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Sticky2000

Engine.ini

Nov 25th, 2022 (edited)
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INI file 79.61 KB | Gaming | 0 0
  1. ;Engine.ini located C:\Users\%username%\AppData\Local\Century\Saved\Config\WindowsNoEditor
  2. ; add to existing file under core system section. Remember to set file as read only in file properties
  3.  
  4. ;----------------------------------------------------------------
  5. ; Note: I have optimized every setting I could find on this game.
  6. ; ---------------------------------------------------------------
  7. ;       Raytracing on,
  8. ;       TXAA on and optimized
  9. ;       AO options set to GTAO. SSAO and normal AO are disabled.
  10. ;       Colour tweaked.
  11. ;       Optimized for systems with 16GIG RAM and an 8 GIG Graphics card
  12. ;       DOF, Bloom, image grain, ChromaticAberration Off.
  13. ;       EYEADAPTION / AUTOEXPOSURE settings Optimized.
  14. ;       Texture Groups and streaming options are all Optimized.
  15. ;       Audio Optimized.
  16. ;       Internet Optimized.
  17. ;       other optimizations Shadows gras sky lighting foliage etc.
  18. ; ----------------------------------------------------------------
  19.  
  20. [Audio]
  21. UnfocusedVolumeMultiplier=0.500000
  22.  
  23. ; ===============================
  24. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  25. ; ===============================
  26. [/Script/Engine.RendererSettings]
  27. r.GBufferFormat=3                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  28.  
  29. ;perfect                 ;Normal               ;LIGHTER              ;DARK        
  30. r.Color.Max=1.00     ;  1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  31. r.Color.Mid=0.54     ;  0.50 = default     ;r.Color.Mid=0.60     ;r.Color.Mid=0.4    
  32. r.Color.Min=-0.0001     ;  0.00 = default     ;r.Color.Min=0.01     ;r.Color.Min=0.001  
  33.  
  34. 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
  35. r.SceneColorFringe.Max=0.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  36. r.SceneColorFormat=4                      ; high-precision RGBA color format.
  37.  
  38. [/Script/Engine.RendererOverrideSettings]
  39. r.DefaultFeature.ColorGrading=1                 ; Disable color grading for improved performance
  40. r.ColorGrading.LUTSize=32                       ; Size of the color grading LUT (16, 32, or 64)
  41. r.ColorGrading.Quality=1                        ; Quality of color grading (0=low, 1=high)
  42. r.Color.MaxEditingLUTs=8                        ; Maximum number of color lookup tables (LUTs) used for color correction
  43. r.Color.MidTones.Sharpen=0.5                    ; Increases sharpness of mid-tone colors DEF 0
  44. r.Color.MidTones.Saturation=1.1                 ; Enhances the saturation of mid-tone colors
  45. r.Color.Contrast=1.05                           ; Improve contrast in light and dark areas Increases overall contrast of the scene
  46. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  47. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  48. r.Color.Saturation=0.88          ; Slight desaturation for natural colors
  49. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  50. r.TonemapperGamma=2.6                           ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
  51. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
  52. r.TonemapperFilm.Toe=0.75
  53. r.TonemapperFilm.Shoulder=0.26
  54. 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)
  55. r.ToneCurveAmount=0.65                           ; Enable tone curve for natural light transitions
  56. r.Tonemapper.Sharpen=0.2
  57. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  58. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  59. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  60. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  61. r.Tonemapper.GrainQuantization=1                ; Disable grain doubled bellow not sure on wich section it is in.
  62.  
  63. [/Script/Engine.Engine]
  64. ; Default color space used for rendering
  65. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  66.  
  67. ; Gamma correction settings
  68. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  69. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  70. r.Exposure=1.0                      ; Set the overall exposure for the scene
  71. r.Contrast=1.0                      ; Set the overall contrast for the scene
  72. r.Saturation=1.05                   ; Set the overall saturation for the scene
  73. r.Gamma=1.02                        ; Set the overall gamma for the scene
  74. r.Temperature=6500.0                ; Set the overall temperature for the scene
  75. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  76.  
  77. [/Script/Engine.PostProcessSettings]
  78. ; Remove Film grain effect
  79. 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)
  80. 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).
  81. [SystemSettings]
  82. r.TonemapperExposure=0.72        ; Slightly reduce overall exposure (default is usually 1.0)
  83.  
  84. ; ===================================================
  85. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  86. ; ===================================================
  87. [/Script/Engine.RendererSettings]
  88. ; Disable Eye Adaptation or Limit its Effect
  89. r.EyeAdaptation.ExponentialTransitionDistance=0.6                 ; Smooth light adaptation transitions
  90. r.EyeAdaptation.LensAttenuation=0.9                               ; Default .65 lower is darker, Smooth light transitions
  91. r.EyeAdaptationQuality=1                                        ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  92. r.EyeAdaptation.MinExposure=0.9                                ; Minimum brightness at night (Adjust as needed)
  93. r.EyeAdaptation.MaxExposure=1.15                                ; Maximum brightness during the day (Adjust as needed)
  94. r.EyeAdaptation.Bias=0.12                                       ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
  95. r.EyeAdaptation.EditorOnly=0
  96.  
  97. 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
  98. r.DefaultFeature.AutoExposure.Method=1                          ; Auto exposure method set to 0, disabling it for performance.
  99. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  100. r.DefaultFeature.AutoExposure.Bias=0.015                        ; Minor bias adjustment for consistency
  101.  
  102. [TimeOfDaySystem]
  103. ; Day/Night Cycle exposure compensation
  104. TimeOfDay.AutoExposureCompensation.Day=0.0
  105. TimeOfDay.AutoExposureCompensation.Night=-1.0
  106. TimeOfDay.AutoExposureCompensation.Transition=0.5
  107.  
  108. ; Light intensity transitions
  109. TimeOfDay.SunIntensity.Day=10.0
  110. TimeOfDay.SunIntensity.Night=0.0
  111. TimeOfDay.MoonIntensity.Night=0.5
  112.  
  113. ; Sky/Atmosphere settings
  114. TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
  115. TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
  116. TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
  117. TimeOfDaySystem.AutoExposure.MinBrightness=3.6
  118. TimeOfDaySystem.SkyLightPollutionLuminance=0.2
  119. TimeOfDaySystem.BloomIntensity=0.01
  120. TimeOfDaySystem.SunIntensity=60000
  121. TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
  122. TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
  123. TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
  124. TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
  125. TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
  126. TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
  127. TimeOfDaySystem.StarIntensity=20
  128. TimeOfDaySystem.MoonIntensity=0.7
  129. TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
  130. TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
  131. TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
  132. TimeOfDaySystem.AutoExposure.SpeedUp=10
  133. TimeOfDaySystem.AutoExposure.SpeedDown=5
  134. TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
  135. TimeOfDaySystem.MinimumCloudSpeed=0.375
  136.  
  137.  
  138.  
  139.  
  140. [SystemSettings]
  141. ; Auto exposure settings
  142. r.AutoExposure.Method=2
  143. r.AutoExposure.MinBrightness=-10
  144. r.AutoExposure.MaxBrightness=20
  145. r.AutoExposure.SpeedUp=3
  146. r.AutoExposure.SpeedDown=1
  147. r.AutoExposure.ExtendDefaultLuminanceRange=0
  148. ;AutoExposure.Bias=0.05       ; Small bias to prevent overly dark nights
  149.  
  150. [Engine.RendererSettings]
  151. r.DFDistanceScale=8
  152. r.DistanceFieldAO=1
  153. r.DFFullResolution=0
  154. r.DFFarTransitionScale=0.1
  155.  
  156. ; =====================================================
  157. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  158. ; =====================================================
  159. ; Sky, Sun, and Clouds related settings
  160. [/Script/Engine.RendererSettings]
  161. r.SkyLight=1                        ; Enable or disable dynamic skies
  162. r.SkylightIntensityMultiplier=0.4
  163.  
