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engine.ini

Dec 31st, 2024 (edited)
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INI file 83.19 KB | Gaming | 0 0
  1. ; C:\Users\%username%\AppData\Local\Stalker2\Saved\Config\WinGDK
  2. ; set to read only in file properties
  3.  
  4. [Core.System]
  5. Paths=../../../Engine/Content
  6. Paths=%GAMEDIR%Content
  7. Paths=../../../Engine/Plugins/2D/Paper2D/Content
  8. Paths=../../../Engine/Plugins/Animation/AnimationWarping/Content
  9. Paths=../../../Engine/Plugins/Animation/ControlRigSpline/Content
  10. Paths=../../../Engine/Plugins/Animation/ControlRig/Content
  11. Paths=../../../Engine/Plugins/Animation/IKRig/Content
  12. Paths=../../../Engine/Plugins/Animation/MotionWarping/Content
  13. Paths=../../../Engine/Plugins/Compositing/OpenColorIO/Content
  14. Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
  15. Paths=../../../Engine/Plugins/Developer/TraceSourceFiltering/Content
  16. Paths=../../../Engine/Plugins/Editor/BlueprintHeaderView/Content
  17. Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
  18. Paths=../../../Engine/Plugins/Editor/ObjectMixer/LightMixer/Content
  19. Paths=../../../Engine/Plugins/Editor/ObjectMixer/ObjectMixer/Content
  20. Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
  21. Paths=../../../Engine/Plugins/Enterprise/GLTFExporter/Content
  22. Paths=../../../Engine/Plugins/Experimental/Animation/MotionTrajectory/Content
  23. Paths=../../../Engine/Plugins/Experimental/Animation/PoseSearch/Content
  24. Paths=../../../Engine/Plugins/Experimental/ChaosCaching/Content
  25. Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
  26. Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
  27. Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
  28. Paths=../../../Engine/Plugins/Experimental/CommonUI/Content
  29. Paths=../../../Engine/Plugins/Experimental/Dataflow/Content
  30. Paths=../../../Engine/Plugins/Experimental/FullBodyIK/Content
  31. Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
  32. Paths=../../../Engine/Plugins/Experimental/Landmass/Content
  33. Paths=../../../Engine/Plugins/Experimental/PhysicsControl/Content
  34. Paths=../../../Engine/Plugins/Experimental/PythonScriptPlugin/Content
  35. Paths=../../../Engine/Plugins/Experimental/UVEditor/Content
  36. Paths=../../../Engine/Plugins/Experimental/Water/Content
  37. Paths=../../../Engine/Plugins/FX/NiagaraFluids/Content
  38. Paths=../../../Engine/Plugins/FX/Niagara/Content
  39. Paths=../../../Engine/Plugins/Marketplace/ACLPlugin/Content
  40. Paths=../../../Engine/Plugins/Marketplace/DLSS/Content
  41. Paths=../../../Engine/Plugins/Marketplace/FSR3/Content
  42. Paths=../../../Engine/Plugins/Marketplace/PrefabTool/Content
  43. Paths=../../../Engine/Plugins/Marketplace/SkinnedDecalComponent/Content
  44. Paths=../../../Engine/Plugins/Marketplace/XeSS/Content
  45. Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
  46. Paths=../../../Engine/Plugins/MovieScene/MoviePipelineMaskRenderPass/Content
  47. Paths=../../../Engine/Plugins/MovieScene/MovieRenderPipeline/Content
  48. Paths=../../../Engine/Plugins/MovieScene/SequencerScripting/Content
  49. Paths=../../../Engine/Plugins/Runtime/GeometryProcessing/Content
  50. Paths=../../../Engine/Plugins/Runtime/HairStrands/Content
  51. Paths=../../../Engine/Plugins/Runtime/SunPosition/Content
  52. Paths=../../../Engine/Plugins/SRLE/Content
  53. Paths=../../../Engine/Plugins/VirtualProduction/Takes/Content
  54. Paths=../../../Stalker2/Plugins/DiscordRpc/Content
  55. Paths=../../../Stalker2/Plugins/FlyCorridor/Content
  56. Paths=../../../Stalker2/Plugins/GSCFactories/Content
  57. Paths=../../../Stalker2/Plugins/GSCLoadingScreen/Content
  58. Paths=../../../Stalker2/Plugins/GSCNavigation/Content
  59. Paths=../../../Stalker2/Plugins/GameDataEditor/Content
  60. Paths=../../../Stalker2/Plugins/Modio/Content
  61. Paths=../../../Stalker2/Plugins/PlatformProviderController/Content
  62. Paths=../../../Stalker2/Plugins/QuestTool/Content
  63. Paths=../../../Stalker2/Plugins/SmartCovers/Content
  64. Paths=../../../Stalker2/Plugins/Tether/Content
  65. Paths=../../../Stalker2/Plugins/WwiseNiagara/Content
  66. Paths=../../../Stalker2/Plugins/Wwise/Content
  67.  
  68. ;----------------------------------------------------------------
  69. ; Note: I have optimized every setting I could find on this game.
  70. ; ---------------------------------------------------------------
  71. ;       Raytracing on,
  72. ;       TXAA on and optimized
  73. ;       AO options set to GTAO. SSAO and normal AO are disabled.
  74. ;       Colour tweaked.
  75. ;       Optimized for systems with 16GIG RAM and an 8 GIG Graphics card
  76. ;       DOF, Bloom, image grain, ChromaticAberration Off.
  77. ;       EYEADAPTION / AUTOEXPOSURE settings Optimized.
  78. ;       Texture Groups and streaming options are all Optimized.
  79. ;       Audio Optimized.
  80. ;       Internet Optimized.
  81. ;       other optimizations Shadows gras sky lighting foliage etc.
  82. ; ----------------------------------------------------------------
  83.  
  84. [Audio]
  85. UnfocusedVolumeMultiplier=0.500000
  86.  
  87. ; ===============================
  88. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  89. ; ===============================
  90. [/Script/Engine.RendererSettings]
  91. r.GBufferFormat=3                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  92.  
  93. ;perfect                 ;Normal               ;LIGHTER              ;DARK        
  94. r.Color.Max=1.00     ;  1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  95. r.Color.Mid=0.54     ;  0.50 = default     ;r.Color.Mid=0.60     ;r.Color.Mid=0.4    
  96. r.Color.Min=-0.0001     ;  0.00 = default     ;r.Color.Min=0.01     ;r.Color.Min=0.001  
  97.  
  98. 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
  99. r.SceneColorFringe.Max=0.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  100. r.SceneColorFormat=4                      ; high-precision RGBA color format.
  101.  
  102. [/Script/Engine.RendererOverrideSettings]
  103. r.DefaultFeature.ColorGrading=1                 ; Disable color grading for improved performance
  104. r.ColorGrading.LUTSize=32                       ; Size of the color grading LUT (16, 32, or 64)
  105. r.ColorGrading.Quality=1                        ; Quality of color grading (0=low, 1=high)
  106. r.Color.MaxEditingLUTs=8                        ; Maximum number of color lookup tables (LUTs) used for color correction
  107. r.Color.MidTones.Sharpen=0.5                    ; Increases sharpness of mid-tone colors DEF 0
  108. r.Color.MidTones.Saturation=1.1                 ; Enhances the saturation of mid-tone colors
  109. r.Color.Contrast=1.05                           ; Improve contrast in light and dark areas Increases overall contrast of the scene
  110. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  111. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  112. r.Color.Saturation=0.88          ; Slight desaturation for natural colors
  113. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  114. r.TonemapperGamma=2.6                           ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
  115. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
  116. r.TonemapperFilm.Toe=0.75
  117. r.TonemapperFilm.Shoulder=0.26
  118. 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)
  119. r.ToneCurveAmount=0.65                           ; Enable tone curve for natural light transitions
  120. r.Tonemapper.Sharpen=0.2
  121. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  122. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  123. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  124. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  125. r.Tonemapper.GrainQuantization=1                ; Disable grain doubled bellow not sure on wich section it is in.
  126.  
  127. [/Script/Engine.Engine]
  128. ; Default color space used for rendering
  129. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  130.  
  131. ; Gamma correction settings
  132. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  133. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  134. r.Exposure=1.0                      ; Set the overall exposure for the scene
  135. r.Contrast=1.0                      ; Set the overall contrast for the scene
  136. r.Saturation=1.05                   ; Set the overall saturation for the scene
  137. r.Gamma=1.02                        ; Set the overall gamma for the scene
  138. r.Temperature=6500.0                ; Set the overall temperature for the scene
  139. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  140.  
