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engine.ini

Jan 12th, 2025
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INI file 81.49 KB | Gaming | 0 0
  1. ;  engine ini location C:\Users\%username%\AppData\Local\KOFXV\Saved\Config\WindowsNoEditor
  2. ;  select file properties and write protect the file so the game doesn't overwrite it.
  3.  
  4. [Core.System]
  5. Paths=../../../Engine/Content
  6. Paths=%GAMEDIR%Content
  7. Paths=../../../KOFXV/Plugins/ActionTool/Content
  8. Paths=../../../KOFXV/Plugins/Ogl/Content
  9. Paths=../../../KOFXV/Plugins/UITool/Content
  10. Paths=../../../Engine/Plugins/Media/MediaFrameworkUtilities/Content
  11. Paths=../../../Engine/Plugins/Compositing/OpenCVLensDistortion/Content
  12. Paths=../../../KOFXV/Plugins/Effekseer/Content
  13. Paths=../../../KOFXV/Plugins/Wwise/Content
  14. Paths=../../../KOFXV/Plugins/InputSystem/Content
  15. Paths=../../../KOFXV/Plugins/SnkAnimation/Content
  16. Paths=../../../KOFXV/Plugins/DebugMenu/Content
  17. Paths=../../../KOFXV/Plugins/EOSManager/Content
  18. Paths=../../../KOFXV/Plugins/MultipleExceptionPrevention/Content
  19. Paths=../../../KOFXV/Plugins/OnlineSubsystemEOS/Content
  20. Paths=../../../Engine/Plugins/2D/Paper2D/Content
  21. Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
  22. Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
  23. Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
  24. Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
  25. Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
  26. Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
  27. Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
  28. Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
  29. Paths=../../../Engine/Plugins/FX/Niagara/Content
  30. Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
  31. Paths=../../../Engine/Plugins/MagicLeap/MagicLeapPassableWorld/Content
  32. Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
  33. Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
  34. Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
  35.  
  36. ;----------------------------------------------------------------
  37. ; Note: I have optimized every setting I could find on this game.
  38. ; ---------------------------------------------------------------
  39. ;       Raytracing on,
  40. ;       TXAA on and optimized
  41. ;       AO options set to GTAO. SSAO and normal AO are disabled.
  42. ;       Colour tweaked.
  43. ;       Optimized for systems with 16GIG RAM and an 8 GIG Graphics card
  44. ;       DOF, Bloom, image grain, ChromaticAberration Off.
  45. ;       EYEADAPTION / AUTOEXPOSURE settings Optimized.
  46. ;       Texture Groups and streaming options are all Optimized.
  47. ;       Audio Optimized.
  48. ;       Internet Optimized.
  49. ;       other optimizations Shadows gras sky lighting foliage etc.
  50. ; ----------------------------------------------------------------
  51.  
  52. [Audio]
  53. UnfocusedVolumeMultiplier=0.500000
  54.  
  55. ; ===============================
  56. ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
  57. ; ===============================
  58. [/Script/Engine.RendererSettings]
  59. r.GBufferFormat=3                         ; Set the G-buffer format to HighPrecisionNormals for better color representation
  60.  
  61. ;perfect                 ;Normal               ;LIGHTER              ;DARK        
  62. r.Color.Max=1.00     ;  1.00 = default     ;r.Color.Max=1.05     ;r.Color.Max=0.8
  63. r.Color.Mid=0.54     ;  0.50 = default     ;r.Color.Mid=0.60     ;r.Color.Mid=0.4    
  64. r.Color.Min=-0.0001     ;  0.00 = default     ;r.Color.Min=0.01     ;r.Color.Min=0.001  
  65.  
  66. 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
  67. r.SceneColorFringe.Max=0.0                ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
  68. r.SceneColorFormat=4                      ; high-precision RGBA color format.
  69.  
  70. [/Script/Engine.RendererOverrideSettings]
  71. r.DefaultFeature.ColorGrading=1                 ; Disable color grading for improved performance
  72. r.ColorGrading.LUTSize=32                       ; Size of the color grading LUT (16, 32, or 64)
  73. r.ColorGrading.Quality=1                        ; Quality of color grading (0=low, 1=high)
  74. r.Color.MaxEditingLUTs=8                        ; Maximum number of color lookup tables (LUTs) used for color correction
  75. r.Color.MidTones.Sharpen=0.5                    ; Increases sharpness of mid-tone colors DEF 0
  76. r.Color.MidTones.Saturation=1.1                 ; Enhances the saturation of mid-tone colors
  77. r.Color.Contrast=1.05                           ; Improve contrast in light and dark areas Increases overall contrast of the scene
  78. r.Color.Grayscale=0                             ; Disables grayscale effect, keeping colors vibrant
  79. r.Color.MaxHDR=2.0                              ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
  80. r.Color.Saturation=0.88          ; Slight desaturation for natural colors
  81. r.Tonemapper.Method=1                           ; Sets the tonemapping method to improve color reproduction
  82. r.TonemapperGamma=2.6                           ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
  83. r.TonemapperFilm=1                              ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
  84. r.TonemapperFilm.Toe=0.75
  85. r.TonemapperFilm.Shoulder=0.26
  86. 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)
  87. r.ToneCurveAmount=0.65                           ; Enable tone curve for natural light transitions
  88. r.Tonemapper.Sharpen=0.2
  89. r.Tonemapper.EmulateHDR=0                       ; DEF 0
  90. r.Tonemapper.MergeWithUpscale.Mode=0            ; DEF 0
  91. r.Tonemapper.MergeWithUpscale.Threshold=0.49    ; DEF 0.49
  92. r.DefaultFeature.AmbientCubemap=False           ; Disable ambient cubemap for performance
  93. r.Tonemapper.GrainQuantization=1                ; Disable grain doubled bellow not sure on wich section it is in.
  94.  
  95. [/Script/Engine.Engine]
  96. ; Default color space used for rendering
  97. r.DefaultColorSpace=1               ; 0: sRGB (standard RGB), 1: Linear (linear color space)
  98.  
  99. ; Gamma correction settings
  100. r.GammaCorrection=1                 ; Enables gamma correction for rendering
  101. r.FastToneMapping=1                 ; Enables fast tone mapping for better performance
  102. r.Exposure=1.0                      ; Set the overall exposure for the scene
  103. r.Contrast=1.0                      ; Set the overall contrast for the scene
  104. r.Saturation=1.05                   ; Set the overall saturation for the scene
  105. r.Gamma=1.02                        ; Set the overall gamma for the scene
  106. r.Temperature=6500.0                ; Set the overall temperature for the scene
  107. r.Tint=(1.0, 1.0, 1.0)              ; Set the overall tint for the scene
  108.  
  109. [/Script/Engine.PostProcessSettings]
  110. ; Remove Film grain effect
  111. 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)
  112. 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).
  113. [SystemSettings]
  114. r.TonemapperExposure=0.72        ; Slightly reduce overall exposure (default is usually 1.0)
  115.  
  116. ; ===================================================
  117. ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
  118. ; ===================================================
  119. [/Script/Engine.RendererSettings]
  120. ; Disable Eye Adaptation or Limit its Effect
  121. r.EyeAdaptation.ExponentialTransitionDistance=0.6                 ; Smooth light adaptation transitions
  122. r.EyeAdaptation.LensAttenuation=0.9                               ; Default .65 lower is darker, Smooth light transitions
  123. r.EyeAdaptationQuality=1                                        ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
  124. r.EyeAdaptation.MinExposure=0.9                                ; Minimum brightness at night (Adjust as needed)
  125. r.EyeAdaptation.MaxExposure=1.15                                ; Maximum brightness during the day (Adjust as needed)
  126. r.EyeAdaptation.Bias=0.12                                       ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
  127. r.EyeAdaptation.EditorOnly=0
  128.  
  129. 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
  130. r.DefaultFeature.AutoExposure.Method=1                          ; Auto exposure method set to 0, disabling it for performance.
  131. r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
  132. r.DefaultFeature.AutoExposure.Bias=0.015                        ; Minor bias adjustment for consistency
  133.  
  134. [TimeOfDaySystem]
  135. ; Day/Night Cycle exposure compensation
  136. TimeOfDay.AutoExposureCompensation.Day=0.0
  137. TimeOfDay.AutoExposureCompensation.Night=-1.0
  138. TimeOfDay.AutoExposureCompensation.Transition=0.5
  139.  
  140. ; Light intensity transitions
  141. TimeOfDay.SunIntensity.Day=10.0
  142. TimeOfDay.SunIntensity.Night=0.0
  143. TimeOfDay.MoonIntensity.Night=0.5
  144.  