  164. r.Atmosphere=1                      ; Enable or disable atmospheric fog
  165. r.Sun=0.32                           ; Set the intensity of the sun
  166. r.SunColor=(0.98, 0.82, 0.75)       ; Set the color of the sun
  167. r.VolumetricClouds=1                ; Enable or disable volumetric clouds
  168. r.VolumetricCloudDensity=0.7        ; Set the density of volumetric clouds
  169. r.VolumetricCloudHeight=950.0      ; Set the height of volumetric clouds
  170. r.VolumetricCloudCoverage=0.45       ; Set the coverage of volumetric clouds
  171. r.VolumetricCloudScale=1.0          ; Set the scale of volumetric clouds
  172. VolumetricCloud.Force2LayerMaterial=1
  173. VolumetricCloud.RayMarchedShadows=1
  174. VolumetricCloud.GroundContribution=0.6
  175. r.VolumetricCloud.GroundContribution=0.75
  176. r.SkyQuality=3.5                    ; Set the quality of the overall sky
  177. [SystemSettings]
  178. r.SkyAtmosphereQuality=4        ; Improve sky lighting interactions
  179. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  180. r.RayTracingClouds=1                ; Enable or disable ray-traced clouds
  181. r.RayTracingCloudQuality=2          ; Set the quality of ray-traced clouds
  182. r.RayTracingCloudResolution=512     ; Set the resolution of ray-traced clouds
  183.  
  184. [/Script/Engine.RendererSettings.CloudShadows]
  185. r.CloudShadows=1                    ; Enable or disable cloud shadows
  186. r.CloudShadowIntensity=0.8          ; Set the intensity of cloud shadows
  187. r.CloudShadowColor=(0.2, 0.2, 0.2)  ; Set the color of cloud shadows
  188.  
  189. [/Script/Engine.RendererSettings.Godrays]
  190. r.Godrays=1                         ; Enable or disable Godrays
  191. r.GodrayIntensity=0.3               ; Set the intensity of Godrays
  192. r.GodrayColor=(1.0, 1.0, 0.8)       ; Set the color of Godrays
  193. r.GodrayDensity=0.2                 ; Set the density of Godrays
  194. r.GodraySize=0.1                    ; Set the size of Godrays
  195. r.GodrayFalloff=0.5                 ; Set the falloff of Godrays
  196.  
  197. [/Script/Engine.RendererSettings.SkyQuality]
  198. r.SkyQuality=3.0                    ; Set the quality of the overall sky
  199.  
  200. [/Script/Engine.RendererSettings.DynamicWeather]
  201. r.DynamicWeather=1                  ; Enable or disable dynamic weather
  202. r.WindSpeed=5.0                    ; Set the wind speed for dynamic weather
  203. r.WindDirection=(0.5, 0.0, 0.5)     ; Set the direction of the wind for dynamic weather
  204. r.CloudCoverage=0.5                 ; Set the overall cloud coverage for dynamic weather
  205. r.CloudDensity=0.4                  ; Set the cloud density for dynamic weather
  206. r.RainIntensity=0.1                 ; Set the rain intensity for dynamic weather
  207. r.SnowIntensity=0.1                 ; Set the snow intensity for dynamic weather
  208.  
  209.  
  210. [/Script/Engine.RendererSettings]
  211. ; Bloom related settings - Bloom Off
  212. r.DefaultFeature.Bloom=True
  213. r.Bloom.Cross=0                     ; DEF 0, 0.7777 for anamorphic
  214. r.Bloom.HalfResolutionFFT=0         ; DEF 0
  215. 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.
  216. 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.
  217. r.BloomIntensity=0.45                ; Lower bloom brightness
  218. r.BloomThreshold=0.45               ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  219.  
  220. 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.
  221. 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.
  222. 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.
  223. 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.
  224. 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.
  225. 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.
  226. 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.
  227. 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.
  228. 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.
  229. 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.
  230. 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.
  231. 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.
  232. r.BloomIntensity=0.3                ; Set the bloom intensity for the overall scene
  233. r.BloomSize=0.1                     ; Set the bloom size for the overall scene
  234.  
  235. [SystemSettings]
  236. r.VignetteIntensity=0.0             ; Set the vignette intensity for the overall scene
  237. r.VignetteSize=0.9                  ; Set the vignette size for the overall scene
  238.  
  239. [WeatherSettings]
  240. ;r.WeatherType Clear                  ; Set the weather type for the scene
  241. r.CloudType=Cumulus                   ; Set the cloud type for the scene
  242. r.CloudShape=Puffy                    ; Set the cloud shape for the scene
  243. r.CloudWindSpeed=10.0                 ; Set the wind speed for the clouds
  244. r.CloudWindDirection=(0.5, 0.0, 0.5)  ; Set the wind direction for the clouds
  245. r.CloudWindCoverage=0.6               ; Set the cloud coverage for the clouds
  246. r.CloudWindDensity=0.4                ; Set the cloud density for the clouds
  247. r.CloudRainIntensity=0.2              ; Set the rain intensity for the clouds
  248. r.CloudSnowIntensity=0.1              ; Set the snow intensity for the clouds
  249. r.CloudFogDensity=0.3                 ; Set the fog density for the clouds
  250. r.CloudFogColor=(0.8, 0.8, 0.8)       ; Set the fog color for the clouds
  251.  
  252. ; ===============================
  253. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  254. ; ===============================
  255. [/Script/Engine.Engine]
  256. ; Foliage related settings
  257. r.Foliage.DynamicallyShadowFarLod=1    ; Enable or disable dynamic foliage shadows
  258.  
  259. ; Foliage draw distance settings
  260. foliage.LODDistanceScale=8             ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  261. foliage.MinLODDistanceScale=0.1        ; Adjust the distance at which the highest quality foliage is rendered
  262.  
  263. ; Foliage density settings
  264. foliage.DensityScale=1.5               ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  265. foliage.GrassDensityScale=1.0          ; Adjust the density of the grass
  266. grass.CullDistanceScale=3
  267. foliage.TreeDensityScale=1.0           ; Adjust the density of the trees
  268.  
  269. ; Foliage lighting settings
  270. foliage.EnableStaticLighting=1         ; Enable or disable dynamic lighting for foliage
  271. foliage.EnableGrassLighting=1          ; Enable or disable dynamic lighting for grass
  272.  
  273. ; Foliage shadow settings
  274. foliage.MaxShadowResolution=1024       ; Adjust the resolution of the foliage shadows
  275. foliage.ShadowDistanceScale=1.0        ; Adjust the distance at which foliage shadows are cast
  276.  
  277. ; Foliage collision settings
  278. foliage.DisableCollision=0             ; Enable or disable collision for foliage
  279. foliage.SelfShadowing=1                ; Enable or disable self-shadowing for foliage
  280.  
  281. ; Foliage wind settings
  282. foliage.bAllowWind=1                   ; Enable or disable wind for foliage
  283. foliage.WindStrength=1.0               ; Adjust the strength of the wind affecting foliage
  284. foliage.WindSpeed=1.0                  ; Adjust the speed of the wind affecting foliage
  285.  
  286. [/Script/Foliage.FoliageConfig]
  287. foliage.DitheredLOD=6                  ; DEF 1, quality 5
  288. foliage.MinimumScreenSize=0.009        ; DEF 0.0001
  289. foliage.MinLOD=1                       ; DEF 0, 1 for PERFORMANCE
  290. foliage.MinVertsToSplitNode=8192       ; DEF 8192
  291. foliage.OverestimateLOD=0              ; DEF 0
  292.  
  293. ; ===============================
  294. ; ✩░▒▓▆▅▃▂▁ Water ▁▂▃▅▆▓▒░✩
  295. ; ===============================
  296. r.Water.SingleLayer.DepthPrepass=1
  297. r.Water.SingleLayer.LumenReflections=1
  298. r.Water.SingleLayer.Reflection=1
  299. r.Water.SingleLayer.SSR=1
  300. r.Water.SingleLayer.SSRTAA=1
  301. r.Water.SingleLayer=1
  302.  