  141. [/Script/Engine.PostProcessSettings]
  142. ; Remove Film grain effect
  143. 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)
  144. 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).
  145. [SystemSettings]
  146. r.TonemapperExposure=0.72        ; Slightly reduce overall exposure (default is usually 1.0)
  147.  
  148. ; ===================================================
  149. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  150. ; ===================================================
  151. [/Script/Engine.RendererSettings]
  152. ; Disable Eye Adaptation or Limit its Effect
  153. r.EyeAdaptation.ExponentialTransitionDistance=0.6                 ; Smooth light adaptation transitions
  154. r.EyeAdaptation.LensAttenuation=0.9                               ; Default .65 lower is darker, Smooth light transitions
  155. r.EyeAdaptationQuality=1                                        ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  156. r.EyeAdaptation.MinExposure=0.9                                ; Minimum brightness at night (Adjust as needed)
  157. r.EyeAdaptation.MaxExposure=1.15                                ; Maximum brightness during the day (Adjust as needed)
  158. r.EyeAdaptation.Bias=0.12                                       ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
  159. r.EyeAdaptation.EditorOnly=0
  160.  
  161. 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
  162. r.DefaultFeature.AutoExposure.Method=1                          ; Auto exposure method set to 0, disabling it for performance.
  163. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  164. r.DefaultFeature.AutoExposure.Bias=0.015                        ; Minor bias adjustment for consistency
  165.  
  166. [TimeOfDaySystem]
  167. ; Day/Night Cycle exposure compensation
  168. TimeOfDay.AutoExposureCompensation.Day=0.0
  169. TimeOfDay.AutoExposureCompensation.Night=-1.0
  170. TimeOfDay.AutoExposureCompensation.Transition=0.5
  171.  
  172. ; Light intensity transitions
  173. TimeOfDay.SunIntensity.Day=10.0
  174. TimeOfDay.SunIntensity.Night=0.0
  175. TimeOfDay.MoonIntensity.Night=0.5
  176.  
  177. ; Sky/Atmosphere settings
  178. TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
  179. TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
  180. TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
  181. TimeOfDaySystem.AutoExposure.MinBrightness=3.6
  182. TimeOfDaySystem.SkyLightPollutionLuminance=0.2
  183. TimeOfDaySystem.BloomIntensity=0.01
  184. TimeOfDaySystem.SunIntensity=60000
  185. TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
  186. TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
  187. TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
  188. TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
  189. TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
  190. TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
  191. TimeOfDaySystem.StarIntensity=20
  192. TimeOfDaySystem.MoonIntensity=0.7
  193. TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
  194. TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
  195. TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
  196. TimeOfDaySystem.AutoExposure.SpeedUp=10
  197. TimeOfDaySystem.AutoExposure.SpeedDown=5
  198. TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
  199. TimeOfDaySystem.MinimumCloudSpeed=0.375
  200.  
  201.  
  202.  
  203.  
  204. [SystemSettings]
  205. ; Auto exposure settings
  206. r.AutoExposure.Method=2
  207. r.AutoExposure.MinBrightness=-10
  208. r.AutoExposure.MaxBrightness=20
  209. r.AutoExposure.SpeedUp=3
  210. r.AutoExposure.SpeedDown=1
  211. r.AutoExposure.ExtendDefaultLuminanceRange=0
  212. ;AutoExposure.Bias=0.05       ; Small bias to prevent overly dark nights
  213.  
  214. [Engine.RendererSettings]
  215. r.DFDistanceScale=8
  216. r.DistanceFieldAO=1
  217. r.DFFullResolution=0
  218. r.DFFarTransitionScale=0.1
  219.  
  220. ; =====================================================
  221. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  222. ; =====================================================
  223. ; Sky, Sun, and Clouds related settings
  224. [/Script/Engine.RendererSettings]
  225. r.SkyLight=1                        ; Enable or disable dynamic skies
  226. r.SkylightIntensityMultiplier=0.4
  227.  
  228. r.Atmosphere=1                      ; Enable or disable atmospheric fog
  229. r.Sun=0.32                           ; Set the intensity of the sun
  230. r.SunColor=(0.98, 0.82, 0.75)       ; Set the color of the sun
  231. r.VolumetricClouds=1                ; Enable or disable volumetric clouds
  232. r.VolumetricCloudDensity=0.7        ; Set the density of volumetric clouds
  233. r.VolumetricCloudHeight=950.0      ; Set the height of volumetric clouds
  234. r.VolumetricCloudCoverage=0.45       ; Set the coverage of volumetric clouds
  235. r.VolumetricCloudScale=1.0          ; Set the scale of volumetric clouds
  236. VolumetricCloud.Force2LayerMaterial=1
  237. VolumetricCloud.RayMarchedShadows=1
  238. VolumetricCloud.GroundContribution=0.6
  239. r.VolumetricCloud.GroundContribution=0.75
  240. r.SkyQuality=3.5                    ; Set the quality of the overall sky
  241. [SystemSettings]
  242. r.SkyAtmosphereQuality=4        ; Improve sky lighting interactions
  243. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  244. r.RayTracingClouds=1                ; Enable or disable ray-traced clouds
  245. r.RayTracingCloudQuality=2          ; Set the quality of ray-traced clouds
  246. r.RayTracingCloudResolution=512     ; Set the resolution of ray-traced clouds
  247.  
  248. [/Script/Engine.RendererSettings.CloudShadows]
  249. r.CloudShadows=1                    ; Enable or disable cloud shadows
  250. r.CloudShadowIntensity=0.8          ; Set the intensity of cloud shadows
  251. r.CloudShadowColor=(0.2, 0.2, 0.2)  ; Set the color of cloud shadows
  252.  
  253. [/Script/Engine.RendererSettings.Godrays]
  254. r.Godrays=1                         ; Enable or disable Godrays
  255. r.GodrayIntensity=0.3               ; Set the intensity of Godrays
  256. r.GodrayColor=(1.0, 1.0, 0.8)       ; Set the color of Godrays
  257. r.GodrayDensity=0.2                 ; Set the density of Godrays
  258. r.GodraySize=0.1                    ; Set the size of Godrays
  259. r.GodrayFalloff=0.5                 ; Set the falloff of Godrays
  260.  
  261. [/Script/Engine.RendererSettings.SkyQuality]
  262. r.SkyQuality=3.0                    ; Set the quality of the overall sky
  263.  
  264. [/Script/Engine.RendererSettings.DynamicWeather]
  265. r.DynamicWeather=1                  ; Enable or disable dynamic weather
  266. r.WindSpeed=5.0                    ; Set the wind speed for dynamic weather
  267. r.WindDirection=(0.5, 0.0, 0.5)     ; Set the direction of the wind for dynamic weather
  268. r.CloudCoverage=0.5                 ; Set the overall cloud coverage for dynamic weather
  269. r.CloudDensity=0.4                  ; Set the cloud density for dynamic weather
  270. r.RainIntensity=0.1                 ; Set the rain intensity for dynamic weather
  271. r.SnowIntensity=0.1                 ; Set the snow intensity for dynamic weather
  272.  
  273.  
  274. [/Script/Engine.RendererSettings]
  275. ; Bloom related settings - Bloom Off
  276. r.DefaultFeature.Bloom=True
  277. r.Bloom.Cross=0                     ; DEF 0, 0.7777 for anamorphic
  278. r.Bloom.HalfResolutionFFT=0         ; DEF 0
  279. 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.
  280. 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.
  281. r.BloomIntensity=0.45                ; Lower bloom brightness
  282. r.BloomThreshold=0.45               ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  283.  
  284. 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.
  285. 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.
  286. 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.
  287. 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.
  288. 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.
  289. 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.
  290. 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.
  291. 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.
  292. 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.
  293. 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.
  294. 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.
  295. 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.
  296. r.BloomIntensity=0.3                ; Set the bloom intensity for the overall scene
  297. r.BloomSize=0.1                     ; Set the bloom size for the overall scene
  298.  
  299. [SystemSettings]
  300. r.VignetteIntensity=0.0             ; Set the vignette intensity for the overall scene
  301. r.VignetteSize=0.9                  ; Set the vignette size for the overall scene
  302.  
