SSAO intensity to 1 (adjust to your liking)
  361. r.SSAO.AutoCompute=0                  ; Disable automatic computation of SSAO (for manual tweaking)
  362.  
  363. [/Script/Engine.RendererOverrideSettings]
  364. r.SSAO.Enable=False                        ; Enable SSAO effect
  365.  
  366. [/Script/Engine.RendererSettings]
  367. r.SSAO.Enable=False                        ; Enable SSAO effect (added for clarity, can be removed if desired)
  368.  
  369. ; =======================================================
  370. ; ✩░▒▓▆▅▃▂▁ Global Illumination settings. ▁▂▃▅▆▓▒░✩
  371. ; =======================================================
  372. [SystemSettings]
  373. r.DefaultFeature.AmbientOcclusion=True     ; Disables default ambient occlusion
  374. r.Lumen.Reflections=1               ; Enable Lumen reflections for realistic lighting
  375. r.Lumen.Radiosity=1                 ; Enable dynamic GI using Lumen
  376. r.GlobalIlluminationQuality=3       ; Adjust GI quality (1=Low, 2=Medium, 3=High, 4=Epic)
  377. r.GI.SkyLightingQuality=3           ; Enhance sky lighting effects for GI
  378. r.GI.ReflectionOcclusion=1          ; Enable reflection occlusion for better realism
  379. r.GI.EnableSecondBounce=1           ; Enable secondary light bounce for more natural illumination
  380. r.Lumen.GlobalIllumination=1
  381. r.Lumen.DiffuseIndirect.AsyncCompute=1
  382. r.Lumen.HardwareRayTracing.Inline=1
  383. r.Lumen.HardwareRayTracing.LightingMode=3
  384. r.Lumen.HardwareRayTracing=1
  385. r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField=1
  386. r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor=0
  387. r.Lumen.Reflections.AsyncCompute=1
  388. r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold=0.9
  389. r.Lumen.Reflections.DownsampleFactor=0
  390. r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField=1
  391. r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting=1
  392. r.Lumen.Reflections.MaxRoughnessToTrace=0.4
  393. r.Lumen.Reflections.ScreenSpaceReconstruction=0
  394. r.Lumen.Reflections.ScreenTraces=1
  395. r.Lumen.Reflections.SmoothBias=1
  396. r.Lumen.Reflections.TraceMeshSDFs=1
  397. r.Lumen.ScreenProbeGather.DownsampleFactor=16
  398. r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField=1
  399. r.Lumen.ScreenProbeGather.HardwareRayTracing=1
  400. r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
  401. r.Lumen.ScreenProbeGather.Temporal=1
  402. r.Lumen.SkylightLeaking.Roughness=0.1
  403. r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
  404. r.Lumen.TranslucencyReflections.RadianceCache=0
  405. r.LumenScene.FarField=1
  406. r.LumenScene.FarField.FarFieldDitherScale=100000
  407. r.LumenScene.Lighting.AsyncCompute=1
  408. r.Lumen.TranslucencyReflections.MarkDownsampleFactor=0
  409. r.Lumen.TranslucencyReflections.FrontLayer.RelativeDepthThreshold=1.5
  410.  
  411.  
  412. ; ========================================================================================
  413. ; ✩░▒▓▆▅▃▂▁ Ambient Occlusion and Ground Truth Ambient Occlusion settings. ▁▂▃▅▆▓▒░✩
  414. ; ========================================================================================
  415. [/Script/Engine.RendererSettings]
  416. r.AmbientOcclusion=0                        ; Enables screen-space ambient occlusion
  417. r.AmbientOcclusionLevels=3                  ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  418. r.AmbientOcclusion.Intensity=1.5            ; Increase AO intensity for better shadow definition
  419. r.AmbientOcclusion.RadiusScale=1.15         ; Widen AO radius for smoother results
  420. r.AmbientOcclusionStaticFraction=0.0        ; Sets the fraction of static occlusion
  421. r.AmbientOcclusion.FadeDistance=9000.0      ; Extend fade-out distance for AO
  422. r.AllowOcclusionQueries=1                   ; Enables occlusion queries for performance improvement
  423. r.AmbientOcclusionRadiusScale=1.0 ; Increase shadow spread radius
  424.  
  425. r.GTAO=1                ; Enables Ground Truth Ambient Occlusion (GTAO)
  426. r.GTAO.Enable=True              ; Enables GTAO for Ground Truth Ambient Occlusion
  427. r.AmbientOcclusion.Method=1     ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  428. r.GTAO.FalloffEnd=200           ; Distance at which the occlusion completes the fall-off
  429. r.GTAO.SpatialFilter=0          ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  430. r.GTAO.NumAngles=2              ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  431. r.GTAO.UseNormals=0             ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  432. r.GTAO.ThicknessBlend=0         ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  433. r.GTAO.Combined=1               ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  434. r.GTAO.Downsample=0             ; Perform GTAO at half resolution (0: Off, 1: On)
  435. r.GTAO.FalloffStartRatio=0      ; Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off (must be between 0 and 1)
  436. r.GTAO.TemporalFilter=1         ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  437. r.GTAO.Upsample=1               ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  438. r.GTAO.PauseJitter=0            ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  439. r.GTAO.FilterWidth=4            ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  440. r.GTAO.Intensity=1.2
  441.  