  303. ; =====================================
  304. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  305. ; =====================================
  306. ;Disables to use  Ground Truth Ambient Occlusion (GTAO) feature
  307. [/Script/Engine.RendererSettings]
  308. r.SSAO.Method=0                       ; Disable SSAO (0)
  309. r.SSAO.Quality=0                      ; Set SSAO quality to low (0)
  310. r.SSAO.SampleSet=0                    ; Use the default sample set for SSAO (0)
  311. r.SSAO.MaxViewDistance=10000.0        ; Limit the maximum distance over which SSAO is applied
  312. r.SSAO.HalfResolution=0               ; Disable half-resolution SSAO
  313. r.SSAO.BlurRadius=0                   ; Disable SSAO blur
  314. r.SSAO.BlurSharpness=0.0              ; Set SSAO blur sharpness to 0 (no blur)
  315. r.SSAO.BlurPasses=1                   ; Use a single pass for SSAO blur
  316. r.SSAO.DepthBias=0.0                  ; Set SSAO depth bias to 0 (no bias)
  317. r.SSAO.DirtyTranslucencySupport=1     ; Enable SSAO for dirty (unshadowed) translucent surfaces
  318. r.SSAO.Downsampling=1                 ; Enable SSAO downsampling for performance (1)
  319. r.SSAO.ScreenSpaceRadius=0.5          ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  320. r.SSAO.MinRadius=0.02                 ; Set SSAO minimum radius (adjust to your liking)
  321. r.SSAO.SampleRadiusScale=0.3          ; Scale the SSAO sample radius (adjust to your liking)
  322. r.SSAO.Intensity=1.0                  ; Set SSAO intensity to 1 (adjust to your liking)
  323. r.SSAO.AutoCompute=0                  ; Disable automatic computation of SSAO (for manual tweaking)
  324.  
  325. [/Script/Engine.RendererOverrideSettings]
  326. r.SSAO.Enable=False                        ; Enable SSAO effect
  327.  
  328. [/Script/Engine.RendererSettings]
  329. r.SSAO.Enable=False                        ; Enable SSAO effect (added for clarity, can be removed if desired)
  330.  
  331. ; =======================================================
  332. ; ✩░▒▓▆▅▃▂▁ Global Illumination settings. ▁▂▃▅▆▓▒░✩
  333. ; =======================================================
  334. [SystemSettings]
  335. r.DefaultFeature.AmbientOcclusion=True     ; Disables default ambient occlusion
  336. r.Lumen.Reflections=1               ; Enable Lumen reflections for realistic lighting
  337. r.Lumen.Radiosity=1                 ; Enable dynamic GI using Lumen
  338. r.GlobalIlluminationQuality=3       ; Adjust GI quality (1=Low, 2=Medium, 3=High, 4=Epic)
  339. r.GI.SkyLightingQuality=3           ; Enhance sky lighting effects for GI
  340. r.GI.ReflectionOcclusion=1          ; Enable reflection occlusion for better realism
  341. r.GI.EnableSecondBounce=1           ; Enable secondary light bounce for more natural illumination
  342. r.Lumen.GlobalIllumination=1
  343. r.Lumen.DiffuseIndirect.AsyncCompute=1
  344. r.Lumen.HardwareRayTracing.Inline=1
  345. r.Lumen.HardwareRayTracing.LightingMode=3
  346. r.Lumen.HardwareRayTracing=1
  347. r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField=1
  348. r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor=0
  349. r.Lumen.Reflections.AsyncCompute=1
  350. r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold=0.9
  351. r.Lumen.Reflections.DownsampleFactor=0
  352. r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField=1
  353. r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting=1
  354. r.Lumen.Reflections.MaxRoughnessToTrace=0.4
  355. r.Lumen.Reflections.ScreenSpaceReconstruction=0
  356. r.Lumen.Reflections.ScreenTraces=1
  357. r.Lumen.Reflections.SmoothBias=1
  358. r.Lumen.Reflections.TraceMeshSDFs=1
  359. r.Lumen.ScreenProbeGather.DownsampleFactor=16
  360. r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField=1
  361. r.Lumen.ScreenProbeGather.HardwareRayTracing=1
  362. r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
  363. r.Lumen.ScreenProbeGather.Temporal=1
  364. r.Lumen.SkylightLeaking.Roughness=0.1
  365. r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
  366. r.Lumen.TranslucencyReflections.RadianceCache=0
  367. r.LumenScene.FarField=1
  368. r.LumenScene.FarField.FarFieldDitherScale=100000
  369. r.LumenScene.Lighting.AsyncCompute=1
  370. r.Lumen.TranslucencyReflections.MarkDownsampleFactor=0
  371. r.Lumen.TranslucencyReflections.FrontLayer.RelativeDepthThreshold=1.5
  372.  
  373.  
  374. ; ========================================================================================
  375. ; ✩░▒▓▆▅▃▂▁ Ambient Occlusion and Ground Truth Ambient Occlusion settings. ▁▂▃▅▆▓▒░✩
  376. ; ========================================================================================
  377. [/Script/Engine.RendererSettings]
  378. r.AmbientOcclusion=0                        ; Enables screen-space ambient occlusion
  379. r.AmbientOcclusionLevels=3                  ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  380. r.AmbientOcclusion.Intensity=1.5            ; Increase AO intensity for better shadow definition
  381. r.AmbientOcclusion.RadiusScale=1.15         ; Widen AO radius for smoother results
  382. r.AmbientOcclusionStaticFraction=0.0        ; Sets the fraction of static occlusion
  383. r.AmbientOcclusion.FadeDistance=9000.0      ; Extend fade-out distance for AO
  384. r.AllowOcclusionQueries=1                   ; Enables occlusion queries for performance improvement
  385. r.AmbientOcclusionRadiusScale=1.0 ; Increase shadow spread radius
  386.  
  387. r.GTAO=1                ; Enables Ground Truth Ambient Occlusion (GTAO)
  388. r.GTAO.Enable=True              ; Enables GTAO for Ground Truth Ambient Occlusion
  389. r.AmbientOcclusion.Method=1     ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  390. r.GTAO.FalloffEnd=200           ; Distance at which the occlusion completes the fall-off
  391. r.GTAO.SpatialFilter=0          ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  392. r.GTAO.NumAngles=2              ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  393. r.GTAO.UseNormals=0             ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  394. r.GTAO.ThicknessBlend=0         ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  395. r.GTAO.Combined=1               ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  396. r.GTAO.Downsample=0             ; Perform GTAO at half resolution (0: Off, 1: On)
  397. r.GTAO.FalloffStartRatio=0      ; Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off (must be between 0 and 1)
  398. r.GTAO.TemporalFilter=1         ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  399. r.GTAO.Upsample=1               ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  400. r.GTAO.PauseJitter=0            ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  401. r.GTAO.FilterWidth=4            ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  402. r.GTAO.Intensity=1.2
  403.  
  404. [/Script/Engine.GTAOSettings]
  405. r.GTAO.Resolution=50                   ; Resolution factor for GTAO (lower values improve performance)
  406. r.GTAO.SampleSet=1                     ; Sample set index for GTAO (1 is the default)
  407. r.GTAO.Bias=0.4                        ; Bias factor for GTAO (higher values increase occlusion)
  408. r.GTAO.Power=1.0                       ; Power factor for GTAO (higher values increase occlusion)
  409. r.GTAO.MaxDistance=1000.0              ; Maximum distance for GTAO (higher values increase occlusion range)
  410. r.GTAO.HorizonAngle=1.5                ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  411. r.GTAO.NumSteps=8                      ; Number of occlusion steps for GTAO (higher values increase quality)
  412. r.GTAO.NumDirections=4                 ; Number of directions for GTAO (higher values increase quality)
  413. r.GTAO.NumCutoutSamples=4              ; Number of cutout samples for GTAO (higher values increase quality)
  414. r.GTAO.NumCutoutSampleIterations=2     ; Number of cutout sample iterations for GTAO (higher values increase quality)
  415. r.GTAO.NumRandomRotations=8            ; Number of random rotations for GTAO (higher values increase quality)
  416.  
