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- ; C:\Users\%username%\AppData\Local\Stalker2\Saved\Config\WinGDK
- ; set to read only in file properties
- [Core.System]
- Paths=../../../Engine/Content
- Paths=%GAMEDIR%Content
- Paths=../../../Engine/Plugins/2D/Paper2D/Content
- Paths=../../../Engine/Plugins/Animation/AnimationWarping/Content
- Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
- Paths=../../../Engine/Plugins/Animation/ControlRig/Content
- Paths=../../../Engine/Plugins/Animation/IKRig/Content
- Paths=../../../Engine/Plugins/Animation/MotionWarping/Content
- Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
- Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
- Paths=../../../Engine/Plugins/Developer/TraceSourceFiltering/Content
- Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content
- Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
- Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content
- Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content
- Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
- Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content
- Paths=../../../Engine/Plugins/Experimental/Animation/MotionTrajectory/Content
- Paths=../../../Engine/Plugins/Experimental/Animation/PoseSearch/Content
- Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
- Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
- Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
- Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
- Paths=../../../Engine/Plugins/Experimental/CommonUI/Content
- Paths=../../../Engine/Plugins/Experimental/Dataflow/Content
- Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
- Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
- Paths=../../../Engine/Plugins/Experimental/Landmass/Content
- Paths=../../../Engine/Plugins/Experimental/PhysicsControl/Content
- Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
- Paths=../../../Engine/Plugins/Experimental/UVEditor/Content
- Paths=../../../Engine/Plugins/Experimental/Water/Content
- Paths=../../../Engine/Plugins/FX/NiagaraFluids/Content
- Paths=../../../Engine/Plugins/FX/Niagara/Content
- Paths=../../../Engine/Plugins/Marketplace/ACLPlugin/Content
- Paths=../../../Engine/Plugins/Marketplace/DLSS/Content
- Paths=../../../Engine/Plugins/Marketplace/FSR3/Content
- Paths=../../../Engine/Plugins/Marketplace/PrefabTool/Content
- Paths=../../../Engine/Plugins/Marketplace/SkinnedDecalComponent/Content
- Paths=../../../Engine/Plugins/Marketplace/XeSS/Content
- Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
- Paths=../../../Engine/Plugins/MovieScene/MoviePipelineMaskRenderPass/Content
- Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
- Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
- Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content
- Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
- Paths=../../../Engine/Plugins/Runtime/SunPosition/Content
- Paths=../../../Engine/Plugins/SRLE/Content
- Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
- Paths=../../../Stalker2/Plugins/DiscordRpc/Content
- Paths=../../../Stalker2/Plugins/FlyCorridor/Content
- Paths=../../../Stalker2/Plugins/GSCFactories/Content
- Paths=../../../Stalker2/Plugins/GSCLoadingScreen/Content
- Paths=../../../Stalker2/Plugins/GSCNavigation/Content
- Paths=../../../Stalker2/Plugins/GameDataEditor/Content
- Paths=../../../Stalker2/Plugins/Modio/Content
- Paths=../../../Stalker2/Plugins/PlatformProviderController/Content
- Paths=../../../Stalker2/Plugins/QuestTool/Content
- Paths=../../../Stalker2/Plugins/SmartCovers/Content
- Paths=../../../Stalker2/Plugins/Tether/Content
- Paths=../../../Stalker2/Plugins/WwiseNiagara/Content
- Paths=../../../Stalker2/Plugins/Wwise/Content
- [Audio]
- UnfocusedVolumeMultiplier=0.500000
- ; ===============================
- ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
- ; ===============================
- [/Script/Engine.RendererSettings]
- r.GBufferFormat=3 ; Set the G-buffer format to HighPrecisionNormals for better color representation
- ;perfect ;Normal ;LIGHTER ;DARK
- r.Color.Max=1.00 ; 1.00 = default ;r.Color.Max=1.05 ;r.Color.Max=0.8
- r.Color.Mid=0.54 ; 0.50 = default ;r.Color.Mid=0.60 ;r.Color.Mid=0.4
- r.Color.Min=-0.0001 ; 0.00 = default ;r.Color.Min=0.01 ;r.Color.Min=0.001
- r.SceneColorFringeQuality=0 ; Quality of the scene color fringe effect . 0=disables chromatic aberration.(0 to 4, higher values provide better quality but may impact performance) Disable scene color fringe for improved color accuracy
- r.SceneColorFringe.Max=0.0 ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
- r.SceneColorFormat=4 ; high-precision RGBA color format.
