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- ; engine ini location C:\Users\%username%\AppData\Local\KOFXV\Saved\Config\WindowsNoEditor
- ; select file properties and write protect the file so the game doesn't overwrite it.
- [Core.System]
- Paths=../../../Engine/Content
- Paths=%GAMEDIR%Content
- Paths=../../../KOFXV/Plugins/ActionTool/Content
- Paths=../../../KOFXV/Plugins/Ogl/Content
- Paths=../../../KOFXV/Plugins/UITool/Content
- Paths=../../../Engine/Plugins/Media/MediaFrameworkUtilities/Content
- Paths=../../../Engine/Plugins/Compositing/OpenCVLensDistortion/Content
- Paths=../../../KOFXV/Plugins/Effekseer/Content
- Paths=../../../KOFXV/Plugins/Wwise/Content
- Paths=../../../KOFXV/Plugins/InputSystem/Content
- Paths=../../../KOFXV/Plugins/SnkAnimation/Content
- Paths=../../../KOFXV/Plugins/DebugMenu/Content
- Paths=../../../KOFXV/Plugins/EOSManager/Content
- Paths=../../../KOFXV/Plugins/MultipleExceptionPrevention/Content
- Paths=../../../KOFXV/Plugins/OnlineSubsystemEOS/Content
- Paths=../../../Engine/Plugins/2D/Paper2D/Content
- Paths=../../../Engine/Plugins/Developer/AnimationSharing/Content
- Paths=../../../Engine/Plugins/Editor/GeometryMode/Content
- Paths=../../../Engine/Plugins/Editor/SpeedTreeImporter/Content
- Paths=../../../Engine/Plugins/Experimental/ChaosClothEditor/Content
- Paths=../../../Engine/Plugins/Experimental/GeometryProcessing/Content
- Paths=../../../Engine/Plugins/Experimental/GeometryCollectionPlugin/Content
- Paths=../../../Engine/Plugins/Experimental/ChaosSolverPlugin/Content
- Paths=../../../Engine/Plugins/Experimental/ChaosNiagara/Content
- Paths=../../../Engine/Plugins/FX/Niagara/Content
- Paths=../../../Engine/Plugins/Experimental/MotoSynth/Content
- Paths=../../../Engine/Plugins/MagicLeap/MagicLeapPassableWorld/Content
- Paths=../../../Engine/Plugins/Media/MediaCompositing/Content
- Paths=../../../Engine/Plugins/Runtime/Synthesis/Content
- Paths=../../../Engine/Plugins/Runtime/AudioSynesthesia/Content
- ;----------------------------------------------------------------
- ; Note: I have optimized every setting I could find on this game.
- ; ---------------------------------------------------------------
- ; Raytracing on,
- ; TXAA on and optimized
- ; AO options set to GTAO. SSAO and normal AO are disabled.
- ; Colour tweaked.
- ; Optimized for systems with 16GIG RAM and an 8 GIG Graphics card
- ; DOF, Bloom, image grain, ChromaticAberration Off.
- ; EYEADAPTION / AUTOEXPOSURE settings Optimized.
- ; Texture Groups and streaming options are all Optimized.
- ; Audio Optimized.
- ; Internet Optimized.
- ; other optimizations Shadows gras sky lighting foliage etc.
- ; ----------------------------------------------------------------
- [Audio]
- UnfocusedVolumeMultiplier=0.500000
- ; ===============================
- ; ✩░▒▓▆▅▃▂▁ COLOUR ▁▂▃▅▆▓▒░✩
- ; ===============================
- [/Script/Engine.RendererSettings]
- r.GBufferFormat=3 ; Set the G-buffer format to HighPrecisionNormals for better color representation
- ;perfect ;Normal ;LIGHTER ;DARK
- r.Color.Max=1.00 ; 1.00 = default ;r.Color.Max=1.05 ;r.Color.Max=0.8
- r.Color.Mid=0.54 ; 0.50 = default ;r.Color.Mid=0.60 ;r.Color.Mid=0.4
- r.Color.Min=-0.0001 ; 0.00 = default ;r.Color.Min=0.01 ;r.Color.Min=0.001
- r.SceneColorFringeQuality=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
- r.SceneColorFringe.Max=0.0 ; Maximum scene color fringe amount, Set maximum scene color fringe to 0 for cleaner edges.
- r.SceneColorFormat=4 ; high-precision RGBA color format.
- [/Script/Engine.RendererOverrideSettings]
- r.DefaultFeature.ColorGrading=1 ; Disable color grading for improved performance
- r.ColorGrading.LUTSize=32 ; Size of the color grading LUT (16, 32, or 64)
- r.ColorGrading.Quality=1 ; Quality of color grading (0=low, 1=high)
- r.Color.MaxEditingLUTs=8 ; Maximum number of color lookup tables (LUTs) used for color correction
- r.Color.MidTones.Sharpen=0.5 ; Increases sharpness of mid-tone colors DEF 0
- r.Color.MidTones.Saturation=1.1 ; Enhances the saturation of mid-tone colors
- r.Color.Contrast=1.05 ; Improve contrast in light and dark areas Increases overall contrast of the scene
- r.Color.Grayscale=0 ; Disables grayscale effect, keeping colors vibrant
- r.Color.MaxHDR=2.0 ; Boosts the maximum intensity of colors in HDR (high dynamic range) scenes
- r.Color.Saturation=0.88 ; Slight desaturation for natural colors
- r.Tonemapper.Method=1 ; Sets the tonemapping method to improve color reproduction
- r.TonemapperGamma=2.6 ; Slight gamma boost for better brightness in midtones. 1.0 makes evrything to dark
- r.TonemapperFilm=1 ; 0 = off (game default), 1 = on Enable filmic tonemapping (ACES)
- r.TonemapperFilm.Toe=0.75
- r.TonemapperFilm.Shoulder=0.26
- r.Tonemapper.Quality=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)
- r.ToneCurveAmount=0.65 ; Enable tone curve for natural light transitions
- r.Tonemapper.Sharpen=0.2
- r.Tonemapper.EmulateHDR=0 ; DEF 0
- r.Tonemapper.MergeWithUpscale.Mode=0 ; DEF 0
- r.Tonemapper.MergeWithUpscale.Threshold=0.49 ; DEF 0.49
- r.DefaultFeature.AmbientCubemap=False ; Disable ambient cubemap for performance
- r.Tonemapper.GrainQuantization=1 ; Disable grain doubled bellow not sure on wich section it is in.
- [/Script/Engine.Engine]
- ; Default color space used for rendering
- r.DefaultColorSpace=1 ; 0: sRGB (standard RGB), 1: Linear (linear color space)
- ; Gamma correction settings
- r.GammaCorrection=1 ; Enables gamma correction for rendering
- r.FastToneMapping=1 ; Enables fast tone mapping for better performance
- r.Exposure=1.0 ; Set the overall exposure for the scene
- r.Contrast=1.0 ; Set the overall contrast for the scene
- r.Saturation=1.05 ; Set the overall saturation for the scene
- r.Gamma=1.02 ; Set the overall gamma for the scene
- r.Temperature=6500.0 ; Set the overall temperature for the scene
- r.Tint=(1.0, 1.0, 1.0) ; Set the overall tint for the scene
- [/Script/Engine.PostProcessSettings]
- ; Remove Film grain effect
- r.Tonemapper.GrainQuantization=0 ; Controls the grain amount in the tonemapper, disabled for improved performance. ; Controls the graininess of the image. Values: 0 (off) to 1 (max)
- r.Tonemapper.Sharpen=0.0 ; Use with FXAA, TXAA use r.TemporalAASharpen. 0.5 is subtle, 1.5 is good, and 2.0 is sharper (if you use High or Ultra AA)... Typical Ranges: 0.5 - 2.0 (more then 2.0 will start to look pixelated).
- [SystemSettings]
- r.TonemapperExposure=0.72 ; Slightly reduce overall exposure (default is usually 1.0)
- ; ===================================================
- ; ✩░▒▓▆▅▃▂▁ EYEADAPTION / AUTOEXPOSURE ▁▂▃▅▆▓▒░✩
- ; ===================================================
- [/Script/Engine.RendererSettings]
- ; Disable Eye Adaptation or Limit its Effect
- r.EyeAdaptation.ExponentialTransitionDistance=0.6 ; Smooth light adaptation transitions
- r.EyeAdaptation.LensAttenuation=0.9 ; Default .65 lower is darker, Smooth light transitions
- r.EyeAdaptationQuality=1 ; 0-3, 0 = off, 2 = default, 1/3 = not implemented
- r.EyeAdaptation.MinExposure=0.9 ; Minimum brightness at night (Adjust as needed)
- r.EyeAdaptation.MaxExposure=1.15 ; Maximum brightness during the day (Adjust as needed)
- r.EyeAdaptation.Bias=0.12 ;Effect: Slight boost in overall brightness without affecting sky exposure. If the foreground still feels too dark
- r.EyeAdaptation.EditorOnly=0
- r.DefaultFeature.AutoExposure=1 ; Auto exposure disabled for improved performance. Enable auto-exposure for smooth day/night transitions. 1 is histogram-based, better for natural lighting
- r.DefaultFeature.AutoExposure.Method=1 ; Auto exposure method set to 0, disabling it for performance.