  417. ; ========================================
  418. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  419. ; ========================================
  420. [/Script/Engine.RendererSettings]
  421. r.Shadow.MaxResolution=8192                         ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high                
  422. r.Shadow.MinResolution=32                           ; Minimum resolution for shadows
  423. r.Shadow.MaxCSMResolution=3072                     ; Maximum cascaded shadow map resolution 512 performance
  424. r.Shadow.MaxCascades=4                             ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  425. r.Shadow.CSM.MaxCascades=4
  426. r.Shadow.CSM.TransitionScale=2.0                   ; Sets the transition scale for cascaded shadow maps DEF 0.8
  427. 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
  428. r.Shadow.RadiusThreshold=0.005                     ; DEF 0.04, Threshold for shadow rendering
  429. r.Shadow.CSM.FadeResolution=128                     ; Fade resolution for cascaded shadow maps
  430. r.Shadow.CSM.SplitPenumbraScale=0.1                ; Scale factor for split penumbra
  431. r.Shadow.CSM.SplitDepthBiasScale=0.01              ; Scale factor for split depth bias
  432. r.Shadow.TexelsPerPixel=4                          ; Number of texels per screen pixel for shadow rendering
  433. r.Shadow.NumDynamicShadowCascades=4                ; Number of dynamic shadow cascades
  434. r.Shadow.CSM.NumCascades=4                         ; Number of cascades for cascaded shadow maps
  435. r.Shadow.CSM.DepthRange=3000                       ; Depth range for cascaded shadow maps
  436. r.Shadow.CSM.CascadeDistributionExponent=3.0       ; Distribution exponent for cascades
  437. r.Shadow.CSM.CascadeTransitionFraction=0.1         ; Transition fraction for cascades
  438. r.Shadow.FadeResolution=1                          ; Fade resolution for shadow rendering
  439. r.Shadow.MaxFadeDistance=6000                      ; Maximum fade distance for shadow rendering
  440. r.Shadow.MinPreShadowResolution=8                  ; Minimum resolution for pre-shadow rendering
  441. r.Shadow.PreShadowResolutionFactor=0.5             ; Sets the pre-shadow resolution factor
  442. r.Shadow.CSM.DepthBias=0                           ; Depth bias for cascaded shadow maps
  443. r.Shadow.RadiusThresholdMultiplier=1.0             ; Radius threshold multiplier for shadow rendering
  444. r.Mobile.EnableStaticAndCSMShadowReceivers=0       ; Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  445. r.Shadow.CachedShadowsCastFromMovablePrimitives=1  ; DEF 1, 0 for PERFORMANCE
  446. r.Shadow.CacheWholeSceneShadows=1                  ; DEF 1
  447. r.Shadow.CacheWPOPrimitives=0                      ; DEF 0
  448. r.Shadow.CSMDepthBias=8                            ; DEF 10
  449. 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.
  450. r.Shadow.Virtual.ResolutionLodBiasLocal=1
  451. r.Shadow.MaxCSMResolution=8192                     ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  452. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1  ; DEF -1
  453. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1   ; DEF -1
  454. r.Shadow.OcclusionCullCascadedShadowMaps=0         ; DEF 0
  455. r.Shadow.PointLightDepthBias=0.02                  ; DEF 0.02
  456. r.Shadow.PointLightSlopeScaleDepthBias=3           ; DEF 3
  457. r.Shadow.SpotLightTransitionScale=2048               ; DEF 60-120
  458. r.Shadow.TransitionScale=2                         ; Smooth shadow transition
  459. r.ShadowQuality=5                                  ; DEF 4, 3 for PERFORMANCE
  460. r.Shadow.CSMResolution=256                         ; Controls the resolution of grass shadows
  461. r.Shadow.CSMSplitCount=4                           ; Determines the number of cascades for grass shadow maps
  462. r.Shadow.WholeSceneShadowCacheMb=4096
  463. r.ContactShadows=1
  464. r.Shadow.Virtual.Enable=1
  465. r.Shadow.Virtual.MaxPhysicalPages=8192
  466. r.Shadow.Virtual.SMRT.RayCountScale=1      ; Better ray sampling
  467. r.Shadow.Virtual.SMRT.SamplesPerRay=8      ; More samples to reduce patterns
  468. r.Shadow.Virtual.SMRT.RejectionThreshold=0.01  ; Lower threshold for better quality
  469.  
  470. ; Contact shadows for better detail
  471. r.ContactShadows.Quality=3                 ; Higher quality contact shadows
  472. r.ContactShadows.HairShadows=1            ; Better hair shadow quality
  473.  
  474.  
  475. ; ==================================
  476. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  477. ; ==================================
  478. [Script/Engine.RendererSettings]
  479. r.DefaultFeature.RayTracing=1             ; Enable ray tracing
  480. r.RayTracing=1                            ; Enable global ray tracing
  481.  
  482. ; Performance settings
  483. r.RayTracing.Reflections.MaxRoughness=1.0 ; Limit reflection roughness
  484. r.RayTracing.Shadows.MaxCSMRadius=0       ; Disable cascaded shadow map radius for ray tracing
  485. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=4 ; Lower samples for AO
  486. r.RayTracing.GlobalIllumination.SamplesPerPixel=2 ; Minimum GI samples for balance
  487. r.RayTracing.TranslucencyLightingVolumeDim=4 ; Lower translucency resolution
  488. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Keep skylight samples minimal
  489.  
  490. ; Additional settings
  491. r.RayTracing.UseTextureLod=1             ; Use Texture LOD for better performance
  492. r.RayTracing.ForceAllRayTracingEffects=0 ; Disable forcing all effects
  493.  
  494. ; Quality settings
  495. r.RayTracing.Quality=1                   ; Balanced quality
  496. r.RayTracing.Reflections.MaxBounces=1    ; One reflection bounce
  497. r.RayTracing.Shadows.MaxRayDistance=2000 ; Shorter ray distance for shadows
  498. r.RayTracing.AmbientOcclusion.MaxRayDistance=350 ; Shorter AO ray distance
  499.  
  500. ; Memory and Cache
  501. r.RayTracing.Cache.NumGB=6               ; Limit cache to 6GB
  502. r.RayTracing.Cache.SampleFactor=1        ; Minimal caching for stability
  503.  
  504. ; Debugging
  505. r.RayTracing.Debug.VisualizeMeshBVH=0    ; Disable debug visualization
  506. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Disable debug visualization
  507.  
  508. ; ===============================================
  509. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  510. ; ===============================================
  511. ;r.TemporalAA.Upsampling=1 needed below in AA section
  512. [/Script/Engine.RendererSettings]
  513. r.IntelXeSS.Enabled=0              ; Main XeSS toggle
  514. r.IntelXeSS.Enable=0               ; Alternative XeSS toggle
  515. r.XeSS.Enable=0                    ; Another XeSS variant
  516. r.IntelXeSS.TemporalUpscaling=0    ; Disables temporal upscaling for XeSS
  517. r.IntelXeSS.AutoExposure=0         ; Disables XeSS auto exposure
  518. r.IntelXeSS.Quality=0                   ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  519. r.IntelXeSS.Sharpening=0.0              ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  520.  
  521. ; Optional Settings
  522. r.IntelXeSS.Denoising=0                 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  523. r.IntelXeSS.DenoisingStrength=0.75      ; Set Intel XeSS denoising strength (0.0 to 1.0)
  524. r.IntelXeSS.Smoothness=0.5              ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  525.  
  526. ; Advanced Settings
  527. r.IntelXeSS.RayTracingResolution=1.0    ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  528. r.IntelXeSS.RayTracingUpsample=0        ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  529.  
  530. ; ====================================
  531. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  532. ; ====================================
  533. [/Script/Engine.RendererSettings]
  534. 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.