  442. [/Script/Engine.GTAOSettings]
  443. r.GTAO.Resolution=50                   ; Resolution factor for GTAO (lower values improve performance)
  444. r.GTAO.SampleSet=1                     ; Sample set index for GTAO (1 is the default)
  445. r.GTAO.Bias=0.4                        ; Bias factor for GTAO (higher values increase occlusion)
  446. r.GTAO.Power=1.0                       ; Power factor for GTAO (higher values increase occlusion)
  447. r.GTAO.MaxDistance=1000.0              ; Maximum distance for GTAO (higher values increase occlusion range)
  448. r.GTAO.HorizonAngle=1.5                ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  449. r.GTAO.NumSteps=8                      ; Number of occlusion steps for GTAO (higher values increase quality)
  450. r.GTAO.NumDirections=4                 ; Number of directions for GTAO (higher values increase quality)
  451. r.GTAO.NumCutoutSamples=4              ; Number of cutout samples for GTAO (higher values increase quality)
  452. r.GTAO.NumCutoutSampleIterations=2     ; Number of cutout sample iterations for GTAO (higher values increase quality)
  453. r.GTAO.NumRandomRotations=8            ; Number of random rotations for GTAO (higher values increase quality)
  454.  
  455. ; ========================================
  456. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  457. ; ========================================
  458. [/Script/Engine.RendererSettings]
  459. r.Shadow.MaxResolution=8192                         ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high                
  460. r.Shadow.MinResolution=32                           ; Minimum resolution for shadows
  461. r.Shadow.MaxCSMResolution=3072                     ; Maximum cascaded shadow map resolution 512 performance
  462. r.Shadow.MaxCascades=4                             ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  463. r.Shadow.CSM.MaxCascades=4
  464. r.Shadow.CSM.TransitionScale=2.0                   ; Sets the transition scale for cascaded shadow maps DEF 0.8
  465. 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
  466. r.Shadow.RadiusThreshold=0.005                     ; DEF 0.04, Threshold for shadow rendering
  467. r.Shadow.CSM.FadeResolution=128                     ; Fade resolution for cascaded shadow maps
  468. r.Shadow.CSM.SplitPenumbraScale=0.1                ; Scale factor for split penumbra
  469. r.Shadow.CSM.SplitDepthBiasScale=0.01              ; Scale factor for split depth bias
  470. r.Shadow.TexelsPerPixel=4                          ; Number of texels per screen pixel for shadow rendering
  471. r.Shadow.NumDynamicShadowCascades=4                ; Number of dynamic shadow cascades
  472. r.Shadow.CSM.NumCascades=4                         ; Number of cascades for cascaded shadow maps
  473. r.Shadow.CSM.DepthRange=3000                       ; Depth range for cascaded shadow maps
  474. r.Shadow.CSM.CascadeDistributionExponent=3.0       ; Distribution exponent for cascades
  475. r.Shadow.CSM.CascadeTransitionFraction=0.1         ; Transition fraction for cascades
  476. r.Shadow.FadeResolution=1                          ; Fade resolution for shadow rendering
  477. r.Shadow.MaxFadeDistance=6000                      ; Maximum fade distance for shadow rendering
  478. r.Shadow.MinPreShadowResolution=8                  ; Minimum resolution for pre-shadow rendering
  479. r.Shadow.PreShadowResolutionFactor=0.5             ; Sets the pre-shadow resolution factor
  480. r.Shadow.CSM.DepthBias=0                           ; Depth bias for cascaded shadow maps
  481. r.Shadow.RadiusThresholdMultiplier=1.0             ; Radius threshold multiplier for shadow rendering
  482. r.Mobile.EnableStaticAndCSMShadowReceivers=0       ; Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  483. r.Shadow.CachedShadowsCastFromMovablePrimitives=1  ; DEF 1, 0 for PERFORMANCE
  484. r.Shadow.CacheWholeSceneShadows=1                  ; DEF 1
  485. r.Shadow.CacheWPOPrimitives=0                      ; DEF 0
  486. r.Shadow.CSMDepthBias=8                            ; DEF 10
  487. 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.
  488. r.Shadow.Virtual.ResolutionLodBiasLocal=1
  489. r.Shadow.MaxCSMResolution=8192                     ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  490. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1  ; DEF -1
  491. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1   ; DEF -1
  492. r.Shadow.OcclusionCullCascadedShadowMaps=0         ; DEF 0
  493. r.Shadow.PointLightDepthBias=0.02                  ; DEF 0.02
  494. r.Shadow.PointLightSlopeScaleDepthBias=3           ; DEF 3
  495. r.Shadow.SpotLightTransitionScale=2048               ; DEF 60-120
  496. r.Shadow.TransitionScale=2                         ; Smooth shadow transition
  497. r.ShadowQuality=5                                  ; DEF 4, 3 for PERFORMANCE
  498. r.Shadow.CSMResolution=256                         ; Controls the resolution of grass shadows
  499. r.Shadow.CSMSplitCount=4                           ; Determines the number of cascades for grass shadow maps
  500. r.Shadow.WholeSceneShadowCacheMb=4096
  501. r.ContactShadows=1
  502. r.Shadow.Virtual.Enable=1
  503. r.Shadow.Virtual.MaxPhysicalPages=8192
  504. r.Shadow.Virtual.SMRT.RayCountScale=1      ; Better ray sampling
  505. r.Shadow.Virtual.SMRT.SamplesPerRay=8      ; More samples to reduce patterns
  506. r.Shadow.Virtual.SMRT.RejectionThreshold=0.01  ; Lower threshold for better quality
  507.  
  508. ; Contact shadows for better detail
  509. r.ContactShadows.Quality=3                 ; Higher quality contact shadows
  510. r.ContactShadows.HairShadows=1            ; Better hair shadow quality
  511.  
  512.  
  513. ; ==================================
  514. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  515. ; ==================================
  516. [Script/Engine.RendererSettings]
  517. r.DefaultFeature.RayTracing=1             ; Enable ray tracing
  518. r.RayTracing=1                            ; Enable global ray tracing
  519.  