- r.DefaultFeature.AutoExposure.ExtendDefaultLuminanceRange=1
- r.DefaultFeature.AutoExposure.Bias=0.015 ; Minor bias adjustment for consistency
- [TimeOfDaySystem]
- ; Day/Night Cycle exposure compensation
- TimeOfDay.AutoExposureCompensation.Day=0.0
- TimeOfDay.AutoExposureCompensation.Night=-1.0
- TimeOfDay.AutoExposureCompensation.Transition=0.5
- ; Light intensity transitions
- TimeOfDay.SunIntensity.Day=10.0
- TimeOfDay.SunIntensity.Night=0.0
- TimeOfDay.MoonIntensity.Night=0.5
- ; Sky/Atmosphere settings
- TimeOfDay.SkyAtmosphere.Intensity.Day=1.0
- TimeOfDay.SkyAtmosphere.Intensity.Night=0.7
- TimeOfDaySystem.AutoExposure.ExposureBias=-0.8
- TimeOfDaySystem.AutoExposure.MinBrightness=3.6
- TimeOfDaySystem.SkyLightPollutionLuminance=0.2
- TimeOfDaySystem.BloomIntensity=0.01
- TimeOfDaySystem.SunIntensity=60000
- TimeOfDaySystem.CloudShadowVolumetricResolutionScale=1
- TimeOfDaySystem.Clouds.HighAltitude.CloudDensityMult=0.2
- TimeOfDaySystem.VolumetricCloud.LayerHeightScale=2.8
- TimeOfDaySystem.VolumetricCloud.LightPollutionMult=0.001
- TimeOfDaySystem.VolumetricCloud.SampleCountScaleView=0.8
- TimeOfDaySystem.VolumetricCloud.SampleCountScaleShadows=0.9
- TimeOfDaySystem.StarIntensity=20
- TimeOfDaySystem.MoonIntensity=0.7
- TimeofDaySystem.LegacyEmissiveAdjustments.EmissiveMultNonLamp=2000
- TimeOfDaySystem.CloudShadowVolumetricStrength=0.5
- TimeOfDaySystem.VolumetricCloud.RenderTargetMode=1
- TimeOfDaySystem.AutoExposure.SpeedUp=10
- TimeOfDaySystem.AutoExposure.SpeedDown=5
- TimeOfDaySystem.ColorGrading.ShadowGamma=1.05
- TimeOfDaySystem.MinimumCloudSpeed=0.375
- [SystemSettings]
- ; Auto exposure settings
- r.AutoExposure.Method=2
- r.AutoExposure.MinBrightness=-10
- r.AutoExposure.MaxBrightness=20
- r.AutoExposure.SpeedUp=3
- r.AutoExposure.SpeedDown=1
- r.AutoExposure.ExtendDefaultLuminanceRange=0
- ;AutoExposure.Bias=0.05 ; Small bias to prevent overly dark nights
- [Engine.RendererSettings]
- r.DFDistanceScale=8
- r.DistanceFieldAO=1
- r.DFFullResolution=0
- r.DFFarTransitionScale=0.1
- ; =====================================================
- ; ✩░▒▓▆▅▃▂▁ SKY SUN CLOUDS BLOOM VINGETTE ▁▂▃▅▆▓▒░✩
- ; =====================================================
- ; Sky, Sun, and Clouds related settings
- [/Script/Engine.RendererSettings]
- r.SkyLight=1 ; Enable or disable dynamic skies
- r.SkylightIntensityMultiplier=0.4
- r.Atmosphere=1 ; Enable or disable atmospheric fog
- r.Sun=0.32 ; Set the intensity of the sun
- r.SunColor=(0.98, 0.82, 0.75) ; Set the color of the sun
- r.VolumetricClouds=1 ; Enable or disable volumetric clouds
- r.VolumetricCloudDensity=0.7 ; Set the density of volumetric clouds
- r.VolumetricCloudHeight=950.0 ; Set the height of volumetric clouds
- r.VolumetricCloudCoverage=0.45 ; Set the coverage of volumetric clouds
- r.VolumetricCloudScale=1.0 ; Set the scale of volumetric clouds
- VolumetricCloud.Force2LayerMaterial=1
- VolumetricCloud.RayMarchedShadows=1
- VolumetricCloud.GroundContribution=0.6
- r.VolumetricCloud.GroundContribution=0.75
- r.SkyQuality=3.5 ; Set the quality of the overall sky
- [SystemSettings]
- r.SkyAtmosphereQuality=4 ; Improve sky lighting interactions
- [/Script/Engine.RendererSettings.RayTracingQualityOverrides]
- r.RayTracingClouds=1 ; Enable or disable ray-traced clouds
- r.RayTracingCloudQuality=2 ; Set the quality of ray-traced clouds
- r.RayTracingCloudResolution=512 ; Set the resolution of ray-traced clouds
- [/Script/Engine.RendererSettings.CloudShadows]
- r.CloudShadows=1 ; Enable or disable cloud shadows
- r.CloudShadowIntensity=0.8 ; Set the intensity of cloud shadows
- r.CloudShadowColor=(0.2, 0.2, 0.2) ; Set the color of cloud shadows
- [/Script/Engine.RendererSettings.Godrays]
- r.Godrays=1 ; Enable or disable Godrays
- r.GodrayIntensity=0.3 ; Set the intensity of Godrays
- r.GodrayColor=(1.0, 1.0, 0.8) ; Set the color of Godrays
- r.GodrayDensity=0.2 ; Set the density of Godrays
- r.GodraySize=0.1 ; Set the size of Godrays
- r.GodrayFalloff=0.5 ; Set the falloff of Godrays
- [/Script/Engine.RendererSettings.SkyQuality]
- r.SkyQuality=3.0 ; Set the quality of the overall sky
- [/Script/Engine.RendererSettings.DynamicWeather]
- r.DynamicWeather=1 ; Enable or disable dynamic weather
- r.WindSpeed=5.0 ; Set the wind speed for dynamic weather
- r.WindDirection=(0.5, 0.0, 0.5) ; Set the direction of the wind for dynamic weather
- r.CloudCoverage=0.5 ; Set the overall cloud coverage for dynamic weather
- r.CloudDensity=0.4 ; Set the cloud density for dynamic weather
- r.RainIntensity=0.1 ; Set the rain intensity for dynamic weather
- r.SnowIntensity=0.1 ; Set the snow intensity for dynamic weather
- [/Script/Engine.RendererSettings]
- ; Bloom related settings - Bloom Off
- r.DefaultFeature.Bloom=True
- r.Bloom.Cross=0 ; DEF 0, 0.7777 for anamorphic
- r.Bloom.HalfResolutionFFT=0 ; DEF 0
- 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.
- 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.
- r.BloomIntensity=0.45 ; Lower bloom brightness
- r.BloomThreshold=0.45 ; Specifies the luminance threshold above which pixels will bloom. Adjust this value to control the intensity of the bloom effect.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- r.BloomIntensity=0.3 ; Set the bloom intensity for the overall scene
- r.BloomSize=0.1 ; Set the bloom size for the overall scene
- [SystemSettings]
- r.VignetteIntensity=0.0 ; Set the vignette intensity for the overall scene
- r.VignetteSize=0.9 ; Set the vignette size for the overall scene
- [WeatherSettings]
- ;r.WeatherType Clear ; Set the weather type for the scene
- r.CloudType=Cumulus ; Set the cloud type for the scene
- r.CloudShape=Puffy ; Set the cloud shape for the scene
- r.CloudWindSpeed=10.0 ; Set the wind speed for the clouds
- r.CloudWindDirection=(0.5, 0.0, 0.5) ; Set the wind direction for the clouds
- r.CloudWindCoverage=0.6 ; Set the cloud coverage for the clouds
- r.CloudWindDensity=0.4 ; Set the cloud density for the clouds
- r.CloudRainIntensity=0.2 ; Set the rain intensity for the clouds
- r.CloudSnowIntensity=0.1 ; Set the snow intensity for the clouds
- r.CloudFogDensity=0.3 ; Set the fog density for the clouds
- r.CloudFogColor=(0.8, 0.8, 0.8) ; Set the fog color for the clouds
- ; ===============================
- ; ✩░▒▓▆▅▃▂▁ FOLIAGE ▁▂▃▅▆▓▒░✩
- ; ===============================
- [/Script/Engine.Engine]
- ; Foliage related settings
- r.Foliage.DynamicallyShadowFarLod=1 ; Enable or disable dynamic foliage shadows
- ; Foliage draw distance settings
- foliage.LODDistanceScale=8 ; Adjust the maximum distance at which foliage is rendered DEF 1, quality 4
- foliage.MinLODDistanceScale=0.1 ; Adjust the distance at which the highest quality foliage is rendered
- ; Foliage density settings
- foliage.DensityScale=1.5 ; Adjust the overall density of the foliage 2 high, DEF 0.8, 0.6 or 0 for PERFORMANCE
- foliage.GrassDensityScale=1.0 ; Adjust the density of the grass
- grass.CullDistanceScale=3
- foliage.TreeDensityScale=1.0 ; Adjust the density of the trees
- ; Foliage lighting settings
- foliage.EnableStaticLighting=1 ; Enable or disable dynamic lighting for foliage
- foliage.EnableGrassLighting=1 ; Enable or disable dynamic lighting for grass
- ; Foliage shadow settings
- foliage.MaxShadowResolution=1024 ; Adjust the resolution of the foliage shadows
- foliage.ShadowDistanceScale=1.0 ; Adjust the distance at which foliage shadows are cast
- ; Foliage collision settings
- foliage.DisableCollision=0 ; Enable or disable collision for foliage
- foliage.SelfShadowing=1 ; Enable or disable self-shadowing for foliage
- ; Foliage wind settings
- foliage.bAllowWind=1 ; Enable or disable wind for foliage
- foliage.WindStrength=1.0 ; Adjust the strength of the wind affecting foliage
- foliage.WindSpeed=1.0 ; Adjust the speed of the wind affecting foliage
- [/Script/Foliage.FoliageConfig]
- foliage.DitheredLOD=6 ; DEF 1, quality 5
- foliage.MinimumScreenSize=0.009 ; DEF 0.0001
- foliage.MinLOD=1 ; DEF 0, 1 for PERFORMANCE
- foliage.MinVertsToSplitNode=8192 ; DEF 8192
- foliage.OverestimateLOD=0 ; DEF 0
- ; ===============================
- ; ✩░▒▓▆▅▃▂▁ Water ▁▂▃▅▆▓▒░✩
- ; ===============================
- r.Water.SingleLayer.DepthPrepass=1
- r.Water.SingleLayer.LumenReflections=1
- r.Water.SingleLayer.Reflection=1
- r.Water.SingleLayer.SSR=1
- r.Water.SingleLayer.SSRTAA=1
- r.Water.SingleLayer=1
- ; =====================================
- ; ✩░▒▓▆▅▃▂▁ SSAO SETTINGS ▁▂▃▅▆▓▒░✩
- ; =====================================
- ;Disables to use Ground Truth Ambient Occlusion (GTAO) feature
- [/Script/Engine.RendererSettings]
- r.SSAO.Method=0 ; Disable SSAO (0)
- r.SSAO.Quality=0 ; Set SSAO quality to low (0)
- r.SSAO.SampleSet=0 ; Use the default sample set for SSAO (0)