  535. r.DefaultFeature.AntiAliasing=0                ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  536. 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)
  537. 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
  538.  
  539. ; TXAA settings
  540. 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
  541.  
  542. r.TemporalAA.Upsampling.NumMips=3              ; Number of MIP levels to use for upsampling
  543. r.TemporalAA.Upsampling.MinMipCount=1          ; Minimum MIP level to use for upsampling
  544. r.TemporalAA.Upsampling.MaxFilterWidth=16      ; Maximum filter width for upsampling
  545. r.TemporalAA.Upsampling.Sharpen=0.0            ; Adjust the sharpness of the upsampling filter
  546. r.TemporalAA.Upsampling.ViewDistanceScale=1.0  ; Scale the upsampling effect based on view distance
  547.  
  548. ; Additional settings for fine-tuning TXAA
  549. r.TemporalAA.HistoryConvolution.BoxSigma=0.1    ; Sigma value for the box filter used in the history convolution
  550. r.TemporalAA.HistoryConvolution.Sharpen=0.0     ; Adjust the sharpness of the history convolution filter
  551. r.TemporalAA.HistoryConvolution.FastFilter=0    ; Enable fast filtering for history convolution
  552. r.TemporalAA.Upsampling.DepthJitter=0           ; Amount of depth jittering for upsampling
  553. r.TemporalAA.Upsampling.PatternJitter=0         ; Amount of pattern jittering for upsampling
  554. r.TemporalACCatmullRom=1
  555. r.TemporalAAPauseCorrect=1                      ; DEF 1
  556. 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).
  557. r.TemporalAADynamicSharpen=0.0
  558. r.TemporalAAFilterSize=0.8                      ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  559. r.TemporalAASharpness=0.0                       ; DEF 1
  560. r.TemporalAACatmullRom=1                        ; DEF 0
  561. r.TemporalAA.Algorithm=1
  562.  
  563. ; FXAA settings
  564. ; FXAA quality settings
  565. r.FXAA.Quality=0
  566. r.TonemapperQuality=0            ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  567.  
  568. ; FXAA performance settings
  569. r.ForcePrecomputedVisibility=0   ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  570. r.AllowLandscapeShadows=1        ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  571. r.DistanceFieldShadowing=1
  572. r.AllowStaticLighting=1         ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  573.  
  574. ; FXAA optimizations
  575. r.AllowHMDWarp=1                 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  576. r.OneFrameThreadLag=0            ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  577.  
  578. r.Upscale.Quality=4              ; 0-5, 3 = default
  579.  
  580. ; ====================================
  581. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  582. ; ====================================
  583. [/Script/Engine.RendererOverrideSettings]
  584. r.SSR.Quality=3                                    ; Disable screen space reflections for improved performance.
  585. r.SSR.MaxRoughness=0.8                             ; Adjusts the maximum roughness for screen space reflections.
  586. r.SSR.RayMaxRoughness=0.2                          ; Adjusts the maximum roughness for ray traced reflections.
  587. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  588. r.SSR.HalfRes=False                                ; Disables half-resolution reflections for improved quality.
  589. r.SSR.Temporal=1                                   ; Temporal screen space reflections (SSR) disabled for improved performance.
  590. r.SSR.Stencil=0                                    ; Stencil for screen space reflections (SSR) disabled for improved performance.
  591. r.SSR.HalfResSceneColor=1                          ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  592.  
  593. [/Script/Engine.RendererSettings]
  594. r.ReflectionEnvironment=1                                ; Enables reflection environment
  595. r.ReflectionCaptureResolution=2048                       ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  596. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1     ; Enables roughness-based mix of reflection environment lightmap.
  597. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0      ; Sets the weight for the largest mip of the reflection environment lightmap.
  598. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5     ; Sets the weighting for the final calculation of the reflection environment lightmap.
  599. r.ReflectionCaptureResolutionSkylight=128                ; Sets the resolution for skylight reflection captures
  600. r.ReflectionEnvironmentResolution=128                    ; Sets the resolution for the reflection environment
  601. r.ForceLQReflections=1                                   ; Low-quality reflections forced for improved performance.
  602. r.ReflectionsQuality=3                                   ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  603. r.ReflectionsMaxRoughness=0.8                            ; Maximum roughness value for reflections
  604. r.ReflectionsSamplesPerPixel=4                           ; Number of reflection samples per pixel
  605. r.RefractionQuality=0                                    ; Refraction quality set to 0, disabling it for performance.
  606.  
  607. ; ============================================
  608. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  609. ; ============================================
  610. [/Script/Engine.RendererOverrideSettings]
  611. ; ChromaticAberration Off
  612. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  613.  
  614. [/Script/Engine.RendererSettings]
  615. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  616.  
  617. ; ====================================
  618. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  619. ; ====================================
  620. [SystemSettings]
  621. ; MotionBlur Off
  622. r.DefaultFeature.MotionBlur=false
  623. r.MotionBlurQuality=0                           ; This setting controls the quality level of motion blur
  624. r.MotionBlur.Scale=2.0                          ; This setting determines the scale or intensity of motion blur
  625. r.FastBlurThreshold=0                           ; This setting controls the threshold for fast blur
  626. r.TranslucencyVolumeBlur=0                      ; This setting controls the volume blur for translucency
  627. r.MotionBlur.Amount=0
  628. r.MotionBlurSeparable=0
  629. r.MotionBlur.Max=0
  630.  
  631. ; ===========================
  632. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  633. ; ===========================
  634. [/Script/Engine.Engine]
  635. ; DepthOfField Off
  636. r.DefaultFeature.DepthOfField=False
  637. 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.
  638. r.GaussianDOF=0
  639. r.DepthOfField.FarBlur=0
  640. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  641.  
  642. [/Script/Engine.RendererSettings]
  643. 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.
  644. r.DepthOfField.MaxBokehSize=64           ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  645. r.DepthOfField.MaxNearBlurSize=32        ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  646. r.DepthOfField.MaxFarBlurSize=256        ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  647. r.DepthOfField.FarBlurKernelSize=32      ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  648. r.DepthOfField.NearBlurKernelSize=16     ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  649. r.DepthOfField.DepthBlurRadius=0.5       ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  650. r.DepthOfField.DepthBlurAmount=1.0       ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  651. 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.
  652. 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.
  653. r.DepthOfFieldNearTransitionRegion=0.15  ; Controls the transition region between the focused and unfocused areas near the camera.
  654. r.DepthOfFieldFarTransitionRegion=0.15   ; Controls the transition region between the focused and unfocused areas far from the camera.
  655. 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.
  656. 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.
  657. r.DepthOfField.MaxBokehBlurRadius=64     ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  658. r.DepthOfField.BokehRadiusScale=2.0      ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  659. r.DepthOfField.BokehShape=0.5            ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  660. 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.
  661. 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.
  662.  
  663. ; ================================
  664. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  665. ; ================================
  666. [/Script/Engine.RendererSettings]
  667. ; Light functions settings
  668. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  669. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  670. r.LightShaftDownSampleFactor=4                  ; Helps with light shaft quality
  671. r.Light.UseClusteredDeferredShading=1
  672. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  673. r.LightMaxDrawDistanceScale=10                  ; Maximum draw distance of lights.
  674. r.MinScreenRadiusForLights=0.001
  675. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  676. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  677.  
  678. ; Light shafts settings (also known as God rays)
  679. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  680.  
  681. ; Particle system settings
  682. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  683.  
  684. ; Miscellaneous settings
  685. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  686.  
  687. ; LensFlare
  688. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  689. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  690. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  691. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  692. 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.
  693. 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.
  694. 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.
  695. 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.
  696. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  697.  
  698. ; ===========================
  699. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  700. ; ===========================
  701. [/Script/Engine.RendererSettings]
  702. ; Fog related settings some in sky weather settings section to.
  703. r.Fog=1                                                                      ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  704. r.FogDensity=0.013                                                             ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  705. 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.