  145. ; Sky/Atmosphere settings
  146. TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
  147. TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
  148. TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
  149. TimeOfDaySystem.AutoExposure.MinBrightness=3.6
  150. TimeOfDaySystem.SkyLightPollutionLuminance=0.2
  151. TimeOfDaySystem.BloomIntensity=0.01
  152. TimeOfDaySystem.SunIntensity=60000
  153. TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
  154. TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
  155. TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
  156. TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
  157. TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
  158. TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
  159. TimeOfDaySystem.StarIntensity=20
  160. TimeOfDaySystem.MoonIntensity=0.7
  161. TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
  162. TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
  163. TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
  164. TimeOfDaySystem.AutoExposure.SpeedUp=10
  165. TimeOfDaySystem.AutoExposure.SpeedDown=5
  166. TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
  167. TimeOfDaySystem.MinimumCloudSpeed=0.375
  168.  
  169.  
  170.  
  171.  
  172. [SystemSettings]
  173. ; Auto exposure settings
  174. r.AutoExposure.Method=2
  175. r.AutoExposure.MinBrightness=-10
  176. r.AutoExposure.MaxBrightness=20
  177. r.AutoExposure.SpeedUp=3
  178. r.AutoExposure.SpeedDown=1
  179. r.AutoExposure.ExtendDefaultLuminanceRange=0
  180. ;AutoExposure.Bias=0.05       ; Small bias to prevent overly dark nights
  181.  
  182. [Engine.RendererSettings]
  183. r.DFDistanceScale=8
  184. r.DistanceFieldAO=1
  185. r.DFFullResolution=0
  186. r.DFFarTransitionScale=0.1
  187.  
  188. ; =====================================================
  189. ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
  190. ; =====================================================
  191. ; Sky, Sun, and Clouds related settings
  192. [/Script/Engine.RendererSettings]
  193. r.SkyLight=1                        ; Enable or disable dynamic skies
  194. r.SkylightIntensityMultiplier=0.4
  195.  
  196. r.Atmosphere=1                      ; Enable or disable atmospheric fog
  197. r.Sun=0.32                           ; Set the intensity of the sun
  198. r.SunColor=(0.98, 0.82, 0.75)       ; Set the color of the sun
  199. r.VolumetricClouds=1                ; Enable or disable volumetric clouds
  200. r.VolumetricCloudDensity=0.7        ; Set the density of volumetric clouds
  201. r.VolumetricCloudHeight=950.0      ; Set the height of volumetric clouds
  202. r.VolumetricCloudCoverage=0.45       ; Set the coverage of volumetric clouds
  203. r.VolumetricCloudScale=1.0          ; Set the scale of volumetric clouds
  204. VolumetricCloud.Force2LayerMaterial=1
  205. VolumetricCloud.RayMarchedShadows=1
  206. VolumetricCloud.GroundContribution=0.6
  207. r.VolumetricCloud.GroundContribution=0.75
  208. r.SkyQuality=3.5                    ; Set the quality of the overall sky
  209. [SystemSettings]
  210. r.SkyAtmosphereQuality=4        ; Improve sky lighting interactions
  211. [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
  212. r.RayTracingClouds=1                ; Enable or disable ray-traced clouds
  213. r.RayTracingCloudQuality=2          ; Set the quality of ray-traced clouds
  214. r.RayTracingCloudResolution=512     ; Set the resolution of ray-traced clouds
  215.  
  216. [/Script/Engine.RendererSettings.CloudShadows]
  217. r.CloudShadows=1                    ; Enable or disable cloud shadows
  218. r.CloudShadowIntensity=0.8          ; Set the intensity of cloud shadows
  219. r.CloudShadowColor=(0.2, 0.2, 0.2)  ; Set the color of cloud shadows
  220.  
  221. [/Script/Engine.RendererSettings.Godrays]
  222. r.Godrays=1                         ; Enable or disable Godrays
  223. r.GodrayIntensity=0.3               ; Set the intensity of Godrays
  224. r.GodrayColor=(1.0, 1.0, 0.8)       ; Set the color of Godrays
  225. r.GodrayDensity=0.2                 ; Set the density of Godrays
  226. r.GodraySize=0.1                    ; Set the size of Godrays
  227. r.GodrayFalloff=0.5                 ; Set the falloff of Godrays
  228.  
  229. [/Script/Engine.RendererSettings.SkyQuality]
  230. r.SkyQuality=3.0                    ; Set the quality of the overall sky
  231.  
  232. [/Script/Engine.RendererSettings.DynamicWeather]
  233. r.DynamicWeather=1                  ; Enable or disable dynamic weather
  234. r.WindSpeed=5.0                    ; Set the wind speed for dynamic weather
  235. r.WindDirection=(0.5, 0.0, 0.5)     ; Set the direction of the wind for dynamic weather
  236. r.CloudCoverage=0.5                 ; Set the overall cloud coverage for dynamic weather
  237. r.CloudDensity=0.4                  ; Set the cloud density for dynamic weather
  238. r.RainIntensity=0.1                 ; Set the rain intensity for dynamic weather
  239. r.SnowIntensity=0.1                 ; Set the snow intensity for dynamic weather
  240.  
  241.  
  242. [/Script/Engine.RendererSettings]
  243. ; Bloom related settings - Bloom Off
  244. r.DefaultFeature.Bloom=True
  245. r.Bloom.Cross=0                     ; DEF 0, 0.7777 for anamorphic
  246. r.Bloom.HalfResolutionFFT=0         ; DEF 0
  247. 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.
  248. 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.
  249. r.BloomIntensity=0.45                ; Lower bloom brightness
  250. r.BloomThreshold=0.45               ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
  251.  
  252. 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.
  253. 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.
  254. 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.
  255. 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.
  256. 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.
  257. 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.
  258. 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.
  259. 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.
  260. 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.
  261. 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.
  262. 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.
  263. 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.
  264. r.BloomIntensity=0.3                ; Set the bloom intensity for the overall scene
  265. r.BloomSize=0.1                     ; Set the bloom size for the overall scene
  266.  
  267. [SystemSettings]
  268. r.VignetteIntensity=0.0             ; Set the vignette intensity for the overall scene
  269. r.VignetteSize=0.9                  ; Set the vignette size for the overall scene
  270.  
  271. [WeatherSettings]
  272. ;r.WeatherType Clear                  ; Set the weather type for the scene
  273. r.CloudType=Cumulus                   ; Set the cloud type for the scene
  274. r.CloudShape=Puffy                    ; Set the cloud shape for the scene
  275. r.CloudWindSpeed=10.0                 ; Set the wind speed for the clouds
  276. r.CloudWindDirection=(0.5, 0.0, 0.5)  ; Set the wind direction for the clouds
  277. r.CloudWindCoverage=0.6               ; Set the cloud coverage for the clouds
  278. r.CloudWindDensity=0.4                ; Set the cloud density for the clouds
  279. r.CloudRainIntensity=0.2              ; Set the rain intensity for the clouds
  280. r.CloudSnowIntensity=0.1              ; Set the snow intensity for the clouds
  281. r.CloudFogDensity=0.3                 ; Set the fog density for the clouds
  282. r.CloudFogColor=(0.8, 0.8, 0.8)       ; Set the fog color for the clouds
  283.  
  284. ; ===============================
  285. ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
  286. ; ===============================
  287. [/Script/Engine.Engine]
  288. ; Foliage related settings
  289. r.Foliage.DynamicallyShadowFarLod=1    ; Enable or disable dynamic foliage shadows
  290.  
  291. ; Foliage draw distance settings
  292. foliage.LODDistanceScale=8             ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
  293. foliage.MinLODDistanceScale=0.1        ; Adjust the distance at which the highest quality foliage is rendered
  294.  
  295. ; Foliage density settings
  296. foliage.DensityScale=1.5               ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
  297. foliage.GrassDensityScale=1.0          ; Adjust the density of the grass
  298. grass.CullDistanceScale=3
  299. foliage.TreeDensityScale=1.0           ; Adjust the density of the trees
  300.  
  301. ; Foliage lighting settings
  302. foliage.EnableStaticLighting=1         ; Enable or disable dynamic lighting for foliage
  303. foliage.EnableGrassLighting=1          ; Enable or disable dynamic lighting for grass
  304.  
  305. ; Foliage shadow settings
  306. foliage.MaxShadowResolution=1024       ; Adjust the resolution of the foliage shadows
  307. foliage.ShadowDistanceScale=1.0        ; Adjust the distance at which foliage shadows are cast
  308.  
  309. ; Foliage collision settings
  310. foliage.DisableCollision=0             ; Enable or disable collision for foliage
  311. foliage.SelfShadowing=1                ; Enable or disable self-shadowing for foliage
  312.  