  520. ; Performance settings
  521. r.RayTracing.Reflections.MaxRoughness=1.0 ; Limit reflection roughness
  522. r.RayTracing.Shadows.MaxCSMRadius=0       ; Disable cascaded shadow map radius for ray tracing
  523. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=4 ; Lower samples for AO
  524. r.RayTracing.GlobalIllumination.SamplesPerPixel=2 ; Minimum GI samples for balance
  525. r.RayTracing.TranslucencyLightingVolumeDim=4 ; Lower translucency resolution
  526. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Keep skylight samples minimal
  527.  
  528. ; Additional settings
  529. r.RayTracing.UseTextureLod=1             ; Use Texture LOD for better performance
  530. r.RayTracing.ForceAllRayTracingEffects=0 ; Disable forcing all effects
  531.  
  532. ; Quality settings
  533. r.RayTracing.Quality=1                   ; Balanced quality
  534. r.RayTracing.Reflections.MaxBounces=1    ; One reflection bounce
  535. r.RayTracing.Shadows.MaxRayDistance=2000 ; Shorter ray distance for shadows
  536. r.RayTracing.AmbientOcclusion.MaxRayDistance=350 ; Shorter AO ray distance
  537.  
  538. ; Memory and Cache
  539. r.RayTracing.Cache.NumGB=6               ; Limit cache to 6GB
  540. r.RayTracing.Cache.SampleFactor=1        ; Minimal caching for stability
  541.  
  542. ; Debugging
  543. r.RayTracing.Debug.VisualizeMeshBVH=0    ; Disable debug visualization
  544. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Disable debug visualization
  545.  
  546. ; ===============================================
  547. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  548. ; ===============================================
  549. ;r.TemporalAA.Upsampling=1 needed below in AA section
  550. [/Script/Engine.RendererSettings]
  551. r.IntelXeSS.Enabled=0              ; Main XeSS toggle
  552. r.IntelXeSS.Enable=0               ; Alternative XeSS toggle
  553. r.XeSS.Enable=0                    ; Another XeSS variant
  554. r.IntelXeSS.TemporalUpscaling=0    ; Disables temporal upscaling for XeSS
  555. r.IntelXeSS.AutoExposure=0         ; Disables XeSS auto exposure
  556. r.IntelXeSS.Quality=0                   ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  557. r.IntelXeSS.Sharpening=0.0              ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  558.  
  559. ; Optional Settings
  560. r.IntelXeSS.Denoising=0                 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  561. r.IntelXeSS.DenoisingStrength=0.75      ; Set Intel XeSS denoising strength (0.0 to 1.0)
  562. r.IntelXeSS.Smoothness=0.5              ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  563.  
  564. ; Advanced Settings
  565. r.IntelXeSS.RayTracingResolution=1.0    ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  566. r.IntelXeSS.RayTracingUpsample=0        ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  567.  
  568. ; ====================================
  569. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  570. ; ====================================
  571. [/Script/Engine.RendererSettings]
  572. 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.
  573. r.DefaultFeature.AntiAliasing=0                ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  574. 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)
  575. 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
  576.  
  577. ; TXAA settings
  578. 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
  579.  
  580. r.TemporalAA.Upsampling.NumMips=3              ; Number of MIP levels to use for upsampling
  581. r.TemporalAA.Upsampling.MinMipCount=1          ; Minimum MIP level to use for upsampling
  582. r.TemporalAA.Upsampling.MaxFilterWidth=16      ; Maximum filter width for upsampling
  583. r.TemporalAA.Upsampling.Sharpen=0.0            ; Adjust the sharpness of the upsampling filter
  584. r.TemporalAA.Upsampling.ViewDistanceScale=1.0  ; Scale the upsampling effect based on view distance
  585.  
  586. ; Additional settings for fine-tuning TXAA
  587. r.TemporalAA.HistoryConvolution.BoxSigma=0.1    ; Sigma value for the box filter used in the history convolution
  588. r.TemporalAA.HistoryConvolution.Sharpen=0.0     ; Adjust the sharpness of the history convolution filter
  589. r.TemporalAA.HistoryConvolution.FastFilter=0    ; Enable fast filtering for history convolution
  590. r.TemporalAA.Upsampling.DepthJitter=0           ; Amount of depth jittering for upsampling
  591. r.TemporalAA.Upsampling.PatternJitter=0         ; Amount of pattern jittering for upsampling
  592. r.TemporalACCatmullRom=1
  593. r.TemporalAAPauseCorrect=1                      ; DEF 1
  594. 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).
  595. r.TemporalAADynamicSharpen=0.0
  596. r.TemporalAAFilterSize=0.8                      ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  597. r.TemporalAASharpness=0.0                       ; DEF 1
  598. r.TemporalAACatmullRom=1                        ; DEF 0
  599. r.TemporalAA.Algorithm=1
  600.  
  601. ; FXAA settings
  602. ; FXAA quality settings
  603. r.FXAA.Quality=0
  604. r.TonemapperQuality=0            ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  605.  
  606. ; FXAA performance settings
  607. r.ForcePrecomputedVisibility=0   ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  608. r.AllowLandscapeShadows=1        ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  609. r.DistanceFieldShadowing=1
  610. r.AllowStaticLighting=1         ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  611.  
  612. ; FXAA optimizations
  613. r.AllowHMDWarp=1                 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  614. r.OneFrameThreadLag=0            ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  615.  
  616. r.Upscale.Quality=4              ; 0-5, 3 = default
  617.  
  618. ; ====================================
  619. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  620. ; ====================================
  621. [/Script/Engine.RendererOverrideSettings]
  622. r.SSR.Quality=3                                    ; Disable screen space reflections for improved performance.
  623. r.SSR.MaxRoughness=0.8                             ; Adjusts the maximum roughness for screen space reflections.
  624. r.SSR.RayMaxRoughness=0.2                          ; Adjusts the maximum roughness for ray traced reflections.
  625. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  626. r.SSR.HalfRes=False                                ; Disables half-resolution reflections for improved quality.