- r.SSAO.MaxViewDistance=10000.0 ; Limit the maximum distance over which SSAO is applied
- r.SSAO.HalfResolution=0 ; Disable half-resolution SSAO
- r.SSAO.BlurRadius=0 ; Disable SSAO blur
- r.SSAO.BlurSharpness=0.0 ; Set SSAO blur sharpness to 0 (no blur)
- r.SSAO.BlurPasses=1 ; Use a single pass for SSAO blur
- r.SSAO.DepthBias=0.0 ; Set SSAO depth bias to 0 (no bias)
- r.SSAO.DirtyTranslucencySupport=1 ; Enable SSAO for dirty (unshadowed) translucent surfaces
- r.SSAO.Downsampling=1 ; Enable SSAO downsampling for performance (1)
- r.SSAO.ScreenSpaceRadius=0.5 ; Set SSAO screen space radius to 0.5 (adjust to your liking)
- r.SSAO.MinRadius=0.02 ; Set SSAO minimum radius (adjust to your liking)
- r.SSAO.SampleRadiusScale=0.3 ; Scale the SSAO sample radius (adjust to your liking)
- r.SSAO.Intensity=1.0 ; Set SSAO intensity to 1 (adjust to your liking)
- r.SSAO.AutoCompute=0 ; Disable automatic computation of SSAO (for manual tweaking)
- [/Script/Engine.RendererOverrideSettings]
- r.SSAO.Enable=False ; Enable SSAO effect
- [/Script/Engine.RendererSettings]
- r.SSAO.Enable=False ; Enable SSAO effect (added for clarity, can be removed if desired)
- ; =======================================================
- ; ✩░▒▓▆▅▃▂▁ Global Illumination settings. ▁▂▃▅▆▓▒░✩
- ; =======================================================
- [SystemSettings]
- r.DefaultFeature.AmbientOcclusion=True ; Disables default ambient occlusion
- r.Lumen.Reflections=1 ; Enable Lumen reflections for realistic lighting
- r.Lumen.Radiosity=1 ; Enable dynamic GI using Lumen
- r.GlobalIlluminationQuality=3 ; Adjust GI quality (1=Low, 2=Medium, 3=High, 4=Epic)
- r.GI.SkyLightingQuality=3 ; Enhance sky lighting effects for GI
- r.GI.ReflectionOcclusion=1 ; Enable reflection occlusion for better realism
- r.GI.EnableSecondBounce=1 ; Enable secondary light bounce for more natural illumination
- r.Lumen.GlobalIllumination=1
- r.Lumen.DiffuseIndirect.AsyncCompute=1
- r.Lumen.HardwareRayTracing.Inline=1
- r.Lumen.HardwareRayTracing.LightingMode=3
- r.Lumen.HardwareRayTracing=1
- r.Lumen.RadianceCache.HardwareRayTracing.Retrace.FarField=1
- r.Lumen.RadianceCache.HardwareRayTracing.TemporaryBufferAllocationDownsampleFactor=0
- r.Lumen.Reflections.AsyncCompute=1
- r.Lumen.Reflections.BilateralFilter.StrongBlurVarianceThreshold=0.9
- r.Lumen.Reflections.DownsampleFactor=0
- r.Lumen.Reflections.HardwareRayTracing.Retrace.FarField=1
- r.Lumen.Reflections.HardwareRayTracing.Retrace.HitLighting=1
- r.Lumen.Reflections.MaxRoughnessToTrace=0.4
- r.Lumen.Reflections.ScreenSpaceReconstruction=0
- r.Lumen.Reflections.ScreenTraces=1
- r.Lumen.Reflections.SmoothBias=1
- r.Lumen.Reflections.TraceMeshSDFs=1
- r.Lumen.ScreenProbeGather.DownsampleFactor=16
- r.Lumen.ScreenProbeGather.HardwareRayTracing.Retrace.FarField=1
- r.Lumen.ScreenProbeGather.HardwareRayTracing=1
- r.Lumen.ScreenProbeGather.TwoSidedFoliageBackfaceDiffuse=1
- r.Lumen.ScreenProbeGather.Temporal=1
- r.Lumen.SkylightLeaking.Roughness=0.1
- r.Lumen.TranslucencyReflections.FrontLayer.Allow=1
- r.Lumen.TranslucencyReflections.RadianceCache=0
- r.LumenScene.FarField=1
- r.LumenScene.FarField.FarFieldDitherScale=100000
- r.LumenScene.Lighting.AsyncCompute=1
- r.Lumen.TranslucencyReflections.MarkDownsampleFactor=0
- r.Lumen.TranslucencyReflections.FrontLayer.RelativeDepthThreshold=1.5
- ; ========================================================================================
- ; ✩░▒▓▆▅▃▂▁ Ambient Occlusion and Ground Truth Ambient Occlusion settings. ▁▂▃▅▆▓▒░✩
- ; ========================================================================================
- [/Script/Engine.RendererSettings]
- r.AmbientOcclusion=0 ; Enables screen-space ambient occlusion
- r.AmbientOcclusionLevels=3 ; Sets the number of ambient occlusion levels (0 = off, 1 = low, 2 = high)
- r.AmbientOcclusion.Intensity=1.5 ; Increase AO intensity for better shadow definition
- r.AmbientOcclusion.RadiusScale=1.15 ; Widen AO radius for smoother results
- r.AmbientOcclusionStaticFraction=0.0 ; Sets the fraction of static occlusion
- r.AmbientOcclusion.FadeDistance=9000.0 ; Extend fade-out distance for AO
- r.AllowOcclusionQueries=1 ; Enables occlusion queries for performance improvement
- r.AmbientOcclusionRadiusScale=1.0 ; Increase shadow spread radius
- r.GTAO=1 ; Enables Ground Truth Ambient Occlusion (GTAO)
- r.GTAO.Enable=True ; Enables GTAO for Ground Truth Ambient Occlusion
- r.AmbientOcclusion.Method=1 ; Sets the method for ambient occlusion (1 = screen-space, 2 = ray tracing)
- r.GTAO.FalloffEnd=200 ; Distance at which the occlusion completes the fall-off
- r.GTAO.SpatialFilter=0 ; Enable Spatial Filter for GTAO (0: Off, 1: On)
- r.GTAO.NumAngles=2 ; Number of angles chosen per pixel for GTAO (must be between 1 and 16)
- r.GTAO.UseNormals=0 ; Whether to use GBuffer Normals or Depth Derived normals for GTAO (0: Off, 1: On)
- r.GTAO.ThicknessBlend=0 ; A heuristic to bias occlusion for thin or thick objects (0: Off, >0: On, bigger values reduce occlusion)
- r.GTAO.Combined=1 ; Enable combining GTAO with other ambient occlusion methods (0: Off, 1: On)
- r.GTAO.Downsample=0 ; Perform GTAO at half resolution (0: Off, 1: On)
- r.GTAO.FalloffStartRatio=0 ; Ratio of the r.GTAO.FalloffEnd value at which it starts to fall off (must be between 0 and 1)
- r.GTAO.TemporalFilter=1 ; Enable Temporal Filter for GTAO (0: Off, 1: On)
- r.GTAO.Upsample=1 ; Enable Simple or Depth-aware upsample filter for GTAO (0: Simple, 1: DepthAware)
- r.GTAO.PauseJitter=0 ; Whether to pause Jitter when Temporal filter is off (0: Off, 1: On)
- r.GTAO.FilterWidth=4 ; Size of the noise pattern and filter width (5: 5x5 Pattern, 4: 4x4 Pattern)
- r.GTAO.Intensity=1.2
- [/Script/Engine.GTAOSettings]
- r.GTAO.Resolution=50 ; Resolution factor for GTAO (lower values improve performance)
- r.GTAO.SampleSet=1 ; Sample set index for GTAO (1 is the default)
- r.GTAO.Bias=0.4 ; Bias factor for GTAO (higher values increase occlusion)
- r.GTAO.Power=1.0 ; Power factor for GTAO (higher values increase occlusion)
- r.GTAO.MaxDistance=1000.0 ; Maximum distance for GTAO (higher values increase occlusion range)
- r.GTAO.HorizonAngle=1.5 ; Horizon angle for GTAO (higher values increase occlusion near horizon)
- r.GTAO.NumSteps=8 ; Number of occlusion steps for GTAO (higher values increase quality)
- r.GTAO.NumDirections=4 ; Number of directions for GTAO (higher values increase quality)
- r.GTAO.NumCutoutSamples=4 ; Number of cutout samples for GTAO (higher values increase quality)
- r.GTAO.NumCutoutSampleIterations=2 ; Number of cutout sample iterations for GTAO (higher values increase quality)
- r.GTAO.NumRandomRotations=8 ; Number of random rotations for GTAO (higher values increase quality)
- ; ========================================
- ; ✩░▒▓▆▅▃▂▁ SHADOWS SETTINGS ▁▂▃▅▆▓▒░✩
- ; ========================================
- [/Script/Engine.RendererSettings]
- r.Shadow.MaxResolution=8192 ; DEF 2048, 512/1024 for PERFORMANCE , 4096=high
- r.Shadow.MinResolution=32 ; Minimum resolution for shadows
- r.Shadow.MaxCSMResolution=3072 ; Maximum cascaded shadow map resolution 512 performance
- r.Shadow.MaxCascades=4 ; Maximum number of cascades for directional lights 4 high DEF 3, 1 or 2 for PERFORMANCE
- r.Shadow.CSM.MaxCascades=4
- r.Shadow.CSM.TransitionScale=2.0 ; Sets the transition scale for cascaded shadow maps DEF 0.8
- 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
- r.Shadow.RadiusThreshold=0.005 ; DEF 0.04, Threshold for shadow rendering
- r.Shadow.CSM.FadeResolution=128 ; Fade resolution for cascaded shadow maps
- r.Shadow.CSM.SplitPenumbraScale=0.1 ; Scale factor for split penumbra
- r.Shadow.CSM.SplitDepthBiasScale=0.01 ; Scale factor for split depth bias
- r.Shadow.TexelsPerPixel=4 ; Number of texels per screen pixel for shadow rendering
- r.Shadow.NumDynamicShadowCascades=4 ; Number of dynamic shadow cascades
- r.Shadow.CSM.NumCascades=4 ; Number of cascades for cascaded shadow maps
- r.Shadow.CSM.DepthRange=3000 ; Depth range for cascaded shadow maps
- r.Shadow.CSM.CascadeDistributionExponent=3.0 ; Distribution exponent for cascades
- r.Shadow.CSM.CascadeTransitionFraction=0.1 ; Transition fraction for cascades
- r.Shadow.FadeResolution=1 ; Fade resolution for shadow rendering
- r.Shadow.MaxFadeDistance=6000 ; Maximum fade distance for shadow rendering
- r.Shadow.MinPreShadowResolution=8 ; Minimum resolution for pre-shadow rendering
- r.Shadow.PreShadowResolutionFactor=0.5 ; Sets the pre-shadow resolution factor
- r.Shadow.CSM.DepthBias=0 ; Depth bias for cascaded shadow maps
- r.Shadow.RadiusThresholdMultiplier=1.0 ; Radius threshold multiplier for shadow rendering
- r.Mobile.EnableStaticAndCSMShadowReceivers=0 ; Static and cascaded shadow receivers disabled for mobile devices, improving performance.