  303. [WeatherSettings]
  304. ;r.WeatherType Clear                  ; Set the weather type for the scene
  305. r.CloudType=Cumulus                   ; Set the cloud type for the scene
  306. r.CloudShape=Puffy                    ; Set the cloud shape for the scene
  307. r.CloudWindSpeed=10.0                 ; Set the wind speed for the clouds
  308. r.CloudWindDirection=(0.5, 0.0, 0.5)  ; Set the wind direction for the clouds
  309. r.CloudWindCoverage=0.6               ; Set the cloud coverage for the clouds
  310. r.CloudWindDensity=0.4                ; Set the cloud density for the clouds
  311. r.CloudRainIntensity=0.2              ; Set the rain intensity for the clouds
  312. r.CloudSnowIntensity=0.1              ; Set the snow intensity for the clouds
  313. r.CloudFogDensity=0.3                 ; Set the fog density for the clouds
  314. r.CloudFogColor=(0.8, 0.8, 0.8)       ; Set the fog color for the clouds
  315.  
  316. ; ===============================
  317. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  318. ; ===============================
  319. [/Script/Engine.Engine]
  320. ; Foliage related settings
  321. r.Foliage.DynamicallyShadowFarLod=1    ; Enable or disable dynamic foliage shadows
  322.  
  323. ; Foliage draw distance settings
  324. foliage.LODDistanceScale=8             ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  325. foliage.MinLODDistanceScale=0.1        ; Adjust the distance at which the highest quality foliage is rendered
  326.  
  327. ; Foliage density settings
  328. foliage.DensityScale=1.5               ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  329. foliage.GrassDensityScale=1.0          ; Adjust the density of the grass
  330. grass.CullDistanceScale=3
  331. foliage.TreeDensityScale=1.0           ; Adjust the density of the trees
  332.  
  333. ; Foliage lighting settings
  334. foliage.EnableStaticLighting=1         ; Enable or disable dynamic lighting for foliage
  335. foliage.EnableGrassLighting=1          ; Enable or disable dynamic lighting for grass
  336.  
  337. ; Foliage shadow settings
  338. foliage.MaxShadowResolution=1024       ; Adjust the resolution of the foliage shadows
  339. foliage.ShadowDistanceScale=1.0        ; Adjust the distance at which foliage shadows are cast
  340.  
  341. ; Foliage collision settings
  342. foliage.DisableCollision=0             ; Enable or disable collision for foliage
  343. foliage.SelfShadowing=1                ; Enable or disable self-shadowing for foliage
  344.  
  345. ; Foliage wind settings
  346. foliage.bAllowWind=1                   ; Enable or disable wind for foliage
  347. foliage.WindStrength=1.0               ; Adjust the strength of the wind affecting foliage
  348. foliage.WindSpeed=1.0                  ; Adjust the speed of the wind affecting foliage
  349.  
  350. [/Script/Foliage.FoliageConfig]
  351. foliage.DitheredLOD=6                  ; DEF 1, quality 5
  352. foliage.MinimumScreenSize=0.009        ; DEF 0.0001
  353. foliage.MinLOD=1                       ; DEF 0, 1 for PERFORMANCE
  354. foliage.MinVertsToSplitNode=8192       ; DEF 8192
  355. foliage.OverestimateLOD=0              ; DEF 0
  356.  
  357. ; ===============================
  358. ; ✩░▒▓▆▅▃▂▁ Water ▁▂▃▅▆▓▒░✩
  359. ; ===============================
  360. r.Water.SingleLayer.DepthPrepass=1
  361. r.Water.SingleLayer.LumenReflections=1
  362. r.Water.SingleLayer.Reflection=1
  363. r.Water.SingleLayer.SSR=1
  364. r.Water.SingleLayer.SSRTAA=1
  365. r.Water.SingleLayer=1
  366.  
  367. ; =====================================
  368. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  369. ; =====================================
  370. ;Disables to use  Ground Truth Ambient Occlusion (GTAO) feature
  371. [/Script/Engine.RendererSettings]
  372. r.SSAO.Method=0                       ; Disable SSAO (0)
  373. r.SSAO.Quality=0                      ; Set SSAO quality to low (0)
  374. r.SSAO.SampleSet=0                    ; Use the default sample set for SSAO (0)
  375. r.SSAO.MaxViewDistance=10000.0        ; Limit the maximum distance over which SSAO is applied
  376. r.SSAO.HalfResolution=0               ; Disable half-resolution SSAO
  377. r.SSAO.BlurRadius=0                   ; Disable SSAO blur
  378. r.SSAO.BlurSharpness=0.0              ; Set SSAO blur sharpness to 0 (no blur)
  379. r.SSAO.BlurPasses=1                   ; Use a single pass for SSAO blur
  380. r.SSAO.DepthBias=0.0                  ; Set SSAO depth bias to 0 (no bias)
  381. r.SSAO.DirtyTranslucencySupport=1     ; Enable SSAO for dirty (unshadowed) translucent surfaces
  382. r.SSAO.Downsampling=1                 ; Enable SSAO downsampling for performance (1)
  383. r.SSAO.ScreenSpaceRadius=0.5          ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  384. r.SSAO.MinRadius=0.02                 ; Set SSAO minimum radius (adjust to your liking)
  385. r.SSAO.SampleRadiusScale=0.3          ; Scale the SSAO sample radius (adjust to your liking)
  386. r.SSAO.Intensity=1.0                  ; Set SSAO intensity to 1 (adjust to your liking)
  387. r.SSAO.AutoCompute=0                  ; Disable automatic computation of SSAO (for manual tweaking)
  388.  
  389. [/Script/Engine.RendererOverrideSettings]
  390. r.SSAO.Enable=False                        ; Enable SSAO effect
  391.  
  392. [/Script/Engine.RendererSettings]
  393. r.SSAO.Enable=False                        ; Enable SSAO effect (added for clarity, can be removed if desired)
  394.  
  395. ; =======================================================
  396. ; ✩░▒▓▆▅▃▂▁ Global Illumination settings. ▁▂▃▅▆▓▒░✩
  397. ; =======================================================
  398. [SystemSettings]
  399. r.DefaultFeature.AmbientOcclusion=True     ; Disables default ambient occlusion
  400. r.Lumen.Reflections=1               ; Enable Lumen reflections for realistic lighting
  401. r.Lumen.Radiosity=1                 ; Enable dynamic GI using Lumen
  402. r.GlobalIlluminationQuality=3       ; Adjust GI quality (1=Low, 2=Medium, 3=High, 4=Epic)
  403. r.GI.SkyLightingQuality=3           ; Enhance sky lighting effects for GI
  404. r.GI.ReflectionOcclusion=1          ; Enable reflection occlusion for better realism
  405. r.GI.EnableSecondBounce=1           ; Enable secondary light bounce for more natural illumination
  406. r.Lumen.GlobalIllumination=1
  407. r.Lumen.DiffuseIndirect.AsyncCompute=1
  408. r.Lumen.HardwareRayTracing.Inline=1
  409. r.Lumen.HardwareRayTracing.LightingMode=3
  410. r.Lumen.HardwareRayTracing=1
  411. r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField=1
  412. r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor=0
  413. r.Lumen.Reflections.AsyncCompute=1
  414. r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold=0.9
  415. r.Lumen.Reflections.DownsampleFactor=0
  416. r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField=1
  417. r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting=1
  418. r.Lumen.Reflections.MaxRoughnessToTrace=0.4
  419. r.Lumen.Reflections.ScreenSpaceReconstruction=0
  420. r.Lumen.Reflections.ScreenTraces=1
  421. r.Lumen.Reflections.SmoothBias=1
  422. r.Lumen.Reflections.TraceMeshSDFs=1
  423. r.Lumen.ScreenProbeGather.DownsampleFactor=16
  424. r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField=1
  425. r.Lumen.ScreenProbeGather.HardwareRayTracing=1
  426. r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
  427. r.Lumen.ScreenProbeGather.Temporal=1
  428. r.Lumen.SkylightLeaking.Roughness=0.1
  429. r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
  430. r.Lumen.TranslucencyReflections.RadianceCache=0
  431. r.LumenScene.FarField=1
  432. r.LumenScene.FarField.FarFieldDitherScale=100000
  433. r.LumenScene.Lighting.AsyncCompute=1
  434. r.Lumen.TranslucencyReflections.MarkDownsampleFactor=0
  435. r.Lumen.TranslucencyReflections.FrontLayer.RelativeDepthThreshold=1.5
  436.  
  437.  