  313. ; Foliage wind settings
  314. foliage.bAllowWind=1                   ; Enable or disable wind for foliage
  315. foliage.WindStrength=1.0               ; Adjust the strength of the wind affecting foliage
  316. foliage.WindSpeed=1.0                  ; Adjust the speed of the wind affecting foliage
  317.  
  318. [/Script/Foliage.FoliageConfig]
  319. foliage.DitheredLOD=6                  ; DEF 1, quality 5
  320. foliage.MinimumScreenSize=0.009        ; DEF 0.0001
  321. foliage.MinLOD=1                       ; DEF 0, 1 for PERFORMANCE
  322. foliage.MinVertsToSplitNode=8192       ; DEF 8192
  323. foliage.OverestimateLOD=0              ; DEF 0
  324.  
  325. ; ===============================
  326. ; ✩░▒▓▆▅▃▂▁ Water ▁▂▃▅▆▓▒░✩
  327. ; ===============================
  328. r.Water.SingleLayer.DepthPrepass=1
  329. r.Water.SingleLayer.LumenReflections=1
  330. r.Water.SingleLayer.Reflection=1
  331. r.Water.SingleLayer.SSR=1
  332. r.Water.SingleLayer.SSRTAA=1
  333. r.Water.SingleLayer=1
  334.  
  335. ; =====================================
  336. ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
  337. ; =====================================
  338. ;Disables to use  Ground Truth Ambient Occlusion (GTAO) feature
  339. [/Script/Engine.RendererSettings]
  340. r.SSAO.Method=0                       ; Disable SSAO (0)
  341. r.SSAO.Quality=0                      ; Set SSAO quality to low (0)
  342. r.SSAO.SampleSet=0                    ; Use the default sample set for SSAO (0)
  343. r.SSAO.MaxViewDistance=10000.0        ; Limit the maximum distance over which SSAO is applied
  344. r.SSAO.HalfResolution=0               ; Disable half-resolution SSAO
  345. r.SSAO.BlurRadius=0                   ; Disable SSAO blur
  346. r.SSAO.BlurSharpness=0.0              ; Set SSAO blur sharpness to 0 (no blur)
  347. r.SSAO.BlurPasses=1                   ; Use a single pass for SSAO blur
  348. r.SSAO.DepthBias=0.0                  ; Set SSAO depth bias to 0 (no bias)
  349. r.SSAO.DirtyTranslucencySupport=1     ; Enable SSAO for dirty (unshadowed) translucent surfaces
  350. r.SSAO.Downsampling=1                 ; Enable SSAO downsampling for performance (1)
  351. r.SSAO.ScreenSpaceRadius=0.5          ; Set SSAO screen space radius to 0.5 (adjust to your liking)
  352. r.SSAO.MinRadius=0.02                 ; Set SSAO minimum radius (adjust to your liking)
  353. r.SSAO.SampleRadiusScale=0.3          ; Scale the SSAO sample radius (adjust to your liking)
  354. r.SSAO.Intensity=1.0                  ; Set SSAO intensity to 1 (adjust to your liking)
  355. r.SSAO.AutoCompute=0                  ; Disable automatic computation of SSAO (for manual tweaking)
  356.  
  357. [/Script/Engine.RendererOverrideSettings]
  358. r.SSAO.Enable=False                        ; Enable SSAO effect
  359.  
  360. [/Script/Engine.RendererSettings]
  361. r.SSAO.Enable=False                        ; Enable SSAO effect (added for clarity, can be removed if desired)
  362.  
  363. ; =======================================================
  364. ; ✩░▒▓▆▅▃▂▁ Global Illumination settings. ▁▂▃▅▆▓▒░✩
  365. ; =======================================================
  366. [SystemSettings]
  367. r.DefaultFeature.AmbientOcclusion=True     ; Disables default ambient occlusion
  368. r.Lumen.Reflections=1               ; Enable Lumen reflections for realistic lighting
  369. r.Lumen.Radiosity=1                 ; Enable dynamic GI using Lumen
  370. r.GlobalIlluminationQuality=3       ; Adjust GI quality (1=Low, 2=Medium, 3=High, 4=Epic)
  371. r.GI.SkyLightingQuality=3           ; Enhance sky lighting effects for GI
  372. r.GI.ReflectionOcclusion=1          ; Enable reflection occlusion for better realism
  373. r.GI.EnableSecondBounce=1           ; Enable secondary light bounce for more natural illumination
  374. r.Lumen.GlobalIllumination=1
  375. r.Lumen.DiffuseIndirect.AsyncCompute=1
  376. r.Lumen.HardwareRayTracing.Inline=1
  377. r.Lumen.HardwareRayTracing.LightingMode=3
  378. r.Lumen.HardwareRayTracing=1
  379. r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField=1
  380. r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor=0
  381. r.Lumen.Reflections.AsyncCompute=1
  382. r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold=0.9
  383. r.Lumen.Reflections.DownsampleFactor=0
  384. r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField=1
  385. r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting=1
  386. r.Lumen.Reflections.MaxRoughnessToTrace=0.4
  387. r.Lumen.Reflections.ScreenSpaceReconstruction=0
  388. r.Lumen.Reflections.ScreenTraces=1
  389. r.Lumen.Reflections.SmoothBias=1
  390. r.Lumen.Reflections.TraceMeshSDFs=1
  391. r.Lumen.ScreenProbeGather.DownsampleFactor=16
  392. r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField=1
  393. r.Lumen.ScreenProbeGather.HardwareRayTracing=1
  394. r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
  395. r.Lumen.ScreenProbeGather.Temporal=1
  396. r.Lumen.SkylightLeaking.Roughness=0.1
  397. r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
  398. r.Lumen.TranslucencyReflections.RadianceCache=0
  399. r.LumenScene.FarField=1
  400. r.LumenScene.FarField.FarFieldDitherScale=100000
  401. r.LumenScene.Lighting.AsyncCompute=1
  402. r.Lumen.TranslucencyReflections.MarkDownsampleFactor=0
  403. r.Lumen.TranslucencyReflections.FrontLayer.RelativeDepthThreshold=1.5
  404.  
  405.  
  406. ; ========================================================================================
  407. ; ✩░▒▓▆▅▃▂▁ Ambient Occlusion and Ground Truth Ambient Occlusion settings. ▁▂▃▅▆▓▒░✩
  408. ; ========================================================================================
  409. [/Script/Engine.RendererSettings]
  410. r.AmbientOcclusion=0                        ; Enables screen-space ambient occlusion
  411. r.AmbientOcclusionLevels=3                  ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
  412. r.AmbientOcclusion.Intensity=1.5            ; Increase AO intensity for better shadow definition
  413. r.AmbientOcclusion.RadiusScale=1.15         ; Widen AO radius for smoother results
  414. r.AmbientOcclusionStaticFraction=0.0        ; Sets the fraction of static occlusion
  415. r.AmbientOcclusion.FadeDistance=9000.0      ; Extend fade-out distance for AO
  416. r.AllowOcclusionQueries=1                   ; Enables occlusion queries for performance improvement
  417. r.AmbientOcclusionRadiusScale=1.0 ; Increase shadow spread radius
  418.  
  419. r.GTAO=1                ; Enables Ground Truth Ambient Occlusion (GTAO)
  420. r.GTAO.Enable=True              ; Enables GTAO for Ground Truth Ambient Occlusion
  421. r.AmbientOcclusion.Method=1     ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
  422. r.GTAO.FalloffEnd=200           ; Distance at which the occlusion completes the fall-off
  423. r.GTAO.SpatialFilter=0          ; Enable Spatial Filter for GTAO (0: Off, 1: On)
  424. r.GTAO.NumAngles=2              ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
  425. r.GTAO.UseNormals=0             ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
  426. r.GTAO.ThicknessBlend=0         ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
  427. r.GTAO.Combined=1               ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
  428. r.GTAO.Downsample=0             ; Perform GTAO at half resolution (0: Off, 1: On)
  429. r.GTAO.FalloffStartRatio=0      ; Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off (must be between 0 and 1)
  430. r.GTAO.TemporalFilter=1         ; Enable Temporal Filter for GTAO (0: Off, 1: On)
  431. r.GTAO.Upsample=1               ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
  432. r.GTAO.PauseJitter=0            ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
  433. r.GTAO.FilterWidth=4            ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
  434. r.GTAO.Intensity=1.2
  435.  