- r.Shadow.CachedShadowsCastFromMovablePrimitives=1 ; DEF 1, 0 for PERFORMANCE
- r.Shadow.CacheWholeSceneShadows=1 ; DEF 1
- r.Shadow.CacheWPOPrimitives=0 ; DEF 0
- r.Shadow.CSMDepthBias=8 ; DEF 10
- 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.
- r.Shadow.Virtual.ResolutionLodBiasLocal=1
- r.Shadow.MaxCSMResolution=8192 ; DEF 2048, 1024 for PERFORMANCE , 4096=high
- r.Shadow.MaxNumPointShadowCacheUpdatesPerFrame=-1 ; DEF -1
- r.Shadow.MaxNumSpotShadowCacheUpdatesPerFrame=-1 ; DEF -1
- r.Shadow.OcclusionCullCascadedShadowMaps=0 ; DEF 0
- r.Shadow.PointLightDepthBias=0.02 ; DEF 0.02
- r.Shadow.PointLightSlopeScaleDepthBias=3 ; DEF 3
- r.Shadow.SpotLightTransitionScale=2048 ; DEF 60-120
- r.Shadow.TransitionScale=2 ; Smooth shadow transition
- r.ShadowQuality=5 ; DEF 4, 3 for PERFORMANCE
- r.Shadow.CSMResolution=256 ; Controls the resolution of grass shadows
- r.Shadow.CSMSplitCount=4 ; Determines the number of cascades for grass shadow maps
- r.Shadow.WholeSceneShadowCacheMb=4096
- r.ContactShadows=1
- r.Shadow.Virtual.Enable=1
- r.Shadow.Virtual.MaxPhysicalPages=8192
- r.Shadow.Virtual.SMRT.RayCountScale=1 ; Better ray sampling
- r.Shadow.Virtual.SMRT.SamplesPerRay=8 ; More samples to reduce patterns
- r.Shadow.Virtual.SMRT.RejectionThreshold=0.01 ; Lower threshold for better quality
- ; Contact shadows for better detail
- r.ContactShadows.Quality=3 ; Higher quality contact shadows
- r.ContactShadows.HairShadows=1 ; Better hair shadow quality
- ; ==================================
- ; ✩░▒▓▆▅▃▂▁ RAYTRACING ▁▂▃▅▆▓▒░✩
- ; ==================================
- [Script/Engine.RendererSettings]
- r.DefaultFeature.RayTracing=1 ; Enable ray tracing
- r.RayTracing=1 ; Enable global ray tracing
- ; Performance settings
- r.RayTracing.Reflections.MaxRoughness=1.0 ; Limit reflection roughness
- r.RayTracing.Shadows.MaxCSMRadius=0 ; Disable cascaded shadow map radius for ray tracing
- r.RayTracing.AmbientOcclusion.MaxFullResolutionSamplesPerPixel=4 ; Lower samples for AO
- r.RayTracing.GlobalIllumination.SamplesPerPixel=2 ; Minimum GI samples for balance
- r.RayTracing.TranslucencyLightingVolumeDim=4 ; Lower translucency resolution
- r.RayTracing.SkyLight.MaxSamplesPerPixel=1 ; Keep skylight samples minimal
- ; Additional settings
- r.RayTracing.UseTextureLod=1 ; Use Texture LOD for better performance
- r.RayTracing.ForceAllRayTracingEffects=0 ; Disable forcing all effects
- ; Quality settings
- r.RayTracing.Quality=1 ; Balanced quality
- r.RayTracing.Reflections.MaxBounces=1 ; One reflection bounce
- r.RayTracing.Shadows.MaxRayDistance=2000 ; Shorter ray distance for shadows
- r.RayTracing.AmbientOcclusion.MaxRayDistance=350 ; Shorter AO ray distance
- ; Memory and Cache
- r.RayTracing.Cache.NumGB=6 ; Limit cache to 6GB
- r.RayTracing.Cache.SampleFactor=1 ; Minimal caching for stability
- ; Debugging
- r.RayTracing.Debug.VisualizeMeshBVH=0 ; Disable debug visualization
- r.RayTracing.Debug.VisualizeMaterialGBuffer=0 ; Disable debug visualization
- ; ===============================================
- ; ✩░▒▓▆▅▃▂▁ INTEL Xe SUPER SAMPLING ▁▂▃▅▆▓▒░✩
- ; ===============================================
- ;r.TemporalAA.Upsampling=1 needed below in AA section
- [/Script/Engine.RendererSettings]
- r.IntelXeSS.Enabled=0 ; Main XeSS toggle
- r.IntelXeSS.Enable=0 ; Alternative XeSS toggle
- r.XeSS.Enable=0 ; Another XeSS variant
- r.IntelXeSS.TemporalUpscaling=0 ; Disables temporal upscaling for XeSS
- r.IntelXeSS.AutoExposure=0 ; Disables XeSS auto exposure
- r.IntelXeSS.Quality=0 ; Set Intel XeSS quality level (0 = Performance, 1 = Balanced, 2 = Quality)
- r.IntelXeSS.Sharpening=0.0 ; Set Intel XeSS sharpening strength (0.0 to 1.0)
- ; Optional Settings
- r.IntelXeSS.Denoising=0 ; Enable Intel XeSS denoising (0 = Off, 1 = On)
- r.IntelXeSS.DenoisingStrength=0.75 ; Set Intel XeSS denoising strength (0.0 to 1.0)
- r.IntelXeSS.Smoothness=0.5 ; Set Intel XeSS smoothness factor (0.0 to 1.0)
- ; Advanced Settings
- r.IntelXeSS.RayTracingResolution=1.0 ; Set Intel XeSS ray tracing resolution scale (0.1 to 2.0)
- r.IntelXeSS.RayTracingUpsample=0 ; Enable Intel XeSS upsampling for ray tracing (0 = Off, 1 = On)
- ; ====================================
- ; ✩░▒▓▆▅▃▂▁ ANTIALIASING ▁▂▃▅▆▓▒░✩
- ; ====================================
- [/Script/Engine.RendererSettings]
- 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.
- r.DefaultFeature.AntiAliasing=0 ; Set the anti-aliasing quality. Values: 0 (off), 1 = MSAA, 2 (FXAA), 4 (TemporalAA), 6 (MSAA), 8 (TAA)
- 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)
- 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
- ; TXAA settings
- 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
- r.TemporalAA.Upsampling.NumMips=3 ; Number of MIP levels to use for upsampling
- r.TemporalAA.Upsampling.MinMipCount=1 ; Minimum MIP level to use for upsampling
- r.TemporalAA.Upsampling.MaxFilterWidth=16 ; Maximum filter width for upsampling
- r.TemporalAA.Upsampling.Sharpen=0.0 ; Adjust the sharpness of the upsampling filter
- r.TemporalAA.Upsampling.ViewDistanceScale=1.0 ; Scale the upsampling effect based on view distance
- ; Additional settings for fine-tuning TXAA
- r.TemporalAA.HistoryConvolution.BoxSigma=0.1 ; Sigma value for the box filter used in the history convolution
- r.TemporalAA.HistoryConvolution.Sharpen=0.0 ; Adjust the sharpness of the history convolution filter
- r.TemporalAA.HistoryConvolution.FastFilter=0 ; Enable fast filtering for history convolution
- r.TemporalAA.Upsampling.DepthJitter=0 ; Amount of depth jittering for upsampling
- r.TemporalAA.Upsampling.PatternJitter=0 ; Amount of pattern jittering for upsampling
- r.TemporalACCatmullRom=1
- r.TemporalAAPauseCorrect=1 ; DEF 1
- 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).