  438. ; ========================================================================================
  439. ; ✩░▒▓▆▅▃▂▁ Ambient Occlusion and Ground Truth Ambient Occlusion settings. ▁▂▃▅▆▓▒░✩
  440. ; ========================================================================================
  441. [/Script/Engine.RendererSettings]
  442. r.AmbientOcclusion=0                        ; Enables screen-space ambient occlusion
  443. r.AmbientOcclusionLevels=3                  ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  444. r.AmbientOcclusion.Intensity=1.5            ; Increase AO intensity for better shadow definition
  445. r.AmbientOcclusion.RadiusScale=1.15         ; Widen AO radius for smoother results
  446. r.AmbientOcclusionStaticFraction=0.0        ; Sets the fraction of static occlusion
  447. r.AmbientOcclusion.FadeDistance=9000.0      ; Extend fade-out distance for AO
  448. r.AllowOcclusionQueries=1                   ; Enables occlusion queries for performance improvement
  449. r.AmbientOcclusionRadiusScale=1.0 ; Increase shadow spread radius
  450.  
  451. r.GTAO=1                ; Enables Ground Truth Ambient Occlusion (GTAO)
  452. r.GTAO.Enable=True              ; Enables GTAO for Ground Truth Ambient Occlusion
  453. r.AmbientOcclusion.Method=1     ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  454. r.GTAO.FalloffEnd=200           ; Distance at which the occlusion completes the fall-off
  455. r.GTAO.SpatialFilter=0          ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  456. r.GTAO.NumAngles=2              ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  457. r.GTAO.UseNormals=0             ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  458. r.GTAO.ThicknessBlend=0         ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  459. r.GTAO.Combined=1               ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  460. r.GTAO.Downsample=0             ; Perform GTAO at half resolution (0: Off, 1: On)
  461. r.GTAO.FalloffStartRatio=0      ; Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off (must be between 0 and 1)
  462. r.GTAO.TemporalFilter=1         ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  463. r.GTAO.Upsample=1               ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  464. r.GTAO.PauseJitter=0            ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  465. r.GTAO.FilterWidth=4            ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  466. r.GTAO.Intensity=1.2
  467.  
  468. [/Script/Engine.GTAOSettings]
  469. r.GTAO.Resolution=50                   ; Resolution factor for GTAO (lower values improve performance)
  470. r.GTAO.SampleSet=1                     ; Sample set index for GTAO (1 is the default)
  471. r.GTAO.Bias=0.4                        ; Bias factor for GTAO (higher values increase occlusion)
  472. r.GTAO.Power=1.0                       ; Power factor for GTAO (higher values increase occlusion)
  473. r.GTAO.MaxDistance=1000.0              ; Maximum distance for GTAO (higher values increase occlusion range)
  474. r.GTAO.HorizonAngle=1.5                ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  475. r.GTAO.NumSteps=8                      ; Number of occlusion steps for GTAO (higher values increase quality)
  476. r.GTAO.NumDirections=4                 ; Number of directions for GTAO (higher values increase quality)
  477. r.GTAO.NumCutoutSamples=4              ; Number of cutout samples for GTAO (higher values increase quality)
  478. r.GTAO.NumCutoutSampleIterations=2     ; Number of cutout sample iterations for GTAO (higher values increase quality)
  479. r.GTAO.NumRandomRotations=8            ; Number of random rotations for GTAO (higher values increase quality)
  480.  
  481. ; ========================================
  482. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  483. ; ========================================
  484. [/Script/Engine.RendererSettings]
  485. r.Shadow.MaxResolution=8192                         ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high                
  486. r.Shadow.MinResolution=32                           ; Minimum resolution for shadows
  487. r.Shadow.MaxCSMResolution=3072                     ; Maximum cascaded shadow map resolution 512 performance
  488. r.Shadow.MaxCascades=4                             ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  489. r.Shadow.CSM.MaxCascades=4
  490. r.Shadow.CSM.TransitionScale=2.0                   ; Sets the transition scale for cascaded shadow maps DEF 0.8
  491. 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
  492. r.Shadow.RadiusThreshold=0.005                     ; DEF 0.04, Threshold for shadow rendering
  493. r.Shadow.CSM.FadeResolution=128                     ; Fade resolution for cascaded shadow maps
  494. r.Shadow.CSM.SplitPenumbraScale=0.1                ; Scale factor for split penumbra
  495. r.Shadow.CSM.SplitDepthBiasScale=0.01              ; Scale factor for split depth bias
  496. r.Shadow.TexelsPerPixel=4                          ; Number of texels per screen pixel for shadow rendering
  497. r.Shadow.NumDynamicShadowCascades=4                ; Number of dynamic shadow cascades
  498. r.Shadow.CSM.NumCascades=4                         ; Number of cascades for cascaded shadow maps
  499. r.Shadow.CSM.DepthRange=3000                       ; Depth range for cascaded shadow maps
  500. r.Shadow.CSM.CascadeDistributionExponent=3.0       ; Distribution exponent for cascades
  501. r.Shadow.CSM.CascadeTransitionFraction=0.1         ; Transition fraction for cascades
  502. r.Shadow.FadeResolution=1                          ; Fade resolution for shadow rendering
  503. r.Shadow.MaxFadeDistance=6000                      ; Maximum fade distance for shadow rendering
  504. r.Shadow.MinPreShadowResolution=8                  ; Minimum resolution for pre-shadow rendering
  505. r.Shadow.PreShadowResolutionFactor=0.5             ; Sets the pre-shadow resolution factor
  506. r.Shadow.CSM.DepthBias=0                           ; Depth bias for cascaded shadow maps
  507. r.Shadow.RadiusThresholdMultiplier=1.0             ; Radius threshold multiplier for shadow rendering
  508. r.Mobile.EnableStaticAndCSMShadowReceivers=0       ; Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  509. r.Shadow.CachedShadowsCastFromMovablePrimitives=1  ; DEF 1, 0 for PERFORMANCE
  510. r.Shadow.CacheWholeSceneShadows=1                  ; DEF 1
  511. r.Shadow.CacheWPOPrimitives=0                      ; DEF 0
  512. r.Shadow.CSMDepthBias=8                            ; DEF 10
  513. 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.
  514. r.Shadow.Virtual.ResolutionLodBiasLocal=1
  515. r.Shadow.MaxCSMResolution=8192                     ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  516. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1  ; DEF -1
  517. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1   ; DEF -1
  518. r.Shadow.OcclusionCullCascadedShadowMaps=0         ; DEF 0
  519. r.Shadow.PointLightDepthBias=0.02                  ; DEF 0.02
  520. r.Shadow.PointLightSlopeScaleDepthBias=3           ; DEF 3
  521. r.Shadow.SpotLightTransitionScale=2048               ; DEF 60-120
  522. r.Shadow.TransitionScale=2                         ; Smooth shadow transition
  523. r.ShadowQuality=5                                  ; DEF 4, 3 for PERFORMANCE
  524. r.Shadow.CSMResolution=256                         ; Controls the resolution of grass shadows
  525. r.Shadow.CSMSplitCount=4                           ; Determines the number of cascades for grass shadow maps
  526. r.Shadow.WholeSceneShadowCacheMb=4096
  527. r.ContactShadows=1
  528. r.Shadow.Virtual.Enable=1
  529. r.Shadow.Virtual.MaxPhysicalPages=8192
  530. r.Shadow.Virtual.SMRT.RayCountScale=1      ; Better ray sampling
  531. r.Shadow.Virtual.SMRT.SamplesPerRay=8      ; More samples to reduce patterns
  532. r.Shadow.Virtual.SMRT.RejectionThreshold=0.01  ; Lower threshold for better quality
  533.  
  534. ; Contact shadows for better detail
  535. r.ContactShadows.Quality=3                 ; Higher quality contact shadows
  536. r.ContactShadows.HairShadows=1            ; Better hair shadow quality
  537.  
  538.  
  539. ; ==================================
  540. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  541. ; ==================================
  542. [Script/Engine.RendererSettings]
  543. r.DefaultFeature.RayTracing=1             ; Enable ray tracing
  544. r.RayTracing=1                            ; Enable global ray tracing
  545.  
  546. ; Performance settings
  547. r.RayTracing.Reflections.MaxRoughness=1.0 ; Limit reflection roughness
  548. r.RayTracing.Shadows.MaxCSMRadius=0       ; Disable cascaded shadow map radius for ray tracing
  549. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=4 ; Lower samples for AO
  550. r.RayTracing.GlobalIllumination.SamplesPerPixel=2 ; Minimum GI samples for balance
  551. r.RayTracing.TranslucencyLightingVolumeDim=4 ; Lower translucency resolution
  552. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Keep skylight samples minimal
  553.  
  554. ; Additional settings
  555. r.RayTracing.UseTextureLod=1             ; Use Texture LOD for better performance
  556. r.RayTracing.ForceAllRayTracingEffects=0 ; Disable forcing all effects
  557.  