- [/Script/Engine.RendererOverrideSettings]
- r.DefaultFeature.ColorGrading=1 ; Disable color grading for improved performance
- r.ColorGrading.LUTSize=32 ; Size of the color grading LUT (16, 32, or 64)
- r.ColorGrading.Quality=1 ; Quality of color grading (0=low, 1=high)
- r.Color.MaxEditingLUTs=8 ; Maximum number of color lookup tables (LUTs) used for color correction
- r.Color.MidTones.Sharpen=0.5 ; Increases sharpness of mid-tone colors DEF 0
- r.Color.MidTones.Saturation=1.1 ; Enhances the saturation of mid-tone colors
- r.Color.Contrast=1.05 ; Improve contrast in light and dark areas Increases overall contrast of the scene
- r.Color.Grayscale=0 ; Disables grayscale effect, keeping colors vibrant
- r.Color.MaxHDR=2.0 ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
- r.Color.Saturation=0.88 ; Slight desaturation for natural colors
- r.Tonemapper.Method=1 ; Sets the tonemapping method to improve color reproduction
- r.TonemapperGamma=2.6 ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
- r.TonemapperFilm=1 ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
- r.TonemapperFilm.Toe=0.75
- r.TonemapperFilm.Shoulder=0.26
- r.Tonemapper.Quality=0 ; Controls the tonemapping quality. Values: 0 Performance (low), 1 (medium), 2 (high) (1 to 5, higher values provide better quality but may impact performance)
- r.ToneCurveAmount=0.65 ; Enable tone curve for natural light transitions
- r.Tonemapper.Sharpen=0.5
- r.Tonemapper.EmulateHDR=0 ; DEF 0
- r.Tonemapper.MergeWithUpscale.Mode=0 ; DEF 0
- r.Tonemapper.MergeWithUpscale.Threshold=0.49 ; DEF 0.49
- r.DefaultFeature.AmbientCubemap=False ; Disable ambient cubemap for performance
- r.Tonemapper.GrainQuantization=0 ;Disables film grain
- [/Script/Engine.Engine]
- ; Default color space used for rendering
- r.DefaultColorSpace=1 ; 0: sRGB (standard RGB), 1: Linear (linear color space)
- ; Gamma correction settings
- r.GammaCorrection=1 ; Enables gamma correction for rendering
- r.FastToneMapping=1 ; Enables fast tone mapping for better performance
- r.Exposure=1.0 ; Set the overall exposure for the scene
- r.Contrast=1.0 ; Set the overall contrast for the scene
- r.Saturation=1.05 ; Set the overall saturation for the scene
- r.Gamma=1.02 ; Set the overall gamma for the scene
- r.Temperature=6500.0 ; Set the overall temperature for the scene
- r.Tint=(1.0, 1.0, 1.0) ; Set the overall tint for the scene
- [/Script/Engine.PostProcessSettings]
- ; Remove Film grain effect
- 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)
- 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).
- [SystemSettings]
- r.TonemapperExposure=0.72 ; Slightly reduce overall exposure (default is usually 1.0)
- ; ===================================================
- ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
- ; ===================================================
- [/Script/Engine.RendererSettings]
- ; Disable Eye Adaptation or Limit its Effect
- r.EyeAdaptation.ExponentialTransitionDistance=0.6 ; Smooth light adaptation transitions
- r.EyeAdaptation.LensAttenuation=0.9 ; Default .65 lower is darker, Smooth light transitions
- r.EyeAdaptationQuality=1 ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
- r.EyeAdaptation.MinExposure=0.9 ; Minimum brightness at night (Adjust as needed)
- r.EyeAdaptation.MaxExposure=1.15 ; Maximum brightness during the day (Adjust as needed)
- r.EyeAdaptation.Bias=0.12 ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
- r.EyeAdaptation.EditorOnly=0
- 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
- r.DefaultFeature.AutoExposure.Method=1 ; Auto exposure method set to 0, disabling it for performance.