- r.TemporalAADynamicSharpen=0.0
- r.TemporalAAFilterSize=0.8 ; 0.0 = sharper/aliased, 1.0 = default smooth/blurry
- r.TemporalAASharpness=0.0 ; DEF 1
- r.TemporalAACatmullRom=1 ; DEF 0
- r.TemporalAA.Algorithm=1
- ; FXAA settings
- ; FXAA quality settings
- r.FXAA.Quality=0
- r.TonemapperQuality=0 ; 0 = Low, 1 = High - Adjusts the tonemapper quality used with FXAA
- ; FXAA performance settings
- r.ForcePrecomputedVisibility=0 ; 0 = Disabled, 1 = Enabled - Disables precomputed visibility to improve performance with FXAA
- r.AllowLandscapeShadows=1 ; 0 = Disabled, 1 = Enabled - Disables landscape shadows for better FXAA performance
- r.DistanceFieldShadowing=1
- r.AllowStaticLighting=1 ; 0 = Disabled, 1 = Enabled - Allows static lighting to improve FXAA performance **this setting is in lighting section.**
- ; FXAA optimizations
- r.AllowHMDWarp=1 ; 0 = Disabled, 1 = Enabled - Enables distortion for VR rendering
- r.OneFrameThreadLag=0 ; 0 = Disabled, 1 = Enabled - Reduces latency by lagging the frame output by one frame
- r.Upscale.Quality=4 ; 0-5, 3 = default
- ; ====================================
- ; ✩░▒▓▆▅▃▂▁ REFLECTIONS ▁▂▃▅▆▓▒░✩
- ; ====================================
- [/Script/Engine.RendererOverrideSettings]
- r.SSR.Quality=3 ; Disable screen space reflections for improved performance.
- r.SSR.MaxRoughness=0.8 ; Adjusts the maximum roughness for screen space reflections.
- r.SSR.RayMaxRoughness=0.2 ; Adjusts the maximum roughness for ray traced reflections.
- r.SSR.Quality=0 ; Disables screen space reflections for improved performance.
- r.SSR.HalfRes=False ; Disables half-resolution reflections for improved quality.
- r.SSR.Temporal=1 ; Temporal screen space reflections (SSR) disabled for improved performance.
- r.SSR.Stencil=0 ; Stencil for screen space reflections (SSR) disabled for improved performance.
- r.SSR.HalfResSceneColor=1 ; Half-resolution scene color enabled for screen space reflections (SSR), improving performance.
- [/Script/Engine.RendererSettings]
- r.ReflectionEnvironment=1 ; Enables reflection environment
- r.ReflectionCaptureResolution=2048 ; Sets the resolution of reflection captures to 256x256 0r 128 for performance.
- r.ReflectionEnvironmentLightmapMixBasedOnRoughness=1 ; Enables roughness-based mix of reflection environment lightmap.
- r.ReflectionEnvironmentLightmapMixLargestWeight=1.0 ; Sets the weight for the largest mip of the reflection environment lightmap.
- r.ReflectionEnvironmentLightmapMixFinalWeighting=0.5 ; Sets the weighting for the final calculation of the reflection environment lightmap.
- r.ReflectionCaptureResolutionSkylight=128 ; Sets the resolution for skylight reflection captures
- r.ReflectionEnvironmentResolution=128 ; Sets the resolution for the reflection environment
- r.ForceLQReflections=1 ; Low-quality reflections forced for improved performance.
- r.ReflectionsQuality=3 ; Reflection quality (0 to 4, higher values provide better quality but may impact performance)
- r.ReflectionsMaxRoughness=0.8 ; Maximum roughness value for reflections
- r.ReflectionsSamplesPerPixel=4 ; Number of reflection samples per pixel
- r.RefractionQuality=0 ; Refraction quality set to 0, disabling it for performance.
- ; ============================================
- ; ✩░▒▓▆▅▃▂▁ CHROMATIC ABERRATION ▁▂▃▅▆▓▒░✩
- ; ============================================
- [/Script/Engine.RendererOverrideSettings]
- ; ChromaticAberration Off
- r.ChromaticAberration=False ; Disable chromatic aberration for better performance
- [/Script/Engine.RendererSettings]
- r.ChromaticAberration=False ; Disable chromatic aberration for better performance
- ; ====================================
- ; ✩░▒▓▆▅▃▂▁ MOTIONBLUR ▁▂▃▅▆▓▒░✩
- ; ====================================
- [SystemSettings]
- ; MotionBlur Off
- r.DefaultFeature.MotionBlur=false
- r.MotionBlurQuality=0 ; This setting controls the quality level of motion blur
- r.MotionBlur.Scale=2.0 ; This setting determines the scale or intensity of motion blur
- r.FastBlurThreshold=0 ; This setting controls the threshold for fast blur
- r.TranslucencyVolumeBlur=0 ; This setting controls the volume blur for translucency
- r.MotionBlur.Amount=0
- r.MotionBlurSeparable=0
- r.MotionBlur.Max=0
- ; ===========================
- ; ✩░▒▓▆▅▃▂▁ DOF ▁▂▃▅▆▓▒░✩
- ; ===========================
- [/Script/Engine.Engine]
- ; DepthOfField Off
- r.DefaultFeature.DepthOfField=False
- 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.
- r.GaussianDOF=0
- r.DepthOfField.FarBlur=0
- r.DOF.Kernel.MaxBackgroundRadius=0.0000
- [/Script/Engine.RendererSettings]
- 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.
- r.DepthOfField.MaxBokehSize=64 ; Controls the maximum size of the bokeh. Increase this value for larger, more pronounced bokeh.
- r.DepthOfField.MaxNearBlurSize=32 ; Sets the maximum size of the near blur. Increase this value for a stronger near blur effect.
- r.DepthOfField.MaxFarBlurSize=256 ; Sets the maximum size of the far blur. Increase this value for a stronger far blur effect.
- r.DepthOfField.FarBlurKernelSize=32 ; Controls the kernel size for the far blur. Adjust as needed for a desired level of blurring.
- r.DepthOfField.NearBlurKernelSize=16 ; Controls the kernel size for the near blur. Adjust as needed for a desired level of blurring.
- r.DepthOfField.DepthBlurRadius=0.5 ; Controls the radius of the depth blur effect. Adjust as needed for a desired level of blurring.
- r.DepthOfField.DepthBlurAmount=1.0 ; Controls the overall amount of depth blur effect. Increase this value for a stronger depth blur.
- 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.
- 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.
- r.DepthOfFieldNearTransitionRegion=0.15 ; Controls the transition region between the focused and unfocused areas near the camera.
- r.DepthOfFieldFarTransitionRegion=0.15 ; Controls the transition region between the focused and unfocused areas far from the camera.
- 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.
- 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.
- r.DepthOfField.MaxBokehBlurRadius=64 ; Controls the maximum blur radius for bokeh. Increase this value for a larger, more blurred bokeh effect.
- r.DepthOfField.BokehRadiusScale=2.0 ; Scales the radius of the bokeh. Increase this value for a larger bokeh effect.
- r.DepthOfField.BokehShape=0.5 ; Sets the shape of the bokeh. Adjust as needed for different bokeh shapes.
- 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.
- 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.
- ; ================================
- ; ✩░▒▓▆▅▃▂▁ LIGHTING ▁▂▃▅▆▓▒░✩
- ; ================================
- [/Script/Engine.RendererSettings]
- ; Light functions settings
- r.DefaultFeature.LightFunctions=1 ; Enables light functions
- r.LightFunctionQuality=1 ; Sets the light function quality (0 = low, 1 = high)
- r.LightShaftDownSampleFactor=4 ; Helps with light shaft quality
- r.Light.UseClusteredDeferredShading=1
- r.TranslucencyLightingVolumeDim=8 ; Dimensions of the lighting volume for translucent materials set to 8, reducing memory usage. 24=High
- r.LightMaxDrawDistanceScale=10 ; Maximum draw distance of lights.
- r.MinScreenRadiusForLights=0.001
- r.AllowStaticLighting=0 ; Disable static lighting to rely more on dynamic lighting and color accuracy. Disable reduce memory usage
- r.LightPropagationVolume=0 ; Light propagation volume (LPV) disabled for improved performance.
- ; Light shafts settings (also known as God rays)
- r.LightShaftQuality=1 ; Sets the light shaft quality (0 = low, 1 = high) set to 0, disabling it for performance.
- ; Particle system settings
- r.ParticleLightQuality=1 ; Sets the particle light quality (0 = low, 1 = high)
- ; Miscellaneous settings
- r.LightCullingQuality=1 ;Light culling quality set to 1 for improved performance.
- ; LensFlare
- r.LensFlareIntensity=0.3 ; Set the lens flare intensity for the overall scene
- r.LensFlareThreshold=0.8 ; Set the lens flare threshold for the overall scene
- r.LensFlareSize=0.05 ; Set the lens flare size for the overall scene
- r.LensFlareQuality=1 ;r.LensFlareQuality determines the quality of lens flares in the game.0 disables lens flares, while higher values increase the quality.
- r.LensFlareBokehShape=0 ;r.LensFlareBokehShape determines the shape of the bokeh used in lens flares.0 for circular bokeh, 1 for hexagonal bokeh, and 2 for octagonal bokeh.
- r.LensFlareOcclusion=1 ;r.LensFlareOcclusion determines whether lens flares can be occluded by other objects in the scene. 0 disables occlusion, while 1 enables occlusion.
- r.LensFlareOcclusionQueries=1 ;r.LensFlareOcclusionQueries determines the method used for occlusion queries with lens flares.0 for software occlusion queries, 1 for hardware occlusion queries.
- r.LensFlareOcclusionMaskDarkening=0.2 ;r.LensFlareOcclusionMaskDarkening determines the amount of darkening applied to occluded lens flares. 0 disables darkening, while higher values increase the effect.
- r.LensFlareOcclusionDepthRange=1000 ;r.LensFlareOcclusionDepthRange determines the depth range for occlusion queries with lens flares. =1000 sets the depth range in centimeters.
- ; ===========================
- ; ✩░▒▓▆▅▃▂▁ FOG ▁▂▃▅▆▓▒░✩
- ; ===========================
- [/Script/Engine.RendererSettings]
- ; Fog related settings some in sky weather settings section to.