  436. [/Script/Engine.GTAOSettings]
  437. r.GTAO.Resolution=50                   ; Resolution factor for GTAO (lower values improve performance)
  438. r.GTAO.SampleSet=1                     ; Sample set index for GTAO (1 is the default)
  439. r.GTAO.Bias=0.4                        ; Bias factor for GTAO (higher values increase occlusion)
  440. r.GTAO.Power=1.0                       ; Power factor for GTAO (higher values increase occlusion)
  441. r.GTAO.MaxDistance=1000.0              ; Maximum distance for GTAO (higher values increase occlusion range)
  442. r.GTAO.HorizonAngle=1.5                ; Horizon angle for GTAO (higher values increase occlusion near horizon)
  443. r.GTAO.NumSteps=8                      ; Number of occlusion steps for GTAO (higher values increase quality)
  444. r.GTAO.NumDirections=4                 ; Number of directions for GTAO (higher values increase quality)
  445. r.GTAO.NumCutoutSamples=4              ; Number of cutout samples for GTAO (higher values increase quality)
  446. r.GTAO.NumCutoutSampleIterations=2     ; Number of cutout sample iterations for GTAO (higher values increase quality)
  447. r.GTAO.NumRandomRotations=8            ; Number of random rotations for GTAO (higher values increase quality)
  448.  
  449. ; ========================================
  450. ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
  451. ; ========================================
  452. [/Script/Engine.RendererSettings]
  453. r.Shadow.MaxResolution=8192                         ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high                
  454. r.Shadow.MinResolution=32                           ; Minimum resolution for shadows
  455. r.Shadow.MaxCSMResolution=3072                     ; Maximum cascaded shadow map resolution 512 performance
  456. r.Shadow.MaxCascades=4                             ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
  457. r.Shadow.CSM.MaxCascades=4
  458. r.Shadow.CSM.TransitionScale=2.0                   ; Sets the transition scale for cascaded shadow maps DEF 0.8
  459. 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
  460. r.Shadow.RadiusThreshold=0.005                     ; DEF 0.04, Threshold for shadow rendering
  461. r.Shadow.CSM.FadeResolution=128                     ; Fade resolution for cascaded shadow maps
  462. r.Shadow.CSM.SplitPenumbraScale=0.1                ; Scale factor for split penumbra
  463. r.Shadow.CSM.SplitDepthBiasScale=0.01              ; Scale factor for split depth bias
  464. r.Shadow.TexelsPerPixel=4                          ; Number of texels per screen pixel for shadow rendering
  465. r.Shadow.NumDynamicShadowCascades=4                ; Number of dynamic shadow cascades
  466. r.Shadow.CSM.NumCascades=4                         ; Number of cascades for cascaded shadow maps
  467. r.Shadow.CSM.DepthRange=3000                       ; Depth range for cascaded shadow maps
  468. r.Shadow.CSM.CascadeDistributionExponent=3.0       ; Distribution exponent for cascades
  469. r.Shadow.CSM.CascadeTransitionFraction=0.1         ; Transition fraction for cascades
  470. r.Shadow.FadeResolution=1                          ; Fade resolution for shadow rendering
  471. r.Shadow.MaxFadeDistance=6000                      ; Maximum fade distance for shadow rendering
  472. r.Shadow.MinPreShadowResolution=8                  ; Minimum resolution for pre-shadow rendering
  473. r.Shadow.PreShadowResolutionFactor=0.5             ; Sets the pre-shadow resolution factor
  474. r.Shadow.CSM.DepthBias=0                           ; Depth bias for cascaded shadow maps
  475. r.Shadow.RadiusThresholdMultiplier=1.0             ; Radius threshold multiplier for shadow rendering
  476. r.Mobile.EnableStaticAndCSMShadowReceivers=0       ; Static and cascaded shadow receivers disabled for mobile devices, improving performance.
  477. r.Shadow.CachedShadowsCastFromMovablePrimitives=1  ; DEF 1, 0 for PERFORMANCE
  478. r.Shadow.CacheWholeSceneShadows=1                  ; DEF 1
  479. r.Shadow.CacheWPOPrimitives=0                      ; DEF 0
  480. r.Shadow.CSMDepthBias=8                            ; DEF 10
  481. 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.
  482. r.Shadow.Virtual.ResolutionLodBiasLocal=1
  483. r.Shadow.MaxCSMResolution=8192                     ; DEF 2048, 1024 for PERFORMANCE , 4096=high
  484. r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1  ; DEF -1
  485. r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1   ; DEF -1
  486. r.Shadow.OcclusionCullCascadedShadowMaps=0         ; DEF 0
  487. r.Shadow.PointLightDepthBias=0.02                  ; DEF 0.02
  488. r.Shadow.PointLightSlopeScaleDepthBias=3           ; DEF 3
  489. r.Shadow.SpotLightTransitionScale=2048               ; DEF 60-120
  490. r.Shadow.TransitionScale=2                         ; Smooth shadow transition
  491. r.ShadowQuality=5                                  ; DEF 4, 3 for PERFORMANCE
  492. r.Shadow.CSMResolution=256                         ; Controls the resolution of grass shadows
  493. r.Shadow.CSMSplitCount=4                           ; Determines the number of cascades for grass shadow maps
  494. r.Shadow.WholeSceneShadowCacheMb=4096
  495. r.ContactShadows=1
  496. r.Shadow.Virtual.Enable=1
  497. r.Shadow.Virtual.MaxPhysicalPages=8192
  498. r.Shadow.Virtual.SMRT.RayCountScale=1      ; Better ray sampling
  499. r.Shadow.Virtual.SMRT.SamplesPerRay=8      ; More samples to reduce patterns
  500. r.Shadow.Virtual.SMRT.RejectionThreshold=0.01  ; Lower threshold for better quality
  501.  
  502. ; Contact shadows for better detail
  503. r.ContactShadows.Quality=3                 ; Higher quality contact shadows
  504. r.ContactShadows.HairShadows=1            ; Better hair shadow quality
  505.  
  506.  
  507. ; ==================================
  508. ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
  509. ; ==================================
  510. [Script/Engine.RendererSettings]
  511. r.DefaultFeature.RayTracing=1             ; Enable ray tracing
  512. r.RayTracing=1                            ; Enable global ray tracing
  513.  
  514. ; Performance settings
  515. r.RayTracing.Reflections.MaxRoughness=1.0 ; Limit reflection roughness
  516. r.RayTracing.Shadows.MaxCSMRadius=0       ; Disable cascaded shadow map radius for ray tracing
  517. r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=4 ; Lower samples for AO
  518. r.RayTracing.GlobalIllumination.SamplesPerPixel=2 ; Minimum GI samples for balance
  519. r.RayTracing.TranslucencyLightingVolumeDim=4 ; Lower translucency resolution
  520. r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Keep skylight samples minimal
  521.  
  522. ; Additional settings
  523. r.RayTracing.UseTextureLod=1             ; Use Texture LOD for better performance
  524. r.RayTracing.ForceAllRayTracingEffects=0 ; Disable forcing all effects
  525.  
  526. ; Quality settings
  527. r.RayTracing.Quality=1                   ; Balanced quality
  528. r.RayTracing.Reflections.MaxBounces=1    ; One reflection bounce
  529. r.RayTracing.Shadows.MaxRayDistance=2000 ; Shorter ray distance for shadows
  530. r.RayTracing.AmbientOcclusion.MaxRayDistance=350 ; Shorter AO ray distance
  531.  
  532. ; Memory and Cache
  533. r.RayTracing.Cache.NumGB=6               ; Limit cache to 6GB
  534. r.RayTracing.Cache.SampleFactor=1        ; Minimal caching for stability
  535.  
  536. ; Debugging
  537. r.RayTracing.Debug.VisualizeMeshBVH=0    ; Disable debug visualization
  538. r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Disable debug visualization
  539.  
  540. ; ===============================================
  541. ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
  542. ; ===============================================
  543. ;r.TemporalAA.Upsampling=1 needed below in AA section
  544. [/Script/Engine.RendererSettings]
  545. r.IntelXeSS.Enabled=0              ; Main XeSS toggle
  546. r.IntelXeSS.Enable=0               ; Alternative XeSS toggle
  547. r.XeSS.Enable=0                    ; Another XeSS variant
  548. r.IntelXeSS.TemporalUpscaling=0    ; Disables temporal upscaling for XeSS
  549. r.IntelXeSS.AutoExposure=0         ; Disables XeSS auto exposure
  550. r.IntelXeSS.Quality=0                   ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
  551. r.IntelXeSS.Sharpening=0.0              ; Set Intel XeSS sharpening strength (0.0 to 1.0)
  552.  
  553. ; Optional Settings
  554. r.IntelXeSS.Denoising=0                 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
  555. r.IntelXeSS.DenoisingStrength=0.75      ; Set Intel XeSS denoising strength (0.0 to 1.0)
  556. r.IntelXeSS.Smoothness=0.5              ; Set Intel XeSS smoothness factor (0.0 to 1.0)
  557.  