  627. r.SSR.Temporal=1                                   ; Temporal screen space reflections (SSR) disabled for improved performance.
  628. r.SSR.Stencil=0                                    ; Stencil for screen space reflections (SSR) disabled for improved performance.
  629. r.SSR.HalfResSceneColor=1                          ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  630.  
  631. [/Script/Engine.RendererSettings]
  632. r.ReflectionEnvironment=1                                ; Enables reflection environment
  633. r.ReflectionCaptureResolution=2048                       ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  634. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1     ; Enables roughness-based mix of reflection environment lightmap.
  635. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0      ; Sets the weight for the largest mip of the reflection environment lightmap.
  636. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5     ; Sets the weighting for the final calculation of the reflection environment lightmap.
  637. r.ReflectionCaptureResolutionSkylight=128                ; Sets the resolution for skylight reflection captures
  638. r.ReflectionEnvironmentResolution=128                    ; Sets the resolution for the reflection environment
  639. r.ForceLQReflections=1                                   ; Low-quality reflections forced for improved performance.
  640. r.ReflectionsQuality=3                                   ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  641. r.ReflectionsMaxRoughness=0.8                            ; Maximum roughness value for reflections
  642. r.ReflectionsSamplesPerPixel=4                           ; Number of reflection samples per pixel
  643. r.RefractionQuality=0                                    ; Refraction quality set to 0, disabling it for performance.
  644.  
  645. ; ============================================
  646. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  647. ; ============================================
  648. [/Script/Engine.RendererOverrideSettings]
  649. ; ChromaticAberration Off
  650. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  651.  
  652. [/Script/Engine.RendererSettings]
  653. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  654.  
  655. ; ====================================
  656. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  657. ; ====================================
  658. [SystemSettings]
  659. ; MotionBlur Off
  660. r.DefaultFeature.MotionBlur=false
  661. r.MotionBlurQuality=0                           ; This setting controls the quality level of motion blur
  662. r.MotionBlur.Scale=2.0                          ; This setting determines the scale or intensity of motion blur
  663. r.FastBlurThreshold=0                           ; This setting controls the threshold for fast blur
  664. r.TranslucencyVolumeBlur=0                      ; This setting controls the volume blur for translucency
  665. r.MotionBlur.Amount=0
  666. r.MotionBlurSeparable=0
  667. r.MotionBlur.Max=0
  668.  
  669. ; ===========================
  670. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  671. ; ===========================
  672. [/Script/Engine.Engine]
  673. ; DepthOfField Off
  674. r.DefaultFeature.DepthOfField=False
  675. 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.
  676. r.GaussianDOF=0
  677. r.DepthOfField.FarBlur=0
  678. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  679.  
  680. [/Script/Engine.RendererSettings]
  681. 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.
  682. r.DepthOfField.MaxBokehSize=64           ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  683. r.DepthOfField.MaxNearBlurSize=32        ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  684. r.DepthOfField.MaxFarBlurSize=256        ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  685. r.DepthOfField.FarBlurKernelSize=32      ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  686. r.DepthOfField.NearBlurKernelSize=16     ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  687. r.DepthOfField.DepthBlurRadius=0.5       ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  688. r.DepthOfField.DepthBlurAmount=1.0       ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  689. 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.
  690. 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.
  691. r.DepthOfFieldNearTransitionRegion=0.15  ; Controls the transition region between the focused and unfocused areas near the camera.
  692. r.DepthOfFieldFarTransitionRegion=0.15   ; Controls the transition region between the focused and unfocused areas far from the camera.
  693. 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.
  694. 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.
  695. r.DepthOfField.MaxBokehBlurRadius=64     ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  696. r.DepthOfField.BokehRadiusScale=2.0      ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  697. r.DepthOfField.BokehShape=0.5            ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  698. 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.
  699. 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.
  700.  
  701. ; ================================
  702. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  703. ; ================================
  704. [/Script/Engine.RendererSettings]
  705. ; Light functions settings
  706. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  707. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  708. r.LightShaftDownSampleFactor=4                  ; Helps with light shaft quality
  709. r.Light.UseClusteredDeferredShading=1
  710. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  711. r.LightMaxDrawDistanceScale=10                  ; Maximum draw distance of lights.
  712. r.MinScreenRadiusForLights=0.001
  713. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  714. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  715.  
  716. ; Light shafts settings (also known as God rays)
  717. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  718.  
  719. ; Particle system settings
  720. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  721.  
  722. ; Miscellaneous settings
  723. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  724.  
  725. ; LensFlare
  726. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  727. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  728. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  729. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  730. 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.
  731. 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.
  732. 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.
  733. 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.
  734. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  735.  
  736. ; ===========================
  737. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  738. ; ===========================
  739. [/Script/Engine.RendererSettings]
  740. ; Fog related settings some in sky weather settings section to.
  741. r.Fog=1                                                                      ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  742. r.FogDensity=0.013                                                             ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  743. 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.
  744. r.FogMaxOpacity=1.0                                                          ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  745. 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.
  746. 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.
  747. 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.
  748. 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.
  749. ; r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture'       ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  750. 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.
  751. 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.
  752. 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.
  753. r.VolumetricFog=1                                                            ; Enable volumetric fog for depth
  754.  