  558. ; Quality settings
  559. r.RayTracing.Quality=1                   ; Balanced quality
  560. r.RayTracing.Reflections.MaxBounces=1    ; One reflection bounce
  561. r.RayTracing.Shadows.MaxRayDistance=2000 ; Shorter ray distance for shadows
  562. r.RayTracing.AmbientOcclusion.MaxRayDistance=350 ; Shorter AO ray distance
  563.  
  564. ; Memory and Cache
  565. r.RayTracing.Cache.NumGB=6               ; Limit cache to 6GB
  566. r.RayTracing.Cache.SampleFactor=1        ; Minimal caching for stability
  567.  
  568. ; Debugging
  569. r.RayTracing.Debug.VisualizeMeshBVH=0    ; Disable debug visualization
  570. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Disable debug visualization
  571.  
  572. ; ===============================================
  573. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  574. ; ===============================================
  575. ;r.TemporalAA.Upsampling=1 needed below in AA section
  576. [/Script/Engine.RendererSettings]
  577. r.IntelXeSS.Enabled=0              ; Main XeSS toggle
  578. r.IntelXeSS.Enable=0               ; Alternative XeSS toggle
  579. r.XeSS.Enable=0                    ; Another XeSS variant
  580. r.IntelXeSS.TemporalUpscaling=0    ; Disables temporal upscaling for XeSS
  581. r.IntelXeSS.AutoExposure=0         ; Disables XeSS auto exposure
  582. r.IntelXeSS.Quality=0                   ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  583. r.IntelXeSS.Sharpening=0.0              ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  584.  
  585. ; Optional Settings
  586. r.IntelXeSS.Denoising=0                 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  587. r.IntelXeSS.DenoisingStrength=0.75      ; Set Intel XeSS denoising strength (0.0 to 1.0)
  588. r.IntelXeSS.Smoothness=0.5              ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  589.  
  590. ; Advanced Settings
  591. r.IntelXeSS.RayTracingResolution=1.0    ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  592. r.IntelXeSS.RayTracingUpsample=0        ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  593.  
  594. ; ====================================
  595. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  596. ; ====================================
  597. [/Script/Engine.RendererSettings]
  598. 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.
  599. r.DefaultFeature.AntiAliasing=0                ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  600. 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)
  601. 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
  602.  
  603. ; TXAA settings
  604. 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
  605.  
  606. r.TemporalAA.Upsampling.NumMips=3              ; Number of MIP levels to use for upsampling
  607. r.TemporalAA.Upsampling.MinMipCount=1          ; Minimum MIP level to use for upsampling
  608. r.TemporalAA.Upsampling.MaxFilterWidth=16      ; Maximum filter width for upsampling
  609. r.TemporalAA.Upsampling.Sharpen=0.0            ; Adjust the sharpness of the upsampling filter
  610. r.TemporalAA.Upsampling.ViewDistanceScale=1.0  ; Scale the upsampling effect based on view distance
  611.  
  612. ; Additional settings for fine-tuning TXAA
  613. r.TemporalAA.HistoryConvolution.BoxSigma=0.1    ; Sigma value for the box filter used in the history convolution
  614. r.TemporalAA.HistoryConvolution.Sharpen=0.0     ; Adjust the sharpness of the history convolution filter
  615. r.TemporalAA.HistoryConvolution.FastFilter=0    ; Enable fast filtering for history convolution
  616. r.TemporalAA.Upsampling.DepthJitter=0           ; Amount of depth jittering for upsampling
  617. r.TemporalAA.Upsampling.PatternJitter=0         ; Amount of pattern jittering for upsampling
  618. r.TemporalACCatmullRom=1
  619. r.TemporalAAPauseCorrect=1                      ; DEF 1
  620. 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).
  621. r.TemporalAADynamicSharpen=0.0
  622. r.TemporalAAFilterSize=0.8                      ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  623. r.TemporalAASharpness=0.0                       ; DEF 1
  624. r.TemporalAACatmullRom=1                        ; DEF 0
  625. r.TemporalAA.Algorithm=1
  626.  
  627. ; FXAA settings
  628. ; FXAA quality settings
  629. r.FXAA.Quality=0
  630. r.TonemapperQuality=0            ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  631.  
  632. ; FXAA performance settings
  633. r.ForcePrecomputedVisibility=0   ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  634. r.AllowLandscapeShadows=1        ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  635. r.DistanceFieldShadowing=1
  636. r.AllowStaticLighting=1         ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  637.  
  638. ; FXAA optimizations
  639. r.AllowHMDWarp=1                 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  640. r.OneFrameThreadLag=0            ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  641.  
  642. r.Upscale.Quality=4              ; 0-5, 3 = default
  643.  
  644. ; ====================================
  645. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  646. ; ====================================
  647. [/Script/Engine.RendererOverrideSettings]
  648. r.SSR.Quality=3                                    ; Disable screen space reflections for improved performance.
  649. r.SSR.MaxRoughness=0.8                             ; Adjusts the maximum roughness for screen space reflections.
  650. r.SSR.RayMaxRoughness=0.2                          ; Adjusts the maximum roughness for ray traced reflections.
  651. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  652. r.SSR.HalfRes=False                                ; Disables half-resolution reflections for improved quality.
  653. r.SSR.Temporal=1                                   ; Temporal screen space reflections (SSR) disabled for improved performance.
  654. r.SSR.Stencil=0                                    ; Stencil for screen space reflections (SSR) disabled for improved performance.
  655. r.SSR.HalfResSceneColor=1                          ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  656.  
  657. [/Script/Engine.RendererSettings]
  658. r.ReflectionEnvironment=1                                ; Enables reflection environment
  659. r.ReflectionCaptureResolution=2048                       ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  660. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1     ; Enables roughness-based mix of reflection environment lightmap.
  661. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0      ; Sets the weight for the largest mip of the reflection environment lightmap.
  662. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5     ; Sets the weighting for the final calculation of the reflection environment lightmap.
  663. r.ReflectionCaptureResolutionSkylight=128                ; Sets the resolution for skylight reflection captures
  664. r.ReflectionEnvironmentResolution=128                    ; Sets the resolution for the reflection environment
  665. r.ForceLQReflections=1                                   ; Low-quality reflections forced for improved performance.
  666. r.ReflectionsQuality=3                                   ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  667. r.ReflectionsMaxRoughness=0.8                            ; Maximum roughness value for reflections
  668. r.ReflectionsSamplesPerPixel=4                           ; Number of reflection samples per pixel
  669. r.RefractionQuality=0                                    ; Refraction quality set to 0, disabling it for performance.
  670.  
  671. ; ============================================
  672. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  673. ; ============================================
  674. [/Script/Engine.RendererOverrideSettings]
  675. ; ChromaticAberration Off
  676. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  677.  
  678. [/Script/Engine.RendererSettings]
  679. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  680.  
  681. ; ====================================
  682. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  683. ; ====================================
  684. [SystemSettings]
  685. ; MotionBlur Off
  686. r.DefaultFeature.MotionBlur=false
  687. r.MotionBlurQuality=0                           ; This setting controls the quality level of motion blur
  688. r.MotionBlur.Scale=2.0                          ; This setting determines the scale or intensity of motion blur
  689. r.FastBlurThreshold=0                           ; This setting controls the threshold for fast blur
  690. r.TranslucencyVolumeBlur=0                      ; This setting controls the volume blur for translucency
  691. r.MotionBlur.Amount=0
  692. r.MotionBlurSeparable=0
  693. r.MotionBlur.Max=0
  694.  
  695. ; ===========================
  696. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  697. ; ===========================
  698. [/Script/Engine.Engine]
  699. ; DepthOfField Off
  700. r.DefaultFeature.DepthOfField=False
  701. 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.
  702. r.GaussianDOF=0
  703. r.DepthOfField.FarBlur=0
  704. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  705.  
  706. [/Script/Engine.RendererSettings]
  707. 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.
  708. r.DepthOfField.MaxBokehSize=64           ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  709. r.DepthOfField.MaxNearBlurSize=32        ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  710. r.DepthOfField.MaxFarBlurSize=256        ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  711. r.DepthOfField.FarBlurKernelSize=32      ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  712. r.DepthOfField.NearBlurKernelSize=16     ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  713. r.DepthOfField.DepthBlurRadius=0.5       ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  714. r.DepthOfField.DepthBlurAmount=1.0       ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  715. 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.
  716. 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.
  717. r.DepthOfFieldNearTransitionRegion=0.15  ; Controls the transition region between the focused and unfocused areas near the camera.