  558. ; Advanced Settings
  559. r.IntelXeSS.RayTracingResolution=1.0    ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
  560. r.IntelXeSS.RayTracingUpsample=0        ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
  561.  
  562. ; ====================================
  563. ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
  564. ; ====================================
  565. [/Script/Engine.RendererSettings]
  566. 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.
  567. r.DefaultFeature.AntiAliasing=0                ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
  568. 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)
  569. 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
  570.  
  571. ; TXAA settings
  572. 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
  573.  
  574. r.TemporalAA.Upsampling.NumMips=3              ; Number of MIP levels to use for upsampling
  575. r.TemporalAA.Upsampling.MinMipCount=1          ; Minimum MIP level to use for upsampling
  576. r.TemporalAA.Upsampling.MaxFilterWidth=16      ; Maximum filter width for upsampling
  577. r.TemporalAA.Upsampling.Sharpen=0.0            ; Adjust the sharpness of the upsampling filter
  578. r.TemporalAA.Upsampling.ViewDistanceScale=1.0  ; Scale the upsampling effect based on view distance
  579.  
  580. ; Additional settings for fine-tuning TXAA
  581. r.TemporalAA.HistoryConvolution.BoxSigma=0.1    ; Sigma value for the box filter used in the history convolution
  582. r.TemporalAA.HistoryConvolution.Sharpen=0.0     ; Adjust the sharpness of the history convolution filter
  583. r.TemporalAA.HistoryConvolution.FastFilter=0    ; Enable fast filtering for history convolution
  584. r.TemporalAA.Upsampling.DepthJitter=0           ; Amount of depth jittering for upsampling
  585. r.TemporalAA.Upsampling.PatternJitter=0         ; Amount of pattern jittering for upsampling
  586. r.TemporalACCatmullRom=1
  587. r.TemporalAAPauseCorrect=1                      ; DEF 1
  588. 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).
  589. r.TemporalAADynamicSharpen=0.0
  590. r.TemporalAAFilterSize=0.8                      ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
  591. r.TemporalAASharpness=0.0                       ; DEF 1
  592. r.TemporalAACatmullRom=1                        ; DEF 0
  593. r.TemporalAA.Algorithm=1
  594.  
  595. ; FXAA settings
  596. ; FXAA quality settings
  597. r.FXAA.Quality=0
  598. r.TonemapperQuality=0            ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
  599.  
  600. ; FXAA performance settings
  601. r.ForcePrecomputedVisibility=0   ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
  602. r.AllowLandscapeShadows=1        ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
  603. r.DistanceFieldShadowing=1
  604. r.AllowStaticLighting=1         ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
  605.  
  606. ; FXAA optimizations
  607. r.AllowHMDWarp=1                 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
  608. r.OneFrameThreadLag=0            ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
  609.  
  610. r.Upscale.Quality=4              ; 0-5, 3 = default
  611.  
  612. ; ====================================
  613. ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
  614. ; ====================================
  615. [/Script/Engine.RendererOverrideSettings]
  616. r.SSR.Quality=3                                    ; Disable screen space reflections for improved performance.
  617. r.SSR.MaxRoughness=0.8                             ; Adjusts the maximum roughness for screen space reflections.
  618. r.SSR.RayMaxRoughness=0.2                          ; Adjusts the maximum roughness for ray traced reflections.
  619. r.SSR.Quality=0                                    ; Disables screen space reflections for improved performance.
  620. r.SSR.HalfRes=False                                ; Disables half-resolution reflections for improved quality.
  621. r.SSR.Temporal=1                                   ; Temporal screen space reflections (SSR) disabled for improved performance.
  622. r.SSR.Stencil=0                                    ; Stencil for screen space reflections (SSR) disabled for improved performance.
  623. r.SSR.HalfResSceneColor=1                          ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
  624.  
  625. [/Script/Engine.RendererSettings]
  626. r.ReflectionEnvironment=1                                ; Enables reflection environment
  627. r.ReflectionCaptureResolution=2048                       ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
  628. r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1     ; Enables roughness-based mix of reflection environment lightmap.
  629. r.ReflectionEnvironmentLightmapMixLargestWeight=1.0      ; Sets the weight for the largest mip of the reflection environment lightmap.
  630. r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5     ; Sets the weighting for the final calculation of the reflection environment lightmap.
  631. r.ReflectionCaptureResolutionSkylight=128                ; Sets the resolution for skylight reflection captures
  632. r.ReflectionEnvironmentResolution=128                    ; Sets the resolution for the reflection environment
  633. r.ForceLQReflections=1                                   ; Low-quality reflections forced for improved performance.
  634. r.ReflectionsQuality=3                                   ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
  635. r.ReflectionsMaxRoughness=0.8                            ; Maximum roughness value for reflections
  636. r.ReflectionsSamplesPerPixel=4                           ; Number of reflection samples per pixel
  637. r.RefractionQuality=0                                    ; Refraction quality set to 0, disabling it for performance.
  638.  
  639. ; ============================================
  640. ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
  641. ; ============================================
  642. [/Script/Engine.RendererOverrideSettings]
  643. ; ChromaticAberration Off
  644. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  645.  
  646. [/Script/Engine.RendererSettings]
  647. r.ChromaticAberration=False                      ; Disable chromatic aberration for better performance
  648.  
  649. ; ====================================
  650. ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
  651. ; ====================================
  652. [SystemSettings]
  653. ; MotionBlur Off
  654. r.DefaultFeature.MotionBlur=false
  655. r.MotionBlurQuality=0                           ; This setting controls the quality level of motion blur
  656. r.MotionBlur.Scale=2.0                          ; This setting determines the scale or intensity of motion blur
  657. r.FastBlurThreshold=0                           ; This setting controls the threshold for fast blur
  658. r.TranslucencyVolumeBlur=0                      ; This setting controls the volume blur for translucency
  659. r.MotionBlur.Amount=0
  660. r.MotionBlurSeparable=0
  661. r.MotionBlur.Max=0
  662.  
  663. ; ===========================
  664. ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
  665. ; ===========================
  666. [/Script/Engine.Engine]
  667. ; DepthOfField Off
  668. r.DefaultFeature.DepthOfField=False
  669. 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.
  670. r.GaussianDOF=0
  671. r.DepthOfField.FarBlur=0
  672. r.DOF.Kernel.MaxBackgroundRadius=0.0000
  673.  
  674. [/Script/Engine.RendererSettings]
  675. r.DepthOfFieldQuality=0                  ; Disabling it for performance. Sets the quality level for Depth of Field in the post-process settings. Adjust as needed (0-3). Higher values provide better quality at the expense of performance.
  676. r.DepthOfField.MaxBokehSize=64           ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
  677. r.DepthOfField.MaxNearBlurSize=32        ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
  678. r.DepthOfField.MaxFarBlurSize=256        ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
  679. r.DepthOfField.FarBlurKernelSize=32      ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
  680. r.DepthOfField.NearBlurKernelSize=16     ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
  681. r.DepthOfField.DepthBlurRadius=0.5       ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
  682. r.DepthOfField.DepthBlurAmount=1.0       ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
  683. 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.
  684. 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.
  685. r.DepthOfFieldNearTransitionRegion=0.15  ; Controls the transition region between the focused and unfocused areas near the camera.
  686. r.DepthOfFieldFarTransitionRegion=0.15   ; Controls the transition region between the focused and unfocused areas far from the camera.
  687. 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.
  688. 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.
  689. r.DepthOfField.MaxBokehBlurRadius=64     ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
  690. r.DepthOfField.BokehRadiusScale=2.0      ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
  691. r.DepthOfField.BokehShape=0.5            ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
  692. 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.
  693. 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.
  694.  
  695. ; ================================
  696. ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
  697. ; ================================
  698. [/Script/Engine.RendererSettings]
  699. ; Light functions settings
  700. r.DefaultFeature.LightFunctions=1               ; Enables light functions
  701. r.LightFunctionQuality=1                        ; Sets the light function quality (0 = low, 1 = high)
  702. r.LightShaftDownSampleFactor=4                  ; Helps with light shaft quality
  703. r.Light.UseClusteredDeferredShading=1
  704. r.TranslucencyLightingVolumeDim=8               ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
  705. r.LightMaxDrawDistanceScale=10                  ; Maximum draw distance of lights.
  706. r.MinScreenRadiusForLights=0.001
  707. r.AllowStaticLighting=0                         ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
  708. r.LightPropagationVolume=0                      ; Light propagation volume (LPV) disabled for improved performance.
  709.  
  710. ; Light shafts settings (also known as God rays)
  711. r.LightShaftQuality=1                           ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
  712.  
  713. ; Particle system settings
  714. r.ParticleLightQuality=1                        ; Sets the particle light quality (0 = low, 1 = high)
  715.  