  755. ; =============================
  756. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  757. ; =============================
  758. [/Script/Engine.Engine]
  759. ; Grass settings (3 option in shadows section that effect grass)
  760. r.Grass.FadeRange=5000                         ; Controls the distance at which grass will begin to fade out from the camera
  761. r.Grass.MaxDrawDistance=10000                  ; Controls the maximum draw distance for grass
  762. r.Grass.MinScreenSize=0.1                      ; Determines the minimum screen size a grass blade must occupy to be drawn
  763. r.Grass.DensityScale=2                       ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  764. r.Grass.WidthScale=1.0                         ; Controls the thickness of grass blades
  765. r.Grass.EnableShadows=1                        ; Enables or disables grass shadows
  766. r.Shadow.CSMResolution=256                     ; Controls the resolution of grass shadows
  767. r.Shadow.CSMSplitCount=4                       ; Determines the number of cascades for grass shadow maps
  768. r.Grass.UseVertexColor=1                       ; Enables or disables grass vertex coloring
  769. r.Grass.MaxClusterInstances=8                  ; Controls the maximum number of grass blades per cluster
  770. r.Grass.MaxClusterComponents=32                ; Controls the maximum number of grass clusters per componen
  771. r.Landscape.EnableGrassVisibilityCulling=1     ; Enables or disables culling of grass based on landscape visibility
  772. r.Landscape.GrassVisibilitySampleCount=16      ; Controls the number of grass samples used for visibility culling
  773. r.Grass.Collision=1                            ; Enables or disables collision of grass with other objects
  774. r.Grass.MaxCollisionPerBlade=4                 ; Controls the maximum number of collisions per grass blade
  775.  
  776. [/Script/Engine.GameUserSettings]
  777. grass.DisableDynamicShadows=0                  ; DEF 0, 1 for PERFORMANCE
  778. grass.TickInterval=10                          ; DEF 1, 10 for PERFORMANCE
  779. grass.MaxUpdateFrequency=60
  780.  
  781. ; ============================
  782. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  783. ; ============================
  784. ; Disabled to use  Ground Truth Ambient Occlusion (GTAO) feature
  785. [/Script/Engine.RendererSettings]
  786. r.SSGI.Enable=0                         ; Enable Screen Space Global Illumination (SSGI)
  787. r.SSGI.SampleCount=16                   ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  788. r.SSGI.Integration.Quality=2            ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  789. r.SSGI.HalfResSceneColor=1              ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  790.  
  791. ; Resolution settings
  792. r.SSGI.HalfResSceneDepth=1              ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  793. r.SSGI.HalfResSceneDepthTemporalAA=1    ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  794.  
  795. ; Performance optimizations
  796. r.SSGI.TemporalAccumulation=1           ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  797. r.SSGI.HistoryConvolutionRadius=2       ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  798. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  799. ; r.SSGI.Quality=0                        ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  800.  
  801. ; ==============================================
  802. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  803. ; ==============================================
  804. [/Script/Engine.RendererSettings]
  805. r.SubsurfaceScattering=1                             ;# Enables subsurface scattering
  806. r.SSS.Scale=2.5                                      ;# Scale factor for subsurface scattering
  807. r.SSS.Filter=2                                       ;# Subsurface scattering filter mode
  808. r.SSS.Quality=0                                      ;# Subsurface scattering quality level
  809. r.SSS.SampleSet=2                                    ;# Subsurface scattering sample set
  810. r.SSS.Checkerboard=0                                 ;# Disables subsurface scattering checkerboard pattern
  811. r.SSS.HalfRes=0                                      ;# Disables subsurface scattering half resolution
  812. r.SubsurfaceQuality=1                                ;# Subsurface quality level (possibly deprecated)
  813. r.SSS.Burley.NumSamplesOverride=0                    ;# Overrides the number of samples used in Burley subsurface scattering
  814. r.SSS.Burley.Quality=0                               ;# Quality level for Burley subsurface scattering (N/A)
  815. r.SSS.Burley.BilateralFilterKernelFunctionType=1     ;# Burley subsurface scattering bilateral filter kernel function type
  816. r.SSS.Burley.EnableProfileIdCache=1                            
  817.  
  818. [/Script/Engine.RendererOverrideSettings]
  819. r.SubsurfaceScattering=0                              ;# Disables overriding subsurface scattering.
  820.  
  821. ; =========================================
  822. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  823. ; =========================================
  824. [/Script/Engine.RendererSettings]
  825. r.TextureStreaming=True
  826. [/Script/Engine.Engine]
  827. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  828.  
  829. ;TEXTUREGROUPS
  830. [/Script/Engine.TextureLODSettings]
  831. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  832. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  833. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  834. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  835. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  836. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  837. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  838. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  839. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  840. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  841. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  842. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  843. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  844. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=LeaveExistingMips=-1)
  845. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  846. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  847. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  848. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  849. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  850. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  851. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  852. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  853. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  854. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
  855. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
  856. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  857. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  858. MinLODSize=2048
  859. MaxLODSize=8192
  860.  
  861. [/Script/Engine.RendererSettings]
  862. r.Streaming.FullyLoadUsedTextures=1       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  863. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  864. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  865. 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.
  866. r.Streaming.MipBias=-0.5                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  867. 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.
  868. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  869. 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.
  870. r.Streaming.PoolSize=10000                ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
  871. 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.
  872. 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.
  873.  
  874. [TextureStreaming]
  875. 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.
  876. 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.
  877. 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.
  878. 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.
  879. 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.
  880. 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.
  881. 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.
  882. 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.
  883. 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.
  884.  
  885. [SystemSettings]
  886. 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.
  887. 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.
  888. 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.
  889. r.HLOD.DistanceOverrideScale=8
  890.  
  891. [AsyncLoading]
  892. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  893.  
  894. [Engine.Engine]
  895. ;old Unreal 3 settings probably dont work
  896. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  897. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  898. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  899.  
  900. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  901. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  902. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  903.  
  904. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  905. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  906. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  907. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  908.  