- r.Fog=1 ; Enables or disables fog in the scene. Set to 1 to enable fog, or 0 to disable.
- r.FogDensity=0.013 ; Sets the overall density of the fog. Higher values result in denser fog, while lower values create thinner fog.
- 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.
- r.FogMaxOpacity=1.0 ; Sets the maximum opacity of the fog. The fog will appear fully opaque at this value.
- 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.
- 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.
- 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.
- 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.
- ; r.FogInscatteringTexture=Texture2D'EngineResources.WhiteSquareTexture' ; Specifies a texture that controls the inscattering of light by the fog. You can assign a texture asset here.
- 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.
- 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.
- 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.
- r.VolumetricFog=1 ; Enable volumetric fog for depth
- ; =============================
- ; ✩░▒▓▆▅▃▂▁ GRASS ▁▂▃▅▆▓▒░✩
- ; =============================
- [/Script/Engine.Engine]
- ; Grass settings (3 option in shadows section that effect grass)
- r.Grass.FadeRange=5000 ; Controls the distance at which grass will begin to fade out from the camera
- r.Grass.MaxDrawDistance=10000 ; Controls the maximum draw distance for grass
- r.Grass.MinScreenSize=0.1 ; Determines the minimum screen size a grass blade must occupy to be drawn
- r.Grass.DensityScale=2 ; Controls the density of grass blades 2 high, DEF 1, 0.6 for PERFORMANCE
- r.Grass.WidthScale=1.0 ; Controls the thickness of grass blades
- r.Grass.EnableShadows=1 ; Enables or disables grass shadows
- r.Shadow.CSMResolution=256 ; Controls the resolution of grass shadows
- r.Shadow.CSMSplitCount=4 ; Determines the number of cascades for grass shadow maps
- r.Grass.UseVertexColor=1 ; Enables or disables grass vertex coloring
- r.Grass.MaxClusterInstances=8 ; Controls the maximum number of grass blades per cluster
- r.Grass.MaxClusterComponents=32 ; Controls the maximum number of grass clusters per componen
- r.Landscape.EnableGrassVisibilityCulling=1 ; Enables or disables culling of grass based on landscape visibility
- r.Landscape.GrassVisibilitySampleCount=16 ; Controls the number of grass samples used for visibility culling
- r.Grass.Collision=1 ; Enables or disables collision of grass with other objects
- r.Grass.MaxCollisionPerBlade=4 ; Controls the maximum number of collisions per grass blade
- [/Script/Engine.GameUserSettings]
- grass.DisableDynamicShadows=0 ; DEF 0, 1 for PERFORMANCE
- grass.TickInterval=10 ; DEF 1, 10 for PERFORMANCE
- grass.MaxUpdateFrequency=60
- ; ============================
- ; ✩░▒▓▆▅▃▂▁ SSGI ▁▂▃▅▆▓▒░✩
- ; ============================
- ; Disabled to use Ground Truth Ambient Occlusion (GTAO) feature
- [/Script/Engine.RendererSettings]
- r.SSGI.Enable=0 ; Enable Screen Space Global Illumination (SSGI)
- r.SSGI.SampleCount=16 ; Number of samples for SSGI (increase for higher quality, but higher performance cost)
- r.SSGI.Integration.Quality=2 ; SSGI integration quality (0-4, 0 being the lowest quality and 4 being the highest)
- r.SSGI.HalfResSceneColor=1 ; Use half-resolution scene color for SSGI (improves performance at the cost of some quality)
- ; Resolution settings
- r.SSGI.HalfResSceneDepth=1 ; Use half-resolution scene depth for SSGI (improves performance at the cost of some quality)
- r.SSGI.HalfResSceneDepthTemporalAA=1 ; Use half-resolution scene depth for SSGI temporal anti-aliasing (TAA)
- ; Performance optimizations
- r.SSGI.TemporalAccumulation=1 ; Enable temporal accumulation for SSGI (improves quality at the cost of some performance)
- r.SSGI.HistoryConvolutionRadius=2 ; Radius for SSGI history convolution (increase for larger influence, but higher performance cost)
- r.SSGI.Integration.MaxScreenRadius=0.05 ; Maximum screen radius for SSGI integration (increase for larger influence, but higher performance cost)
- ; r.SSGI.Quality=0 ; DEF 2, 0 for PERFORMANCE but glitchy, has been replaced with "r.DefaultFeature.AntiAliasingQuality"
- ; ==============================================
- ; ✩░▒▓▆▅▃▂▁ SUBSURFACE POSTPROCESS ▁▂▃▅▆▓▒░✩
- ; ==============================================
- [/Script/Engine.RendererSettings]
- r.SubsurfaceScattering=1 ;# Enables subsurface scattering
- r.SSS.Scale=2.5 ;# Scale factor for subsurface scattering
- r.SSS.Filter=2 ;# Subsurface scattering filter mode
- r.SSS.Quality=0 ;# Subsurface scattering quality level
- r.SSS.SampleSet=2 ;# Subsurface scattering sample set
- r.SSS.Checkerboard=0 ;# Disables subsurface scattering checkerboard pattern
- r.SSS.HalfRes=0 ;# Disables subsurface scattering half resolution
- r.SubsurfaceQuality=1 ;# Subsurface quality level (possibly deprecated)
- r.SSS.Burley.NumSamplesOverride=0 ;# Overrides the number of samples used in Burley subsurface scattering
- r.SSS.Burley.Quality=0 ;# Quality level for Burley subsurface scattering (N/A)
- r.SSS.Burley.BilateralFilterKernelFunctionType=1 ;# Burley subsurface scattering bilateral filter kernel function type
- r.SSS.Burley.EnableProfileIdCache=1
- [/Script/Engine.RendererOverrideSettings]
- r.SubsurfaceScattering=0 ;# Disables overriding subsurface scattering.
- ; =========================================
- ; ✩░▒▓▆▅▃▂▁ TEXTURE STREAMING ▁▂▃▅▆▓▒░✩
- ; =========================================
- [/Script/Engine.RendererSettings]
- r.TextureStreaming=True
- [/Script/Engine.Engine]
- bUseBackgroundLevelStreaming=False ;helps ensure that the increased view distance setting persists during gameplay and less streming from disk but higher memory ussage.
- ;TEXTUREGROUPS
- [/Script/Engine.TextureLODSettings]
- TEXTUREGROUP_World=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_WorldNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_WorldSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
- TEXTUREGROUP_Character=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_CharacterNormalMap=(MinLODSize=1,MaxLODSize=4096,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_CharacterSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
- TEXTUREGROUP_Weapon=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_WeaponNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_WeaponSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
- TEXTUREGROUP_Vehicle=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_VehicleNormalMap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_VehicleSpecular=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Sharpen1,NumStreamedMips=-1)
- TEXTUREGROUP_Cinematic=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_Effects=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=linear,MipFilter=point,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_Skybox=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_UI=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_Lightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
- TEXTUREGROUP_Shadowmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_Blur5,NumStreamedMips=-1)
- TEXTUREGROUP_RenderTarget=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_MobileFlattened=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=aniso,MipGenSettings=TMGS_NoMipmaps,NumStreamedMips=-1)
- TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=1,LODBias=-15,MinMagFilter=linear,MipFilter=linear)
- TEXTUREGROUP_Pixels2D=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=point,MipFilter=point)
- TEXTUREGROUP_IESLightProfile=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
- TEXTUREGROUP_HDR=(MinLODSize=1,MaxLODSize=8192,LODBias=-15,MinMagFilter=aniso,MipFilter=point)
- MinLODSize=2048
- MaxLODSize=8192
- [/Script/Engine.RendererSettings]
- r.Streaming.FullyLoadUsedTextures=1 ; Configured for performance. It allows textures to be loaded partially instead of fully loading them, improving memory usage.
- r.Streaming.DropMips=0 ; Configured for performance. It disables the dropping of mipmaps, ensuring all mip levels are loaded, which can improve image quality.
- r.Streaming.HiddenPrimitiveScale=0.5 ; Configured for performance. It scales down the streaming bounds for hidden primitives, reducing the memory usage for streaming.
- r.Streaming.HLODStrategy=2 ; Configured for performance. It disables Hierarchical Level of Detail (HLOD) strategy, which can improve performance at the cost of some visual quality.
- r.Streaming.MipBias=-0.5 ; Configured for performance. can improve performance by reducing the rendering cost of high-resolution textures.
- r.Streaming.UseAllMips=1 ; Configured for performance. It disables the use of all mips, meaning only the highest mip level will be used for rendering, reducing memory usage and potentially improving performance.
- r.MaxAnisotropy=16 ; Configured for performance. It sets the maximum anisotropic filtering level to 8, which balances image quality and performance.
- r.Streaming.LimitPoolSizeToVRAM=0 ; Configured for performance. It disables the limitation of the streaming pool size based on available VRAM, allowing the pool size to be set manually.
- r.Streaming.PoolSize=10000 ; ~10GB based on 85% of available VRAM (12GB * 0.85 ≈ 10GB).0 = auto
- r.Streaming.MaxTempMemoryAllowed=8192 ; It sets the maximum temporary memory allowed for streaming recomended 16gig RAM/4=4096 MB or 0 MB effectively disabling the use of temporary memory.
- r.RenderTargetPoolMin=400 ; Configured for performance. It sets the minimum size of the render target pool to 2048 MB, which affects the memory allocation for render targets.
- [TextureStreaming]
- r.Streaming.MaxTextureLoadTime=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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- [SystemSettings]
- r.LOD.UseObjectScaleOverride=true ; Configured for performance. It enables the use of object scale override for LOD (Level of Detail), allowing more control over LOD distances.
- r.LOD.ObjectScaleOverride=3.0 ; Configured for performance. It sets the object scale override value to 3.0, which affects LOD distances and can improve performance by reducing the level of detail for objects.
- r.HLODDistanceFactor=3.0 ; Configured for performance. It sets the HLOD (Hierarchy Level of Detail) distance factor to 3.0, controlling the distance at which HLOD is used, potentially improving performance by reducing the rendering cost of complex objects.