  716. ; Miscellaneous settings
  717. r.LightCullingQuality=1                         ;Light culling quality set to 1 for improved performance.
  718.  
  719. ; LensFlare
  720. r.LensFlareIntensity=0.3                  ; Set the lens flare intensity for the overall scene
  721. r.LensFlareThreshold=0.8                  ; Set the lens flare threshold for the overall scene
  722. r.LensFlareSize=0.05                      ; Set the lens flare size for the overall scene
  723. r.LensFlareQuality=1                      ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
  724. 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.
  725. 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.
  726. 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.
  727. 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.
  728. r.LensFlareOcclusionDepthRange=1000       ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
  729.  
  730. ; ===========================
  731. ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
  732. ; ===========================
  733. [/Script/Engine.RendererSettings]
  734. ; Fog related settings some in sky weather settings section to.
  735. r.Fog=1                                                                      ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
  736. r.FogDensity=0.013                                                             ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
  737. 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.
  738. r.FogMaxOpacity=1.0                                                          ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
  739. 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.
  740. 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.
  741. 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.
  742. 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.
  743. ; r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture'       ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
  744. 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.
  745. 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.
  746. 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.
  747. r.VolumetricFog=1                                                            ; Enable volumetric fog for depth
  748.  
  749. ; =============================
  750. ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
  751. ; =============================
  752. [/Script/Engine.Engine]
  753. ; Grass settings (3 option in shadows section that effect grass)
  754. r.Grass.FadeRange=5000                         ; Controls the distance at which grass will begin to fade out from the camera
  755. r.Grass.MaxDrawDistance=10000                  ; Controls the maximum draw distance for grass
  756. r.Grass.MinScreenSize=0.1                      ; Determines the minimum screen size a grass blade must occupy to be drawn
  757. r.Grass.DensityScale=2                       ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
  758. r.Grass.WidthScale=1.0                         ; Controls the thickness of grass blades
  759. r.Grass.EnableShadows=1                        ; Enables or disables grass shadows
  760. r.Shadow.CSMResolution=256                     ; Controls the resolution of grass shadows
  761. r.Shadow.CSMSplitCount=4                       ; Determines the number of cascades for grass shadow maps
  762. r.Grass.UseVertexColor=1                       ; Enables or disables grass vertex coloring
  763. r.Grass.MaxClusterInstances=8                  ; Controls the maximum number of grass blades per cluster
  764. r.Grass.MaxClusterComponents=32                ; Controls the maximum number of grass clusters per componen
  765. r.Landscape.EnableGrassVisibilityCulling=1     ; Enables or disables culling of grass based on landscape visibility
  766. r.Landscape.GrassVisibilitySampleCount=16      ; Controls the number of grass samples used for visibility culling
  767. r.Grass.Collision=1                            ; Enables or disables collision of grass with other objects
  768. r.Grass.MaxCollisionPerBlade=4                 ; Controls the maximum number of collisions per grass blade
  769.  
  770. [/Script/Engine.GameUserSettings]
  771. grass.DisableDynamicShadows=0                  ; DEF 0, 1 for PERFORMANCE
  772. grass.TickInterval=10                          ; DEF 1, 10 for PERFORMANCE
  773. grass.MaxUpdateFrequency=60
  774.  
  775. ; ============================
  776. ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
  777. ; ============================
  778. ; Disabled to use  Ground Truth Ambient Occlusion (GTAO) feature
  779. [/Script/Engine.RendererSettings]
  780. r.SSGI.Enable=0                         ; Enable Screen Space Global Illumination (SSGI)
  781. r.SSGI.SampleCount=16                   ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
  782. r.SSGI.Integration.Quality=2            ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
  783. r.SSGI.HalfResSceneColor=1              ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
  784.  
  785. ; Resolution settings
  786. r.SSGI.HalfResSceneDepth=1              ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
  787. r.SSGI.HalfResSceneDepthTemporalAA=1    ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
  788.  
  789. ; Performance optimizations
  790. r.SSGI.TemporalAccumulation=1           ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
  791. r.SSGI.HistoryConvolutionRadius=2       ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
  792. r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
  793. ; r.SSGI.Quality=0                        ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
  794.  
  795. ; ==============================================
  796. ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
  797. ; ==============================================
  798. [/Script/Engine.RendererSettings]
  799. r.SubsurfaceScattering=1                             ;# Enables subsurface scattering
  800. r.SSS.Scale=2.5                                      ;# Scale factor for subsurface scattering
  801. r.SSS.Filter=2                                       ;# Subsurface scattering filter mode
  802. r.SSS.Quality=0                                      ;# Subsurface scattering quality level
  803. r.SSS.SampleSet=2                                    ;# Subsurface scattering sample set
  804. r.SSS.Checkerboard=0                                 ;# Disables subsurface scattering checkerboard pattern
  805. r.SSS.HalfRes=0                                      ;# Disables subsurface scattering half resolution
  806. r.SubsurfaceQuality=1                                ;# Subsurface quality level (possibly deprecated)
  807. r.SSS.Burley.NumSamplesOverride=0                    ;# Overrides the number of samples used in Burley subsurface scattering
  808. r.SSS.Burley.Quality=0                               ;# Quality level for Burley subsurface scattering (N/A)
  809. r.SSS.Burley.BilateralFilterKernelFunctionType=1     ;# Burley subsurface scattering bilateral filter kernel function type
  810. r.SSS.Burley.EnableProfileIdCache=1                            
  811.  
  812. [/Script/Engine.RendererOverrideSettings]
  813. r.SubsurfaceScattering=0                              ;# Disables overriding subsurface scattering.
  814.  
  815. ; =========================================
  816. ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
  817. ; =========================================
  818. [/Script/Engine.RendererSettings]
  819. r.TextureStreaming=True
  820. [/Script/Engine.Engine]
  821. bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
  822.  
  823. ;TEXTUREGROUPS
  824. [/Script/Engine.TextureLODSettings]
  825. TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  826. TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  827. TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  828. TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  829. TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  830. TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  831. TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  832. TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  833. TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  834. TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  835. TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  836. TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
  837. TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  838. TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  839. TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  840. TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  841. TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  842. TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  843. TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
  844. TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  845. TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  846. TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  847. TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
  848. TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
  849. TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
  850. TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  851. TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
  852. MinLODSize=2048
  853. MaxLODSize=8192
  854.  
  855. [/Script/Engine.RendererSettings]
  856. r.Streaming.FullyLoadUsedTextures=1       ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
  857. r.Streaming.DropMips=0                    ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
  858. r.Streaming.HiddenPrimitiveScale=0.5      ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
  859. 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.
  860. r.Streaming.MipBias=-0.5                  ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
  861. 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.
  862. r.MaxAnisotropy=16                        ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
  863. 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.
  864. r.Streaming.PoolSize=10000                ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
  865. 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.
  866. 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.
  867.  
  868. [TextureStreaming]
  869. 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.
  870. 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.
  871. 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.
  872. 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.
  873. 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.
  874. 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.
  875. 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.
  876. 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.
  877. 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.
  878.  
  879. [SystemSettings]
  880. 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.
  881. 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.
  882. 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.
  883. r.HLOD.DistanceOverrideScale=8
  884.  
  885. [AsyncLoading]
  886. r.Streaming.UseNewMetrics=1   ; Enables new streaming metrics for async loading
  887.  
  888. [Engine.Engine]
  889. ;old Unreal 3 settings probably dont work
  890. MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
  891. IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
  892. MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
  893.  
  894. MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
  895. IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
  896. MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
  897.  
  898. MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  899. MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  900. MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  901. MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
  902.  