- r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
- r.DefaultFeature.AutoExposure.Bias=0.015 ; Minor bias adjustment for consistency
- [TimeOfDaySystem]
- ; Day/Night Cycle exposure compensation
- TimeOfDay.AutoExposureCompensation.Day=0.0
- TimeOfDay.AutoExposureCompensation.Night=-1.0
- TimeOfDay.AutoExposureCompensation.Transition=0.5
- ; Light intensity transitions
- TimeOfDay.SunIntensity.Day=10.0
- TimeOfDay.SunIntensity.Night=0.0
- TimeOfDay.MoonIntensity.Night=0.5
- ; Sky/Atmosphere settings
- TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
- TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
- TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
- TimeOfDaySystem.AutoExposure.MinBrightness=3.6
- TimeOfDaySystem.SkyLightPollutionLuminance=0.2
- TimeOfDaySystem.BloomIntensity=0.01
- TimeOfDaySystem.SunIntensity=60000
- TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
- TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
- TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
- TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
- TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
- TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
- TimeOfDaySystem.StarIntensity=20
- TimeOfDaySystem.MoonIntensity=0.7
- TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
- TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
- TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
- TimeOfDaySystem.AutoExposure.SpeedUp=10
- TimeOfDaySystem.AutoExposure.SpeedDown=5
- TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
- TimeOfDaySystem.MinimumCloudSpeed=0.375
- [SystemSettings]
- ; Auto exposure settings
- r.AutoExposure.Method=2
- r.AutoExposure.MinBrightness=-10
- r.AutoExposure.MaxBrightness=20
- r.AutoExposure.SpeedUp=3
- r.AutoExposure.SpeedDown=1
- r.AutoExposure.ExtendDefaultLuminanceRange=0
- AutoExposure.Bias=0.05 ; Small bias to prevent overly dark nights
- [Engine.RendererSettings]
- r.DFDistanceScale=8
- r.DistanceFieldAO=1
- r.DFFullResolution=0
- r.DFFarTransitionScale=0.1
- ; ============================================
- ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
- ; ============================================
- ;[/Script/Engine.RendererSettings]
- r.ChromaticAberration=False ; Disable chromatic aberration for better performance
- ; =========================================
- ; ✩░▒▓▆▅▃▂▁ MOTION BLUR OFF ▁▂▃▅▆▓▒░✩
- ; =========================================
- [SystemSettings]
- r.DefaultFeature.MotionBlur=0
- r.MotionBlurQuality=0
- r.MotionBlur.Scale=0
- r.FastBlurThreshold=0
- r.TranslucencyVolumeBlur=0
- r.MotionBlur.Amount=0
- r.MotionBlurSeparable=0
- r.MotionBlur.Max=0
- ; ============================================
- ; ✩░▒▓▆▅▃▂▁ DEPTH OF FIELD OFF ▁▂▃▅▆▓▒░✩
- ; ============================================
- [/Script/Engine.Engine]
- r.DefaultFeature.DepthOfField=0
- r.DepthofFieldQuality=0
- r.GaussianDOF=0
- r.DepthOfField.FarBlur=0
- r.DOF.Kernel.MaxBackgroundRadius=0.0
- r.DepthOfField.MaxBokehSize=0
- r.DepthOfField.MaxNearBlurSize=0
- r.DepthOfField.MaxFarBlurSize=0
- r.DepthOfField.FarBlurKernelSize=0
- r.DepthOfField.NearBlurKernelSize=0
- r.DepthOfField.DepthBlurRadius=0
- r.DepthOfField.DepthBlurAmount=0
- r.DepthOfField.MotionBlurAmount=0
- ; ==================================
- ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
- ; ==================================
- [/Script/Engine.RendererSettings]
- ; Light functions settings
- r.DefaultFeature.LightFunctions=1 ; Enables light functions
- r.LightFunctionQuality=1 ; Sets the light function quality (0 = low, 1 = high)
- r.LightShaftDownSampleFactor=4 ; Helps with light shaft quality
- r.Light.UseClusteredDeferredShading=1
- r.TranslucencyLightingVolumeDim=8 ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
- r.LightMaxDrawDistanceScale=10 ; Maximum draw distance of lights.
- r.MinScreenRadiusForLights=0.001
- r.AllowStaticLighting=0 ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
- r.LightPropagationVolume=0 ; Light propagation volume (LPV) disabled for improved performance.
- ; Light shafts settings (also known as God rays)
- r.LightShaftQuality=1 ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
- ; Particle system settings
- r.ParticleLightQuality=1 ; Sets the particle light quality (0 = low, 1 = high)
- ; Miscellaneous settings
- r.LightCullingQuality=1 ;Light culling quality set to 1 for improved performance.
- ; LensFlare
- r.LensFlareIntensity=0.3 ; Set the lens flare intensity for the overall scene
- r.LensFlareThreshold=0.8 ; Set the lens flare threshold for the overall scene
- r.LensFlareSize=0.05 ; Set the lens flare size for the overall scene
- r.LensFlareQuality=1 ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
- 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.
- 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.
- 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.
- 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.