- r.HLOD.DistanceOverrideScale=8
- [AsyncLoading]
- r.Streaming.UseNewMetrics=1 ; Enables new streaming metrics for async loading
- [Engine.Engine]
- ;old Unreal 3 settings probably dont work
- MinTextureDensity=0.0 ; Adjusted for performance, can be increased if needed
- IdealTextureDensity=12.0 ; Adjusted for performance, can be increased if needed
- MaxTextureDensity=55.0 ; Adjusted for performance, can be increased if needed
- MinLightMapDensity=0.0 ; Adjusted for performance, can be increased if needed
- IdealLightMapDensity=0.05 ; Adjusted for performance, can be increased if needed
- MaxLightMapDensity=0.2 ; Adjusted for performance, can be increased if needed
- MipFadeInSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
- MipFadeOutSpeed0=0.0 ; Increased for smoother texture mip transitions DEF 0.3
- MipFadeInSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
- MipFadeOutSpeed1=0.0 ; Increased for smoother texture mip transitions DEF 0.3
- ; ===========================================
- ; ✩░▒▓▆▅▃▂▁ OTHER OPTIMIZATIONS ▁▂▃▅▆▓▒░✩
- ; ===========================================
- [SystemSettings]
- r.LODDistanceScale=1.0 ; Controls overall LOD distances
- r.ForceLOD=0 ; Prevents unwanted LOD changes when stationary
- r.MinLODToRender=0 ; Ensures closest LOD is always used when near
- r.ViewDistanceScale=4 ; Adjusts the distance at which objects are rendered
- r.ViewDistanceQuality=4 ; Sets the quality level for view distance, 4 epic
- r.MaterialQualityLevel=2 ; Controls the quality level for materials
- r.FinishCurrentFrame=0 ; Disables waiting for the GPU to finish rendering the current frame
- r.CreateShadersOnLoad=1 ; Enables shader compilation on load to reduce stuttering during gameplay
- r.Streaming.UseFixedPoolSize=1 ; Disables the use of a fixed pool size for streaming
- r.Streaming.PoolSize=12288 ; Total GPU VRAM in MB * 0.75, (8GB VRAM = 6144, 12GB VRAM = 9216, 16GB VRAM = 12288, 24GB VRAM = 18432)
- r.Streaming.FullyLoadUsedTextures=0 ; 1 = Ensures that used textures are fully loaded into memory, 0 = partially loaded in.
- r.Streaming.LimitPoolSizeToVRAM=0 ; Disables limiting the streaming pool size to VRAM
- r.Streaming.AmortizeCPUToGPUCopy=1 ; Enables amortization of CPU to GPU texture copies
- r.Streaming.MaxTempMemoryAllowed=8192 ; 8GB based on 25% of system RAM (32GB * 0.25 = 8GB)
- r.MaxAnisotropy=16 ; Sets the maximum level of anisotropic filtering
- r.MipMapLODBias=0.5 ; Sets the level of detail bias for mipmaps
- r.Shaders.Optimize=1 ; Enables shader optimization
- r.Shaders.FastMath=0 ; Enables fast math optimizations for shaders
- r.HZBOcclusion=1 ; Disable hardware occlusion queries for hidden zone removal
- r.RenderTargetPoolMin=1000 ; Sets the minimum number of render targets in the pool
- r.D3D11.Depth24Bit=0 ; Disables 24-bit depth buffer for D3D11
- 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
- r.SkinCache.CompileShaders=1 ; Animation and skeletal mesh quality settings
- a.URO.DisableInterpolation=0 ; Animation and skeletal mesh quality settings
- r.MSAA.CompositingSampleCount=2
- r.ParticleLightQuality=3
- r.RefractionQuality=3 (you have r.RefractionQuality=0)
- r.ShaderPipelineCache.PreOptimizeEnabled=1
- r.ShaderPipelineCache.SaveUserCache=1
- r.ShaderPipelineCache.StartupMode=3
- r.ShaderPipelineCache.LogPSO=1
- r.ShaderPipelineCache.SaveBoundPSOLog=1
- r.ShaderPipelineCache.ReportPSO=1
- r.ShaderPipelineCache.GameFileMaskEnabled=1
- r.ShaderPipelineCache.LazyLoadShadersWhenPSOCacheIsPresent=1
- r.ShaderPipelineCache.BatchSize=10
- r.Vulkan.PipelineCacheFromShaderPipelineCache=1
- r.D3D.ForceDXC=1
- r.XGEShaderCompile=1
- r.XGEShaderCompile.Mode=1
- r.XGEShaderCompile.Xml.BatchGroupSize=256
- r.XGEShaderCompile.Xml.BatchSize=16
- r.XGEShaderCompile.Xml.JobTimeout=0.500000
- r.RHICmdUseParallelAlgorithms=1
- r.RHICmdVelocityPassDeferredContexts=1
- r.UseAsyncShaderPrecompilation=1
- s.AsyncLoadingTimeLimit=2.0
- s.LevelStreamingActorsUpdateTimeLimit=1.00
- s.UnregisterComponentsTimeLimit=0.00
- s.AsyncLoadingUseFullTimeLimit=0
- s.ContinuouslyIncrementalGCWhileLevelsPendingPurge=1
- s.PriorityAsyncLoadingExtraTime=10.00
- s.IoDispatcherCacheSizeMB=2048
- s.LevelStreamingComponentsRegistrationGranularity=1
- s.LevelStreamingComponentsUnregistrationGranularity=1
- s.MaxIncomingRequestsToStall=100
- s.MaxReadyRequestsToStallMB=0
- s.MinBulkDataSizeForAsyncLoading=1000
- ActorSequence.DefaultDisplayRate=120 fps
- ActorSequence.DefaultEvaluationType=1
- ActorSequence.DefaultTickResolution=120 fps
- ControlRigSequence.DefaultDisplayRate=120 fps
- ControlRigSequence.DefaultEvaluationType=1
- ControlRigSequence.DefaultTickResolution=120 fps
- LevelSequence.DefaultDisplayRate=120 fps
- LevelSequence.DefaultLockEngineToDisplayRate=1
- LevelSequence.DefaultTickResolution=120 fps
- MovieScene.LegacyConversionFrameRate=120 fps
- r.VolumetricCloud.SkyAO.MaxResolution=256
- r.VolumetricFog.LightFunction.Resolution=256
- r.ReflectionCapture.EnableLightFunctions=1
- r.TSR.History.R11G11B10=1
- r.TSR.History.ScreenPercentage=200
- r.TSR.History.UpdateQuality=3
- r.TSR.ShadingRejection.Flickering=1
- r.TSR.ShadingRejection.SpatialFilter=2
- r.TSR.RejectionAntiAliasingQuality=2
- r.TSR.Resurrection=1
- r.TSR.Translucency.EnableResponiveAA=1
- r.TSR.TSR1spp=13.3
- ai.Human.FlankingAlone=1
- ai.SwitchWeaponIfNoAmmo=1
- ai.UseBlindActions=1
- D3D12.PSOPrecache.KeepLowLevel=1
- D3D12.TexturePoolOnlyAccountStreamableTexture=1
- D3D12.ZeroBufferSizeInMB=12
- mg.CharacterQuality=2
- ; Hair specific settings
- r.Hair.StrandsLODBias=0 ; Prevents aggressive LOD changes for hair strands
- r.Hair.StrandsTextures=1 ; Forces high quality hair textures
- r.Hair.BindingOffset=0 ; Reduces hair LOD transitions
- mg.HairQuality=2 ; Forces highest quality hair rendering
- r.Hair.Strands.Shadow=1 ; Enables high quality hair shadows
- r.Hair.Strands.ShadowQuality=1 ; Higher quality shadows for hair
- r.Hair.Strands.ShadowRayCasting=1 ; Better shadow ray precision
- r.Hair.Strands.ShadowSuperSampling=1 ; Improves shadow quality in low light
- niagara.CreateShadersOnLoad=1
- r.AllowGlobalClipPlane=1
- r.CapsuleIndirectConeAngle=0.2
- r.DisableLandscapeNaniteGI=0
- r.DoTiledReflections=0
- r.FastVRam.GBufferVelocity=1
- r.FastVRam.SceneDepth=1
- r.FastVRam.ShadowCSM=1
- r.FastVRam.ShadowPerObject=1
- r.FastVRam.ShadowPointLight=1
- r.FastVRam.SSR=1
- r.FilmGrain=0
- r.Nanite.Streaming.StreamingPoolSize=1024
- r.NGX.DLSS.DenoiserMode=2 ; Quality mode instead of performance
- r.NGX.DLSS.Quality=2 ; Higher quality reconstruction
- r.NGX.DLSS.Sharpness=0.5 ; Reduced sharpness can help with hair artifacts
- r.ScreenPercentage=100 ; Base resolution scale
- r.DynamicRes.OperationMode=0 ; Disables dynamic resolution
- r.NGX.DLSS.Enable=0 ; Disables DLSS
- r.TSR.Enable=0 ; Disables TSR (Temporal Super Resolution)
- r.Upscale.Enable=0 ; Disables general upscaling
- r.PSOPrecache.GlobalComputeShaders=1
- r.ReflectionCaptureSupersampleFactor=2
- r.Shadow.CachePreshadow=1
- r.Shadow.OcclusionCullPlanarReflections=0
- r.Shadow.Virtual.SMRT.TexelDitherScaleDirectional=6
- r.Shadow.Virtual.SMRT.TexelDitherScaleLocal=6
- r.Streaming.Boost=3
- rhi.SyncAllowVariable=1
- RHI.TargetRefreshRate=120
- t.HitchFrameTimeThreshold=33.32
- fg.CullDistanceScale.Bushes=1.25
- fg.CullDistanceScale.DistantBushes=1.25
- fg.CullDistanceScale.DistantFoliage=1.2
- fg.CullDistanceScale.DistantGrass=1.15
- fg.CullDistanceScale.DistantTrees=1.3
- fg.DensityScale.Bushes=1.5
- fg.DensityScale.DistantBushes=1.15
- fg.DensityScale.DistantFoliage=1.15
- fg.DensityScale.DistantGrass=1.15
- fg.DensityScale.DistantTrees=1.25
- fg.DensityScale.Grass=1.5
- fg.DensityScale.Trees=1.3
- r.LevelStreamingDistanceScale=10 ; Controls streaming distance of level assets