  903. ; ===========================================
  904. ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
  905. ; ===========================================
  906. [SystemSettings]
  907. r.LODDistanceScale=1.0                ; Controls overall LOD distances
  908. r.ForceLOD=0                          ; Prevents unwanted LOD changes when stationary
  909. r.MinLODToRender=0                    ; Ensures closest LOD is always used when near
  910. r.ViewDistanceScale=4                 ; Adjusts the distance at which objects are rendered
  911. r.ViewDistanceQuality=4               ; Sets the quality level for view distance, 4 epic
  912. r.MaterialQualityLevel=2              ; Controls the quality level for materials
  913. r.FinishCurrentFrame=0                ; Disables waiting for the GPU to finish rendering the current frame
  914. r.CreateShadersOnLoad=1               ; Enables shader compilation on load to reduce stuttering during gameplay
  915. r.Streaming.UseFixedPoolSize=1        ; Disables the use of a fixed pool size for streaming
  916. r.Streaming.PoolSize=12288            ; Total GPU VRAM in MB * 0.75, (8GB VRAM = 6144, 12GB VRAM = 9216, 16GB VRAM = 12288, 24GB VRAM = 18432)
  917. r.Streaming.FullyLoadUsedTextures=0   ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
  918. r.Streaming.LimitPoolSizeToVRAM=0     ; Disables limiting the streaming pool size to VRAM
  919. r.Streaming.AmortizeCPUToGPUCopy=1    ; Enables amortization of CPU to GPU texture copies
  920. r.Streaming.MaxTempMemoryAllowed=8192 ; 8GB based on 25% of system RAM (32GB * 0.25 = 8GB)
  921. r.MaxAnisotropy=16                    ; Sets the maximum level of anisotropic filtering
  922. r.MipMapLODBias=0.5                   ; Sets the level of detail bias for mipmaps
  923. r.Shaders.Optimize=1                  ; Enables shader optimization
  924. r.Shaders.FastMath=0                  ; Enables fast math optimizations for shaders
  925. r.HZBOcclusion=1                      ; Disable hardware occlusion queries for hidden zone removal
  926. r.RenderTargetPoolMin=1000            ; Sets the minimum number of render targets in the pool
  927. r.D3D11.Depth24Bit=0                  ; Disables 24-bit depth buffer for D3D11
  928. 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
  929. r.SkinCache.CompileShaders=1          ; Animation and skeletal mesh quality settings
  930. a.URO.DisableInterpolation=0          ; Animation and skeletal mesh quality settings
  931. r.MSAA.CompositingSampleCount=2
  932. r.ParticleLightQuality=3
  933. r.RefractionQuality=3 (you have r.RefractionQuality=0)
  934. r.ShaderPipelineCache.PreOptimizeEnabled=1
  935. r.ShaderPipelineCache.SaveUserCache=1
  936. r.ShaderPipelineCache.StartupMode=3
  937. r.ShaderPipelineCache.LogPSO=1
  938. r.ShaderPipelineCache.SaveBoundPSOLog=1
  939. r.ShaderPipelineCache.ReportPSO=1
  940. r.ShaderPipelineCache.GameFileMaskEnabled=1
  941. r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
  942. r.ShaderPipelineCache.BatchSize=10
  943. r.Vulkan.PipelineCacheFromShaderPipelineCache=1
  944. r.D3D.ForceDXC=1
  945. r.XGEShaderCompile=1
  946. r.XGEShaderCompile.Mode=1
  947. r.XGEShaderCompile.Xml.BatchGroupSize=256
  948. r.XGEShaderCompile.Xml.BatchSize=16
  949. r.XGEShaderCompile.Xml.JobTimeout=0.500000
  950. r.RHICmdUseParallelAlgorithms=1
  951. r.RHICmdVelocityPassDeferredContexts=1
  952. r.UseAsyncShaderPrecompilation=1
  953. s.AsyncLoadingTimeLimit=2.0
  954. s.LevelStreamingActorsUpdateTimeLimit=1.00
  955. s.UnregisterComponentsTimeLimit=0.00
  956. s.AsyncLoadingUseFullTimeLimit=0
  957. s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
  958. s.PriorityAsyncLoadingExtraTime=10.00
  959. s.IoDispatcherCacheSizeMB=2048
  960. s.LevelStreamingComponentsRegistrationGranularity=1
  961. s.LevelStreamingComponentsUnregistrationGranularity=1
  962. s.MaxIncomingRequestsToStall=100
  963. s.MaxReadyRequestsToStallMB=0
  964. s.MinBulkDataSizeForAsyncLoading=1000
  965. ActorSequence.DefaultDisplayRate=120 fps
  966. ActorSequence.DefaultEvaluationType=1
  967. ActorSequence.DefaultTickResolution=120 fps
  968. ControlRigSequence.DefaultDisplayRate=120 fps
  969. ControlRigSequence.DefaultEvaluationType=1
  970. ControlRigSequence.DefaultTickResolution=120 fps
  971. LevelSequence.DefaultDisplayRate=120 fps
  972. LevelSequence.DefaultLockEngineToDisplayRate=1
  973. LevelSequence.DefaultTickResolution=120 fps
  974. MovieScene.LegacyConversionFrameRate=120 fps
  975. r.VolumetricCloud.SkyAO.MaxResolution=256
  976. r.VolumetricFog.LightFunction.Resolution=256
  977. r.ReflectionCapture.EnableLightFunctions=1
  978. r.TSR.History.R11G11B10=1
  979. r.TSR.History.ScreenPercentage=200
  980. r.TSR.History.UpdateQuality=3
  981. r.TSR.ShadingRejection.Flickering=1
  982. r.TSR.ShadingRejection.SpatialFilter=2
  983. r.TSR.RejectionAntiAliasingQuality=2
  984. r.TSR.Resurrection=1
  985. r.TSR.Translucency.EnableResponiveAA=1
  986. r.TSR.TSR1spp=13.3
  987. ai.Human.FlankingAlone=1
  988. ai.SwitchWeaponIfNoAmmo=1
  989. ai.UseBlindActions=1
  990. D3D12.PSOPrecache.KeepLowLevel=1
  991. D3D12.TexturePoolOnlyAccountStreamableTexture=1
  992. D3D12.ZeroBufferSizeInMB=12
  993. mg.CharacterQuality=2
  994. ; Hair specific settings
  995. r.Hair.StrandsLODBias=0        ; Prevents aggressive LOD changes for hair strands
  996. r.Hair.StrandsTextures=1       ; Forces high quality hair textures
  997. r.Hair.BindingOffset=0         ; Reduces hair LOD transitions
  998. mg.HairQuality=2              ; Forces highest quality hair rendering
  999. r.Hair.Strands.Shadow=1       ; Enables high quality hair shadows
  1000. r.Hair.Strands.ShadowQuality=1  ; Higher quality shadows for hair
  1001. r.Hair.Strands.ShadowRayCasting=1      ; Better shadow ray precision
  1002. r.Hair.Strands.ShadowSuperSampling=1   ; Improves shadow quality in low light
  1003. niagara.CreateShadersOnLoad=1
  1004. r.AllowGlobalClipPlane=1
  1005. r.CapsuleIndirectConeAngle=0.2
  1006. r.DisableLandscapeNaniteGI=0
  1007. r.DoTiledReflections=0
  1008. r.FastVRam.GBufferVelocity=1
  1009. r.FastVRam.SceneDepth=1
  1010. r.FastVRam.ShadowCSM=1
  1011. r.FastVRam.ShadowPerObject=1
  1012. r.FastVRam.ShadowPointLight=1
  1013. r.FastVRam.SSR=1
  1014. r.FilmGrain=0
  1015. r.Nanite.Streaming.StreamingPoolSize=1024
  1016. r.NGX.DLSS.DenoiserMode=2     ; Quality mode instead of performance
  1017. r.NGX.DLSS.Quality=2          ; Higher quality reconstruction
  1018. r.NGX.DLSS.Sharpness=0.5      ; Reduced sharpness can help with hair artifacts
  1019. r.ScreenPercentage=100        ; Base resolution scale
  1020. r.DynamicRes.OperationMode=0  ; Disables dynamic resolution
  1021. r.NGX.DLSS.Enable=0          ; Disables DLSS
  1022. r.TSR.Enable=0               ; Disables TSR (Temporal Super Resolution)
  1023. r.Upscale.Enable=0           ; Disables general upscaling
  1024. r.PSOPrecache.GlobalComputeShaders=1
  1025. r.ReflectionCaptureSupersampleFactor=2
  1026. r.Shadow.CachePreshadow=1
  1027. r.Shadow.OcclusionCullPlanarReflections=0
  1028. r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=6
  1029. r.Shadow.Virtual.SMRT.TexelDitherScaleLocal=6
  1030. r.Streaming.Boost=3
  1031. rhi.SyncAllowVariable=1
  1032. RHI.TargetRefreshRate=120
  1033. t.HitchFrameTimeThreshold=33.32
  1034. fg.CullDistanceScale.Bushes=1.25
  1035. fg.CullDistanceScale.DistantBushes=1.25
  1036. fg.CullDistanceScale.DistantFoliage=1.2
  1037. fg.CullDistanceScale.DistantGrass=1.15
  1038. fg.CullDistanceScale.DistantTrees=1.3
  1039. fg.DensityScale.Bushes=1.5
  1040. fg.DensityScale.DistantBushes=1.15
  1041. fg.DensityScale.DistantFoliage=1.15
  1042. fg.DensityScale.DistantGrass=1.15
  1043. fg.DensityScale.DistantTrees=1.25
  1044. fg.DensityScale.Grass=1.5
  1045. fg.DensityScale.Trees=1.3
  1046. r.LevelStreamingDistanceScale=10           ; Controls streaming distance of level assets
  1047. r.UITextureLODBias=-1
  1048. r.HeightFieldShadowing=0
  1049. r.AOHeightfieldOcclusion=0
  1050. r.LODFadeTime=2
  1051. r.LandscapeLODBias=-1
  1052. r.LandscapeLODDistributionScale=3
  1053. r.LandscapeLOD0DistributionScale=3
  1054. r.StaticMeshLODDistanceScale=0.1
  1055. r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
  1056. r.VolumetricLightmap.VisualizationRadiusScale=0.010000
  1057. r.VolumetricFog.DepthDistributionScale=32.000000
  1058. r.VolumetricFog.GridDivisor=120
  1059. r.VolumetricFog.GridPixelSize=4
  1060. r.VolumetricFog.GridSizeZ=128
  1061. r.VolumetricFog.HistoryMissSupersampleCount=16
  1062. r.VolumetricFog.HistoryWeight=0.900000
  1063. r.VolumetricFog.InjectShadowedLightsSeparately=1
  1064. r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
  1065. r.VolumetricFog.Jitter=1
  1066. r.VolumetricFog.LightFunctionSupersampleScale=2.000000
  1067. r.VolumetricFog.TemporalReprojection=1
  1068. r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
  1069. r.VolumetricFog.VoxelizationSlicesPerGSPass=8
  1070. r.Nanite.PrimitivesAlwaysVisible=1
  1071. r.Decal.FadeDurationScale=2
  1072. r.FSR.Enable=0                          ; Disables FSR 1.0
  1073. r.FidelityFX.FSR.Enable=0              ; Disables FSR 2.0
  1074. r.FidelityFX.FSR.Enabled=0             ; Alternative FSR disable
  1075. r.FidelityFX.FSR.Quality=0             ; Sets FSR quality level
  1076. r.FidelityFX.FSR.HistoryFormat=0       ; Controls history buffer format
  1077. r.FidelityFX.FSR.Sharpness=0           ; Controls FSR sharpening
  1078. r.FidelityFX.FSR.AutoExposure=0        ; Disables FSR auto exposure
  1079. r.FidelityFX.FSR.Filter=0              ; Disables FSR filtering
  1080. r.FidelityFX.FSR.TemporalUpscaler=0    ; Disables temporal upscaling for FSR
  1081. r.BlurGBuffer=-1
  1082. gm.AutumnTreeMuliplier=0.75
  1083.  