  909. ; ===========================================
  910. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  911. ; ===========================================
  912. [SystemSettings]
  913. r.LODDistanceScale=1.0                ; Controls overall LOD distances
  914. r.ForceLOD=0                          ; Prevents unwanted LOD changes when stationary
  915. r.MinLODToRender=0                    ; Ensures closest LOD is always used when near
  916. r.ViewDistanceScale=4                 ; Adjusts the distance at which objects are rendered
  917. r.ViewDistanceQuality=4               ; Sets the quality level for view distance, 4 epic
  918. r.MaterialQualityLevel=2              ; Controls the quality level for materials
  919. r.FinishCurrentFrame=0                ; Disables waiting for the GPU to finish rendering the current frame
  920. r.CreateShadersOnLoad=1               ; Enables shader compilation on load to reduce stuttering during gameplay
  921. r.Streaming.UseFixedPoolSize=1        ; Disables the use of a fixed pool size for streaming
  922. r.Streaming.PoolSize=12288            ; Total GPU VRAM in MB * 0.75, (8GB VRAM = 6144, 12GB VRAM = 9216, 16GB VRAM = 12288, 24GB VRAM = 18432)
  923. r.Streaming.FullyLoadUsedTextures=0   ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  924. r.Streaming.LimitPoolSizeToVRAM=0     ; Disables limiting the streaming pool size to VRAM
  925. r.Streaming.AmortizeCPUToGPUCopy=1    ; Enables amortization of CPU to GPU texture copies
  926. r.Streaming.MaxTempMemoryAllowed=8192 ; 8GB based on 25% of system RAM (32GB * 0.25 = 8GB)
  927. r.MaxAnisotropy=16                    ; Sets the maximum level of anisotropic filtering
  928. r.MipMapLODBias=0.5                   ; Sets the level of detail bias for mipmaps
  929. r.Shaders.Optimize=1                  ; Enables shader optimization
  930. r.Shaders.FastMath=0                  ; Enables fast math optimizations for shaders
  931. r.HZBOcclusion=1                      ; Disable hardware occlusion queries for hidden zone removal
  932. r.RenderTargetPoolMin=1000            ; Sets the minimum number of render targets in the pool
  933. r.D3D11.Depth24Bit=0                  ; Disables 24-bit depth buffer for D3D11
  934. 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
  935. r.SkinCache.CompileShaders=1          ; Animation and skeletal mesh quality settings
  936. a.URO.DisableInterpolation=0          ; Animation and skeletal mesh quality settings
  937. r.MSAA.CompositingSampleCount=2
  938. r.ParticleLightQuality=3
  939. r.RefractionQuality=3 (you have r.RefractionQuality=0)
  940. r.ShaderPipelineCache.PreOptimizeEnabled=1
  941. r.ShaderPipelineCache.SaveUserCache=1
  942. r.ShaderPipelineCache.StartupMode=3
  943. r.ShaderPipelineCache.LogPSO=1
  944. r.ShaderPipelineCache.SaveBoundPSOLog=1
  945. r.ShaderPipelineCache.ReportPSO=1
  946. r.ShaderPipelineCache.GameFileMaskEnabled=1
  947. r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
  948. r.ShaderPipelineCache.BatchSize=10
  949. r.Vulkan.PipelineCacheFromShaderPipelineCache=1
  950. r.D3D.ForceDXC=1
  951. r.XGEShaderCompile=1
  952. r.XGEShaderCompile.Mode=1
  953. r.XGEShaderCompile.Xml.BatchGroupSize=256
  954. r.XGEShaderCompile.Xml.BatchSize=16
  955. r.XGEShaderCompile.Xml.JobTimeout=0.500000
  956. r.RHICmdUseParallelAlgorithms=1
  957. r.RHICmdVelocityPassDeferredContexts=1
  958. r.UseAsyncShaderPrecompilation=1
  959. s.AsyncLoadingTimeLimit=2.0
  960. s.LevelStreamingActorsUpdateTimeLimit=1.00
  961. s.UnregisterComponentsTimeLimit=0.00
  962. s.AsyncLoadingUseFullTimeLimit=0
  963. s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
  964. s.PriorityAsyncLoadingExtraTime=10.00
  965. s.IoDispatcherCacheSizeMB=2048
  966. s.LevelStreamingComponentsRegistrationGranularity=1
  967. s.LevelStreamingComponentsUnregistrationGranularity=1
  968. s.MaxIncomingRequestsToStall=100
  969. s.MaxReadyRequestsToStallMB=0
  970. s.MinBulkDataSizeForAsyncLoading=1000
  971. ActorSequence.DefaultDisplayRate=120 fps
  972. ActorSequence.DefaultEvaluationType=1
  973. ActorSequence.DefaultTickResolution=120 fps
  974. ControlRigSequence.DefaultDisplayRate=120 fps
  975. ControlRigSequence.DefaultEvaluationType=1
  976. ControlRigSequence.DefaultTickResolution=120 fps
  977. LevelSequence.DefaultDisplayRate=120 fps
  978. LevelSequence.DefaultLockEngineToDisplayRate=1
  979. LevelSequence.DefaultTickResolution=120 fps
  980. MovieScene.LegacyConversionFrameRate=120 fps
  981. r.VolumetricCloud.SkyAO.MaxResolution=256
  982. r.VolumetricFog.LightFunction.Resolution=256
  983. r.ReflectionCapture.EnableLightFunctions=1
  984. r.TSR.History.R11G11B10=1
  985. r.TSR.History.ScreenPercentage=200
  986. r.TSR.History.UpdateQuality=3
  987. r.TSR.ShadingRejection.Flickering=1
  988. r.TSR.ShadingRejection.SpatialFilter=2
  989. r.TSR.RejectionAntiAliasingQuality=2