  718. r.DepthOfFieldFarTransitionRegion=0.15   ; Controls the transition region between the focused and unfocused areas far from the camera.
  719. 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.
  720. 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.
  721. r.DepthOfField.MaxBokehBlurRadius=64     ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  722. r.DepthOfField.BokehRadiusScale=2.0      ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  723. r.DepthOfField.BokehShape=0.5            ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  724. 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.
  725. 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.
  726.  
  727. ; ================================
  728. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  729. ; ================================
  730. [/Script/Engine.RendererSettings]
  731. ; Light functions settings
  732. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  733. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  734. r.LightShaftDownSampleFactor=4                  ; Helps with light shaft quality
  735. r.Light.UseClusteredDeferredShading=1
  736. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  737. r.LightMaxDrawDistanceScale=10                  ; Maximum draw distance of lights.
  738. r.MinScreenRadiusForLights=0.001
  739. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  740. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  741.  
  742. ; Light shafts settings (also known as God rays)
  743. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  744.  
  745. ; Particle system settings
  746. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  747.  
  748. ; Miscellaneous settings
  749. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  750.  
  751. ; LensFlare
  752. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  753. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  754. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  755. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  756. 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.
  757. 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.
  758. 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.
  759. 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.
  760. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  761.  
  762. ; ===========================
  763. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  764. ; ===========================
  765. [/Script/Engine.RendererSettings]
  766. ; Fog related settings some in sky weather settings section to.
  767. r.Fog=1                                                                      ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  768. r.FogDensity=0.013                                                             ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  769. 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.
  770. r.FogMaxOpacity=1.0                                                          ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  771. 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.
  772. 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.
  773. 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.
  774. 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.
  775. ; r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture'       ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  776. 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.
  777. 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.
  778. 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.
  779. r.VolumetricFog=1                                                            ; Enable volumetric fog for depth
  780.  
  781. ; =============================
  782. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  783. ; =============================
  784. [/Script/Engine.Engine]
  785. ; Grass settings (3 option in shadows section that effect grass)
  786. r.Grass.FadeRange=5000                         ; Controls the distance at which grass will begin to fade out from the camera
  787. r.Grass.MaxDrawDistance=10000                  ; Controls the maximum draw distance for grass
  788. r.Grass.MinScreenSize=0.1                      ; Determines the minimum screen size a grass blade must occupy to be drawn
  789. r.Grass.DensityScale=2                       ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  790. r.Grass.WidthScale=1.0                         ; Controls the thickness of grass blades
  791. r.Grass.EnableShadows=1                        ; Enables or disables grass shadows
  792. r.Shadow.CSMResolution=256                     ; Controls the resolution of grass shadows
  793. r.Shadow.CSMSplitCount=4                       ; Determines the number of cascades for grass shadow maps
  794. r.Grass.UseVertexColor=1                       ; Enables or disables grass vertex coloring
  795. r.Grass.MaxClusterInstances=8                  ; Controls the maximum number of grass blades per cluster
  796. r.Grass.MaxClusterComponents=32                ; Controls the maximum number of grass clusters per componen
  797. r.Landscape.EnableGrassVisibilityCulling=1     ; Enables or disables culling of grass based on landscape visibility
  798. r.Landscape.GrassVisibilitySampleCount=16      ; Controls the number of grass samples used for visibility culling
  799. r.Grass.Collision=1                            ; Enables or disables collision of grass with other objects
  800. r.Grass.MaxCollisionPerBlade=4                 ; Controls the maximum number of collisions per grass blade
  801.  
  802. [/Script/Engine.GameUserSettings]
  803. grass.DisableDynamicShadows=0                  ; DEF 0, 1 for PERFORMANCE
  804. grass.TickInterval=10                          ; DEF 1, 10 for PERFORMANCE
  805. grass.MaxUpdateFrequency=60
  806.  
  807. ; ============================
  808. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  809. ; ============================
  810. ; Disabled to use  Ground Truth Ambient Occlusion (GTAO) feature
  811. [/Script/Engine.RendererSettings]
  812. r.SSGI.Enable=0                         ; Enable Screen Space Global Illumination (SSGI)
  813. r.SSGI.SampleCount=16                   ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  814. r.SSGI.Integration.Quality=2            ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  815. r.SSGI.HalfResSceneColor=1              ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  816.  
  817. ; Resolution settings
  818. r.SSGI.HalfResSceneDepth=1              ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  819. r.SSGI.HalfResSceneDepthTemporalAA=1    ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  820.  
  821. ; Performance optimizations
  822. r.SSGI.TemporalAccumulation=1           ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  823. r.SSGI.HistoryConvolutionRadius=2       ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  824. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  825. ; r.SSGI.Quality=0                        ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  826.  
  827. ; ==============================================
  828. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  829. ; ==============================================
  830. [/Script/Engine.RendererSettings]
  831. r.SubsurfaceScattering=1                             ;# Enables subsurface scattering
  832. r.SSS.Scale=2.5                                      ;# Scale factor for subsurface scattering
  833. r.SSS.Filter=2                                       ;# Subsurface scattering filter mode
  834. r.SSS.Quality=0                                      ;# Subsurface scattering quality level
  835. r.SSS.SampleSet=2                                    ;# Subsurface scattering sample set
  836. r.SSS.Checkerboard=0                                 ;# Disables subsurface scattering checkerboard pattern
  837. r.SSS.HalfRes=0                                      ;# Disables subsurface scattering half resolution
  838. r.SubsurfaceQuality=1                                ;# Subsurface quality level (possibly deprecated)
  839. r.SSS.Burley.NumSamplesOverride=0                    ;# Overrides the number of samples used in Burley subsurface scattering
  840. r.SSS.Burley.Quality=0                               ;# Quality level for Burley subsurface scattering (N/A)
  841. r.SSS.Burley.BilateralFilterKernelFunctionType=1     ;# Burley subsurface scattering bilateral filter kernel function type
  842. r.SSS.Burley.EnableProfileIdCache=1                            
  843.  
  844. [/Script/Engine.RendererOverrideSettings]
  845. r.SubsurfaceScattering=0                              ;# Disables overriding subsurface scattering.
  846.  
  847. ; =========================================
  848. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  849. ; =========================================
  850. [/Script/Engine.RendererSettings]
  851. r.TextureStreaming=True
  852. [/Script/Engine.Engine]
  853. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  854.  
  855. ;TEXTUREGROUPS
  856. [/Script/Engine.TextureLODSettings]
  857. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  858. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  859. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  860. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  861. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  862. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  863. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  864. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  865. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  866. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  867. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  868. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  869. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  870. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=LeaveExistingMips=-1)
  871. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  872. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  873. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  874. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  875. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  876. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  877. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  878. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  879. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=LeaveExistingMips=-1)
  880. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
  881. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
  882. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  883. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  884. MinLODSize=2048
  885. MaxLODSize=8192
  886.  
  887. [/Script/Engine.RendererSettings]
  888. r.Streaming.FullyLoadUsedTextures=1       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  889. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  890. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  891. 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.
  892. r.Streaming.MipBias=-0.5                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  893. 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.
  894. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  895. 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.
  896. r.Streaming.PoolSize=10000                ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
  897. 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.
  898. 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.
  899.  
  900. [TextureStreaming]
  901. 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.
  902. 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.
  903. 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.
  904. 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.
  905. 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.
  906. 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.
  907. 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.
  908. 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.
  909. 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.
  910.  
  911. [SystemSettings]
  912. 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.
  913. 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.
  914. 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.
  915. r.HLOD.DistanceOverrideScale=8
  916.  
  917. [AsyncLoading]
  918. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  919.  
  920. [Engine.Engine]
  921. ;old Unreal 3 settings probably dont work
  922. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  923. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  924. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  925.  
  926. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  927. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  928. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  929.  
  930. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  931. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  932. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  933. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  934.  