- r.UITextureLODBias=-1
- r.HeightFieldShadowing=0
- r.AOHeightfieldOcclusion=0
- r.LODFadeTime=2
- r.LandscapeLODBias=-1
- r.LandscapeLODDistributionScale=3
- r.LandscapeLOD0DistributionScale=3
- r.StaticMeshLODDistanceScale=0.1
- r.VolumetricLightmap.VisualizationMinScreenFraction=0.001000
- r.VolumetricLightmap.VisualizationRadiusScale=0.010000
- r.VolumetricFog.DepthDistributionScale=32.000000
- r.VolumetricFog.GridDivisor=120
- r.VolumetricFog.GridPixelSize=4
- r.VolumetricFog.GridSizeZ=128
- r.VolumetricFog.HistoryMissSupersampleCount=16
- r.VolumetricFog.HistoryWeight=0.900000
- r.VolumetricFog.InjectShadowedLightsSeparately=1
- r.VolumetricFog.InverseSquaredLightDistanceBiasScale=1.000000
- r.VolumetricFog.Jitter=1
- r.VolumetricFog.LightFunctionSupersampleScale=2.000000
- r.VolumetricFog.TemporalReprojection=1
- r.VolumetricFog.VoxelizationShowOnlyPassIndex=-1
- r.VolumetricFog.VoxelizationSlicesPerGSPass=8
- r.Nanite.PrimitivesAlwaysVisible=1
- r.Decal.FadeDurationScale=2
- r.FSR.Enable=0 ; Disables FSR 1.0
- r.FidelityFX.FSR.Enable=0 ; Disables FSR 2.0
- r.FidelityFX.FSR.Enabled=0 ; Alternative FSR disable
- r.FidelityFX.FSR.Quality=0 ; Sets FSR quality level
- r.FidelityFX.FSR.HistoryFormat=0 ; Controls history buffer format
- r.FidelityFX.FSR.Sharpness=0 ; Controls FSR sharpening
- r.FidelityFX.FSR.AutoExposure=0 ; Disables FSR auto exposure
- r.FidelityFX.FSR.Filter=0 ; Disables FSR filtering
- r.FidelityFX.FSR.TemporalUpscaler=0 ; Disables temporal upscaling for FSR
- r.BlurGBuffer=-1
- gm.AutumnTreeMuliplier=0.75
- ;AUDIO OPTIMIZATIONS
- [Audio]
- AudioThread.BatchAsyncBatchSize=512 ; Sets the audio thread batch size for async processing
- AudioThread.UseBackgroundThreadPool=1 ; Enables the use of a background thread pool for audio
- AudioThread.EnableBatchProcessing=1 ; Enables batch processing for audio
- [GPULightmass]
- ; Add any specific GPULightmass settings here if applicable
- [FXSystem]
- FX.AllowAsyncTick=1 ; Enables async ticking for the FX system
- FX.BatchAsync=1 ; Enables async batch processing for the FX system
- FX.BatchAsyncBatchSize=512 ; Sets the FX system async batch size
- FX.MaxCPUParticlesPerEmitter=25 ; Sets the maximum number of CPU particles per emitter
- FX.MaxGPUParticlesSpawnedPerFrame=1024 ; Sets the maximum number of GPU particles spawned per frame
- [Rendering]
- AllowAsyncRenderThreadUpdates=1 ; Allows async updates of the render thread
- AllowAsyncRenderThreadUpdatesDuringGamethreadUpdates=0 ; Allows async updates of the render thread during game thread updates
- r.bForceCPUAccessToGPUSkinVerts=0 ; Forces CPU access to GPU skin vertices
- r.SupportDepthOnlyIndexBuffers=1 ; Supports depth-only index buffers
- r.SupportReversedIndexBuffers=1 ; Supports reversed index buffers
- r.DBuffer=0 ; Disables DBuffer
- r.GPUCrashDebugging=0 ; Disables GPU crash debugging
- r.CompileShadersForDevelopment=0 ; Disables shader compilation for development
- ;GARBAGE COLLECTION OPTIMIZATIONS
- [/Script/Engine.GarbageCollectionSettings]
- gc.MaxObjectsNotConsideredByGC=100000 ; Increased the value slightly for better performance
- gc.SizeOfPermanentObjectPool=50000000 ; Increased the value for a larger pool size
- gc.ActorClusteringEnabled=True ; Enabled actor clustering for improved garbage collection
- gc.BlueprintClusteringEnabled=True ; Enabled blueprint clustering for improved garbage collection
- ; LOG WRITE OPTIMIZATIONS
- [Core.System]
- Suppress=ScriptWarning
- Suppress=Error
- Suppress=ScriptLog
- Suppress=Warning
- [Core.Log]
- ; Disable unnecessary logging categories for improved performance
- LogPluginManager=off
- LogOnlineIdentity=off
- LogOnlineSession=off
- LogMemory=off
- LogPakFile=off
- LogTemp=off
- LogLinker=off
- LogOnline=off
- LogOnlineGame=off
- LogAnalytics=off
- LogConfig=off
- LogInteractiveProcess=off
- LogInput=off
- LogOnlineEntitlement=off
- LogOnlineEvents=off
- LogOnlineFriend=off
- LogOnlinePresence=off
- LogOnlineTitleFile=off
- LogOnlineUser=off
- Global=off ; Disable all global logging for improved performance
- ; NETWORK OPTIMIZATIONS
- [Core.System]
- ConfiguredInternetSpeed=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured internet speed (in bytes per second)
- ConfiguredLanSpeed=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum configured LAN speed (in bytes per second)
- [/script/onlinesubsystemutils.ipnetdriver]
- MaxClientRate=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
- MaxInternetClientRate=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
- NetServerMaxTickRate=120 ; Set the maximum tick rate for the server on the internet
- LanServerMaxTickRate=120 ; Set the maximum tick rate for the server on LAN
- MaxNetTickRate=400 ; Set the maximum net tick rate
- InitialConnectTimeout=300.0 ; Set the initial connect timeout (in seconds)
- ConnectionTimeout=300.0 ; Set the connection timeout (in seconds)
- [/script/engine.gamenetworkmanager]
- TotalNetBandwidth=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the total net bandwidth (in bytes per second)
- MaxDynamicBandwidth=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum dynamic bandwidth (in bytes per second)
- MinDynamicBandwidth=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the minimum dynamic bandwidth (in bytes per second)
- [/script/socketsubsystemepic.epicnetdriver]
- MaxClientRate=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum client rate (in bytes per second)
- MaxInternetClientRate=78643200 ; 75Mbps (75 * 1024 * 1024 / 8 = 78643200) Set the maximum internet client rate (in bytes per second)
- [/script/engine.engine]
- NetClientTicksPerSecond=120 ; Set the number of client ticks per second
- ; =====================================
- ; ✩░▒▓▆▅▃▂▁ References ▁▂▃▅▆▓▒░✩
- ; =====================================
- ;Colour and exposure:
- ; https://www.youtube.com/watch?v=EvWWMxuUju4
- ;Sharpening shadows:
- ; https://steamcommunity.com/sharedfiles/filedetails/?l=german&id=1581653841
- ; https://framedsc.com/GeneralGuides/ue4guide.htm
- ;Texture streaming:
- ; https://questions.satisfactorygame.com/post/60488c32aa0ba107e32507e4
- ;Subsurface post-process
- ; https://docs.unrealengine.com/4.27/en-US/RenderingAndGraphics/Materials/LightingModels/SubSurfaceProfile/
- ;TXAA settings:
- ; https://steamcommunity.com/sharedfiles/filedetails/?id=1515357092
- ; https://www.reddit.com/r/FuckTAA/comments/p73j8t/unreal_engine_taa_is_actually_cool/
- ;Shadows:
- ; https://steamcommunity.com/app/1608070/discussions/0/3712685859923396082/?ctp=3
- ; https://forums.dovetailgames.com/threads/guide-make-tsw-less-flat-bright-looking-by-adding-ambient-occlusion.46409/
- ; https://forums.dovetailgames.com/threads/best-quality-shadows-and-errors-in-default-configuration.50462/
- ;EyeAdaptation & AutoExposure:
- ; https://steamcommunity.com/app/530070/discussions/0/1735462352466997887/?l=italian
- ; https://www.reddit.com/r/HarryPotterGame/comments/10zm5lu/dark_scene_brightness_fix_pc/
- ; https://www.nexusmods.com/hogwartslegacy/mods/47?tab=posts
- ; https://www.reddit.com/r/stalker/comments/1hhwn3o/engineini_foliage_view_distance_best_reflections/?rdt=34300
- ; SETTINGS TAKEN OUT (glitching issues)
- ; -------------------------------------
- ; r.TemporalAAUpsampling=1
- ; r.TemporalAA.Algorithm=1 ; 0 = Gen 4, 1 = Gen 5
- ; r.ScreenPercentage=75 ; Render resolution before upsampling
- ; r.Jittering=1
- ; r.TemporalAA.Algorithm=1 ; DEF 0, 0 for PERFORMANCE
- ; r.TemporalAA.AllowDownsampling=1 ; DEF 1
- ; r.TemporalAA.HistoryScreenPercentage=100 ; DEF 100
- ; r.TemporalAA.R11G11B10History=0 ; DEF 0
- ; r.TemporalAA.Upscaler=1 ; DEF 1
- ; r.TemporalAAUpsampleFiltered=1 ; DEF 1
- ; r.Shadow.CSMShadowDistanceFadeoutMultiplier=0.1
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