  990. r.TSR.Resurrection=1
  991. r.TSR.Translucency.EnableResponiveAA=1
  992. r.TSR.TSR1spp=13.3
  993. ai.Human.FlankingAlone=1
  994. ai.SwitchWeaponIfNoAmmo=1
  995. ai.UseBlindActions=1
  996. D3D12.PSOPrecache.KeepLowLevel=1
  997. D3D12.TexturePoolOnlyAccountStreamableTexture=1
  998. D3D12.ZeroBufferSizeInMB=12
  999. mg.CharacterQuality=2
  1000. ; Hair specific settings
  1001. r.Hair.StrandsLODBias=0        ; Prevents aggressive LOD changes for hair strands
  1002. r.Hair.StrandsTextures=1       ; Forces high quality hair textures
  1003. r.Hair.BindingOffset=0         ; Reduces hair LOD transitions
  1004. mg.HairQuality=2              ; Forces highest quality hair rendering
  1005. r.Hair.Strands.Shadow=1       ; Enables high quality hair shadows
  1006. r.Hair.Strands.ShadowQuality=1  ; Higher quality shadows for hair
  1007. r.Hair.Strands.ShadowRayCasting=1      ; Better shadow ray precision
  1008. r.Hair.Strands.ShadowSuperSampling=1   ; Improves shadow quality in low light
  1009. niagara.CreateShadersOnLoad=1
  1010. r.AllowGlobalClipPlane=1
  1011. r.CapsuleIndirectConeAngle=0.2
  1012. r.DisableLandscapeNaniteGI=0
  1013. r.DoTiledReflections=0
  1014. r.FastVRam.GBufferVelocity=1
  1015. r.FastVRam.SceneDepth=1
  1016. r.FastVRam.ShadowCSM=1
  1017. r.FastVRam.ShadowPerObject=1
  1018. r.FastVRam.ShadowPointLight=1
  1019. r.FastVRam.SSR=1
  1020. r.FilmGrain=0
  1021. r.Nanite.Streaming.StreamingPoolSize=1024
  1022. r.NGX.DLSS.DenoiserMode=2     ; Quality mode instead of performance
  1023. r.NGX.DLSS.Quality=2          ; Higher quality reconstruction
  1024. r.NGX.DLSS.Sharpness=0.5      ; Reduced sharpness can help with hair artifacts
  1025. r.ScreenPercentage=100        ; Base resolution scale
  1026. r.DynamicRes.OperationMode=0  ; Disables dynamic resolution
  1027. r.NGX.DLSS.Enable=0          ; Disables DLSS
  1028. r.TSR.Enable=0               ; Disables TSR (Temporal Super Resolution)
  1029. r.Upscale.Enable=0           ; Disables general upscaling
  1030. r.PSOPrecache.GlobalComputeShaders=1
  1031. r.ReflectionCaptureSupersampleFactor=2
  1032. r.Shadow.CachePreshadow=1
  1033. r.Shadow.OcclusionCullPlanarReflections=0
  1034. r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=6
  1035. r.Shadow.Virtual.SMRT.TexelDitherScaleLocal=6
  1036. r.Streaming.Boost=3
  1037. rhi.SyncAllowVariable=1
  1038. RHI.TargetRefreshRate=120
  1039. t.HitchFrameTimeThreshold=33.32
  1040. fg.CullDistanceScale.Bushes=1.25
  1041. fg.CullDistanceScale.DistantBushes=1.25
  1042. fg.CullDistanceScale.DistantFoliage=1.2
  1043. fg.CullDistanceScale.DistantGrass=1.15
  1044. fg.CullDistanceScale.DistantTrees=1.3
  1045. fg.DensityScale.Bushes=1.5
  1046. fg.DensityScale.DistantBushes=1.15
  1047. fg.DensityScale.DistantFoliage=1.15
  1048. fg.DensityScale.DistantGrass=1.15
  1049. fg.DensityScale.DistantTrees=1.25
  1050. fg.DensityScale.Grass=1.5
  1051. fg.DensityScale.Trees=1.3
  1052. r.LevelStreamingDistanceScale=10           ; Controls streaming distance of level assets
  1053. r.UITextureLODBias=-1
  1054. r.HeightFieldShadowing=0
  1055. r.AOHeightfieldOcclusion=0
  1056. r.LODFadeTime=2
  1057. r.LandscapeLODBias=-1
  1058. r.LandscapeLODDistributionScale=3
  1059. r.LandscapeLOD0DistributionScale=3
  1060. r.StaticMeshLODDistanceScale=0.1
  1061. r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
  1062. r.VolumetricLightmap.VisualizationRadiusScale=0.010000
  1063. r.VolumetricFog.DepthDistributionScale=32.000000
  1064. r.VolumetricFog.GridDivisor=120
  1065. r.VolumetricFog.GridPixelSize=4
  1066. r.VolumetricFog.GridSizeZ=128
  1067. r.VolumetricFog.HistoryMissSupersampleCount=16
  1068. r.VolumetricFog.HistoryWeight=0.900000
  1069. r.VolumetricFog.InjectShadowedLightsSeparately=1
  1070. r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
  1071. r.VolumetricFog.Jitter=1
  1072. r.VolumetricFog.LightFunctionSupersampleScale=2.000000
  1073. r.VolumetricFog.TemporalReprojection=1
  1074. r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
  1075. r.VolumetricFog.VoxelizationSlicesPerGSPass=8
  1076. r.Nanite.PrimitivesAlwaysVisible=1
  1077. r.Decal.FadeDurationScale=2
  1078. r.FSR.Enable=0                          ; Disables FSR 1.0
  1079. r.FidelityFX.FSR.Enable=0              ; Disables FSR 2.0
  1080. r.FidelityFX.FSR.Enabled=0             ; Alternative FSR disable
  1081. r.FidelityFX.FSR.Quality=0             ; Sets FSR quality level
  1082. r.FidelityFX.FSR.HistoryFormat=0       ; Controls history buffer format
  1083. r.FidelityFX.FSR.Sharpness=0           ; Controls FSR sharpening
  1084. r.FidelityFX.FSR.AutoExposure=0        ; Disables FSR auto exposure
  1085. r.FidelityFX.FSR.Filter=0              ; Disables FSR filtering
  1086. r.FidelityFX.FSR.TemporalUpscaler=0    ; Disables temporal upscaling for FSR
  1087. r.BlurGBuffer=-1
  1088. gm.AutumnTreeMuliplier=0.75
  1089.  