  935. ; ===========================================
  936. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  937. ; ===========================================
  938. [SystemSettings]
  939. r.LODDistanceScale=1.0                ; Controls overall LOD distances
  940. r.ForceLOD=0                          ; Prevents unwanted LOD changes when stationary
  941. r.MinLODToRender=0                    ; Ensures closest LOD is always used when near
  942. r.ViewDistanceScale=4                 ; Adjusts the distance at which objects are rendered
  943. r.ViewDistanceQuality=4               ; Sets the quality level for view distance, 4 epic
  944. r.MaterialQualityLevel=2              ; Controls the quality level for materials
  945. r.FinishCurrentFrame=0                ; Disables waiting for the GPU to finish rendering the current frame
  946. r.CreateShadersOnLoad=1               ; Enables shader compilation on load to reduce stuttering during gameplay
  947. r.Streaming.UseFixedPoolSize=1        ; Disables the use of a fixed pool size for streaming
  948. r.Streaming.PoolSize=12288            ; Total GPU VRAM in MB * 0.75, (8GB VRAM = 6144, 12GB VRAM = 9216, 16GB VRAM = 12288, 24GB VRAM = 18432)
  949. r.Streaming.FullyLoadUsedTextures=0   ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  950. r.Streaming.LimitPoolSizeToVRAM=0     ; Disables limiting the streaming pool size to VRAM
  951. r.Streaming.AmortizeCPUToGPUCopy=1    ; Enables amortization of CPU to GPU texture copies
  952. r.Streaming.MaxTempMemoryAllowed=8192 ; 8GB based on 25% of system RAM (32GB * 0.25 = 8GB)
  953. r.MaxAnisotropy=16                    ; Sets the maximum level of anisotropic filtering
  954. r.MipMapLODBias=0.5                   ; Sets the level of detail bias for mipmaps
  955. r.Shaders.Optimize=1                  ; Enables shader optimization
  956. r.Shaders.FastMath=0                  ; Enables fast math optimizations for shaders
  957. r.HZBOcclusion=1                      ; Disable hardware occlusion queries for hidden zone removal
  958. r.RenderTargetPoolMin=1000            ; Sets the minimum number of render targets in the pool
  959. r.D3D11.Depth24Bit=0                  ; Disables 24-bit depth buffer for D3D11
  960. 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
  961. r.SkinCache.CompileShaders=1          ; Animation and skeletal mesh quality settings
  962. a.URO.DisableInterpolation=0          ; Animation and skeletal mesh quality settings
  963. r.MSAA.CompositingSampleCount=2
  964. r.ParticleLightQuality=3
  965. r.RefractionQuality=3 (you have r.RefractionQuality=0)
  966. r.ShaderPipelineCache.PreOptimizeEnabled=1
  967. r.ShaderPipelineCache.SaveUserCache=1
  968. r.ShaderPipelineCache.StartupMode=3
  969. r.ShaderPipelineCache.LogPSO=1
  970. r.ShaderPipelineCache.SaveBoundPSOLog=1
  971. r.ShaderPipelineCache.ReportPSO=1
  972. r.ShaderPipelineCache.GameFileMaskEnabled=1
  973. r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
  974. r.ShaderPipelineCache.BatchSize=10
  975. r.Vulkan.PipelineCacheFromShaderPipelineCache=1
  976. r.D3D.ForceDXC=1
  977. r.XGEShaderCompile=1
  978. r.XGEShaderCompile.Mode=1
  979. r.XGEShaderCompile.Xml.BatchGroupSize=256
  980. r.XGEShaderCompile.Xml.BatchSize=16
  981. r.XGEShaderCompile.Xml.JobTimeout=0.500000
  982. r.RHICmdUseParallelAlgorithms=1
  983. r.RHICmdVelocityPassDeferredContexts=1
  984. r.UseAsyncShaderPrecompilation=1
  985. s.AsyncLoadingTimeLimit=2.0
  986. s.LevelStreamingActorsUpdateTimeLimit=1.00
  987. s.UnregisterComponentsTimeLimit=0.00
  988. s.AsyncLoadingUseFullTimeLimit=0
  989. s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
  990. s.PriorityAsyncLoadingExtraTime=10.00
  991. s.IoDispatcherCacheSizeMB=2048
  992. s.LevelStreamingComponentsRegistrationGranularity=1
  993. s.LevelStreamingComponentsUnregistrationGranularity=1
  994. s.MaxIncomingRequestsToStall=100
  995. s.MaxReadyRequestsToStallMB=0
  996. s.MinBulkDataSizeForAsyncLoading=1000
  997. ActorSequence.DefaultDisplayRate=120 fps
  998. ActorSequence.DefaultEvaluationType=1
  999. ActorSequence.DefaultTickResolution=120 fps
  1000. ControlRigSequence.DefaultDisplayRate=120 fps
  1001. ControlRigSequence.DefaultEvaluationType=1
  1002. ControlRigSequence.DefaultTickResolution=120 fps
  1003. LevelSequence.DefaultDisplayRate=120 fps
  1004. LevelSequence.DefaultLockEngineToDisplayRate=1
  1005. LevelSequence.DefaultTickResolution=120 fps
  1006. MovieScene.LegacyConversionFrameRate=120 fps
  1007. r.VolumetricCloud.SkyAO.MaxResolution=256
  1008. r.VolumetricFog.LightFunction.Resolution=256
  1009. r.ReflectionCapture.EnableLightFunctions=1
  1010. r.TSR.History.R11G11B10=1
  1011. r.TSR.History.ScreenPercentage=200
  1012. r.TSR.History.UpdateQuality=3
  1013. r.TSR.ShadingRejection.Flickering=1
  1014. r.TSR.ShadingRejection.SpatialFilter=2
  1015. r.TSR.RejectionAntiAliasingQuality=2
  1016. r.TSR.Resurrection=1
  1017. r.TSR.Translucency.EnableResponiveAA=1
  1018. r.TSR.TSR1spp=13.3
  1019. ai.Human.FlankingAlone=1
  1020. ai.SwitchWeaponIfNoAmmo=1
  1021. ai.UseBlindActions=1
  1022. D3D12.PSOPrecache.KeepLowLevel=1
  1023. D3D12.TexturePoolOnlyAccountStreamableTexture=1
  1024. D3D12.ZeroBufferSizeInMB=12
  1025. mg.CharacterQuality=2
  1026. ; Hair specific settings
  1027. r.Hair.StrandsLODBias=0        ; Prevents aggressive LOD changes for hair strands
  1028. r.Hair.StrandsTextures=1       ; Forces high quality hair textures
  1029. r.Hair.BindingOffset=0         ; Reduces hair LOD transitions
  1030. mg.HairQuality=2              ; Forces highest quality hair rendering
  1031. r.Hair.Strands.Shadow=1       ; Enables high quality hair shadows
  1032. r.Hair.Strands.ShadowQuality=1  ; Higher quality shadows for hair
  1033. r.Hair.Strands.ShadowRayCasting=1      ; Better shadow ray precision
  1034. r.Hair.Strands.ShadowSuperSampling=1   ; Improves shadow quality in low light
  1035. niagara.CreateShadersOnLoad=1
  1036. r.AllowGlobalClipPlane=1
  1037. r.CapsuleIndirectConeAngle=0.2
  1038. r.DisableLandscapeNaniteGI=0
  1039. r.DoTiledReflections=0
  1040. r.FastVRam.GBufferVelocity=1
  1041. r.FastVRam.SceneDepth=1
  1042. r.FastVRam.ShadowCSM=1
  1043. r.FastVRam.ShadowPerObject=1
  1044. r.FastVRam.ShadowPointLight=1
  1045. r.FastVRam.SSR=1
  1046. r.FilmGrain=0
  1047. r.Nanite.Streaming.StreamingPoolSize=1024
  1048. r.NGX.DLSS.DenoiserMode=2     ; Quality mode instead of performance
  1049. r.NGX.DLSS.Quality=2          ; Higher quality reconstruction
  1050. r.NGX.DLSS.Sharpness=0.5      ; Reduced sharpness can help with hair artifacts
  1051. r.ScreenPercentage=100        ; Base resolution scale
  1052. r.DynamicRes.OperationMode=0  ; Disables dynamic resolution
  1053. r.NGX.DLSS.Enable=0          ; Disables DLSS
  1054. r.TSR.Enable=0               ; Disables TSR (Temporal Super Resolution)
  1055. r.Upscale.Enable=0           ; Disables general upscaling
  1056. r.PSOPrecache.GlobalComputeShaders=1
  1057. r.ReflectionCaptureSupersampleFactor=2
  1058. r.Shadow.CachePreshadow=1
  1059. r.Shadow.OcclusionCullPlanarReflections=0
  1060. r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=6
  1061. r.Shadow.Virtual.SMRT.TexelDitherScaleLocal=6
  1062. r.Streaming.Boost=3
  1063. rhi.SyncAllowVariable=1
  1064. RHI.TargetRefreshRate=120
  1065. t.HitchFrameTimeThreshold=33.32
  1066. fg.CullDistanceScale.Bushes=1.25
  1067. fg.CullDistanceScale.DistantBushes=1.25
  1068. fg.CullDistanceScale.DistantFoliage=1.2
  1069. fg.CullDistanceScale.DistantGrass=1.15
  1070. fg.CullDistanceScale.DistantTrees=1.3
  1071. fg.DensityScale.Bushes=1.5
  1072. fg.DensityScale.DistantBushes=1.15
  1073. fg.DensityScale.DistantFoliage=1.15
  1074. fg.DensityScale.DistantGrass=1.15
  1075. fg.DensityScale.DistantTrees=1.25
  1076. fg.DensityScale.Grass=1.5
  1077. fg.DensityScale.Trees=1.3
  1078. r.LevelStreamingDistanceScale=10           ; Controls streaming distance of level assets
  1079. r.UITextureLODBias=-1
  1080. r.HeightFieldShadowing=0
  1081. r.AOHeightfieldOcclusion=0
  1082. r.LODFadeTime=2
  1083. r.LandscapeLODBias=-1
  1084. r.LandscapeLODDistributionScale=3