  706. r.FogMaxOpacity=1.0                                                          ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  707. 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.
  708. 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.
  709. 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.
  710. 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.
  711. ; r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture'       ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  712. 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.
  713. 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.
  714. 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.
  715. r.VolumetricFog=1                                                            ; Enable volumetric fog for depth
  716.  
  717. ; =============================
  718. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  719. ; =============================
  720. [/Script/Engine.Engine]
  721. ; Grass settings (3 option in shadows section that effect grass)
  722. r.Grass.FadeRange=5000                         ; Controls the distance at which grass will begin to fade out from the camera
  723. r.Grass.MaxDrawDistance=10000                  ; Controls the maximum draw distance for grass
  724. r.Grass.MinScreenSize=0.1                      ; Determines the minimum screen size a grass blade must occupy to be drawn
  725. r.Grass.DensityScale=2                       ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  726. r.Grass.WidthScale=1.0                         ; Controls the thickness of grass blades
  727. r.Grass.EnableShadows=1                        ; Enables or disables grass shadows
  728. r.Shadow.CSMResolution=256                     ; Controls the resolution of grass shadows
  729. r.Shadow.CSMSplitCount=4                       ; Determines the number of cascades for grass shadow maps
  730. r.Grass.UseVertexColor=1                       ; Enables or disables grass vertex coloring
  731. r.Grass.MaxClusterInstances=8                  ; Controls the maximum number of grass blades per cluster
  732. r.Grass.MaxClusterComponents=32                ; Controls the maximum number of grass clusters per componen
  733. r.Landscape.EnableGrassVisibilityCulling=1     ; Enables or disables culling of grass based on landscape visibility
  734. r.Landscape.GrassVisibilitySampleCount=16      ; Controls the number of grass samples used for visibility culling
  735. r.Grass.Collision=1                            ; Enables or disables collision of grass with other objects
  736. r.Grass.MaxCollisionPerBlade=4                 ; Controls the maximum number of collisions per grass blade
  737.  
  738. [/Script/Engine.GameUserSettings]
  739. grass.DisableDynamicShadows=0                  ; DEF 0, 1 for PERFORMANCE
  740. grass.TickInterval=10                          ; DEF 1, 10 for PERFORMANCE
  741. grass.MaxUpdateFrequency=60
  742.  
  743. ; ============================
  744. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  745. ; ============================
  746. ; Disabled to use  Ground Truth Ambient Occlusion (GTAO) feature
  747. [/Script/Engine.RendererSettings]
  748. r.SSGI.Enable=0                         ; Enable Screen Space Global Illumination (SSGI)
  749. r.SSGI.SampleCount=16                   ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  750. r.SSGI.Integration.Quality=2            ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  751. r.SSGI.HalfResSceneColor=1              ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  752.  
  753. ; Resolution settings
  754. r.SSGI.HalfResSceneDepth=1              ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  755. r.SSGI.HalfResSceneDepthTemporalAA=1    ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  756.  
  757. ; Performance optimizations
  758. r.SSGI.TemporalAccumulation=1           ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  759. r.SSGI.HistoryConvolutionRadius=2       ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  760. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  761. ; r.SSGI.Quality=0                        ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  762.  
  763. ; ==============================================
  764. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  765. ; ==============================================
  766. [/Script/Engine.RendererSettings]
  767. r.SubsurfaceScattering=1                             ;# Enables subsurface scattering
  768. r.SSS.Scale=2.5                                      ;# Scale factor for subsurface scattering
  769. r.SSS.Filter=2                                       ;# Subsurface scattering filter mode
  770. r.SSS.Quality=0                                      ;# Subsurface scattering quality level
  771. r.SSS.SampleSet=2                                    ;# Subsurface scattering sample set
  772. r.SSS.Checkerboard=0                                 ;# Disables subsurface scattering checkerboard pattern
  773. r.SSS.HalfRes=0                                      ;# Disables subsurface scattering half resolution
  774. r.SubsurfaceQuality=1                                ;# Subsurface quality level (possibly deprecated)
  775. r.SSS.Burley.NumSamplesOverride=0                    ;# Overrides the number of samples used in Burley subsurface scattering
  776. r.SSS.Burley.Quality=0                               ;# Quality level for Burley subsurface scattering (N/A)
  777. r.SSS.Burley.BilateralFilterKernelFunctionType=1     ;# Burley subsurface scattering bilateral filter kernel function type
  778. r.SSS.Burley.EnableProfileIdCache=1                            
  779.  
  780. [/Script/Engine.RendererOverrideSettings]
  781. r.SubsurfaceScattering=0                              ;# Disables overriding subsurface scattering.
  782.  
  783. ; =========================================
  784. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  785. ; =========================================
  786. [/Script/Engine.RendererSettings]
  787. r.TextureStreaming=True
  788. [/Script/Engine.Engine]
  789. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  790.  
  791. ;TEXTUREGROUPS
  792. [/Script/Engine.TextureLODSettings]
  793. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  794. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  795. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  796. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  797. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  798. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  799. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  800. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  801. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  802. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  803. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  804. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  805. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  806. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=LeaveExistingMips=-1)
  807. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  808. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  809. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  810. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  811. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  812. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  813. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  814. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  815. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  816. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
  817. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
  818. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  819. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  820. MinLODSize=2048
  821. MaxLODSize=8192
  822.  
  823. [/Script/Engine.RendererSettings]
  824. r.Streaming.FullyLoadUsedTextures=1       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  825. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  826. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  827. 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.
  828. r.Streaming.MipBias=-0.5                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  829. 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.
  830. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  831. 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.
  832. r.Streaming.PoolSize=10000                ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
  833. 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.
  834. 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.
  835.  
  836. [TextureStreaming]
  837. 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.
  838. 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.
  839. 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.
  840. 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.
  841. 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.
  842. 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.
  843. 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.
  844. 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.
  845. 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.
  846.  
  847. [SystemSettings]
  848. 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.
  849. 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.
  850. 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.
  851. r.HLOD.DistanceOverrideScale=8
  852.  
  853. [AsyncLoading]
  854. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  855.  
  856. [Engine.Engine]
  857. ;old Unreal 3 settings probably dont work
  858. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  859. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  860. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  861.  
  862. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  863. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  864. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  865.  
  866. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  867. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  868. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  869. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  870.  