- r.LensFlareOcclusionDepthRange=1000 ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
- ; =======================================
- ; ✩░▒▓▆▅▃▂▁ FOG OPTIMIZED ▁▂▃▅▆▓▒░✩
- ; =======================================
- [/Script/Engine.RendererSettings]
- r.Fog=1
- r.FogDensity=0.01
- r.FogHeightFalloff=0.2
- r.FogMaxOpacity=0.85
- r.FogStartDistance=600.0
- r.FogEndDistance=4500.0
- r.FogStartDistanceForOpaque=1500.0
- r.FogDistanceScale=1.2
- ; ✅ Improve Fog Color for Realism
- r.FogColor=0.65, 0.65, 0.75
- r.FogInscatteringColor=0.6, 0.6, 0.65
- r.FogInscatteringTextureTint=0.9, 0.9, 1.0
- ; ✅ Fully Disable Volumetric Fog (For Forward Rendering)
- r.VolumetricFog=0
- r.VolumetricRenderTarget=0
- r.VolumetricFogGridSize=0
- r.VolumetricFog.HistoryMissSupersampleCount=0
- r.VolumetricFog.TemporalReprojection=0
- ; =========================================
- ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
- ; =========================================
- [/Script/Engine.RendererSettings]
- r.TextureStreaming=True
- [/Script/Engine.Engine]
- bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
- ;TEXTUREGROUPS
- [/Script/Engine.TextureLODSettings]
- TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
- TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
- TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
- TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips,NumStreamedMips=-1)
- TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
- TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
- TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips,NumStreamedMips=-1)
- TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
- TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
- TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
- [/Script/Engine.RendererSettings]
- r.Streaming.FullyLoadUsedTextures=1 ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
- r.Streaming.DropMips=0 ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
- r.Streaming.HiddenPrimitiveScale=0.5 ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
- ; 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.
- r.Streaming.MipBias=0.0 ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
- 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.
- r.MaxAnisotropy=16 ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
- 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.
- r.Streaming.PoolSize=10000 ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
- 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.
- 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.
- [TextureStreaming]
- r.Streaming.MaxTextureLoadTime=1.0 ; Allows more time per frame for texture loading (prevents crashes)
- r.Streaming.MaxTextureRequestTime=0.05 ; Slightly relaxed texture request time for better stability
- r.Streaming.NumStreamedMips=2 ; Loads 2 mips instead of 1 for smoother transitions
- r.Streaming.DistanceScale=0.5 ; Increases streaming distance slightly for less pop-in
- r.Streaming.MipBias=-0.25 ; Mild negative bias to balance texture sharpness and performance
- r.Streaming.MinTexturePoolSize=1024 ; Increased minimum pool size to prevent texture loss 2048 will crash some games could have exceeded available VRAM
- r.Streaming.TargetTexturePoolSize=3072 ; Keeps a reasonable VRAM limit for textures (adjust based on GPU)
- r.Streaming.MaxTempMemoryAllowed=512 ; Limits temp memory usage (higher values help with streaming stutters)
- r.Streaming.MaxEffectiveScreenSizeForDBM=0 ; Keeps dropped mip screen size at 0 (prevents texture flickering)
- r.Streaming.FlushAsyncLoadin=1
- r.TextureStreaming.ForceFullyLoadVisible=1
- [SystemSettings]
- 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.
- 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.
- 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.
- r.HLOD.DistanceOverrideScale=8
- [AsyncLoading]
- r.Streaming.UseNewMetrics=1 ; Enables new streaming metrics for async loading
- [Engine.Engine]
- ;old Unreal 3 settings probably dont work
- MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
- IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
- MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
- MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
- IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
- MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
- MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
- MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
- MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
- MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
- ; =====================================
- ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
- ; =====================================
- ;Colour and exposure:
- ; https://www.youtube.com/watch?v=EvWWMxuUju4
- ;Sharpening shadows:
- ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
- ; https://framedsc.com/GeneralGuides/ue4guide.htm
- ;Texture streaming:
- ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
- ;Subsurface post-process
- ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
- ;TXAA settings:
- ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
- ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
- ;Shadows:
- ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
- ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
- ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
- ; https://forums.unrealengine.com/t/weird-trace-of-movement-and-banding-in-shadows/1189726/3
- ;EyeAdaptation & AutoExposure:
- ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
- ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
- ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
- ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
- ; https://forums.pixeltailgames.com/t/ue4-engine-tweaks/46867
- ; https://www.nexusmods.com/persona3reload/mods/5?tab=posts
- ; https://dev.epicgames.com/community/learning/tutorials/Ya6o/unreal-engine-rendering-hair-fur
- ; SETTINGS TAKEN OUT (glitching issues)
- ; -------------------------------------
- ; r.TemporalAAUpsampling=1
- ; r.TemporalAA.Algorithm=1 ; 0 = Gen 4, 1 = Gen 5
- ; r.ScreenPercentage=75 ; Render resolution before upsampling
- ; r.Jittering=1
- ; r.TemporalAA.Algorithm=1 ; DEF 0, 0 for PERFORMANCE
- ; r.TemporalAA.AllowDownsampling=1 ; DEF 1
- ; r.TemporalAA.HistoryScreenPercentage=100 ; DEF 100
- ; r.TemporalAA.R11G11B10History=0 ; DEF 0
- ; r.TemporalAA.Upscaler=1 ; DEF 1
- ; r.TemporalAAUpsampleFiltered=1 ; DEF 1
- ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
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