  1085. r.LandscapeLOD0DistributionScale=3
  1086. r.StaticMeshLODDistanceScale=0.1
  1087. r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
  1088. r.VolumetricLightmap.VisualizationRadiusScale=0.010000
  1089. r.VolumetricFog.DepthDistributionScale=32.000000
  1090. r.VolumetricFog.GridDivisor=120
  1091. r.VolumetricFog.GridPixelSize=4
  1092. r.VolumetricFog.GridSizeZ=128
  1093. r.VolumetricFog.HistoryMissSupersampleCount=16
  1094. r.VolumetricFog.HistoryWeight=0.900000
  1095. r.VolumetricFog.InjectShadowedLightsSeparately=1
  1096. r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
  1097. r.VolumetricFog.Jitter=1
  1098. r.VolumetricFog.LightFunctionSupersampleScale=2.000000
  1099. r.VolumetricFog.TemporalReprojection=1
  1100. r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
  1101. r.VolumetricFog.VoxelizationSlicesPerGSPass=8
  1102. r.Nanite.PrimitivesAlwaysVisible=1
  1103. r.Decal.FadeDurationScale=2
  1104. r.FSR.Enable=0                          ; Disables FSR 1.0
  1105. r.FidelityFX.FSR.Enable=0              ; Disables FSR 2.0
  1106. r.FidelityFX.FSR.Enabled=0             ; Alternative FSR disable
  1107. r.FidelityFX.FSR.Quality=0             ; Sets FSR quality level
  1108. r.FidelityFX.FSR.HistoryFormat=0       ; Controls history buffer format
  1109. r.FidelityFX.FSR.Sharpness=0           ; Controls FSR sharpening
  1110. r.FidelityFX.FSR.AutoExposure=0        ; Disables FSR auto exposure
  1111. r.FidelityFX.FSR.Filter=0              ; Disables FSR filtering
  1112. r.FidelityFX.FSR.TemporalUpscaler=0    ; Disables temporal upscaling for FSR
  1113. r.BlurGBuffer=-1
  1114. gm.AutumnTreeMuliplier=0.75
  1115.  
  1116.  
  1117. ;AUDIO OPTIMIZATIONS
  1118. [Audio]
  1119. AudioThread.BatchAsyncBatchSize=512     ; Sets the audio thread batch size for async processing
  1120. AudioThread.UseBackgroundThreadPool=1       ; Enables the use of a background thread pool for audio
  1121. AudioThread.EnableBatchProcessing=1         ; Enables batch processing for audio
  1122.  
  1123. [GPULightmass]
  1124. ; Add any specific GPULightmass settings here if applicable
  1125.  
  1126. [FXSystem]
  1127. FX.AllowAsyncTick=1            ; Enables async ticking for the FX system
  1128. FX.BatchAsync=1                ; Enables async batch processing for the FX system
  1129. FX.BatchAsyncBatchSize=512 ; Sets the FX system async batch size
  1130. FX.MaxCPUParticlesPerEmitter=25          ; Sets the maximum number of CPU particles per emitter
  1131. FX.MaxGPUParticlesSpawnedPerFrame=1024  ; Sets the maximum number of GPU particles spawned per frame
  1132.  
  1133. [Rendering]
  1134. AllowAsyncRenderThreadUpdates=1                      ; Allows async updates of the render thread
  1135. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0  ; Allows async updates of the render thread during game thread updates
  1136. r.bForceCPUAccessToGPUSkinVerts=0         ; Forces CPU access to GPU skin vertices
  1137. r.SupportDepthOnlyIndexBuffers=1         ; Supports depth-only index buffers
  1138. r.SupportReversedIndexBuffers=1          ; Supports reversed index buffers
  1139. r.DBuffer=0                              ; Disables DBuffer
  1140. r.GPUCrashDebugging=0                    ; Disables GPU crash debugging
  1141. r.CompileShadersForDevelopment=0         ; Disables shader compilation for development
  1142.  
  1143. ;GARBAGE COLLECTION OPTIMIZATIONS
  1144. [/Script/Engine.GarbageCollectionSettings]
  1145. gc.MaxObjectsNotConsideredByGC=100000 ; Increased the value slightly for better performance
  1146. gc.SizeOfPermanentObjectPool=50000000 ; Increased the value for a larger pool size
  1147. gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
  1148. gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
  1149.  
  1150. ; LOG WRITE OPTIMIZATIONS
  1151. [Core.System]
  1152. Suppress=ScriptWarning
  1153. Suppress=Error
  1154. Suppress=ScriptLog
  1155. Suppress=Warning
  1156.  
  1157. [Core.Log]
  1158. ; Disable unnecessary logging categories for improved performance
  1159. LogPluginManager=off
  1160. LogOnlineIdentity=off
  1161. LogOnlineSession=off
  1162. LogMemory=off
  1163. LogPakFile=off
  1164. LogTemp=off
  1165. LogLinker=off
  1166. LogOnline=off
  1167. LogOnlineGame=off
  1168. LogAnalytics=off
  1169. LogConfig=off
  1170. LogInteractiveProcess=off
  1171. LogInput=off
  1172. LogOnlineEntitlement=off
  1173. LogOnlineEvents=off
  1174. LogOnlineFriend=off
  1175. LogOnlinePresence=off
  1176. LogOnlineTitleFile=off
  1177. LogOnlineUser=off
  1178. Global=off    ; Disable all global logging for improved performance
  1179.  
  1180. ; NETWORK OPTIMIZATIONS
  1181. [Core.System]
  1182. ConfiguredInternetSpeed=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  1183. ConfiguredLanSpeed=78643200       ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  1184.  
  1185. [/script/onlinesubsystemutils.ipnetdriver]
  1186. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1187. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1188. NetServerMaxTickRate=120        ; Set the maximum tick rate for the server on the internet
  1189. LanServerMaxTickRate=120        ; Set the maximum tick rate for the server on LAN
  1190. MaxNetTickRate=400              ; Set the maximum net tick rate
  1191. InitialConnectTimeout=300.0     ; Set the initial connect timeout (in seconds)
  1192. ConnectionTimeout=300.0         ; Set the connection timeout (in seconds)
  1193.  
  1194. [/script/engine.gamenetworkmanager]
  1195. TotalNetBandwidth=78643200      ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  1196. MaxDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  1197. MinDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  1198.  
  1199. [/script/socketsubsystemepic.epicnetdriver]
  1200. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1201. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1202.  
  1203. [/script/engine.engine]
  1204. NetClientTicksPerSecond=120     ; Set the number of client ticks per second
  1205.  
  1206.  
  1207.  
  1208. ; =====================================
  1209. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  1210. ; =====================================
  1211. ;Colour and exposure:
  1212. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  1213.  
  1214. ;Sharpening shadows:
  1215. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  1216. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  1217.  
  1218. ;Texture streaming:
  1219. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  1220.  
  1221. ;Subsurface post-process
  1222. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  1223.  
  1224. ;TXAA settings:
  1225. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  1226. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  1227.  
  1228. ;Shadows:
  1229. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  1230. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  1231. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  1232.  
  1233. ;EyeAdaptation & AutoExposure:
  1234. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  1235. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  1236. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  1237.  
  1238.  
  1239. ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
  1240.  
  1241.  
  1242. ; SETTINGS TAKEN OUT (glitching issues)
  1243. ; -------------------------------------
  1244. ; r.TemporalAAUpsampling=1
  1245. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  1246. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  1247. ; r.Jittering=1
  1248. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  1249. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  1250. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  1251. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  1252. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  1253. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  1254.  
  1255. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
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