  871. ; ===========================================
  872. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  873. ; ===========================================
  874. [SystemSettings]
  875. r.LODDistanceScale=1.0                ; Controls overall LOD distances
  876. r.ForceLOD=0                          ; Prevents unwanted LOD changes when stationary
  877. r.MinLODToRender=0                    ; Ensures closest LOD is always used when near
  878. r.ViewDistanceScale=4                 ; Adjusts the distance at which objects are rendered
  879. r.ViewDistanceQuality=4               ; Sets the quality level for view distance, 4 epic
  880. r.MaterialQualityLevel=2              ; Controls the quality level for materials
  881. r.FinishCurrentFrame=0                ; Disables waiting for the GPU to finish rendering the current frame
  882. r.CreateShadersOnLoad=1               ; Enables shader compilation on load to reduce stuttering during gameplay
  883. r.Streaming.UseFixedPoolSize=1        ; Disables the use of a fixed pool size for streaming
  884. r.Streaming.PoolSize=12288            ; Total GPU VRAM in MB * 0.75, (8GB VRAM = 6144, 12GB VRAM = 9216, 16GB VRAM = 12288, 24GB VRAM = 18432)
  885. r.Streaming.FullyLoadUsedTextures=0   ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  886. r.Streaming.LimitPoolSizeToVRAM=0     ; Disables limiting the streaming pool size to VRAM
  887. r.Streaming.AmortizeCPUToGPUCopy=1    ; Enables amortization of CPU to GPU texture copies
  888. r.Streaming.MaxTempMemoryAllowed=8192 ; 8GB based on 25% of system RAM (32GB * 0.25 = 8GB)
  889. r.MaxAnisotropy=16                    ; Sets the maximum level of anisotropic filtering
  890. r.MipMapLODBias=0.5                   ; Sets the level of detail bias for mipmaps
  891. r.Shaders.Optimize=1                  ; Enables shader optimization
  892. r.Shaders.FastMath=0                  ; Enables fast math optimizations for shaders
  893. r.HZBOcclusion=1                      ; Disable hardware occlusion queries for hidden zone removal
  894. r.RenderTargetPoolMin=1000            ; Sets the minimum number of render targets in the pool
  895. r.D3D11.Depth24Bit=0                  ; Disables 24-bit depth buffer for D3D11
  896. 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
  897. r.SkinCache.CompileShaders=1          ; Animation and skeletal mesh quality settings
  898. a.URO.DisableInterpolation=0          ; Animation and skeletal mesh quality settings
  899. r.MSAA.CompositingSampleCount=2
  900. r.ParticleLightQuality=3
  901. r.RefractionQuality=3 (you have r.RefractionQuality=0)
  902. r.ShaderPipelineCache.PreOptimizeEnabled=1
  903. r.ShaderPipelineCache.SaveUserCache=1
  904. r.ShaderPipelineCache.StartupMode=3
  905. r.ShaderPipelineCache.LogPSO=1
  906. r.ShaderPipelineCache.SaveBoundPSOLog=1
  907. r.ShaderPipelineCache.ReportPSO=1
  908. r.ShaderPipelineCache.GameFileMaskEnabled=1
  909. r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
  910. r.ShaderPipelineCache.BatchSize=10
  911. r.Vulkan.PipelineCacheFromShaderPipelineCache=1
  912. r.D3D.ForceDXC=1
  913. r.XGEShaderCompile=1
  914. r.XGEShaderCompile.Mode=1
  915. r.XGEShaderCompile.Xml.BatchGroupSize=256
  916. r.XGEShaderCompile.Xml.BatchSize=16
  917. r.XGEShaderCompile.Xml.JobTimeout=0.500000
  918. r.RHICmdUseParallelAlgorithms=1
  919. r.RHICmdVelocityPassDeferredContexts=1
  920. r.UseAsyncShaderPrecompilation=1
  921. s.AsyncLoadingTimeLimit=2.0
  922. s.LevelStreamingActorsUpdateTimeLimit=1.00
  923. s.UnregisterComponentsTimeLimit=0.00
  924. s.AsyncLoadingUseFullTimeLimit=0
  925. s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
  926. s.PriorityAsyncLoadingExtraTime=10.00
  927. s.IoDispatcherCacheSizeMB=2048
  928. s.LevelStreamingComponentsRegistrationGranularity=1
  929. s.LevelStreamingComponentsUnregistrationGranularity=1
  930. s.MaxIncomingRequestsToStall=100
  931. s.MaxReadyRequestsToStallMB=0
  932. s.MinBulkDataSizeForAsyncLoading=1000
  933. ActorSequence.DefaultDisplayRate=120 fps
  934. ActorSequence.DefaultEvaluationType=1
  935. ActorSequence.DefaultTickResolution=120 fps
  936. ControlRigSequence.DefaultDisplayRate=120 fps
  937. ControlRigSequence.DefaultEvaluationType=1
  938. ControlRigSequence.DefaultTickResolution=120 fps
  939. LevelSequence.DefaultDisplayRate=120 fps
  940. LevelSequence.DefaultLockEngineToDisplayRate=1
  941. LevelSequence.DefaultTickResolution=120 fps
  942. MovieScene.LegacyConversionFrameRate=120 fps
  943. r.VolumetricCloud.SkyAO.MaxResolution=256
  944. r.VolumetricFog.LightFunction.Resolution=256
  945. r.ReflectionCapture.EnableLightFunctions=1
  946. r.TSR.History.R11G11B10=1
  947. r.TSR.History.ScreenPercentage=200
  948. r.TSR.History.UpdateQuality=3
  949. r.TSR.ShadingRejection.Flickering=1
  950. r.TSR.ShadingRejection.SpatialFilter=2
  951. r.TSR.RejectionAntiAliasingQuality=2
  952. r.TSR.Resurrection=1
  953. r.TSR.Translucency.EnableResponiveAA=1
  954. r.TSR.TSR1spp=13.3
  955. ai.Human.FlankingAlone=1
  956. ai.SwitchWeaponIfNoAmmo=1
  957. ai.UseBlindActions=1
  958. D3D12.PSOPrecache.KeepLowLevel=1
  959. D3D12.TexturePoolOnlyAccountStreamableTexture=1
  960. D3D12.ZeroBufferSizeInMB=12
  961. mg.CharacterQuality=2
  962. ; Hair specific settings
  963. r.Hair.StrandsLODBias=0        ; Prevents aggressive LOD changes for hair strands
  964. r.Hair.StrandsTextures=1       ; Forces high quality hair textures
  965. r.Hair.BindingOffset=0         ; Reduces hair LOD transitions
  966. mg.HairQuality=2              ; Forces highest quality hair rendering
  967. r.Hair.Strands.Shadow=1       ; Enables high quality hair shadows
  968. r.Hair.Strands.ShadowQuality=1  ; Higher quality shadows for hair
  969. r.Hair.Strands.ShadowRayCasting=1      ; Better shadow ray precision
  970. r.Hair.Strands.ShadowSuperSampling=1   ; Improves shadow quality in low light
  971. niagara.CreateShadersOnLoad=1
  972. r.AllowGlobalClipPlane=1
  973. r.CapsuleIndirectConeAngle=0.2
  974. r.DisableLandscapeNaniteGI=0
  975. r.DoTiledReflections=0
  976. r.FastVRam.GBufferVelocity=1
  977. r.FastVRam.SceneDepth=1
  978. r.FastVRam.ShadowCSM=1
  979. r.FastVRam.ShadowPerObject=1
  980. r.FastVRam.ShadowPointLight=1
  981. r.FastVRam.SSR=1
  982. r.FilmGrain=0
  983. r.Nanite.Streaming.StreamingPoolSize=1024
  984. r.NGX.DLSS.DenoiserMode=2     ; Quality mode instead of performance
  985. r.NGX.DLSS.Quality=2          ; Higher quality reconstruction
  986. r.NGX.DLSS.Sharpness=0.5      ; Reduced sharpness can help with hair artifacts
  987. r.ScreenPercentage=100        ; Base resolution scale
  988. r.DynamicRes.OperationMode=0  ; Disables dynamic resolution
  989. r.NGX.DLSS.Enable=0          ; Disables DLSS
  990. r.TSR.Enable=0               ; Disables TSR (Temporal Super Resolution)
  991. r.Upscale.Enable=0           ; Disables general upscaling
  992. r.PSOPrecache.GlobalComputeShaders=1
  993. r.ReflectionCaptureSupersampleFactor=2
  994. r.Shadow.CachePreshadow=1
  995. r.Shadow.OcclusionCullPlanarReflections=0
  996. r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=6
  997. r.Shadow.Virtual.SMRT.TexelDitherScaleLocal=6
  998. r.Streaming.Boost=3
  999. rhi.SyncAllowVariable=1
  1000. RHI.TargetRefreshRate=120
  1001. t.HitchFrameTimeThreshold=33.32
  1002. fg.CullDistanceScale.Bushes=1.25
  1003. fg.CullDistanceScale.DistantBushes=1.25
  1004. fg.CullDistanceScale.DistantFoliage=1.2
  1005. fg.CullDistanceScale.DistantGrass=1.15
  1006. fg.CullDistanceScale.DistantTrees=1.3
  1007. fg.DensityScale.Bushes=1.5
  1008. fg.DensityScale.DistantBushes=1.15
  1009. fg.DensityScale.DistantFoliage=1.15
  1010. fg.DensityScale.DistantGrass=1.15
  1011. fg.DensityScale.DistantTrees=1.25
  1012. fg.DensityScale.Grass=1.5
  1013. fg.DensityScale.Trees=1.3
  1014. r.LevelStreamingDistanceScale=10           ; Controls streaming distance of level assets
  1015. r.UITextureLODBias=-1
  1016. r.HeightFieldShadowing=0
  1017. r.AOHeightfieldOcclusion=0
  1018. r.LODFadeTime=2
  1019. r.LandscapeLODBias=-1
  1020. r.LandscapeLODDistributionScale=3
  1021. r.LandscapeLOD0DistributionScale=3