  1084.  
  1085. ;AUDIO OPTIMIZATIONS
  1086. [Audio]
  1087. AudioThread.BatchAsyncBatchSize=512     ; Sets the audio thread batch size for async processing
  1088. AudioThread.UseBackgroundThreadPool=1       ; Enables the use of a background thread pool for audio
  1089. AudioThread.EnableBatchProcessing=1         ; Enables batch processing for audio
  1090.  
  1091. [GPULightmass]
  1092. ; Add any specific GPULightmass settings here if applicable
  1093.  
  1094. [FXSystem]
  1095. FX.AllowAsyncTick=1            ; Enables async ticking for the FX system
  1096. FX.BatchAsync=1                ; Enables async batch processing for the FX system
  1097. FX.BatchAsyncBatchSize=512 ; Sets the FX system async batch size
  1098. FX.MaxCPUParticlesPerEmitter=25          ; Sets the maximum number of CPU particles per emitter
  1099. FX.MaxGPUParticlesSpawnedPerFrame=1024  ; Sets the maximum number of GPU particles spawned per frame
  1100.  
  1101. [Rendering]
  1102. AllowAsyncRenderThreadUpdates=1                      ; Allows async updates of the render thread
  1103. AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0  ; Allows async updates of the render thread during game thread updates
  1104. r.bForceCPUAccessToGPUSkinVerts=0         ; Forces CPU access to GPU skin vertices
  1105. r.SupportDepthOnlyIndexBuffers=1         ; Supports depth-only index buffers
  1106. r.SupportReversedIndexBuffers=1          ; Supports reversed index buffers
  1107. r.DBuffer=0                              ; Disables DBuffer
  1108. r.GPUCrashDebugging=0                    ; Disables GPU crash debugging
  1109. r.CompileShadersForDevelopment=0         ; Disables shader compilation for development
  1110.  
  1111. ;GARBAGE COLLECTION OPTIMIZATIONS
  1112. [/Script/Engine.GarbageCollectionSettings]
  1113. gc.MaxObjectsNotConsideredByGC=100000 ; Increased the value slightly for better performance
  1114. gc.SizeOfPermanentObjectPool=50000000 ; Increased the value for a larger pool size
  1115. gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
  1116. gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
  1117.  
  1118. ; LOG WRITE OPTIMIZATIONS
  1119. [Core.System]
  1120. Suppress=ScriptWarning
  1121. Suppress=Error
  1122. Suppress=ScriptLog
  1123. Suppress=Warning
  1124.  
  1125. [Core.Log]
  1126. ; Disable unnecessary logging categories for improved performance
  1127. LogPluginManager=off
  1128. LogOnlineIdentity=off
  1129. LogOnlineSession=off
  1130. LogMemory=off
  1131. LogPakFile=off
  1132. LogTemp=off
  1133. LogLinker=off
  1134. LogOnline=off
  1135. LogOnlineGame=off
  1136. LogAnalytics=off
  1137. LogConfig=off
  1138. LogInteractiveProcess=off
  1139. LogInput=off
  1140. LogOnlineEntitlement=off
  1141. LogOnlineEvents=off
  1142. LogOnlineFriend=off
  1143. LogOnlinePresence=off
  1144. LogOnlineTitleFile=off
  1145. LogOnlineUser=off
  1146. Global=off    ; Disable all global logging for improved performance
  1147.  
  1148. ; NETWORK OPTIMIZATIONS
  1149. [Core.System]
  1150. ConfiguredInternetSpeed=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
  1151. ConfiguredLanSpeed=78643200       ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
  1152.  
  1153. [/script/onlinesubsystemutils.ipnetdriver]
  1154. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1155. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1156. NetServerMaxTickRate=120        ; Set the maximum tick rate for the server on the internet
  1157. LanServerMaxTickRate=120        ; Set the maximum tick rate for the server on LAN
  1158. MaxNetTickRate=400              ; Set the maximum net tick rate
  1159. InitialConnectTimeout=300.0     ; Set the initial connect timeout (in seconds)
  1160. ConnectionTimeout=300.0         ; Set the connection timeout (in seconds)
  1161.  
  1162. [/script/engine.gamenetworkmanager]
  1163. TotalNetBandwidth=78643200      ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
  1164. MaxDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
  1165. MinDynamicBandwidth=78643200    ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
  1166.  
  1167. [/script/socketsubsystemepic.epicnetdriver]
  1168. MaxClientRate=78643200          ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
  1169. MaxInternetClientRate=78643200  ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
  1170.  
  1171. [/script/engine.engine]
  1172. NetClientTicksPerSecond=120     ; Set the number of client ticks per second
  1173.  
  1174.  
  1175.  
  1176. ; =====================================
  1177. ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
  1178. ; =====================================
  1179. ;Colour and exposure:
  1180. ; https://www.youtube.com/watch?v=EvWWMxuUju4
  1181.  
  1182. ;Sharpening shadows:
  1183. ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
  1184. ; https://framedsc.com/GeneralGuides/ue4guide.htm
  1185.  
  1186. ;Texture streaming:
  1187. ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
  1188.  
  1189. ;Subsurface post-process
  1190. ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
  1191.  
  1192. ;TXAA settings:
  1193. ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
  1194. ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
  1195.  
  1196. ;Shadows:
  1197. ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
  1198. ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
  1199. ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
  1200.  
  1201. ;EyeAdaptation & AutoExposure:
  1202. ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
  1203. ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
  1204. ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
  1205.  
  1206.  
  1207. ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
  1208.  
  1209.  
  1210. ; SETTINGS TAKEN OUT (glitching issues)
  1211. ; -------------------------------------
  1212. ; r.TemporalAAUpsampling=1
  1213. ; r.TemporalAA.Algorithm=1                    ; 0 = Gen 4, 1 = Gen 5
  1214. ; r.ScreenPercentage=75                       ; Render resolution before upsampling
  1215. ; r.Jittering=1
  1216. ; r.TemporalAA.Algorithm=1                    ; DEF 0, 0 for PERFORMANCE
  1217. ; r.TemporalAA.AllowDownsampling=1            ; DEF 1
  1218. ; r.TemporalAA.HistoryScreenPercentage=100    ; DEF 100
  1219. ; r.TemporalAA.R11G11B10History=0             ; DEF 0
  1220. ; r.TemporalAA.Upscaler=1                     ; DEF 1
  1221. ; r.TemporalAAUpsampleFiltered=1              ; DEF 1
  1222.  
  1223. ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
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