  1090.  
  1091. ;AUDIO OPTIMIZATIONS
  1092. [Audio]
  1093. AudioThread.BatchAsyncBatchSize=512     ; Sets the audio thread batch size for async processing
  1094. AudioThread.UseBackgroundThreadPool=1       ; Enables the use of a background thread pool for audio
  1095. AudioThread.EnableBatchProcessing=1         ; Enables batch processing for audio
  1096.  
  1097. [GPULightmass]
  1098. ; Add any specific GPULightmass settings here if applicable
  1099.  
  1100. [FXSystem]
  1101. FX.AllowAsyncTick=1            ; Enables async ticking for the FX system
  1102. FX.BatchAsync=1                ; Enables async batch processing for the FX system
  1103. FX.BatchAsyncBatchSize=512 ; Sets the FX system async batch size
  1104. FX.MaxCPUParticlesPerEmitter=25          ; Sets the maximum number of CPU particles per emitter
  1105. FX.MaxGPUParticlesSpawnedPerFrame=1024  ; Sets the maximum number of GPU particles spawned per frame
  1106.  
  1107. [Rendering]
  1108. AllowAsyncRenderThreadUpdates=1                      ; Allows async updates of the render thread
  1109. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0  ; Allows async updates of the render thread during game thread updates
  1110. r.bForceCPUAccessToGPUSkinVerts=0         ; Forces CPU access to GPU skin vertices
  1111. r.SupportDepthOnlyIndexBuffers=1         ; Supports depth-only index buffers
  1112. r.SupportReversedIndexBuffers=1          ; Supports reversed index buffers
  1113. r.DBuffer=0                              ; Disables DBuffer
  1114. r.GPUCrashDebugging=0                    ; Disables GPU crash debugging
  1115. r.CompileShadersForDevelopment=0         ; Disables shader compilation for development
  1116.  
  1117. ;GARBAGE COLLECTION OPTIMIZATIONS
  1118. [/Script/Engine.GarbageCollectionSettings]
  1119. gc.MaxObjectsNotConsideredByGC=100000 ; Increased the value slightly for better performance
  1120. gc.SizeOfPermanentObjectPool=50000000 ; Increased the value for a larger pool size
  1121. gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
  1122. gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
  1123.  
  1124. ; LOG WRITE OPTIMIZATIONS
  1125. [Core.System]
  1126. Suppress=ScriptWarning
  1127. Suppress=Error
  1128. Suppress=ScriptLog
  1129. Suppress=Warning
  1130.  
  1131. [Core.Log]
  1132. ; Disable unnecessary logging categories for improved performance
  1133. LogPluginManager=off
  1134. LogOnlineIdentity=off
  1135. LogOnlineSession=off
  1136. LogMemory=off
  1137. LogPakFile=off
  1138. LogTemp=off
  1139. LogLinker=off
  1140. LogOnline=off
  1141. LogOnlineGame=off
  1142. LogAnalytics=off
  1143. LogConfig=off
  1144. LogInteractiveProcess=off
  1145. LogInput=off
  1146. LogOnlineEntitlement=off
  1147. LogOnlineEvents=off
  1148. LogOnlineFriend=off
  1149. LogOnlinePresence=off
  1150. LogOnlineTitleFile=off
  1151. LogOnlineUser=off
  1152. Global=off    ; Disable all global logging for improved performance
  1153.  
  1154. ; NETWORK OPTIMIZATIONS
  1155. [Core.System]
  1156. ConfiguredInternetSpeed=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  1157. ConfiguredLanSpeed=78643200       ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  1158.  
  1159. [/script/onlinesubsystemutils.ipnetdriver]
  1160. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1161. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1162. NetServerMaxTickRate=120        ; Set the maximum tick rate for the server on the internet
  1163. LanServerMaxTickRate=120        ; Set the maximum tick rate for the server on LAN
  1164. MaxNetTickRate=400              ; Set the maximum net tick rate
  1165. InitialConnectTimeout=300.0     ; Set the initial connect timeout (in seconds)
  1166. ConnectionTimeout=300.0         ; Set the connection timeout (in seconds)
  1167.  
  1168. [/script/engine.gamenetworkmanager]
  1169. TotalNetBandwidth=78643200      ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  1170. MaxDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  1171. MinDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  1172.  
  1173. [/script/socketsubsystemepic.epicnetdriver]
  1174. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1175. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1176.  
  1177. [/script/engine.engine]
  1178. NetClientTicksPerSecond=120     ; Set the number of client ticks per second
  1179.  
  1180.  
  1181.  
  1182. ; =====================================
  1183. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  1184. ; =====================================
  1185. ;Colour and exposure:
  1186. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  1187.  
  1188. ;Sharpening shadows:
  1189. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  1190. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  1191.  
  1192. ;Texture streaming:
  1193. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  1194.  
  1195. ;Subsurface post-process
  1196. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  1197.  
  1198. ;TXAA settings:
  1199. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  1200. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  1201.  
  1202. ;Shadows:
  1203. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  1204. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  1205. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  1206.  
  1207. ;EyeAdaptation & AutoExposure:
  1208. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  1209. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  1210. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  1211.  
  1212.  
  1213. ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
  1214.  
  1215.  
  1216. ; SETTINGS TAKEN OUT (glitching issues)
  1217. ; -------------------------------------
  1218. ; r.TemporalAAUpsampling=1
  1219. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  1220. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  1221. ; r.Jittering=1
  1222. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  1223. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  1224. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  1225. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  1226. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  1227. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  1228.  
  1229. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
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