  1022. r.StaticMeshLODDistanceScale=0.1
  1023. r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
  1024. r.VolumetricLightmap.VisualizationRadiusScale=0.010000
  1025. r.VolumetricFog.DepthDistributionScale=32.000000
  1026. r.VolumetricFog.GridDivisor=120
  1027. r.VolumetricFog.GridPixelSize=4
  1028. r.VolumetricFog.GridSizeZ=128
  1029. r.VolumetricFog.HistoryMissSupersampleCount=16
  1030. r.VolumetricFog.HistoryWeight=0.900000
  1031. r.VolumetricFog.InjectShadowedLightsSeparately=1
  1032. r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
  1033. r.VolumetricFog.Jitter=1
  1034. r.VolumetricFog.LightFunctionSupersampleScale=2.000000
  1035. r.VolumetricFog.TemporalReprojection=1
  1036. r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
  1037. r.VolumetricFog.VoxelizationSlicesPerGSPass=8
  1038. r.Nanite.PrimitivesAlwaysVisible=1
  1039. r.Decal.FadeDurationScale=2
  1040. r.FSR.Enable=0                          ; Disables FSR 1.0
  1041. r.FidelityFX.FSR.Enable=0              ; Disables FSR 2.0
  1042. r.FidelityFX.FSR.Enabled=0             ; Alternative FSR disable
  1043. r.FidelityFX.FSR.Quality=0             ; Sets FSR quality level
  1044. r.FidelityFX.FSR.HistoryFormat=0       ; Controls history buffer format
  1045. r.FidelityFX.FSR.Sharpness=0           ; Controls FSR sharpening
  1046. r.FidelityFX.FSR.AutoExposure=0        ; Disables FSR auto exposure
  1047. r.FidelityFX.FSR.Filter=0              ; Disables FSR filtering
  1048. r.FidelityFX.FSR.TemporalUpscaler=0    ; Disables temporal upscaling for FSR
  1049. r.BlurGBuffer=-1
  1050. gm.AutumnTreeMuliplier=0.75
  1051.  
  1052.  
  1053. ;AUDIO OPTIMIZATIONS
  1054. [Audio]
  1055. AudioThread.BatchAsyncBatchSize=512     ; Sets the audio thread batch size for async processing
  1056. AudioThread.UseBackgroundThreadPool=1       ; Enables the use of a background thread pool for audio
  1057. AudioThread.EnableBatchProcessing=1         ; Enables batch processing for audio
  1058.  
  1059. [GPULightmass]
  1060. ; Add any specific GPULightmass settings here if applicable
  1061.  
  1062. [FXSystem]
  1063. FX.AllowAsyncTick=1            ; Enables async ticking for the FX system
  1064. FX.BatchAsync=1                ; Enables async batch processing for the FX system
  1065. FX.BatchAsyncBatchSize=512 ; Sets the FX system async batch size
  1066. FX.MaxCPUParticlesPerEmitter=25          ; Sets the maximum number of CPU particles per emitter
  1067. FX.MaxGPUParticlesSpawnedPerFrame=1024  ; Sets the maximum number of GPU particles spawned per frame
  1068.  
  1069. [Rendering]
  1070. AllowAsyncRenderThreadUpdates=1                      ; Allows async updates of the render thread
  1071. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0  ; Allows async updates of the render thread during game thread updates
  1072. r.bForceCPUAccessToGPUSkinVerts=0         ; Forces CPU access to GPU skin vertices
  1073. r.SupportDepthOnlyIndexBuffers=1         ; Supports depth-only index buffers
  1074. r.SupportReversedIndexBuffers=1          ; Supports reversed index buffers
  1075. r.DBuffer=0                              ; Disables DBuffer
  1076. r.GPUCrashDebugging=0                    ; Disables GPU crash debugging
  1077. r.CompileShadersForDevelopment=0         ; Disables shader compilation for development
  1078.  
  1079. ;GARBAGE COLLECTION OPTIMIZATIONS
  1080. [/Script/Engine.GarbageCollectionSettings]
  1081. gc.MaxObjectsNotConsideredByGC=100000 ; Increased the value slightly for better performance
  1082. gc.SizeOfPermanentObjectPool=50000000 ; Increased the value for a larger pool size
  1083. gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
  1084. gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
  1085.  
  1086. ; LOG WRITE OPTIMIZATIONS
  1087. [Core.System]
  1088. Suppress=ScriptWarning
  1089. Suppress=Error
  1090. Suppress=ScriptLog
  1091. Suppress=Warning
  1092.  
  1093. [Core.Log]
  1094. ; Disable unnecessary logging categories for improved performance
  1095. LogPluginManager=off
  1096. LogOnlineIdentity=off
  1097. LogOnlineSession=off
  1098. LogMemory=off
  1099. LogPakFile=off
  1100. LogTemp=off
  1101. LogLinker=off
  1102. LogOnline=off
  1103. LogOnlineGame=off
  1104. LogAnalytics=off
  1105. LogConfig=off
  1106. LogInteractiveProcess=off
  1107. LogInput=off
  1108. LogOnlineEntitlement=off
  1109. LogOnlineEvents=off
  1110. LogOnlineFriend=off
  1111. LogOnlinePresence=off
  1112. LogOnlineTitleFile=off
  1113. LogOnlineUser=off
  1114. Global=off    ; Disable all global logging for improved performance
  1115.  
  1116. ; NETWORK OPTIMIZATIONS
  1117. [Core.System]
  1118. ConfiguredInternetSpeed=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  1119. ConfiguredLanSpeed=78643200       ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  1120.  
  1121. [/script/onlinesubsystemutils.ipnetdriver]
  1122. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1123. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1124. NetServerMaxTickRate=120        ; Set the maximum tick rate for the server on the internet
  1125. LanServerMaxTickRate=120        ; Set the maximum tick rate for the server on LAN
  1126. MaxNetTickRate=400              ; Set the maximum net tick rate
  1127. InitialConnectTimeout=300.0     ; Set the initial connect timeout (in seconds)
  1128. ConnectionTimeout=300.0         ; Set the connection timeout (in seconds)
  1129.  
  1130. [/script/engine.gamenetworkmanager]
  1131. TotalNetBandwidth=78643200      ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  1132. MaxDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  1133. MinDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  1134.  
  1135. [/script/socketsubsystemepic.epicnetdriver]
  1136. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1137. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1138.  
  1139. [/script/engine.engine]
  1140. NetClientTicksPerSecond=120     ; Set the number of client ticks per second
  1141.  
  1142.  
  1143.  
  1144. ; =====================================
  1145. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  1146. ; =====================================
  1147. ;Colour and exposure:
  1148. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  1149.  
  1150. ;Sharpening shadows:
  1151. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  1152. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  1153.  
  1154. ;Texture streaming:
  1155. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  1156.  
  1157. ;Subsurface post-process
  1158. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  1159.  
  1160. ;TXAA settings:
  1161. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  1162. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  1163.  
  1164. ;Shadows:
  1165. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  1166. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  1167. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  1168.  
  1169. ;EyeAdaptation & AutoExposure:
  1170. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  1171. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  1172. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  1173.  
  1174.  
  1175. ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
  1176.  
  1177.  
  1178. ; SETTINGS TAKEN OUT (glitching issues)
  1179. ; -------------------------------------
  1180. ; r.TemporalAAUpsampling=1
  1181. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  1182. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  1183. ; r.Jittering=1
  1184. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  1185. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  1186. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  1187. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  1188. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  1189. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  1190.  
  1191. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
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